Merge branch 'master' of github.com:highfidelity/hifi into infinite-scroll

This commit is contained in:
howard-stearns 2018-06-09 14:09:42 -07:00
commit d2cf042a88
12 changed files with 407 additions and 31 deletions

View file

@ -588,6 +588,10 @@ Menu::Menu() {
});
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::FixGaze, 0, false);
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ToggleHipsFollowing, 0, false,
avatar.get(), SLOT(setToggleHips(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawBaseOfSupport, 0, false,
avatar.get(), SLOT(setEnableDebugDrawBaseOfSupport(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawDefaultPose, 0, false,
avatar.get(), SLOT(setEnableDebugDrawDefaultPose(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawAnimPose, 0, false,

View file

@ -30,6 +30,7 @@ namespace MenuOption {
const QString AddressBar = "Show Address Bar";
const QString Animations = "Animations...";
const QString AnimDebugDrawAnimPose = "Debug Draw Animation";
const QString AnimDebugDrawBaseOfSupport = "Debug Draw Base of Support";
const QString AnimDebugDrawDefaultPose = "Debug Draw Default Pose";
const QString AnimDebugDrawPosition= "Debug Draw Position";
const QString AskToResetSettings = "Ask To Reset Settings on Start";
@ -202,6 +203,7 @@ namespace MenuOption {
const QString ThirdPerson = "Third Person";
const QString ThreePointCalibration = "3 Point Calibration";
const QString ThrottleFPSIfNotFocus = "Throttle FPS If Not Focus"; // FIXME - this value duplicated in Basic2DWindowOpenGLDisplayPlugin.cpp
const QString ToggleHipsFollowing = "Toggle Hips Following";
const QString ToolWindow = "Tool Window";
const QString TransmitterDrive = "Transmitter Drive";
const QString TurnWithHead = "Turn using Head";

