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add velocity model for controlling avatar motion
This commit is contained in:
parent
db9221da6e
commit
8d4dca31c5
3 changed files with 243 additions and 120 deletions
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@ -45,7 +45,10 @@ const float PITCH_SPEED = 100.0f; // degrees/sec
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const float COLLISION_RADIUS_SCALAR = 1.2f; // pertains to avatar-to-avatar collisions
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const float COLLISION_RADIUS_SCALE = 0.125f;
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const float DATA_SERVER_LOCATION_CHANGE_UPDATE_MSECS = 5 * 1000;
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const float DATA_SERVER_LOCATION_CHANGE_UPDATE_MSECS = 5.0f * 1000.0f;
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float DEFAULT_MOTOR_TIMESCALE = 0.25f;
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float DEFAULT_MAX_MOTOR_SPEED = 300.0f; // TODO: normalize this based on avatar height
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MyAvatar::MyAvatar() :
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Avatar(),
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@ -60,7 +63,10 @@ MyAvatar::MyAvatar() :
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_thrust(0.0f),
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_isThrustOn(false),
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_thrustMultiplier(1.0f),
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_motionBehaviors(0),
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_motorVelocity(0.0f),
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_motorTimescale(DEFAULT_MOTOR_TIMESCALE),
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_maxMotorSpeed(DEFAULT_MAX_MOTOR_SPEED),
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_motionBehaviors(AVATAR_MOTION_DEFAULTS),
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_lastBodyPenetration(0.0f),
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_lookAtTargetAvatar(),
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_shouldRender(true),
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@ -134,17 +140,12 @@ void MyAvatar::update(float deltaTime) {
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void MyAvatar::simulate(float deltaTime) {
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glm::quat orientation = getOrientation();
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if (_scale != _targetScale) {
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float scale = (1.0f - SMOOTHING_RATIO) * _scale + SMOOTHING_RATIO * _targetScale;
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setScale(scale);
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Application::getInstance()->getCamera()->setScale(scale);
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}
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// Collect thrust forces from keyboard and devices
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updateThrust(deltaTime);
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// update the movement of the hand and process handshaking with other avatars...
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updateHandMovementAndTouching(deltaTime);
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@ -156,105 +157,19 @@ void MyAvatar::simulate(float deltaTime) {
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_velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime);
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}
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// add thrust to velocity
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_velocity += _thrust * deltaTime;
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updateOrientation(deltaTime);
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// update body yaw by body yaw delta
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orientation = orientation * glm::quat(glm::radians(
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glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
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// decay body rotation momentum
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rampMotor(deltaTime);
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applyMotor(deltaTime);
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const float BODY_SPIN_FRICTION = 7.5f;
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float bodySpinMomentum = 1.0f - BODY_SPIN_FRICTION * deltaTime;
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if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
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_bodyPitchDelta *= bodySpinMomentum;
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_bodyYawDelta *= bodySpinMomentum;
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_bodyRollDelta *= bodySpinMomentum;
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// zero thrust so we don't pile up thrust from other sources
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_thrust = glm::vec3(0.0f);
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float MINIMUM_ROTATION_RATE = 2.0f;
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if (fabs(_bodyYawDelta) < MINIMUM_ROTATION_RATE) { _bodyYawDelta = 0.0f; }
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if (fabs(_bodyRollDelta) < MINIMUM_ROTATION_RATE) { _bodyRollDelta = 0.0f; }
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if (fabs(_bodyPitchDelta) < MINIMUM_ROTATION_RATE) { _bodyPitchDelta = 0.0f; }
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const float MAX_STATIC_FRICTION_SPEED = 0.5f;
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const float STATIC_FRICTION_STRENGTH = _scale * 20.0f;
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applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_SPEED, STATIC_FRICTION_STRENGTH);
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// Damp avatar velocity
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const float LINEAR_DAMPING_STRENGTH = 0.5f;
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const float SPEED_BRAKE_POWER = _scale * 10.0f;
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const float SQUARED_DAMPING_STRENGTH = 0.007f;
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const float SLOW_NEAR_RADIUS = 5.0f;
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float linearDamping = LINEAR_DAMPING_STRENGTH;
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const float NEAR_AVATAR_DAMPING_FACTOR = 50.0f;
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if (_distanceToNearestAvatar < _scale * SLOW_NEAR_RADIUS) {
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linearDamping *= 1.0f + NEAR_AVATAR_DAMPING_FACTOR *
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((SLOW_NEAR_RADIUS - _distanceToNearestAvatar) / SLOW_NEAR_RADIUS);
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}
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if (_speedBrakes) {
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applyDamping(deltaTime, _velocity, linearDamping * SPEED_BRAKE_POWER, SQUARED_DAMPING_STRENGTH * SPEED_BRAKE_POWER);
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} else {
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applyDamping(deltaTime, _velocity, linearDamping, SQUARED_DAMPING_STRENGTH);
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}
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if (OculusManager::isConnected()) {
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// these angles will be in radians
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float yaw, pitch, roll;
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OculusManager::getEulerAngles(yaw, pitch, roll);
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// ... so they need to be converted to degrees before we do math...
