mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 17:03:58 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into baseball
This commit is contained in:
commit
75f4ae97c6
6 changed files with 106 additions and 137 deletions
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@ -125,7 +125,7 @@ MyAvatar::MyAvatar(RigPointer rig) :
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AVATAR_FRAME_TYPE = recording::Frame::registerFrameType(HEADER_NAME);
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});
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// FIXME how to deal with driving multiple avatars locally?
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// FIXME how to deal with driving multiple avatars locally?
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Frame::registerFrameHandler(AVATAR_FRAME_TYPE, [this](Frame::ConstPointer frame) {
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qDebug() << "Playback of avatar frame length: " << frame->data.size();
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avatarStateFromFrame(frame->data, this);
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@ -177,9 +177,8 @@ void MyAvatar::reset(bool andReload) {
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// Reset dynamic state.
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_wasPushing = _isPushing = _isBraking = _billboardValid = false;
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_isFollowingHMD = false;
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_hmdFollowVelocity = Vectors::ZERO;
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_hmdFollowSpeed = 0.0f;
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_followVelocity = Vectors::ZERO;
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_followSpeed = 0.0f;
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_skeletonModel.reset();
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getHead()->reset();
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_targetVelocity = glm::vec3(0.0f);
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@ -352,52 +351,40 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
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void MyAvatar::updateHMDFollowVelocity() {
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// compute offset to body's target position (in sensor-frame)
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auto sensorBodyMatrix = deriveBodyFromHMDSensor();
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_hmdFollowOffset = extractTranslation(sensorBodyMatrix) - extractTranslation(_bodySensorMatrix);
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glm::vec3 truncatedOffset = _hmdFollowOffset;
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if (truncatedOffset.y < 0.0f) {
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// don't pull the body DOWN to match the target (allow animation system to squat)
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truncatedOffset.y = 0.0f;
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}
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float truncatedOffsetDistance = glm::length(truncatedOffset);
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glm::vec3 offset = extractTranslation(sensorBodyMatrix) - extractTranslation(_bodySensorMatrix);
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_followOffsetDistance = glm::length(offset);
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const float FOLLOW_TIMESCALE = 0.5f;
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const float FOLLOW_THRESHOLD_SPEED = 0.2f;
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const float FOLLOW_MIN_DISTANCE = 0.01f;
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const float FOLLOW_THRESHOLD_DISTANCE = 0.2f;
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const float FOLLOW_MAX_IDLE_DISTANCE = 0.1f;
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bool isMoving;
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if (_lastIsMoving) {
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const float MOVE_EXIT_SPEED_THRESHOLD = 0.07f; // m/sec
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isMoving = glm::length(_velocity) >= MOVE_EXIT_SPEED_THRESHOLD;
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} else {
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const float MOVE_ENTER_SPEED_THRESHOLD = 0.2f; // m/sec
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isMoving = glm::length(_velocity) > MOVE_ENTER_SPEED_THRESHOLD;
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}
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bool justStartedMoving = (_lastIsMoving != isMoving) && isMoving;
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_lastIsMoving = isMoving;
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bool hmdIsAtRest = _hmdAtRestDetector.update(_hmdSensorPosition, _hmdSensorOrientation);
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const float MIN_HMD_HIP_SHIFT = 0.05f;
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if (justStartedMoving || (hmdIsAtRest && truncatedOffsetDistance > MIN_HMD_HIP_SHIFT)) {
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_isFollowingHMD = true;
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}
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bool needNewFollowSpeed = (_isFollowingHMD && _hmdFollowSpeed == 0.0f);
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if (!needNewFollowSpeed) {
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// check to see if offset has exceeded its threshold
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const float MAX_HMD_HIP_SHIFT = 0.2f;
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if (truncatedOffsetDistance > MAX_HMD_HIP_SHIFT) {
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_isFollowingHMD = true;
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needNewFollowSpeed = true;
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_followOffsetDistance = glm::length(offset);
