Merge pull request #6093 from sethalves/hold-action-changes

Hold action changes
This commit is contained in:
Andrew Meadows 2015-10-20 09:19:48 -07:00
commit 341bc3666f
23 changed files with 355 additions and 369 deletions

View file

@ -34,18 +34,18 @@ var NO_INTERSECT_COLOR = { red: 10, green: 10, blue: 255}; // line color when pi
var INTERSECT_COLOR = { red: 250, green: 10, blue: 10}; // line color when pick hits
var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000,z: 1000};
var LINE_LENGTH = 500;
var PICK_MAX_DISTANCE = 500; // max length of pick-ray
/////////////////////////////////////////////////////////////////
//
// near grabbing
//
var GRAB_RADIUS = 0.3; // if the ray misses but an object is this close, it will still be selected
var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
var NEAR_PICK_MAX_DISTANCE = 0.6; // max length of pick-ray for close grabbing to be selected
var NEAR_PICK_MAX_DISTANCE = 0.2; // max length of pick-ray for close grabbing to be selected
var RELEASE_VELOCITY_MULTIPLIER = 1.5; // affects throwing things
var PICK_BACKOFF_DISTANCE = 0.1; // helps when hand is intersecting the grabble object
/////////////////////////////////////////////////////////////////
//
@ -256,12 +256,18 @@ function MyController(hand, triggerAction) {
// the trigger is being pressed, do a ray test
var handPosition = this.getHandPosition();
var pickRay = {
var distantPickRay = {
origin: handPosition,
direction: Quat.getUp(this.getHandRotation())
direction: Quat.getUp(this.getHandRotation()),
length: PICK_MAX_DISTANCE
};
var palmPickRay = {
origin: handPosition,
direction: Quat.getFront(this.getHandRotation()),
length: NEAR_PICK_MAX_DISTANCE
};
this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
// don't pick 60x per second. do this check after updating the line so it's not jumpy.
var now = Date.now();
@ -270,67 +276,54 @@ function MyController(hand, triggerAction) {
}
this.lastPickTime = now;
var intersection = Entities.findRayIntersection(pickRay, true);
if (intersection.intersects && intersection.properties.locked === 0) {
// the ray is intersecting something we can move.
var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
var intersectionDistance = Vec3.distance(handControllerPosition, intersection.intersection);
this.grabbedEntity = intersection.entityID;
var pickRays = [distantPickRay, palmPickRay];
for (var index=0; index < pickRays.length; ++index) {
var pickRay = pickRays[index];
var directionNormalized = Vec3.normalize(pickRay.direction);
var directionBacked = Vec3.multiply(directionNormalized, PICK_BACKOFF_DISTANCE);
var pickRayBacked = {
origin: Vec3.subtract(pickRay.origin, directionBacked),
direction: pickRay.direction
};
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, DEFAULT_GRABBABLE_DATA);
if (grabbableData.grabbable === false) {
this.grabbedEntity = null;
return;
}
if (intersectionDistance < NEAR_PICK_MAX_DISTANCE) {
// the hand is very close to the intersected object. go into close-grabbing mode.
if (intersection.properties.collisionsWillMove === 1) {
this.setState(STATE_NEAR_GRABBING);
} else {
this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
}
} else {
// don't allow two people to distance grab the same object
if (entityIsGrabbedByOther(intersection.entityID)) {
var intersection = Entities.findRayIntersection(pickRayBacked, true);
if (intersection.intersects && intersection.properties.locked === 0) {
// the ray is intersecting something we can move.
var intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
this.grabbedEntity = intersection.entityID;
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY,
intersection.entityID,
DEFAULT_GRABBABLE_DATA);
if (grabbableData.grabbable === false) {
this.grabbedEntity = null;
} else {
// the hand is far from the intersected object. go into distance-holding mode
continue;
}
if (intersectionDistance > pickRay.length) {
// too far away for this ray.
continue;
}
if (intersectionDistance <= NEAR_PICK_MAX_DISTANCE) {
// the hand is very close to the intersected object. go into close-grabbing mode.
