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Merge branch 'master' of https://github.com/worklist/hifi into skinny
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commit
ed0acd24f7
4 changed files with 56 additions and 25 deletions
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@ -463,7 +463,8 @@ void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovem
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//constrain right arm length and re-adjust elbow position as it bends
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// NOTE - the following must be called on all avatars - not just _isMine
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if (enableHandMovement) {
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updateArmIKAndConstraints(deltaTime);
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updateArmIKAndConstraints(deltaTime, AVATAR_JOINT_RIGHT_FINGERTIPS);
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updateArmIKAndConstraints(deltaTime, AVATAR_JOINT_LEFT_FINGERTIPS);
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}
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}
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@ -640,11 +641,15 @@ void Avatar::updateBodyBalls(float deltaTime) {
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_bodyBall[BODY_BALL_HEAD_TOP].rotation * _skeleton.joint[BODY_BALL_HEAD_TOP].bindPosePosition;
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}
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void Avatar::updateArmIKAndConstraints(float deltaTime) {
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void Avatar::updateArmIKAndConstraints(float deltaTime, AvatarJointID fingerTipJointID) {
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Skeleton::AvatarJoint& fingerJoint = _skeleton.joint[fingerTipJointID];
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Skeleton::AvatarJoint& wristJoint = _skeleton.joint[fingerJoint.parent];
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Skeleton::AvatarJoint& elbowJoint = _skeleton.joint[wristJoint.parent];
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Skeleton::AvatarJoint& shoulderJoint = _skeleton.joint[elbowJoint.parent];
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// determine the arm vector
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glm::vec3 armVector = _skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
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armVector -= _skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
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glm::vec3 armVector = fingerJoint.position;
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armVector -= shoulderJoint.position;
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// test to see if right hand is being dragged beyond maximum arm length
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float distance = glm::length(armVector);
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@ -652,28 +657,26 @@ void Avatar::updateArmIKAndConstraints(float deltaTime) {
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// don't let right hand get dragged beyond maximum arm length...
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if (distance > _maxArmLength) {
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// reset right hand to be constrained to maximum arm length
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_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
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fingerJoint.position = shoulderJoint.position;
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glm::vec3 armNormal = armVector / distance;
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armVector = armNormal * _maxArmLength;
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distance = _maxArmLength;
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glm::vec3 constrainedPosition = _skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
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glm::vec3 constrainedPosition = shoulderJoint.position;
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constrainedPosition += armVector;
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_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = constrainedPosition;
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fingerJoint.position = constrainedPosition;
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}
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// set elbow position
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glm::vec3 newElbowPosition = _skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position + armVector * ONE_HALF;
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glm::vec3 newElbowPosition = shoulderJoint.position + armVector * ONE_HALF;
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glm::vec3 perpendicular = glm::cross(getBodyRightDirection(), armVector);
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newElbowPosition += perpendicular * (1.0f - (_maxArmLength / distance)) * ONE_HALF;
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_skeleton.joint[ AVATAR_JOINT_RIGHT_ELBOW ].position = newElbowPosition;
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elbowJoint.position = newElbowPosition;
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// set wrist position
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glm::vec3 vv(_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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vv -= _skeleton.joint[ AVATAR_JOINT_RIGHT_ELBOW ].position;
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glm::vec3 newWristPosition = _skeleton.joint[ AVATAR_JOINT_RIGHT_ELBOW ].position + vv * 0.7f;
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_skeleton.joint[ AVATAR_JOINT_RIGHT_WRIST ].position = newWristPosition;
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const float wristPosRatio = 0.7f;
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wristJoint.position = elbowJoint.position + (fingerJoint.position - elbowJoint.position) * wristPosRatio;
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}
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glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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@ -231,7 +231,7 @@ protected:
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glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
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void updateBodyBalls(float deltaTime);
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void updateArmIKAndConstraints(float deltaTime);
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void updateArmIKAndConstraints(float deltaTime, AvatarJointID fingerTipJointID);
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void setScale(const float scale);
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@ -912,24 +912,49 @@ void MyAvatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMov
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_avatarTouch.setHasInteractingOther(false);
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}
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// If there's a leap-interaction hand visible, use that as the endpoint
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glm::vec3 rightMostHand;
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bool anyHandsFound = false;
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for (size_t i = 0; i < getHand().getPalms().size(); ++i) {
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PalmData& palm = getHand().getPalms()[i];
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if (palm.isActive()) {
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if (!anyHandsFound || palm.getRawPosition().x > rightMostHand.x) {
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_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = palm.getPosition();
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rightMostHand = palm.getRawPosition();
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// If there are leap-interaction hands visible, see if we can use them as the endpoints for IK
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if (getHand().getPalms().size() > 0) {
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PalmData const* leftLeapHand = NULL;
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PalmData const* rightLeapHand = NULL;
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// Look through all of the palms available (there may be more than two), and pick
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// the leftmost and rightmost. If there's only one, we'll use a heuristic below
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// to decode whether it's the left or right.
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for (size_t i = 0; i < getHand().getPalms().size(); ++i) {
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PalmData& palm = getHand().getPalms()[i];
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if (palm.isActive()) {
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if (!rightLeapHand || !leftLeapHand) {
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rightLeapHand = leftLeapHand = &palm;
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}
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else if (palm.getRawPosition().x > rightLeapHand->getRawPosition().x) {
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rightLeapHand = &palm;
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}
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else if (palm.getRawPosition().x < leftLeapHand->getRawPosition().x) {
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leftLeapHand = &palm;
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}
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}
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anyHandsFound = true;
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}
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// If there's only one palm visible. Decide if it's the left or right
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if (leftLeapHand == rightLeapHand && leftLeapHand) {
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if (leftLeapHand->getRawPosition().x > 0) {
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leftLeapHand = NULL;
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}
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else {
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rightLeapHand = NULL;
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}
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}
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if (leftLeapHand) {
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_skeleton.joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].position = leftLeapHand->getPosition();
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}
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if (rightLeapHand) {
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_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = rightLeapHand->getPosition();
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}
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}
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//constrain right arm length and re-adjust elbow position as it bends
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// NOTE - the following must be called on all avatars - not just _isMine
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if (enableHandMovement) {
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updateArmIKAndConstraints(deltaTime);
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updateArmIKAndConstraints(deltaTime, AVATAR_JOINT_RIGHT_FINGERTIPS);
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updateArmIKAndConstraints(deltaTime, AVATAR_JOINT_LEFT_FINGERTIPS);
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}
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//Set right hand position and state to be transmitted, and also tell AvatarTouch about it
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@ -285,6 +285,9 @@ void NodeList::reset() {
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_checkInPacket = NULL;
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_numBytesCheckInPacket = 0;
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delete _nodeTypesOfInterest;
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_nodeTypesOfInterest = NULL;
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}
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void NodeList::setNodeTypesOfInterest(const char* nodeTypesOfInterest, int numNodeTypesOfInterest) {
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