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if (_followOffsetDistance < FOLLOW_MIN_DISTANCE) {
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// close enough
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_followOffsetDistance = 0.0f;
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} else {
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bool avatarIsMoving = glm::length(_velocity - _followVelocity) > FOLLOW_THRESHOLD_SPEED;
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bool shouldFollow = (hmdIsAtRest || avatarIsMoving) && _followOffsetDistance > FOLLOW_MAX_IDLE_DISTANCE;
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glm::vec3 truncatedOffset = offset;
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if (truncatedOffset.y < 0.0f) {
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truncatedOffset.y = 0.0f;
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}
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float truncatedDistance = glm::length(truncatedOffset);
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bool needsNewSpeed = truncatedDistance > FOLLOW_THRESHOLD_DISTANCE;
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if (needsNewSpeed || (shouldFollow && _followSpeed == 0.0f)) {
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// compute new speed
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_followSpeed = _followOffsetDistance / FOLLOW_TIMESCALE;
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}
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if (_followSpeed > 0.0f) {
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// to compute new velocity we must rotate offset into the world-frame
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glm::quat sensorToWorldRotation = extractRotation(_sensorToWorldMatrix);
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_followVelocity = _followSpeed * glm::normalize(sensorToWorldRotation * offset);
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}
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}
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if (_isFollowingHMD) {
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// only bother to rotate into world frame if we're following
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glm::quat sensorToWorldRotation = extractRotation(_sensorToWorldMatrix);
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_hmdFollowOffset = sensorToWorldRotation * _hmdFollowOffset;
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}
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if (needNewFollowSpeed) {
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// compute new velocity that will be used to resolve offset of hips from body
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const float FOLLOW_HMD_DURATION = 0.5f; // seconds
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_hmdFollowVelocity = (_hmdFollowOffset / FOLLOW_HMD_DURATION);
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_hmdFollowSpeed = glm::length(_hmdFollowVelocity);
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} else if (_isFollowingHMD) {
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// compute new velocity (but not new speed)
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_hmdFollowVelocity = _hmdFollowSpeed * glm::normalize(_hmdFollowOffset);
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}
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}
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@ -1295,11 +1282,11 @@ void MyAvatar::prepareForPhysicsSimulation() {
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_characterController.setAvatarPositionAndOrientation(getPosition(), getOrientation());
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if (qApp->isHMDMode()) {
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updateHMDFollowVelocity();
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} else if (_isFollowingHMD) {
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_isFollowingHMD = false;
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_hmdFollowVelocity = Vectors::ZERO;
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} else if (_followSpeed > 0.0f) {
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_followVelocity = Vectors::ZERO;
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_followSpeed = 0.0f;
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}
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_characterController.setHMDVelocity(_hmdFollowVelocity);
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_characterController.setFollowVelocity(_followVelocity);
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}
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void MyAvatar::harvestResultsFromPhysicsSimulation() {
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@ -1307,35 +1294,27 @@ void MyAvatar::harvestResultsFromPhysicsSimulation() {
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glm::quat orientation = getOrientation();
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_characterController.getAvatarPositionAndOrientation(position, orientation);
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nextAttitude(position, orientation);
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if (_isFollowingHMD) {
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setVelocity(_characterController.getLinearVelocity() + _hmdFollowVelocity);
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glm::vec3 hmdShift = _characterController.getHMDShift();
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adjustSensorTransform(hmdShift);
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if (_followSpeed > 0.0f) {
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adjustSensorTransform();
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setVelocity(_characterController.getLinearVelocity() + _followVelocity);
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} else {
