Merge pull request #8217 from sethalves/fix-throwing

fix throwing
This commit is contained in:
Brad Hefta-Gaub 2016-07-14 15:52:41 -07:00 committed by GitHub
commit 45aa78702c
3 changed files with 111 additions and 6 deletions

View file

@ -17,11 +17,14 @@
#include "CharacterController.h"
const uint16_t AvatarActionHold::holdVersion = 1;
const int AvatarActionHold::velocitySmoothFrames = 6;
AvatarActionHold::AvatarActionHold(const QUuid& id, EntityItemPointer ownerEntity) :
ObjectActionSpring(id, ownerEntity)
{
_type = ACTION_TYPE_HOLD;
_measuredLinearVelocities.resize(AvatarActionHold::velocitySmoothFrames);
#if WANT_DEBUG
qDebug() << "AvatarActionHold::AvatarActionHold";
#endif
@ -204,8 +207,38 @@ void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
}
withWriteLock([&]{
if (_previousSet) {
glm::vec3 oneFrameVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
_measuredLinearVelocities[_measuredLinearVelocitiesIndex++] = oneFrameVelocity;
if (_measuredLinearVelocitiesIndex >= AvatarActionHold::velocitySmoothFrames) {
_measuredLinearVelocitiesIndex = 0;
}
}
glm::vec3 measuredLinearVelocity;
for (int i = 0; i < AvatarActionHold::velocitySmoothFrames; i++) {
// there is a bit of lag between when someone releases the trigger and when the software reacts to
// the release. we calculate the velocity from previous frames but we don't include several
// of the most recent.
//
// if _measuredLinearVelocitiesIndex is
// 0 -- ignore i of 3 4 5
// 1 -- ignore i of 4 5 0
// 2 -- ignore i of 5 0 1
// 3 -- ignore i of 0 1 2
// 4 -- ignore i of 1 2 3
// 5 -- ignore i of 2 3 4
if ((i + 1) % 6 == _measuredLinearVelocitiesIndex ||
(i + 2) % 6 == _measuredLinearVelocitiesIndex ||
(i + 3) % 6 == _measuredLinearVelocitiesIndex) {
continue;
}
measuredLinearVelocity += _measuredLinearVelocities[i];
}
measuredLinearVelocity /= (float)(AvatarActionHold::velocitySmoothFrames - 3); // 3 because of the 3 we skipped, above
if (_kinematicSetVelocity) {
rigidBody->setLinearVelocity(glmToBullet(_linearVelocityTarget));
rigidBody->setLinearVelocity(glmToBullet(measuredLinearVelocity));
rigidBody->setAngularVelocity(glmToBullet(_angularVelocityTarget));
}

View file

@ -64,6 +64,10 @@ private:
glm::vec3 _palmOffsetFromRigidBody;
// leaving this here for future refernece.
// glm::quat _palmRotationFromRigidBody;
static const int velocitySmoothFrames;
QVector<glm::vec3> _measuredLinearVelocities;
int _measuredLinearVelocitiesIndex { 0 };
};
#endif // hifi_AvatarActionHold_h