if (intersection.properties.collisionsWillMove === 1) {
this.setState(STATE_DISTANCE_HOLDING);
this.setState(STATE_NEAR_GRABBING);
} else {
this.setState(STATE_FAR_GRABBING_NON_COLLIDING);
this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
}
} else {
// don't allow two people to distance grab the same object
if (entityIsGrabbedByOther(intersection.entityID)) {
this.grabbedEntity = null;
} else {
// the hand is far from the intersected object. go into distance-holding mode
if (intersection.properties.collisionsWillMove === 1) {
this.setState(STATE_DISTANCE_HOLDING);
} else {
this.setState(STATE_FAR_GRABBING_NON_COLLIDING);
}
}
}
}
} else {
// forward ray test failed, try sphere test.
var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
var minDistance = GRAB_RADIUS;
var i, props, distance;
for (i = 0; i < nearbyEntities.length; i++) {
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, nearbyEntities[i], DEFAULT_GRABBABLE_DATA);
if (grabbableData.grabbable === false) {
return;
}
props = Entities.getEntityProperties(nearbyEntities[i], ["position", "name", "collisionsWillMove", "locked"]);
distance = Vec3.distance(props.position, handPosition);
if (distance < minDistance && props.name !== "pointer") {
this.grabbedEntity = nearbyEntities[i];
minDistance = distance;
}
}
if (this.grabbedEntity === null) {
// this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
} else if (props.locked === 0 && props.collisionsWillMove === 1) {
this.setState(STATE_NEAR_GRABBING);
} else if (props.collisionsWillMove === 0) {
// We have grabbed a non-physical object, so we want to trigger a non-colliding event as opposed to a grab event
this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
}
}
};
@ -393,7 +386,8 @@ function MyController(hand, triggerAction) {
this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
// the action was set up on a previous call. update the targets.
var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) *
DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
// how far did avatar move this timestep?
var currentPosition = MyAvatar.position;
@ -479,12 +473,23 @@ function MyController(hand, triggerAction) {
var handRotation = this.getHandRotation();
var handPosition = this.getHandPosition();
var objectRotation = grabbedProperties.rotation;
this.offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
var currentObjectPosition = grabbedProperties.position;
var offset = Vec3.subtract(currentObjectPosition, handPosition);
this.offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, this.offsetRotation)), offset);
if (grabbableData.spatialKey) {
if (grabbableData.spatialKey.relativePosition) {
this.offsetPosition = grabbableData.spatialKey.relativePosition;
}
if (grabbableData.spatialKey.relativeRotation) {
this.offsetRotation = grabbableData.spatialKey.relativeRotation;
}
} else {
var objectRotation = grabbedProperties.rotation;
this.offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
var currentObjectPosition = grabbedProperties.position;
var offset = Vec3.subtract(currentObjectPosition, handPosition);
this.offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, this.offsetRotation)), offset);
}
this.actionID = NULL_ACTION_ID;
this.actionID = Entities.addAction("hold", this.grabbedEntity, {
@ -584,7 +589,7 @@ function MyController(hand, triggerAction) {
this.setState(STATE_RELEASE);
return;
}
Entities.callEntityMethod(this.grabbedEntity, "continueNearGrabbingNonColliding");
};
@ -600,6 +605,16 @@ function MyController(hand, triggerAction) {
direction: Quat.getUp(this.getHandRotation())
};
var now = Date.now();
if (now - this.lastPickTime > MSECS_PER_SEC / PICKS_PER_SECOND_PER_HAND) {
var intersection = Entities.findRayIntersection(pickRay, true);
this.lastPickTime = now;
if (intersection.entityID != this.grabbedEntity) {
this.setState(STATE_RELEASE);
return;
}
}
this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
Entities.callEntityMethod(this.grabbedEntity, "continueFarGrabbingNonColliding");
};