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setVelocity(_characterController.getLinearVelocity());
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}
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}
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void MyAvatar::adjustSensorTransform(glm::vec3 hmdShift) {
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void MyAvatar::adjustSensorTransform() {
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// compute blendFactor of latest hmdShift
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// which we'll use to blend the rotation part
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float blendFactor = 1.0f;
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float shiftLength = glm::length(hmdShift);
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if (shiftLength > 1.0e-5f) {
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float offsetLength = glm::length(_hmdFollowOffset);
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if (offsetLength > shiftLength) {
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blendFactor = shiftLength / offsetLength;
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}
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}
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float linearDistance = _characterController.getFollowTime() * _followSpeed;
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float blendFactor = linearDistance < _followOffsetDistance ? linearDistance / _followOffsetDistance : 1.0f;
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auto newBodySensorMatrix = deriveBodyFromHMDSensor();
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auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix;
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glm::quat finalBodyRotation = glm::normalize(glm::quat_cast(worldBodyMatrix));
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if (blendFactor >= 0.99f) {
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// the "adjustment" is more or less complete so stop following
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_isFollowingHMD = false;
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_hmdFollowSpeed = 0.0f;
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_hmdFollowVelocity = Vectors::ZERO;
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_followVelocity = Vectors::ZERO;
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_followSpeed = 0.0f;
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// and slam the body's transform anyway to eliminate any slight errors
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glm::vec3 finalBodyPosition = extractTranslation(worldBodyMatrix);
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nextAttitude(finalBodyPosition, finalBodyRotation);
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@ -1515,6 +1494,9 @@ void MyAvatar::initAnimGraph() {
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QUrl::fromLocalFile(PathUtils::resourcesPath() + "meshes/defaultAvatar_full/avatar-animation.json") :
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_animGraphUrl);
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_rig->initAnimGraph(graphUrl, _skeletonModel.getGeometry()->getFBXGeometry());
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_bodySensorMatrix = deriveBodyFromHMDSensor(); // Based on current cached HMD position/rotation..
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updateSensorToWorldMatrix(); // Uses updated position/orientation and _bodySensorMatrix changes
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}
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void MyAvatar::destroyAnimGraph() {
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@ -1989,53 +1971,19 @@ glm::quat MyAvatar::getWorldBodyOrientation() const {
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// derive avatar body position and orientation from the current HMD Sensor location.
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// results are in sensor space
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glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
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// HMD is in sensor space.
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const glm::vec3 hmdPosition = getHMDSensorPosition();
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const glm::quat hmdOrientation = getHMDSensorOrientation();
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const glm::quat hmdOrientationYawOnly = cancelOutRollAndPitch(hmdOrientation);
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const glm::vec3 DEFAULT_RIGHT_EYE_POS(-0.3f, 1.6f, 0.0f);
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const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 1.6f, 0.0f);
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const glm::vec3 DEFAULT_NECK_POS(0.0f, 1.5f, 0.0f);
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const glm::vec3 DEFAULT_HIPS_POS(0.0f, 1.0f, 0.0f);
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vec3 localEyes, localNeck;
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if (!_debugDrawSkeleton) {
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const glm::quat rotY180 = glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f));
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localEyes = rotY180 * (((DEFAULT_RIGHT_EYE_POS + DEFAULT_LEFT_EYE_POS) / 2.0f) - DEFAULT_HIPS_POS);
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localNeck = rotY180 * (DEFAULT_NECK_POS - DEFAULT_HIPS_POS);
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} else {
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// TODO: At the moment MyAvatar does not have access to the rig, which has the skeleton, which has the bind poses.
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// for now use the _debugDrawSkeleton, which is initialized with the same FBX model as the rig.
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// TODO: cache these indices.
