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https://github.com/overte-org/overte.git
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use quat orientation to store locations and user locations
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parent
4cef21aa4f
commit
0033dfe5af
6 changed files with 54 additions and 27 deletions
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@ -1766,25 +1766,33 @@ void MyAvatar::resetSize() {
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qDebug("Reseted scale to %f", _targetScale);
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}
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void MyAvatar::goToLocation(const glm::vec3& newPosition, bool hasOrientation, const glm::vec3& newOrientation) {
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glm::quat quatOrientation = getOrientation();
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void MyAvatar::goToLocation(const glm::vec3& newPosition,
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bool hasOrientation, const glm::quat& newOrientation,
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bool shouldFaceLocation) {
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qDebug().nospace() << "MyAvatar goToLocation - moving to " << newPosition.x << ", "
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<< newPosition.y << ", " << newPosition.z;
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glm::vec3 shiftedPosition = newPosition;
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if (hasOrientation) {
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qDebug().nospace() << "MyAvatar goToLocation - new orientation is "
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<< newOrientation.x << ", " << newOrientation.y << ", " << newOrientation.z;
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<< newOrientation.x << ", " << newOrientation.y << ", " << newOrientation.z << ", " << newOrientation.w;
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// orient the user to face the target
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glm::quat quatOrientation = glm::quat(glm::radians(newOrientation))
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* glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::quat quatOrientation = newOrientation;
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if (shouldFaceLocation) {
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quatOrientation = newOrientation * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
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// move the user a couple units away
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const float DISTANCE_TO_USER = 2.0f;
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shiftedPosition = newPosition - quatOrientation * IDENTITY_FRONT * DISTANCE_TO_USER;
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}
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setOrientation(quatOrientation);
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}
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// move the user a couple units away
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const float DISTANCE_TO_USER = 2.0f;
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glm::vec3 shiftedPosition = newPosition - quatOrientation * IDENTITY_FRONT * DISTANCE_TO_USER;
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slamPosition(shiftedPosition);
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emit transformChanged();
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}
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@ -154,7 +154,9 @@ public slots:
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void decreaseSize();
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void resetSize();
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void goToLocation(const glm::vec3& newPosition, bool hasOrientation = false, const glm::vec3& newOrientation = glm::vec3());
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void goToLocation(const glm::vec3& newPosition,
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bool hasOrientation = false, const glm::quat& newOrientation = glm::quat(),
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bool shouldFaceLocation = false);
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// Set/Get update the thrust that will move the avatar around
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void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
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@ -28,7 +28,7 @@ QString AddressManager::pathForPositionAndOrientation(const glm::vec3& position,
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QString pathString = "/" + createByteArray(position);
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if (hasOrientation) {
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QString orientationString = createByteArray(glm::degrees(safeEulerAngles(orientation)));
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QString orientationString = createByteArray(orientation);
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pathString += "/" + orientationString;
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}
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@ -193,36 +193,45 @@ bool AddressManager::handleNetworkAddress(const QString& lookupString) {
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bool AddressManager::handleRelativeViewpoint(const QString& lookupString) {
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const QString FLOAT_REGEX_STRING = "([-+]?[0-9]*\\.?[0-9]+(?:[eE][-+]?[0-9]+)?)";
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const QString TRIPLE_FLOAT_REGEX_STRING = QString("\\/") + FLOAT_REGEX_STRING + "\\s*,\\s*" +
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FLOAT_REGEX_STRING + "\\s*,\\s*" + FLOAT_REGEX_STRING + "\\s*(?:$|\\/)";
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const QString SPACED_COMMA_REGEX_STRING = "\\s*,\\s*";
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const QString POSITION_REGEX_STRING = QString("\\/") + FLOAT_REGEX_STRING + SPACED_COMMA_REGEX_STRING +
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FLOAT_REGEX_STRING + SPACED_COMMA_REGEX_STRING + FLOAT_REGEX_STRING + "\\s*(?:$|\\/)";
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const QString QUAT_REGEX_STRING = QString("\\/") + FLOAT_REGEX_STRING + SPACED_COMMA_REGEX_STRING +
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FLOAT_REGEX_STRING + SPACED_COMMA_REGEX_STRING + FLOAT_REGEX_STRING + SPACED_COMMA_REGEX_STRING +
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FLOAT_REGEX_STRING + "\\s*$";
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QRegExp tripleFloatRegex(TRIPLE_FLOAT_REGEX_STRING);
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QRegExp positionRegex(POSITION_REGEX_STRING);