View file

@ -12,7 +12,6 @@
#include <avatar/AvatarActionHold.h>
#include <avatar/AvatarActionKinematicHold.h>
#include <ObjectActionOffset.h>
#include <ObjectActionSpring.h>
@ -29,8 +28,6 @@ EntityActionPointer interfaceActionFactory(EntityActionType type, const QUuid& i
return (EntityActionPointer) new ObjectActionSpring(id, ownerEntity);
case ACTION_TYPE_HOLD:
return (EntityActionPointer) new AvatarActionHold(id, ownerEntity);
case ACTION_TYPE_KINEMATIC_HOLD:
return (EntityActionPointer) new AvatarActionKinematicHold(id, ownerEntity);
}
assert(false);
@ -69,6 +66,7 @@ EntityActionPointer InterfaceActionFactory::factoryBA(EntityItemPointer ownerEnt
if (action) {
action->deserialize(data);
if (action->lifetimeIsOver()) {
qDebug() << "InterfaceActionFactory::factoryBA lifetimeIsOver during action creation";
return nullptr;
}
}

View file

@ -21,7 +21,8 @@ AvatarActionHold::AvatarActionHold(const QUuid& id, EntityItemPointer ownerEntit
ObjectActionSpring(id, ownerEntity),
_relativePosition(glm::vec3(0.0f)),
_relativeRotation(glm::quat()),
_hand("right")
_hand("right"),
_holderID(QUuid())
{
_type = ACTION_TYPE_HOLD;
#if WANT_DEBUG
@ -39,42 +40,92 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
bool gotLock = false;
glm::quat rotation;
glm::vec3 position;
glm::vec3 offset;
std::shared_ptr<Avatar> holdingAvatar = nullptr;
gotLock = withTryReadLock([&]{
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
glm::vec3 palmPosition;
glm::quat palmRotation;
if (_hand == "right") {
palmPosition = myAvatar->getRightPalmPosition();
palmRotation = myAvatar->getRightPalmRotation();
} else {
palmPosition = myAvatar->getLeftPalmPosition();
palmRotation = myAvatar->getLeftPalmRotation();
}
QSharedPointer<AvatarManager> avatarManager = DependencyManager::get<AvatarManager>();
AvatarSharedPointer holdingAvatarData = avatarManager->getAvatarBySessionID(_holderID);
holdingAvatar = std::static_pointer_cast<Avatar>(holdingAvatarData);
rotation = palmRotation * _relativeRotation;
offset = rotation * _relativePosition;
position = palmPosition + offset;
if (holdingAvatar) {
glm::vec3 offset;
glm::vec3 palmPosition;
glm::quat palmRotation;
if (_hand == "right") {
palmPosition = holdingAvatar->getRightPalmPosition();
palmRotation = holdingAvatar->getRightPalmRotation();
} else {
palmPosition = holdingAvatar->getLeftPalmPosition();
palmRotation = holdingAvatar->getLeftPalmRotation();
}
rotation = palmRotation * _relativeRotation;
offset = rotation * _relativePosition;
position = palmPosition + offset;
}
});
if (gotLock) {
gotLock = withTryWriteLock([&]{
_positionalTarget = position;
_rotationalTarget = rotation;
_positionalTargetSet = true;
_rotationalTargetSet = true;
auto ownerEntity = _ownerEntity.lock();
if (ownerEntity) {
ownerEntity->setActionDataDirty(true);
if (holdingAvatar) {
if (gotLock) {
gotLock = withTryWriteLock([&]{
_positionalTarget = position;
_rotationalTarget = rotation;
_positionalTargetSet = true;
_rotationalTargetSet = true;
_active = true;
});
if (gotLock) {
if (_kinematic) {
doKinematicUpdate(deltaTimeStep);
} else {
activateBody();
ObjectActionSpring::updateActionWorker(deltaTimeStep);
}
}
});
}
if (gotLock) {
ObjectActionSpring::updateActionWorker(deltaTimeStep);
}
}
}
void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
auto ownerEntity = _ownerEntity.lock();
if (!ownerEntity) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning entity";
return;
}
void* physicsInfo = ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning physics info";
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState ? motionState->getRigidBody() : nullptr;
if (!rigidBody) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no rigidBody";
return;
}
withWriteLock([&]{
if (_kinematicSetVelocity) {
if (_previousSet) {
glm::vec3 positionalVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
rigidBody->setLinearVelocity(glmToBullet(positionalVelocity));
