out-of-body with reduced recovery speeds

This commit is contained in:
Andrew Meadows 2016-09-08 14:31:31 -07:00
parent a40a9f1d73
commit bc56df0be1
4 changed files with 98 additions and 118 deletions

View file

@ -416,10 +416,6 @@ void MyAvatar::simulate(float deltaTime) {
updatePosition(deltaTime); updatePosition(deltaTime);
} }
// update sensorToWorldMatrix for camera and hand controllers
// before we perform rig animations and IK.
updateSensorToWorldMatrix();
{ {
PerformanceTimer perfTimer("skeleton"); PerformanceTimer perfTimer("skeleton");
_skeletonModel->simulate(deltaTime); _skeletonModel->simulate(deltaTime);
@ -1305,9 +1301,10 @@ void MyAvatar::prepareForPhysicsSimulation() {
_characterController.setPositionAndOrientation(getPosition(), getOrientation()); _characterController.setPositionAndOrientation(getPosition(), getOrientation());
if (qApp->isHMDMode()) { if (qApp->isHMDMode()) {
_follow.prePhysicsUpdate(*this, deriveBodyFromHMDSensor(), _bodySensorMatrix, hasDriveInput()); _follow.prePhysicsUpdate(*this, deriveBodyFromHMDSensor(), _bodySensorMatrix);
} else { } else {
_follow.deactivate(); _follow.deactivate();
getCharacterController()->disableFollow();
} }
} }
@ -1318,7 +1315,10 @@ void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
_characterController.getPositionAndOrientation(position, orientation); _characterController.getPositionAndOrientation(position, orientation);
} }
nextAttitude(position, orientation); nextAttitude(position, orientation);
_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
// compute new _bodyToSensorMatrix
glm::mat4 bodyToWorldMatrix = createMatFromQuatAndPos(orientation, position);
_bodySensorMatrix = glm::inverse(_sensorToWorldMatrix) * bodyToWorldMatrix;
if (_characterController.isEnabledAndReady()) { if (_characterController.isEnabledAndReady()) {
setVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity()); setVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
@ -2050,64 +2050,47 @@ MyAvatar::FollowHelper::FollowHelper() {
} }
void MyAvatar::FollowHelper::deactivate() { void MyAvatar::FollowHelper::deactivate() {
for (int i = 0; i < NumFollowTypes; i++) { _activeBits = 0;
deactivate((FollowType)i);
}
} }
void MyAvatar::FollowHelper::deactivate(FollowType type) { void MyAvatar::FollowHelper::deactivate(FollowType type) {
assert(type >= 0 && type < NumFollowTypes); assert(type >= 0 && type < NumFollowTypes);
_timeRemaining[(int)type] = 0.0f; _activeBits &= ~(uint8_t)(0x01 << (int)type);
} }
void MyAvatar::FollowHelper::activate(FollowType type) { void MyAvatar::FollowHelper::activate(FollowType type) {
assert(type >= 0 && type < NumFollowTypes); assert(type >= 0 && type < NumFollowTypes);
// TODO: Perhaps, the follow time should be proportional to the displacement. _activeBits |= (uint8_t)(0x01 << (int)type);
_timeRemaining[(int)type] = FOLLOW_TIME;
} }
bool MyAvatar::FollowHelper::isActive(FollowType type) const { bool MyAvatar::FollowHelper::isActive(FollowType type) const {
assert(type >= 0 && type < NumFollowTypes); assert(type >= 0 && type < NumFollowTypes);
return _timeRemaining[(int)type] > 0.0f; return (bool)(_activeBits & (uint8_t)(0x01 << (int)type));
} }
bool MyAvatar::FollowHelper::isActive() const { bool MyAvatar::FollowHelper::isActive() const {
for (int i = 0; i < NumFollowTypes; i++) { return (bool)_activeBits;
if (isActive((FollowType)i)) {
return true;
}
}
return false;
} }
float MyAvatar::FollowHelper::getMaxTimeRemaining() const { void MyAvatar::FollowHelper::updateRotationActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) {
float max = 0.0f;