View file

@ -52,6 +52,7 @@
#include "MyHead.h"
#include "MySkeletonModel.h"
#include "AnimUtil.h"
#include "Application.h"
#include "AvatarManager.h"
#include "AvatarActionHold.h"
@ -422,12 +423,12 @@ void MyAvatar::update(float deltaTime) {
}
#ifdef DEBUG_DRAW_HMD_MOVING_AVERAGE
glm::vec3 p = transformPoint(getSensorToWorldMatrix(), getControllerPoseInAvatarFrame(controller::Pose::HEAD) *
glm::vec3(_headControllerFacingMovingAverage.x, 0.0f, _headControllerFacingMovingAverage.y));
DebugDraw::getInstance().addMarker("facing-avg", getOrientation(), p, glm::vec4(1.0f));
p = transformPoint(getSensorToWorldMatrix(), getHMDSensorPosition() +
glm::vec3(_headControllerFacing.x, 0.0f, _headControllerFacing.y));
DebugDraw::getInstance().addMarker("facing", getOrientation(), p, glm::vec4(1.0f));
auto sensorHeadPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
glm::vec3 worldHeadPos = transformPoint(getSensorToWorldMatrix(), sensorHeadPose.getTranslation());
glm::vec3 worldFacingAverage = transformVectorFast(getSensorToWorldMatrix(), glm::vec3(_headControllerFacingMovingAverage.x, 0.0f, _headControllerFacingMovingAverage.y));
glm::vec3 worldFacing = transformVectorFast(getSensorToWorldMatrix(), glm::vec3(_headControllerFacing.x, 0.0f, _headControllerFacing.y));
DebugDraw::getInstance().drawRay(worldHeadPos, worldHeadPos + worldFacing, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f));
DebugDraw::getInstance().drawRay(worldHeadPos, worldHeadPos + worldFacingAverage, glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
#endif
if (_goToPending) {
@ -712,7 +713,8 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
_hmdSensorOrientation = glmExtractRotation(hmdSensorMatrix);
auto headPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
if (headPose.isValid()) {
_headControllerFacing = getFacingDir2D(headPose.rotation);
glm::quat bodyOrientation = computeBodyFacingFromHead(headPose.rotation, Vectors::UNIT_Y);
_headControllerFacing = getFacingDir2D(bodyOrientation);
} else {
_headControllerFacing = glm::vec2(1.0f, 0.0f);
}
@ -1079,6 +1081,22 @@ float loadSetting(Settings& settings, const QString& name, float defaultValue) {
return value;
}
void MyAvatar::setToggleHips(bool followHead) {
_follow.setToggleHipsFollowing(followHead);
}
void MyAvatar::FollowHelper::setToggleHipsFollowing(bool followHead) {
_toggleHipsFollowing = followHead;
}
bool MyAvatar::FollowHelper::getToggleHipsFollowing() const {
return _toggleHipsFollowing;
}
void MyAvatar::setEnableDebugDrawBaseOfSupport(bool isEnabled) {
_enableDebugDrawBaseOfSupport = isEnabled;
}
void MyAvatar::setEnableDebugDrawDefaultPose(bool isEnabled) {
_enableDebugDrawDefaultPose = isEnabled;
@ -1210,6 +1228,8 @@ void MyAvatar::loadData() {
settings.endGroup();
setEnableMeshVisible(Menu::getInstance()->isOptionChecked(MenuOption::MeshVisible));
_follow.setToggleHipsFollowing (Menu::getInstance()->isOptionChecked(MenuOption::ToggleHipsFollowing));
setEnableDebugDrawBaseOfSupport(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawBaseOfSupport));
setEnableDebugDrawDefaultPose(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawDefaultPose));
setEnableDebugDrawAnimPose(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawAnimPose));
setEnableDebugDrawPosition(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawPosition));
@ -2819,6 +2839,7 @@ glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
auto headPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
if (headPose.isValid()) {
headPosition = headPose.translation;
// AJT: TODO: can remove this Y_180
headOrientation = headPose.rotation * Quaternions::Y_180;
}
const glm::quat headOrientationYawOnly = cancelOutRollAndPitch(headOrientation);
