Add sit API to MyAvatar

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luiscuenca 2019-07-23 14:20:54 -07:00
parent abe1ce288c
commit 9cec979552
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GPG key ID: 2387ECD129A6961D
8 changed files with 144 additions and 5 deletions

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@ -6144,3 +6144,81 @@ void MyAvatar::sendPacket(const QUuid& entityID) const {
});
}
}
QStringList MyAvatar::getSitRolesToOverride() {
auto allRoles = getAnimationRoles();
auto sitRolesToOverride = QStringList();
for (auto role : allRoles) {
if (!(role.startsWith("right") || role.startsWith("left"))) {
sitRolesToOverride.append(role);
}
}
return sitRolesToOverride;
}
void MyAvatar::setSitDriveKeysStatus(bool enabled) {
const std::vector<DriveKeys> DISABLED_DRIVE_KEYS_DURING_SIT = {
DriveKeys::TRANSLATE_X,
DriveKeys::TRANSLATE_Y,
DriveKeys::TRANSLATE_Z,
DriveKeys::STEP_TRANSLATE_X,
DriveKeys::STEP_TRANSLATE_Y,
DriveKeys::STEP_TRANSLATE_Z
};
for (auto key : DISABLED_DRIVE_KEYS_DURING_SIT) {
if (enabled) {
enableDriveKey(key);
} else {
disableDriveKey(key);
}
}
}
void MyAvatar::beginSit(const glm::vec3& position, const glm::quat& rotation) {
const QString ANIMATION_URL = PathUtils::defaultScriptsLocation().toString() + "/resources/animations/sittingIdle.fbx";
const int ANIMATION_FPS = 30;
const int ANIMATION_FIRST_FRAME = 1;
const int ANIMATION_LAST_FRAME = 350;
_characterController.setSeated(true);
setCollisionsEnabled(false);
setHMDLeanRecenterEnabled(false);
/*
auto sitRolesToOverride = getSitRolesToOverride();
for (auto& role: sitRolesToOverride) { // restore roles to prevent overlap
if (_isSeated) {
restoreRoleAnimation(role);
}
overrideRoleAnimation(role, ANIMATION_URL, ANIMATION_FPS, true,
ANIMATION_FIRST_FRAME, ANIMATION_LAST_FRAME);
}
*/
// Disable movement
setSitDriveKeysStatus(false);
centerBody();
int hipIndex = getJointIndex("Hips");
clearPinOnJoint(hipIndex);
goToLocation(position, true, rotation, false, false);
pinJoint(hipIndex, position, rotation);
_isSeated = true;
}
void MyAvatar::endSit(const glm::vec3& position, const glm::quat& rotation) {
clearPinOnJoint(getJointIndex("Hips"));
/*
auto sitRolesToOverride = getSitRolesToOverride();
for (auto& role : sitRolesToOverride) {
restoreRoleAnimation(role);
}
*/
_characterController.setSeated(false);
setCollisionsEnabled(true);
setHMDLeanRecenterEnabled(true);
centerBody();
float STANDUP_BUMP = 0.225f;
glm::vec3 currentPosition = getWorldPosition();
currentPosition.y = currentPosition.y + STANDUP_BUMP;
setWorldPosition(currentPosition);
// Enable movement again
setSitDriveKeysStatus(true);
}

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@ -1835,6 +1835,22 @@ public:
*/
Q_INVOKABLE QVariantList getCollidingFlowJoints();
/**jsdoc
* Starts a sitting action for the avatar
* @function MyAvatar.beginSit
* @param {Vec3} position - The point in space where the avatar will sit.
* @param {Quat} rotation - Initial absolute orientation of the avatar once is seated.
*/
Q_INVOKABLE void beginSit(const glm::vec3& position, const glm::quat& rotation);
/**jsdoc
* Ends a sitting action for the avatar
* @function MyAvatar.endSit
* @param {Vec3} position - The position of the avatar when standing up.
* @param {Quat} rotation - The absolute rotation of the avatar once the sitting action ends.
*/
Q_INVOKABLE void endSit(const glm::vec3& position, const glm::quat& rotation);
int getOverrideJointCount() const;
bool getFlowActive() const;
bool getNetworkGraphActive() const;
@ -2490,6 +2506,8 @@ private:
virtual void updatePalms() override {}
void lateUpdatePalms();
QStringList getSitRolesToOverride();
void setSitDriveKeysStatus(bool enabled);
void clampTargetScaleToDomainLimits();
void clampScaleChangeToDomainLimits(float desiredScale);
@ -2506,6 +2524,7 @@ private:
bool _isBeingPushed { false };
bool _isBraking { false };
bool _isAway { false };
bool _isSeated { false };
float _boomLength { ZOOM_DEFAULT };
float _yawSpeed; // degrees/sec

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@ -32,6 +32,8 @@ Rig::CharacterControllerState convertCharacterControllerState(CharacterControlle
return Rig::CharacterControllerState::InAir;
case CharacterController::State::Hover:
return Rig::CharacterControllerState::Hover;
case CharacterController::State::Seated:
return Rig::CharacterControllerState::Seated;
};
}

