avatar collisions are off during a grab

This commit is contained in:
Seth Alves 2015-09-29 15:09:25 -07:00
commit d554eb8db9
12 changed files with 191 additions and 44 deletions

View file

@ -9,6 +9,7 @@
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
/*global print, MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, Audio, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt, pointInExtents, vec3equal, setEntityCustomData, getEntityCustomData */
Script.include("../libraries/utils.js");
@ -18,7 +19,8 @@ Script.include("../libraries/utils.js");
//
var TRIGGER_SMOOTH_RATIO = 0.1; // 0.0 disables smoothing of trigger value
var TRIGGER_ON_VALUE = 0.2;
var TRIGGER_ON_VALUE = 0.4;
var TRIGGER_OFF_VALUE = 0.15;
/////////////////////////////////////////////////////////////////
//
@ -53,7 +55,11 @@ var RELEASE_VELOCITY_MULTIPLIER = 1.5; // affects throwing things
var RIGHT_HAND = 1;
var LEFT_HAND = 0;
var ZERO_VEC = { x: 0, y: 0, z: 0};
var ZERO_VEC = {
x: 0,
y: 0,
z: 0
};
var NULL_ACTION_ID = "{00000000-0000-0000-000000000000}";
var MSEC_PER_SEC = 1000.0;
@ -88,9 +94,11 @@ function MyController(hand, triggerAction) {
this.getHandRotation = MyAvatar.getLeftPalmRotation;
}
var SPATIAL_CONTROLLERS_PER_PALM = 2;
var TIP_CONTROLLER_OFFSET = 1;
this.triggerAction = triggerAction;
this.palm = 2 * hand;
// this.tip = 2 * hand + 1; // unused, but I'm leaving this here for fear it will be needed
this.palm = SPATIAL_CONTROLLERS_PER_PALM * hand;
this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
this.actionID = null; // action this script created...
this.grabbedEntity = null; // on this entity.
@ -100,7 +108,8 @@ function MyController(hand, triggerAction) {
this.triggerValue = 0; // rolling average of trigger value
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.initialavatarCollisionsMenu = Menu.isOptionChecked(AVATAR_COLLISIONS_MENU_ITEM);
this.initialAvatarCollisionsMenu = Menu.isOptionChecked(AVATAR_COLLISIONS_MENU_ITEM);
this.currentAvatarCollisionsMenu = this.initialAvatarCollisionsMenu;
var _this = this;
@ -113,6 +122,8 @@ function MyController(hand, triggerAction) {
this.previousState = this.state;
// XXX
this.updateSmoothedTrigger();
switch (this.state) {
case STATE_OFF:
this.off();
@ -145,6 +156,24 @@ function MyController(hand, triggerAction) {
}
};
this.disableAvatarCollisions = function() {
if (this.currentAvatarCollisionsMenu != false) {
print("avatar collisions --> off");
this.currentAvatarCollisionsMenu = false;
Menu.setIsOptionChecked(AVATAR_COLLISIONS_MENU_ITEM, false);
MyAvatar.updateMotionBehaviorFromMenu();
}
}
this.revertAvatarCollisions = function() {
if (this.currentAvatarCollisionsMenu != this.initialAvatarCollisionsMenu) {
print("avatar collisions --> revert");
this.currentAvatarCollisionsMenu = this.initialAvatarCollisionsMenu;
Menu.setIsOptionChecked(AVATAR_COLLISIONS_MENU_ITEM, this.initialAvatarCollisionsMenu);
MyAvatar.updateMotionBehaviorFromMenu();
}
}
this.lineOn = function(closePoint, farPoint, color) {
// draw a line
if (this.pointer === null) {
@ -176,14 +205,21 @@ function MyController(hand, triggerAction) {
this.pointer = null;
};
this.triggerSmoothedSqueezed = function() {
this.updateSmoothedTrigger = function() {
var triggerValue = Controller.getActionValue(this.triggerAction);
// smooth out trigger value
this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
}
this.triggerSmoothedSqueezed = function() {
return this.triggerValue > TRIGGER_ON_VALUE;
};
this.triggerSmoothedReleased = function() {
return this.triggerValue < TRIGGER_OFF_VALUE;
};
this.triggerSqueezed = function() {
var triggerValue = Controller.getActionValue(this.triggerAction);
return triggerValue > TRIGGER_ON_VALUE;
@ -200,7 +236,7 @@ function MyController(hand, triggerAction) {
}
this.search = function() {
if (!this.triggerSmoothedSqueezed()) {
if (this.triggerSmoothedReleased()) {
this.state = STATE_RELEASE;
return;
}
@ -271,22 +307,6 @@ function MyController(hand, triggerAction) {
};
this.disableAvatarCollisions = function() {
if (Menu.isOptionChecked(AVATAR_COLLISIONS_MENU_ITEM) != false) {
Menu.setIsOptionChecked(AVATAR_COLLISIONS_MENU_ITEM, false);
print("avatar collisions --> off");
MyAvatar.updateMotionBehaviorFromMenu();
}
}
this.revertAvatarCollisions = function() {
if (Menu.isOptionChecked(AVATAR_COLLISIONS_MENU_ITEM) != this.initialavatarCollisionsMenu) {
Menu.setIsOptionChecked(AVATAR_COLLISIONS_MENU_ITEM, this.initialavatarCollisionsMenu);
print("avatar collisions --> revert");
MyAvatar.updateMotionBehaviorFromMenu();
}
}
this.distanceHolding = function() {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
@ -324,10 +344,13 @@ function MyController(hand, triggerAction) {
Entities.callEntityMethod(this.grabbedEntity, "startDistantGrab");
}
this.currentAvatarPosition = MyAvatar.position;
this.currentAvatarOrientation = MyAvatar.orientation;
};
this.continueDistanceHolding = function() {
if (!this.triggerSmoothedSqueezed()) {
if (this.triggerSmoothedReleased()) {
this.state = STATE_RELEASE;
return;
}
@ -342,11 +365,46 @@ function MyController(hand, triggerAction) {
// the action was set up on a previous call. update the targets.
var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
// how far did avatar move this timestep?
var currentPosition = MyAvatar.position;
var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
this.currentAvatarPosition = currentPosition;
// How far did the avatar turn this timestep?
// Note: The following code is too long because we need a Quat.quatBetween() function