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if (tripleFloatRegex.indexIn(lookupString) != -1) {
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if (positionRegex.indexIn(lookupString) != -1) {
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// we have at least a position, so emit our signal to say we need to change position
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glm::vec3 newPosition(tripleFloatRegex.cap(1).toFloat(),
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tripleFloatRegex.cap(2).toFloat(),
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tripleFloatRegex.cap(3).toFloat());
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glm::vec3 newPosition(positionRegex.cap(1).toFloat(),
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positionRegex.cap(2).toFloat(),
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positionRegex.cap(3).toFloat());
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if (!isNaN(newPosition.x) && !isNaN(newPosition.y) && !isNaN(newPosition.z)) {
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glm::vec3 newOrientation;
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glm::quat newOrientation;
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QRegExp orientationRegex(QUAT_REGEX_STRING);
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// we may also have an orientation
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if (lookupString[tripleFloatRegex.matchedLength() - 1] == QChar('/')
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&& tripleFloatRegex.indexIn(lookupString, tripleFloatRegex.matchedLength() - 1) != -1) {
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if (lookupString[positionRegex.matchedLength() - 1] == QChar('/')
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&& orientationRegex.indexIn(lookupString, positionRegex.matchedLength() - 1) != -1) {
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glm::vec3 newOrientation(tripleFloatRegex.cap(1).toFloat(),
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tripleFloatRegex.cap(2).toFloat(),
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tripleFloatRegex.cap(3).toFloat());
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glm::quat newOrientation = glm::normalize(glm::quat(orientationRegex.cap(4).toFloat(),
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orientationRegex.cap(1).toFloat(),
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orientationRegex.cap(2).toFloat(),
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orientationRegex.cap(3).toFloat()));
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if (!isNaN(newOrientation.x) && !isNaN(newOrientation.y) && !isNaN(newOrientation.z)) {
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emit locationChangeRequired(newPosition, true, newOrientation);
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if (!isNaN(newOrientation.x) && !isNaN(newOrientation.y) && !isNaN(newOrientation.z)
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&& !isNaN(newOrientation.w)) {
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emit locationChangeRequired(newPosition, true, newOrientation, false);
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return true;
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} else {
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qDebug() << "Orientation parsed from lookup string is invalid. Will not use for location change.";
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}
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}
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emit locationChangeRequired(newPosition, false, newOrientation);
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emit locationChangeRequired(newPosition, false, newOrientation, false);
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} else {
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qDebug() << "Could not jump to position from lookup string because it has an invalid value.";
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@ -40,7 +40,9 @@ signals:
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void lookupResultIsOffline();
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void lookupResultIsNotFound();
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void possibleDomainChangeRequired(const QString& newHostname);
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void locationChangeRequired(const glm::vec3& newPosition, bool hasOrientationChange, const glm::vec3& newOrientation);
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void locationChangeRequired(const glm::vec3& newPosition,
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bool hasOrientationChange, const glm::quat& newOrientation,
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bool shouldFaceLocation);
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private:
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const JSONCallbackParameters& apiCallbackParameters();
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@ -284,6 +284,11 @@ QByteArray createByteArray(const glm::vec3& vector) {
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return QByteArray::number(vector.x) + ',' + QByteArray::number(vector.y) + ',' + QByteArray::number(vector.z);
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}
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QByteArray createByteArray(const glm::quat& quat) {
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return QByteArray::number(quat.x) + ',' + QByteArray::number(quat.y) + "," + QByteArray::number(quat.z) + ","
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+ QByteArray::number(quat.w);
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}
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bool isSimilarOrientation(const glm::quat& orientionA, const glm::quat& orientionB, float similarEnough) {
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// Compute the angular distance between the two orientations
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float angleOrientation = orientionA == orientionB ? 0.0f : glm::degrees(glm::angle(orientionA * glm::inverse(orientionB)));
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@ -77,6 +77,7 @@ float extractUniformScale(const glm::mat4& matrix);
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float extractUniformScale(const glm::vec3& scale);
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QByteArray createByteArray(const glm::vec3& vector);
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QByteArray createByteArray(const glm::quat& quat);
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/// \return bool are two orientations similar to each other
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const float ORIENTATION_SIMILAR_ENOUGH = 5.0f; // 10 degrees in any direction
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