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https://github.com/lubosz/overte.git
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commit
45aa78702c
3 changed files with 111 additions and 6 deletions
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@ -17,11 +17,14 @@
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#include "CharacterController.h"
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const uint16_t AvatarActionHold::holdVersion = 1;
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const int AvatarActionHold::velocitySmoothFrames = 6;
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AvatarActionHold::AvatarActionHold(const QUuid& id, EntityItemPointer ownerEntity) :
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ObjectActionSpring(id, ownerEntity)
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{
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_type = ACTION_TYPE_HOLD;
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_measuredLinearVelocities.resize(AvatarActionHold::velocitySmoothFrames);
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#if WANT_DEBUG
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qDebug() << "AvatarActionHold::AvatarActionHold";
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#endif
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@ -204,8 +207,38 @@ void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
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}
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withWriteLock([&]{
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if (_previousSet) {
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glm::vec3 oneFrameVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
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_measuredLinearVelocities[_measuredLinearVelocitiesIndex++] = oneFrameVelocity;
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if (_measuredLinearVelocitiesIndex >= AvatarActionHold::velocitySmoothFrames) {
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_measuredLinearVelocitiesIndex = 0;
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}
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}
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glm::vec3 measuredLinearVelocity;
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for (int i = 0; i < AvatarActionHold::velocitySmoothFrames; i++) {
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// there is a bit of lag between when someone releases the trigger and when the software reacts to
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// the release. we calculate the velocity from previous frames but we don't include several
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// of the most recent.
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//
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// if _measuredLinearVelocitiesIndex is
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// 0 -- ignore i of 3 4 5
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// 1 -- ignore i of 4 5 0
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// 2 -- ignore i of 5 0 1
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// 3 -- ignore i of 0 1 2
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// 4 -- ignore i of 1 2 3
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// 5 -- ignore i of 2 3 4
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if ((i + 1) % 6 == _measuredLinearVelocitiesIndex ||
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(i + 2) % 6 == _measuredLinearVelocitiesIndex ||
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(i + 3) % 6 == _measuredLinearVelocitiesIndex) {
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continue;
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}
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measuredLinearVelocity += _measuredLinearVelocities[i];
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}
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measuredLinearVelocity /= (float)(AvatarActionHold::velocitySmoothFrames - 3); // 3 because of the 3 we skipped, above
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if (_kinematicSetVelocity) {
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rigidBody->setLinearVelocity(glmToBullet(_linearVelocityTarget));
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rigidBody->setLinearVelocity(glmToBullet(measuredLinearVelocity));
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rigidBody->setAngularVelocity(glmToBullet(_angularVelocityTarget));
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}
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@ -64,6 +64,10 @@ private:
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glm::vec3 _palmOffsetFromRigidBody;
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// leaving this here for future refernece.
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// glm::quat _palmRotationFromRigidBody;
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static const int velocitySmoothFrames;
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QVector<glm::vec3> _measuredLinearVelocities;
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int _measuredLinearVelocitiesIndex { 0 };
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};
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#endif // hifi_AvatarActionHold_h
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@ -13,7 +13,7 @@
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/* global setEntityCustomData, getEntityCustomData, vec3toStr, flatten, Xform */
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Script.include("/~/system/libraries/utils.js");
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Script.include("../libraries/Xform.js");
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Script.include("/~/system/libraries/Xform.js");
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//
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// add lines where the hand ray picking is happening
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@ -33,6 +33,8 @@ var TRIGGER_ON_VALUE = 0.4; // Squeezed just enough to activate search or near
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var TRIGGER_GRAB_VALUE = 0.85; // Squeezed far enough to complete distant grab
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var TRIGGER_OFF_VALUE = 0.15;
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var COLLIDE_WITH_AV_AFTER_RELEASE_DELAY = 0.25; // seconds
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var BUMPER_ON_VALUE = 0.5;
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var THUMB_ON_VALUE = 0.5;
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@ -179,6 +181,10 @@ var COLLIDES_WITH_WHILE_MULTI_GRABBED = "dynamic";
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var HEART_BEAT_INTERVAL = 5 * MSECS_PER_SEC;
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var HEART_BEAT_TIMEOUT = 15 * MSECS_PER_SEC;
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var delayedDeactivateFunc;
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var delayedDeactivateTimeout;
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var delayedDeactivateEntityID;
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var CONTROLLER_STATE_MACHINE = {};
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CONTROLLER_STATE_MACHINE[STATE_OFF] = {
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@ -263,6 +269,17 @@ function propsArePhysical(props) {
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return isPhysical;
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}
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function removeMyAvatarFromCollidesWith(origCollidesWith) {
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var collidesWithSplit = origCollidesWith.split(",");
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// remove myAvatar from the array
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for (var i = collidesWithSplit.length - 1; i >= 0; i--) {
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if (collidesWithSplit[i] === "myAvatar") {
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collidesWithSplit.splice(i, 1);
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}
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}
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return collidesWithSplit.join();
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}
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// If another script is managing the reticle (as is done by HandControllerPointer), we should not be setting it here,
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// and we should not be showing lasers when someone else is using the Reticle to indicate a 2D minor mode.