@ -2841,6 +2862,8 @@ glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
// eyeToNeck offset is relative full HMD orientation.
// while neckToRoot offset is only relative to HMDs yaw.
// Y_180 is necessary because rig is z forward and hmdOrientation is -z forward
// AJT: TODO: can remove this Y_180, if we remove the higher level one.
glm::vec3 headToNeck = headOrientation * Quaternions::Y_180 * (localNeck - localHead);
glm::vec3 neckToRoot = headOrientationYawOnly * Quaternions::Y_180 * -localNeck;
@ -2850,6 +2873,202 @@ glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
return createMatFromQuatAndPos(headOrientationYawOnly, bodyPos);
}
// ease in function for dampening cg movement
static float slope(float num) {
const float CURVE_CONSTANT = 1.0f;
float ret = 1.0f;
if (num > 0.0f) {
ret = 1.0f - (1.0f / (1.0f + CURVE_CONSTANT * num));
}
return ret;
}
// This function gives a soft clamp at the edge of the base of support
// dampenCgMovement returns the damped cg value in Avatar space.
// cgUnderHeadHandsAvatarSpace is also in Avatar space
// baseOfSupportScale is based on the height of the user
static glm::vec3 dampenCgMovement(glm::vec3 cgUnderHeadHandsAvatarSpace, float baseOfSupportScale) {
float distanceFromCenterZ = cgUnderHeadHandsAvatarSpace.z;
float distanceFromCenterX = cgUnderHeadHandsAvatarSpace.x;
// In the forward direction we need a different scale because forward is in
// the direction of the hip extensor joint, which means bending usually happens
// well before reaching the edge of the base of support.
const float clampFront = DEFAULT_AVATAR_SUPPORT_BASE_FRONT * DEFAULT_AVATAR_FORWARD_DAMPENING_FACTOR * baseOfSupportScale;
float clampBack = DEFAULT_AVATAR_SUPPORT_BASE_BACK * DEFAULT_AVATAR_LATERAL_DAMPENING_FACTOR * baseOfSupportScale;
float clampLeft = DEFAULT_AVATAR_SUPPORT_BASE_LEFT * DEFAULT_AVATAR_LATERAL_DAMPENING_FACTOR * baseOfSupportScale;
float clampRight = DEFAULT_AVATAR_SUPPORT_BASE_RIGHT * DEFAULT_AVATAR_LATERAL_DAMPENING_FACTOR * baseOfSupportScale;
glm::vec3 dampedCg(0.0f, 0.0f, 0.0f);
// find the damped z coord of the cg
if (cgUnderHeadHandsAvatarSpace.z < 0.0f) {
// forward displacement
dampedCg.z = slope(fabs(distanceFromCenterZ / clampFront)) * clampFront;
} else {
// backwards displacement
dampedCg.z = slope(fabs(distanceFromCenterZ / clampBack)) * clampBack;
}
// find the damped x coord of the cg
if (cgUnderHeadHandsAvatarSpace.x > 0.0f) {
// right of center
dampedCg.x = slope(fabs(distanceFromCenterX / clampRight)) * clampRight;
} else {
// left of center
dampedCg.x = slope(fabs(distanceFromCenterX / clampLeft)) * clampLeft;
}
return dampedCg;
}
// computeCounterBalance returns the center of gravity in Avatar space
glm::vec3 MyAvatar::computeCounterBalance() const {
struct JointMass {
QString name;
float weight;
glm::vec3 position;
JointMass() {};
JointMass(QString n, float w, glm::vec3 p) {
name = n;
weight = w;
position = p;
}
};
// init the body part weights
JointMass cgHeadMass(QString("Head"), DEFAULT_AVATAR_HEAD_MASS, glm::vec3(0.0f, 0.0f, 0.0f));
JointMass cgLeftHandMass(QString("LeftHand"), DEFAULT_AVATAR_LEFTHAND_MASS, glm::vec3(0.0f, 0.0f, 0.0f));
JointMass cgRightHandMass(QString("RightHand"), DEFAULT_AVATAR_RIGHTHAND_MASS, glm::vec3(0.0f, 0.0f, 0.0f));
glm::vec3 tposeHead = DEFAULT_AVATAR_HEAD_POS;
glm::vec3 tposeHips = glm::vec3(0.0f, 0.0f, 0.0f);
if (_skeletonModel->getRig().indexOfJoint(cgHeadMass.name) != -1) {
cgHeadMass.position = getAbsoluteJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint(cgHeadMass.name));
tposeHead = getAbsoluteDefaultJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint(cgHeadMass.name));
}
if (_skeletonModel->getRig().indexOfJoint(cgLeftHandMass.name) != -1) {
