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Merge pull request #3460 from PhilipRosedale/master
Added JS support for neck position for headMove script
This commit is contained in:
commit
2a5ec89e3b
5 changed files with 62 additions and 23 deletions
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@ -16,24 +16,21 @@ var debug = false;
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var movingWithHead = false;
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var headStartPosition, headStartDeltaPitch, headStartFinalPitch, headStartRoll, headStartYaw;
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var HEAD_MOVE_DEAD_ZONE = 0.10;
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var HEAD_STRAFE_DEAD_ZONE = 0.0;
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var HEAD_ROTATE_DEAD_ZONE = 0.0;
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//var HEAD_THRUST_FWD_SCALE = 12000.0;
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//var HEAD_THRUST_STRAFE_SCALE = 0.0;
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var HEAD_YAW_RATE = 1.0;
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var HEAD_MOVE_DEAD_ZONE = 0.03;
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var HEAD_STRAFE_DEAD_ZONE = 0.03;
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var HEAD_ROTATE_DEAD_ZONE = 10.0;
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var HEAD_YAW_RATE = 2.0;
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var HEAD_PITCH_RATE = 1.0;
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//var HEAD_ROLL_THRUST_SCALE = 75.0;
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//var HEAD_PITCH_LIFT_THRUST = 3.0;
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var WALL_BOUNCE = 4000.0;
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var FIXED_WALK_VELOCITY = 1.5;
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// Modify these values to tweak the strength of the motion.
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// A larger *FACTOR increases the speed.
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// A lower SHORT_TIMESCALE makes the motor achieve full speed faster.
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var HEAD_VELOCITY_FWD_FACTOR = 20.0;
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var HEAD_VELOCITY_LEFT_FACTOR = 20.0;
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var HEAD_VELOCITY_LEFT_FACTOR = 0.0;
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var HEAD_VELOCITY_UP_FACTOR = 20.0;
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var SHORT_TIMESCALE = 0.125;
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var SHORT_TIMESCALE = 0.01;
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var VERY_LARGE_TIMESCALE = 1000000.0;
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var xAxis = {x:1.0, y:0.0, z:0.0 };
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@ -43,9 +40,10 @@ var zAxis = {x:0.0, y:0.0, z:1.0 };
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// If these values are set to something
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var maxVelocity = 1.25;
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var noFly = true;
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var fixedWalkVelocity = true;
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//var roomLimits = { xMin: 618, xMax: 635.5, zMin: 528, zMax: 552.5 };
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var roomLimits = { xMin: -1, xMax: 0, zMin: 0, zMax: 0 };
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var roomLimits = { xMin: 193.0, xMax: 206.5, zMin: 251.4, zMax: 269.5 };
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function isInRoom(position) {
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var BUFFER = 2.0;
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@ -71,25 +69,46 @@ function moveWithHead(deltaTime) {
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var deltaPitch = MyAvatar.getHeadDeltaPitch() - headStartDeltaPitch;
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var deltaRoll = MyAvatar.getHeadFinalRoll() - headStartRoll;
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var velocity = MyAvatar.getVelocity();
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var bodyLocalCurrentHeadVector = Vec3.subtract(MyAvatar.getHeadPosition(), MyAvatar.position);
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bodyLocalCurrentHeadVector = Vec3.multiplyQbyV(Quat.angleAxis(-deltaYaw, {x:0, y: 1, z:0}), bodyLocalCurrentHeadVector);
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var position = MyAvatar.position;
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var neckPosition = MyAvatar.getNeckPosition();
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var bodyLocalCurrentHeadVector = Vec3.subtract(neckPosition, position);
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bodyLocalCurrentHeadVector = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), bodyLocalCurrentHeadVector);
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var headDelta = Vec3.subtract(bodyLocalCurrentHeadVector, headStartPosition);
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headDelta = Vec3.multiplyQbyV(Quat.inverse(Camera.getOrientation()), headDelta);
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headDelta.y = 0.0; // Don't respond to any of the vertical component of head motion
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headDelta = Vec3.multiplyQbyV(MyAvatar.orientation, headDelta);
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headDelta = Vec3.multiplyQbyV(Quat.inverse(Camera.getOrientation()), headDelta);
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var length = Vec3.length(headDelta);
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if (length > 1.0) {
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// Needs fixed! Right now sometimes reported neck position jumps to a bad value
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headDelta.x = headDelta.y = headDelta.z = 0.0;
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length = 0.0;
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}
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// Thrust based on leaning forward and side-to-side
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var targetVelocity = {x:0.0, y:0.0, z:0.0};
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if (length > HEAD_MOVE_DEAD_ZONE) {
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targetVelocity = Vec3.multiply(headDelta, HEAD_VELOCITY_FWD_FACTOR);
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}
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/*
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if (Math.abs(headDelta.z) > HEAD_MOVE_DEAD_ZONE) {
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targetVelocity = Vec3.multiply(zAxis, -headDelta.z * HEAD_VELOCITY_FWD_FACTOR);
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if (fixedWalkVelocity) {
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targetVelocity = Vec3.multiply(zAxis, headDelta.z > 0 ? FIXED_WALK_VELOCITY : -FIXED_WALK_VELOCITY);
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} else {
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targetVelocity = Vec3.multiply(zAxis, headDelta.z * HEAD_VELOCITY_FWD_FACTOR);
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}
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}
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if (Math.abs(headDelta.x) > HEAD_STRAFE_DEAD_ZONE) {
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var deltaVelocity = Vec3.multiply(xAxis, -headDelta.x * HEAD_VELOCITY_LEFT_FACTOR);
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var deltaVelocity = Vec3.multiply(xAxis, headDelta.x * HEAD_VELOCITY_LEFT_FACTOR);
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targetVelocity = Vec3.sum(targetVelocity, deltaVelocity);
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}
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*/
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if (Math.abs(deltaYaw) > HEAD_ROTATE_DEAD_ZONE) {
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var orientation = Quat.multiply(Quat.angleAxis((deltaYaw + deltaRoll) * HEAD_YAW_RATE * deltaTime, yAxis), MyAvatar.orientation);
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MyAvatar.orientation = orientation;
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}