for (int i = 0; i < NumFollowTypes; i++) {
if (_timeRemaining[i] > max) {
max = _timeRemaining[i];
}
}
return max;
}
void MyAvatar::FollowHelper::decrementTimeRemaining(float dt) {
for (int i = 0; i < NumFollowTypes; i++) {
_timeRemaining[i] -= dt;
}
}
bool MyAvatar::FollowHelper::shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
auto cameraMode = qApp->getCamera()->getMode(); auto cameraMode = qApp->getCamera()->getMode();
if (cameraMode == CAMERA_MODE_THIRD_PERSON) { if (cameraMode == CAMERA_MODE_THIRD_PERSON) {
return false; deactivate(Rotation);
} else { } else {
const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f); // 30 degrees const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f); // 30 degrees
const float STOP_FOLLOW_ROTATION_THRESHOLD = 0.99f;
glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix); glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
return glm::dot(myAvatar.getHMDSensorFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD; if (isActive(Rotation)) {
if (glm::dot(myAvatar.getHMDSensorFacingMovingAverage(), bodyFacing) > STOP_FOLLOW_ROTATION_THRESHOLD) {
deactivate(Rotation);
}
} else if (glm::dot(myAvatar.getHMDSensorFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD) {
activate(Rotation);
}
} }
} }
bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const { void MyAvatar::FollowHelper::updateHorizontalActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) {
// -z axis of currentBodyMatrix in world space. // -z axis of currentBodyMatrix in world space.
glm::vec3 forward = glm::normalize(glm::vec3(-currentBodyMatrix[0][2], -currentBodyMatrix[1][2], -currentBodyMatrix[2][2])); glm::vec3 forward = glm::normalize(glm::vec3(-currentBodyMatrix[0][2], -currentBodyMatrix[1][2], -currentBodyMatrix[2][2]));
@ -2116,85 +2099,74 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar,
glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix); glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix);
float forwardLeanAmount = glm::dot(forward, offset); float forwardLeanAmount = glm::dot(forward, offset);
float lateralLeanAmount = glm::dot(right, offset); float lateralLeanAmount = fabsf(glm::dot(right, offset));
const float MAX_LATERAL_LEAN = 0.3f; const float MAX_LATERAL_LEAN = 0.3f;
const float MAX_FORWARD_LEAN = 0.15f; const float MAX_FORWARD_LEAN = 0.15f;
const float MAX_BACKWARD_LEAN = 0.1f; const float MAX_BACKWARD_LEAN = 0.1f;
const float MIN_LEAN = 0.02f;
if (forwardLeanAmount > 0 && forwardLeanAmount > MAX_FORWARD_LEAN) { if (isActive(Horizontal)) {
return true; if (fabsf(forwardLeanAmount) < MIN_LEAN && lateralLeanAmount < MIN_LEAN) {
} else if (forwardLeanAmount < 0 && forwardLeanAmount < -MAX_BACKWARD_LEAN) { deactivate(Horizontal);
return true; }
} else {
if (forwardLeanAmount > MAX_FORWARD_LEAN ||
forwardLeanAmount < -MAX_BACKWARD_LEAN ||
lateralLeanAmount > MAX_LATERAL_LEAN) {
activate(Horizontal);
}
} }
return fabs(lateralLeanAmount) > MAX_LATERAL_LEAN;
} }
bool MyAvatar::FollowHelper::shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const { void MyAvatar::FollowHelper::updateVerticalActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) {
const float CYLINDER_TOP = 0.1f; const float CYLINDER_TOP = 0.1f;
const float CYLINDER_BOTTOM = -1.5f; const float CYLINDER_BOTTOM = -1.5f;
const float MIN_VERTICAL_OFFSET = 0.02f;
glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix); glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix);
return (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM); if (isActive(Vertical)) {
if (fabsf(offset.y) < MIN_VERTICAL_OFFSET) {
deactivate(Vertical);
