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Merge pull request #6093 from sethalves/hold-action-changes
Hold action changes
This commit is contained in:
commit
341bc3666f
23 changed files with 355 additions and 369 deletions
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@ -34,18 +34,18 @@ var NO_INTERSECT_COLOR = { red: 10, green: 10, blue: 255}; // line color when pi
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var INTERSECT_COLOR = { red: 250, green: 10, blue: 10}; // line color when pick hits
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var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000,z: 1000};
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var LINE_LENGTH = 500;
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var PICK_MAX_DISTANCE = 500; // max length of pick-ray
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/////////////////////////////////////////////////////////////////
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//
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// near grabbing
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//
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var GRAB_RADIUS = 0.3; // if the ray misses but an object is this close, it will still be selected
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var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
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var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
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var NEAR_PICK_MAX_DISTANCE = 0.6; // max length of pick-ray for close grabbing to be selected
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var NEAR_PICK_MAX_DISTANCE = 0.2; // max length of pick-ray for close grabbing to be selected
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var RELEASE_VELOCITY_MULTIPLIER = 1.5; // affects throwing things
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var PICK_BACKOFF_DISTANCE = 0.1; // helps when hand is intersecting the grabble object
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/////////////////////////////////////////////////////////////////
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//
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@ -256,12 +256,18 @@ function MyController(hand, triggerAction) {
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// the trigger is being pressed, do a ray test
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var handPosition = this.getHandPosition();
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var pickRay = {
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var distantPickRay = {
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origin: handPosition,
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direction: Quat.getUp(this.getHandRotation())
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direction: Quat.getUp(this.getHandRotation()),
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length: PICK_MAX_DISTANCE
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};
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var palmPickRay = {
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origin: handPosition,
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direction: Quat.getFront(this.getHandRotation()),
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length: NEAR_PICK_MAX_DISTANCE
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};
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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// don't pick 60x per second. do this check after updating the line so it's not jumpy.
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var now = Date.now();
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@ -270,67 +276,54 @@ function MyController(hand, triggerAction) {
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}
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this.lastPickTime = now;
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var intersection = Entities.findRayIntersection(pickRay, true);
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if (intersection.intersects && intersection.properties.locked === 0) {
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// the ray is intersecting something we can move.
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var intersectionDistance = Vec3.distance(handControllerPosition, intersection.intersection);
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this.grabbedEntity = intersection.entityID;
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var pickRays = [distantPickRay, palmPickRay];
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for (var index=0; index < pickRays.length; ++index) {
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var pickRay = pickRays[index];
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var directionNormalized = Vec3.normalize(pickRay.direction);
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var directionBacked = Vec3.multiply(directionNormalized, PICK_BACKOFF_DISTANCE);
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var pickRayBacked = {
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origin: Vec3.subtract(pickRay.origin, directionBacked),
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direction: pickRay.direction
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};
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, DEFAULT_GRABBABLE_DATA);
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if (grabbableData.grabbable === false) {
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this.grabbedEntity = null;
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return;
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}
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if (intersectionDistance < NEAR_PICK_MAX_DISTANCE) {
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// the hand is very close to the intersected object. go into close-grabbing mode.
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if (intersection.properties.collisionsWillMove === 1) {
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this.setState(STATE_NEAR_GRABBING);
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} else {
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this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
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}
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} else {
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// don't allow two people to distance grab the same object
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if (entityIsGrabbedByOther(intersection.entityID)) {
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var intersection = Entities.findRayIntersection(pickRayBacked, true);
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if (intersection.intersects && intersection.properties.locked === 0) {
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// the ray is intersecting something we can move.
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var intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
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this.grabbedEntity = intersection.entityID;
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY,
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intersection.entityID,
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DEFAULT_GRABBABLE_DATA);
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if (grabbableData.grabbable === false) {
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this.grabbedEntity = null;
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} else {
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// the hand is far from the intersected object. go into distance-holding mode
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continue;
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}
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if (intersectionDistance > pickRay.length) {
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// too far away for this ray.
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continue;
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}
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if (intersectionDistance <= NEAR_PICK_MAX_DISTANCE) {
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// the hand is very close to the intersected object. go into close-grabbing mode.
