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neruonAvatar.js: attempt to adjust hips for HMD mode.
It attempts to adjust the hips so that the avatar's head is at the same location & orientation as the HMD in world space, however it's fighting with the internal c++ code that also attempts to adjust the hips as well.
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27e80913d6
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1 changed files with 68 additions and 10 deletions
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@ -64,6 +64,27 @@ var JOINT_PARENT_MAP = {
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var USE_TRANSLATIONS = false;
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// ctor
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function Xform(rot, pos) {
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this.rot = rot;
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this.pos = pos;
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};
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Xform.mul = function (lhs, rhs) {
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var rot = Quat.multiply(lhs.rot, rhs.rot);
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var pos = Vec3.sum(lhs.pos, Vec3.multiplyQbyV(lhs.rot, rhs.pos));
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return new Xform(rot, pos);
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};
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Xform.prototype.inv = function () {
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var invRot = Quat.inverse(this.rot);
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var invPos = Vec3.multiply(-1, this.pos);
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return new Xform(invRot, Vec3.multiplyQbyV(invRot, invPos));
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};
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Xform.prototype.toString = function () {
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var rot = this.rot;
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var pos = this.pos;
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return "Xform rot = (" + rot.x + ", " + rot.y + ", " + rot.z + ", " + rot.w + "), pos = (" + pos.x + ", " + pos.y + ", " + pos.z + ")";
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};
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function dumpHardwareMapping() {
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Object.keys(Controller.Hardware).forEach(function (deviceName) {
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Object.keys(Controller.Hardware[deviceName]).forEach(function (input) {
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@ -108,19 +129,19 @@ NeuronAvatar.prototype.activate = function () {
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this._active = true;
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// build absDefaultPoseMap
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this._absDefaultRotMap = {};
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this._absDefaultRotMap[""] = {x: 0, y: 0, z: 0, w: 1};
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this._defaultAbsRotMap = {};
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this._defaultAbsPosMap = {};
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this._defaultAbsRotMap[""] = {x: 0, y: 0, z: 0, w: 1};
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this._defaultAbsPosMap[""] = {x: 0, y: 0, z: 0};
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var keys = Object.keys(JOINT_PARENT_MAP);
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var i, l = keys.length;
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for (i = 0; i < l; i++) {
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var jointName = keys[i];
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var j = MyAvatar.getJointIndex(jointName);
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var parentJointName = JOINT_PARENT_MAP[jointName];
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if (parentJointName === "") {
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this._absDefaultRotMap[jointName] = MyAvatar.getDefaultJointRotation(j);
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} else {
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this._absDefaultRotMap[jointName] = Quat.multiply(this._absDefaultRotMap[parentJointName], MyAvatar.getDefaultJointRotation(j));
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}
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this._defaultAbsRotMap[jointName] = Quat.multiply(this._defaultAbsRotMap[parentJointName], MyAvatar.getDefaultJointRotation(j));
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this._defaultAbsPosMap[jointName] = Vec3.sum(this._defaultAbsPosMap[parentJointName],
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Quat.multiply(this._defaultAbsRotMap[parentJointName], MyAvatar.getDefaultJointTranslation(j)));
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}
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};
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@ -134,10 +155,16 @@ NeuronAvatar.prototype.deactivate = function () {
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};
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NeuronAvatar.prototype.update = function (deltaTime) {
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var hmdActive = HMD.active;
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var hmdXform = new Xform(HMD.orientation, HMD.position);
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var keys = Object.keys(JOINT_PARENT_MAP);
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var i, l = keys.length;
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var absDefaultRot = {};
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var jointName, channel, pose, parentJointName, j, parentDefaultAbsRot;
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var localRotations = {};
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var localTranslations = {};
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for (i = 0; i < l; i++) {
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var jointName = keys[i];
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var channel = Controller.Hardware.Neuron[jointName];
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@ -145,23 +172,54 @@ NeuronAvatar.prototype.update = function (deltaTime) {
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pose = Controller.getPoseValue(channel);
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parentJointName = JOINT_PARENT_MAP[jointName];
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j = MyAvatar.getJointIndex(jointName);
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defaultAbsRot = this._absDefaultRotMap[jointName];
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parentDefaultAbsRot = this._absDefaultRotMap[parentJointName];
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defaultAbsRot = this._defaultAbsRotMap[jointName];
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parentDefaultAbsRot = this._defaultAbsRotMap[parentJointName];
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// Rotations from the neuron controller are in world orientation but are delta's from the default pose.
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// So first we build the absolute rotation of the default pose (local into world).
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// Then apply the rotation from the controller, in world space.
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// Then we transform back into joint local by multiplying by the inverse of the parents absolute rotation.
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MyAvatar.setJointRotation(j, Quat.multiply(Quat.inverse(parentDefaultAbsRot), Quat.multiply(pose.rotation, defaultAbsRot)));
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var localRotation = Quat.multiply(Quat.inverse(parentDefaultAbsRot), Quat.multiply(pose.rotation, defaultAbsRot));
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if (!hmdActive || jointName !== "Hips") {
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MyAvatar.setJointRotation(j, localRotation);
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}
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localRotations[jointName] = localRotation;
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// translation proportions might be different from the neuron avatar and the user avatar skeleton.
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// so this is disabled by default
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if (USE_TRANSLATIONS) {
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var localTranslation = Vec3.multiplyQbyV(Quat.inverse(parentDefaultAbsRot), pose.translation);
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MyAvatar.setJointTranslation(j, localTranslation);
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localTranslations[jointName] = localTranslation;
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} else {
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localTranslations[jointName] = MyAvatar.getJointTranslation(j);
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}
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}
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}
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// TODO: Currrently does not work.
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// it attempts to adjust the hips so that the avatar's head is at the same location & oreintation as the HMD.
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// however it's fighting with the internal c++ code that also attempts to adjust the hips.
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if (hmdActive) {
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var y180Xform = new Xform({x: 0, y: 1, z: 0, w: 0}, {x: 0, y: 0, z: 0});
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var avatarXform = new Xform(MyAvatar.orientation, MyAvatar.position);
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var headXform = new Xform(localRotations["Head"], localTranslations["Head"]);
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// transform eyes down the heirarchy chain into avatar space.
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var hierarchy = ["Neck", "Spine3", "Spine2", "Spine1", "Spine"];
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var i, l = hierarchy.length;
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for (i = 0; i < l; i++) {
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var xform = new Xform(localRotations[hierarchy[i]], localTranslations[hierarchy[i]]);
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headXform = Xform.mul(xform, headXform);
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}
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// solve for the offset that will put the eyes at the hmd position & orientation.
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var hipsXform = Xform.mul(y180Xform, Xform.mul(avatarXform.inv(), Xform.mul(hmdXform, Xform.mul(y180Xform, headXform.inv()))));
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MyAvatar.setJointRotation("Hips", hipsXform.rot);
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MyAvatar.setJointTranslation("Hips", hipsXform.pos);
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}
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};
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var neuronAvatar = new NeuronAvatar();
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