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Merge pull request #3627 from PhilipRosedale/master
First cut, Oculus headMove with warping
This commit is contained in:
commit
d79b851cf4
3 changed files with 165 additions and 133 deletions
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@ -5,174 +5,201 @@
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// Created by Philip Rosedale on September 8, 2014
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// Copyright 2014 High Fidelity, Inc.
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//
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// Press the spacebar and move/turn your head to move around.
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// Press the spacebar and then use your head to move and turn. Pull back to see your body.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var debug = false;
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var willMove = false;
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var warpActive = false;
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var warpPosition = { x: 0, y: 0, z: 0 };
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// Overlays to show target location
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var WARP_SPHERE_SIZE = 0.15;
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var warpSphere = Overlays.addOverlay("sphere", {
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position: { x: 0, y: 0, z: 0 },
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size: WARP_SPHERE_SIZE,
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color: { red: 200, green: 0, blue: 0 },
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alpha: 0.5,
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solid: true,
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visible: false,
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});
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var WARP_LINE_HEIGHT = 5;
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var warpLine = Overlays.addOverlay("line3d", {
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position: { x: 0, y: 0, z:0 },
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end: { x: 0, y: 0, z: 0 },
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color: { red: 0, green: 255, blue: 255},
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alpha: 1,
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lineWidth: 5,
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visible: false,
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});
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var movingWithHead = false;
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var headStartPosition, headStartDeltaPitch, headStartFinalPitch, headStartRoll, headStartYaw;
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var timeSinceLastTurn = 0.0;
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var timeSinceLastStep = 0.0;
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var isTurning = false;
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var deltaYaw = 0.0;
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var turnAmount = 0.0;
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var keyDownTime = 0.0;
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var watchAvatar = false;
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var oldMode;
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var HEAD_MOVE_DEAD_ZONE = 0.05;
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var HEAD_STRAFE_DEAD_ZONE = 0.03;
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var HEAD_ROTATE_DEAD_ZONE = 10.0;
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var HEAD_YAW_RATE = 1.5;
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var HEAD_PITCH_RATE = 1.0;
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var WALL_BOUNCE = 10000.0;
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var FIXED_WALK_VELOCITY = 1.5;
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// Modify these values to tweak the strength of the motion.
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// A larger *FACTOR increases the speed.
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// A lower SHORT_TIMESCALE makes the motor achieve full speed faster.
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var HEAD_VELOCITY_FWD_FACTOR = 10.0;
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var HEAD_VELOCITY_LEFT_FACTOR = 0.0;
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var HEAD_VELOCITY_UP_FACTOR = 20.0;
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var SHORT_TIMESCALE = 0.01;
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var VERY_LARGE_TIMESCALE = 1000000.0;
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var xAxis = {x:1.0, y:0.0, z:0.0 };
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var yAxis = {x:0.0, y:1.0, z:0.0 };
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var zAxis = {x:0.0, y:0.0, z:1.0 };
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// If these values are set to something
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var maxVelocity = 1.25;
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var noFly = true;
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var fixedWalkVelocity = true;
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//var roomLimits = { xMin: 618, xMax: 635.5, zMin: 528, zMax: 552.5 };
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var roomLimits = { xMin: -1.0, xMax: -1.0, zMin: -1.0, zMax: -1.0 };
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function isInRoom(position) {
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var BUFFER = 2.0;
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if (roomLimits.xMin < 0) {
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return false;
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}
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if ((position.x > (roomLimits.xMin - BUFFER)) &&
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(position.x < (roomLimits.xMax + BUFFER)) &&
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(position.z > (roomLimits.zMin - BUFFER)) &&
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(position.z < (roomLimits.zMax + BUFFER)))
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{
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return true;
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} else {
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return false;
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}
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function saveCameraState() {
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oldMode = Camera.getMode();
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Camera.setMode("independent");
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}
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function moveWithHead(deltaTime) {
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function restoreCameraState() {
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//Camera.stopLooking();
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Camera.setMode(oldMode);
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}
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function activateWarp() {
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if (warpActive) return;
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warpActive = true;
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updateWarp();
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}
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var WARP_PITCH_DEAD_ZONE = 4.0;
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var WARP_SENSITIVITY = 0.35;
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var TRIGGER_PULLBACK_DISTANCE = 0.04;
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var WATCH_AVATAR_DISTANCE = 1.5;
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var MAX_WARP_YAW = 40.0;
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var MAX_PULLBACK_YAW = 5.0;
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var sound = new Sound("http://public.highfidelity.io/sounds/Footsteps/FootstepW2Right-12db.wav");
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function playSound() {
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var options = new AudioInjectionOptions();
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var position = MyAvatar.position;
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var motorTimescale = VERY_LARGE_TIMESCALE;
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options.position = position;
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options.volume = 0.5;
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Audio.playSound(sound, options);
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}
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function updateWarp() {
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if (!warpActive) return;
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var look = Quat.getFront(Camera.getOrientation());
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var deltaPosition = Vec3.subtract(MyAvatar.getTrackedHeadPosition(), headStartPosition);
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var deltaPitch = Math.abs(MyAvatar.getHeadFinalPitch() - headStartFinalPitch);
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deltaYaw = MyAvatar.getHeadFinalYaw() - headStartYaw;
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willMove = (!watchAvatar && (Math.abs(deltaYaw) < MAX_WARP_YAW) && (deltaPitch > WARP_PITCH_DEAD_ZONE));
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if (willMove) {
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var distance = Math.pow((deltaPitch - WARP_PITCH_DEAD_ZONE) * WARP_SENSITIVITY, 2.0);
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var warpDirection = Vec3.normalize({ x: look.x, y: 0, z: look.z });
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warpPosition = Vec3.multiply(warpDirection, distance);
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warpPosition = Vec3.sum(MyAvatar.position, warpPosition);
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}
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if (!watchAvatar && (Math.abs(deltaYaw) < MAX_PULLBACK_YAW) && (deltaPosition.z > TRIGGER_PULLBACK_DISTANCE)) {
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saveCameraState();
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var height = MyAvatar.getEyePosition().y - MyAvatar.position.y;
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var cameraPosition = Vec3.subtract(MyAvatar.position, Vec3.multiplyQbyV(Camera.getOrientation(), { x: 0, y: -height, z: -height * WATCH_AVATAR_DISTANCE }));
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Camera.setPosition(cameraPosition);
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watchAvatar = true;
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}
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// Adjust overlays to match warp position
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Overlays.editOverlay(warpSphere, {
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position: warpPosition,
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visible: willMove,
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});
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Overlays.editOverlay(warpLine, {
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position: Vec3.sum(warpPosition, { x: 0, y: -WARP_LINE_HEIGHT / 2.0, z: 0 }),
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end: Vec3.sum(warpPosition, { x: 0, y: WARP_LINE_HEIGHT / 2.0, z: 0 }),
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visible: willMove,
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});
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}
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function finishWarp() {
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if (!warpActive) return;
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warpActive = false;
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Overlays.editOverlay(warpSphere, {
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visible: false,
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});
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Overlays.editOverlay(warpLine, {
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visible: false,
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});
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if (willMove) {
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MyAvatar.position = warpPosition;
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playSound();
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} else if (!watchAvatar) {
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isTurning = true;
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turnAmount = deltaYaw;
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timeSinceLastTurn = TURN_INTERVAL;
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playSound();
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}
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}
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var EPSILON_YAW = 180.0;
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var TURN_INTERVAL = 0.175;
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function update(deltaTime) {
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if (movingWithHead) {
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var deltaYaw = MyAvatar.getHeadFinalYaw() - headStartYaw;
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var deltaPitch = MyAvatar.getHeadDeltaPitch() - headStartDeltaPitch;
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var deltaRoll = MyAvatar.getHeadFinalRoll() - headStartRoll;
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var velocity = MyAvatar.getVelocity();
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var position = MyAvatar.position;
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var neckPosition = MyAvatar.getNeckPosition();
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var bodyLocalCurrentHeadVector = Vec3.subtract(neckPosition, position);
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bodyLocalCurrentHeadVector = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), bodyLocalCurrentHeadVector);
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var headDelta = Vec3.subtract(bodyLocalCurrentHeadVector, headStartPosition);
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headDelta.y = 0.0; // Don't respond to any of the vertical component of head motion
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headDelta = Vec3.multiplyQbyV(MyAvatar.orientation, headDelta);
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headDelta = Vec3.multiplyQbyV(Quat.inverse(Camera.getOrientation()), headDelta);
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var length = Vec3.length(headDelta);
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if (length > 1.0) {
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// Needs fixed! Right now sometimes reported neck position jumps to a bad value
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headDelta.x = headDelta.y = headDelta.z = 0.0;
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length = 0.0;
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return;
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keyDownTime += deltaTime;
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updateWarp();
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}
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// Thrust based on leaning forward and side-to-side
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var targetVelocity = {x:0.0, y:0.0, z:0.0};
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if (length > HEAD_MOVE_DEAD_ZONE) {
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//headDelta = Vec3.normalize(headDelta);
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//targetVelocity = Vec3.multiply(headDelta, FIXED_WALK_VELOCITY);
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targetVelocity = Vec3.multiply(headDelta, HEAD_VELOCITY_FWD_FACTOR);
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}
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/*
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if (Math.abs(headDelta.z) > HEAD_MOVE_DEAD_ZONE) {
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if (fixedWalkVelocity) {
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targetVelocity = Vec3.multiply(zAxis, headDelta.z > 0 ? FIXED_WALK_VELOCITY : -FIXED_WALK_VELOCITY);
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if (isTurning) {
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timeSinceLastTurn += deltaTime;
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if (timeSinceLastTurn > TURN_INTERVAL) {
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if (Math.abs(turnAmount) <= EPSILON_YAW) {
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var thisTurn = turnAmount;
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isTurning = false;
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} else {
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targetVelocity = Vec3.multiply(zAxis, headDelta.z * HEAD_VELOCITY_FWD_FACTOR);
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var thisTurn = turnAmount / 2.0;
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turnAmount = turnAmount / 2.0;
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}
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}
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if (Math.abs(headDelta.x) > HEAD_STRAFE_DEAD_ZONE) {
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var deltaVelocity = Vec3.multiply(xAxis, headDelta.x * HEAD_VELOCITY_LEFT_FACTOR);
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targetVelocity = Vec3.sum(targetVelocity, deltaVelocity);
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}
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*/
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if (Math.abs(deltaYaw) > HEAD_ROTATE_DEAD_ZONE) {
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var orientation = Quat.multiply(Quat.angleAxis((deltaYaw + deltaRoll) * HEAD_YAW_RATE * deltaTime, yAxis), MyAvatar.orientation);
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var orientation = MyAvatar.orientation;
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orientation = Quat.multiply(Quat.fromPitchYawRollDegrees(0, thisTurn, 0), orientation) ;
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MyAvatar.orientation = orientation;
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}
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// Thrust Up/Down based on head pitch
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if (!noFly) {
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var deltaVelocity = Vec3.multiply(yAxis, headDelta.y * HEAD_VELOCITY_UP_FACTOR);
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targetVelocity = Vec3.sum(targetVelocity, deltaVelocity);
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}
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// For head trackers, adjust pitch by head pitch
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MyAvatar.headPitch += deltaPitch * HEAD_PITCH_RATE * deltaTime;
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// apply the motor
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MyAvatar.motorVelocity = targetVelocity;
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motorTimescale = SHORT_TIMESCALE;
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}
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// Check against movement box limits
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if (isInRoom(position)) {
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var thrust = { x: 0, y: 0, z: 0 };
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// use thrust to constrain the avatar to the space
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if (position.x < roomLimits.xMin) {
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thrust.x += (roomLimits.xMin - position.x) * WALL_BOUNCE * deltaTime;
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} else if (position.x > roomLimits.xMax) {
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thrust.x += (roomLimits.xMax - position.x) * WALL_BOUNCE * deltaTime;
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}
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if (position.z < roomLimits.zMin) {
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thrust.z += (roomLimits.zMin - position.z) * WALL_BOUNCE * deltaTime;
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} else if (position.z > roomLimits.zMax) {
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thrust.z += (roomLimits.zMax - position.z) * WALL_BOUNCE * deltaTime;
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}
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MyAvatar.addThrust(thrust);