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int rightEyeIndex = _debugDrawSkeleton->nameToJointIndex("RightEye");
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int leftEyeIndex = _debugDrawSkeleton->nameToJointIndex("LeftEye");
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int neckIndex = _debugDrawSkeleton->nameToJointIndex("Neck");
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int hipsIndex = _debugDrawSkeleton->nameToJointIndex("Hips");
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glm::vec3 absRightEyePos = rightEyeIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(rightEyeIndex).trans : DEFAULT_RIGHT_EYE_POS;
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glm::vec3 absLeftEyePos = leftEyeIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(leftEyeIndex).trans : DEFAULT_LEFT_EYE_POS;
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glm::vec3 absNeckPos = neckIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(neckIndex).trans : DEFAULT_NECK_POS;
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glm::vec3 absHipsPos = neckIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(hipsIndex).trans : DEFAULT_HIPS_POS;
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const glm::quat rotY180 = glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f));
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localEyes = rotY180 * (((absRightEyePos + absLeftEyePos) / 2.0f) - absHipsPos);
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localNeck = rotY180 * (absNeckPos - absHipsPos);
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if (_rig) {
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// orientation
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const glm::quat hmdOrientation = getHMDSensorOrientation();
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const glm::quat yaw = cancelOutRollAndPitch(hmdOrientation);
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// position
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// we flip about yAxis when going from "root" to "avatar" frame
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// and we must also apply "yaw" to get into HMD frame
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glm::quat rotY180 = glm::angleAxis((float)M_PI, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::vec3 eyesInAvatarFrame = rotY180 * yaw * _rig->getEyesInRootFrame();
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glm::vec3 bodyPos = getHMDSensorPosition() - eyesInAvatarFrame;
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return createMatFromQuatAndPos(yaw, bodyPos);
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}
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// apply simplistic head/neck model
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// figure out where the avatar body should be by applying offsets from the avatar's neck & head joints.
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// eyeToNeck offset is relative full HMD orientation.
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// while neckToRoot offset is only relative to HMDs yaw.
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glm::vec3 eyeToNeck = hmdOrientation * (localNeck - localEyes);
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glm::vec3 neckToRoot = hmdOrientationYawOnly * -localNeck;
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glm::vec3 bodyPos = hmdPosition + eyeToNeck + neckToRoot;
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// avatar facing is determined solely by hmd orientation.
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return createMatFromQuatAndPos(hmdOrientationYawOnly, bodyPos);
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return glm::mat4();
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}
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glm::vec3 MyAvatar::getPositionForAudio() {
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@ -206,7 +206,7 @@ public:
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void prepareForPhysicsSimulation();
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void harvestResultsFromPhysicsSimulation();
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void adjustSensorTransform(glm::vec3 hmdShift);
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void adjustSensorTransform();
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const QString& getCollisionSoundURL() { return _collisionSoundURL; }
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void setCollisionSoundURL(const QString& url);
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@ -329,7 +329,7 @@ private:
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PalmData getActivePalmData(int palmIndex) const;
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// derive avatar body position and orientation from the current HMD Sensor location.
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// results are in sensor space
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// results are in HMD frame
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glm::mat4 deriveBodyFromHMDSensor() const;
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float _driveKeys[MAX_DRIVE_KEYS];
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@ -393,9 +393,10 @@ private:
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// used to transform any sensor into world space, including the _hmdSensorMat, or hand controllers.
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glm::mat4 _sensorToWorldMatrix;
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glm::vec3 _hmdFollowOffset { Vectors::ZERO };
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glm::vec3 _hmdFollowVelocity { Vectors::ZERO };
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float _hmdFollowSpeed { 0.0f };
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glm::vec3 _followVelocity { Vectors::ZERO };
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float _followSpeed { 0.0f };
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float _followOffsetDistance { 0.0f };
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bool _goToPending;
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glm::vec3 _goToPosition;
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@ -413,9 +414,6 @@ private:
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glm::vec3 _customListenPosition;
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glm::quat _customListenOrientation;
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bool _isFollowingHMD { false };
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float _followHMDAlpha { 0.0f };
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AtRestDetector _hmdAtRestDetector;
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bool _lastIsMoving { false };
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};
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@ -60,7 +60,7 @@ MyCharacterController::MyCharacterController(MyAvatar* avatar) {
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_floorDistance = MAX_FALL_HEIGHT;
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_walkVelocity.setValue(0.0f, 0.0f, 0.0f);
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_hmdVelocity.setValue(0.0f, 0.0f, 0.0f);
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_followVelocity.setValue(0.0f, 0.0f, 0.0f);
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_jumpSpeed = JUMP_SPEED;
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_isOnGround = false;
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_isJumping = false;
