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avatar stands on lowest toe
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7f4e0c206c
commit
6673d9d0c2
5 changed files with 91 additions and 4 deletions
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@ -775,7 +775,10 @@ void Avatar::setSkeletonOffset(const glm::vec3& offset) {
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}
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glm::vec3 Avatar::getSkeletonPosition() const {
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return _position + _skeletonOffset;
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// The avatar is rotated PI about the yAxis, so we have to correct for it
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// to get the skeleton offset contribution in the world-frame.
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const glm::quat FLIP = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
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return _position + getOrientation() * FLIP * _skeletonOffset;
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}
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QVector<glm::quat> Avatar::getJointRotations() const {
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@ -89,6 +89,7 @@ MyAvatar::MyAvatar() :
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_billboardValid(false),
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_physicsSimulation(),
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_voxelShapeManager(),
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_feetTouchFloor(true),
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_isLookingAtLeftEye(true)
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{
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ShapeCollider::initDispatchTable();
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@ -115,7 +116,7 @@ QByteArray MyAvatar::toByteArray() {
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if (mode == CAMERA_MODE_THIRD_PERSON || mode == CAMERA_MODE_INDEPENDENT) {
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// fake the avatar position that is sent up to the AvatarMixer
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glm::vec3 oldPosition = _position;
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_position += _skeletonOffset;
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_position = getSkeletonPosition();
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QByteArray array = AvatarData::toByteArray();
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// copy the correct position back
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_position = oldPosition;
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@ -155,6 +156,9 @@ void MyAvatar::update(float deltaTime) {
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}
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simulate(deltaTime);
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if (_feetTouchFloor) {
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_skeletonModel.updateStandingFoot();
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}
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}
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void MyAvatar::simulate(float deltaTime) {
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@ -1034,7 +1038,14 @@ void MyAvatar::setAttachmentData(const QVector<AttachmentData>& attachmentData)
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glm::vec3 MyAvatar::getSkeletonPosition() const {
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CameraMode mode = Application::getInstance()->getCamera()->getMode();
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if (mode == CAMERA_MODE_THIRD_PERSON || mode == CAMERA_MODE_INDEPENDENT) {
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return Avatar::getSkeletonPosition();
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// The avatar is rotated PI about the yAxis, so we have to correct for it
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// to get the skeleton offset contribution in the world-frame.
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const glm::quat FLIP = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::vec3 skeletonOffset = _skeletonOffset;
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if (_feetTouchFloor) {
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skeletonOffset += _skeletonModel.getStandingOffset();
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}
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return _position + getOrientation() * FLIP * skeletonOffset;
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}
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return Avatar::getPosition();
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}
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@ -235,6 +235,7 @@ private:
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PhysicsSimulation _physicsSimulation;
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VoxelShapeManager _voxelShapeManager;
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bool _feetTouchFloor;
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bool _isLookingAtLeftEye;
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RecorderPointer _recorder;
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@ -22,13 +22,22 @@
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#include "SkeletonModel.h"
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#include "SkeletonRagdoll.h"
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enum StandingFootState {
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LEFT_FOOT,
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RIGHT_FOOT,
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NO_FOOT
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};
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SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) :
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Model(parent),
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_owningAvatar(owningAvatar),
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_boundingShape(),
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_boundingShapeLocalOffset(0.0f),
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_ragdoll(NULL),
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_defaultEyeModelPosition(glm::vec3(0.f, 0.f, 0.f)) {
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_defaultEyeModelPosition(glm::vec3(0.f, 0.f, 0.f)),
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_standingFoot(NO_FOOT),
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_standingOffset(0.0f),
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_clampedFootPosition(0.0f) {
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}
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SkeletonModel::~SkeletonModel() {
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@ -607,6 +616,62 @@ void SkeletonModel::updateVisibleJointStates() {
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}
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}
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/// \return offset of hips after foot animation
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void SkeletonModel::updateStandingFoot() {
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glm::vec3 offset(0.0f);
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int leftFootIndex = _geometry->getFBXGeometry().leftToeJointIndex;
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int rightFootIndex = _geometry->getFBXGeometry().rightToeJointIndex;
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if (leftFootIndex != -1 && rightFootIndex != -1) {
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glm::vec3 leftPosition, rightPosition;
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getJointPosition(leftFootIndex, leftPosition);
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getJointPosition(rightFootIndex, rightPosition);
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int lowestFoot = (leftPosition.y < rightPosition.y) ? LEFT_FOOT : RIGHT_FOOT;
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const float MIN_STEP_HEIGHT_THRESHOLD = 0.05f;
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bool oneFoot = fabsf(leftPosition.y - rightPosition.y) > MIN_STEP_HEIGHT_THRESHOLD;
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int currentFoot = oneFoot ? lowestFoot : _standingFoot;
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if (_standingFoot == NO_FOOT) {
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currentFoot = lowestFoot;
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}
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if (currentFoot != _standingFoot) {
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if (_standingFoot == NO_FOOT) {
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// pick the lowest foot
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glm::vec3 lowestPosition = (currentFoot == LEFT_FOOT) ? leftPosition : rightPosition;
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// we ignore zero length positions which can happen for a few frames until skeleton is fully loaded
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if (glm::length(lowestPosition) > 0.0f) {
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_standingFoot = currentFoot;
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_clampedFootPosition = lowestPosition;
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}
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} else {
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// swap feet
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_standingFoot = currentFoot;
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glm::vec3 nextPosition = leftPosition;
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glm::vec3 prevPosition = rightPosition;
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if (_standingFoot == RIGHT_FOOT) {
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nextPosition = rightPosition;
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prevPosition = leftPosition;
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}
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glm::vec3 oldOffset = _clampedFootPosition - prevPosition;
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_clampedFootPosition = oldOffset + nextPosition;
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offset = _clampedFootPosition - nextPosition;
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}
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} else {
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glm::vec3 nextPosition = (_standingFoot == LEFT_FOOT) ? leftPosition : rightPosition;
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offset = _clampedFootPosition - nextPosition;
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}
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// clamp the offset to not exceed some max distance
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const float MAX_STEP_OFFSET = 1.0f;
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float stepDistance = glm::length(offset);
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if (stepDistance > MAX_STEP_OFFSET) {
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offset *= (MAX_STEP_OFFSET / stepDistance);
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}
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}
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_standingOffset = offset;
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}
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SkeletonRagdoll* SkeletonModel::buildRagdoll() {
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if (!_ragdoll) {
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_ragdoll = new SkeletonRagdoll(this);
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@ -101,6 +101,10 @@ public:
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/// \return whether or not the head was found.
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glm::vec3 getDefaultEyeModelPosition() const;
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/// skeleton offset caused by moving feet
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void updateStandingFoot();
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const glm::vec3& getStandingOffset() const { return _standingOffset; }
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virtual void updateVisibleJointStates();
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SkeletonRagdoll* buildRagdoll();
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@ -154,6 +158,9 @@ private:
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SkeletonRagdoll* _ragdoll;
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glm::vec3 _defaultEyeModelPosition;
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int _standingFoot;
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glm::vec3 _standingOffset;
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glm::vec3 _clampedFootPosition;
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};
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#endif // hifi_SkeletonModel_h
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