Merge pull request #8632 from hyperlogic/out-of-body-experience

MyAvatar.addThrust() works again.
This commit is contained in:
Andrew Meadows 2016-09-21 18:30:55 -07:00 committed by GitHub
commit e27ee050bf
4 changed files with 30 additions and 15 deletions

View file

@ -1336,8 +1336,7 @@ void MyAvatar::updateMotors() {
// legacy support for 'MyAvatar::applyThrust()', which has always been implemented as a
// short-lived linearAcceleration
_characterController.setLinearAcceleration(_thrust);
_thrust = Vectors::ZERO;
_characterController.setLinearAcceleration(glm::vec3(0.0f, _thrust.y, 0.0f));
}
void MyAvatar::prepareForPhysicsSimulation() {
@ -1867,9 +1866,15 @@ void MyAvatar::updatePosition(float deltaTime) {
worldVelocity = motorRotation * _scriptedMotorVelocity;
applyVelocityToSensorToWorldMatrix(worldVelocity, deltaTime);
}
// OUTOFBODY_HACK: apply scaling factor to _thrust, to get the same behavior as an periodically applied motor.
const float THRUST_DAMPING_FACTOR = 0.25f;
applyVelocityToSensorToWorldMatrix(THRUST_DAMPING_FACTOR * _thrust, deltaTime);
}
}
_thrust = Vectors::ZERO;
// capture the head rotation, in sensor space, when the user first indicates they would like to move/fly.
if (!_hoverReferenceCameraFacingIsCaptured && (fabs(_driveKeys[TRANSLATE_Z]) > 0.1f || fabs(_driveKeys[TRANSLATE_X]) > 0.1f)) {
_hoverReferenceCameraFacingIsCaptured = true;

View file

@ -392,6 +392,10 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
dt = MAX_OVERLAY_DT;
}
// OUTOFBODY_HACK: smoothly update update _hipsOffsetLength, otherwise we risk introducing oscillation in the hips offset.
float tau = dt / 0.5f;
_maxHipsOffsetLength = (1.0f - tau) * _maxHipsOffsetLength + tau * _desiredMaxHipsOffsetLength;
if (_relativePoses.size() != underPoses.size()) {
loadPoses(underPoses);
} else {
@ -516,7 +520,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
float OTHER_WEIGHT = 1.0f;
float totalWeight = 0.0f;
glm::vec3 newHipsOffset = Vectors::ZERO;
glm::vec3 additionalHipsOffset = Vectors::ZERO;
for (auto& target: targets) {
int targetIndex = target.getIndex();
if (targetIndex == _headIndex && _headIndex != -1) {
@ -527,43 +531,45 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans;
glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans;
const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
newHipsOffset += (OTHER_WEIGHT * HEAD_OFFSET_SLAVE_FACTOR) * (actual - under);
additionalHipsOffset += (OTHER_WEIGHT * HEAD_OFFSET_SLAVE_FACTOR) * (actual - under);
totalWeight += OTHER_WEIGHT;
} else if (target.getType() == IKTarget::Type::HmdHead) {
glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans;
glm::vec3 thisOffset = target.getTranslation() - actual;
glm::vec3 futureHipsOffset = _hipsOffset + thisOffset;
if (glm::length(futureHipsOffset) < _maxHipsOffsetLength) {
if (glm::length(glm::vec2(futureHipsOffset.x, futureHipsOffset.z)) < _maxHipsOffsetLength) {
// it is imperative to shift the hips and bring the head to its designated position
// so we slam newHipsOffset here and ignore all other targets
newHipsOffset = futureHipsOffset;
additionalHipsOffset = futureHipsOffset - _hipsOffset;
totalWeight = 0.0f;
break;
} else {
newHipsOffset += HMD_WEIGHT * (target.getTranslation() - actual);
additionalHipsOffset += HMD_WEIGHT * (target.getTranslation() - actual);
totalWeight += HMD_WEIGHT;
}
}
} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans;
glm::vec3 targetPosition = target.getTranslation();
newHipsOffset += OTHER_WEIGHT * (targetPosition - actualPosition);
additionalHipsOffset += OTHER_WEIGHT * (targetPosition - actualPosition);
totalWeight += OTHER_WEIGHT;
}
}
if (totalWeight > 1.0f) {
newHipsOffset /= totalWeight;
additionalHipsOffset /= totalWeight;
}
// smooth transitions by relaxing _hipsOffset toward the new value
const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.10f;
float tau = dt < HIPS_OFFSET_SLAVE_TIMESCALE ? dt / HIPS_OFFSET_SLAVE_TIMESCALE : 1.0f;
float newOffsetLength = glm::length(newHipsOffset);
if (newOffsetLength > _maxHipsOffsetLength) {
// clamp the hips offset
newHipsOffset *= _maxHipsOffsetLength / newOffsetLength;
_hipsOffset += additionalHipsOffset * tau;
// clamp the horizontal component of the hips offset
float hipsOffsetLength2D = glm::length(glm::vec2(_hipsOffset.x, _hipsOffset.z));
if (hipsOffsetLength2D > _maxHipsOffsetLength) {
_hipsOffset.x *= _maxHipsOffsetLength / hipsOffsetLength2D;
_hipsOffset.z *= _maxHipsOffsetLength / hipsOffsetLength2D;
}
_hipsOffset += (newHipsOffset - _hipsOffset) * tau;
}
}
}
@ -579,7 +585,7 @@ void AnimInverseKinematics::clearIKJointLimitHistory() {
void AnimInverseKinematics::setMaxHipsOffsetLength(float maxLength) {
// OUTOFBODY_HACK: manually adjust scale here
const float METERS_TO_CENTIMETERS = 100.0f;
_maxHipsOffsetLength = METERS_TO_CENTIMETERS * maxLength;
_desiredMaxHipsOffsetLength = METERS_TO_CENTIMETERS * maxLength;
}
RotationConstraint* AnimInverseKinematics::getConstraint(int index) {

View file

@ -85,6 +85,7 @@ protected:
// experimental data for moving hips during IK
glm::vec3 _hipsOffset { Vectors::ZERO };
float _desiredMaxHipsOffsetLength { 1.0f };
float _maxHipsOffsetLength { 1.0f };
int _headIndex { -1 };
int _hipsIndex { -1 };

View file

@ -733,6 +733,9 @@ float CharacterController::measureMaxHipsOffsetRadius(const glm::vec3& currentHi
startTransform.setOrigin(startPos);
btVector3 endPos = startPos + rotation * ((maxSweepDistance / hipsOffsetLength) * hipsOffset);
// ensure sweep is horizontal.
startPos.setY(endPos.getY());
// sweep test a sphere
btSphereShape sphere(_radius);
CharacterSweepResult result(&_ghost);