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https://github.com/overte-org/overte.git
synced 2025-04-21 19:04:32 +02:00
Faceshift drives body rotation, remove gyro-driven rotation
This commit is contained in:
parent
462d0b90c1
commit
6b0f9314ba
11 changed files with 38 additions and 62 deletions
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@ -1750,6 +1750,11 @@ void Application::update(float deltaTime) {
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// Update faceshift
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_faceshift.update();
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// Copy angular velocity if measured by faceshift, to the head
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if (_faceshift.isActive()) {
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_myAvatar.getHead().setAngularVelocity(_faceshift.getHeadAngularVelocity());
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}
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// if we have faceshift, use that to compute the lookat direction
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glm::vec3 lookAtRayOrigin = mouseRayOrigin, lookAtRayDirection = mouseRayDirection;
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@ -1932,7 +1937,7 @@ void Application::update(float deltaTime) {
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if (!avatar->isInitialized()) {
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avatar->init();
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}
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avatar->simulate(deltaTime, NULL, 0.f);
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avatar->simulate(deltaTime, NULL);
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avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
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}
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node->unlock();
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@ -1947,9 +1952,9 @@ void Application::update(float deltaTime) {
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::TransmitterDrive) && _myTransmitter.isConnected()) {
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_myAvatar.simulate(deltaTime, &_myTransmitter, Menu::getInstance()->getGyroCameraSensitivity());
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_myAvatar.simulate(deltaTime, &_myTransmitter);
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} else {
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_myAvatar.simulate(deltaTime, NULL, Menu::getInstance()->getGyroCameraSensitivity());
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_myAvatar.simulate(deltaTime, NULL);
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}
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// no transmitter drive implies transmitter pick
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@ -485,7 +485,6 @@ void Menu::loadSettings(QSettings* settings) {
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settings = Application::getInstance()->getSettings();
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}
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_gyroCameraSensitivity = loadSetting(settings, "gyroCameraSensitivity", 0.5f);
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_audioJitterBufferSamples = loadSetting(settings, "audioJitterBufferSamples", 0);
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_fieldOfView = loadSetting(settings, "fieldOfView", DEFAULT_FIELD_OF_VIEW_DEGREES);
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_maxVoxels = loadSetting(settings, "maxVoxels", DEFAULT_MAX_VOXELS_PER_SYSTEM);
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@ -509,7 +508,6 @@ void Menu::saveSettings(QSettings* settings) {
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settings = Application::getInstance()->getSettings();
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}
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settings->setValue("gyroCameraSensitivity", _gyroCameraSensitivity);
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settings->setValue("audioJitterBufferSamples", _audioJitterBufferSamples);
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settings->setValue("fieldOfView", _fieldOfView);
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settings->setValue("maxVoxels", _maxVoxels);
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@ -778,10 +776,6 @@ void Menu::editPreferences() {
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fieldOfView->setValue(_fieldOfView);
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form->addRow("Vertical Field of View (Degrees):", fieldOfView);
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QDoubleSpinBox* gyroCameraSensitivity = new QDoubleSpinBox();
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gyroCameraSensitivity->setValue(_gyroCameraSensitivity);
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form->addRow("Gyro Camera Sensitivity (0 - 1):", gyroCameraSensitivity);
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QDoubleSpinBox* leanScale = new QDoubleSpinBox();
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leanScale->setValue(applicationInstance->getAvatar()->getLeanScale());
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form->addRow("Lean Scale:", leanScale);
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@ -823,7 +817,6 @@ void Menu::editPreferences() {
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applicationInstance->getAvatar()->getHead().setPupilDilation(pupilDilation->value() / (float)pupilDilation->maximum());
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_gyroCameraSensitivity = gyroCameraSensitivity->value();
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_maxVoxels = maxVoxels->value();
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applicationInstance->getVoxels()->setMaxVoxels(_maxVoxels);
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@ -49,7 +49,6 @@ public:
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float getAudioJitterBufferSamples() const { return _audioJitterBufferSamples; }
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float getFieldOfView() const { return _fieldOfView; }
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float getGyroCameraSensitivity() const { return _gyroCameraSensitivity; }
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BandwidthDialog* getBandwidthDialog() const { return _bandwidthDialog; }
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FrustumDrawMode getFrustumDrawMode() const { return _frustumDrawMode; }
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ViewFrustumOffset getViewFrustumOffset() const { return _viewFrustumOffset; }
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@ -114,7 +113,6 @@ private:
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BandwidthDialog* _bandwidthDialog;
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float _fieldOfView; /// in Degrees, doesn't apply to HMD like Oculus
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FrustumDrawMode _frustumDrawMode;
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float _gyroCameraSensitivity;
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ViewFrustumOffset _viewFrustumOffset;
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QActionGroup* _voxelModeActionsGroup;
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VoxelStatsDialog* _voxelStatsDialog;
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@ -289,7 +289,7 @@ void Avatar::follow(Avatar* leadingAvatar) {
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}
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}
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void Avatar::simulate(float deltaTime, Transmitter* transmitter, float gyroCameraSensitivity) {