}
} else if (offset.y > CYLINDER_TOP || offset.y < CYLINDER_BOTTOM) {
activate(Vertical);
}
} }
void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput) { void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) {
_desiredBodyMatrix = desiredBodyMatrix; _desiredBodyMatrix = desiredBodyMatrix;
if (myAvatar.getHMDLeanRecenterEnabled()) { if (myAvatar.getHMDLeanRecenterEnabled()) {
if (!isActive(Rotation) && shouldActivateRotation(myAvatar, desiredBodyMatrix, currentBodyMatrix)) { updateRotationActivation(myAvatar, desiredBodyMatrix, currentBodyMatrix);
activate(Rotation); updateHorizontalActivation(myAvatar, desiredBodyMatrix, currentBodyMatrix);
updateVerticalActivation(myAvatar, desiredBodyMatrix, currentBodyMatrix);
glm::mat4 desiredWorldMatrix = myAvatar.getSensorToWorldMatrix() * _desiredBodyMatrix;
glm::mat4 currentWorldMatrix = createMatFromQuatAndPos(myAvatar.getOrientation(), myAvatar.getPosition());
AnimPose followWorldPose(currentWorldMatrix);
if (isActive(Rotation)) {
followWorldPose.rot = glmExtractRotation(desiredWorldMatrix);
} }
if (!isActive(Horizontal) && shouldActivateHorizontal(myAvatar, desiredBodyMatrix, currentBodyMatrix)) { if (isActive(Horizontal)) {
activate(Horizontal); glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
followWorldPose.trans.x = desiredTranslation.x;
followWorldPose.trans.z = desiredTranslation.z;
} }
if (!isActive(Vertical) && (shouldActivateVertical(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) { if (isActive(Vertical)) {
activate(Vertical); glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
followWorldPose.trans.y = desiredTranslation.y;
} }
}
glm::mat4 desiredWorldMatrix = myAvatar.getSensorToWorldMatrix() * _desiredBodyMatrix;
glm::mat4 currentWorldMatrix = myAvatar.getSensorToWorldMatrix() * currentBodyMatrix;
AnimPose followWorldPose(currentWorldMatrix);
if (isActive(Rotation)) {
followWorldPose.rot = glmExtractRotation(desiredWorldMatrix);
}
if (isActive(Horizontal)) {
glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
followWorldPose.trans.x = desiredTranslation.x;
followWorldPose.trans.z = desiredTranslation.z;
}
if (isActive(Vertical)) {
glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
followWorldPose.trans.y = desiredTranslation.y;
}
myAvatar.getCharacterController()->setFollowParameters(followWorldPose, getMaxTimeRemaining());
}
glm::mat4 MyAvatar::FollowHelper::postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix) {
if (isActive()) {
float dt = myAvatar.getCharacterController()->getFollowTime();
decrementTimeRemaining(dt);
// apply follow displacement to the body matrix.
glm::vec3 worldLinearDisplacement = myAvatar.getCharacterController()->getFollowLinearDisplacement();
glm::quat worldAngularDisplacement = myAvatar.getCharacterController()->getFollowAngularDisplacement();
glm::quat sensorToWorld = glmExtractRotation(myAvatar.getSensorToWorldMatrix());
glm::quat worldToSensor = glm::inverse(sensorToWorld);
glm::vec3 sensorLinearDisplacement = worldToSensor * worldLinearDisplacement;
glm::quat sensorAngularDisplacement = worldToSensor * worldAngularDisplacement * sensorToWorld;
glm::mat4 newBodyMat = createMatFromQuatAndPos(sensorAngularDisplacement * glmExtractRotation(currentBodyMatrix),
sensorLinearDisplacement + extractTranslation(currentBodyMatrix));
return newBodyMat;
if (isActive()) {
myAvatar.getCharacterController()->setFollowParameters(followWorldPose);
} else {
myAvatar.getCharacterController()->disableFollow();
}
} else { } else {
return currentBodyMatrix; deactivate();
myAvatar.getCharacterController()->disableFollow();
} }
} }

