diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index d6f64d360a..1cbe127857 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -249,8 +249,6 @@ Menu::Menu() { addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::BlueSpeechSphere, 0, true); addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::EnableCharacterController, 0, true, avatar, SLOT(updateMotionBehavior())); - addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::ShiftHipsForIdleAnimations, 0, false, - avatar, SLOT(updateMotionBehavior())); MenuWrapper* viewMenu = addMenu("View"); diff --git a/interface/src/Menu.h b/interface/src/Menu.h index 7a9fec4e78..62a1ae3b0f 100644 --- a/interface/src/Menu.h +++ b/interface/src/Menu.h @@ -273,7 +273,6 @@ namespace MenuOption { const QString SimpleShadows = "Simple"; const QString SixenseEnabled = "Enable Hydra Support"; const QString SixenseMouseInput = "Enable Sixense Mouse Input"; - const QString ShiftHipsForIdleAnimations = "Shift hips for idle animations"; const QString Stars = "Stars"; const QString Stats = "Stats"; const QString StopAllScripts = "Stop All Scripts"; diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index f332173568..3ec6a2b1d6 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -98,7 +98,6 @@ MyAvatar::MyAvatar() : _lookAtTargetAvatar(), _shouldRender(true), _billboardValid(false), - _feetTouchFloor(true), _eyeContactTarget(LEFT_EYE), _realWorldFieldOfView("realWorldFieldOfView", DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES), @@ -166,9 +165,6 @@ void MyAvatar::update(float deltaTime) { head->setAudioAverageLoudness(audio->getAudioAverageInputLoudness()); simulate(deltaTime); - if (_feetTouchFloor) { - _skeletonModel.updateStandingFoot(); - } } void MyAvatar::simulate(float deltaTime) { @@ -1140,11 +1136,7 @@ glm::vec3 MyAvatar::getSkeletonPosition() const { // The avatar is rotated PI about the yAxis, so we have to correct for it // to get the skeleton offset contribution in the world-frame. const glm::quat FLIP = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)); - glm::vec3 skeletonOffset = _skeletonOffset; - if (_feetTouchFloor) { - skeletonOffset += _skeletonModel.getStandingOffset(); - } - return _position + getOrientation() * FLIP * skeletonOffset; + return _position + getOrientation() * FLIP * _skeletonOffset; } return Avatar::getPosition(); } @@ -1622,7 +1614,6 @@ void MyAvatar::updateMotionBehavior() { _motionBehaviors &= ~AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED; } _characterController.setEnabled(menu->isOptionChecked(MenuOption::EnableCharacterController)); - _feetTouchFloor = menu->isOptionChecked(MenuOption::ShiftHipsForIdleAnimations); } //Renders sixense laser pointers for UI selection with controllers diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index b18b8df121..90d9b47e1c 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -258,7 +258,6 @@ private: QList _animationHandles; - bool _feetTouchFloor; eyeContactTarget _eyeContactTarget; RecorderPointer _recorder; diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index fa7c5f08bb..5deebca638 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -24,12 +24,6 @@ #include "Util.h" #include "InterfaceLogging.h" -enum StandingFootState { - LEFT_FOOT, - RIGHT_FOOT, - NO_FOOT -}; - SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) : Model(parent), _triangleFanID(DependencyManager::get()->allocateID()), @@ -37,9 +31,6 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) : _boundingShape(), _boundingShapeLocalOffset(0.0f), _defaultEyeModelPosition(glm::vec3(0.0f, 0.0f, 