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Merge pull request #13641 from amantley/rotateFilterChange
Hand Azimuth Controls Shoulder Rotation
This commit is contained in:
commit
8fa4a2855e
4 changed files with 151 additions and 17 deletions
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@ -91,8 +91,6 @@ const float MIN_SCALE_CHANGED_DELTA = 0.001f;
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const int MODE_READINGS_RING_BUFFER_SIZE = 500;
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const float CENTIMETERS_PER_METER = 100.0f;
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//#define DEBUG_DRAW_HMD_MOVING_AVERAGE
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MyAvatar::MyAvatar(QThread* thread) :
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Avatar(thread),
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_yawSpeed(YAW_SPEED_DEFAULT),
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@ -447,9 +445,27 @@ void MyAvatar::reset(bool andRecenter, bool andReload, bool andHead) {
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void MyAvatar::update(float deltaTime) {
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// update moving average of HMD facing in xz plane.
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const float HMD_FACING_TIMESCALE = getRotationRecenterFilterLength();
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const float PERCENTAGE_WEIGHT_HEAD_VS_SHOULDERS_AZIMUTH = 0.0f; // 100 percent shoulders
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float tau = deltaTime / HMD_FACING_TIMESCALE;
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_headControllerFacingMovingAverage = lerp(_headControllerFacingMovingAverage, _headControllerFacing, tau);
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setHipToHandController(computeHandAzimuth());
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// put the average hand azimuth into sensor space.
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// then mix it with head facing direction to determine rotation recenter
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if (getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND).isValid() && getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND).isValid()) {
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glm::vec3 handHipAzimuthWorldSpace = transformVectorFast(getTransform().getMatrix(), glm::vec3(_hipToHandController.x, 0.0f, _hipToHandController.y));
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glm::mat4 sensorToWorldMat = getSensorToWorldMatrix();
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glm::mat4 worldToSensorMat = glm::inverse(sensorToWorldMat);
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glm::vec3 handHipAzimuthSensorSpace = transformVectorFast(worldToSensorMat, handHipAzimuthWorldSpace);
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glm::vec2 normedHandHipAzimuthSensorSpace(0.0f, 1.0f);
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if (glm::length(glm::vec2(handHipAzimuthSensorSpace.x, handHipAzimuthSensorSpace.z)) > 0.0f) {
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normedHandHipAzimuthSensorSpace = glm::normalize(glm::vec2(handHipAzimuthSensorSpace.x, handHipAzimuthSensorSpace.z));
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}
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glm::vec2 headFacingPlusHandHipAzimuthMix = lerp(normedHandHipAzimuthSensorSpace, _headControllerFacing, PERCENTAGE_WEIGHT_HEAD_VS_SHOULDERS_AZIMUTH);
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_headControllerFacingMovingAverage = lerp(_headControllerFacingMovingAverage, headFacingPlusHandHipAzimuthMix, tau);
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} else {
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_headControllerFacingMovingAverage = lerp(_headControllerFacingMovingAverage, _headControllerFacing, tau);
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}
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if (_smoothOrientationTimer < SMOOTH_TIME_ORIENTATION) {
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_rotationChanged = usecTimestampNow();
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@ -462,19 +478,23 @@ void MyAvatar::update(float deltaTime) {
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setCurrentStandingHeight(computeStandingHeightMode(getControllerPoseInAvatarFrame(controller::Action::HEAD)));
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setAverageHeadRotation(computeAverageHeadRotation(getControllerPoseInAvatarFrame(controller::Action::HEAD)));
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#ifdef DEBUG_DRAW_HMD_MOVING_AVERAGE
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auto sensorHeadPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
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glm::vec3 worldHeadPos = transformPoint(getSensorToWorldMatrix(), sensorHeadPose.getTranslation());
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glm::vec3 worldFacingAverage = transformVectorFast(getSensorToWorldMatrix(), glm::vec3(_headControllerFacingMovingAverage.x, 0.0f, _headControllerFacingMovingAverage.y));
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glm::vec3 worldFacing = transformVectorFast(getSensorToWorldMatrix(), glm::vec3(_headControllerFacing.x, 0.0f, _headControllerFacing.y));
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DebugDraw::getInstance().drawRay(worldHeadPos, worldHeadPos + worldFacing, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f));
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DebugDraw::getInstance().drawRay(worldHeadPos, worldHeadPos + worldFacingAverage, glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
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#endif
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if (_drawAverageFacingEnabled) {
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auto sensorHeadPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
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glm::vec3 worldHeadPos = transformPoint(getSensorToWorldMatrix(), sensorHeadPose.getTranslation());
