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https://github.com/overte-org/overte.git
synced 2025-04-21 08:04:01 +02:00
Moved outOfBody detection into MyAvatar::FollowHelper
in preparation for different follow behavior for in-body and out-of-body.
This commit is contained in:
parent
5e0c2286ec
commit
baee5180c1
6 changed files with 91 additions and 66 deletions
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@ -82,8 +82,14 @@ const float MyAvatar::ZOOM_MIN = 0.5f;
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const float MyAvatar::ZOOM_MAX = 25.0f;
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const float MyAvatar::ZOOM_DEFAULT = 1.5f;
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// OUTOFBODY_HACK defined in Rig.cpp
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extern bool OUTOFBODY_HACK_ENABLE_DEBUG_DRAW_IK_TARGETS;
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// OUTOFBODY_HACK defined in SkeletonModel.cpp
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extern const glm::vec3 TRUNCATE_IK_CAPSULE_POSITION;
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extern const float TRUNCATE_IK_CAPSULE_LENGTH;
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extern const float TRUNCATE_IK_CAPSULE_RADIUS;
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MyAvatar::MyAvatar(RigPointer rig) :
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Avatar(rig),
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_wasPushing(false),
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@ -1338,6 +1344,8 @@ void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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} else {
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setVelocity(getVelocity() + _characterController.getFollowVelocity());
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}
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_follow.postPhysicsUpdate(*this);
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}
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QString MyAvatar::getScriptedMotorFrame() const {
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@ -2183,6 +2191,19 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
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}
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}
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void MyAvatar::FollowHelper::postPhysicsUpdate(MyAvatar& myAvatar) {
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// get HMD position from sensor space into world space, and back into rig space
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glm::mat4 worldHMDMat = myAvatar.getSensorToWorldMatrix() * myAvatar.getHMDSensorMatrix();
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glm::mat4 rigToWorld = createMatFromQuatAndPos(myAvatar.getRotation() * Quaternions::Y_180, myAvatar.getPosition());
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glm::mat4 worldToRig = glm::inverse(rigToWorld);
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glm::mat4 rigHMDMat = worldToRig * worldHMDMat;
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glm::vec3 rigHMDPosition = extractTranslation(rigHMDMat);
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// detect if the rig head position is too far from the avatar's position.
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_isOutOfBody = !pointIsInsideCapsule(rigHMDPosition, TRUNCATE_IK_CAPSULE_POSITION, TRUNCATE_IK_CAPSULE_LENGTH, TRUNCATE_IK_CAPSULE_RADIUS);
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}
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float MyAvatar::getAccelerationEnergy() {
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glm::vec3 velocity = getVelocity();
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int changeInVelocity = abs(velocity.length() - priorVelocity.length());
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@ -315,6 +315,8 @@ public slots:
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glm::vec3 getPositionForAudio();
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glm::quat getOrientationForAudio();
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bool isOutOfBody() const { return _follow._isOutOfBody; }
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signals:
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void audioListenerModeChanged();
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void transformChanged();
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@ -445,7 +447,8 @@ private:
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NumFollowTypes
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};
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glm::mat4 _desiredBodyMatrix;
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uint8_t _activeBits;
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uint8_t _activeBits { 0 };
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bool _isOutOfBody { false };
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void deactivate();
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void deactivate(FollowType type);
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@ -457,6 +460,7 @@ private:
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void updateHorizontalActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix);
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void updateVerticalActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix);
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void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix);
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void postPhysicsUpdate(MyAvatar& myAvatar);
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};
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FollowHelper _follow;
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@ -23,6 +23,10 @@
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#include "InterfaceLogging.h"
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#include "AnimDebugDraw.h"
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const glm::vec3 TRUNCATE_IK_CAPSULE_POSITION(0.0f, 0.0f, 0.0f);
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const float TRUNCATE_IK_CAPSULE_LENGTH = 1000.0f;
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const float TRUNCATE_IK_CAPSULE_RADIUS = 0.5f;
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SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer rig) :
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Model(rig, parent),
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_owningAvatar(owningAvatar),
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@ -86,7 +90,6 @@ Rig::CharacterControllerState convertCharacterControllerState(CharacterControlle
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};
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}
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// Called within Model::simulate call, below.