// back up along velocity a bit in order to smooth out a "vibrating" appearance
_positionalTarget -= positionalVelocity * deltaTimeStep / 2.0f;
}
}
btTransform worldTrans = rigidBody->getWorldTransform();
worldTrans.setOrigin(glmToBullet(_positionalTarget));
worldTrans.setRotation(glmToBullet(_rotationalTarget));
rigidBody->setWorldTransform(worldTrans);
_previousPositionalTarget = _positionalTarget;
_previousRotationalTarget = _rotationalTarget;
_previousSet = true;
});
activateBody();
}
bool AvatarActionHold::updateArguments(QVariantMap arguments) {
glm::vec3 relativePosition;
@ -82,6 +133,8 @@ bool AvatarActionHold::updateArguments(QVariantMap arguments) {
float timeScale;
QString hand;
QUuid holderID;
bool kinematic;
bool kinematicSetVelocity;
bool needUpdate = false;
bool somethingChanged = ObjectAction::updateArguments(arguments);
@ -114,11 +167,27 @@ bool AvatarActionHold::updateArguments(QVariantMap arguments) {
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
holderID = myAvatar->getSessionUUID();
ok = true;
kinematic = EntityActionInterface::extractBooleanArgument("hold", arguments, "kinematic", ok, false);
if (!ok) {
_kinematic = false;
}
ok = true;
kinematicSetVelocity = EntityActionInterface::extractBooleanArgument("hold", arguments,
"kinematicSetVelocity", ok, false);
if (!ok) {
_kinematicSetVelocity = false;
}
if (somethingChanged ||
relativePosition != _relativePosition ||
relativeRotation != _relativeRotation ||
timeScale != _linearTimeScale ||
hand != _hand) {
hand != _hand ||
holderID != _holderID ||
kinematic != _kinematic ||
kinematicSetVelocity != _kinematicSetVelocity) {
needUpdate = true;
}
});
@ -131,6 +200,9 @@ bool AvatarActionHold::updateArguments(QVariantMap arguments) {
_linearTimeScale = glm::max(MIN_TIMESCALE, timeScale);
_angularTimeScale = _linearTimeScale;
_hand = hand;
_holderID = holderID;
_kinematic = kinematic;
_kinematicSetVelocity = kinematicSetVelocity;
_active = true;
auto ownerEntity = _ownerEntity.lock();
@ -147,6 +219,7 @@ bool AvatarActionHold::updateArguments(QVariantMap arguments) {
QVariantMap AvatarActionHold::getArguments() {
QVariantMap arguments = ObjectAction::getArguments();
withReadLock([&]{
arguments["holderID"] = _holderID;
arguments["relativePosition"] = glmToQMap(_relativePosition);
arguments["relativeRotation"] = glmToQMap(_relativeRotation);
arguments["timeScale"] = _linearTimeScale;
@ -156,9 +229,62 @@ QVariantMap AvatarActionHold::getArguments() {
}
QByteArray AvatarActionHold::serialize() const {
return ObjectActionSpring::serialize();
QByteArray serializedActionArguments;
QDataStream dataStream(&serializedActionArguments, QIODevice::WriteOnly);
withReadLock([&]{
dataStream << ACTION_TYPE_HOLD;
dataStream << getID();
dataStream << AvatarActionHold::holdVersion;
dataStream << _holderID;
dataStream << _relativePosition;
dataStream << _relativeRotation;
dataStream << _linearTimeScale;
dataStream << _hand;
dataStream << _expires + getEntityServerClockSkew();
dataStream << _tag;
});
return serializedActionArguments;
}
void AvatarActionHold::deserialize(QByteArray serializedArguments) {
assert(false);
QDataStream dataStream(serializedArguments);
EntityActionType type;
dataStream >> type;
assert(type == getType());
QUuid id;
dataStream >> id;
assert(id == getID());
uint16_t serializationVersion;
dataStream >> serializationVersion;
if (serializationVersion != AvatarActionHold::holdVersion) {
return;
}
withWriteLock([&]{
dataStream >> _holderID;
dataStream >> _relativePosition;
dataStream >> _relativeRotation;
dataStream >> _linearTimeScale;
_angularTimeScale = _linearTimeScale;
dataStream >> _hand;
dataStream >> _expires;
_expires -= getEntityServerClockSkew();
dataStream >> _tag;
#if WANT_DEBUG
qDebug() << "deserialize AvatarActionHold: " << _holderID
<< _relativePosition.x << _relativePosition.y << _relativePosition.z
<< _hand << _expires;
#endif
_active = true;
});
}