cgLeftHandMass.position = getAbsoluteJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint(cgLeftHandMass.name));
} else {
cgLeftHandMass.position = DEFAULT_AVATAR_LEFTHAND_POS;
}
if (_skeletonModel->getRig().indexOfJoint(cgRightHandMass.name) != -1) {
cgRightHandMass.position = getAbsoluteJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint(cgRightHandMass.name));
} else {
cgRightHandMass.position = DEFAULT_AVATAR_RIGHTHAND_POS;
}
if (_skeletonModel->getRig().indexOfJoint("Hips") != -1) {
tposeHips = getAbsoluteDefaultJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint("Hips"));
}
// find the current center of gravity position based on head and hand moments
glm::vec3 sumOfMoments = (cgHeadMass.weight * cgHeadMass.position) + (cgLeftHandMass.weight * cgLeftHandMass.position) + (cgRightHandMass.weight * cgRightHandMass.position);
float totalMass = cgHeadMass.weight + cgLeftHandMass.weight + cgRightHandMass.weight;
glm::vec3 currentCg = (1.0f / totalMass) * sumOfMoments;
currentCg.y = 0.0f;
// dampening the center of gravity, in effect, limits the value to the perimeter of the base of support
float baseScale = 1.0f;
if (getUserEyeHeight() > 0.0f) {
baseScale = getUserEyeHeight() / DEFAULT_AVATAR_EYE_HEIGHT;
}
glm::vec3 desiredCg = dampenCgMovement(currentCg, baseScale);
// compute hips position to maintain desiredCg
glm::vec3 counterBalancedForHead = (totalMass + DEFAULT_AVATAR_HIPS_MASS) * desiredCg;
counterBalancedForHead -= sumOfMoments;
glm::vec3 counterBalancedCg = (1.0f / DEFAULT_AVATAR_HIPS_MASS) * counterBalancedForHead;
// find the height of the hips
glm::vec3 xzDiff((cgHeadMass.position.x - counterBalancedCg.x), 0.0f, (cgHeadMass.position.z - counterBalancedCg.z));
float headMinusHipXz = glm::length(xzDiff);
float headHipDefault = glm::length(tposeHead - tposeHips);
float hipHeight = 0.0f;
if (headHipDefault > headMinusHipXz) {
hipHeight = sqrtf((headHipDefault * headHipDefault) - (headMinusHipXz * headMinusHipXz));
}
counterBalancedCg.y = (cgHeadMass.position.y - hipHeight);
// this is to be sure that the feet don't lift off the floor.
// add 5 centimeters to allow for going up on the toes.
if (counterBalancedCg.y > (tposeHips.y + 0.05f)) {
// if the height is higher than default hips, clamp to default hips
counterBalancedCg.y = tposeHips.y + 0.05f;
}
return counterBalancedCg;
}
// this function matches the hips rotation to the new cghips-head axis
// headOrientation, headPosition and hipsPosition are in avatar space
// returns the matrix of the hips in Avatar space
static glm::mat4 computeNewHipsMatrix(glm::quat headOrientation, glm::vec3 headPosition, glm::vec3 hipsPosition) {
glm::quat bodyOrientation = computeBodyFacingFromHead(headOrientation, Vectors::UNIT_Y);
const float MIX_RATIO = 0.3f;
glm::quat hipsRot = safeLerp(Quaternions::IDENTITY, bodyOrientation, MIX_RATIO);
glm::vec3 hipsFacing = hipsRot * Vectors::UNIT_Z;
glm::vec3 spineVec = headPosition - hipsPosition;
glm::vec3 u, v, w;
generateBasisVectors(glm::normalize(spineVec), hipsFacing, u, v, w);
return glm::mat4(glm::vec4(w, 0.0f),
glm::vec4(u, 0.0f),
glm::vec4(v, 0.0f),
glm::vec4(hipsPosition, 1.0f));
}
static void drawBaseOfSupport(float baseOfSupportScale, float footLocal, glm::mat4 avatarToWorld) {
// scale the base of support based on user height
float clampFront = DEFAULT_AVATAR_SUPPORT_BASE_FRONT * baseOfSupportScale;
float clampBack = DEFAULT_AVATAR_SUPPORT_BASE_BACK * baseOfSupportScale;
float clampLeft = DEFAULT_AVATAR_SUPPORT_BASE_LEFT * baseOfSupportScale;
float clampRight = DEFAULT_AVATAR_SUPPORT_BASE_RIGHT * baseOfSupportScale;
float floor = footLocal + 0.05f;
// transform the base of support corners to world space
glm::vec3 frontRight = transformPoint(avatarToWorld, { clampRight, floor, clampFront });