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void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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glm::quat orientation = getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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@ -403,7 +403,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter, float gyroCamer
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_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
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_head.setPosition(_bodyBall[ BODY_BALL_HEAD_BASE ].position);
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_head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]));
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_head.simulate(deltaTime, false, gyroCameraSensitivity);
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_head.simulate(deltaTime, false);
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_hand.simulate(deltaTime, false);
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// use speed and angular velocity to determine walking vs. standing
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@ -135,7 +135,7 @@ public:
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~Avatar();
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void init();
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void simulate(float deltaTime, Transmitter* transmitter, float gyroCameraSensitivity);
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void simulate(float deltaTime, Transmitter* transmitter);
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void follow(Avatar* leadingAvatar);
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void render(bool lookingInMirror, bool renderAvatarBalls);
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@ -71,6 +71,7 @@ Head::Head(Avatar* owningAvatar) :
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_audioAttack(0.0f),
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_returnSpringScale(1.0f),
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_bodyRotation(0.0f, 0.0f, 0.0f),
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_angularVelocity(0,0,0),
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_renderLookatVectors(false),
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_mohawkInitialized(false),
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_saccade(0.0f, 0.0f, 0.0f),
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@ -132,7 +133,7 @@ void Head::resetHairPhysics() {
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}
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void Head::simulate(float deltaTime, bool isMine, float gyroCameraSensitivity) {
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void Head::simulate(float deltaTime, bool isMine) {
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// Update audio trailing average for rendering facial animations
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Faceshift* faceshift = Application::getInstance()->getFaceshift();
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@ -230,44 +231,6 @@ void Head::simulate(float deltaTime, bool isMine, float gyroCameraSensitivity) {
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// based on the nature of the lookat position, determine if the eyes can look / are looking at it.
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if (USING_PHYSICAL_MOHAWK) {
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updateHairPhysics(deltaTime);
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}
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// Update camera pitch and yaw independently from motion of head (for gyro-based interface)
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if (isMine && _cameraFollowsHead && (gyroCameraSensitivity > 0.f)) {
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// If we are using gyros and using gyroLook, have the camera follow head but with a null region
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// to create stable rendering view with small head movements.
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const float CAMERA_FOLLOW_HEAD_RATE_START = 0.1f;
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const float CAMERA_FOLLOW_HEAD_RATE_MAX = 1.0f;
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const float CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE = 1.05f;
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const float CAMERA_STOP_TOLERANCE_DEGREES = 0.5f;
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const float PITCH_START_RANGE = 20.f;
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const float YAW_START_RANGE = 10.f;
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float pitchStartTolerance = PITCH_START_RANGE
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* (1.f - gyroCameraSensitivity)
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+ (2.f * CAMERA_STOP_TOLERANCE_DEGREES);
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float yawStartTolerance = YAW_START_RANGE
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* (1.f - gyroCameraSensitivity)
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+ (2.f * CAMERA_STOP_TOLERANCE_DEGREES);
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float cameraHeadAngleDifference = glm::length(glm::vec2(_pitch - _cameraPitch, _yaw - _cameraYaw));
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if (_isCameraMoving) {
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_cameraFollowHeadRate = glm::clamp(_cameraFollowHeadRate * CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE,
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0.f,
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CAMERA_FOLLOW_HEAD_RATE_MAX);
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_cameraPitch += (_pitch - _cameraPitch) * _cameraFollowHeadRate;
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_cameraYaw += (_yaw - _cameraYaw) * _cameraFollowHeadRate;
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if (cameraHeadAngleDifference < CAMERA_STOP_TOLERANCE_DEGREES) {
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_isCameraMoving = false;
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}
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} else {
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if ((fabs(_pitch - _cameraPitch) > pitchStartTolerance) ||
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(fabs(_yaw - _cameraYaw) > yawStartTolerance)) {
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_isCameraMoving = true;
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_cameraFollowHeadRate = CAMERA_FOLLOW_HEAD_RATE_START;
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}
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}
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}
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}
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@ -44,7 +44,7 @@ public:
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void init();
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void reset();
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void simulate(float deltaTime, bool isMine, float gyroCameraSensitivity);
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void simulate(float deltaTime, bool isMine);
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void render(float alpha, bool isMine);
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void renderMohawk();
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@ -64,6 +64,8 @@ public:
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glm::quat getOrientation() const;
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glm::quat getCameraOrientation () const;
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const glm::vec3& getAngularVelocity() const { return _angularVelocity; }
