mirror of
https://github.com/overte-org/overte.git
synced 2025-04-25 00:56:48 +02:00
Merge branch 'master' of https://github.com/worklist/hifi
This commit is contained in:
commit
0ab27d5ecf
7 changed files with 131 additions and 60 deletions
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@ -99,6 +99,10 @@ find_package(OpenNI)
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find_package(UVCCameraControl)
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find_package(ZLIB)
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# link the stk library
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set(STK_ROOT_DIR ${ROOT_DIR}/externals/stk)
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find_package(STK REQUIRED)
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# let the source know that we have OpenNI/NITE for Kinect
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if (OPENNI_FOUND)
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add_definitions(-DHAVE_OPENNI)
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@ -122,6 +126,7 @@ include_directories(
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${LEAP_INCLUDE_DIRS}
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${MOTIONDRIVER_INCLUDE_DIRS}
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${OPENCV_INCLUDE_DIRS}
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${STK_INCLUDE_DIRS}
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)
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SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -isystem ${OPENCV_INCLUDE_DIRS}")
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@ -131,6 +136,7 @@ target_link_libraries(
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${MOTIONDRIVER_LIBRARIES}
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${OPENCV_LIBRARIES}
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${ZLIB_LIBRARIES}
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${STK_LIBRARIES}
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fervor
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)
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@ -183,6 +183,8 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_touchAvgX(0.0f),
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_touchAvgY(0.0f),
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_isTouchPressed(false),
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_yawFromTouch(0.0f),
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_pitchFromTouch(0.0f),
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_mousePressed(false),
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_mouseVoxelScale(1.0f / 1024.0f),
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_justEditedVoxel(false),
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@ -969,6 +971,9 @@ void Application::idle() {
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gettimeofday(&check, NULL);
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// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time we ran
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sendPostedEvents(NULL, QEvent::TouchBegin);
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sendPostedEvents(NULL, QEvent::TouchUpdate);
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sendPostedEvents(NULL, QEvent::TouchEnd);
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double timeSinceLastUpdate = diffclock(&_lastTimeUpdated, &check);
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if (timeSinceLastUpdate > IDLE_SIMULATE_MSECS) {
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@ -978,9 +983,6 @@ void Application::idle() {
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// This is necessary because id the idle() call takes longer than the
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// interval between idle() calls, the event loop never gets to run,
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// and touch events get delayed.
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sendPostedEvents(NULL, QEvent::TouchBegin);
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sendPostedEvents(NULL, QEvent::TouchUpdate);
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sendPostedEvents(NULL, QEvent::TouchEnd);
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const float BIGGEST_DELTA_TIME_SECS = 0.25f;
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update(glm::clamp((float)timeSinceLastUpdate / 1000.f, 0.f, BIGGEST_DELTA_TIME_SECS));
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@ -1902,12 +1904,9 @@ void Application::update(float deltaTime) {
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if (_isTouchPressed) {
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float TOUCH_YAW_SCALE = -50.0f;
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float TOUCH_PITCH_SCALE = -50.0f;
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_myAvatar.getHead().addYaw((_touchAvgX - _lastTouchAvgX)
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* TOUCH_YAW_SCALE
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* deltaTime);
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_myAvatar.getHead().addPitch((_touchAvgY - _lastTouchAvgY)
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* TOUCH_PITCH_SCALE
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* deltaTime);
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_yawFromTouch += ((_touchAvgX - _lastTouchAvgX) * TOUCH_YAW_SCALE * deltaTime);
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_pitchFromTouch += ((_touchAvgY - _lastTouchAvgY) * TOUCH_PITCH_SCALE * deltaTime);
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_lastTouchAvgX = _touchAvgX;
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_lastTouchAvgY = _touchAvgY;
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}
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@ -2011,11 +2010,20 @@ void Application::update(float deltaTime) {
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void Application::updateAvatar(float deltaTime) {
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// When head is rotated via touch/mouse look, slowly turn body to follow
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const float BODY_FOLLOW_HEAD_RATE = 0.5f;
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// update body yaw by body yaw delta
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_myAvatar.setOrientation(_myAvatar.getOrientation()
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* glm::quat(glm::vec3(0, _yawFromTouch * deltaTime * BODY_FOLLOW_HEAD_RATE, 0) * deltaTime));
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_yawFromTouch -= _yawFromTouch * deltaTime * BODY_FOLLOW_HEAD_RATE;
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// Update my avatar's state from gyros and/or webcam
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_myAvatar.updateFromGyrosAndOrWebcam(_gyroLook->isChecked(),
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glm::vec3(_headCameraPitchYawScale,
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_headCameraPitchYawScale,
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_headCameraPitchYawScale));
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_headCameraPitchYawScale),