View file

@ -30,7 +30,7 @@ public:
QByteArray serialize() const;
virtual void deserialize(QByteArray serializedArguments);
virtual bool shouldSuppressLocationEdits() { return false; }
virtual bool shouldSuppressLocationEdits() { return true; }
private:
static const uint16_t holdVersion;
@ -38,6 +38,14 @@ private:
glm::vec3 _relativePosition;
glm::quat _relativeRotation;
QString _hand;
QUuid _holderID;
void doKinematicUpdate(float deltaTimeStep);
bool _kinematic { false };
bool _kinematicSetVelocity { false };
bool _previousSet { false };
glm::vec3 _previousPositionalTarget;
glm::quat _previousRotationalTarget;
};
#endif // hifi_AvatarActionHold_h

View file

@ -1,188 +0,0 @@
//
// AvatarActionKinematicHold.cpp
// interface/src/avatar/
//
// Created by Seth Alves 2015-6-9
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "QVariantGLM.h"
#include "avatar/MyAvatar.h"
#include "avatar/AvatarManager.h"
#include "AvatarActionKinematicHold.h"
const uint16_t AvatarActionKinematicHold::holdVersion = 1;
AvatarActionKinematicHold::AvatarActionKinematicHold(const QUuid& id, EntityItemPointer ownerEntity) :
ObjectActionSpring(id, ownerEntity),
_relativePosition(glm::vec3(0.0f)),
_relativeRotation(glm::quat()),
_hand("right"),
_mine(false),
_previousPositionalTarget(Vectors::ZERO),
_previousRotationalTarget(Quaternions::IDENTITY)
{
_type = ACTION_TYPE_KINEMATIC_HOLD;
#if WANT_DEBUG
qDebug() << "AvatarActionKinematicHold::AvatarActionKinematicHold";
#endif
}
AvatarActionKinematicHold::~AvatarActionKinematicHold() {
#if WANT_DEBUG
qDebug() << "AvatarActionKinematicHold::~AvatarActionKinematicHold";
#endif
}
void AvatarActionKinematicHold::updateActionWorker(float deltaTimeStep) {
if (!_mine) {
// if a local script isn't updating this, then we are just getting spring-action data over the wire.
// let the super-class handle it.
ObjectActionSpring::updateActionWorker(deltaTimeStep);
return;
}
assert(deltaTimeStep > 0.0f);
glm::quat rotation;
glm::vec3 position;
glm::vec3 offset;
bool gotLock = withTryReadLock([&]{
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
glm::vec3 palmPosition;
glm::quat palmRotation;
if (_hand == "right") {
palmPosition = myAvatar->getRightPalmPosition();
palmRotation = myAvatar->getRightPalmRotation();
} else {
palmPosition = myAvatar->getLeftPalmPosition();
palmRotation = myAvatar->getLeftPalmRotation();
}
rotation = palmRotation * _relativeRotation;
offset = rotation * _relativePosition;
position = palmPosition + offset;
});
if (gotLock) {
gotLock = withTryWriteLock([&]{
if (_positionalTarget != position || _rotationalTarget != rotation) {
_positionalTarget = position;
_rotationalTarget = rotation;
auto ownerEntity = _ownerEntity.lock();
if (ownerEntity) {
ownerEntity->setActionDataDirty(true);
void* physicsInfo = ownerEntity->getPhysicsInfo();
if (physicsInfo) {
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState ? motionState->getRigidBody() : nullptr;
if (!rigidBody) {
qDebug() << "ObjectActionSpring::updateActionWorker no rigidBody";
return;
}
if (_setVelocity) {
if (_previousSet) {
glm::vec3 positionalVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
rigidBody->setLinearVelocity(glmToBullet(positionalVelocity));
// back up along velocity a bit in order to smooth out a "vibrating" appearance
_positionalTarget -= positionalVelocity * deltaTimeStep / 2.0f;
}
}
btTransform worldTrans = rigidBody->getWorldTransform();
worldTrans.setOrigin(glmToBullet(_positionalTarget));
worldTrans.setRotation(glmToBullet(_rotationalTarget));
rigidBody->setWorldTransform(worldTrans);
_previousPositionalTarget = _positionalTarget;
_previousRotationalTarget = _rotationalTarget;
_previousSet = true;
}
}
}
});
}
if (gotLock) {
ObjectActionSpring::updateActionWorker(deltaTimeStep);
}
}
bool AvatarActionKinematicHold::updateArguments(QVariantMap arguments) {
if (!ObjectAction::updateArguments(arguments)) {
return false;
}
bool ok = true;
glm::vec3 relativePosition =
EntityActionInterface::extractVec3Argument("kinematic-hold", arguments, "relativePosition", ok, false);
if (!ok) {
relativePosition = _relativePosition;
}
ok = true;
glm::quat relativeRotation =
EntityActionInterface::extractQuatArgument("kinematic-hold", arguments, "relativeRotation", ok, false);
if (!ok) {
relativeRotation = _relativeRotation;
}
ok = true;
QString hand =
EntityActionInterface::extractStringArgument("kinematic-hold", arguments, "hand", ok, false);
if (!ok || !(hand == "left" || hand == "right")) {
hand = _hand;
}
ok = true;
int setVelocity =
EntityActionInterface::extractIntegerArgument("kinematic-hold", arguments, "setVelocity", ok, false);
if (!ok) {
setVelocity = false;
}
if (relativePosition != _relativePosition
|| relativeRotation != _relativeRotation
|| hand != _hand) {
withWriteLock([&] {
_relativePosition = relativePosition;
_relativeRotation = relativeRotation;
_hand = hand;
_setVelocity = setVelocity;
_mine = true;
_active = true;
activateBody();
});
}
return true;
}
QVariantMap AvatarActionKinematicHold::getArguments() {
QVariantMap arguments = ObjectAction::getArguments();
withReadLock([&]{
if (!_mine) {
arguments = ObjectActionSpring::getArguments();
return;
}
arguments["relativePosition"] = glmToQMap(_relativePosition);
arguments["relativeRotation"] = glmToQMap(_relativeRotation);
arguments["setVelocity"] = _setVelocity;
arguments["hand"] = _hand;
});
return arguments;
}
void AvatarActionKinematicHold::deserialize(QByteArray serializedArguments) {
if (!_mine) {
ObjectActionSpring::deserialize(serializedArguments);
}
}

View file

@ -1,47 +0,0 @@
//
// AvatarActionKinematicHold.h
// interface/src/avatar/
//
// Created by Seth Alves 2015-10-2
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_AvatarActionKinematicHold_h
#define hifi_AvatarActionKinematicHold_h
#include <QUuid>
#include <EntityItem.h>
#include <ObjectActionSpring.h>
class AvatarActionKinematicHold : public ObjectActionSpring {
public:
AvatarActionKinematicHold(const QUuid& id, EntityItemPointer ownerEntity);
virtual ~AvatarActionKinematicHold();
virtual bool updateArguments(QVariantMap arguments);
virtual QVariantMap getArguments();
virtual void updateActionWorker(float deltaTimeStep);
virtual void deserialize(QByteArray serializedArguments);
private:
static const uint16_t holdVersion;
glm::vec3 _relativePosition;
glm::quat _relativeRotation;
QString _hand;
bool _mine = false;
bool _previousSet = false;
glm::vec3 _previousPositionalTarget;
glm::quat _previousRotationalTarget;
bool _setVelocity = false;
};
#endif // hifi_AvatarActionKinematicHold_h