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if (intersection.properties.collisionsWillMove === 1) {
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this.setState(STATE_DISTANCE_HOLDING);
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this.setState(STATE_NEAR_GRABBING);
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} else {
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this.setState(STATE_FAR_GRABBING_NON_COLLIDING);
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this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
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}
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} else {
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// don't allow two people to distance grab the same object
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if (entityIsGrabbedByOther(intersection.entityID)) {
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this.grabbedEntity = null;
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} else {
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// the hand is far from the intersected object. go into distance-holding mode
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if (intersection.properties.collisionsWillMove === 1) {
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this.setState(STATE_DISTANCE_HOLDING);
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} else {
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this.setState(STATE_FAR_GRABBING_NON_COLLIDING);
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}
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}
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}
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}
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} else {
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// forward ray test failed, try sphere test.
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var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
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var minDistance = GRAB_RADIUS;
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var i, props, distance;
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for (i = 0; i < nearbyEntities.length; i++) {
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, nearbyEntities[i], DEFAULT_GRABBABLE_DATA);
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if (grabbableData.grabbable === false) {
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return;
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}
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props = Entities.getEntityProperties(nearbyEntities[i], ["position", "name", "collisionsWillMove", "locked"]);
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distance = Vec3.distance(props.position, handPosition);
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if (distance < minDistance && props.name !== "pointer") {
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this.grabbedEntity = nearbyEntities[i];
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minDistance = distance;
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}
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}
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if (this.grabbedEntity === null) {
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// this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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} else if (props.locked === 0 && props.collisionsWillMove === 1) {
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this.setState(STATE_NEAR_GRABBING);
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} else if (props.collisionsWillMove === 0) {
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// We have grabbed a non-physical object, so we want to trigger a non-colliding event as opposed to a grab event
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this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
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}
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}
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};
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@ -393,7 +386,8 @@ function MyController(hand, triggerAction) {
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this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
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// the action was set up on a previous call. update the targets.
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) *
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DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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// how far did avatar move this timestep?
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var currentPosition = MyAvatar.position;
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@ -479,12 +473,23 @@ function MyController(hand, triggerAction) {
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var handRotation = this.getHandRotation();
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var handPosition = this.getHandPosition();
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var objectRotation = grabbedProperties.rotation;
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this.offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
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var currentObjectPosition = grabbedProperties.position;
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var offset = Vec3.subtract(currentObjectPosition, handPosition);
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this.offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, this.offsetRotation)), offset);
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if (grabbableData.spatialKey) {
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if (grabbableData.spatialKey.relativePosition) {
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this.offsetPosition = grabbableData.spatialKey.relativePosition;
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}
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if (grabbableData.spatialKey.relativeRotation) {
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this.offsetRotation = grabbableData.spatialKey.relativeRotation;
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}
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} else {
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var objectRotation = grabbedProperties.rotation;
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this.offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
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var currentObjectPosition = grabbedProperties.position;
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var offset = Vec3.subtract(currentObjectPosition, handPosition);
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this.offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, this.offsetRotation)), offset);
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}
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this.actionID = NULL_ACTION_ID;
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this.actionID = Entities.addAction("hold", this.grabbedEntity, {
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@ -584,7 +589,7 @@ function MyController(hand, triggerAction) {
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this.setState(STATE_RELEASE);
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return;
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}
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrabbingNonColliding");
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};
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@ -600,6 +605,16 @@ function MyController(hand, triggerAction) {
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direction: Quat.getUp(this.getHandRotation())
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};
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var now = Date.now();
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if (now - this.lastPickTime > MSECS_PER_SEC / PICKS_PER_SECOND_PER_HAND) {
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var intersection = Entities.findRayIntersection(pickRay, true);
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this.lastPickTime = now;
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if (intersection.entityID != this.grabbedEntity) {
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this.setState(STATE_RELEASE);
