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Merge pull request #6012 from howard-stearns/align-body-to-head-on-reset
Align body to head on reset
This commit is contained in:
commit
4862e78fce
2 changed files with 33 additions and 16 deletions
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@ -80,12 +80,10 @@ const float MyAvatar::ZOOM_DEFAULT = 1.5f;
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MyAvatar::MyAvatar(RigPointer rig) :
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Avatar(rig),
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_gravity(0.0f, 0.0f, 0.0f),
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_wasPushing(false),
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_isPushing(false),
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_isBraking(false),
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_boomLength(ZOOM_DEFAULT),
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_trapDuration(0.0f),
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_thrust(0.0f),
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_keyboardMotorVelocity(0.0f),
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_keyboardMotorTimescale(DEFAULT_KEYBOARD_MOTOR_TIMESCALE),
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@ -142,24 +140,46 @@ QByteArray MyAvatar::toByteArray(bool cullSmallChanges, bool sendAll) {
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}
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void MyAvatar::reset() {
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_skeletonModel.reset();
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getHead()->reset();
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_targetVelocity = glm::vec3(0.0f);
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setThrust(glm::vec3(0.0f));
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// Reset the pitch and roll components of the avatar's orientation, preserve yaw direction
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glm::vec3 eulers = safeEulerAngles(getOrientation());
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eulers.x = 0.0f;
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eulers.z = 0.0f;
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setOrientation(glm::quat(eulers));
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// Gather animation mode...
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// This should be simpler when we have only graph animations always on.
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bool isRig = _rig->getEnableRig();
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// seting rig animation to true, below, will clear the graph animation menu item, so grab it now.
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bool isGraph = _rig->getEnableAnimGraph() || Menu::getInstance()->isOptionChecked(MenuOption::EnableAnimGraph);
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// ... and get to sane configuration where other activity won't bother us.
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qApp->setRawAvatarUpdateThreading(false);
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_rig->disableHands = true;
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setEnableRigAnimations(true);
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// Reset dynamic state.
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_wasPushing = _isPushing = _isBraking = _billboardValid = _goToPending = _straightingLean = false;
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_skeletonModel.reset();
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getHead()->reset();
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_targetVelocity = glm::vec3(0.0f);
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setThrust(glm::vec3(0.0f));
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// Get fresh data, in case we're really slow and out of wack.
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_hmdSensorMatrix = qApp->getHMDSensorPose();
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_hmdSensorPosition = extractTranslation(_hmdSensorMatrix);
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_hmdSensorOrientation = glm::quat_cast(_hmdSensorMatrix);
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// Reset body position/orientation under the head.
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auto newBodySensorMatrix = deriveBodyFromHMDSensor(); // Based on current cached HMD position/rotation..
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auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix;
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glm::vec3 worldBodyPos = extractTranslation(worldBodyMatrix);
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glm::quat worldBodyRot = glm::normalize(glm::quat_cast(worldBodyMatrix));
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// FIXME: Hack to retain the previous behavior wrt height.
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// I'd like to make the body match head height, but that will have to wait for separate PR.
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worldBodyPos.y = getPosition().y;
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setPosition(worldBodyPos);
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setOrientation(worldBodyRot);
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// If there is any discrepency between positioning and the head (as there is in initial deriveBodyFromHMDSensor),
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// we can make that right by setting _bodySensorMatrix = newBodySensorMatrix.
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// However, doing so will make the head want to point to the previous body orientation, as cached above.
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//_bodySensorMatrix = newBodySensorMatrix;
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//updateSensorToWorldMatrix(); // Uses updated position/orientation and _bodySensorMatrix changes
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_skeletonModel.simulate(0.1f); // non-zero
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setEnableRigAnimations(false);
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_skeletonModel.simulate(0.1f);
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@ -282,8 +282,6 @@ private:
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// results are in sensor space
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glm::mat4 deriveBodyFromHMDSensor() const;
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glm::vec3 _gravity;
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float _driveKeys[MAX_DRIVE_KEYS];
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bool _wasPushing;
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bool _isPushing;
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@ -291,7 +289,6 @@ private:
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float _boomLength;
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float _trapDuration; // seconds that avatar has been trapped by collisions
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glm::vec3 _thrust; // impulse accumulator for outside sources
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glm::vec3 _keyboardMotorVelocity; // target local-frame velocity of avatar (keyboard)
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