View file

@ -229,6 +229,12 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
Model::simulate(deltaTime, fullUpdate);
// let rig compute the model offset
glm::vec3 modelOffset;
if (_rig->getModelOffset(modelOffset)) {
setOffset(modelOffset);
}
if (!isActive() || !_owningAvatar->isMyAvatar()) {
return; // only simulate for own avatar
}
@ -246,12 +252,6 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
Hand* hand = _owningAvatar->getHand();
hand->getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
// let rig compute the model offset
glm::vec3 modelOffset;
if (_rig->getModelOffset(modelOffset)) {
setOffset(modelOffset);
}
// Don't Relax toward hand positions when in animGraph mode.
if (!_rig->getEnableAnimGraph()) {
const float HAND_RESTORATION_RATE = 0.25f;

View file

@ -1238,12 +1238,18 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
}
}
void Rig::makeAnimSkeleton(const FBXGeometry& fbxGeometry) {
if (!_animSkeleton) {
_animSkeleton = std::make_shared<AnimSkeleton>(fbxGeometry);
}
}
void Rig::initAnimGraph(const QUrl& url, const FBXGeometry& fbxGeometry) {
if (!_enableAnimGraph) {
return;
}
_animSkeleton = std::make_shared<AnimSkeleton>(fbxGeometry);
makeAnimSkeleton(fbxGeometry);
// load the anim graph
_animLoader.reset(new AnimNodeLoader(url));

View file

@ -193,6 +193,7 @@ public:
virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
float scale, float priority) = 0;
void makeAnimSkeleton(const FBXGeometry& fbxGeometry);
void initAnimGraph(const QUrl& url, const FBXGeometry& fbxGeometry);
AnimNode::ConstPointer getAnimNode() const { return _animNode; }

View file

@ -298,18 +298,23 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
}
bool movingOrAnimating = isMoving() || isAnimatingSomething();
if ((movingOrAnimating || _needsInitialSimulation) && _model->isActive() && _dimensionsInitialized) {
if ((movingOrAnimating ||
_needsInitialSimulation ||
_model->getTranslation() != getPosition() ||
_model->getRotation() != getRotation() ||
_model->getRegistrationPoint() != getRegistrationPoint())
&& _model->isActive() && _dimensionsInitialized) {
_model->setScaleToFit(true, getDimensions());
_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
_model->setRotation(getRotation());
_model->setTranslation(getPosition());
// make sure to simulate so everything gets set up correctly for rendering
{
PerformanceTimer perfTimer("_model->simulate");
_model->simulate(0.0f);
}
_needsInitialSimulation = false;
}
}

View file

@ -100,9 +100,6 @@ EntityActionType EntityActionInterface::actionTypeFromString(QString actionTypeS
if (normalizedActionTypeString == "hold") {
return ACTION_TYPE_HOLD;
}
if (normalizedActionTypeString == "kinematichold") {
return ACTION_TYPE_KINEMATIC_HOLD;
}
qDebug() << "Warning -- EntityActionInterface::actionTypeFromString got unknown action-type name" << actionTypeString;
return ACTION_TYPE_NONE;
@ -118,8 +115,6 @@ QString EntityActionInterface::actionTypeToString(EntityActionType actionType) {
return "spring";
case ACTION_TYPE_HOLD:
return "hold";
case ACTION_TYPE_KINEMATIC_HOLD:
return "kinematic-hold";
}
assert(false);
return "none";
@ -280,12 +275,23 @@ QString EntityActionInterface::extractStringArgument(QString objectName, QVarian
ok = false;
return "";
}
QVariant vV = arguments[argumentName];
QString v = vV.toString();
return v;
return arguments[argumentName].toString();
}
bool EntityActionInterface::extractBooleanArgument(QString objectName, QVariantMap arguments,
QString argumentName, bool& ok, bool required) {
if (!arguments.contains(argumentName)) {
if (required) {
qDebug() << objectName << "requires argument:" << argumentName;
}
ok = false;
return false;
}
return arguments[argumentName].toBool();
}
QDataStream& operator<<(QDataStream& stream, const EntityActionType& entityActionType)
{
return stream << (quint16)entityActionType;

View file

@ -23,8 +23,7 @@ enum EntityActionType {
ACTION_TYPE_NONE = 0,
ACTION_TYPE_OFFSET = 1000,
ACTION_TYPE_SPRING = 2000,
ACTION_TYPE_HOLD = 3000,
ACTION_TYPE_KINEMATIC_HOLD = 4000
ACTION_TYPE_HOLD = 3000
};
@ -66,6 +65,8 @@ public:
QString argumentName, bool& ok, bool required = true);
static QString extractStringArgument(QString objectName, QVariantMap arguments,
QString argumentName, bool& ok, bool required = true);
static bool extractBooleanArgument(QString objectName, QVariantMap arguments,
QString argumentName, bool& ok, bool required = true);
protected:
virtual glm::vec3 getPosition() = 0;