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glm::vec3 worldFacingAverage = transformVectorFast(getSensorToWorldMatrix(), glm::vec3(_headControllerFacingMovingAverage.x, 0.0f, _headControllerFacingMovingAverage.y));
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glm::vec3 worldFacing = transformVectorFast(getSensorToWorldMatrix(), glm::vec3(_headControllerFacing.x, 0.0f, _headControllerFacing.y));
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DebugDraw::getInstance().drawRay(worldHeadPos, worldHeadPos + worldFacing, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f));
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DebugDraw::getInstance().drawRay(worldHeadPos, worldHeadPos + worldFacingAverage, glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
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// draw hand azimuth vector
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glm::vec3 handAzimuthMidpoint = transformPoint(getTransform().getMatrix(), glm::vec3(_hipToHandController.x, 0.0f, _hipToHandController.y));
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DebugDraw::getInstance().drawRay(getWorldPosition(), handAzimuthMidpoint, glm::vec4(0.0f, 1.0f, 1.0f, 1.0f));
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}
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if (_goToPending) {
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setWorldPosition(_goToPosition);
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setWorldOrientation(_goToOrientation);
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_headControllerFacingMovingAverage = _headControllerFacing; // reset moving average
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_headControllerFacingMovingAverage = _headControllerFacing; // reset moving average
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_goToPending = false;
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// updateFromHMDSensorMatrix (called from paintGL) expects that the sensorToWorldMatrix is updated for any position changes
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// that happen between render and Application::update (which calls updateSensorToWorldMatrix to do so).
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@ -796,6 +816,47 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
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}
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}
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// Find the vector halfway between the hip to hand azimuth vectors
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// This midpoint hand azimuth is in Avatar space
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glm::vec2 MyAvatar::computeHandAzimuth() const {
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controller::Pose leftHandPoseAvatarSpace = getLeftHandPose();
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controller::Pose rightHandPoseAvatarSpace = getRightHandPose();
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controller::Pose headPoseAvatarSpace = getControllerPoseInAvatarFrame(controller::Action::HEAD);
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const float HALFWAY = 0.50f;
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glm::vec2 latestHipToHandController = _hipToHandController;
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if (leftHandPoseAvatarSpace.isValid() && rightHandPoseAvatarSpace.isValid() && headPoseAvatarSpace.isValid()) {
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// we need the old azimuth reading to prevent flipping the facing direction 180
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// in the case where the hands go from being slightly less than 180 apart to slightly more than 180 apart.
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glm::vec2 oldAzimuthReading = _hipToHandController;
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if ((glm::length(glm::vec2(rightHandPoseAvatarSpace.translation.x, rightHandPoseAvatarSpace.translation.z)) > 0.0f) && (glm::length(glm::vec2(leftHandPoseAvatarSpace.translation.x, leftHandPoseAvatarSpace.translation.z)) > 0.0f)) {
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latestHipToHandController = lerp(glm::normalize(glm::vec2(rightHandPoseAvatarSpace.translation.x, rightHandPoseAvatarSpace.translation.z)), glm::normalize(glm::vec2(leftHandPoseAvatarSpace.translation.x, leftHandPoseAvatarSpace.translation.z)), HALFWAY);
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} else {
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latestHipToHandController = glm::vec2(0.0f, -1.0f);
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}
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glm::vec3 headLookAtAvatarSpace = transformVectorFast(headPoseAvatarSpace.getMatrix(), glm::vec3(0.0f, 0.0f, 1.0f));
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glm::vec2 headAzimuthAvatarSpace = glm::vec2(headLookAtAvatarSpace.x, headLookAtAvatarSpace.z);
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if (glm::length(headAzimuthAvatarSpace) > 0.0f) {
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headAzimuthAvatarSpace = glm::normalize(headAzimuthAvatarSpace);
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} else {
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headAzimuthAvatarSpace = -latestHipToHandController;
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}
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// check the angular distance from forward and back
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float cosForwardAngle = glm::dot(latestHipToHandController, oldAzimuthReading);
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float cosHeadShoulder = glm::dot(-latestHipToHandController, headAzimuthAvatarSpace);
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// if we are now closer to the 180 flip of the previous chest forward
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// then we negate our computed latestHipToHandController to keep the chest from flipping.