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_yawFromTouch,
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_pitchFromTouch);
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if (_serialHeadSensor.isActive()) {
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@ -2055,8 +2063,8 @@ void Application::updateAvatar(float deltaTime) {
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float yaw, pitch, roll;
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OculusManager::getEulerAngles(yaw, pitch, roll);
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_myAvatar.getHead().setYaw(yaw);
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_myAvatar.getHead().setPitch(pitch);
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_myAvatar.getHead().setYaw(yaw + _yawFromTouch);
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_myAvatar.getHead().setPitch(pitch + _pitchFromTouch);
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_myAvatar.getHead().setRoll(roll);
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}
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@ -332,6 +332,8 @@ private:
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float _touchDragStartedAvgX;
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float _touchDragStartedAvgY;
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bool _isTouchPressed; // true if multitouch has been pressed (clear when finished)
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float _yawFromTouch;
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float _pitchFromTouch;
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VoxelDetail _mouseVoxelDragging;
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glm::vec3 _voxelThrust;
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@ -16,12 +16,14 @@
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#include "Hand.h"
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#include "Head.h"
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#include "Log.h"
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#include "Physics.h"
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#include "ui/TextRenderer.h"
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#include <NodeList.h>
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#include <NodeTypes.h>
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#include <PacketHeaders.h>
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#include <OculusManager.h>
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using namespace std;
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const bool BALLS_ON = false;
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@ -285,7 +287,10 @@ void Avatar::reset() {
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}
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// Update avatar head rotation with sensor data
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void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook, const glm::vec3& amplifyAngle) {
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void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook,
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const glm::vec3& amplifyAngle,
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float yawFromTouch,
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float pitchFromTouch) {
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SerialInterface* gyros = Application::getInstance()->getSerialHeadSensor();
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Webcam* webcam = Application::getInstance()->getWebcam();
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glm::vec3 estimatedPosition, estimatedRotation;
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@ -296,6 +301,8 @@ void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook, const glm::vec3& amplifyA
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estimatedRotation = webcam->getEstimatedRotation();
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} else {
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_head.setPitch(pitchFromTouch);
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_head.setYaw(yawFromTouch);
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return;
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}
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if (webcam->isActive()) {
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@ -316,8 +323,8 @@ void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook, const glm::vec3& amplifyA
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}
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}
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}
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_head.setPitch(estimatedRotation.x * amplifyAngle.x);
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_head.setYaw(estimatedRotation.y * amplifyAngle.y);
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_head.setPitch(estimatedRotation.x * amplifyAngle.x + pitchFromTouch);
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_head.setYaw(estimatedRotation.y * amplifyAngle.y + yawFromTouch);
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_head.setRoll(estimatedRotation.z * amplifyAngle.z);
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_head.setCameraFollowsHead(gyroLook);
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@ -356,16 +363,16 @@ void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) {
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//
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// Gather thrust information from keyboard and sensors to apply to avatar motion
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//
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glm::quat orientation = getOrientation();
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glm::quat orientation = getHead().getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 right = orientation * IDENTITY_RIGHT;
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glm::vec3 up = orientation * IDENTITY_UP;
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const float THRUST_MAG_UP = 800.0f;
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const float THRUST_MAG_DOWN = 200.f;
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const float THRUST_MAG_FWD = 300.f;
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const float THRUST_MAG_BACK = 150.f;
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const float THRUST_MAG_LATERAL = 200.f;
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const float THRUST_MAG_DOWN = 300.f;
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const float THRUST_MAG_FWD = 500.f;
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const float THRUST_MAG_BACK = 300.f;
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const float THRUST_MAG_LATERAL = 250.f;
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const float THRUST_JUMP = 120.f;
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// Add Thrusts from keyboard
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@ -420,7 +427,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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glm::quat orientation = getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 right = orientation * IDENTITY_RIGHT;