View file

@ -342,6 +342,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
"ERROR CASE...args.bitstreamVersion < VERSION_ENTITIES_SUPPORT_SPLIT_MTU";
return 0;
}
setSourceUUID(args.sourceUUID);
args.entitiesPerPacket++;
@ -1300,6 +1301,9 @@ void EntityItem::computeShapeInfo(ShapeInfo& info) {
}
void EntityItem::updatePosition(const glm::vec3& value) {
if (shouldSuppressLocationEdits()) {
return;
}
auto delta = glm::distance(getPosition(), value);
if (delta > IGNORE_POSITION_DELTA) {
_dirtyFlags |= Simulation::DIRTY_POSITION;
@ -1322,6 +1326,9 @@ void EntityItem::updateDimensions(const glm::vec3& value) {
}
void EntityItem::updateRotation(const glm::quat& rotation) {
if (shouldSuppressLocationEdits()) {
return;
}
if (getRotation() != rotation) {
setRotation(rotation);
@ -1362,6 +1369,9 @@ void EntityItem::updateMass(float mass) {
}
void EntityItem::updateVelocity(const glm::vec3& value) {
if (shouldSuppressLocationEdits()) {
return;
}
auto delta = glm::distance(_velocity, value);
if (delta > IGNORE_LINEAR_VELOCITY_DELTA) {
_dirtyFlags |= Simulation::DIRTY_LINEAR_VELOCITY;
@ -1398,6 +1408,9 @@ void EntityItem::updateGravity(const glm::vec3& value) {
}
void EntityItem::updateAngularVelocity(const glm::vec3& value) {
if (shouldSuppressLocationEdits()) {
return;
}
auto delta = glm::distance(_angularVelocity, value);
if (delta > IGNORE_ANGULAR_VELOCITY_DELTA) {
_dirtyFlags |= Simulation::DIRTY_ANGULAR_VELOCITY;
@ -1534,6 +1547,8 @@ bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPoi
if (success) {
_allActionsDataCache = newDataCache;
_dirtyFlags |= Simulation::DIRTY_PHYSICS_ACTIVATION;
} else {
qDebug() << "EntityItem::addActionInternal -- serializeActions failed";
}
return success;
}
@ -1628,6 +1643,7 @@ void EntityItem::deserializeActionsInternal() {
quint64 now = usecTimestampNow();
if (!_element) {
qDebug() << "EntityItem::deserializeActionsInternal -- no _element";
return;
}
@ -1670,6 +1686,8 @@ void EntityItem::deserializeActionsInternal() {
if (action) {
entity->addActionInternal(simulation, action);
action->locallyAddedButNotYetReceived = false;
} else {
qDebug() << "EntityItem::deserializeActionsInternal -- action creation failed";
}
}
}

View file

@ -409,6 +409,10 @@ public:
void setActionDataDirty(bool value) const { _actionDataDirty = value; }
bool shouldSuppressLocationEdits() const;
void setSourceUUID(const QUuid& sourceUUID) { _sourceUUID = sourceUUID; }
const QUuid& getSourceUUID() const { return _sourceUUID; }
bool matchesSourceUUID(const QUuid& sourceUUID) const { return _sourceUUID == sourceUUID; }
protected:
const QByteArray getActionDataInternal() const;
@ -509,6 +513,8 @@ protected:
// _previouslyDeletedActions is used to avoid an action being re-added due to server round-trip lag
static quint64 _rememberDeletedActionTime;
mutable QHash<QUuid, quint64> _previouslyDeletedActions;
QUuid _sourceUUID; /// the server node UUID we came from
};
#endif // hifi_EntityItem_h

View file

@ -9,6 +9,8 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <glm/gtx/norm.hpp>
#include <EntityItem.h>
#include <EntityItemProperties.h>
#include <EntityEditPacketSender.h>
@ -186,10 +188,8 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
measureBodyAcceleration();
_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset());
_entity->setRotation(bulletToGLM(worldTrans.getRotation()));
_entity->setVelocity(getBodyLinearVelocity());
_entity->setAngularVelocity(getBodyAngularVelocity());
_entity->setLastSimulated(usecTimestampNow());
if (_entity->getSimulatorID().isNull()) {
@ -248,7 +248,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
btTransform xform = _body->getWorldTransform();
_serverPosition = bulletToGLM(xform.getOrigin());
_serverRotation = bulletToGLM(xform.getRotation());
_serverVelocity = getBodyLinearVelocity();
_serverVelocity = getBodyLinearVelocityGTSigma();
_serverAngularVelocity = bulletToGLM(_body->getAngularVelocity());
_lastStep = simulationStep;
_serverActionData = _entity->getActionData();
@ -547,7 +547,7 @@ void EntityMotionState::bump(quint8 priority) {
void EntityMotionState::resetMeasuredBodyAcceleration() {
_lastMeasureStep = ObjectMotionState::getWorldSimulationStep();
if (_body) {
_lastVelocity = getBodyLinearVelocity();
_lastVelocity = getBodyLinearVelocityGTSigma();
} else {
_lastVelocity = glm::vec3(0.0f);
}
@ -566,7 +566,8 @@ void EntityMotionState::measureBodyAcceleration() {
// Note: the integration equation for velocity uses damping: v1 = (v0 + a * dt) * (1 - D)^dt
// hence the equation for acceleration is: a = (v1 / (1 - D)^dt - v0) / dt
glm::vec3 velocity = getBodyLinearVelocity();
glm::vec3 velocity = getBodyLinearVelocityGTSigma();
_measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt;
_lastVelocity = velocity;
if (numSubsteps > PHYSICS_ENGINE_MAX_NUM_SUBSTEPS) {

