cleaning up. putting squat fix in vertical recenter

This commit is contained in:
amantley 2018-10-01 14:21:00 -07:00
parent 1a0e2c6ea1
commit 90feeffa9d
4 changed files with 43 additions and 49 deletions

View file

@ -484,6 +484,19 @@ void MyAvatar::update(float deltaTime) {
glm::vec3 upHead = transformVectorFast(sensorHeadPoseDebug.getMatrix(), glm::vec3(0.0f, 1.0f, 0.0f));
float acosHead = glm::dot(upHead, glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec3 headDefaultPositionAvatarSpace = getAbsoluteDefaultJointTranslationInObjectFrame(getJointIndex("Head"));
glm::quat spine2OrientationAvatarSpace = getAbsoluteJointRotationInObjectFrame(getJointIndex("Spine2"));
glm::vec3 headCurrentPositionAvatarSpace = getControllerPoseInAvatarFrame(controller::Action::HEAD).getTranslation();
glm::vec3 upSpine2 = spine2OrientationAvatarSpace * glm::vec3(0.0f, 1.0f, 0.0f);
float angleSpine2 = glm::dot(upSpine2, glm::vec3(0.0f, 1.0f, 0.0f));
if (headCurrentPositionAvatarSpace.y < (headDefaultPositionAvatarSpace.y - 0.05) && (angleSpine2 > 0.98f)) {
_squatCount++;
} else {
_squatCount = 0;
}
// qCDebug(interfaceapp) << "sensor space head pos " << sensorHeadPoseDebug.getTranslation().y;
// put the average hand azimuth into sensor space.
@ -3795,7 +3808,7 @@ bool MyAvatar::getIsInWalkingState() const {
}
bool MyAvatar::getIsInSittingState() const {
return _isInSittingState;
return _isInSittingState.get();
}
float MyAvatar::getWalkSpeed() const {
@ -3819,7 +3832,7 @@ void MyAvatar::setIsInWalkingState(bool isWalking) {
}
void MyAvatar::setIsInSittingState(bool isSitting) {
_isInSittingState = isSitting;
_isInSittingState.set(isSitting);
controller::Pose sensorHeadPoseDebug = getControllerPoseInSensorFrame(controller::Action::HEAD);
_sumUserHeightSensorSpace = sensorHeadPoseDebug.getTranslation().y;
_averageUserHeightCount = 1;
@ -4064,8 +4077,8 @@ bool MyAvatar::FollowHelper::shouldActivateVertical(MyAvatar& myAvatar, const gl
glm::vec3 headSensorSpace = transformVectorFast(myAvatar.getSensorToWorldMatrix(), headWorldSpace);
//get the mode.
//put it in sensor space.
// if we are 20% higher switch to standing.
// 16.6% lower then switch to sitting.
// if we are 20% higher switch to standing.
// 16.6% lower then switch to sitting.
// add this !!!! And the head is upright.
glm::vec3 upHead = transformVectorFast(sensorHeadPose.getMatrix(), glm::vec3(0.0f, 1.0f, 0.0f));
float acosHead = glm::dot(upHead, glm::vec3(0.0f, 1.0f, 0.0f));
@ -4074,8 +4087,9 @@ bool MyAvatar::FollowHelper::shouldActivateVertical(MyAvatar& myAvatar, const gl
glm::vec3 sensorHips = transformVectorFast(myAvatar.getSensorToWorldMatrix(), worldHips);
float averageSensorSpaceHeight = myAvatar._sumUserHeightSensorSpace / myAvatar._averageUserHeightCount;
// we could add a counting here to make sure that a lean forward doesn't accidentally put you in sitting mode.
// but maybe so what.
// but maybe so what.
// the real test is... can I pick something up in standing mode?
if (myAvatar.getIsInSittingState()) {
if (offset.y < SITTING_BOTTOM) {
@ -4084,22 +4098,27 @@ bool MyAvatar::FollowHelper::shouldActivateVertical(MyAvatar& myAvatar, const gl
} else if (sensorHeadPose.getTranslation().y > (1.2f * averageSensorSpaceHeight)) {
// if we recenter upwards then no longer in sitting state
myAvatar.setIsInSittingState(false);
//myAvatar._sumUserHeightSensorSpace = 1.2f * averageSensorSpaceHeight;
// myAvatar._averageUserHeightCount = 1;
return true;
} else {
return false;
}
} else {
// in the standing state
if ((sensorHeadPose.getTranslation().y < (0.83f * averageSensorSpaceHeight)) && (acosHead > 0.98f) && !(sensorHips.y > (0.4f * averageSensorSpaceHeight)) {
myAvatar.setIsInSittingState(true);
// myAvatar._sumUserHeightSensorSpace = 0.83f * averageSensorSpaceHeight;
// myAvatar._averageUserHeightCount = 1;
return true;
// in the standing state
if ((sensorHeadPose.getTranslation().y < (0.83f * averageSensorSpaceHeight)) && (acosHead > 0.98f) && !(sensorHips.y > (0.4f * averageSensorSpaceHeight))) {
myAvatar._sitStandStateCount++;
if (myAvatar._sitStandStateCount > 300) {
myAvatar.setIsInSittingState(true);
myAvatar._sitStandStateCount = 0;
myAvatar._squatCount = 0;
return true;
}
} else {
return (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM);
if (myAvatar._squatCount > 600) {
return true;
myAvatar._squatCount = 0;
}
}
return (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM);
}
}
@ -4109,29 +4128,6 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
if (myAvatar.getHMDLeanRecenterEnabled() &&
qApp->getCamera().getMode() != CAMERA_MODE_MIRROR) {
// debug head hips angle
glm::vec3 headDefaultPos = myAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(myAvatar.getJointIndex("Head"));
if (myAvatar.getControllerPoseInAvatarFrame(controller::Action::HEAD).getTranslation().y < (headDefaultPos.y - 0.05f)) {
_squatCount++;
if ((_squatCount > 600) && !isActive(Vertical) && !isActive(Horizontal)) {
if (myAvatar.getIsInSittingState()) {
// activate(Horizontal);
//activate(Vertical);
_squatCount = 0;
} else {
if (myAvatar.getControllerPoseInAvatarFrame(controller::Action::HEAD).getTranslation().y < (headDefaultPos.y - 0.20f)) {
//myAvatar.setIsInSittingState(true);
//activate(Vertical);
} else {
//activate(Horizontal);
}
_squatCount = 0;
}
}
} else {
_squatCount = 0;
}
if (!isActive(Rotation) && (shouldActivateRotation(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
activate(Rotation);
myAvatar.setHeadControllerFacingMovingAverage(myAvatar.getHeadControllerFacing());