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// also check the head to shoulder azimuth difference if we negate.
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// don't negate the chest azimuth if this is greater than 100 degrees.
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if ((cosForwardAngle < 0.0f) && !(cosHeadShoulder < -0.2f)) {
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latestHipToHandController = -latestHipToHandController;
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}
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}
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return latestHipToHandController;
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}
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void MyAvatar::updateJointFromController(controller::Action poseKey, ThreadSafeValueCache<glm::mat4>& matrixCache) {
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assert(QThread::currentThread() == thread());
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auto userInputMapper = DependencyManager::get<UserInputMapper>();
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@ -3353,6 +3414,24 @@ glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
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return createMatFromQuatAndPos(headOrientationYawOnly, bodyPos);
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}
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glm::mat4 MyAvatar::getSpine2RotationRigSpace() const {
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// static const glm::quat RIG_CHANGE_OF_BASIS = Quaternions::Y_180;
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// RIG_CHANGE_OF_BASIS * AVATAR_TO_RIG_ROTATION * inverse(RIG_CHANGE_OF_BASIS) = Quaternions::Y_180; //avatar Space;
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const glm::quat AVATAR_TO_RIG_ROTATION = Quaternions::Y_180;
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glm::vec3 hipToHandRigSpace = AVATAR_TO_RIG_ROTATION * glm::vec3(_hipToHandController.x, 0.0f, _hipToHandController.y);
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glm::vec3 u, v, w;
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if (glm::length(hipToHandRigSpace) > 0.0f) {
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hipToHandRigSpace = glm::normalize(hipToHandRigSpace);
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} else {
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hipToHandRigSpace = glm::vec3(0.0f, 0.0f, 1.0f);
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}
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generateBasisVectors(glm::vec3(0.0f,1.0f,0.0f), hipToHandRigSpace, u, v, w);
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glm::mat4 spine2RigSpace(glm::vec4(w, 0.0f), glm::vec4(u, 0.0f), glm::vec4(v, 0.0f), glm::vec4(glm::vec3(0.0f, 0.0f, 0.0f), 1.0f));
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return spine2RigSpace;
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}
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// ease in function for dampening cg movement
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static float slope(float num) {
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const float CURVE_CONSTANT = 1.0f;
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@ -3936,7 +4015,7 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) cons
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glm::vec3 currentHeadPosition = currentHeadPose.getTranslation();
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float anatomicalHeadToHipsDistance = glm::length(defaultHeadPosition - defaultHipsPosition);
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if (!isActive(Horizontal) &&
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(glm::length(currentHeadPosition - defaultHipsPosition) > (anatomicalHeadToHipsDistance + DEFAULT_AVATAR_SPINE_STRETCH_LIMIT))) {
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(glm::length(currentHeadPosition - defaultHipsPosition) > (anatomicalHeadToHipsDistance + (DEFAULT_AVATAR_SPINE_STRETCH_LIMIT * anatomicalHeadToHipsDistance)))) {
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myAvatar.setResetMode(true);
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stepDetected = true;
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}
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@ -3960,25 +4039,32 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
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qApp->getCamera().getMode() != CAMERA_MODE_MIRROR) {
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if (!isActive(Rotation) && (shouldActivateRotation(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
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activate(Rotation);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar._headControllerFacing);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar.getHeadControllerFacing());
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}
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if (myAvatar.getCenterOfGravityModelEnabled()) {
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if (!isActive(Horizontal) && (shouldActivateHorizontalCG(myAvatar) || hasDriveInput)) {
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activate(Horizontal);
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if (myAvatar.getEnableStepResetRotation()) {
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activate(Rotation);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar.getHeadControllerFacing());
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}
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}
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} else {
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if (!isActive(Horizontal) && (shouldActivateHorizontal(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
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activate(Horizontal);
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if (myAvatar.getEnableStepResetRotation()) {
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activate(Rotation);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar.getHeadControllerFacing());