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var EXTERNALLY_MANAGED_2D_MINOR_MODE = true;
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@ -2061,6 +2078,17 @@ function MyController(hand) {
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}
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this.entityActivated = true;
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if (delayedDeactivateTimeout && delayedDeactivateEntityID == entityID) {
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// we have a timeout waiting to set collisions with myAvatar back on (so that when something
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// is thrown it doesn't collide with the avatar's capsule the moment it's released). We've
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// regrabbed the entity before the timeout fired, so cancel the timeout, run the function now
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// and adjust the grabbedProperties. This will make the saved set of properties (the ones that
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// get re-instated after all the grabs have been released) be correct.
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Script.clearTimeout(delayedDeactivateTimeout);
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delayedDeactivateTimeout = null;
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grabbedProperties["collidesWith"] = delayedDeactivateFunc();
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}
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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var now = Date.now();
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@ -2128,7 +2156,27 @@ function MyController(hand) {
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});
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};
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this.deactivateEntity = function (entityID, noVelocity) {
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this.delayedDeactivateEntity = function (entityID, collidesWith) {
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// If, before the grab started, the held entity collided with myAvatar, we do the deactivation in
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// two parts. Most of it is done in deactivateEntity(), but the final collidesWith and refcount
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// are delayed a bit. This keeps thrown things from colliding with the avatar's capsule so often.
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// The refcount is handled in this delayed fashion so things don't get confused if someone else
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// grabs the entity before the timeout fires.
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Entities.editEntity(entityID, { collidesWith: collidesWith });
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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if (data && data["refCount"]) {
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data["refCount"] = data["refCount"] - 1;
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if (data["refCount"] < 1) {
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data = null;
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}
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} else {
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data = null;
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}
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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};
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this.deactivateEntity = function (entityID, noVelocity, delayed) {
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var deactiveProps;
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if (!this.entityActivated) {
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@ -2137,18 +2185,37 @@ function MyController(hand) {
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this.entityActivated = false;
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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var doDelayedDeactivate = false;
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if (data && data["refCount"]) {
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data["refCount"] = data["refCount"] - 1;
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if (data["refCount"] < 1) {
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deactiveProps = {
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gravity: data["gravity"],
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collidesWith: data["collidesWith"],
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// don't set collidesWith myAvatar back right away, because thrown things tend to bounce off the
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// avatar's capsule.
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collidesWith: removeMyAvatarFromCollidesWith(data["collidesWith"]),
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collisionless: data["collisionless"],
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dynamic: data["dynamic"],
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parentID: data["parentID"],
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parentJointIndex: data["parentJointIndex"]
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};
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doDelayedDeactivate = (data["collidesWith"].indexOf("myAvatar") >= 0);
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if (doDelayedDeactivate) {
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var delayedCollidesWith = data["collidesWith"];
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var delayedEntityID = entityID;
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delayedDeactivateFunc = function () {
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// set collidesWith back to original value a bit later than the rest
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delayedDeactivateTimeout = null;
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_this.delayedDeactivateEntity(delayedEntityID, delayedCollidesWith);
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return delayedCollidesWith;
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}
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delayedDeactivateTimeout =
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Script.setTimeout(delayedDeactivateFunc, COLLIDE_WITH_AV_AFTER_RELEASE_DELAY * MSECS_PER_SEC);
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delayedDeactivateEntityID = entityID;
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}
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// things that are held by parenting and dropped with no velocity will end up as "static" in bullet. If
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// it looks like the dropped thing should fall, give it a little velocity.
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var props = Entities.getEntityProperties(entityID, ["parentID", "velocity", "dynamic", "shapeType"]);
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@ -2191,7 +2258,6 @@ function MyController(hand) {
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// angularVelocity: this.currentAngularVelocity
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});
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}
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data = null;
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} else if (this.shouldResetParentOnRelease) {
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// we parent-grabbed this from another parent grab. try to put it back where we found it.
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@ -2210,7 +2276,9 @@ function MyController(hand) {
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} else {
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data = null;
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}
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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if (!doDelayedDeactivate) {
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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}
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};
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this.getOtherHandController = function () {
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