cleanup start/stop logic for HMD follow

This commit is contained in:
U-GAPOS\andrew 2015-11-13 14:04:36 -08:00
parent b165d1ae3a
commit 91bc7ca062
4 changed files with 64 additions and 87 deletions

View file

@ -177,9 +177,8 @@ void MyAvatar::reset(bool andReload) {
// Reset dynamic state.
_wasPushing = _isPushing = _isBraking = _billboardValid = false;
_isFollowingHMD = false;
_hmdFollowVelocity = Vectors::ZERO;
_hmdFollowSpeed = 0.0f;
_followVelocity = Vectors::ZERO;
_followSpeed = 0.0f;
_skeletonModel.reset();
getHead()->reset();
_targetVelocity = glm::vec3(0.0f);
@ -352,52 +351,39 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
void MyAvatar::updateHMDFollowVelocity() {
// compute offset to body's target position (in sensor-frame)
auto sensorBodyMatrix = deriveBodyFromHMDSensor();
_hmdFollowOffset = extractTranslation(sensorBodyMatrix) - extractTranslation(_bodySensorMatrix);
glm::vec3 truncatedOffset = _hmdFollowOffset;
if (truncatedOffset.y < 0.0f) {
// don't pull the body DOWN to match the target (allow animation system to squat)
truncatedOffset.y = 0.0f;
}
float truncatedOffsetDistance = glm::length(truncatedOffset);
glm::vec3 offset = extractTranslation(sensorBodyMatrix) - extractTranslation(_bodySensorMatrix);
_followOffsetDistance = glm::length(offset);
const float FOLLOW_TIMESCALE = 0.5f;
const float FOLLOW_THRESHOLD_SPEED = 0.2f;
const float FOLLOW_MIN_DISTANCE = 0.02f;
const float FOLLOW_THRESHOLD_DISTANCE = 0.2f;
bool isMoving;
if (_lastIsMoving) {
const float MOVE_EXIT_SPEED_THRESHOLD = 0.07f; // m/sec
isMoving = glm::length(_velocity) >= MOVE_EXIT_SPEED_THRESHOLD;
} else {
const float MOVE_ENTER_SPEED_THRESHOLD = 0.2f; // m/sec
isMoving = glm::length(_velocity) > MOVE_ENTER_SPEED_THRESHOLD;
}
bool justStartedMoving = (_lastIsMoving != isMoving) && isMoving;
_lastIsMoving = isMoving;
bool hmdIsAtRest = _hmdAtRestDetector.update(_hmdSensorPosition, _hmdSensorOrientation);
const float MIN_HMD_HIP_SHIFT = 0.05f;
if (justStartedMoving || (hmdIsAtRest && truncatedOffsetDistance > MIN_HMD_HIP_SHIFT)) {
_isFollowingHMD = true;
}
bool avatarIsMoving = glm::length(_velocity - _followVelocity) > FOLLOW_THRESHOLD_SPEED;
bool shouldFollow = hmdIsAtRest || avatarIsMoving;
bool needNewFollowSpeed = (_isFollowingHMD && _hmdFollowSpeed == 0.0f);
if (!needNewFollowSpeed) {
// check to see if offset has exceeded its threshold
const float MAX_HMD_HIP_SHIFT = 0.2f;
if (truncatedOffsetDistance > MAX_HMD_HIP_SHIFT) {
_isFollowingHMD = true;
needNewFollowSpeed = true;
// linear part
_followOffsetDistance = glm::length(offset);
if (_followOffsetDistance < FOLLOW_MIN_DISTANCE) {
// close enough
_followOffsetDistance = 0.0f;
} else {
glm::vec3 truncatedOffset = offset;
if (truncatedOffset.y < 0.0f) {
truncatedOffset.y = 0.0f;
}
float truncatedDistance = glm::length(truncatedOffset);
bool needsNewSpeed = truncatedDistance > FOLLOW_THRESHOLD_DISTANCE;
if (needsNewSpeed || (shouldFollow && _followSpeed == 0.0f)) {
// compute new speed
_followSpeed = _followOffsetDistance / FOLLOW_TIMESCALE;
}
if (_followSpeed > 0.0f) {
// to compute new velocity we must rotate offset into the world-frame
glm::quat sensorToWorldRotation = extractRotation(_sensorToWorldMatrix);
_followVelocity = _followSpeed * glm::normalize(sensorToWorldRotation * offset);
}
}
if (_isFollowingHMD) {
// only bother to rotate into world frame if we're following
