mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 03:24:00 +02:00
Merge branch 'sam/vive-hand-controllers' of github.com:hyperlogic/hifi into sam/vive-hand-controllers
This commit is contained in:
commit
65b76869fa
3 changed files with 47 additions and 31 deletions
|
@ -108,7 +108,10 @@ MyAvatar::MyAvatar() :
|
|||
_hmdSensorPosition(),
|
||||
_bodySensorMatrix(),
|
||||
_sensorToWorldMatrix(),
|
||||
_standingHMDSensorMode(false)
|
||||
_standingHMDSensorMode(false),
|
||||
_goToPending(false),
|
||||
_goToPosition(),
|
||||
_goToOrientation()
|
||||
{
|
||||
_firstPersonSkeletonModel.setIsFirstPerson(true);
|
||||
|
||||
|
@ -159,6 +162,12 @@ void MyAvatar::reset() {
|
|||
|
||||
void MyAvatar::update(float deltaTime) {
|
||||
|
||||
if (_goToPending) {
|
||||
setPosition(_goToPosition);
|
||||
setOrientation(_goToOrientation);
|
||||
_goToPending = false;
|
||||
}
|
||||
|
||||
if (_referential) {
|
||||
_referential->update();
|
||||
}
|
||||
|
@ -250,21 +259,30 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
maybeUpdateBillboard();
|
||||
}
|
||||
|
||||
glm::mat4 MyAvatar::getSensorToWorldMatrix() const {
|
||||
if (getStandingHMDSensorMode()) {
|
||||
return _sensorToWorldMatrix;
|
||||
} else {
|
||||
return createMatFromQuatAndPos(getWorldAlignedOrientation(), getDefaultEyePosition());
|
||||
}
|
||||
}
|
||||
|
||||
// best called at end of main loop, just before rendering.
|
||||
// update sensor to world matrix from current body position and hmd sensor.
|
||||
// This is so the correct camera can be used for rendering.
|
||||
void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
|
||||
|
||||
// update the sensorMatrices based on the new hmd pose
|
||||
_hmdSensorMatrix = hmdSensorMatrix;
|
||||
_hmdSensorPosition = extractTranslation(hmdSensorMatrix);
|
||||
_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
|
||||
_bodySensorMatrix = deriveBodyFromHMDSensor();
|
||||
|
||||
// set the body position/orientation to reflect motion due to the head.
|
||||
auto worldMat = _sensorToWorldMatrix * _bodySensorMatrix;
|
||||
setPosition(extractTranslation(worldMat));
|
||||
setOrientation(glm::quat_cast(worldMat));
|
||||
if (getStandingHMDSensorMode()) {
|
||||
// set the body position/orientation to reflect motion due to the head.
|
||||
auto worldMat = _sensorToWorldMatrix * _bodySensorMatrix;
|
||||
setPosition(extractTranslation(worldMat));
|
||||
setOrientation(glm::quat_cast(worldMat));
|
||||
}
|
||||
}
|
||||
|
||||
// best called at end of main loop, just before rendering.
|
||||
|
@ -1604,35 +1622,27 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
|
|||
qCDebug(interfaceapp).nospace() << "MyAvatar goToLocation - moving to " << newPosition.x << ", "
|
||||
<< newPosition.y << ", " << newPosition.z;
|
||||
|
||||
if (qApp->isHMDMode() && getStandingHMDSensorMode()) {
|
||||
// AJT: FIXME, does not work with orientation.
|
||||
// AJT: FIXME, does not work with shouldFaceLocation flag.
|
||||
// Set the orientation of the sensor room, not the avatar itself.
|
||||
glm::mat4 m;
|
||||
m[3] = glm::vec4(newPosition, 1);
|
||||
_sensorToWorldMatrix = m;
|
||||
} else {
|
||||
glm::vec3 shiftedPosition = newPosition;
|
||||
if (hasOrientation) {
|
||||
qCDebug(interfaceapp).nospace() << "MyAvatar goToLocation - new orientation is "
|
||||
<< newOrientation.x << ", " << newOrientation.y << ", " << newOrientation.z << ", " << newOrientation.w;
|
||||
_goToPending = true;
|
||||
_goToPosition = newPosition;
|
||||
_goToOrientation = getOrientation();
|
||||
if (hasOrientation) {
|
||||
qCDebug(interfaceapp).nospace() << "MyAvatar goToLocation - new orientation is "
|
||||
<< newOrientation.x << ", " << newOrientation.y << ", " << newOrientation.z << ", " << newOrientation.w;
|
||||
|
||||
// orient the user to face the target
|
||||
glm::quat quatOrientation = newOrientation;
|
||||
// orient the user to face the target
|
||||
glm::quat quatOrientation = newOrientation;
|
||||
|
||||
if (shouldFaceLocation) {
|
||||
quatOrientation = newOrientation * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
if (shouldFaceLocation) {
|
||||
quatOrientation = newOrientation * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
// move the user a couple units away
|
||||
const float DISTANCE_TO_USER = 2.0f;
|
||||
shiftedPosition = newPosition - quatOrientation * IDENTITY_FRONT * DISTANCE_TO_USER;
|
||||
}
|
||||
|
||||
setOrientation(quatOrientation);
|
||||
// move the user a couple units away
|
||||
const float DISTANCE_TO_USER = 2.0f;
|
||||
_goToPosition = newPosition - quatOrientation * IDENTITY_FRONT * DISTANCE_TO_USER;
|
||||
}
|
||||
|
||||
slamPosition(shiftedPosition);
|
||||
_goToOrientation = quatOrientation;
|
||||
}
|
||||
|
||||
emit transformChanged();
|
||||
}
|
||||
|
||||
|
|
|
@ -48,7 +48,7 @@ public:
|
|||
const glm::mat4& getHMDSensorMatrix() const { return _hmdSensorMatrix; }
|
||||
const glm::vec3& getHMDSensorPosition() const { return _hmdSensorPosition; }
|
||||
const glm::quat& getHMDSensorOrientation() const { return _hmdSensorOrientation; }
|
||||
glm::mat4 getSensorToWorldMatrix() const { return _sensorToWorldMatrix; }
|
||||
glm::mat4 getSensorToWorldMatrix() const;
|
||||
|
||||
// best called at start of main loop just after we have a fresh hmd pose.
|
||||
// update internal body position from new hmd pose.
|
||||
|
@ -330,6 +330,10 @@ private:
|
|||
glm::mat4 _sensorToWorldMatrix;
|
||||
|
||||
bool _standingHMDSensorMode;
|
||||
|
||||
bool _goToPending;
|
||||
glm::vec3 _goToPosition;
|
||||
glm::quat _goToOrientation;
|
||||
};
|
||||
|
||||
#endif // hifi_MyAvatar_h
|
||||
|
|
|
@ -54,7 +54,9 @@ glm::mat4 OculusBaseDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseP
|
|||
}
|
||||
|
||||
glm::mat4 OculusBaseDisplayPlugin::getModelview(Eye eye, const glm::mat4& baseModelview) const {
|
||||
return baseModelview * toGlm(_eyePoses[eye]);
|
||||
auto eyeOffsetMat = glm::mat4();
|
||||
setTranslation(eyeOffsetMat, toGlm(_eyeOffsets[eye]));
|
||||
return baseModelview * eyeOffsetMat;
|
||||
}
|
||||
|
||||
void OculusBaseDisplayPlugin::resetSensors() {
|
||||
|
|
Loading…
Reference in a new issue