View file

@ -13,7 +13,7 @@
/* global setEntityCustomData, getEntityCustomData, vec3toStr, flatten, Xform */
Script.include("/~/system/libraries/utils.js");
Script.include("../libraries/Xform.js");
Script.include("/~/system/libraries/Xform.js");
//
// add lines where the hand ray picking is happening
@ -33,6 +33,8 @@ var TRIGGER_ON_VALUE = 0.4; // Squeezed just enough to activate search or near
var TRIGGER_GRAB_VALUE = 0.85; // Squeezed far enough to complete distant grab
var TRIGGER_OFF_VALUE = 0.15;
var COLLIDE_WITH_AV_AFTER_RELEASE_DELAY = 0.25; // seconds
var BUMPER_ON_VALUE = 0.5;
var THUMB_ON_VALUE = 0.5;
@ -179,6 +181,10 @@ var COLLIDES_WITH_WHILE_MULTI_GRABBED = "dynamic";
var HEART_BEAT_INTERVAL = 5 * MSECS_PER_SEC;
var HEART_BEAT_TIMEOUT = 15 * MSECS_PER_SEC;
var delayedDeactivateFunc;
var delayedDeactivateTimeout;
var delayedDeactivateEntityID;
var CONTROLLER_STATE_MACHINE = {};
CONTROLLER_STATE_MACHINE[STATE_OFF] = {
@ -263,6 +269,17 @@ function propsArePhysical(props) {
return isPhysical;
}
function removeMyAvatarFromCollidesWith(origCollidesWith) {
var collidesWithSplit = origCollidesWith.split(",");
// remove myAvatar from the array
for (var i = collidesWithSplit.length - 1; i >= 0; i--) {
if (collidesWithSplit[i] === "myAvatar") {
collidesWithSplit.splice(i, 1);
}
}
return collidesWithSplit.join();
}
// If another script is managing the reticle (as is done by HandControllerPointer), we should not be setting it here,
// and we should not be showing lasers when someone else is using the Reticle to indicate a 2D minor mode.
var EXTERNALLY_MANAGED_2D_MINOR_MODE = true;
@ -2061,6 +2078,17 @@ function MyController(hand) {
}
this.entityActivated = true;
if (delayedDeactivateTimeout && delayedDeactivateEntityID == entityID) {
// we have a timeout waiting to set collisions with myAvatar back on (so that when something
// is thrown it doesn't collide with the avatar's capsule the moment it's released). We've
// regrabbed the entity before the timeout fired, so cancel the timeout, run the function now
// and adjust the grabbedProperties. This will make the saved set of properties (the ones that
// get re-instated after all the grabs have been released) be correct.
Script.clearTimeout(delayedDeactivateTimeout);
delayedDeactivateTimeout = null;
grabbedProperties["collidesWith"] = delayedDeactivateFunc();
}
var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
var now = Date.now();
@ -2128,7 +2156,27 @@ function MyController(hand) {
});
};
this.deactivateEntity = function (entityID, noVelocity) {
this.delayedDeactivateEntity = function (entityID, collidesWith) {
// If, before the grab started, the held entity collided with myAvatar, we do the deactivation in
// two parts. Most of it is done in deactivateEntity(), but the final collidesWith and refcount
// are delayed a bit. This keeps thrown things from colliding with the avatar's capsule so often.
// The refcount is handled in this delayed fashion so things don't get confused if someone else
// grabs the entity before the timeout fires.
Entities.editEntity(entityID, { collidesWith: collidesWith });
var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
if (data && data["refCount"]) {
data["refCount"] = data["refCount"] - 1;
if (data["refCount"] < 1) {
data = null;
}
} else {
data = null;
}
setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
};
this.deactivateEntity = function (entityID, noVelocity, delayed) {
var deactiveProps;
if (!this.entityActivated) {
@ -2137,18 +2185,37 @@ function MyController(hand) {
this.entityActivated = false;
var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
var doDelayedDeactivate = false;
if (data && data["refCount"]) {
data["refCount"] = data["refCount"] - 1;
if (data["refCount"] < 1) {
deactiveProps = {
gravity: data["gravity"],
collidesWith: data["collidesWith"],
// don't set collidesWith myAvatar back right away, because thrown things tend to bounce off the
// avatar's capsule.
collidesWith: removeMyAvatarFromCollidesWith(data["collidesWith"]),
collisionless: data["collisionless"],
dynamic: data["dynamic"],
parentID: data["parentID"],
parentJointIndex: data["parentJointIndex"]
};
doDelayedDeactivate = (data["collidesWith"].indexOf("myAvatar") >= 0);
if (doDelayedDeactivate) {
var delayedCollidesWith = data["collidesWith"];
var delayedEntityID = entityID;
delayedDeactivateFunc = function () {
// set collidesWith back to original value a bit later than the rest
delayedDeactivateTimeout = null;
_this.delayedDeactivateEntity(delayedEntityID, delayedCollidesWith);
return delayedCollidesWith;
}
delayedDeactivateTimeout =
Script.setTimeout(delayedDeactivateFunc, COLLIDE_WITH_AV_AFTER_RELEASE_DELAY * MSECS_PER_SEC);
delayedDeactivateEntityID = entityID;
}
// things that are held by parenting and dropped with no velocity will end up as "static" in bullet. If
// it looks like the dropped thing should fall, give it a little velocity.
var props = Entities.getEntityProperties(entityID, ["parentID", "velocity", "dynamic", "shapeType"]);
@ -2191,7 +2258,6 @@ function MyController(hand) {
// angularVelocity: this.currentAngularVelocity
});
}
data = null;
} else if (this.shouldResetParentOnRelease) {
// we parent-grabbed this from another parent grab. try to put it back where we found it.
@ -2210,7 +2276,9 @@ function MyController(hand) {
} else {
data = null;
}
setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
if (!doDelayedDeactivate) {
setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
}
};
this.getOtherHandController = function () {