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@ -1092,6 +1092,11 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
_desiredStateAge = 0.0f;
}
_desiredState = RigRole::Takeoff;
} else if (ccState == CharacterControllerState::Seated) {
if (_desiredState != RigRole::Seated) {
_desiredStateAge = 0.0f;
}
_desiredState = RigRole::Seated;
} else {
float moveThresh;
if (_state != RigRole::Move) {
@ -1216,6 +1221,7 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
_animVars.set("isInAirStand", false);
_animVars.set("isInAirRun", false);
_animVars.set("isNotInAir", true);
_animVars.set("isSeated", false);
} else if (_state == RigRole::Turn) {
if (turningSpeed > 0.0f) {
@ -1244,6 +1250,7 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
_animVars.set("isInAirStand", false);
_animVars.set("isInAirRun", false);
_animVars.set("isNotInAir", true);
_animVars.set("isSeated", false);
} else if (_state == RigRole::Idle) {
// default anim vars to notMoving and notTurning
@ -1265,6 +1272,7 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
_animVars.set("isInAirStand", false);
_animVars.set("isInAirRun", false);
_animVars.set("isNotInAir", true);
_animVars.set("isSeated", false);
} else if (_state == RigRole::Hover) {
// flying.
@ -1286,6 +1294,7 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
_animVars.set("isInAirStand", false);
_animVars.set("isInAirRun", false);
_animVars.set("isNotInAir", true);
_animVars.set("isSeated", false);
} else if (_state == RigRole::Takeoff) {
// jumping in-air
@ -1315,6 +1324,7 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
_animVars.set("isInAirStand", false);
_animVars.set("isInAirRun", false);
_animVars.set("isNotInAir", false);
_animVars.set("isSeated", false);
} else if (_state == RigRole::InAir) {
// jumping in-air
@ -1333,6 +1343,7 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
_animVars.set("isTakeoffStand", false);
_animVars.set("isTakeoffRun", false);
_animVars.set("isNotTakeoff", true);
_animVars.set("isSeated", false);
bool inAirRun = forwardSpeed > 0.1f;
if (inAirRun) {
@ -1354,6 +1365,26 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
float alpha = glm::clamp((-workingVelocity.y * sensorToWorldScale) / jumpSpeed, -1.0f, 1.0f) + 1.0f;
_animVars.set("inAirAlpha", alpha);
} else if (_state == RigRole::Seated) {
_animVars.set("isMovingForward", false);
_animVars.set("isMovingBackward", false);
_animVars.set("isMovingRight", false);
_animVars.set("isMovingLeft", false);
_animVars.set("isMovingRightHmd", false);
_animVars.set("isMovingLeftHmd", false);
_animVars.set("isNotMoving", false);
_animVars.set("isTurningRight", false);
_animVars.set("isTurningLeft", false);
_animVars.set("isNotTurning", true);
_animVars.set("isFlying", false);
_animVars.set("isNotFlying", true);
_animVars.set("isTakeoffStand", false);
_animVars.set("isTakeoffRun", false);
_animVars.set("isNotTakeoff", true);
_animVars.set("isInAirStand", false);
_animVars.set("isInAirRun", false);
_animVars.set("isNotInAir", true);
_animVars.set("isSeated", true);
}
t += deltaTime;

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@ -107,7 +107,8 @@ public:
Ground = 0,
Takeoff,
InAir,
Hover
Hover,
Seated
};
Rig();
@ -336,7 +337,8 @@ protected:
Move,
Hover,
Takeoff,
InAir
InAir,
Seated
};
RigRole _state { RigRole::Idle };
RigRole _desiredState { RigRole::Idle };

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@ -384,6 +384,8 @@ static const char* stateToStr(CharacterController::State state) {
return "InAir";
case CharacterController::State::Hover:
return "Hover";
case CharacterController::State::Seated:
return "Seated";
default:
return "Unknown";
}
@ -739,9 +741,11 @@ void CharacterController::updateState() {
// disable normal state transitions while collisionless
const btScalar MAX_WALKING_SPEED = 2.65f;
if (collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS) {
// when collisionless: only switch between State::Ground and State::Hover
// when collisionless: only switch between State::Ground, State::Hover and State::Seated
// and bypass state debugging
if (rayHasHit) {
if (_isSeated) {
_state = State::Seated;
} else if (rayHasHit) {
if (velocity.length() > (MAX_WALKING_SPEED)) {
_state = State::Hover;
} else {

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@ -111,7 +111,8 @@ public:
Ground = 0,
Takeoff,
InAir,
Hover
Hover,
Seated
};
State getState() const { return _state; }
@ -135,6 +136,7 @@ public:
void setCollisionlessAllowed(bool value);
void setPendingFlagsUpdateCollisionMask(){ _pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK; }
void setSeated(bool isSeated) { _isSeated = isSeated; }
protected:
#ifdef DEBUG_STATE_CHANGE
@ -208,6 +210,7 @@ protected:
State _state;
bool _isPushingUp;
bool _isStuck { false };
bool _isSeated { false };
btDynamicsWorld* _dynamicsWorld { nullptr };
btRigidBody* _rigidBody { nullptr };