From b9a2f19d302f87b74a13d75f45a0285883914d3d Mon Sep 17 00:00:00 2001 From: amantley Date: Thu, 18 Oct 2018 16:39:50 -0700 Subject: [PATCH] made all the suggested corrections except the dropdown qml. --- .../resources/qml/hifi/avatarapp/Settings.qml | 36 +++++++++--- interface/src/avatar/MyAvatar.cpp | 55 ++++++++++--------- interface/src/avatar/MyAvatar.h | 9 +-- 3 files changed, 62 insertions(+), 38 deletions(-) diff --git a/interface/resources/qml/hifi/avatarapp/Settings.qml b/interface/resources/qml/hifi/avatarapp/Settings.qml index 8749079940..fd72d70106 100644 --- a/interface/resources/qml/hifi/avatarapp/Settings.qml +++ b/interface/resources/qml/hifi/avatarapp/Settings.qml @@ -354,14 +354,36 @@ Rectangle { // "Lock State" Checkbox HifiControlsUit.CheckBox { - id: lockSitStandStateCheckbox; - visible: activeTab == "nearbyTab"; - anchors.right: reloadNearbyContainer.left; - anchors.rightMargin: 20; - checked: settings.lockStateEnabled; - text: "lock"; - boxSize: 24; + id: lockSitStandStateCheckbox + visible: activeTab == "nearbyTab" + anchors.right: reloadNearbyContainer.left + anchors.rightMargin: 20 + checked: settings.lockStateEnabled + text: "lock" + boxSize: 24 } + + // sit stand combo box + HifiControlsUit.ComboBox { + id: boxy + //textRole: "text" + currentIndex: 2 + model: ListModel { + id: cbItems + ListElement { text: "Force Sitting"; color: "Yellow" } + ListElement { text: "Force Standing"; color: "Green" } + ListElement { text: "Auto Mode"; color: "Brown" } + ListElement { text: "Disable Recentering"; color: "Red" } + } + //displayText: "fred" + //label: cbItems.get(currentIndex).text + width: 200 + onCurrentIndexChanged: { + console.debug(cbItems.get(currentIndex).text + ", " + cbItems.get(currentIndex).color) + console.debug("line 2") + } + } + } ColumnLayout { diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 9fe91e44b9..2c9b83b636 100755 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -464,20 +464,19 @@ void MyAvatar::reset(bool andRecenter, bool andReload, bool andHead) { } } -void MyAvatar::updateSitStandState(float newHeightReading, float angleHeadUp) { +void MyAvatar::updateSitStandState(float newHeightReading, float dt) { const float STANDING_HEIGHT_MULTIPLE = 1.2f; const float SITTING_HEIGHT_MULTIPLE = 0.833f; - const int SITTING_COUNT_THRESHOLD = 240; - const int STANDING_COUNT_THRESHOLD = 20; - const int SQUATTY_COUNT_THRESHOLD = 600; + const float SITTING_TIMEOUT = 4.0f; // 4 seconds + const float STANDING_TIMEOUT = 0.3333f; // 1/3 second const float SITTING_UPPER_BOUND = 1.52f; if (!getIsSitStandStateLocked() && !getIsAway() && qApp->isHMDMode()) { if (getIsInSittingState()) { if (newHeightReading > (STANDING_HEIGHT_MULTIPLE * _tippingPoint)) { // if we recenter upwards then no longer in sitting state - _sitStandStateCount++; - if (_sitStandStateCount > STANDING_COUNT_THRESHOLD) { + _sitStandStateTimer += dt; + if (_sitStandStateTimer > STANDING_TIMEOUT) { _averageUserHeightSensorSpace = newHeightReading; _tippingPoint = newHeightReading; setIsInSittingState(false); @@ -485,8 +484,8 @@ void MyAvatar::updateSitStandState(float newHeightReading, float angleHeadUp) { } else if (newHeightReading < (SITTING_HEIGHT_MULTIPLE * _tippingPoint)) { // if we are mis labelled as sitting but we are standing in the real world this will // make sure that a real sit is still recognized so we won't be stuck in sitting unable to change state - _sitStandStateCount++; - if (_sitStandStateCount > SITTING_COUNT_THRESHOLD) { + _sitStandStateTimer += dt; + if (_sitStandStateTimer > SITTING_TIMEOUT) { _averageUserHeightSensorSpace = newHeightReading; _tippingPoint = newHeightReading; // here we stay in sit state but reset the average height @@ -499,14 +498,14 @@ void MyAvatar::updateSitStandState(float newHeightReading, float angleHeadUp) { } else { // tipping point is average height when sitting. _tippingPoint = _averageUserHeightSensorSpace; - _sitStandStateCount = 0; + _sitStandStateTimer = 0.0f; } } } else { // in the standing state if (newHeightReading < (SITTING_HEIGHT_MULTIPLE * _tippingPoint)) { - _sitStandStateCount++; - if (_sitStandStateCount > SITTING_COUNT_THRESHOLD) { + _sitStandStateTimer += dt; + if (_sitStandStateTimer > SITTING_TIMEOUT) { _averageUserHeightSensorSpace = newHeightReading; _tippingPoint = newHeightReading; setIsInSittingState(true); @@ -514,7 +513,7 @@ void MyAvatar::updateSitStandState(float newHeightReading, float angleHeadUp) { } else { // use the mode height for the tipping point when we are standing. _tippingPoint = getCurrentStandingHeight(); - _sitStandStateCount = 0; + _sitStandStateTimer = 0.0f; } } } else { @@ -530,6 +529,7 @@ void MyAvatar::update(float deltaTime) { const float HMD_FACING_TIMESCALE = getRotationRecenterFilterLength(); const float PERCENTAGE_WEIGHT_HEAD_VS_SHOULDERS_AZIMUTH = 0.0f; // 100 percent shoulders const float COSINE_THIRTY_DEGREES = 0.866f; + const float SQUATTY_TIMEOUT = 30.0f; // 30 seconds float tau = deltaTime / HMD_FACING_TIMESCALE; setHipToHandController(computeHandAzimuth()); @@ -575,19 +575,17 @@ void MyAvatar::update(float deltaTime) { } float angleSpine2 = glm::dot(upSpine2, glm::vec3(0.0f, 1.0f, 0.0f)); if (getControllerPoseInAvatarFrame(controller::Action::HEAD).getTranslation().y < (headDefaultPositionAvatarSpace.y - SQUAT_THRESHOLD) && (angleSpine2 > COSINE_THIRTY_DEGREES)) { - _squatCount++; + _squatTimer += deltaTime; + if (_squatTimer > SQUATTY_TIMEOUT) { + _squatTimer = 0.0f; + _follow._squatDetected = true; + } } else { - _squatCount = 0; + _squatTimer = 0.0f; } - glm::vec3 headUp = newHeightReading.getRotation() * glm::vec3(0.0f, 1.0f, 0.0f); - if (glm::length(headUp) > 0.0f) { - headUp = glm::normalize(headUp); - } - float angleHeadUp = glm::dot(headUp, glm::vec3(0.0f, 1.0f, 0.0f)); - // put update sit stand state counts here - updateSitStandState(newHeightReading.getTranslation().y, angleHeadUp); + updateSitStandState(newHeightReading.getTranslation().y, deltaTime); if (_drawAverageFacingEnabled) { auto sensorHeadPose = getControllerPoseInSensorFrame(controller::Action::HEAD); @@ -3893,8 +3891,8 @@ void MyAvatar::setIsInWalkingState(bool isWalking) { } void MyAvatar::setIsInSittingState(bool isSitting) { - _sitStandStateCount = 0; - _squatCount = 0; + _sitStandStateTimer = 0.0f; + _squatTimer = 0.0f; // on reset height we need the count to be more than one in case the user sits and stands up quickly. _isInSittingState.set(isSitting); setResetMode(true); @@ -3909,7 +3907,8 @@ void MyAvatar::setIsInSittingState(bool isSitting) { void MyAvatar::setIsSitStandStateLocked(bool isLocked) { _lockSitStandState.set(isLocked); - _sitStandStateCount = 0; + _sitStandStateTimer = 0.0f; + _squatTimer = 0.0f; _averageUserHeightSensorSpace = _userHeight.get(); _tippingPoint = _userHeight.get(); if (!isLocked) { @@ -4155,7 +4154,7 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) cons return stepDetected; } -bool MyAvatar::FollowHelper::shouldActivateVertical(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const { +bool MyAvatar::FollowHelper::shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const { const float CYLINDER_TOP = 0.1f; const float CYLINDER_BOTTOM = -1.5f; const float SITTING_BOTTOM = -0.02f; @@ -4179,8 +4178,7 @@ bool MyAvatar::FollowHelper::shouldActivateVertical(MyAvatar& myAvatar, const gl // in the standing state returnValue = (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM); // finally check for squats in standing - if ((myAvatar._squatCount > SQUATTY_COUNT_THRESHOLD) && !myAvatar.getIsSitStandStateLocked()) { - myAvatar._squatCount = 0; + if (_squatDetected) { returnValue = true; } } @@ -4216,6 +4214,9 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat } if (!isActive(Vertical) && (shouldActivateVertical(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) { activate(Vertical); + if (_squatDetected) { + _squatDetected = false; + } } } else { if (!isActive(Rotation) && getForceActivateRotation()) { diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index d1ba0fd9cf..be8b5fa1b2 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -1116,7 +1116,7 @@ public: float getSprintSpeed() const; void setSitStandStateChange(bool stateChanged); float getSitStandStateChange() const; - void updateSitStandState(float newHeightReading, float angleHeadUp); + void updateSitStandState(float newHeightReading, float dt); QVector getScriptUrls(); @@ -1744,7 +1744,7 @@ private: float getMaxTimeRemaining() const; void decrementTimeRemaining(float dt); bool shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const; - bool shouldActivateVertical(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const; + bool shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const; bool shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const; bool shouldActivateHorizontalCG(MyAvatar& myAvatar) const; void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput); @@ -1757,6 +1757,7 @@ private: void setForceActivateHorizontal(bool val); bool getToggleHipsFollowing() const; void setToggleHipsFollowing(bool followHead); + bool _squatDetected { false }; std::atomic _forceActivateRotation { false }; std::atomic _forceActivateVertical { false }; std::atomic _forceActivateHorizontal { false }; @@ -1843,8 +1844,8 @@ private: float _walkSpeedScalar { AVATAR_WALK_SPEED_SCALAR }; bool _isInWalkingState { false }; ThreadSafeValueCache _isInSittingState { false }; - int _sitStandStateCount { 0 }; - int _squatCount { 0 }; + float _sitStandStateTimer { 0.0f }; + float _squatTimer { 0.0f }; float _tippingPoint { _userHeight.get() }; // load avatar scripts once when rig is ready