mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 09:33:45 +02:00
Merge pull request #12107 from hyperlogic/bug-fix/better-third-person-camera
Improve stability for HMD third person avatars
This commit is contained in:
commit
aefd294bf2
4 changed files with 31 additions and 17 deletions
|
@ -2444,7 +2444,7 @@ void Application::initializeUi() {
|
|||
offscreenSurfaceCache->reserve(Web3DOverlay::QML, 2);
|
||||
}
|
||||
|
||||
void Application::updateCamera(RenderArgs& renderArgs) {
|
||||
void Application::updateCamera(RenderArgs& renderArgs, float deltaTime) {
|
||||
PROFILE_RANGE(render, __FUNCTION__);
|
||||
PerformanceTimer perfTimer("updateCamera");
|
||||
|
||||
|
@ -2459,6 +2459,7 @@ void Application::updateCamera(RenderArgs& renderArgs) {
|
|||
// Using the latter will cause the camera to wobble with idle animations,
|
||||
// or with changes from the face tracker
|
||||
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
|
||||
_thirdPersonHMDCameraBoomValid= false;
|
||||
if (isHMDMode()) {
|
||||
mat4 camMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
|
||||
_myCamera.setPosition(extractTranslation(camMat));
|
||||
|
@ -2471,12 +2472,25 @@ void Application::updateCamera(RenderArgs& renderArgs) {
|
|||
}
|
||||
else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
|
||||
if (isHMDMode()) {
|
||||
auto hmdWorldMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
|
||||
_myCamera.setOrientation(glm::normalize(glmExtractRotation(hmdWorldMat)));
|
||||
_myCamera.setPosition(extractTranslation(hmdWorldMat) +
|
||||
myAvatar->getWorldOrientation() * boomOffset);
|
||||
|
||||
if (!_thirdPersonHMDCameraBoomValid) {
|
||||
const glm::vec3 CAMERA_OFFSET = glm::vec3(0.0f, 0.0f, 0.7f);
|
||||
_thirdPersonHMDCameraBoom = cancelOutRollAndPitch(myAvatar->getHMDSensorOrientation()) * CAMERA_OFFSET;
|
||||
_thirdPersonHMDCameraBoomValid = true;
|
||||
}
|
||||
|
||||
glm::mat4 thirdPersonCameraSensorToWorldMatrix = myAvatar->getSensorToWorldMatrix();
|
||||
|
||||
const glm::vec3 cameraPos = myAvatar->getHMDSensorPosition() + _thirdPersonHMDCameraBoom * myAvatar->getBoomLength();
|
||||
glm::mat4 sensorCameraMat = createMatFromQuatAndPos(myAvatar->getHMDSensorOrientation(), cameraPos);
|
||||
glm::mat4 worldCameraMat = thirdPersonCameraSensorToWorldMatrix * sensorCameraMat;
|
||||
|
||||
_myCamera.setOrientation(glm::normalize(glmExtractRotation(worldCameraMat)));
|
||||
_myCamera.setPosition(extractTranslation(worldCameraMat));
|
||||
}
|
||||
else {
|
||||
_thirdPersonHMDCameraBoomValid = false;
|
||||
|
||||
_myCamera.setOrientation(myAvatar->getHead()->getOrientation());
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CenterPlayerInView)) {
|
||||
_myCamera.setPosition(myAvatar->getDefaultEyePosition()
|
||||
|
@ -2489,6 +2503,7 @@ void Application::updateCamera(RenderArgs& renderArgs) {
|
|||
}
|
||||
}
|
||||
else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
|
||||
_thirdPersonHMDCameraBoomValid= false;
|
||||
if (isHMDMode()) {
|
||||
auto mirrorBodyOrientation = myAvatar->getWorldOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f));
|
||||
|
||||
|
@ -2523,6 +2538,7 @@ void Application::updateCamera(RenderArgs& renderArgs) {
|
|||
renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
|
||||
}
|
||||
else if (_myCamera.getMode() == CAMERA_MODE_ENTITY) {
|
||||
_thirdPersonHMDCameraBoomValid= false;
|
||||
EntityItemPointer cameraEntity = _myCamera.getCameraEntityPointer();
|
||||
if (cameraEntity != nullptr) {
|
||||
if (isHMDMode()) {
|
||||
|
@ -5099,7 +5115,8 @@ void Application::update(float deltaTime) {
|
|||
_postUpdateLambdas.clear();
|
||||
}
|
||||
|
||||
editRenderArgs([this](AppRenderArgs& appRenderArgs) {
|
||||
|
||||
editRenderArgs([this, deltaTime](AppRenderArgs& appRenderArgs) {
|
||||
PerformanceTimer perfTimer("editRenderArgs");
|
||||
appRenderArgs._headPose= getHMDSensorPose();
|
||||
|
||||
|
@ -5146,7 +5163,7 @@ void Application::update(float deltaTime) {
|
|||
resizeGL();
|
||||
}
|
||||
|
||||
this->updateCamera(appRenderArgs._renderArgs);
|
||||
this->updateCamera(appRenderArgs._renderArgs, deltaTime);
|
||||
appRenderArgs._eyeToWorld = _myCamera.getTransform();
|
||||
appRenderArgs._isStereo = false;
|
||||
|
||||
|
|
|
@ -146,7 +146,7 @@ public:
|
|||
void initializeGL();
|
||||
void initializeUi();
|
||||
|
||||
void updateCamera(RenderArgs& renderArgs);
|
||||
void updateCamera(RenderArgs& renderArgs, float deltaTime);
|
||||
void paintGL();
|
||||
void resizeGL();
|
||||
|
||||
|
@ -695,6 +695,9 @@ private:
|
|||
void startHMDStandBySession();
|
||||
void endHMDSession();
|
||||
|
||||
glm::vec3 _thirdPersonHMDCameraBoom { 0.0f, 0.0f, -1.0f };
|
||||
bool _thirdPersonHMDCameraBoomValid { true };
|
||||
|
||||
QUrl _avatarOverrideUrl;
|
||||
bool _saveAvatarOverrideUrl { false };
|
||||
QObject* _renderEventHandler{ nullptr };
|
||||
|
|
|
@ -2799,14 +2799,9 @@ void MyAvatar::FollowHelper::decrementTimeRemaining(float dt) {
|
|||
}
|
||||
|
||||
bool MyAvatar::FollowHelper::shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
|
||||
auto cameraMode = qApp->getCamera().getMode();
|
||||
if (cameraMode == CAMERA_MODE_THIRD_PERSON) {
|
||||
return false;
|
||||
} else {
|
||||
const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f); // 30 degrees
|
||||
glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
|
||||
return glm::dot(-myAvatar.getHeadControllerFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD;
|
||||
}
|
||||
const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f); // 30 degrees
|
||||
glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
|
||||
return glm::dot(-myAvatar.getHeadControllerFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD;
|
||||
}
|
||||
|
||||
bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
|
||||
|
|
|
@ -34,7 +34,6 @@ Rig::CharacterControllerState convertCharacterControllerState(CharacterControlle
|
|||
}
|
||||
|
||||
static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
|
||||
|
||||
glm::mat4 worldToSensorMat = glm::inverse(myAvatar->getSensorToWorldMatrix());
|
||||
|
||||
// check for pinned hips.
|
||||
|
|
Loading…
Reference in a new issue