Merge pull request #14126 from amantley/squattyPottyFix

Sit State for the seated user in HMD:  Squatty Potty Fix
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John Conklin II 2018-10-23 15:20:49 -07:00 committed by GitHub
commit e21e7d30d7
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8 changed files with 297 additions and 28 deletions

View file

@ -31,7 +31,7 @@ Rectangle {
scaleSlider.notify = false;
scaleSlider.value = Math.round(avatarScale * 10);
scaleSlider.notify = true;;
scaleSlider.notify = true;
if (settings.dominantHand === 'left') {
leftHandRadioButton.checked = true;

View file

@ -464,10 +464,74 @@ void MyAvatar::reset(bool andRecenter, bool andReload, bool andHead) {
}
}
void MyAvatar::updateSitStandState(float newHeightReading, float dt) {
const float STANDING_HEIGHT_MULTIPLE = 1.2f;
const float SITTING_HEIGHT_MULTIPLE = 0.833f;
const float SITTING_TIMEOUT = 4.0f; // 4 seconds
const float STANDING_TIMEOUT = 0.3333f; // 1/3 second
const float SITTING_UPPER_BOUND = 1.52f;
if (!getIsSitStandStateLocked()) {
if (!getIsAway() && qApp->isHMDMode()) {
if (getIsInSittingState()) {
if (newHeightReading > (STANDING_HEIGHT_MULTIPLE * _tippingPoint)) {
// if we recenter upwards then no longer in sitting state
_sitStandStateTimer += dt;
if (_sitStandStateTimer > STANDING_TIMEOUT) {
_averageUserHeightSensorSpace = newHeightReading;
_tippingPoint = newHeightReading;
setIsInSittingState(false);
}
} else if (newHeightReading < (SITTING_HEIGHT_MULTIPLE * _tippingPoint)) {
// if we are mis labelled as sitting but we are standing in the real world this will
// make sure that a real sit is still recognized so we won't be stuck in sitting unable to change state
_sitStandStateTimer += dt;
if (_sitStandStateTimer > SITTING_TIMEOUT) {
_averageUserHeightSensorSpace = newHeightReading;
_tippingPoint = newHeightReading;
// here we stay in sit state but reset the average height
setIsInSittingState(true);
}
} else {
// sanity check if average height greater than 5ft they are not sitting(or get off your dangerous barstool please)
if (_averageUserHeightSensorSpace > SITTING_UPPER_BOUND) {
setIsInSittingState(false);
} else {
// tipping point is average height when sitting.
_tippingPoint = _averageUserHeightSensorSpace;
_sitStandStateTimer = 0.0f;
}
}
} else {
// in the standing state
if (newHeightReading < (SITTING_HEIGHT_MULTIPLE * _tippingPoint)) {
_sitStandStateTimer += dt;
if (_sitStandStateTimer > SITTING_TIMEOUT) {
_averageUserHeightSensorSpace = newHeightReading;
_tippingPoint = newHeightReading;
setIsInSittingState(true);
}
} else {
// use the mode height for the tipping point when we are standing.
_tippingPoint = getCurrentStandingHeight();
_sitStandStateTimer = 0.0f;
}
}
} else {
//if you are away then reset the average and set state to standing.
_averageUserHeightSensorSpace = _userHeight.get();
_tippingPoint = _userHeight.get();
setIsInSittingState(false);
}
}
}
void MyAvatar::update(float deltaTime) {
// update moving average of HMD facing in xz plane.
const float HMD_FACING_TIMESCALE = getRotationRecenterFilterLength();
const float PERCENTAGE_WEIGHT_HEAD_VS_SHOULDERS_AZIMUTH = 0.0f; // 100 percent shoulders
const float COSINE_THIRTY_DEGREES = 0.866f;
const float SQUATTY_TIMEOUT = 30.0f; // 30 seconds
const float HEIGHT_FILTER_COEFFICIENT = 0.01f;
float tau = deltaTime / HMD_FACING_TIMESCALE;
setHipToHandController(computeHandAzimuth());
@ -494,11 +558,36 @@ void MyAvatar::update(float deltaTime) {
_smoothOrientationTimer += deltaTime;
}
float newHeightReading = getControllerPoseInAvatarFrame(controller::Action::HEAD).getTranslation().y;
int newHeightReadingInCentimeters = glm::floor(newHeightReading * CENTIMETERS_PER_METER);