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void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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const FBXGeometry& geometry = getFBXGeometry();
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@ -107,6 +110,9 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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Rig::HeadParameters headParams;
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glm::vec3 hmdPositionInRigSpace;
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glm::vec3 truncatedHMDPositionInRigSpace;
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if (qApp->isHMDMode()) {
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headParams.isInHMD = true;
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@ -116,9 +122,20 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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glm::mat4 worldToRig = glm::inverse(rigToWorld);
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glm::mat4 rigHMDMat = worldToRig * worldHMDMat;
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headParams.rigHeadPosition = extractTranslation(rigHMDMat);
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hmdPositionInRigSpace = extractTranslation(rigHMDMat);
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// truncate head IK target if it's out of body
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if (myAvatar->isOutOfBody()) {
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truncatedHMDPositionInRigSpace = projectPointOntoCapsule(hmdPositionInRigSpace, TRUNCATE_IK_CAPSULE_POSITION,
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TRUNCATE_IK_CAPSULE_LENGTH, TRUNCATE_IK_CAPSULE_RADIUS);
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} else {
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truncatedHMDPositionInRigSpace = hmdPositionInRigSpace;
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}
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headParams.rigHeadPosition = truncatedHMDPositionInRigSpace;
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headParams.rigHeadOrientation = extractRotation(rigHMDMat);
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headParams.worldHeadOrientation = extractRotation(worldHMDMat);
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} else {
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headParams.isInHMD = false;
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@ -139,6 +156,12 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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handParams.isLeftEnabled = true;
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handParams.leftPosition = Quaternions::Y_180 * leftPose.getTranslation();
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handParams.leftOrientation = Quaternions::Y_180 * leftPose.getRotation();
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// truncate hand target
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if (myAvatar->isOutOfBody() && qApp->isHMDMode()) {
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glm::vec3 offset = handParams.leftPosition - hmdPositionInRigSpace;
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handParams.leftPosition = truncatedHMDPositionInRigSpace + offset;
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}
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} else {
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handParams.isLeftEnabled = false;
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}
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@ -148,6 +171,12 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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handParams.isRightEnabled = true;
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handParams.rightPosition = Quaternions::Y_180 * rightPose.getTranslation();
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handParams.rightOrientation = Quaternions::Y_180 * rightPose.getRotation();
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// truncate hand target
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if (myAvatar->isOutOfBody() && qApp->isHMDMode()) {
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glm::vec3 offset = handParams.rightPosition - hmdPositionInRigSpace;
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handParams.rightPosition = truncatedHMDPositionInRigSpace + offset;
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}
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} else {
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handParams.isRightEnabled = false;
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}
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@ -47,10 +47,6 @@ const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 0.9f, 0.0f);
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const glm::vec3 DEFAULT_HEAD_POS(0.0f, 0.75f, 0.0f);
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const glm::vec3 DEFAULT_NECK_POS(0.0f, 0.70f, 0.0f);
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const glm::vec3 TRUNCATE_IK_CAPSULE_POSITION(0.0f, 0.0f, 0.0f);
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float TRUNCATE_IK_CAPSULE_LENGTH = 1000.0;
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float TRUNCATE_IK_CAPSULE_RADIUS = 0.5;
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extern Rig* OUTOFBODY_HACK_RIG_POINTER;
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void Rig::overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame) {
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@ -1003,37 +999,6 @@ void Rig::computeHeadNeckAnimVars(const AnimPose& hmdPose, glm::vec3& headPositi
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neckOrientationOut = safeMix(hmdOrientation, _animSkeleton->getRelativeDefaultPose(neckIndex).rot, 0.5f);
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}
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static bool pointIsInsideCapsule(const glm::vec3& point, const glm::vec3& capsulePosition, float capsuleLength, float capsuleRadius) {
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glm::vec3 top = capsulePosition.y + glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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glm::vec3 bottom = capsulePosition.y - glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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if (point.y > top.y + capsuleRadius) {
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return false;
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} else if (point.y > top.y) {
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return glm::length(point - top) < capsuleRadius;
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} else if (point.y < bottom.y - capsuleRadius) {
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return false;
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} else if (point.y < bottom.y) {
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return glm::length(point - bottom) < capsuleRadius;
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} else {
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return glm::length(glm::vec2(point.x, point.z) - glm::vec2(capsulePosition.x, capsulePosition.z)) < capsuleRadius;
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}
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}
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static glm::vec3 projectPointOntoCapsule(const glm::vec3& point, const glm::vec3& capsulePosition, float capsuleLength, float capsuleRadius) {
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glm::vec3 top = capsulePosition.y + glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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glm::vec3 bottom = capsulePosition.y - glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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if (point.y > top.y) {
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return capsuleRadius * glm::normalize(point - top) + top;
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} else if (point.y < bottom.y) {
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return capsuleRadius * glm::normalize(point - bottom) + bottom;
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} else {
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glm::vec2 capsulePosition2D(capsulePosition.x, capsulePosition.z);
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glm::vec2 point2D(point.x, point.z);
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glm::vec2 projectedPoint2D = capsuleRadius * glm::normalize(point2D - capsulePosition2D) + capsulePosition2D;
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return glm::vec3(projectedPoint2D.x, point.y, projectedPoint2D.y);
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}
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}
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void Rig::updateNeckJoint(int index, const HeadParameters& params) {
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if (_animSkeleton && index >= 0 && index < _animSkeleton->getNumJoints()) {
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glm::quat yFlip180 = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
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@ -1044,20 +1009,6 @@ void Rig::updateNeckJoint(int index, const HeadParameters& params) {
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AnimPose hmdPose(glm::vec3(1.0f), params.rigHeadOrientation * yFlip180, params.rigHeadPosition);
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computeHeadNeckAnimVars(hmdPose, headPos, headRot, neckPos, neckRot);
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// decide if we SHOULD truncate IK targets
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if (!pointIsInsideCapsule(params.rigHeadPosition, TRUNCATE_IK_CAPSULE_POSITION, TRUNCATE_IK_CAPSULE_LENGTH, TRUNCATE_IK_CAPSULE_RADIUS)) {
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_desiredRigHeadPosition = headPos;
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_truncateIKTargets = true;
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} else {
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_truncateIKTargets = false;
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}
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// truncate head IK target.