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// The neck is limited in how much it can yaw, so we check its relative
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// yaw from the body and yaw the body if necessary.
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yaw *= DEGREES_PER_RADIAN;
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float bodyToHeadYaw = yaw - _oculusYawOffset;
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const float MAX_NECK_YAW = 85.0f; // degrees
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if ((fabs(bodyToHeadYaw) > 2.0f * MAX_NECK_YAW) && (yaw * _oculusYawOffset < 0.0f)) {
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// We've wrapped around the range for yaw so adjust
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// the measured yaw to be relative to _oculusYawOffset.
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if (yaw > 0.0f) {
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yaw -= 360.0f;
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} else {
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yaw += 360.0f;
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}
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bodyToHeadYaw = yaw - _oculusYawOffset;
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}
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float delta = fabs(bodyToHeadYaw) - MAX_NECK_YAW;
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if (delta > 0.0f) {
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yaw = MAX_NECK_YAW;
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if (bodyToHeadYaw < 0.0f) {
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delta *= -1.0f;
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bodyToHeadYaw = -MAX_NECK_YAW;
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} else {
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bodyToHeadYaw = MAX_NECK_YAW;
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}
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// constrain _oculusYawOffset to be within range [-180,180]
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_oculusYawOffset = fmod((_oculusYawOffset + delta) + 180.0f, 360.0f) - 180.0f;
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// We must adjust the body orientation using a delta rotation (rather than
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// doing yaw math) because the body's yaw ranges are not the same
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// as what the Oculus API provides.
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glm::vec3 UP_AXIS = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::quat bodyCorrection = glm::angleAxis(glm::radians(delta), UP_AXIS);
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orientation = orientation * bodyCorrection;
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}
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Head* head = getHead();
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head->setBaseYaw(bodyToHeadYaw);
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head->setBasePitch(pitch * DEGREES_PER_RADIAN);
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head->setBaseRoll(roll * DEGREES_PER_RADIAN);
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}
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// update the euler angles
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setOrientation(orientation);
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updateChatCircle(deltaTime);
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// update moving flag based on speed
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const float MOVING_SPEED_THRESHOLD = 0.01f;
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float speed = glm::length(_velocity);
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_moving = speed > MOVING_SPEED_THRESHOLD;
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updateChatCircle(deltaTime);
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_moving = glm::length(_velocity) > MOVING_SPEED_THRESHOLD;
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_position += _velocity * deltaTime;
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@ -280,9 +195,6 @@ void MyAvatar::simulate(float deltaTime) {
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head->setScale(_scale);
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head->simulate(deltaTime, true);
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// Zero thrust out now that we've added it to velocity in this frame
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_thrust *= glm::vec3(0.0f);
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// now that we're done stepping the avatar forward in time, compute new collisions
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if (_collisionGroups != 0) {
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Camera* myCamera = Application::getInstance()->getCamera();
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@ -643,6 +555,167 @@ bool MyAvatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode rend
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(glm::length(cameraPosition - head->calculateAverageEyePosition()) > RENDER_HEAD_CUTOFF_DISTANCE * _scale);
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}
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void MyAvatar::updateOrientation(float deltaTime) {
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// Gather rotation information from keyboard
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_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
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_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