View file

@ -442,7 +442,7 @@ private:
NumFollowTypes NumFollowTypes
}; };
glm::mat4 _desiredBodyMatrix; glm::mat4 _desiredBodyMatrix;
float _timeRemaining[NumFollowTypes]; uint8_t _activeBits;
void deactivate(); void deactivate();
void deactivate(FollowType type); void deactivate(FollowType type);
@ -450,13 +450,10 @@ private:
void activate(FollowType type); void activate(FollowType type);
bool isActive() const; bool isActive() const;
bool isActive(FollowType followType) const; bool isActive(FollowType followType) const;
float getMaxTimeRemaining() const; void updateRotationActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix);
void decrementTimeRemaining(float dt); void updateHorizontalActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix);
bool shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const; void updateVerticalActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix);
bool shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const; void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix);
bool shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput);
glm::mat4 postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix);
}; };
FollowHelper _follow; FollowHelper _follow;

View file

@ -70,7 +70,6 @@ CharacterController::CharacterController() {
_targetVelocity.setValue(0.0f, 0.0f, 0.0f); _targetVelocity.setValue(0.0f, 0.0f, 0.0f);
_followDesiredBodyTransform.setIdentity(); _followDesiredBodyTransform.setIdentity();
_followTimeRemaining = 0.0f;
_jumpSpeed = JUMP_SPEED; _jumpSpeed = JUMP_SPEED;
_state = State::Hover; _state = State::Hover;
_isPushingUp = false; _isPushingUp = false;
@ -199,16 +198,24 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
// Rather than add this velocity to velocity the RigidBody, we explicitly teleport the RigidBody towards its goal. // Rather than add this velocity to velocity the RigidBody, we explicitly teleport the RigidBody towards its goal.
// This mirrors the computation done in MyAvatar::FollowHelper::postPhysicsUpdate(). // This mirrors the computation done in MyAvatar::FollowHelper::postPhysicsUpdate().
const float MINIMUM_TIME_REMAINING = 0.005f; if (_following) {
const float MAX_DISPLACEMENT = 0.5f * _radius; // HACK these copied form elsewhere
_followTimeRemaining -= dt; const float NORMAL_WALKING_SPEED = 0.5f;
if (_followTimeRemaining >= MINIMUM_TIME_REMAINING) { const float FOLLOW_TIME = 0.8f;
const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f);
const float MAX_ANGULAR_SPEED = FOLLOW_ROTATION_THRESHOLD / FOLLOW_TIME;
btTransform bodyTransform = _rigidBody->getWorldTransform(); btTransform bodyTransform = _rigidBody->getWorldTransform();
btVector3 startPos = bodyTransform.getOrigin(); btVector3 startPos = bodyTransform.getOrigin();
btVector3 deltaPos = _followDesiredBodyTransform.getOrigin() - startPos; btVector3 deltaPos = _followDesiredBodyTransform.getOrigin() - startPos;
btVector3 vel = deltaPos / _followTimeRemaining; btVector3 vel = deltaPos * (0.5f / dt);
btVector3 linearDisplacement = clampLength(vel * dt, MAX_DISPLACEMENT); // clamp displacement to prevent tunneling. btScalar speed = vel.length();
if (speed > NORMAL_WALKING_SPEED) {
vel *= NORMAL_WALKING_SPEED / speed;
}
btVector3 linearDisplacement = vel * dt;
btVector3 endPos = startPos + linearDisplacement; btVector3 endPos = startPos + linearDisplacement;
btQuaternion startRot = bodyTransform.getRotation(); btQuaternion startRot = bodyTransform.getRotation();
@ -216,7 +223,10 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
glm::vec2 currentRight(currentFacing.y, -currentFacing.x); glm::vec2 currentRight(currentFacing.y, -currentFacing.x);
glm::vec2 desiredFacing = getFacingDir2D(bulletToGLM(_followDesiredBodyTransform.getRotation())); glm::vec2 desiredFacing = getFacingDir2D(bulletToGLM(_followDesiredBodyTransform.getRotation()));
float deltaAngle = acosf(glm::clamp(glm::dot(currentFacing, desiredFacing), -1.0f, 1.0f)); float deltaAngle = acosf(glm::clamp(glm::dot(currentFacing, desiredFacing), -1.0f, 1.0f));
float angularSpeed = deltaAngle / _followTimeRemaining; float angularSpeed = 0.5f * deltaAngle / dt;
if (angularSpeed > MAX_ANGULAR_SPEED) {
angularSpeed *= MAX_ANGULAR_SPEED / angularSpeed;
}
float sign = copysignf(1.0f, glm::dot(desiredFacing, currentRight)); float sign = copysignf(1.0f, glm::dot(desiredFacing, currentRight));
btQuaternion angularDisplacement = btQuaternion(btVector3(0.0f, 1.0f, 0.0f), sign * angularSpeed * dt); btQuaternion angularDisplacement = btQuaternion(btVector3(0.0f, 1.0f, 0.0f), sign * angularSpeed * dt);
btQuaternion endRot = angularDisplacement * startRot; btQuaternion endRot = angularDisplacement * startRot;
@ -229,8 +239,8 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
_followAngularDisplacement = angularDisplacement * _followAngularDisplacement; _followAngularDisplacement = angularDisplacement * _followAngularDisplacement;
_rigidBody->setWorldTransform(btTransform(endRot, endPos)); _rigidBody->setWorldTransform(btTransform(endRot, endPos));
_followTime += dt;
} }
_followTime += dt;
} }
void CharacterController::jump() { void CharacterController::jump() {
@ -371,9 +381,9 @@ void CharacterController::setParentVelocity(const glm::vec3& velocity) {
_parentVelocity = glmToBullet(velocity); _parentVelocity = glmToBullet(velocity);
} }
void CharacterController::setFollowParameters(const glm::mat4& desiredWorldBodyMatrix, float timeRemaining) { void CharacterController::setFollowParameters(const glm::mat4& desiredWorldBodyMatrix) {
_followTimeRemaining = timeRemaining;
_followDesiredBodyTransform = glmToBullet(desiredWorldBodyMatrix) * btTransform(btQuaternion::getIdentity(), glmToBullet(_shapeLocalOffset)); _followDesiredBodyTransform = glmToBullet(desiredWorldBodyMatrix) * btTransform(btQuaternion::getIdentity(), glmToBullet(_shapeLocalOffset));
_following = true;
} }
glm::vec3 CharacterController::getFollowLinearDisplacement() const { glm::vec3 CharacterController::getFollowLinearDisplacement() const {
@ -626,7 +636,7 @@ void CharacterController::preSimulation() {
_pendingFlags &= ~PENDING_FLAG_JUMP; _pendingFlags &= ~PENDING_FLAG_JUMP;
_followTime = 0.0f; _followTime = 0.0f;
_followLinearDisplacement = btVector3(0, 0, 0); _followLinearDisplacement = btVector3(0.0f, 0.0f, 0.0f);
_followAngularDisplacement = btQuaternion::getIdentity(); _followAngularDisplacement = btQuaternion::getIdentity();
} }