View file

@ -1737,7 +1737,6 @@ private:
std::atomic<bool> _forceActivateVertical { false };
std::atomic<bool> _forceActivateHorizontal { false };
std::atomic<bool> _toggleHipsFollowing { true };
int _squatCount { 0 };
};
FollowHelper _follow;
@ -1770,7 +1769,6 @@ private:
glm::quat _customListenOrientation;
AtRestDetector _hmdAtRestDetector;
bool _lastFrameHMDMode { false } ;
bool _lastIsMoving { false };
// all poses are in sensor-frame
@ -1817,7 +1815,9 @@ private:
ThreadSafeValueCache<float> _sprintSpeed { AVATAR_SPRINT_SPEED_SCALAR };
float _walkSpeedScalar { AVATAR_WALK_SPEED_SCALAR };
bool _isInWalkingState { false };
bool _isInSittingState { false };
ThreadSafeValueCache<bool> _isInSittingState { false };
int _sitStandStateCount { 0 };
int _squatCount { 0 };
// load avatar scripts once when rig is ready
bool _shouldLoadScripts { false };

View file

@ -86,12 +86,10 @@ private:
qCWarning(oculusLog) << "Failed to acquire Oculus session" << ovr::getError();
return;
} else {
qCWarning(oculusLog) << "successful init of oculus!!!!!!!!";
ovrTrackingOrigin fred;
//fred = ovr_GetTrackingOriginType(session);
ovrResult retTrackingType = ovr_SetTrackingOriginType(session, ovrTrackingOrigin::ovrTrackingOrigin_FloorLevel);
fred = ovr_GetTrackingOriginType(session);
qCWarning(oculusLog) << OVR_SUCCESS(retTrackingType) << (int)fred;
ovrResult setFloorLevelOrigin = ovr_SetTrackingOriginType(session, ovrTrackingOrigin::ovrTrackingOrigin_FloorLevel);
if (!OVR_SUCCESS(setFloorLevelOrigin)) {
qCWarning(oculusLog) << "Failed to set the Oculus tracking origin to floor level" << ovr::getError();
}
}
}

View file

@ -63,8 +63,8 @@ function getMyAvatar() {
function getMyAvatarSettings() {
return {
dominantHand: MyAvatar.getDominantHand(),
collisionsEnabled: MyAvatar.getCollisionsEnabled(),
sittingEnabled: MyAvatar.isInSittingState,
collisionsEnabled : MyAvatar.getCollisionsEnabled(),
sittingEnabled : MyAvatar.isInSittingState,
collisionSoundUrl : MyAvatar.collisionSoundURL,
animGraphUrl: MyAvatar.getAnimGraphUrl(),
animGraphOverrideUrl : MyAvatar.getAnimGraphOverrideUrl(),
@ -326,7 +326,7 @@ function fromQml(message) { // messages are {method, params}, like json-rpc. See
MyAvatar.isInSittingState = message.settings.sittingEnabled;
MyAvatar.collisionSoundURL = message.settings.collisionSoundUrl;
MyAvatar.setAnimGraphOverrideUrl(message.settings.animGraphOverrideUrl);
print("save settings");
settings = getMyAvatarSettings();
break;
default: