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Improving headMove, added JS call for neckPosition
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432622d168
commit
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4 changed files with 30 additions and 9 deletions
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@ -45,7 +45,7 @@ var maxVelocity = 1.25;
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var noFly = true;
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//var roomLimits = { xMin: 618, xMax: 635.5, zMin: 528, zMax: 552.5 };
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var roomLimits = { xMin: -1, xMax: 0, zMin: 0, zMax: 0 };
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var roomLimits = { xMin: 142.6, xMax: 153.7, zMin: 177.5, zMax: 192.0 };
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function isInRoom(position) {
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var BUFFER = 2.0;
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@ -71,19 +71,29 @@ function moveWithHead(deltaTime) {
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var deltaPitch = MyAvatar.getHeadDeltaPitch() - headStartDeltaPitch;
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var deltaRoll = MyAvatar.getHeadFinalRoll() - headStartRoll;
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var velocity = MyAvatar.getVelocity();
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var bodyLocalCurrentHeadVector = Vec3.subtract(MyAvatar.getHeadPosition(), MyAvatar.position);
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bodyLocalCurrentHeadVector = Vec3.multiplyQbyV(Quat.angleAxis(-deltaYaw, {x:0, y: 1, z:0}), bodyLocalCurrentHeadVector);
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var position = MyAvatar.position;
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var neckPosition = MyAvatar.getNeckPosition();
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var bodyLocalCurrentHeadVector = Vec3.subtract(neckPosition, position);
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//bodyLocalCurrentHeadVector = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), bodyLocalCurrentHeadVector);
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var headDelta = Vec3.subtract(bodyLocalCurrentHeadVector, headStartPosition);
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headDelta = Vec3.multiplyQbyV(Quat.inverse(Camera.getOrientation()), headDelta);
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//headDelta = Vec3.multiplyQbyV(Quat.inverse(Camera.getOrientation()), headDelta);
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headDelta.y = 0.0; // Don't respond to any of the vertical component of head motion
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if (Vec3.length(headDelta) > 0.005) {
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Vec3.print("headDelta = ", headDelta);
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Vec3.print("headStartPosition = ", headStartPosition);
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Vec3.print("MyAvatar.position = ", position);
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Vec3.print("MyAvatar.getNeckPosition() = ", neckPosition);
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}
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// Thrust based on leaning forward and side-to-side
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var targetVelocity = {x:0.0, y:0.0, z:0.0};
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if (Math.abs(headDelta.z) > HEAD_MOVE_DEAD_ZONE) {
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targetVelocity = Vec3.multiply(zAxis, -headDelta.z * HEAD_VELOCITY_FWD_FACTOR);
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targetVelocity = Vec3.multiply(zAxis, headDelta.z * HEAD_VELOCITY_FWD_FACTOR);
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}
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if (Math.abs(headDelta.x) > HEAD_STRAFE_DEAD_ZONE) {
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var deltaVelocity = Vec3.multiply(xAxis, -headDelta.x * HEAD_VELOCITY_LEFT_FACTOR);
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var deltaVelocity = Vec3.multiply(xAxis, headDelta.x * HEAD_VELOCITY_LEFT_FACTOR);
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targetVelocity = Vec3.sum(targetVelocity, deltaVelocity);
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}
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if (Math.abs(deltaYaw) > HEAD_ROTATE_DEAD_ZONE) {
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@ -130,7 +140,10 @@ function moveWithHead(deltaTime) {
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Controller.keyPressEvent.connect(function(event) {
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if (event.text == "SPACE" && !movingWithHead) {
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movingWithHead = true;
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headStartPosition = Vec3.subtract(MyAvatar.getHeadPosition(), MyAvatar.position);
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Vec3.print("getNeckPosition() = ", MyAvatar.getNeckPosition());
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headStartPosition = Vec3.subtract(MyAvatar.getNeckPosition(), MyAvatar.position);
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//headStartPosition = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), headStartPosition);
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Vec3.print("First HeadStartPosition = ", headStartPosition);
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headStartDeltaPitch = MyAvatar.getHeadDeltaPitch();
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headStartFinalPitch = MyAvatar.getHeadFinalPitch();
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headStartRoll = MyAvatar.getHeadFinalRoll();
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@ -138,7 +151,7 @@ Controller.keyPressEvent.connect(function(event) {
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// start with disabled motor -- it will be updated shortly
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MyAvatar.motorTimescale = VERY_LARGE_TIMESCALE;
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MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0};
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MyAvatar.motorReferenceFrame = "camera"; // alternatives are: "avatar" and "world"
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MyAvatar.motorReferenceFrame = "avatar"; // alternatives are: "avatar" and "world"
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}
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});
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@ -97,6 +97,12 @@ glm::vec3 Avatar::getChestPosition() const {
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return _skeletonModel.getNeckPosition(neckPosition) ? (_position + neckPosition) * 0.5f : _position;
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}
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glm::vec3 Avatar::getNeckPosition() const {
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glm::vec3 neckPosition;
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return _skeletonModel.getNeckPosition(neckPosition) ? neckPosition : _position;
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}
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glm::quat Avatar::getWorldAlignedOrientation () const {
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return computeRotationFromBodyToWorldUp() * getOrientation();
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}
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@ -154,6 +154,8 @@ public:
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Q_INVOKABLE void setJointModelPositionAndOrientation(int index, const glm::vec3 position, const glm::quat& rotation);
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Q_INVOKABLE void setJointModelPositionAndOrientation(const QString& name, const glm::vec3 position,
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const glm::quat& rotation);
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Q_INVOKABLE glm::vec3 getNeckPosition() const;
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Q_INVOKABLE glm::vec3 getVelocity() const { return _velocity; }
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Q_INVOKABLE glm::vec3 getAcceleration() const { return _acceleration; }
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@ -90,7 +90,7 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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_longTermAverageLoudness = glm::mix(_longTermAverageLoudness, _averageLoudness, glm::min(deltaTime / AUDIO_LONG_TERM_AVERAGING_SECS, 1.0f));
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}
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float deltaLoudness = glm::max(0.0f, _averageLoudness - _longTermAverageLoudness);
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qDebug() << "deltaLoudness: " << deltaLoudness;
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//qDebug() << "deltaLoudness: " << deltaLoudness;
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if (!(_isFaceshiftConnected || billboard)) {
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// Update eye saccades
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