starting to re-implement the walking state detection for smoothwalking

This commit is contained in:
amantley 2018-09-05 17:55:27 -07:00
parent 73e628bb8d
commit 6fb335429d
2 changed files with 14 additions and 2 deletions

View file

@ -516,6 +516,10 @@ void MyAvatar::update(float deltaTime) {
head->relax(deltaTime);
updateFromTrackers(deltaTime);
if (_isInWalkingState && glm::length(getControllerPoseInAvatarFrame(controller::Action::HEAD).getVelocity()) < 0.15f) {
_isInWalkingState = false;
}
// Get audio loudness data from audio input device
// Also get the AudioClient so we can update the avatar bounding box data
// on the AudioClient side.
@ -3912,7 +3916,7 @@ void MyAvatar::lateUpdatePalms() {
Avatar::updatePalms();
}
static const float FOLLOW_TIME = 0.1f;
static const float FOLLOW_TIME = 0.5f;
MyAvatar::FollowHelper::FollowHelper() {
deactivate();
@ -4002,7 +4006,8 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) cons
controller::Pose currentLeftHandPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND);
controller::Pose currentRightHandPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND);
qCDebug(interfaceapp) << "currentVelocity is " <<currentHeadPose.velocity;
bool stepDetected = false;
float myScale = myAvatar.getAvatarScale();
if (!withinBaseOfSupport(currentHeadPose) &&
@ -4014,6 +4019,9 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) cons
isHeadLevel(currentHeadPose, myAvatar.getAverageHeadRotation())) {
// a step is detected
stepDetected = true;
if (glm::length(currentHeadPose.velocity) > 0.15f) {
myAvatar._isInWalkingState = true;
}
} else {
glm::vec3 defaultHipsPosition = myAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(myAvatar.getJointIndex("Hips"));
glm::vec3 defaultHeadPosition = myAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(myAvatar.getJointIndex("Head"));
@ -4024,6 +4032,9 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) cons
myAvatar.setResetMode(true);
qCDebug(interfaceapp) << "failsafe called, default back " << anatomicalHeadToHipsDistance << " scale " << myAvatar.getAvatarScale() << " current length " << glm::length(currentHeadPosition - defaultHipsPosition);
stepDetected = true;
if (glm::length(currentHeadPose.velocity) > 0.15f) {
myAvatar._isInWalkingState = true;
}
}
qCDebug(interfaceapp) << "current head height " << currentHeadPose.getTranslation().y << " scale " << myAvatar.getAvatarScale() << " anatomical " << anatomicalHeadToHipsDistance;
}

View file

@ -1788,6 +1788,7 @@ private:
ThreadSafeValueCache<float> _walkBackwardSpeed { DEFAULT_AVATAR_MAX_WALKING_BACKWARD_SPEED };
ThreadSafeValueCache<float> _sprintSpeed { AVATAR_SPRINT_SPEED_SCALAR };
float _walkSpeedScalar { AVATAR_WALK_SPEED_SCALAR };
bool _isInWalkingState { false };
// load avatar scripts once when rig is ready
bool _shouldLoadScripts { false };