NeuronAvatar.js: Now aligns the head with the HMD if active

This commit is contained in:
Anthony J. Thibault 2015-12-28 17:57:24 -08:00
parent 1f834a9c01
commit 4661152aa7

View file

@ -157,8 +157,6 @@ NeuronAvatar.prototype.deactivate = function () {
NeuronAvatar.prototype.update = function (deltaTime) {
var hmdActive = HMD.active;
var hmdXform = new Xform(HMD.orientation, HMD.position);
var keys = Object.keys(JOINT_PARENT_MAP);
var i, l = keys.length;
var absDefaultRot = {};
@ -192,18 +190,22 @@ NeuronAvatar.prototype.update = function (deltaTime) {
MyAvatar.setJointTranslation(j, localTranslation);
localTranslations[jointName] = localTranslation;
} else {
localTranslations[jointName] = MyAvatar.getJointTranslation(j);
localTranslations[jointName] = MyAvatar.getDefaultJointTranslation(j);
}
}
}
// TODO: Currrently does not work.
// it attempts to adjust the hips so that the avatar's head is at the same location & oreintation as the HMD.
// however it's fighting with the internal c++ code that also attempts to adjust the hips.
if (hmdActive) {
var UNIT_SCALE = 1 / 100;
var hmdXform = new Xform(HMD.orientation, Vec3.multiply(1 / UNIT_SCALE, HMD.position)); // convert to cm
var y180Xform = new Xform({x: 0, y: 1, z: 0, w: 0}, {x: 0, y: 0, z: 0});
var avatarXform = new Xform(MyAvatar.orientation, MyAvatar.position);
var avatarXform = new Xform(MyAvatar.orientation, Vec3.multiply(1 / UNIT_SCALE, MyAvatar.position)); // convert to cm
var hipsJointIndex = MyAvatar.getJointIndex("Hips");
var modelOffsetInvXform = new Xform({x: 0, y: 0, z: 0, w: 1}, MyAvatar.getDefaultJointTranslation(hipsJointIndex));
var defaultHipsXform = new Xform(MyAvatar.getDefaultJointRotation(hipsJointIndex), MyAvatar.getDefaultJointTranslation(hipsJointIndex));
var headXform = new Xform(localRotations["Head"], localTranslations["Head"]);
// transform eyes down the heirarchy chain into avatar space.
@ -213,9 +215,16 @@ NeuronAvatar.prototype.update = function (deltaTime) {
var xform = new Xform(localRotations[hierarchy[i]], localTranslations[hierarchy[i]]);
headXform = Xform.mul(xform, headXform);
}
headXform = Xform.mul(defaultHipsXform, headXform);
var preXform = Xform.mul(headXform, y180Xform);
var postXform = Xform.mul(avatarXform, Xform.mul(y180Xform, modelOffsetInvXform.inv()));
// solve for the offset that will put the eyes at the hmd position & orientation.
var hipsXform = Xform.mul(y180Xform, Xform.mul(avatarXform.inv(), Xform.mul(hmdXform, Xform.mul(y180Xform, headXform.inv()))));
var hipsOffsetXform = Xform.mul(postXform.inv(), Xform.mul(hmdXform, preXform.inv()));
// now combine it with the default hips transform
var hipsXform = Xform.mul(hipsOffsetXform, defaultHipsXform);
MyAvatar.setJointRotation("Hips", hipsXform.rot);
MyAvatar.setJointTranslation("Hips", hipsXform.pos);