glm::quat sensorToWorldRotation = extractRotation(_sensorToWorldMatrix);
_hmdFollowOffset = sensorToWorldRotation * _hmdFollowOffset;
}
if (needNewFollowSpeed) {
// compute new velocity that will be used to resolve offset of hips from body
const float FOLLOW_HMD_DURATION = 0.5f; // seconds
_hmdFollowVelocity = (_hmdFollowOffset / FOLLOW_HMD_DURATION);
_hmdFollowSpeed = glm::length(_hmdFollowVelocity);
} else if (_isFollowingHMD) {
// compute new velocity (but not new speed)
_hmdFollowVelocity = _hmdFollowSpeed * glm::normalize(_hmdFollowOffset);
}
}
@ -1300,11 +1286,11 @@ void MyAvatar::prepareForPhysicsSimulation() {
_characterController.setAvatarPositionAndOrientation(getPosition(), getOrientation());
if (qApp->isHMDMode()) {
updateHMDFollowVelocity();
} else if (_isFollowingHMD) {
_isFollowingHMD = false;
_hmdFollowVelocity = Vectors::ZERO;
} else if (_followSpeed > 0.0f) {
_followVelocity = Vectors::ZERO;
_followSpeed = 0.0f;
}
_characterController.setHMDVelocity(_hmdFollowVelocity);
_characterController.setFollowVelocity(_followVelocity);
}
void MyAvatar::harvestResultsFromPhysicsSimulation() {
@ -1312,35 +1298,27 @@ void MyAvatar::harvestResultsFromPhysicsSimulation() {
glm::quat orientation = getOrientation();
_characterController.getAvatarPositionAndOrientation(position, orientation);
nextAttitude(position, orientation);
if (_isFollowingHMD) {
setVelocity(_characterController.getLinearVelocity() + _hmdFollowVelocity);
glm::vec3 hmdShift = _characterController.getHMDShift();
adjustSensorTransform(hmdShift);
if (_followSpeed > 0.0f) {
adjustSensorTransform();
setVelocity(_characterController.getLinearVelocity() + _followVelocity);
} else {
setVelocity(_characterController.getLinearVelocity());
}
}
void MyAvatar::adjustSensorTransform(glm::vec3 hmdShift) {
void MyAvatar::adjustSensorTransform() {
// compute blendFactor of latest hmdShift
// which we'll use to blend the rotation part
float blendFactor = 1.0f;
float shiftLength = glm::length(hmdShift);
if (shiftLength > 1.0e-5f) {
float offsetLength = glm::length(_hmdFollowOffset);
if (offsetLength > shiftLength) {
blendFactor = shiftLength / offsetLength;
}
}
float linearDistance = _characterController.getFollowTime() * _followSpeed;
float blendFactor = linearDistance < _followOffsetDistance ? linearDistance / _followOffsetDistance : 1.0f;
auto newBodySensorMatrix = deriveBodyFromHMDSensor();
auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix;
glm::quat finalBodyRotation = glm::normalize(glm::quat_cast(worldBodyMatrix));
if (blendFactor >= 0.99f) {
// the "adjustment" is more or less complete so stop following
_isFollowingHMD = false;
_hmdFollowSpeed = 0.0f;
_hmdFollowVelocity = Vectors::ZERO;
_followVelocity = Vectors::ZERO;
_followSpeed = 0.0f;
// and slam the body's transform anyway to eliminate any slight errors
glm::vec3 finalBodyPosition = extractTranslation(worldBodyMatrix);
nextAttitude(finalBodyPosition, finalBodyRotation);
@ -1520,6 +1498,9 @@ void MyAvatar::initAnimGraph() {
QUrl::fromLocalFile(PathUtils::resourcesPath() + "meshes/defaultAvatar_full/avatar-animation.json") :
_animGraphUrl);
_rig->initAnimGraph(graphUrl, _skeletonModel.getGeometry()->getFBXGeometry());
_bodySensorMatrix = deriveBodyFromHMDSensor(); // Based on current cached HMD position/rotation..
updateSensorToWorldMatrix(); // Uses updated position/orientation and _bodySensorMatrix changes
}
void MyAvatar::destroyAnimGraph() {