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if (_truncateIKTargets) {
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headPos = projectPointOntoCapsule(_desiredRigHeadPosition, TRUNCATE_IK_CAPSULE_POSITION, TRUNCATE_IK_CAPSULE_LENGTH, TRUNCATE_IK_CAPSULE_RADIUS);
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neckPos = (neckPos - _desiredRigHeadPosition) + headPos;
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}
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_animVars.set("headPosition", headPos);
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_animVars.set("headRotation", headRot);
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_animVars.set("headType", (int)IKTarget::Type::HmdHead);
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@ -1132,13 +1083,6 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
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glm::vec3 handPosition = params.leftPosition;
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// truncate hand IK target
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if (_truncateIKTargets) {
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glm::vec3 offset = handPosition - _desiredRigHeadPosition;
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glm::vec3 headPos = projectPointOntoCapsule(_desiredRigHeadPosition, TRUNCATE_IK_CAPSULE_POSITION, TRUNCATE_IK_CAPSULE_LENGTH, TRUNCATE_IK_CAPSULE_RADIUS);
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handPosition = headPos + offset;
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}
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// prevent the hand IK targets from intersecting the body capsule
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glm::vec3 displacement(glm::vec3::_null);
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if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
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@ -1158,13 +1102,6 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
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glm::vec3 handPosition = params.rightPosition;
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// truncate hand IK target
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if (_truncateIKTargets) {
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glm::vec3 offset = handPosition - _desiredRigHeadPosition;
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glm::vec3 headPos = projectPointOntoCapsule(_desiredRigHeadPosition, TRUNCATE_IK_CAPSULE_POSITION, TRUNCATE_IK_CAPSULE_LENGTH, TRUNCATE_IK_CAPSULE_RADIUS);
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handPosition = headPos + offset;
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}
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// prevent the hand IK targets from intersecting the body capsule
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glm::vec3 displacement(glm::vec3::_null);
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if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
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@ -578,3 +578,34 @@ float coneSphereAngle(const glm::vec3& coneCenter, const glm::vec3& coneDirectio
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return glm::max(0.0f, theta - phi);
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}
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bool pointIsInsideCapsule(const glm::vec3& point, const glm::vec3& capsulePosition, float capsuleLength, float capsuleRadius) {
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glm::vec3 top = capsulePosition.y + glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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glm::vec3 bottom = capsulePosition.y - glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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if (point.y > top.y + capsuleRadius) {
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return false;
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} else if (point.y > top.y) {
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return glm::length(point - top) < capsuleRadius;
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} else if (point.y < bottom.y - capsuleRadius) {
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return false;
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} else if (point.y < bottom.y) {
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return glm::length(point - bottom) < capsuleRadius;
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} else {
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return glm::length(glm::vec2(point.x, point.z) - glm::vec2(capsulePosition.x, capsulePosition.z)) < capsuleRadius;
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}
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}
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glm::vec3 projectPointOntoCapsule(const glm::vec3& point, const glm::vec3& capsulePosition, float capsuleLength, float capsuleRadius) {
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glm::vec3 top = capsulePosition.y + glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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glm::vec3 bottom = capsulePosition.y - glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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if (point.y > top.y) {
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return capsuleRadius * glm::normalize(point - top) + top;
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} else if (point.y < bottom.y) {
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return capsuleRadius * glm::normalize(point - bottom) + bottom;
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} else {
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glm::vec2 capsulePosition2D(capsulePosition.x, capsulePosition.z);
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glm::vec2 point2D(point.x, point.z);
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glm::vec2 projectedPoint2D = capsuleRadius * glm::normalize(point2D - capsulePosition2D) + capsulePosition2D;
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return glm::vec3(projectedPoint2D.x, point.y, projectedPoint2D.y);
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}
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}
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@ -160,5 +160,8 @@ private:
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static void copyCleanArray(int& lengthA, glm::vec2* vertexArrayA, int& lengthB, glm::vec2* vertexArrayB);
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};
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// vertical capsule
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bool pointIsInsideCapsule(const glm::vec3& point, const glm::vec3& capsulePosition, float capsuleLength, float capsuleRadius);
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glm::vec3 projectPointOntoCapsule(const glm::vec3& point, const glm::vec3& capsulePosition, float capsuleLength, float capsuleRadius);
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#endif // hifi_GeometryUtil_h
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