// that returns the minimum quaternion between two quaternions.
var currentOrientation = MyAvatar.orientation;
if (Quat.dot(currentOrientation, this.currentAvatarOrientation) < 0.0) {
var negativeCurrentOrientation = {
x: -currentOrientation.x,
y: -currentOrientation.y,
z: -currentOrientation.z,
w: -currentOrientation.w
};
var avatarDeltaOrientation = Quat.multiply(negativeCurrentOrientation, Quat.inverse(this.currentAvatarOrientation));
} else {
var avatarDeltaOrientation = Quat.multiply(currentOrientation, Quat.inverse(this.currentAvatarOrientation));
}
var handToAvatar = Vec3.subtract(handControllerPosition, this.currentAvatarPosition);
var objectToAvatar = Vec3.subtract(this.currentObjectPosition, this.currentAvatarPosition);
var handMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, handToAvatar), handToAvatar);
var objectMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, objectToAvatar), objectToAvatar);
this.currentAvatarOrientation = currentOrientation;
// how far did hand move this timestep?
var handMoved = Vec3.subtract(handControllerPosition, this.handPreviousPosition);
this.handPreviousPosition = handControllerPosition;
// magnify the hand movement but not the change from avatar movement & rotation
handMoved = Vec3.subtract(handMoved, avatarDeltaPosition);
handMoved = Vec3.subtract(handMoved, handMovementFromTurning);
var superHandMoved = Vec3.multiply(handMoved, radius);
// Move the object by the magnified amount and then by amount from avatar movement & rotation
var newObjectPosition = Vec3.sum(this.currentObjectPosition, superHandMoved);
newObjectPosition = Vec3.sum(newObjectPosition, avatarDeltaPosition);
newObjectPosition = Vec3.sum(newObjectPosition, objectMovementFromTurning);
var deltaPosition = Vec3.subtract(newObjectPosition, this.currentObjectPosition); // meters
var now = Date.now();
var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
@ -375,7 +433,7 @@ function MyController(hand, triggerAction) {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.disableAvatarCollisions();
if (!this.triggerSmoothedSqueezed()) {
if (this.triggerSmoothedReleased()) {
this.state = STATE_RELEASE;
return;
}
@ -415,40 +473,52 @@ function MyController(hand, triggerAction) {
}
this.currentHandControllerPosition = Controller.getSpatialControlPosition(this.palm);
this.currentHandControllerTipPosition = Controller.getSpatialControlPosition(this.tip);
this.currentObjectTime = Date.now();
};
this.continueNearGrabbing = function() {
if (!this.triggerSmoothedSqueezed()) {
if (this.triggerSmoothedReleased()) {
this.state = STATE_RELEASE;
return;
}
// keep track of the measured velocity of the held object
var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
// Keep track of the fingertip velocity to impart when we release the object
// Note that the idea of using a constant 'tip' velocity regardless of the
// object's actual held offset is an idea intended to make it easier to throw things:
// Because we might catch something or transfer it between hands without a good idea
// of it's actual offset, let's try imparting a velocity which is at a fixed radius
// from the palm.
var handControllerPosition = Controller.getSpatialControlPosition(this.tip);
var now = Date.now();
var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerPosition); // meters
var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerTipPosition); // meters
var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
this.computeReleaseVelocity(deltaPosition, deltaTime, true);
this.currentHandControllerPosition = handControllerPosition;
this.currentHandControllerTipPosition = handControllerPosition;
this.currentObjectTime = now;
Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
};
this.nearGrabbingNonColliding = function() {
if (!this.triggerSmoothedSqueezed()) {
if (this.triggerSmoothedReleased()) {
this.state = STATE_RELEASE;
return;
}
if (this.hand === RIGHT_HAND) {
Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
} else {
Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
}
Entities.callEntityMethod(this.grabbedEntity, "startNearGrabNonColliding");
this.state = STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING;
};
this.continueNearGrabbingNonColliding = function() {
if (!this.triggerSmoothedSqueezed()) {
if (this.triggerSmoothedReleased()) {
this.state = STATE_RELEASE;
return;
}
@ -511,17 +581,14 @@ function MyController(hand, triggerAction) {
};
this.startTouch = function(entityID) {
// print('START TOUCH' + entityID);
Entities.callEntityMethod(entityID, "startTouch");
};
this.continueTouch = function(entityID) {
// print('CONTINUE TOUCH' + entityID);
Entities.callEntityMethod(entityID, "continueTouch");
};
this.stopTouch = function(entityID) {
// print('STOP TOUCH' + entityID);
Entities.callEntityMethod(entityID, "stopTouch");
};
@ -545,8 +612,10 @@ function MyController(hand, triggerAction) {
this.release = function() {
this.lineOff();
if (this.grabbedEntity !== null && this.actionID !== null) {
Entities.deleteAction(this.grabbedEntity, this.actionID);
if (this.grabbedEntity !== null) {
if(this.actionID !== null) {
Entities.deleteAction(this.grabbedEntity, this.actionID);
}
Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
}
@ -599,6 +668,3 @@ function cleanup() {
Script.scriptEnding.connect(cleanup);
Script.update.connect(update);
// this comment keeps jslint quiet.
/*global print, MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, Audio, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt, pointInExtents, vec3equal, setEntityCustomData, getEntityCustomData */

View file

@ -0,0 +1,10 @@
float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
specular = _modelNormal.rgb;
if (any(lessThan(specular, vec3(0.0)))) {
specular = vec3(1.0) + specular;
}
diffuse = vec3(1.0, 1.0, 1.0);
return 1.0;
}

View file

@ -0,0 +1,42 @@
function avatarRelativePosition(position) {
return Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, position));
}
ColorCube = function() {};
ColorCube.prototype.NAME = "ColorCube";
ColorCube.prototype.POSITION = { x: 0, y: 0.5, z: -0.5 };
ColorCube.prototype.USER_DATA = { ProceduralEntity: {
version: 2, shaderUrl: Script.resolvePath("colorCube.fs"),
} };
// Clear any previous entities within 50 meters
ColorCube.prototype.clear = function() {
var ids = Entities.findEntities(MyAvatar.position, 50);
var that = this;
ids.forEach(function(id) {
var properties = Entities.getEntityProperties(id);
if (properties.name == that.NAME) {
Entities.deleteEntity(id);
}
}, this);
}
ColorCube.prototype.create = function() {
var that = this;
var size = HMD.ipd;
var id = Entities.addEntity({
type: "Box",
position: avatarRelativePosition(that.POSITION),
name: that.NAME,
color: that.COLOR,
ignoreCollisions: true,
collisionsWillMove: false,
dimensions: { x: size, y: size, z: size },
lifetime: 3600,
userData: JSON.stringify(that.USER_DATA)
});
}
var colorCube = new ColorCube();
colorCube.clear();
colorCube.create();