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if (movingWithHead && Vec3.length(thrust) > 0.0) {
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// reduce the timescale of the motor so that it won't defeat the thrust code
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Vec3.print("adebug room containment thrust = ", thrust);
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motorTimescale = 1000000.0;
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timeSinceLastTurn = 0.0;
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}
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}
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MyAvatar.motorTimescale = motorTimescale;
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}
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Controller.keyPressEvent.connect(function(event) {
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if (event.text == "SPACE" && !movingWithHead) {
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keyDownTime = 0.0;
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movingWithHead = true;
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headStartPosition = Vec3.subtract(MyAvatar.getNeckPosition(), MyAvatar.position);
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headStartPosition = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), headStartPosition);
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headStartPosition = MyAvatar.getTrackedHeadPosition();
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headStartDeltaPitch = MyAvatar.getHeadDeltaPitch();
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headStartFinalPitch = MyAvatar.getHeadFinalPitch();
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headStartRoll = MyAvatar.getHeadFinalRoll();
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headStartYaw = MyAvatar.getHeadFinalYaw();
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// start with disabled motor -- it will be updated shortly
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MyAvatar.motorTimescale = VERY_LARGE_TIMESCALE;
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MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0};
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MyAvatar.motorReferenceFrame = "camera"; // alternatives are: "avatar" and "world"
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deltaYaw = 0.0;
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activateWarp();
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}
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});
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var TIME_FOR_TURNAROUND = 0.15;
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var TURN_AROUND = 180.0;
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Controller.keyReleaseEvent.connect(function(event) {
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if (event.text == "SPACE") {
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movingWithHead = false;
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// disable motor by giving it an obnoxiously large timescale
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MyAvatar.motorTimescale = VERY_LARGE_TIMESCALE;
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MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0};
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isTurning = false;
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if (keyDownTime < TIME_FOR_TURNAROUND) {
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MyAvatar.orientation = Quat.multiply(Quat.fromPitchYawRollDegrees(0, TURN_AROUND, 0), MyAvatar.orientation);
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playSound();
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}
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finishWarp();
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if (watchAvatar) {
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restoreCameraState();
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watchAvatar = false;
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}
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}
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});
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Script.update.connect(moveWithHead);
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Script.update.connect(update);
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@ -296,6 +296,7 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
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} else if (OculusManager::isConnected()) {
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estimatedPosition = OculusManager::getRelativePosition();
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estimatedPosition.x *= -1.0f;
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_trackedHeadPosition = estimatedPosition;
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const float OCULUS_LEAN_SCALE = 0.05f;
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estimatedPosition /= OCULUS_LEAN_SCALE;
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@ -303,6 +304,7 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
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FaceTracker* tracker = Application::getInstance()->getActiveFaceTracker();
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if (tracker) {
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estimatedPosition = tracker->getHeadTranslation();
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_trackedHeadPosition = estimatedPosition;
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estimatedRotation = glm::degrees(safeEulerAngles(tracker->getHeadRotation()));
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}
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}
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@ -113,6 +113,7 @@ public:
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static void sendKillAvatar();
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Q_INVOKABLE glm::vec3 getTrackedHeadPosition() const { return _trackedHeadPosition; }
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Q_INVOKABLE glm::vec3 getHeadPosition() const { return getHead()->getPosition(); }
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Q_INVOKABLE float getHeadFinalYaw() const { return getHead()->getFinalYaw(); }
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Q_INVOKABLE float getHeadFinalRoll() const { return getHead()->getFinalRoll(); }
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@ -237,6 +238,8 @@ private:
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RecorderPointer _recorder;
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glm::vec3 _trackedHeadPosition;
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// private methods
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void updateOrientation(float deltaTime);
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glm::vec3 applyKeyboardMotor(float deltaTime, const glm::vec3& velocity, bool walkingOnFloor);
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