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// Update movement timers
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if (isMyAvatar()) {
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_elapsedTimeSinceCollision += deltaTime;
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@ -443,9 +450,6 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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glm::vec3 oldVelocity = getVelocity();
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if (isMyAvatar()) {
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// update position by velocity
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_position += _velocity * deltaTime;
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// calculate speed
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_speed = glm::length(_velocity);
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}
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@ -480,7 +484,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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enableHandMovement &= (it->jointID != AVATAR_JOINT_RIGHT_WRIST);
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}
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// update avatar skeleton
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// update avatar skeleton
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_skeleton.update(deltaTime, getOrientation(), _position);
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//determine the lengths of the body springs now that we have updated the skeleton at least once
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@ -501,51 +505,49 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_ballSpringsInitialized = true;
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}
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// if this is not my avatar, then hand position comes from transmitted data
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if (!isMyAvatar()) {
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_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
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}
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//detect and respond to collisions with other avatars...
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if (isMyAvatar()) {
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updateAvatarCollisions(deltaTime);
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}
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//update the movement of the hand and process handshaking with other avatars...
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updateHandMovementAndTouching(deltaTime, enableHandMovement);
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_avatarTouch.simulate(deltaTime);
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// apply gravity and collision with the ground/floor
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if (isMyAvatar() && USING_AVATAR_GRAVITY) {
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_velocity += _gravity * (GRAVITY_EARTH * deltaTime);
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}
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if (isMyAvatar()) {
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// apply gravity
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if (USING_AVATAR_GRAVITY) {
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// For gravity, always move the avatar by the amount driven by gravity, so that the collision
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// routines will detect it and collide every frame when pulled by gravity to a surface
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//
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_velocity += _gravity * (GRAVITY_EARTH * deltaTime);
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_position += _gravity * (GRAVITY_EARTH * deltaTime) * deltaTime;
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}
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updateCollisionWithEnvironment();
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updateCollisionWithVoxels();
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updateAvatarCollisions(deltaTime);
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}
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// update body balls
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updateBodyBalls(deltaTime);
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// test for avatar collision response with the big sphere
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if (usingBigSphereCollisionTest) {
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updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
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}
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// collision response with voxels
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if (isMyAvatar()) {
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updateCollisionWithVoxels();
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}
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if (isMyAvatar()) {
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// add thrust to velocity
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_velocity += _thrust * deltaTime;
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// update body yaw by body yaw delta
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orientation = orientation * glm::quat(glm::radians(
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glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
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// decay body rotation momentum
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float bodySpinMomentum = 1.0 - BODY_SPIN_FRICTION * deltaTime;
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if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
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@ -553,22 +555,14 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_bodyYawDelta *= bodySpinMomentum;
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_bodyRollDelta *= bodySpinMomentum;
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// Decay velocity. If velocity is really low, increase decay to simulate static friction
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const float VELOCITY_DECAY_UNDER_THRUST = 0.2;
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const float VELOCITY_FAST_DECAY = 0.6;
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const float VELOCITY_SLOW_DECAY = 3.0;
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const float VELOCITY_FAST_THRESHOLD = 2.0f;
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float decayConstant, decay;
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if (glm::length(_thrust) > 0.f) {
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decayConstant = VELOCITY_DECAY_UNDER_THRUST;
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} else if (glm::length(_velocity) > VELOCITY_FAST_THRESHOLD) {
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decayConstant = VELOCITY_FAST_DECAY;