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return;
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}
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}
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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Entities.callEntityMethod(this.grabbedEntity, "continueFarGrabbingNonColliding");
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};
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@ -12,7 +12,6 @@
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#include <avatar/AvatarActionHold.h>
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#include <avatar/AvatarActionKinematicHold.h>
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#include <ObjectActionOffset.h>
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#include <ObjectActionSpring.h>
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@ -29,8 +28,6 @@ EntityActionPointer interfaceActionFactory(EntityActionType type, const QUuid& i
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return (EntityActionPointer) new ObjectActionSpring(id, ownerEntity);
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case ACTION_TYPE_HOLD:
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return (EntityActionPointer) new AvatarActionHold(id, ownerEntity);
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case ACTION_TYPE_KINEMATIC_HOLD:
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return (EntityActionPointer) new AvatarActionKinematicHold(id, ownerEntity);
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}
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assert(false);
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@ -69,6 +66,7 @@ EntityActionPointer InterfaceActionFactory::factoryBA(EntityItemPointer ownerEnt
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if (action) {
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action->deserialize(data);
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if (action->lifetimeIsOver()) {
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qDebug() << "InterfaceActionFactory::factoryBA lifetimeIsOver during action creation";
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return nullptr;
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}
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}
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@ -21,7 +21,8 @@ AvatarActionHold::AvatarActionHold(const QUuid& id, EntityItemPointer ownerEntit
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ObjectActionSpring(id, ownerEntity),
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_relativePosition(glm::vec3(0.0f)),
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_relativeRotation(glm::quat()),
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_hand("right")
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_hand("right"),
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_holderID(QUuid())
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{
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_type = ACTION_TYPE_HOLD;
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#if WANT_DEBUG
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@ -39,42 +40,92 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
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bool gotLock = false;
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glm::quat rotation;
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glm::vec3 position;
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glm::vec3 offset;
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std::shared_ptr<Avatar> holdingAvatar = nullptr;
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gotLock = withTryReadLock([&]{
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auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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glm::vec3 palmPosition;
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glm::quat palmRotation;
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if (_hand == "right") {
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palmPosition = myAvatar->getRightPalmPosition();
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palmRotation = myAvatar->getRightPalmRotation();
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} else {
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palmPosition = myAvatar->getLeftPalmPosition();
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palmRotation = myAvatar->getLeftPalmRotation();
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}
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QSharedPointer<AvatarManager> avatarManager = DependencyManager::get<AvatarManager>();
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AvatarSharedPointer holdingAvatarData = avatarManager->getAvatarBySessionID(_holderID);
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holdingAvatar = std::static_pointer_cast<Avatar>(holdingAvatarData);
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rotation = palmRotation * _relativeRotation;
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offset = rotation * _relativePosition;
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position = palmPosition + offset;
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if (holdingAvatar) {
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glm::vec3 offset;
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glm::vec3 palmPosition;
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glm::quat palmRotation;
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if (_hand == "right") {
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palmPosition = holdingAvatar->getRightPalmPosition();
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palmRotation = holdingAvatar->getRightPalmRotation();
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} else {
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palmPosition = holdingAvatar->getLeftPalmPosition();
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palmRotation = holdingAvatar->getLeftPalmRotation();
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}
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rotation = palmRotation * _relativeRotation;
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offset = rotation * _relativePosition;
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position = palmPosition + offset;
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}
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});
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if (gotLock) {
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gotLock = withTryWriteLock([&]{
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_positionalTarget = position;
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_rotationalTarget = rotation;
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_positionalTargetSet = true;
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_rotationalTargetSet = true;
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auto ownerEntity = _ownerEntity.lock();
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if (ownerEntity) {
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ownerEntity->setActionDataDirty(true);
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if (holdingAvatar) {
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if (gotLock) {
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gotLock = withTryWriteLock([&]{
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_positionalTarget = position;
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_rotationalTarget = rotation;
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_positionalTargetSet = true;
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_rotationalTargetSet = true;
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_active = true;
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});
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if (gotLock) {
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if (_kinematic) {
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doKinematicUpdate(deltaTimeStep);
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} else {
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activateBody();
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ObjectActionSpring::updateActionWorker(deltaTimeStep);
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}
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}
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});