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getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
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// update body yaw by body yaw delta
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glm::quat orientation = getOrientation() * glm::quat(glm::radians(
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glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
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// decay body rotation momentum
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const float BODY_SPIN_FRICTION = 7.5f;
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float bodySpinMomentum = 1.0f - BODY_SPIN_FRICTION * deltaTime;
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if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
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_bodyPitchDelta *= bodySpinMomentum;
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_bodyYawDelta *= bodySpinMomentum;
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_bodyRollDelta *= bodySpinMomentum;
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float MINIMUM_ROTATION_RATE = 2.0f;
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if (fabs(_bodyYawDelta) < MINIMUM_ROTATION_RATE) { _bodyYawDelta = 0.0f; }
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if (fabs(_bodyRollDelta) < MINIMUM_ROTATION_RATE) { _bodyRollDelta = 0.0f; }
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if (fabs(_bodyPitchDelta) < MINIMUM_ROTATION_RATE) { _bodyPitchDelta = 0.0f; }
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if (OculusManager::isConnected()) {
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// these angles will be in radians
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float yaw, pitch, roll;
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OculusManager::getEulerAngles(yaw, pitch, roll);
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// ... so they need to be converted to degrees before we do math...
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// The neck is limited in how much it can yaw, so we check its relative
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// yaw from the body and yaw the body if necessary.
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yaw *= DEGREES_PER_RADIAN;
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float bodyToHeadYaw = yaw - _oculusYawOffset;
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const float MAX_NECK_YAW = 85.0f; // degrees
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if ((fabs(bodyToHeadYaw) > 2.0f * MAX_NECK_YAW) && (yaw * _oculusYawOffset < 0.0f)) {
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// We've wrapped around the range for yaw so adjust
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// the measured yaw to be relative to _oculusYawOffset.
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if (yaw > 0.0f) {
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yaw -= 360.0f;
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} else {
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yaw += 360.0f;
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}
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bodyToHeadYaw = yaw - _oculusYawOffset;
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}
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float delta = fabs(bodyToHeadYaw) - MAX_NECK_YAW;
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if (delta > 0.0f) {
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yaw = MAX_NECK_YAW;
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if (bodyToHeadYaw < 0.0f) {
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delta *= -1.0f;
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bodyToHeadYaw = -MAX_NECK_YAW;
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} else {
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bodyToHeadYaw = MAX_NECK_YAW;
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}
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// constrain _oculusYawOffset to be within range [-180,180]
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_oculusYawOffset = fmod((_oculusYawOffset + delta) + 180.0f, 360.0f) - 180.0f;
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// We must adjust the body orientation using a delta rotation (rather than
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// doing yaw math) because the body's yaw ranges are not the same
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// as what the Oculus API provides.
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glm::vec3 UP_AXIS = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::quat bodyCorrection = glm::angleAxis(glm::radians(delta), UP_AXIS);
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orientation = orientation * bodyCorrection;
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}
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Head* head = getHead();
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head->setBaseYaw(bodyToHeadYaw);
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head->setBasePitch(pitch * DEGREES_PER_RADIAN);
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head->setBaseRoll(roll * DEGREES_PER_RADIAN);
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}
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// update the euler angles
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setOrientation(orientation);
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}
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void MyAvatar::rampMotor(float deltaTime) {
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// Increase motor velocity until its length is equal to _maxMotorSpeed.