_recentModeReadings.insert(newHeightReadingInCentimeters);
setCurrentStandingHeight(computeStandingHeightMode(getControllerPoseInAvatarFrame(controller::Action::HEAD)));
setAverageHeadRotation(computeAverageHeadRotation(getControllerPoseInAvatarFrame(controller::Action::HEAD)));
controller::Pose newHeightReading = getControllerPoseInSensorFrame(controller::Action::HEAD);
if (newHeightReading.isValid()) {
int newHeightReadingInCentimeters = glm::floor(newHeightReading.getTranslation().y * CENTIMETERS_PER_METER);
_averageUserHeightSensorSpace = lerp(_averageUserHeightSensorSpace, newHeightReading.getTranslation().y, HEIGHT_FILTER_COEFFICIENT);
_recentModeReadings.insert(newHeightReadingInCentimeters);
setCurrentStandingHeight(computeStandingHeightMode(newHeightReading));
setAverageHeadRotation(computeAverageHeadRotation(getControllerPoseInAvatarFrame(controller::Action::HEAD)));
}
// if the spine is straight and the head is below the default position by 5 cm then increment squatty count.
const float SQUAT_THRESHOLD = 0.05f;
glm::vec3 headDefaultPositionAvatarSpace = getAbsoluteDefaultJointTranslationInObjectFrame(getJointIndex("Head"));
glm::quat spine2OrientationAvatarSpace = getAbsoluteJointRotationInObjectFrame(getJointIndex("Spine2"));
glm::vec3 upSpine2 = spine2OrientationAvatarSpace * glm::vec3(0.0f, 1.0f, 0.0f);
if (glm::length(upSpine2) > 0.0f) {
upSpine2 = glm::normalize(upSpine2);
}
float angleSpine2 = glm::dot(upSpine2, glm::vec3(0.0f, 1.0f, 0.0f));
if (getControllerPoseInAvatarFrame(controller::Action::HEAD).getTranslation().y < (headDefaultPositionAvatarSpace.y - SQUAT_THRESHOLD) && (angleSpine2 > COSINE_THIRTY_DEGREES)) {
_squatTimer += deltaTime;
if (_squatTimer > SQUATTY_TIMEOUT) {
_squatTimer = 0.0f;
_follow._squatDetected = true;
}
} else {
_squatTimer = 0.0f;
}
// put update sit stand state counts here
updateSitStandState(newHeightReading.getTranslation().y, deltaTime);
if (_drawAverageFacingEnabled) {
auto sensorHeadPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
@ -3558,12 +3647,9 @@ glm::vec3 MyAvatar::computeCounterBalance() {
glm::vec3 counterBalancedCg = (1.0f / DEFAULT_AVATAR_HIPS_MASS) * counterBalancedForHead;
// find the height of the hips
const float UPPER_LEG_FRACTION = 0.3333f;
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 hipFootDefault = tposeHips.y - tposeRightFoot.y;
float sitSquatThreshold = tposeHips.y - (UPPER_LEG_FRACTION * hipFootDefault);
float hipHeight = 0.0f;
if (headHipDefault > headMinusHipXz) {
hipHeight = sqrtf((headHipDefault * headHipDefault) - (headMinusHipXz * headMinusHipXz));
@ -3575,10 +3661,6 @@ glm::vec3 MyAvatar::computeCounterBalance() {
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;
} else if (counterBalancedCg.y < sitSquatThreshold) {
//do a height reset
setResetMode(true);
_follow.activate(FollowHelper::Vertical);
}
return counterBalancedCg;
}
@ -3819,6 +3901,18 @@ bool MyAvatar::getIsInWalkingState() const {
return _isInWalkingState;
}
bool MyAvatar::getIsInSittingState() const {
return _isInSittingState.get();
}
MyAvatar::SitStandModelType MyAvatar::getUserRecenterModel() const {
return _userRecenterModel.get();
}
bool MyAvatar::getIsSitStandStateLocked() const {
return _lockSitStandState.get();
}
float MyAvatar::getWalkSpeed() const {
return _walkSpeed.get() * _walkSpeedScalar;
}
@ -3839,6 +3933,61 @@ void MyAvatar::setIsInWalkingState(bool isWalking) {
_isInWalkingState = isWalking;
}
void MyAvatar::setIsInSittingState(bool isSitting) {
_sitStandStateTimer = 0.0f;
_squatTimer = 0.0f;
// on reset height we need the count to be more than one in case the user sits and stands up quickly.
_isInSittingState.set(isSitting);
setResetMode(true);
if (isSitting) {