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// Thrust Up/Down based on head pitch
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if (!noFly) {
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var deltaVelocity = Vec3.multiply(yAxis, headDelta.y * HEAD_VELOCITY_UP_FACTOR);
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@ -130,7 +149,8 @@ function moveWithHead(deltaTime) {
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Controller.keyPressEvent.connect(function(event) {
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if (event.text == "SPACE" && !movingWithHead) {
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movingWithHead = true;
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headStartPosition = Vec3.subtract(MyAvatar.getHeadPosition(), MyAvatar.position);
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headStartPosition = Vec3.subtract(MyAvatar.getNeckPosition(), MyAvatar.position);
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headStartPosition = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), headStartPosition);
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headStartDeltaPitch = MyAvatar.getHeadDeltaPitch();
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headStartFinalPitch = MyAvatar.getHeadFinalPitch();
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headStartRoll = MyAvatar.getHeadFinalRoll();
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@ -97,6 +97,12 @@ glm::vec3 Avatar::getChestPosition() const {
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return _skeletonModel.getNeckPosition(neckPosition) ? (_position + neckPosition) * 0.5f : _position;
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}
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glm::vec3 Avatar::getNeckPosition() const {
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glm::vec3 neckPosition;
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return _skeletonModel.getNeckPosition(neckPosition) ? neckPosition : _position;
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}
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glm::quat Avatar::getWorldAlignedOrientation () const {
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return computeRotationFromBodyToWorldUp() * getOrientation();
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}
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@ -154,6 +154,8 @@ public:
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Q_INVOKABLE void setJointModelPositionAndOrientation(int index, const glm::vec3 position, const glm::quat& rotation);
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Q_INVOKABLE void setJointModelPositionAndOrientation(const QString& name, const glm::vec3 position,
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const glm::quat& rotation);
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Q_INVOKABLE glm::vec3 getNeckPosition() const;
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Q_INVOKABLE glm::vec3 getVelocity() const { return _velocity; }
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Q_INVOKABLE glm::vec3 getAcceleration() const { return _acceleration; }
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@ -32,6 +32,7 @@ Head::Head(Avatar* owningAvatar) :
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_eyePosition(0.0f, 0.0f, 0.0f),
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_scale(1.0f),
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_lastLoudness(0.0f),
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_longTermAverageLoudness(-1.0f),
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_audioAttack(0.0f),
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_angularVelocity(0,0,0),
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_renderLookatVectors(false),
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@ -62,7 +63,7 @@ void Head::reset() {
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}
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void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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// Update audio trailing average for rendering facial animations
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if (isMine) {
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MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
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@ -78,6 +79,18 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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}
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}
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}
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// Update audio trailing average for rendering facial animations
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const float AUDIO_AVERAGING_SECS = 0.05f;
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const float AUDIO_LONG_TERM_AVERAGING_SECS = 30.f;
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_averageLoudness = glm::mix(_averageLoudness, _audioLoudness, glm::min(deltaTime / AUDIO_AVERAGING_SECS, 1.0f));
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if (_longTermAverageLoudness == -1.0) {
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_longTermAverageLoudness = _averageLoudness;
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} else {
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_longTermAverageLoudness = glm::mix(_longTermAverageLoudness, _averageLoudness, glm::min(deltaTime / AUDIO_LONG_TERM_AVERAGING_SECS, 1.0f));
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}
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float deltaLoudness = glm::max(0.0f, _averageLoudness - _longTermAverageLoudness);
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//qDebug() << "deltaLoudness: " << deltaLoudness;
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if (!(_isFaceshiftConnected || billboard)) {
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// Update eye saccades
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@ -92,9 +105,6 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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_saccadeTarget = SACCADE_MAGNITUDE * randVector();
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}
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_saccade += (_saccadeTarget - _saccade) * 0.50f;
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const float AUDIO_AVERAGING_SECS = 0.05f;
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_averageLoudness = glm::mix(_averageLoudness, _audioLoudness, glm::min(deltaTime / AUDIO_AVERAGING_SECS, 1.0f));
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// Detect transition from talking to not; force blink after that and a delay
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bool forceBlink = false;
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@ -108,8 +118,8 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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}
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// Update audio attack data for facial animation (eyebrows and mouth)
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_audioAttack = 0.9f * _audioAttack + 0.1f * fabs(_audioLoudness - _lastLoudness);
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_lastLoudness = _audioLoudness;
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_audioAttack = 0.9f * _audioAttack + 0.1f * fabs((_audioLoudness - _longTermAverageLoudness) - _lastLoudness);
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_lastLoudness = (_audioLoudness - _longTermAverageLoudness);
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const float BROW_LIFT_THRESHOLD = 100.0f;
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if (_audioAttack > BROW_LIFT_THRESHOLD) {
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@ -121,6 +121,7 @@ private:
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float _scale;
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float _lastLoudness;
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float _longTermAverageLoudness;
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float _audioAttack;
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glm::vec3 _angularVelocity;
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bool _renderLookatVectors;
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