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Merge pull request #10413 from humbletim/fix_lookat_regression
Fix lookAt eye snapping
This commit is contained in:
commit
e92e710cdc
2 changed files with 39 additions and 36 deletions
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@ -37,7 +37,14 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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Head* head = _owningAvatar->getHead();
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// make sure lookAt is not too close to face (avoid crosseyes)
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glm::vec3 lookAt = _owningAvatar->isMyAvatar() ? head->getLookAtPosition() : head->getCorrectedLookAtPosition();
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glm::vec3 lookAt = head->getLookAtPosition();
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glm::vec3 focusOffset = lookAt - _owningAvatar->getHead()->getEyePosition();
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float focusDistance = glm::length(focusOffset);
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const float MIN_LOOK_AT_FOCUS_DISTANCE = 1.0f;
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if (focusDistance < MIN_LOOK_AT_FOCUS_DISTANCE && focusDistance > EPSILON) {
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lookAt = _owningAvatar->getHead()->getEyePosition() + (MIN_LOOK_AT_FOCUS_DISTANCE / focusDistance) * focusOffset;
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}
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MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
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Rig::HeadParameters headParams;
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@ -140,6 +147,9 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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auto orientation = myAvatar->getLocalOrientation();
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_rig->computeMotionAnimationState(deltaTime, position, velocity, orientation, ccState);
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// evaluate AnimGraph animation and update jointStates.
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Model::updateRig(deltaTime, parentTransform);
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Rig::EyeParameters eyeParams;
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eyeParams.eyeLookAt = lookAt;
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eyeParams.eyeSaccade = head->getSaccade();
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@ -149,8 +159,5 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;
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_rig->updateFromEyeParameters(eyeParams);
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// evaluate AnimGraph animation and update jointStates.
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Parent::updateRig(deltaTime, parentTransform);
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}
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@ -73,12 +73,13 @@ void SkeletonModel::initJointStates() {
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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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assert(!_owningAvatar->isMyAvatar());
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const FBXGeometry& geometry = getFBXGeometry();
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Head* head = _owningAvatar->getHead();
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// make sure lookAt is not too close to face (avoid crosseyes)
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glm::vec3 lookAt = _owningAvatar->isMyAvatar() ? head->getLookAtPosition() : head->getCorrectedLookAtPosition();
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glm::vec3 lookAt = head->getCorrectedLookAtPosition();
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glm::vec3 focusOffset = lookAt - _owningAvatar->getHead()->getEyePosition();
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float focusDistance = glm::length(focusOffset);
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const float MIN_LOOK_AT_FOCUS_DISTANCE = 1.0f;
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@ -86,41 +87,36 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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lookAt = _owningAvatar->getHead()->getEyePosition() + (MIN_LOOK_AT_FOCUS_DISTANCE / focusDistance) * focusOffset;
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}
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if (!_owningAvatar->isMyAvatar()) {
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// no need to call Model::updateRig() because otherAvatars get their joint state
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// copied directly from AvtarData::_jointData (there are no Rig animations to blend)
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_needsUpdateClusterMatrices = true;
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// no need to call Model::updateRig() because otherAvatars get their joint state
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// copied directly from AvtarData::_jointData (there are no Rig animations to blend)
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_needsUpdateClusterMatrices = true;
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// This is a little more work than we really want.
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//
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// Other avatars joint, including their eyes, should already be set just like any other joints
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// from the wire data. But when looking at me, we want the eyes to use the corrected lookAt.
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//
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// Thus this should really only be ... else if (_owningAvatar->getHead()->isLookingAtMe()) {...
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// However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now.
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// We will revisit that as priorities allow, and particularly after the new rig/animation/joints.
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// This is a little more work than we really want.
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//
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// Other avatars joint, including their eyes, should already be set just like any other joints
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// from the wire data. But when looking at me, we want the eyes to use the corrected lookAt.
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//
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// Thus this should really only be ... else if (_owningAvatar->getHead()->isLookingAtMe()) {...
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// However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now.
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// We will revisit that as priorities allow, and particularly after the new rig/animation/joints.
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// If the head is not positioned, updateEyeJoints won't get the math right
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glm::quat headOrientation;
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_rig->getJointRotation(geometry.headJointIndex, headOrientation);
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glm::vec3 eulers = safeEulerAngles(headOrientation);
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head->setBasePitch(glm::degrees(-eulers.x));
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head->setBaseYaw(glm::degrees(eulers.y));
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head->setBaseRoll(glm::degrees(-eulers.z));
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// If the head is not positioned, updateEyeJoints won't get the math right
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glm::quat headOrientation;
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_rig->getJointRotation(geometry.headJointIndex, headOrientation);
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glm::vec3 eulers = safeEulerAngles(headOrientation);
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head->setBasePitch(glm::degrees(-eulers.x));
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head->setBaseYaw(glm::degrees(eulers.y));
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head->setBaseRoll(glm::degrees(-eulers.z));
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Rig::EyeParameters eyeParams;
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eyeParams.eyeLookAt = lookAt;
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eyeParams.eyeSaccade = glm::vec3(0.0f);
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eyeParams.modelRotation = getRotation();
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eyeParams.modelTranslation = getTranslation();
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eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
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eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;
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Rig::EyeParameters eyeParams;
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eyeParams.eyeLookAt = lookAt;
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eyeParams.eyeSaccade = glm::vec3(0.0f);
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eyeParams.modelRotation = getRotation();
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eyeParams.modelTranslation = getTranslation();
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eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
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eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;
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_rig->updateFromEyeParameters(eyeParams);
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}
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// evaluate AnimGraph animation and update jointStates.
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Parent::updateRig(deltaTime, parentTransform);
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_rig->updateFromEyeParameters(eyeParams);
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}
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void SkeletonModel::updateAttitude() {
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