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@ -68,7 +68,7 @@ MyCharacterController::MyCharacterController(MyAvatar* avatar) {
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_isHovering = true;
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_isPushingUp = false;
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_jumpToHoverStart = 0;
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_lastStepDuration = 0.0f;
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_followTime = 0.0f;
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_pendingFlags = PENDING_FLAG_UPDATE_SHAPE;
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updateShapeIfNecessary();
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@ -161,16 +161,14 @@ void MyCharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt)
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}
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}
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// Rather than add _hmdVelocity to the velocity of the RigidBody, we explicitly teleport
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// Rather than add _followVelocity to the velocity of the RigidBody, we explicitly teleport
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// the RigidBody forward according to the formula: distance = rate * time
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if (_hmdVelocity.length2() > 0.0f) {
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if (_followVelocity.length2() > 0.0f) {
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btTransform bodyTransform = _rigidBody->getWorldTransform();
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bodyTransform.setOrigin(bodyTransform.getOrigin() + dt * _hmdVelocity);
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bodyTransform.setOrigin(bodyTransform.getOrigin() + dt * _followVelocity);
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_rigidBody->setWorldTransform(bodyTransform);
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}
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// MyAvatar will ask us how far we stepped for HMD motion, which will depend on how
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// much time has accumulated in _lastStepDuration.
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_lastStepDuration += dt;
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_followTime += dt;
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}
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void MyCharacterController::jump() {
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@ -346,8 +344,8 @@ void MyCharacterController::setTargetVelocity(const glm::vec3& velocity) {
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_walkVelocity = glmToBullet(velocity);
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}
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void MyCharacterController::setHMDVelocity(const glm::vec3& velocity) {
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_hmdVelocity = glmToBullet(velocity);
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void MyCharacterController::setFollowVelocity(const glm::vec3& velocity) {
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_followVelocity = glmToBullet(velocity);
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}
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glm::vec3 MyCharacterController::getLinearVelocity() const {
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@ -400,7 +398,7 @@ void MyCharacterController::preSimulation() {
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}
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}
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}
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_lastStepDuration = 0.0f;
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_followTime = 0.0f;
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}
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void MyCharacterController::postSimulation() {
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@ -64,8 +64,8 @@ public:
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void getAvatarPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const;
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void setTargetVelocity(const glm::vec3& velocity);
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void setHMDVelocity(const glm::vec3& velocity);
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glm::vec3 getHMDShift() const { return _lastStepDuration * bulletToGLM(_hmdVelocity); }
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void setFollowVelocity(const glm::vec3& velocity);
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float getFollowTime() const { return _followTime; }
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glm::vec3 getLinearVelocity() const;
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@ -75,7 +75,7 @@ protected:
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protected:
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btVector3 _currentUp;
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btVector3 _walkVelocity;
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btVector3 _hmdVelocity;
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btVector3 _followVelocity;
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btTransform _avatarBodyTransform;
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glm::vec3 _shapeLocalOffset;
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@ -93,7 +93,7 @@ protected:
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btScalar _gravity;
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btScalar _jumpSpeed;
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btScalar _lastStepDuration;
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btScalar _followTime;
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bool _enabled;
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bool _isOnGround;
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@ -407,6 +407,24 @@ void Rig::calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds,
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*alphaOut = alpha;
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}
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void Rig::computeEyesInRootFrame(const AnimPoseVec& poses) {
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// TODO: use cached eye/hips indices for these calculations
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int numPoses = poses.size();
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int rightEyeIndex = _animSkeleton->nameToJointIndex(QString("RightEye"));
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int leftEyeIndex = _animSkeleton->nameToJointIndex(QString("LeftEye"));
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if (numPoses > rightEyeIndex && numPoses > leftEyeIndex
|
||||
&& rightEyeIndex > 0 && leftEyeIndex > 0) {
|
||||
int hipsIndex = _animSkeleton->nameToJointIndex(QString("Hips"));
|
||||
int headIndex = _animSkeleton->nameToJointIndex(QString("Head"));
|
||||
if (hipsIndex >= 0 && headIndex > 0) {
|
||||
glm::vec3 rightEye = _animSkeleton->getAbsolutePose(rightEyeIndex, poses).trans;
|
||||
glm::vec3 leftEye = _animSkeleton->getAbsolutePose(leftEyeIndex, poses).trans;
|
||||
glm::vec3 hips = _animSkeleton->getAbsolutePose(hipsIndex, poses).trans;
|
||||
_eyesInRootFrame = 0.5f * (rightEye + leftEye) - hips;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// animation reference speeds.