setCenterOfGravityModelEnabled(false);
} else {
setCenterOfGravityModelEnabled(true);
}
setSitStandStateChange(true);
}
void MyAvatar::setUserRecenterModel(MyAvatar::SitStandModelType modelName) {
_userRecenterModel.set(modelName);
switch (modelName) {
case MyAvatar::SitStandModelType::ForceSit:
setHMDLeanRecenterEnabled(true);
setIsInSittingState(true);
setIsSitStandStateLocked(true);
break;
case MyAvatar::SitStandModelType::ForceStand:
setHMDLeanRecenterEnabled(true);
setIsInSittingState(false);
setIsSitStandStateLocked(true);
break;
case MyAvatar::SitStandModelType::Auto:
default:
setHMDLeanRecenterEnabled(true);
setIsInSittingState(false);
setIsSitStandStateLocked(false);
break;
case MyAvatar::SitStandModelType::DisableHMDLean:
setHMDLeanRecenterEnabled(false);
setIsInSittingState(false);
setIsSitStandStateLocked(false);
break;
}
}
void MyAvatar::setIsSitStandStateLocked(bool isLocked) {
_lockSitStandState.set(isLocked);
_sitStandStateTimer = 0.0f;
_squatTimer = 0.0f;
_averageUserHeightSensorSpace = _userHeight.get();
_tippingPoint = _userHeight.get();
if (!isLocked) {
// always start the auto transition mode in standing state.
setIsInSittingState(false);
}
}
void MyAvatar::setWalkSpeed(float value) {
_walkSpeed.set(value);
}
@ -3855,6 +4004,14 @@ float MyAvatar::getSprintSpeed() const {
return _sprintSpeed.get();
}
void MyAvatar::setSitStandStateChange(bool stateChanged) {
_sitStandStateChange = stateChanged;
}
float MyAvatar::getSitStandStateChange() const {
return _sitStandStateChange;
}
QVector<QString> MyAvatar::getScriptUrls() {
QVector<QString> scripts = _skeletonModel->isLoaded() ? _skeletonModel->getFBXGeometry().scripts : QVector<QString>();
return scripts;
@ -3998,6 +4155,7 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar,
// x axis of currentBodyMatrix in world space.
glm::vec3 right = glm::normalize(glm::vec3(currentBodyMatrix[0][0], currentBodyMatrix[1][0], currentBodyMatrix[2][0]));
glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix);
controller::Pose currentHeadPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::HEAD);
float forwardLeanAmount = glm::dot(forward, offset);
float lateralLeanAmount = glm::dot(right, offset);
@ -4006,14 +4164,19 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar,
const float MAX_FORWARD_LEAN = 0.15f;
const float MAX_BACKWARD_LEAN = 0.1f;
if (forwardLeanAmount > 0 && forwardLeanAmount > MAX_FORWARD_LEAN) {
return true;
bool stepDetected = false;
if (myAvatar.getIsInSittingState()) {
if (!withinBaseOfSupport(currentHeadPose)) {
stepDetected = true;
}
} else if (forwardLeanAmount > 0 && forwardLeanAmount > MAX_FORWARD_LEAN) {
stepDetected = true;
} else if (forwardLeanAmount < 0 && forwardLeanAmount < -MAX_BACKWARD_LEAN) {
return true;
stepDetected = true;
} else {
stepDetected = fabs(lateralLeanAmount) > MAX_LATERAL_LEAN;
}
return fabs(lateralLeanAmount) > MAX_LATERAL_LEAN;
return stepDetected;
}
bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) const {
@ -4022,6 +4185,7 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) cons
controller::Pose currentHeadPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::HEAD);
controller::Pose currentLeftHandPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND);
controller::Pose currentRightHandPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND);
controller::Pose currentHeadSensorPose = myAvatar.getControllerPoseInSensorFrame(controller::Action::HEAD);
bool stepDetected = false;
float myScale = myAvatar.getAvatarScale();
@ -4031,7 +4195,7 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) cons
} else {
if (!withinBaseOfSupport(currentHeadPose) &&
headAngularVelocityBelowThreshold(currentHeadPose) &&