glm::vec3 frontLeft = transformPoint(avatarToWorld, { clampLeft, floor, clampFront });
glm::vec3 backRight = transformPoint(avatarToWorld, { clampRight, floor, clampBack });
glm::vec3 backLeft = transformPoint(avatarToWorld, { clampLeft, floor, clampBack });
// draw the borders
const glm::vec4 rayColor = { 1.0f, 0.0f, 0.0f, 1.0f };
DebugDraw::getInstance().drawRay(backLeft, frontLeft, rayColor);
DebugDraw::getInstance().drawRay(backLeft, backRight, rayColor);
DebugDraw::getInstance().drawRay(backRight, frontRight, rayColor);
DebugDraw::getInstance().drawRay(frontLeft, frontRight, rayColor);
}
// this function finds the hips position using a center of gravity model that
// balances the head and hands with the hips over the base of support
// returns the rotation (-z forward) and position of the Avatar in Sensor space
glm::mat4 MyAvatar::deriveBodyUsingCgModel() const {
glm::mat4 sensorToWorldMat = getSensorToWorldMatrix();
glm::mat4 worldToSensorMat = glm::inverse(sensorToWorldMat);
auto headPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
glm::mat4 sensorHeadMat = createMatFromQuatAndPos(headPose.rotation * Quaternions::Y_180, headPose.translation);
// convert into avatar space
glm::mat4 avatarToWorldMat = getTransform().getMatrix();
glm::mat4 avatarHeadMat = glm::inverse(avatarToWorldMat) * sensorToWorldMat * sensorHeadMat;
if (_enableDebugDrawBaseOfSupport) {
float scaleBaseOfSupport = getUserEyeHeight() / DEFAULT_AVATAR_EYE_HEIGHT;
glm::vec3 rightFootPositionLocal = getAbsoluteJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint("RightFoot"));
drawBaseOfSupport(scaleBaseOfSupport, rightFootPositionLocal.y, avatarToWorldMat);
}
// get the new center of gravity
const glm::vec3 cgHipsPosition = computeCounterBalance();
// find the new hips rotation using the new head-hips axis as the up axis
glm::mat4 avatarHipsMat = computeNewHipsMatrix(glmExtractRotation(avatarHeadMat), extractTranslation(avatarHeadMat), cgHipsPosition);
// convert hips from avatar to sensor space
// The Y_180 is to convert from z forward to -z forward.
return worldToSensorMat * avatarToWorldMat * avatarHipsMat;
}
float MyAvatar::getUserHeight() const {
return _userHeight.get();
}
@ -3014,9 +3233,7 @@ void MyAvatar::FollowHelper::decrementTimeRemaining(float dt) {
bool MyAvatar::FollowHelper::shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
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 {
@ -3087,11 +3304,19 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
AnimPose followWorldPose(currentWorldMatrix);
glm::quat currentHipsLocal = myAvatar.getAbsoluteJointRotationInObjectFrame(myAvatar.getJointIndex("Hips"));
const glm::quat hipsinWorldSpace = followWorldPose.rot() * (Quaternions::Y_180 * (currentHipsLocal));
const glm::vec3 avatarUpWorld = glm::normalize(followWorldPose.rot()*(Vectors::UP));
glm::quat resultingSwingInWorld;
glm::quat resultingTwistInWorld;
swingTwistDecomposition(hipsinWorldSpace, avatarUpWorld, resultingSwingInWorld, resultingTwistInWorld);
// remove scale present from sensorToWorldMatrix
followWorldPose.scale() = glm::vec3(1.0f);
if (isActive(Rotation)) {
followWorldPose.rot() = glmExtractRotation(desiredWorldMatrix);
//use the hmd reading for the hips follow
followWorldPose.rot() = glmExtractRotation(desiredWorldMatrix);
}
if (isActive(Horizontal)) {
glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
@ -3487,6 +3712,10 @@ void MyAvatar::updateHoldActions(const AnimPose& prePhysicsPose, const AnimPose&
}
}
bool MyAvatar::isRecenteringHorizontally() const {
return _follow.isActive(FollowHelper::Horizontal);
}
const MyHead* MyAvatar::getMyHead() const {
return static_cast<const MyHead*>(getHead());
}

View file

@ -105,6 +105,9 @@ class MyAvatar : public Avatar {
* by 30cm. <em>Read-only.</em>
* @property {Pose} rightHandTipPose - The pose of the right hand as determined by the hand controllers, with the position
* by 30cm. <em>Read-only.</em>
* @property {boolean} centerOfGravityModelEnabled=true - If <code>true</code> then the avatar hips are placed according to the center of
* gravity model that balance the center of gravity over the base of support of the feet. Setting the value <code>false</code>
* will result in the default behaviour where the hips are placed under the head.
* @property {boolean} hmdLeanRecenterEnabled=true - If <code>true</code> then the avatar is re-centered to be under the
* head's position. In room-scale VR, this behavior is what causes your avatar to follow your HMD as you walk around
* the room. Setting the value <code>false</code> is useful if you want to pin the avatar to a fixed position.
@ -199,6 +202,7 @@ class MyAvatar : public Avatar {
Q_PROPERTY(float energy READ getEnergy WRITE setEnergy)
Q_PROPERTY(bool isAway READ getIsAway WRITE setAway)
Q_PROPERTY(bool centerOfGravityModelEnabled READ getCenterOfGravityModelEnabled WRITE setCenterOfGravityModelEnabled)
Q_PROPERTY(bool hmdLeanRecenterEnabled READ getHMDLeanRecenterEnabled WRITE setHMDLeanRecenterEnabled)
Q_PROPERTY(bool collisionsEnabled READ getCollisionsEnabled WRITE setCollisionsEnabled)
Q_PROPERTY(bool characterControllerEnabled READ getCharacterControllerEnabled WRITE setCharacterControllerEnabled)
@ -480,7 +484,16 @@ public:
*/
Q_INVOKABLE QString getDominantHand() const { return _dominantHand; }
/**jsdoc
* @function MyAvatar.setCenterOfGravityModelEnabled
* @param {boolean} enabled
*/
Q_INVOKABLE void setCenterOfGravityModelEnabled(bool value) { _centerOfGravityModelEnabled = value; }
/**jsdoc
* @function MyAvatar.getCenterOfGravityModelEnabled
* @returns {boolean}
*/
Q_INVOKABLE bool getCenterOfGravityModelEnabled() const { return _centerOfGravityModelEnabled; }
/**jsdoc
* @function MyAvatar.setHMDLeanRecenterEnabled
* @param {boolean} enabled
@ -564,6 +577,13 @@ public:
*/
Q_INVOKABLE void triggerRotationRecenter();
/**jsdoc
*The isRecenteringHorizontally function returns true if MyAvatar
*is translating the root of the Avatar to keep the center of gravity under the head.
*isActive(Horizontal) is returned.
*@function MyAvatar.isRecenteringHorizontally
*/
Q_INVOKABLE bool isRecenteringHorizontally() const;
eyeContactTarget getEyeContactTarget();
@ -956,10 +976,18 @@ public:
void removeHoldAction(AvatarActionHold* holdAction); // thread-safe
void updateHoldActions(const AnimPose& prePhysicsPose, const AnimPose& postUpdatePose);
// derive avatar body position and orientation from the current HMD Sensor location.
// results are in HMD frame
// results are in sensor frame (-z forward)
glm::mat4 deriveBodyFromHMDSensor() const;
glm::vec3 computeCounterBalance() const;
// derive avatar body position and orientation from using the current HMD Sensor location in relation to the previous
// location of the base of support of the avatar.
// results are in sensor frame (-z foward)
glm::mat4 deriveBodyUsingCgModel() const;
/**jsdoc
* @function MyAvatar.isUp
* @param {Vec3} direction
@ -1107,7 +1135,16 @@ public slots:
*/
Q_INVOKABLE void updateMotionBehaviorFromMenu();
/**jsdoc
* @function MyAvatar.setToggleHips
* @param {boolean} enabled
*/
void setToggleHips(bool followHead);
/**jsdoc
* @function MyAvatar.setEnableDebugDrawBaseOfSupport
* @param {boolean} enabled
*/
void setEnableDebugDrawBaseOfSupport(bool isEnabled);
/**jsdoc
* @function MyAvatar.setEnableDebugDrawDefaultPose
* @param {boolean} enabled
@ -1458,8 +1495,8 @@ private:
glm::quat _hmdSensorOrientation;
glm::vec3 _hmdSensorPosition;
// cache head controller pose in sensor space
glm::vec2 _headControllerFacing; // facing vector in xz plane
glm::vec2 _headControllerFacingMovingAverage { 0, 0 }; // facing vector in xz plane
glm::vec2 _headControllerFacing; // facing vector in xz plane (sensor space)
glm::vec2 _headControllerFacingMovingAverage { 0.0f, 0.0f }; // facing vector in xz plane (sensor space)
// cache of the current body position and orientation of the avatar's body,
// in sensor space.
@ -1495,9 +1532,12 @@ private:
void setForceActivateVertical(bool val);
bool getForceActivateHorizontal() const;
void setForceActivateHorizontal(bool val);
std::atomic<bool> _forceActivateRotation{ false };
std::atomic<bool> _forceActivateVertical{ false };
std::atomic<bool> _forceActivateHorizontal{ false };
bool getToggleHipsFollowing() const;
void setToggleHipsFollowing(bool followHead);
std::atomic<bool> _forceActivateRotation { false };
std::atomic<bool> _forceActivateVertical { false };
std::atomic<bool> _forceActivateHorizontal { false };
std::atomic<bool> _toggleHipsFollowing { true };
};
FollowHelper _follow;
@ -1510,6 +1550,7 @@ private:
bool _prevShouldDrawHead;
bool _rigEnabled { true };
bool _enableDebugDrawBaseOfSupport { false };
bool _enableDebugDrawDefaultPose { false };
bool _enableDebugDrawAnimPose { false };
bool _enableDebugDrawHandControllers { false };
@ -1532,6 +1573,7 @@ private:
std::map<controller::Action, controller::Pose> _controllerPoseMap;
mutable std::mutex _controllerPoseMapMutex;
bool _centerOfGravityModelEnabled { true };
bool _hmdLeanRecenterEnabled { true };
bool _sprint { false };