0.0f)), - _standingFoot(NO_FOOT), - _standingOffset(0.0f), - _clampedFootPosition(0.0f), _headClipDistance(DEFAULT_NEAR_CLIP), _isFirstPerson(false) { @@ -573,65 +564,6 @@ glm::vec3 SkeletonModel::getDefaultEyeModelPosition() const { return _owningAvatar->getScale() * _defaultEyeModelPosition; } -/// \return offset of hips after foot animation -void SkeletonModel::updateStandingFoot() { - if (_geometry == NULL) { - return; - } - glm::vec3 offset(0.0f); - int leftFootIndex = _geometry->getFBXGeometry().leftToeJointIndex; - int rightFootIndex = _geometry->getFBXGeometry().rightToeJointIndex; - - if (leftFootIndex != -1 && rightFootIndex != -1) { - glm::vec3 leftPosition, rightPosition; - getJointPosition(leftFootIndex, leftPosition); - getJointPosition(rightFootIndex, rightPosition); - - int lowestFoot = (leftPosition.y < rightPosition.y) ? LEFT_FOOT : RIGHT_FOOT; - const float MIN_STEP_HEIGHT_THRESHOLD = 0.05f; - bool oneFoot = fabsf(leftPosition.y - rightPosition.y) > MIN_STEP_HEIGHT_THRESHOLD; - int currentFoot = oneFoot ? lowestFoot : _standingFoot; - - if (_standingFoot == NO_FOOT) { - currentFoot = lowestFoot; - } - if (currentFoot != _standingFoot) { - if (_standingFoot == NO_FOOT) { - // pick the lowest foot - glm::vec3 lowestPosition = (currentFoot == LEFT_FOOT) ? leftPosition : rightPosition; - // we ignore zero length positions which can happen for a few frames until skeleton is fully loaded - if (glm::length(lowestPosition) > 0.0f) { - _standingFoot = currentFoot; - _clampedFootPosition = lowestPosition; - } - } else { - // swap feet - _standingFoot = currentFoot; - glm::vec3 nextPosition = leftPosition; - glm::vec3 prevPosition = rightPosition; - if (_standingFoot == RIGHT_FOOT) { - nextPosition = rightPosition; - prevPosition = leftPosition; - } - glm::vec3 oldOffset = _clampedFootPosition - prevPosition; - _clampedFootPosition = oldOffset + nextPosition; - offset = _clampedFootPosition - nextPosition; - } - } else { - glm::vec3 nextPosition = (_standingFoot == LEFT_FOOT) ? leftPosition : rightPosition; - offset = _clampedFootPosition - nextPosition; - } - - // clamp the offset to not exceed some max distance - const float MAX_STEP_OFFSET = 1.0f; - float stepDistance = glm::length(offset); - if (stepDistance > MAX_STEP_OFFSET) { - offset *= (MAX_STEP_OFFSET / stepDistance); - } - } - _standingOffset = offset; -} - float DENSITY_OF_WATER = 1000.0f; // kg/m^3 float MIN_JOINT_MASS = 1.0f; float VERY_BIG_MASS = 1.0e6f; diff --git a/interface/src/avatar/SkeletonModel.h b/interface/src/avatar/SkeletonModel.h index 1044a16696..6f4dd096ad 100644 --- a/interface/src/avatar/SkeletonModel.h +++ b/interface/src/avatar/SkeletonModel.h @@ -96,10 +96,6 @@ public: /// \return whether or not the head was found. glm::vec3 getDefaultEyeModelPosition() const; - /// skeleton offset caused by moving feet - void updateStandingFoot(); - const glm::vec3& getStandingOffset() const { return _standingOffset; } - void computeBoundingShape(const FBXGeometry& geometry); void renderBoundingCollisionShapes(gpu::Batch& batch, float alpha); float getBoundingShapeRadius() const { return _boundingShape.getRadius(); } @@ -169,9 +165,6 @@ private: glm::vec3 _boundingShapeLocalOffset; glm::vec3 _defaultEyeModelPosition; - int _standingFoot; - glm::vec3 _standingOffset; - glm::vec3 _clampedFootPosition; float _headClipDistance; // Near clip distance to use if no separate head model diff --git a/tests/ui/src/main.cpp b/tests/ui/src/main.cpp index 614c733322..e8ab7e02df 100644 --- a/tests/ui/src/main.cpp +++ b/tests/ui/src/main.cpp @@ -215,7 +215,6 @@ public: SixenseEnabled, SixenseMouseInput, SixenseLasers, - ShiftHipsForIdleAnimations, Stars, Stats, StereoAudio,