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if (!(_motionBehaviors & AVATAR_MOTION_MOTOR_RAMP_AND_BRAKES_ENABLED)) {
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// nothing to do
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return;
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}
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glm::vec3 localVelocity = _velocity;
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if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
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glm::quat orientation = getHead()->getCameraOrientation();
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localVelocity = glm::inverse(orientation) * _velocity;
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}
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// Compute keyboard input
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glm::vec3 front = (_driveKeys[FWD] - _driveKeys[BACK]) * IDENTITY_FRONT;
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glm::vec3 right = (_driveKeys[RIGHT] - _driveKeys[LEFT]) * IDENTITY_RIGHT;
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glm::vec3 up = (_driveKeys[UP] - _driveKeys[DOWN]) * IDENTITY_UP;
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glm::vec3 direction = front + right + up;
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float directionLength = glm::length(direction);
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// Compute motor magnitude
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if (directionLength > EPSILON) {
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direction /= directionLength;
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const float MIN_WALKING_SPEED = 2.0f;
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float motorLength = glm::length(_motorVelocity);
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if (motorLength < MIN_WALKING_SPEED) {
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_motorVelocity = MIN_WALKING_SPEED * direction;
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} else {
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float MOTOR_LENGTH_TIMESCALE = 1.5f;
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float tau = glm::clamp(deltaTime / MOTOR_LENGTH_TIMESCALE, 0.0f, 1.0f);
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float INCREASE_FACTOR = 2.0f;
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//_motorVelocity *= 1.0f + tau * INCREASE_FACTOR;
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motorLength *= 1.0f + tau * INCREASE_FACTOR;
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if (motorLength > _maxMotorSpeed) {
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motorLength = _maxMotorSpeed;
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}
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_motorVelocity = motorLength * direction;
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}
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_speedBrakes = false;
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} else {
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// apply brakes
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_speedBrakes = true;
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_motorVelocity = - localVelocity;
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}
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}
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void MyAvatar::applyMotor(float deltaTime) {
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if (!( _motionBehaviors & AVATAR_MOTION_MOTOR_ENABLED)) {
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// nothing to do --> early exit
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return;
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}
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glm::vec3 targetVelocity = _motorVelocity;
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if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
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// rotate _motorVelocity into world frame
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glm::quat rotation = getOrientation();
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targetVelocity = rotation * _motorVelocity;
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}
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glm::vec3 targetDirection(0.f);
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if (glm::length2(targetVelocity) > EPSILON) {
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targetDirection = glm::normalize(targetVelocity);
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}
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glm::vec3 deltaVelocity = targetVelocity - _velocity;
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if (_motionBehaviors & AVATAR_MOTION_MOTOR_COLLISION_SURFACE_ONLY && glm::length2(_gravity) > EPSILON) {
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// For now we subtract the component parallel to gravity but what we need to do is:
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// TODO: subtract the component perp to the local surface normal (motor only pushes in surface plane).
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glm::vec3 gravityDirection = glm::normalize(_gravity);
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glm::vec3 parallelDelta = glm::dot(deltaVelocity, gravityDirection) * gravityDirection;
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if (glm::dot(targetVelocity, _velocity) > 0.0f) {
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// remove parallel part from deltaVelocity
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deltaVelocity -= parallelDelta;
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}
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}
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float MIN_MOTOR_TIMESCALE = 0.25f;
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float timescale = _speedBrakes ? MIN_MOTOR_TIMESCALE : _motorTimescale;
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// simple critical damping
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float tau = glm::clamp(deltaTime / timescale, 0.0f, 1.0f);
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_velocity += tau * deltaVelocity;
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}
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/* Keep this code for the short term as reference in case we need to further tune
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*the new velocity model to achieve similar movement response.