View file

@ -45,7 +45,14 @@ static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
return result;
}
glm::mat4 hipsMat = myAvatar->deriveBodyFromHMDSensor();
glm::mat4 hipsMat;
if (myAvatar->getCenterOfGravityModelEnabled()) {
// then we use center of gravity model
hipsMat = myAvatar->deriveBodyUsingCgModel();
} else {
// otherwise use the default of putting the hips under the head
hipsMat = myAvatar->deriveBodyFromHMDSensor();
}
glm::vec3 hipsPos = extractTranslation(hipsMat);
glm::quat hipsRot = glmExtractRotation(hipsMat);
@ -53,8 +60,11 @@ static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
glm::mat4 avatarToSensorMat = worldToSensorMat * avatarToWorldMat;
// dampen hips rotation, by mixing it with the avatar orientation in sensor space
const float MIX_RATIO = 0.5f;
hipsRot = safeLerp(glmExtractRotation(avatarToSensorMat), hipsRot, MIX_RATIO);
// turning this off for center of gravity model because it is already mixed in there
if (!(myAvatar->getCenterOfGravityModelEnabled())) {
const float MIX_RATIO = 0.5f;
hipsRot = safeLerp(glmExtractRotation(avatarToSensorMat), hipsRot, MIX_RATIO);
}
if (isFlying) {
// rotate the hips back to match the flying animation.
@ -73,6 +83,7 @@ static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
hipsPos = headPos + tiltRot * (hipsPos - headPos);
}
// AJT: TODO can we remove this?
return AnimPose(hipsRot * Quaternions::Y_180, hipsPos);
}
@ -170,6 +181,15 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
}
}
bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
if (isFlying != _prevIsFlying) {
const float FLY_TO_IDLE_HIPS_TRANSITION_TIME = 0.5f;
_flyIdleTimer = FLY_TO_IDLE_HIPS_TRANSITION_TIME;
} else {
_flyIdleTimer -= deltaTime;
}
_prevIsFlying = isFlying;
// if hips are not under direct control, estimate the hips position.
if (avatarHeadPose.isValid() && !(params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] & (uint8_t)Rig::ControllerFlags::Enabled)) {
bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
@ -181,14 +201,28 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
AnimPose hips = computeHipsInSensorFrame(myAvatar, isFlying);
// timescale in seconds
const float TRANS_HORIZ_TIMESCALE = 0.15f;
const float TRANS_VERT_TIMESCALE = 0.01f; // We want the vertical component of the hips to follow quickly to prevent spine squash/stretch.
const float ROT_TIMESCALE = 0.15f;
const float FLY_IDLE_TRANSITION_TIMESCALE = 0.25f;
float transHorizAlpha, transVertAlpha, rotAlpha;
if (_flyIdleTimer < 0.0f) {
transHorizAlpha = glm::min(deltaTime / TRANS_HORIZ_TIMESCALE, 1.0f);
transVertAlpha = glm::min(deltaTime / TRANS_VERT_TIMESCALE, 1.0f);
rotAlpha = glm::min(deltaTime / ROT_TIMESCALE, 1.0f);
} else {
transHorizAlpha = glm::min(deltaTime / FLY_IDLE_TRANSITION_TIMESCALE, 1.0f);
transVertAlpha = glm::min(deltaTime / FLY_IDLE_TRANSITION_TIMESCALE, 1.0f);
rotAlpha = glm::min(deltaTime / FLY_IDLE_TRANSITION_TIMESCALE, 1.0f);
}
// smootly lerp hips, in sensorframe, with different coeff for horiz and vertical translation.
const float ROT_ALPHA = 0.9f;
const float TRANS_HORIZ_ALPHA = 0.9f;
const float TRANS_VERT_ALPHA = 0.1f;
float hipsY = hips.trans().y;
hips.trans() = lerp(hips.trans(), _prevHips.trans(), TRANS_HORIZ_ALPHA);
hips.trans().y = lerp(hipsY, _prevHips.trans().y, TRANS_VERT_ALPHA);
hips.rot() = safeLerp(hips.rot(), _prevHips.rot(), ROT_ALPHA);
hips.trans() = lerp(_prevHips.trans(), hips.trans(), transHorizAlpha);
hips.trans().y = lerp(_prevHips.trans().y, hipsY, transVertAlpha);
hips.rot() = safeLerp(_prevHips.rot(), hips.rot(), rotAlpha);
_prevHips = hips;
_prevHipsValid = true;

View file

@ -28,6 +28,8 @@ private:
AnimPose _prevHips; // sensor frame
bool _prevHipsValid { false };
bool _prevIsFlying { false };
float _flyIdleTimer { 0.0f };
std::map<int, int> _jointRotationFrameOffsetMap;
};

View file

@ -9,7 +9,9 @@
//
#include "AnimUtil.h"
#include "GLMHelpers.h"
#include <GLMHelpers.h>
#include <NumericalConstants.h>
#include <DebugDraw.h>
// TODO: use restrict keyword
// TODO: excellent candidate for simd vectorization.
@ -107,3 +109,44 @@ AnimPose boneLookAt(const glm::vec3& target, const AnimPose& bone) {
glm::vec4(bone.trans(), 1.0f));
return AnimPose(lookAt);
}
// This will attempt to determine the proper body facing of a characters body
// assumes headRot is z-forward and y-up.
// and returns a bodyRot that is also z-forward and y-up
glm::quat computeBodyFacingFromHead(const glm::quat& headRot, const glm::vec3& up) {
glm::vec3 bodyUp = glm::normalize(up);
// initially take the body facing from the head.
glm::vec3 headUp = headRot * Vectors::UNIT_Y;
glm::vec3 headForward = headRot * Vectors::UNIT_Z;
glm::vec3 headLeft = headRot * Vectors::UNIT_X;
const float NOD_THRESHOLD = cosf(glm::radians(45.0f));
const float TILT_THRESHOLD = cosf(glm::radians(30.0f));
glm::vec3 bodyForward = headForward;
float nodDot = glm::dot(headForward, bodyUp);
float tiltDot = glm::dot(headLeft, bodyUp);
if (fabsf(tiltDot) < TILT_THRESHOLD) { // if we are not tilting too much
if (nodDot < -NOD_THRESHOLD) { // head is looking downward
// the body should face in the same direction as the top the head.
bodyForward = headUp;
} else if (nodDot > NOD_THRESHOLD) { // head is looking upward
// the body should face away from the top of the head.
bodyForward = -headUp;
}
}
// cancel out upward component
bodyForward = glm::normalize(bodyForward - nodDot * bodyUp);
glm::vec3 u, v, w;
generateBasisVectors(bodyForward, bodyUp, u, v, w);
// create matrix from orthogonal basis vectors
glm::mat4 bodyMat(glm::vec4(w, 0.0f), glm::vec4(v, 0.0f), glm::vec4(u, 0.0f), glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
return glmExtractRotation(bodyMat);
}