View file

@ -208,7 +208,7 @@ public:
void prepareForPhysicsSimulation();
void harvestResultsFromPhysicsSimulation();
void adjustSensorTransform(glm::vec3 hmdShift);
void adjustSensorTransform();
const QString& getCollisionSoundURL() { return _collisionSoundURL; }
void setCollisionSoundURL(const QString& url);
@ -394,9 +394,10 @@ private:
// used to transform any sensor into world space, including the _hmdSensorMat, or hand controllers.
glm::mat4 _sensorToWorldMatrix;
glm::vec3 _hmdFollowOffset { Vectors::ZERO };
glm::vec3 _hmdFollowVelocity { Vectors::ZERO };
float _hmdFollowSpeed { 0.0f };
glm::vec3 _followVelocity { Vectors::ZERO };
float _followSpeed { 0.0f };
float _followOffsetDistance { 0.0f };
bool _goToPending;
glm::vec3 _goToPosition;
@ -414,9 +415,6 @@ private:
glm::vec3 _customListenPosition;
glm::quat _customListenOrientation;
bool _isFollowingHMD { false };
float _followHMDAlpha { 0.0f };
AtRestDetector _hmdAtRestDetector;
bool _lastIsMoving { false };
};

View file

@ -60,7 +60,7 @@ MyCharacterController::MyCharacterController(MyAvatar* avatar) {
_floorDistance = MAX_FALL_HEIGHT;
_walkVelocity.setValue(0.0f, 0.0f, 0.0f);
_hmdVelocity.setValue(0.0f, 0.0f, 0.0f);
_followVelocity.setValue(0.0f, 0.0f, 0.0f);
_jumpSpeed = JUMP_SPEED;
_isOnGround = false;
_isJumping = false;
@ -68,7 +68,7 @@ MyCharacterController::MyCharacterController(MyAvatar* avatar) {
_isHovering = true;
_isPushingUp = false;
_jumpToHoverStart = 0;
_lastStepDuration = 0.0f;
_followTime = 0.0f;
_pendingFlags = PENDING_FLAG_UPDATE_SHAPE;
updateShapeIfNecessary();
@ -161,16 +161,14 @@ void MyCharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt)
}
}
// Rather than add _hmdVelocity to the velocity of the RigidBody, we explicitly teleport
// Rather than add _followVelocity to the velocity of the RigidBody, we explicitly teleport
// the RigidBody forward according to the formula: distance = rate * time
if (_hmdVelocity.length2() > 0.0f) {
if (_followVelocity.length2() > 0.0f) {
btTransform bodyTransform = _rigidBody->getWorldTransform();
bodyTransform.setOrigin(bodyTransform.getOrigin() + dt * _hmdVelocity);
bodyTransform.setOrigin(bodyTransform.getOrigin() + dt * _followVelocity);
_rigidBody->setWorldTransform(bodyTransform);
}
// MyAvatar will ask us how far we stepped for HMD motion, which will depend on how
// much time has accumulated in _lastStepDuration.
_lastStepDuration += dt;
_followTime += dt;
}
void MyCharacterController::jump() {
@ -346,8 +344,8 @@ void MyCharacterController::setTargetVelocity(const glm::vec3& velocity) {
_walkVelocity = glmToBullet(velocity);
}
void MyCharacterController::setHMDVelocity(const glm::vec3& velocity) {
_hmdVelocity = glmToBullet(velocity);
void MyCharacterController::setFollowVelocity(const glm::vec3& velocity) {
_followVelocity = glmToBullet(velocity);
}
glm::vec3 MyCharacterController::getLinearVelocity() const {
@ -400,7 +398,7 @@ void MyCharacterController::preSimulation() {
}
}
}
_lastStepDuration = 0.0f;
_followTime = 0.0f;
}
void MyCharacterController::postSimulation() {

View file

@ -64,8 +64,8 @@ public:
void getAvatarPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const;
void setTargetVelocity(const glm::vec3& velocity);
void setHMDVelocity(const glm::vec3& velocity);
glm::vec3 getHMDShift() const { return _lastStepDuration * bulletToGLM(_hmdVelocity); }
void setFollowVelocity(const glm::vec3& velocity);
float getFollowTime() const { return _followTime; }
glm::vec3 getLinearVelocity() const;
@ -75,7 +75,7 @@ protected:
protected:
btVector3 _currentUp;
btVector3 _walkVelocity;
btVector3 _hmdVelocity;
btVector3 _followVelocity;
btTransform _avatarBodyTransform;
glm::vec3 _shapeLocalOffset;
@ -93,7 +93,7 @@ protected:
btScalar _gravity;
btScalar _jumpSpeed;
btScalar _lastStepDuration;
btScalar _followTime;
bool _enabled;
bool _isOnGround;