From 1068637d3976dda81261add7f6c5aa7089bc4625 Mon Sep 17 00:00:00 2001 From: "Anthony J. Thibault" Date: Tue, 1 Oct 2019 14:28:10 -0700 Subject: [PATCH] Fix for avatars that are stuck in idle pose for observers The problem can occur because the default constructor for the NetworkAnimState does not initialize the blendTime member. This can cause the avatar to remain stuck in an idle pose for observers when blendTime happens to be randomly initialzied to a large negative floating point value. To fix this we explicitly initialize it to FLT_MAX. Additionally, a debug print has been added to help diagnose this issue if it occurs again. --- libraries/animation/src/Rig.h | 2 +- .../src/avatars-renderer/Avatar.cpp | 18 ++++++++++++++++++ 2 files changed, 19 insertions(+), 1 deletion(-) diff --git a/libraries/animation/src/Rig.h b/libraries/animation/src/Rig.h index 51ff537d51..98431e1dca 100644 --- a/libraries/animation/src/Rig.h +++ b/libraries/animation/src/Rig.h @@ -359,7 +359,7 @@ protected: A, B }; - NetworkAnimState() : clipNodeEnum(NetworkAnimState::None) {} + NetworkAnimState() : clipNodeEnum(NetworkAnimState::None), fps(30.0f), loop(false), firstFrame(0.0f), lastFrame(0.0f), blendTime(FLT_MAX) {} NetworkAnimState(ClipNodeEnum clipNodeEnumIn, const QString& urlIn, float fpsIn, bool loopIn, float firstFrameIn, float lastFrameIn) : clipNodeEnum(clipNodeEnumIn), url(urlIn), fps(fpsIn), loop(loopIn), firstFrame(firstFrameIn), lastFrame(lastFrameIn) {} diff --git a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp index b0f3934278..75a7693de8 100644 --- a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp +++ b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp @@ -133,7 +133,21 @@ void Avatar::setShowNamesAboveHeads(bool show) { showNamesAboveHeads = show; } +static const char* avatarTransitStatusToStringMap[] = { + "IDLE", + "STARTED", + "PRE_TRANSIT", + "START_TRANSIT", + "TRANSITING", + "END_TRANSIT", + "POST_TRANSIT", + "ENDED", + "ABORT_TRANSIT" +}; + AvatarTransit::Status AvatarTransit::update(float deltaTime, const glm::vec3& avatarPosition, const AvatarTransit::TransitConfig& config) { + AvatarTransit::Status previousStatus = _status; + float oneFrameDistance = _isActive ? glm::length(avatarPosition - _endPosition) : glm::length(avatarPosition - _lastPosition); if (oneFrameDistance > (config._minTriggerDistance * _scale)) { if (oneFrameDistance < (config._maxTriggerDistance * _scale)) { @@ -150,6 +164,10 @@ AvatarTransit::Status AvatarTransit::update(float deltaTime, const glm::vec3& av reset(); _status = Status::ENDED; } + + if (previousStatus != _status) { + qDebug(avatars_renderer) << "AvatarTransit " << avatarTransitStatusToStringMap[(int)previousStatus] << "->" << avatarTransitStatusToStringMap[_status]; + } return _status; }