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} else {
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decayConstant = VELOCITY_SLOW_DECAY;
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}
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decay = glm::clamp(1.0f - decayConstant * deltaTime, 0.0f, 1.0f);
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_velocity *= decay;
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const float MAX_STATIC_FRICTION_VELOCITY = 0.5f;
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const float STATIC_FRICTION_STRENGTH = 20.f;
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applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_VELOCITY, STATIC_FRICTION_STRENGTH);
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const float LINEAR_DAMPING_STRENGTH = 3.0f;
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const float SQUARED_DAMPING_STRENGTH = 0.2f;
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applyDamping(deltaTime, _velocity, LINEAR_DAMPING_STRENGTH, SQUARED_DAMPING_STRENGTH);
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//pitch and roll the body as a function of forward speed and turning delta
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const float BODY_PITCH_WHILE_WALKING = -20.0;
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const float BODY_ROLL_WHILE_TURNING = 0.2;
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@ -659,6 +653,9 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_mode = AVATAR_MODE_INTERACTING;
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}
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// update position by velocity, and subtract the change added earlier for gravity
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_position += _velocity * deltaTime;
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// Zero thrust out now that we've added it to velocity in this frame
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_thrust = glm::vec3(0, 0, 0);
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|
|
@ -87,7 +87,10 @@ public:
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void reset();
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void simulate(float deltaTime, Transmitter* transmitter);
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void updateThrust(float deltaTime, Transmitter * transmitter);
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void updateFromGyrosAndOrWebcam(bool gyroLook, const glm::vec3& amplifyAngles);
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void updateFromGyrosAndOrWebcam(bool gyroLook,
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const glm::vec3& amplifyAngle,
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float yawFromTouch,
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float pitchFromTouch);
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void addBodyYaw(float y) {_bodyYaw += y;};
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void render(bool lookingInMirror, bool renderAvatarBalls);
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|
|
40
interface/src/Physics.cpp
Normal file
40
interface/src/Physics.cpp
Normal file
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@ -0,0 +1,40 @@
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//
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// Physics.cpp
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// hifi
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//
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||||
// Created by Philip on July 11, 2013
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//
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// Routines to help with doing virtual world physics
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//
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||||
#include <glm/glm.hpp>
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#include <SharedUtil.h>
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#include "Util.h"
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#include "world.h"
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#include "Physics.h"
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//
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||||
// Applies static friction: maxVelocity is the largest velocity for which there
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// there is friction, and strength is the amount of friction force applied to reduce
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// velocity.
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//
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void applyStaticFriction(float deltaTime, glm::vec3& velocity, float maxVelocity, float strength) {
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float v = glm::length(velocity);
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if (v < maxVelocity) {
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velocity *= glm::clamp((1.0f - deltaTime * strength * (1.f - v / maxVelocity)), 0.0f, 1.0f);
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}
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}
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//
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// Applies velocity damping, with a strength value for linear and squared velocity damping
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//
|
||||
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||||
void applyDamping(float deltaTime, glm::vec3& velocity, float linearStrength, float squaredStrength) {
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if (squaredStrength == 0.f) {
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velocity *= glm::clamp(1.f - deltaTime * linearStrength, 0.f, 1.f);
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} else {
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velocity *= glm::clamp(1.f - deltaTime * (linearStrength + glm::length(velocity) * squaredStrength), 0.f, 1.f);
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||||
}
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||||
}
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|
15
interface/src/Physics.h
Normal file
15
interface/src/Physics.h
Normal file
|
@ -0,0 +1,15 @@
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|||
//
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||||
// Balls.h
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||||
// hifi
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||||
//
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||||
// Created by Philip on 4/25/13.
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||||
//
|
||||
//
|
||||
|
||||
#ifndef hifi_Physics_h
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||||
#define hifi_Physics_h
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||||
|
||||
void applyStaticFriction(float deltaTime, glm::vec3& velocity, float maxVelocity, float strength);
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||||
void applyDamping(float deltaTime, glm::vec3& velocity, float linearStrength, float squaredStrength);
|
||||
|
||||
#endif
|
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