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}
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}
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}
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if (!isActive(Vertical) && (shouldActivateVertical(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
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activate(Vertical);
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}
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} else {
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if (!isActive(Rotation) && getForceActivateRotation()) {
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activate(Rotation);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar._headControllerFacing);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar.getHeadControllerFacing());
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setForceActivateRotation(false);
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}
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if (!isActive(Horizontal) && getForceActivateHorizontal()) {
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@ -201,6 +201,8 @@ class MyAvatar : public Avatar {
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Q_PROPERTY(bool hasAudioEnabledFaceMovement READ getHasAudioEnabledFaceMovement WRITE setHasAudioEnabledFaceMovement)
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Q_PROPERTY(float rotationRecenterFilterLength READ getRotationRecenterFilterLength WRITE setRotationRecenterFilterLength)
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Q_PROPERTY(float rotationThreshold READ getRotationThreshold WRITE setRotationThreshold)
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Q_PROPERTY(bool enableStepResetRotation READ getEnableStepResetRotation WRITE setEnableStepResetRotation)
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Q_PROPERTY(bool enableDrawAverageFacing READ getEnableDrawAverageFacing WRITE setEnableDrawAverageFacing)
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//TODO: make gravity feature work Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setGravity)
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Q_PROPERTY(glm::vec3 leftHandPosition READ getLeftHandPosition)
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@ -318,6 +320,9 @@ public:
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// as it moves through the world.
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void updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix);
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// compute the hip to hand average azimuth.
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glm::vec2 computeHandAzimuth() const;
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// read the location of a hand controller and save the transform
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void updateJointFromController(controller::Action poseKey, ThreadSafeValueCache<glm::mat4>& matrixCache);
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@ -909,6 +914,10 @@ public:
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virtual void rebuildCollisionShape() override;
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const glm::vec2& getHipToHandController() const { return _hipToHandController; }
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void setHipToHandController(glm::vec2 currentHipToHandController) { _hipToHandController = currentHipToHandController; }
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const glm::vec2& getHeadControllerFacing() const { return _headControllerFacing; }
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void setHeadControllerFacing(glm::vec2 currentHeadControllerFacing) { _headControllerFacing = currentHeadControllerFacing; }
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const glm::vec2& getHeadControllerFacingMovingAverage() const { return _headControllerFacingMovingAverage; }
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void setHeadControllerFacingMovingAverage(glm::vec2 currentHeadControllerFacing) { _headControllerFacingMovingAverage = currentHeadControllerFacing; }
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float getCurrentStandingHeight() const { return _currentStandingHeight; }
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@ -1046,6 +1055,8 @@ public:
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// results are in sensor frame (-z forward)
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glm::mat4 deriveBodyFromHMDSensor() const;
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glm::mat4 getSpine2RotationRigSpace() const;
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glm::vec3 computeCounterBalance();
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// derive avatar body position and orientation from using the current HMD Sensor location in relation to the previous
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@ -1516,6 +1527,10 @@ private:
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float getRotationRecenterFilterLength() const { return _rotationRecenterFilterLength; }
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void setRotationThreshold(float angleRadians);
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float getRotationThreshold() const { return _rotationThreshold; }
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void setEnableStepResetRotation(bool stepReset) { _stepResetRotationEnabled = stepReset; }
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bool getEnableStepResetRotation() const { return _stepResetRotationEnabled; }
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void setEnableDrawAverageFacing(bool drawAverage) { _drawAverageFacingEnabled = drawAverage; }
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bool getEnableDrawAverageFacing() const { return _drawAverageFacingEnabled; }
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bool isMyAvatar() const override { return true; }
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virtual int parseDataFromBuffer(const QByteArray& buffer) override;
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virtual glm::vec3 getSkeletonPosition() const override;
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@ -1638,6 +1653,8 @@ private:
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std::atomic<bool> _hasScriptedBlendShapes { false };
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std::atomic<float> _rotationRecenterFilterLength { 4.0f };
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std::atomic<float> _rotationThreshold { 0.5235f }; // 30 degrees in radians
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std::atomic<bool> _stepResetRotationEnabled { true };
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std::atomic<bool> _drawAverageFacingEnabled { false };
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// working copy -- see AvatarData for thread-safe _sensorToWorldMatrixCache, used for outward facing access
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glm::mat4 _sensorToWorldMatrix { glm::mat4() };
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@ -1651,6 +1668,8 @@ private:
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glm::vec2 _headControllerFacingMovingAverage { 0.0f, 0.0f }; // facing vector in xz plane (sensor space)
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glm::quat _averageHeadRotation { 0.0f, 0.0f, 0.0f, 1.0f };
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glm::vec2 _hipToHandController { 0.0f, -1.0f }; // spine2 facing vector in xz plane (avatar space)
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float _currentStandingHeight { 0.0f };
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bool _resetMode { true };
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RingBufferHistory<int> _recentModeReadings;
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@ -238,6 +238,35 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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params.primaryControllerPoses[Rig::PrimaryControllerType_Hips] = sensorToRigPose * hips;
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params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] = (uint8_t)Rig::ControllerFlags::Enabled | (uint8_t)Rig::ControllerFlags::Estimated;
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// set spine2 if we have hand controllers
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if (myAvatar->getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND).isValid() &&
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myAvatar->getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND).isValid() &&
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!(params.primaryControllerFlags[Rig::PrimaryControllerType_Spine2] & (uint8_t)Rig::ControllerFlags::Enabled)) {
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AnimPose currentSpine2Pose;
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AnimPose currentHeadPose;
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AnimPose currentHipsPose;
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bool spine2Exists = _rig.getAbsoluteJointPoseInRigFrame(_rig.indexOfJoint("Spine2"), currentSpine2Pose);
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bool headExists = _rig.getAbsoluteJointPoseInRigFrame(_rig.indexOfJoint("Head"), currentHeadPose);
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bool hipsExists = _rig.getAbsoluteJointPoseInRigFrame(_rig.indexOfJoint("Hips"), currentHipsPose);
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if (spine2Exists && headExists && hipsExists) {
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AnimPose rigSpaceYaw(myAvatar->getSpine2RotationRigSpace());
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glm::vec3 u, v, w;
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glm::vec3 fwd = rigSpaceYaw.rot() * glm::vec3(0.0f, 0.0f, 1.0f);
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glm::vec3 up = currentHeadPose.trans() - currentHipsPose.trans();
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if (glm::length(up) > 0.0f) {
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up = glm::normalize(up);
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} else {
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up = glm::vec3(0.0f, 1.0f, 0.0f);
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}
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generateBasisVectors(up, fwd, u, v, w);
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AnimPose newSpinePose(glm::mat4(glm::vec4(w, 0.0f), glm::vec4(u, 0.0f), glm::vec4(v, 0.0f), glm::vec4(glm::vec3(0.0f, 0.0f, 0.0f), 1.0f)));
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currentSpine2Pose.rot() = newSpinePose.rot();
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params.primaryControllerPoses[Rig::PrimaryControllerType_Spine2] = currentSpine2Pose;
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params.primaryControllerFlags[Rig::PrimaryControllerType_Spine2] = (uint8_t)Rig::ControllerFlags::Enabled | (uint8_t)Rig::ControllerFlags::Estimated;
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}
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}
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} else {
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_prevHipsValid = false;
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}
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@ -34,7 +34,7 @@ const float DEFAULT_HANDS_ANGULAR_VELOCITY_STEPPING_THRESHOLD = 3.3f;
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const float DEFAULT_HEAD_VELOCITY_STEPPING_THRESHOLD = 0.18f;
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const float DEFAULT_HEAD_PITCH_STEPPING_TOLERANCE = 7.0f;
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const float DEFAULT_HEAD_ROLL_STEPPING_TOLERANCE = 7.0f;
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const float DEFAULT_AVATAR_SPINE_STRETCH_LIMIT = 0.07f;
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const float DEFAULT_AVATAR_SPINE_STRETCH_LIMIT = 0.04f;
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const float DEFAULT_AVATAR_FORWARD_DAMPENING_FACTOR = 0.5f;
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const float DEFAULT_AVATAR_LATERAL_DAMPENING_FACTOR = 2.0f;
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const float DEFAULT_AVATAR_HIPS_MASS = 40.0f;
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Reference in a new issue