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||||
static const std::vector<float> FORWARD_SPEEDS = { 0.4f, 1.4f, 4.5f }; // m/s
|
||||
static const std::vector<float> BACKWARD_SPEEDS = { 0.6f, 1.45f }; // m/s
|
||||
|
@ -730,6 +748,7 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
|
|||
setJointTranslation((int)i, true, poses[i].trans, PRIORITY);
|
||||
}
|
||||
|
||||
computeEyesInRootFrame(poses);
|
||||
} else {
|
||||
|
||||
// First normalize the fades so that they sum to 1.0.
|
||||
|
@ -1124,14 +1143,14 @@ void Rig::updateLeanJoint(int index, float leanSideways, float leanForward, floa
|
|||
|
||||
static AnimPose avatarToBonePose(AnimPose pose, AnimSkeleton::ConstPointer skeleton) {
|
||||
AnimPose rootPose = skeleton->getAbsoluteBindPose(skeleton->nameToJointIndex("Hips"));
|
||||
AnimPose rotY180(glm::vec3(1), glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0));
|
||||
AnimPose rotY180(glm::vec3(1.0f), glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0));
|
||||
return rootPose * rotY180 * pose;
|
||||
}
|
||||
|
||||
#ifdef DEBUG_RENDERING
|
||||
static AnimPose boneToAvatarPose(AnimPose pose, AnimSkeleton::ConstPointer skeleton) {
|
||||
AnimPose rootPose = skeleton->getAbsoluteBindPose(skeleton->nameToJointIndex("Hips"));
|
||||
AnimPose rotY180(glm::vec3(1), glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0));
|
||||
AnimPose rotY180(glm::vec3(1.0f), glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0));
|
||||
return (rootPose * rotY180).inverse() * pose;
|
||||
}
|
||||
#endif
|
||||
|
@ -1342,6 +1361,7 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
|
|||
void Rig::makeAnimSkeleton(const FBXGeometry& fbxGeometry) {
|
||||
if (!_animSkeleton) {
|
||||
_animSkeleton = std::make_shared<AnimSkeleton>(fbxGeometry);
|
||||
computeEyesInRootFrame(_animSkeleton->getRelativeBindPoses());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -214,6 +214,8 @@ public:
|
|||
|
||||
bool getModelOffset(glm::vec3& modelOffsetOut) const;
|
||||
|
||||
const glm::vec3& getEyesInRootFrame() const { return _eyesInRootFrame; }
|
||||
|
||||
protected:
|
||||
void updateAnimationStateHandlers();
|
||||
|
||||
|
@ -222,6 +224,8 @@ public:
|
|||
void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade);
|
||||
void calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const;
|
||||
|
||||
void computeEyesInRootFrame(const AnimPoseVec& poses);
|
||||
|
||||
QVector<JointState> _jointStates;
|
||||
int _rootJointIndex = -1;
|
||||
|
||||
|
@ -241,6 +245,7 @@ public:
|
|||
glm::vec3 _lastFront;
|
||||
glm::vec3 _lastPosition;
|
||||
glm::vec3 _lastVelocity;
|
||||
glm::vec3 _eyesInRootFrame { Vectors::ZERO };
|
||||
|
||||
std::shared_ptr<AnimNode> _animNode;
|
||||
std::shared_ptr<AnimSkeleton> _animSkeleton;
|
||||
|
|
Loading…
Reference in a new issue