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void MyAvatar::updateThrust(float deltaTime) {
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//
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// Gather thrust information from keyboard and sensors to apply to avatar motion
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@ -688,10 +761,6 @@ void MyAvatar::updateThrust(float deltaTime) {
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}
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_lastBodyPenetration = glm::vec3(0.0f);
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_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
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_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
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getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
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// If thrust keys are being held down, slowly increase thrust to allow reaching great speeds
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if (_driveKeys[FWD] || _driveKeys[BACK] || _driveKeys[RIGHT] || _driveKeys[LEFT] || _driveKeys[UP] || _driveKeys[DOWN]) {
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const float THRUST_INCREASE_RATE = 1.05f;
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@ -722,8 +791,34 @@ void MyAvatar::updateThrust(float deltaTime) {
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if (_isThrustOn || (_speedBrakes && (glm::length(_velocity) < MIN_SPEED_BRAKE_VELOCITY))) {
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_speedBrakes = false;
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}
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_velocity += _thrust * deltaTime;
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// Zero thrust out now that we've added it to velocity in this frame
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_thrust = glm::vec3(0.0f);
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// apply linear damping
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const float MAX_STATIC_FRICTION_SPEED = 0.5f;
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const float STATIC_FRICTION_STRENGTH = _scale * 20.0f;
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applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_SPEED, STATIC_FRICTION_STRENGTH);
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const float LINEAR_DAMPING_STRENGTH = 0.5f;
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const float SPEED_BRAKE_POWER = _scale * 10.0f;
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const float SQUARED_DAMPING_STRENGTH = 0.007f;
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const float SLOW_NEAR_RADIUS = 5.0f;
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float linearDamping = LINEAR_DAMPING_STRENGTH;
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const float NEAR_AVATAR_DAMPING_FACTOR = 50.0f;
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if (_distanceToNearestAvatar < _scale * SLOW_NEAR_RADIUS) {
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linearDamping *= 1.0f + NEAR_AVATAR_DAMPING_FACTOR *
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((SLOW_NEAR_RADIUS - _distanceToNearestAvatar) / SLOW_NEAR_RADIUS);
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}
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if (_speedBrakes) {
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applyDamping(deltaTime, _velocity, linearDamping * SPEED_BRAKE_POWER, SQUARED_DAMPING_STRENGTH * SPEED_BRAKE_POWER);
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} else {
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applyDamping(deltaTime, _velocity, linearDamping, SQUARED_DAMPING_STRENGTH);
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}
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}
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*/
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void MyAvatar::updateHandMovementAndTouching(float deltaTime) {
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glm::quat orientation = getOrientation();
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@ -1151,8 +1246,7 @@ void MyAvatar::goToLocationFromResponse(const QJsonObject& jsonObject) {
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatar::updateMotionBehaviors() {
|
||||
_motionBehaviors = 0;
|
||||
void MyAvatar::updateMotionBehaviorsFromMenu() {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::ObeyEnvironmentalGravity)) {
|
||||
_motionBehaviors |= AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
|
||||
// Environmental and Local gravities are incompatible. Environmental setting trumps local.
|
||||
|
@ -1172,8 +1266,14 @@ void MyAvatar::setCollisionGroups(quint32 collisionGroups) {
|
|||
menu->setIsOptionChecked(MenuOption::CollideWithParticles, (bool)(_collisionGroups & COLLISION_GROUP_PARTICLES));
|
||||
}
|
||||
|
||||
void MyAvatar::setMotionBehaviors(quint32 flags) {
|
||||
_motionBehaviors = flags;
|
||||
void MyAvatar::setMotionBehaviorsByScript(quint32 flags) {
|
||||
// start with the defaults
|
||||
_motionBehaviors = AVATAR_MOTION_DEFAULTS;
|
||||
|
||||
// add the set scriptable bits
|
||||
_motionBehaviors += flags & AVATAR_MOTION_SCRIPTABLE_BITS;
|
||||
|
||||
// reconcile incompatible settings from menu (if any)
|
||||
Menu* menu = Menu::getInstance();
|
||||
menu->setIsOptionChecked(MenuOption::ObeyEnvironmentalGravity, (bool)(_motionBehaviors & AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY));
|
||||
// Environmental and Local gravities are incompatible. Environmental setting trumps local.