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}
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if (gotLock) {
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ObjectActionSpring::updateActionWorker(deltaTimeStep);
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}
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}
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}
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void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
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auto ownerEntity = _ownerEntity.lock();
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if (!ownerEntity) {
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qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning entity";
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return;
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}
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void* physicsInfo = ownerEntity->getPhysicsInfo();
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if (!physicsInfo) {
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qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning physics info";
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return;
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}
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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btRigidBody* rigidBody = motionState ? motionState->getRigidBody() : nullptr;
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if (!rigidBody) {
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qDebug() << "AvatarActionHold::doKinematicUpdate -- no rigidBody";
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return;
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}
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withWriteLock([&]{
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if (_kinematicSetVelocity) {
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if (_previousSet) {
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glm::vec3 positionalVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
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rigidBody->setLinearVelocity(glmToBullet(positionalVelocity));
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// back up along velocity a bit in order to smooth out a "vibrating" appearance
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_positionalTarget -= positionalVelocity * deltaTimeStep / 2.0f;
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}
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}
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btTransform worldTrans = rigidBody->getWorldTransform();
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worldTrans.setOrigin(glmToBullet(_positionalTarget));
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worldTrans.setRotation(glmToBullet(_rotationalTarget));
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rigidBody->setWorldTransform(worldTrans);
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_previousPositionalTarget = _positionalTarget;
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_previousRotationalTarget = _rotationalTarget;
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_previousSet = true;
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});
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activateBody();
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}
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bool AvatarActionHold::updateArguments(QVariantMap arguments) {
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glm::vec3 relativePosition;
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@ -82,6 +133,8 @@ bool AvatarActionHold::updateArguments(QVariantMap arguments) {
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float timeScale;
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QString hand;
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QUuid holderID;
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bool kinematic;
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bool kinematicSetVelocity;
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bool needUpdate = false;
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bool somethingChanged = ObjectAction::updateArguments(arguments);
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@ -114,11 +167,27 @@ bool AvatarActionHold::updateArguments(QVariantMap arguments) {
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auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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holderID = myAvatar->getSessionUUID();
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ok = true;
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kinematic = EntityActionInterface::extractBooleanArgument("hold", arguments, "kinematic", ok, false);
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if (!ok) {
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_kinematic = false;
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}
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ok = true;
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kinematicSetVelocity = EntityActionInterface::extractBooleanArgument("hold", arguments,
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"kinematicSetVelocity", ok, false);
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if (!ok) {
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_kinematicSetVelocity = false;
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}
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if (somethingChanged ||
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relativePosition != _relativePosition ||
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relativeRotation != _relativeRotation ||
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timeScale != _linearTimeScale ||
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hand != _hand) {
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hand != _hand ||
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holderID != _holderID ||
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kinematic != _kinematic ||
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kinematicSetVelocity != _kinematicSetVelocity) {
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needUpdate = true;
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}
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});
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@ -131,6 +200,9 @@ bool AvatarActionHold::updateArguments(QVariantMap arguments) {
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_linearTimeScale = glm::max(MIN_TIMESCALE, timeScale);
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_angularTimeScale = _linearTimeScale;
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_hand = hand;
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_holderID = holderID;
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_kinematic = kinematic;
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_kinematicSetVelocity = kinematicSetVelocity;
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_active = true;
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auto ownerEntity = _ownerEntity.lock();
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@ -147,6 +219,7 @@ bool AvatarActionHold::updateArguments(QVariantMap arguments) {
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QVariantMap AvatarActionHold::getArguments() {
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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;
|
||||
});
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -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
|
|
@ -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;
|
||||
|
|
|
@ -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));
|
||||
|
|
|
@ -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; }
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -50,6 +50,8 @@ public:
|
|||
|
||||
protected:
|
||||
|
||||
int getEntityServerClockSkew() const;
|
||||
|
||||
virtual btRigidBody* getRigidBody();
|
||||
virtual glm::vec3 getPosition();
|
||||
virtual void setPosition(glm::vec3 position);
|
||||
|
|
|
@ -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;
|
||||
});
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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()) {
|
||||
|
|
|
@ -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; }
|
||||
|
|
Loading…
Reference in a new issue