View file

@ -82,7 +82,8 @@ public:
void getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const; void getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const;
void setParentVelocity(const glm::vec3& parentVelocity); void setParentVelocity(const glm::vec3& parentVelocity);
void setFollowParameters(const glm::mat4& desiredWorldMatrix, float timeRemaining); void setFollowParameters(const glm::mat4& desiredWorldBodyMatrix);
void disableFollow() { _following = false; }
float getFollowTime() const { return _followTime; } float getFollowTime() const { return _followTime; }
glm::vec3 getFollowLinearDisplacement() const; glm::vec3 getFollowLinearDisplacement() const;
glm::quat getFollowAngularDisplacement() const; glm::quat getFollowAngularDisplacement() const;
@ -142,7 +143,6 @@ protected:
btVector3 _preSimulationVelocity; btVector3 _preSimulationVelocity;
btVector3 _velocityChange; btVector3 _velocityChange;
btTransform _followDesiredBodyTransform; btTransform _followDesiredBodyTransform;
btScalar _followTimeRemaining;
btTransform _characterBodyTransform; btTransform _characterBodyTransform;
glm::vec3 _shapeLocalOffset; glm::vec3 _shapeLocalOffset;
@ -168,6 +168,7 @@ protected:
btVector3 _followLinearDisplacement; btVector3 _followLinearDisplacement;
btQuaternion _followAngularDisplacement; btQuaternion _followAngularDisplacement;
btVector3 _linearAcceleration; btVector3 _linearAcceleration;
bool _following { false };
std::atomic_bool _enabled; std::atomic_bool _enabled;
State _state; State _state;