|
||||
|
|
|
@ -28,7 +28,7 @@ enum AvatarHandState
|
|||
class MyAvatar : public Avatar {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
|
||||
Q_PROPERTY(quint32 motionBehaviors READ getMotionBehaviors WRITE setMotionBehaviors)
|
||||
Q_PROPERTY(quint32 motionBehaviors READ getMotionBehaviorsForScript WRITE setMotionBehaviorsByScript)
|
||||
Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setLocalGravity)
|
||||
|
||||
public:
|
||||
|
@ -90,8 +90,9 @@ public:
|
|||
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
|
||||
|
||||
virtual void setCollisionGroups(quint32 collisionGroups);
|
||||
void setMotionBehaviors(quint32 flags);
|
||||
quint32 getMotionBehaviors() const { return _motionBehaviors; }
|
||||
|
||||
void setMotionBehaviorsByScript(quint32 flags);
|
||||
quint32 getMotionBehaviorsForScript() const { return _motionBehaviors & AVATAR_MOTION_SCRIPTABLE_BITS; }
|
||||
|
||||
void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration);
|
||||
|
||||
|
@ -109,7 +110,7 @@ public slots:
|
|||
glm::vec3 getThrust() { return _thrust; };
|
||||
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
|
||||
|
||||
void updateMotionBehaviors();
|
||||
void updateMotionBehaviorsFromMenu();
|
||||
|
||||
signals:
|
||||
void transformChanged();
|
||||
|
@ -124,13 +125,17 @@ private:
|
|||
glm::vec3 _environmentGravity;
|
||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||
|
||||
// motion stuff
|
||||
// old motion stuff
|
||||
glm::vec3 _lastCollisionPosition;
|
||||
bool _speedBrakes;
|
||||
glm::vec3 _thrust; // final acceleration for the current frame
|
||||
glm::vec3 _thrust; // final acceleration from outside sources for the current frame
|
||||
bool _isThrustOn;
|
||||
float _thrustMultiplier;
|
||||
|
||||
// new motion stuff
|
||||
glm::vec3 _motorVelocity; // intended velocity of avatar motion
|
||||
float _motorTimescale; // timescale for avatar motion to kick in
|
||||
float _maxMotorSpeed;
|
||||
quint32 _motionBehaviors;
|
||||
|
||||
glm::vec3 _lastBodyPenetration;
|
||||
|
@ -141,7 +146,9 @@ private:
|
|||
float _oculusYawOffset;
|
||||
|
||||
// private methods
|
||||
void updateThrust(float deltaTime);
|
||||
void updateOrientation(float deltaTime);
|
||||
void rampMotor(float deltaTime);
|
||||
void applyMotor(float deltaTime);
|
||||
void updateHandMovementAndTouching(float deltaTime);
|
||||
void updateCollisionWithAvatars(float deltaTime);
|
||||
void updateCollisionWithEnvironment(float deltaTime, float radius);
|
||||
|
|
|
@ -51,8 +51,24 @@ typedef unsigned long long quint64;
|
|||
#include "HandData.h"
|
||||
|
||||
// avatar motion behaviors
|
||||
const quint32 AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY = 1U << 0;
|
||||
const quint32 AVATAR_MOTION_OBEY_LOCAL_GRAVITY = 1U << 1;
|
||||
const quint32 AVATAR_MOTION_MOTOR_ENABLED = 1U << 0;
|
||||
const quint32 AVATAR_MOTION_MOTOR_RAMP_AND_BRAKES_ENABLED = 1U << 1;
|
||||
const quint32 AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME = 1U << 2;
|
||||
const quint32 AVATAR_MOTION_MOTOR_COLLISION_SURFACE_ONLY = 1U << 3;
|
||||
|
||||
const quint32 AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY = 1U << 4;
|
||||
const quint32 AVATAR_MOTION_OBEY_LOCAL_GRAVITY = 1U << 5;
|
||||
|
||||
const quint32 AVATAR_MOTION_DEFAULTS =
|
||||
AVATAR_MOTION_MOTOR_ENABLED |
|
||||
AVATAR_MOTION_MOTOR_RAMP_AND_BRAKES_ENABLED |
|
||||
AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME;
|
||||
|
||||
// these bits will be expanded as features are exposed
|
||||
const quint32 AVATAR_MOTION_SCRIPTABLE_BITS =
|
||||
AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY |
|
||||
AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
|
||||
|
||||
|
||||
// First bitset
|
||||
const int KEY_STATE_START_BIT = 0; // 1st and 2nd bits
|
||||
|
|
Loading…
Reference in a new issue