View file

@ -33,4 +33,9 @@ inline glm::quat safeLerp(const glm::quat& a, const glm::quat& b, float alpha) {
AnimPose boneLookAt(const glm::vec3& target, const AnimPose& bone);
// This will attempt to determine the proper body facing of a characters body
// assumes headRot is z-forward and y-up.
// and returns a bodyRot that is also z-forward and y-up
glm::quat computeBodyFacingFromHead(const glm::quat& headRot, const glm::vec3& up);
#endif

View file

@ -20,6 +20,16 @@ const float DEFAULT_AVATAR_EYE_TO_TOP_OF_HEAD = 0.11f; // meters
const float DEFAULT_AVATAR_NECK_TO_TOP_OF_HEAD = 0.185f; // meters
const float DEFAULT_AVATAR_NECK_HEIGHT = DEFAULT_AVATAR_HEIGHT - DEFAULT_AVATAR_NECK_TO_TOP_OF_HEAD;
const float DEFAULT_AVATAR_EYE_HEIGHT = DEFAULT_AVATAR_HEIGHT - DEFAULT_AVATAR_EYE_TO_TOP_OF_HEAD;
const float DEFAULT_AVATAR_SUPPORT_BASE_LEFT = -0.25f;
const float DEFAULT_AVATAR_SUPPORT_BASE_RIGHT = 0.25f;
const float DEFAULT_AVATAR_SUPPORT_BASE_FRONT = -0.20f;
const float DEFAULT_AVATAR_SUPPORT_BASE_BACK = 0.10f;
const float DEFAULT_AVATAR_FORWARD_DAMPENING_FACTOR = 0.5f;
const float DEFAULT_AVATAR_LATERAL_DAMPENING_FACTOR = 2.0f;
const float DEFAULT_AVATAR_HIPS_MASS = 40.0f;
const float DEFAULT_AVATAR_HEAD_MASS = 20.0f;
const float DEFAULT_AVATAR_LEFTHAND_MASS = 2.0f;
const float DEFAULT_AVATAR_RIGHTHAND_MASS = 2.0f;
// Used when avatar is missing joints... (avatar space)
const glm::quat DEFAULT_AVATAR_MIDDLE_EYE_ROT { Quaternions::Y_180 };

View file

@ -574,8 +574,9 @@ void generateBasisVectors(const glm::vec3& primaryAxis, const glm::vec3& seconda
vAxisOut = glm::cross(wAxisOut, uAxisOut);
}
// assumes z-forward and y-up
glm::vec2 getFacingDir2D(const glm::quat& rot) {
glm::vec3 facing3D = rot * Vectors::UNIT_NEG_Z;
glm::vec3 facing3D = rot * Vectors::UNIT_Z;
glm::vec2 facing2D(facing3D.x, facing3D.z);
const float ALMOST_ZERO = 0.0001f;
if (glm::length(facing2D) < ALMOST_ZERO) {
@ -585,8 +586,9 @@ glm::vec2 getFacingDir2D(const glm::quat& rot) {
}
}
// assumes z-forward and y-up
glm::vec2 getFacingDir2D(const glm::mat4& m) {
glm::vec3 facing3D = transformVectorFast(m, Vectors::UNIT_NEG_Z);
glm::vec3 facing3D = transformVectorFast(m, Vectors::UNIT_Z);
glm::vec2 facing2D(facing3D.x, facing3D.z);
const float ALMOST_ZERO = 0.0001f;
if (glm::length(facing2D) < ALMOST_ZERO) {

View file

@ -250,7 +250,10 @@ glm::vec3 transformVectorFull(const glm::mat4& m, const glm::vec3& v);
void generateBasisVectors(const glm::vec3& primaryAxis, const glm::vec3& secondaryAxis,
glm::vec3& uAxisOut, glm::vec3& vAxisOut, glm::vec3& wAxisOut);
// assumes z-forward and y-up
glm::vec2 getFacingDir2D(const glm::quat& rot);
// assumes z-forward and y-up
glm::vec2 getFacingDir2D(const glm::mat4& m);
inline bool isNaN(const glm::vec3& value) { return isNaN(value.x) || isNaN(value.y) || isNaN(value.z); }

View file

@ -33,7 +33,7 @@ var DEFAULT_SCRIPTS_COMBINED = [
"system/emote.js"
];
var DEFAULT_SCRIPTS_SEPARATE = [
"system/controllers/controllerScripts.js"
"system/controllers/controllerScripts.js",
//"system/chat.js"
];