View file

@ -1764,6 +1764,12 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
}
void MyAvatar::updateMotionBehaviorFromMenu() {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "updateMotionBehaviorFromMenu");
return;
}
Menu* menu = Menu::getInstance();
if (menu->isOptionChecked(MenuOption::KeyboardMotorControl)) {
_motionBehaviors |= AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED;

View file

@ -10,7 +10,7 @@
//
#include "HMDScriptingInterface.h"
#include "display-plugins/DisplayPlugin.h"
#include <avatar/AvatarManager.h>
HMDScriptingInterface& HMDScriptingInterface::getInstance() {
@ -53,3 +53,7 @@ QScriptValue HMDScriptingInterface::getHUDLookAtPosition3D(QScriptContext* conte
}
return QScriptValue::NullValue;
}
float HMDScriptingInterface::getIPD() const {
return Application::getInstance()->getActiveDisplayPlugin()->getIPD();
}

View file

@ -20,6 +20,7 @@ class HMDScriptingInterface : public QObject {
Q_OBJECT
Q_PROPERTY(bool magnifier READ getMagnifier)
Q_PROPERTY(bool active READ isHMDMode)
Q_PROPERTY(float ipd READ getIPD)
public:
static HMDScriptingInterface& getInstance();
@ -33,6 +34,7 @@ private:
HMDScriptingInterface() {};
bool getMagnifier() const { return Application::getInstance()->getApplicationCompositor().hasMagnifier(); };
bool isHMDMode() const { return Application::getInstance()->isHMDMode(); }
float getIPD() const;
bool getHUDLookAtPosition3D(glm::vec3& result) const;

View file

@ -989,8 +989,11 @@ void AvatarData::setFaceModelURL(const QUrl& faceModelURL) {
}
void AvatarData::setSkeletonModelURL(const QUrl& skeletonModelURL) {
_skeletonModelURL = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
const QUrl& expanded = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
if (expanded == _skeletonModelURL) {
return;
}
_skeletonModelURL = expanded;
qCDebug(avatars) << "Changing skeleton model for avatar to" << _skeletonModelURL.toString();
updateJointMappings();

View file

@ -121,6 +121,8 @@ public:
static const glm::mat4 pose; return pose;
}
virtual float getIPD() const { return 0.0f; }
virtual void abandonCalibration() {}
virtual void resetSensors() {}
virtual float devicePixelRatio() { return 1.0; }

View file

@ -149,3 +149,11 @@ void OculusBaseDisplayPlugin::deactivate() {
void OculusBaseDisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
++_frameIndex;
}
float OculusBaseDisplayPlugin::getIPD() const {
float result = 0.0f;
#if (OVR_MAJOR_VERSION >= 6)
result = ovr_GetFloat(_hmd, OVR_KEY_IPD, OVR_DEFAULT_IPD);
#endif
return result;
}

View file

@ -31,6 +31,7 @@ public:
virtual void resetSensors() override final;
virtual glm::mat4 getEyePose(Eye eye) const override final;
virtual glm::mat4 getHeadPose() const override final;
virtual float getIPD() const override final;
protected:
virtual void preRender() override final;

View file

@ -17,6 +17,7 @@
// the interpolated normal
in vec3 _normal;
in vec3 _modelNormal;
in vec3 _color;
in vec2 _texCoord0;
in vec4 _position;

View file

@ -22,6 +22,7 @@ uniform bool Instanced = false;
// the interpolated normal
out vec3 _normal;
out vec3 _modelNormal;
out vec3 _color;
out vec2 _texCoord0;
out vec4 _position;
@ -30,6 +31,7 @@ void main(void) {
_color = inColor.rgb;
_texCoord0 = inTexCoord0.st;
_position = inPosition;
_modelNormal = inNormal.xyz;
// standard transform
TransformCamera cam = getTransformCamera();