isWithinThresholdHeightMode(currentHeadPose, myAvatar.getCurrentStandingHeight(), myScale) &&
isWithinThresholdHeightMode(currentHeadSensorPose, myAvatar.getCurrentStandingHeight(), myScale) &&
handDirectionMatchesHeadDirection(currentLeftHandPose, currentRightHandPose, currentHeadPose) &&
handAngularVelocityBelowThreshold(currentLeftHandPose, currentRightHandPose) &&
headVelocityGreaterThanThreshold(currentHeadPose) &&
@ -4047,6 +4211,7 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) cons
glm::vec3 currentHeadPosition = currentHeadPose.getTranslation();
float anatomicalHeadToHipsDistance = glm::length(defaultHeadPosition - defaultHipsPosition);
if (!isActive(Horizontal) &&
(!isActive(Vertical)) &&
(glm::length(currentHeadPosition - defaultHipsPosition) > (anatomicalHeadToHipsDistance + (DEFAULT_AVATAR_SPINE_STRETCH_LIMIT * anatomicalHeadToHipsDistance)))) {
myAvatar.setResetMode(true);
stepDetected = true;
@ -4062,10 +4227,32 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) cons
bool MyAvatar::FollowHelper::shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
const float CYLINDER_TOP = 0.1f;
const float CYLINDER_BOTTOM = -1.5f;
const float SITTING_BOTTOM = -0.02f;
glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix);
bool returnValue = false;
return (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM);
if (myAvatar.getSitStandStateChange()) {
returnValue = true;
} else {
if (myAvatar.getIsInSittingState()) {
if (myAvatar.getIsSitStandStateLocked()) {
returnValue = (offset.y > CYLINDER_TOP);
}
if (offset.y < SITTING_BOTTOM) {
// we recenter more easily when in sitting state.
returnValue = true;
}
} else {
// in the standing state
returnValue = (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM);
// finally check for squats in standing
if (_squatDetected) {
returnValue = true;
}
}
}
return returnValue;
}
void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix,
@ -4086,9 +4273,10 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
}
}
} else {
// center of gravity model is not enabled
if (!isActive(Horizontal) && (shouldActivateHorizontal(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
activate(Horizontal);
if (myAvatar.getEnableStepResetRotation()) {
if (myAvatar.getEnableStepResetRotation() && !myAvatar.getIsInSittingState()) {
activate(Rotation);
myAvatar.setHeadControllerFacingMovingAverage(myAvatar.getHeadControllerFacing());
}
@ -4096,6 +4284,9 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
}
if (!isActive(Vertical) && (shouldActivateVertical(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
activate(Vertical);
if (_squatDetected) {
_squatDetected = false;
}
}
} else {
if (!isActive(Rotation) && getForceActivateRotation()) {
@ -4145,7 +4336,7 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
myAvatar.getCharacterController()->setFollowParameters(followWorldPose, getMaxTimeRemaining());
}
glm::mat4 MyAvatar::FollowHelper::postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix) {
glm::mat4 MyAvatar::FollowHelper::postPhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix) {
if (isActive()) {
float dt = myAvatar.getCharacterController()->getFollowTime();
decrementTimeRemaining(dt);
@ -4162,6 +4353,11 @@ glm::mat4 MyAvatar::FollowHelper::postPhysicsUpdate(const MyAvatar& myAvatar, co
glm::mat4 newBodyMat = createMatFromQuatAndPos(sensorAngularDisplacement * glmExtractRotation(currentBodyMatrix),
sensorLinearDisplacement + extractTranslation(currentBodyMatrix));
if (myAvatar.getSitStandStateChange()) {
myAvatar.setSitStandStateChange(false);
deactivate(Vertical);
setTranslation(newBodyMat, extractTranslation(myAvatar.deriveBodyFromHMDSensor()));
}
return newBodyMat;
} else {
return currentBodyMatrix;

