Kill the stuff we can't do yet.

This commit is contained in:
Howard Stearns 2015-10-08 21:44:45 -07:00
parent bd0d1eaef6
commit 652376db8a

View file

@ -140,35 +140,45 @@ QByteArray MyAvatar::toByteArray(bool cullSmallChanges, bool sendAll) {
}
void MyAvatar::reset() {
_skeletonModel.reset();
float headYaw = getHead()->getBaseYaw(); // degrees
// Reset the pitch and roll components of the avatar's orientation, preserve yaw direction
glm::vec3 eulers = safeEulerAngles(getOrientation());
eulers.x = 0.0f;
eulers.y += glm::radians(headYaw); // align body with head
eulers.z = 0.0f;
// Gather animation mode...
// This should be simpler when we have only graph animations always on.
bool isRig = _rig->getEnableRig();
// seting rig animation to true, below, will clear the graph animation menu item, so grab it now.
bool isGraph = _rig->getEnableAnimGraph() || Menu::getInstance()->isOptionChecked(MenuOption::EnableAnimGraph);
// ... and get to sane configuration where other activity won't bother us.
qApp->setRawAvatarUpdateThreading(false);
_rig->disableHands = true;
setEnableRigAnimations(true);
// Reset dynamic state.
_wasPushing = _isPushing = _isBraking = _billboardValid = _goToPending = _straightingLean = false;
_skeletonModel.reset();
getHead()->reset();
_targetVelocity = glm::vec3(0.0f);
setThrust(glm::vec3(0.0f));
auto worldBodyMatrix = _sensorToWorldMatrix * _bodySensorMatrix; // Assuming these are in sync and current...
setPosition(extractTranslation(worldBodyMatrix)); // ...positions body under head.
setOrientation(glm::quat(eulers)); // Not from worldBodyMatrix, in case it is NOT in sync and current.
// Make sure we have current sensor data.
// Get fresh data, in case we're really slow and out of wack.
_hmdSensorMatrix = qApp->getHMDSensorPose();
_hmdSensorPosition = extractTranslation(_hmdSensorMatrix);
_hmdSensorOrientation = extractRotation(_hmdSensorMatrix);
_bodySensorMatrix = deriveBodyFromHMDSensor(); // Based on new HMD position and yaw (no x/z rotation), in sensor space.
updateSensorToWorldMatrix(); // Uses updated position/orientation and _bodySensorMatrix changes
_hmdSensorOrientation = glm::quat_cast(_hmdSensorMatrix);
// Reset body position/orientation under the head.
auto newBodySensorMatrix = deriveBodyFromHMDSensor(); // Based on current cached HMD position/rotation..
auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix;
glm::vec3 worldBodyPos = extractTranslation(worldBodyMatrix);
glm::quat worldBodyRot = glm::normalize(glm::quat_cast(worldBodyMatrix));
// FIXME: Hack to retain the previous behavior wrt height.
// I'd like to make the body match head height, but that will have to wait for separate PR.
worldBodyPos.y = getPosition().y;
setPosition(worldBodyPos);
setOrientation(worldBodyRot);
// If there is any discrepency between positioning and the head (as there is in initial deriveBodyFromHMDSensor),
// we can make that right by setting _bodySensorMatrix = newBodySensorMatrix.
// However, doing so will make the head want to point to the previous body orientation, as cached above.
//_bodySensorMatrix = newBodySensorMatrix;
//updateSensorToWorldMatrix(); // Uses updated position/orientation and _bodySensorMatrix changes
_skeletonModel.simulate(0.1f); // non-zero
setEnableRigAnimations(false);