View file

@ -62,6 +62,22 @@ void ObjectAction::updateAction(btCollisionWorld* collisionWorld, btScalar delta
updateActionWorker(deltaTimeStep);
}
int ObjectAction::getEntityServerClockSkew() const {
auto nodeList = DependencyManager::get<NodeList>();
auto ownerEntity = _ownerEntity.lock();
if (!ownerEntity) {
return 0;
}
const QUuid& entityServerNodeID = ownerEntity->getSourceUUID();
auto entityServerNode = nodeList->nodeWithUUID(entityServerNodeID);
if (entityServerNode) {
return entityServerNode->getClockSkewUsec();
}
return 0;
}
bool ObjectAction::updateArguments(QVariantMap arguments) {
bool somethingChanged = false;

View file

@ -50,6 +50,8 @@ public:
protected:
int getEntityServerClockSkew() const;
virtual btRigidBody* getRigidBody();
virtual glm::vec3 getPosition();
virtual void setPosition(glm::vec3 position);

View file

@ -160,7 +160,7 @@ QByteArray ObjectActionOffset::serialize() const {
dataStream << _linearDistance;
dataStream << _linearTimeScale;
dataStream << _positionalTargetSet;
dataStream << _expires;
dataStream << _expires + getEntityServerClockSkew();
dataStream << _tag;
});
@ -190,6 +190,7 @@ void ObjectActionOffset::deserialize(QByteArray serializedArguments) {
dataStream >> _linearTimeScale;
dataStream >> _positionalTargetSet;
dataStream >> _expires;
_expires -= getEntityServerClockSkew();
dataStream >> _tag;
_active = true;
});

View file

@ -198,7 +198,7 @@ QByteArray ObjectActionSpring::serialize() const {
dataStream << _rotationalTarget;
dataStream << _angularTimeScale;
dataStream << _rotationalTargetSet;
dataStream << _expires;
dataStream << _expires + getEntityServerClockSkew();
dataStream << _tag;
});
@ -233,6 +233,7 @@ void ObjectActionSpring::deserialize(QByteArray serializedArguments) {
dataStream >> _rotationalTargetSet;
dataStream >> _expires;
_expires -= getEntityServerClockSkew();
dataStream >> _tag;
_active = true;

View file

@ -80,17 +80,20 @@ void ObjectMotionState::setBodyGravity(const glm::vec3& gravity) const {
}
glm::vec3 ObjectMotionState::getBodyLinearVelocity() const {
// returns the body's velocity unless it is moving too slow in which case returns zero
btVector3 velocity = _body->getLinearVelocity();
return bulletToGLM(_body->getLinearVelocity());
}
glm::vec3 ObjectMotionState::getBodyLinearVelocityGTSigma() const {
// NOTE: the threshold to use here relates to the linear displacement threshold (dX) for sending updates
// to objects that are tracked server-side (e.g. entities which use dX = 2mm). Hence an object moving
// just under this velocity threshold would trigger an update about V/dX times per second.
const float MIN_LINEAR_SPEED_SQUARED = 0.0036f; // 6 mm/sec
if (velocity.length2() < MIN_LINEAR_SPEED_SQUARED) {
glm::vec3 velocity = bulletToGLM(_body->getLinearVelocity());
if (glm::length2(velocity) < MIN_LINEAR_SPEED_SQUARED) {
velocity *= 0.0f;
}
return bulletToGLM(velocity);
return velocity;
}
glm::vec3 ObjectMotionState::getObjectLinearVelocityChange() const {

View file

@ -89,6 +89,7 @@ public:
void setBodyGravity(const glm::vec3& gravity) const;
glm::vec3 getBodyLinearVelocity() const;
glm::vec3 getBodyLinearVelocityGTSigma() const;
glm::vec3 getBodyAngularVelocity() const;
virtual glm::vec3 getObjectLinearVelocityChange() const;

View file

@ -1147,6 +1147,8 @@ void Model::segregateMeshGroups() {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = _geometry->getMeshes();
_rig->makeAnimSkeleton(geometry);
// all of our mesh vectors must match in size
if ((int)networkMeshes.size() != geometry.meshes.size() ||
geometry.meshes.size() != _meshStates.size()) {

View file

@ -198,6 +198,10 @@ public:
return ((index < 0) && (index >= _blendshapeCoefficients.size())) ? 0.0f : _blendshapeCoefficients.at(index);
}
virtual RigPointer getRig() const { return _rig; }
const glm::vec3& getRegistrationPoint() const { return _registrationPoint; }
protected:
void setPupilDilation(float dilation) { _pupilDilation = dilation; }