View file

@ -141,6 +141,8 @@ class MyAvatar : public Avatar {
* @property {number} walkSpeed
* @property {number} walkBackwardSpeed
* @property {number} sprintSpeed
* @property {number} isInSittingState
* @property {number} userRecenterModel
*
* @property {Vec3} skeletonOffset - Can be used to apply a translation offset between the avatar's position and the
* registration point of the 3D model.
@ -241,6 +243,9 @@ class MyAvatar : public Avatar {
Q_PROPERTY(float walkSpeed READ getWalkSpeed WRITE setWalkSpeed);
Q_PROPERTY(float walkBackwardSpeed READ getWalkBackwardSpeed WRITE setWalkBackwardSpeed);
Q_PROPERTY(float sprintSpeed READ getSprintSpeed WRITE setSprintSpeed);
Q_PROPERTY(bool isInSittingState READ getIsInSittingState WRITE setIsInSittingState);
Q_PROPERTY(MyAvatar::SitStandModelType userRecenterModel READ getUserRecenterModel WRITE setUserRecenterModel);
Q_PROPERTY(bool isSitStandStateLocked READ getIsSitStandStateLocked WRITE setIsSitStandStateLocked);
const QString DOMINANT_LEFT_HAND = "left";
const QString DOMINANT_RIGHT_HAND = "right";
@ -261,6 +266,15 @@ public:
};
Q_ENUM(DriveKeys)
enum SitStandModelType {
ForceSit = 0,
ForceStand,
Auto,
DisableHMDLean,
NumSitStandTypes
};
Q_ENUM(SitStandModelType)
explicit MyAvatar(QThread* thread);
virtual ~MyAvatar();
@ -1120,12 +1134,21 @@ public:
void setIsInWalkingState(bool isWalking);
bool getIsInWalkingState() const;
void setIsInSittingState(bool isSitting);
bool getIsInSittingState() const;
void setUserRecenterModel(MyAvatar::SitStandModelType modelName);
MyAvatar::SitStandModelType getUserRecenterModel() const;
void setIsSitStandStateLocked(bool isLocked);
bool getIsSitStandStateLocked() const;
void setWalkSpeed(float value);
float getWalkSpeed() const;
void setWalkBackwardSpeed(float value);
float getWalkBackwardSpeed() const;
void setSprintSpeed(float value);
float getSprintSpeed() const;
void setSitStandStateChange(bool stateChanged);
float getSitStandStateChange() const;
void updateSitStandState(float newHeightReading, float dt);
QVector<QString> getScriptUrls();
@ -1531,6 +1554,7 @@ signals:
*/
void disableHandTouchForIDChanged(const QUuid& entityID, bool disable);
private slots:
void leaveDomain();
void updateCollisionCapsuleCache();
@ -1741,7 +1765,7 @@ private:
bool shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
bool shouldActivateHorizontalCG(MyAvatar& myAvatar) const;
void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput);
glm::mat4 postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix);
glm::mat4 postPhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix);
bool getForceActivateRotation() const;
void setForceActivateRotation(bool val);
bool getForceActivateVertical() const;
@ -1750,6 +1774,7 @@ private:
void setForceActivateHorizontal(bool val);
bool getToggleHipsFollowing() const;
void setToggleHipsFollowing(bool followHead);
bool _squatDetected { false };
std::atomic<bool> _forceActivateRotation { false };
std::atomic<bool> _forceActivateVertical { false };
std::atomic<bool> _forceActivateHorizontal { false };
@ -1819,10 +1844,13 @@ private:
std::mutex _pinnedJointsMutex;
std::vector<int> _pinnedJoints;
void updateChildCauterization(SpatiallyNestablePointer object, bool cauterize);
// height of user in sensor space, when standing erect.
ThreadSafeValueCache<float> _userHeight { DEFAULT_AVATAR_HEIGHT };
void updateChildCauterization(SpatiallyNestablePointer object, bool cauterize);
float _averageUserHeightSensorSpace { _userHeight.get() };
bool _sitStandStateChange { false };
ThreadSafeValueCache<bool> _lockSitStandState { false };
// max unscaled forward movement speed
ThreadSafeValueCache<float> _walkSpeed { DEFAULT_AVATAR_MAX_WALKING_SPEED };
@ -1830,6 +1858,11 @@ private:
ThreadSafeValueCache<float> _sprintSpeed { AVATAR_SPRINT_SPEED_SCALAR };
float _walkSpeedScalar { AVATAR_WALK_SPEED_SCALAR };
bool _isInWalkingState { false };
ThreadSafeValueCache<bool> _isInSittingState { false };
ThreadSafeValueCache<MyAvatar::SitStandModelType> _userRecenterModel { MyAvatar::SitStandModelType::Auto };
float _sitStandStateTimer { 0.0f };
float _squatTimer { 0.0f };
float _tippingPoint { _userHeight.get() };
// load avatar scripts once when rig is ready
bool _shouldLoadScripts { false };