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void setAngularVelocity(glm::vec3 angularVelocity) { _angularVelocity = angularVelocity; }
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float getScale() const { return _scale; }
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glm::vec3 getPosition() const { return _position; }
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@ -116,6 +118,7 @@ private:
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float _audioAttack;
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float _returnSpringScale; //strength of return springs
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glm::vec3 _bodyRotation;
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glm::vec3 _angularVelocity;
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bool _renderLookatVectors;
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BendyLine _hairTuft[NUM_HAIR_TUFTS];
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bool _mohawkInitialized;
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@ -65,7 +65,7 @@ void MyAvatar::reset() {
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_hand.reset();
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}
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void MyAvatar::simulate(float deltaTime, Transmitter* transmitter, float gyroCameraSensitivity) {
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void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
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glm::quat orientation = getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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@ -303,7 +303,7 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter, float gyroCam
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_head.setPosition(_bodyBall[ BODY_BALL_HEAD_BASE ].position);
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_head.setScale(_scale);
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_head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]));
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_head.simulate(deltaTime, true, gyroCameraSensitivity);
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_head.simulate(deltaTime, true);
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_hand.simulate(deltaTime, true);
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const float WALKING_SPEED_THRESHOLD = 0.2f;
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@ -337,7 +337,13 @@ void MyAvatar::updateFromGyrosAndOrWebcam(bool gyroLook,
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if (faceshift->isActive()) {
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estimatedPosition = faceshift->getHeadTranslation();
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estimatedRotation = safeEulerAngles(faceshift->getHeadRotation());
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// Rotate the body if the head is turned quickly
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glm::vec3 headAngularVelocity = faceshift->getHeadAngularVelocity();
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const float FACESHIFT_YAW_VIEW_SENSITIVITY = 20.f;
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const float FACESHIFT_MIN_YAW_VELOCITY = 1.0f;
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if (fabs(headAngularVelocity.y) > FACESHIFT_MIN_YAW_VELOCITY) {
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_bodyYawDelta += headAngularVelocity.y * FACESHIFT_YAW_VIEW_SENSITIVITY;
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}
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} else if (gyros->isActive()) {
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estimatedRotation = gyros->getEstimatedRotation();
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@ -16,7 +16,7 @@ public:
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MyAvatar(Node* owningNode = NULL);
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void reset();
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void simulate(float deltaTime, Transmitter* transmitter, float gyroCameraSensitivity);
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void simulate(float deltaTime, Transmitter* transmitter);
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void updateFromGyrosAndOrWebcam(bool gyroLook, float pitchFromTouch);
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void render(bool lookingInMirror, bool renderAvatarBalls);
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void renderScreenTint(ScreenTintLayer layer, Camera& whichCamera);
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@ -144,12 +144,18 @@ void Faceshift::receive(const QByteArray& buffer) {
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if ((_tracking = data.m_trackingSuccessful)) {
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glm::quat newRotation = glm::quat(data.m_headRotation.w, -data.m_headRotation.x,
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data.m_headRotation.y, -data.m_headRotation.z);
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// Compute angular velocity of the head
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glm::quat r = newRotation * glm::inverse(_headRotation);
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//printf("angle = %.3f\n", 2 * acos(r.w));
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float theta = 2 * acos(r.w);
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if (theta > EPSILON) {
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float rMag = glm::length(glm::vec3(r.x, r.y, r.z));
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float AVERAGE_FACESHIFT_FRAME_TIME = 0.033f;
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_headAngularVelocity = theta / AVERAGE_FACESHIFT_FRAME_TIME * glm::vec3(r.x, r.y, r.z) / rMag;
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} else {
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_headAngularVelocity = glm::vec3(0,0,0);
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}
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_headRotation = newRotation;
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//_headRotation = glm::quat(data.m_headRotation.w, -data.m_headRotation.x,
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// data.m_headRotation.y, -data.m_headRotation.z);
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const float TRANSLATION_SCALE = 0.02f;
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_headTranslation = glm::vec3(data.m_headTranslation.x, data.m_headTranslation.y,
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-data.m_headTranslation.z) * TRANSLATION_SCALE;
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@ -30,6 +30,7 @@ public:
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bool isActive() const;
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const glm::quat& getHeadRotation() const { return _headRotation; }
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const glm::vec3& getHeadAngularVelocity() const { return _headAngularVelocity; }
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const glm::vec3& getHeadTranslation() const { return _headTranslation; }
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float getEyeGazeLeftPitch() const { return _eyeGazeLeftPitch; }
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@ -88,6 +89,7 @@ private:
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uint64_t _lastTrackingStateReceived;
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glm::quat _headRotation;
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glm::vec3 _headAngularVelocity;
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glm::vec3 _headTranslation;
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float _eyeGazeLeftPitch;
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