View file

@ -46,7 +46,7 @@ static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
}
glm::mat4 hipsMat;
if (myAvatar->getCenterOfGravityModelEnabled() && !isFlying && !(myAvatar->getIsInWalkingState()) && myAvatar->getHMDLeanRecenterEnabled()) {
if (myAvatar->getCenterOfGravityModelEnabled() && !isFlying && !(myAvatar->getIsInWalkingState()) && !(myAvatar->getIsInSittingState()) && myAvatar->getHMDLeanRecenterEnabled()) {
// then we use center of gravity model
hipsMat = myAvatar->deriveBodyUsingCgModel();
} else {
@ -250,6 +250,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
bool headExists = _rig.getAbsoluteJointPoseInRigFrame(_rig.indexOfJoint("Head"), currentHeadPose);
bool hipsExists = _rig.getAbsoluteJointPoseInRigFrame(_rig.indexOfJoint("Hips"), currentHipsPose);
if (spine2Exists && headExists && hipsExists) {
AnimPose rigSpaceYaw(myAvatar->getSpine2RotationRigSpace());
glm::vec3 u, v, w;
glm::vec3 fwd = rigSpaceYaw.rot() * glm::vec3(0.0f, 0.0f, 1.0f);

View file

@ -259,6 +259,39 @@ void setupPreferences() {
auto preference = new CheckPreference(VR_MOVEMENT, "Show room boundaries while teleporting", getter, setter);
preferences->addPreference(preference);
}
{
auto getter = [myAvatar]()->int {
switch (myAvatar->getUserRecenterModel()) {
case MyAvatar::SitStandModelType::Auto:
default:
return 0;
case MyAvatar::SitStandModelType::ForceSit:
return 1;
case MyAvatar::SitStandModelType::DisableHMDLean:
return 2;
}
};
auto setter = [myAvatar](int value) {
switch (value) {
case 0:
default:
myAvatar->setUserRecenterModel(MyAvatar::SitStandModelType::Auto);
break;
case 1:
myAvatar->setUserRecenterModel(MyAvatar::SitStandModelType::ForceSit);
break;
case 2:
myAvatar->setUserRecenterModel(MyAvatar::SitStandModelType::DisableHMDLean);
break;
}
};
auto preference = new RadioButtonsPreference(VR_MOVEMENT, "Auto / Force Sit / Disable Recenter", getter, setter);
QStringList items;
items << "Auto - turns on avatar leaning when standing in real world" << "Seated - disables all avatar leaning while sitting in real world" << "Disabled - allows avatar sitting on the floor [Experimental]";
preference->setHeading("Avatar leaning behavior");
preference->setItems(items);
preferences->addPreference(preference);
}
{
auto getter = [=]()->float { return myAvatar->getUserHeight(); };
auto setter = [=](float value) { myAvatar->setUserHeight(value); };

View file

@ -1731,6 +1731,7 @@ void Avatar::getCapsule(glm::vec3& start, glm::vec3& end, float& radius) {
glm::vec3 Avatar::getWorldFeetPosition() {
ShapeInfo shapeInfo;
computeShapeInfo(shapeInfo);
glm::vec3 halfExtents = shapeInfo.getHalfExtents(); // x = radius, y = halfHeight
glm::vec3 localFeet(0.0f, shapeInfo.getOffset().y - halfExtents.y - halfExtents.x, 0.0f);

View file

@ -85,6 +85,11 @@ private:
if (!OVR_SUCCESS(ovr_Create(&session, &luid))) {
qCWarning(oculusLog) << "Failed to acquire Oculus session" << ovr::getError();
return;
} else {
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

@ -463,7 +463,7 @@ bool OpenVrDisplayPlugin::internalActivate() {
auto chaperone = vr::VRChaperone();
if (chaperone) {
float const UI_RADIUS = 1.0f;
float const UI_HEIGHT = 1.6f;
float const UI_HEIGHT = 0.0f;
float const UI_Z_OFFSET = 0.5;
float xSize, zSize;