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https://github.com/overte-org/overte.git
synced 2025-04-20 14:24:22 +02:00
properly scale avatar collision shape
This commit is contained in:
parent
29516619ee
commit
e9f52b1211
14 changed files with 108 additions and 82 deletions
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@ -1260,15 +1260,14 @@ void Application::paintGL() {
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hmdOffset.x = -hmdOffset.x;
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_myCamera.setPosition(myAvatar->getDefaultEyePosition()
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+ glm::vec3(0, _raiseMirror * myAvatar->getAvatarScale(), 0)
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+ glm::vec3(0, _raiseMirror * myAvatar->getUniformScale(), 0)
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+ mirrorBodyOrientation * glm::vec3(0.0f, 0.0f, 1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror
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+ mirrorBodyOrientation * hmdOffset);
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} else {
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_myCamera.setRotation(myAvatar->getWorldAlignedOrientation()
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* glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
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_myCamera.setPosition(myAvatar->getDefaultEyePosition()
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+ glm::vec3(0, _raiseMirror * myAvatar->getAvatarScale(), 0)
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+ glm::vec3(0, _raiseMirror * myAvatar->getUniformScale(), 0)
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+ (myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
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glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
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}
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@ -99,7 +99,8 @@ Avatar::Avatar(RigPointer rig) :
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// we may have been created in the network thread, but we live in the main thread
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moveToThread(qApp->thread());
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setAvatarScale(1.0f);
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setScale(glm::vec3(1.0f)); // avatar scale is uniform
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// give the pointer to our head to inherited _headData variable from AvatarData
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_headData = static_cast<HeadData*>(new Head(this));
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_handData = static_cast<HandData*>(new Hand(this));
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@ -143,15 +144,28 @@ AABox Avatar::getBounds() const {
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float Avatar::getLODDistance() const {
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return DependencyManager::get<LODManager>()->getAvatarLODDistanceMultiplier() *
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glm::distance(qApp->getCamera()->getPosition(), getPosition()) / getAvatarScale();
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glm::distance(qApp->getCamera()->getPosition(), getPosition()) / getUniformScale();
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}
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void Avatar::animateScaleChanges(float deltaTime) {
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float currentScale = getUniformScale();
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if (currentScale != _targetScale) {
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const float SCALE_ANIMATION_TIMESCALE = 1.0f;
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float blendFactor = deltaTime / SCALE_ANIMATION_TIMESCALE;
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float animatedScale = (1.0f - blendFactor) * currentScale + blendFactor * _targetScale;
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const float CLOSE_ENOUGH = 0.05f;
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if (fabsf(animatedScale - _targetScale) / _targetScale < CLOSE_ENOUGH) {
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animatedScale = _targetScale;
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}
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setScale(glm::vec3(animatedScale)); // avatar scale is uniform
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rebuildCollisionShape();
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}
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}
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void Avatar::simulate(float deltaTime) {
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PerformanceTimer perfTimer("simulate");
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if (getAvatarScale() != _targetScale) {
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setAvatarScale(_targetScale);
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}
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animateScaleChanges(deltaTime);
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// update the billboard render flag
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const float BILLBOARD_HYSTERESIS_PROPORTION = 0.1f;
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@ -164,7 +178,7 @@ void Avatar::simulate(float deltaTime) {
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_shouldRenderBillboard = true;
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qCDebug(interfaceapp) << "Billboarding" << (isMyAvatar() ? "myself" : getSessionUUID()) << "for LOD" << getLODDistance();
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}
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const bool isControllerLogging = DependencyManager::get<AvatarManager>()->getRenderDistanceControllerIsLogging();
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float renderDistance = DependencyManager::get<AvatarManager>()->getRenderDistance();
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const float SKIP_HYSTERESIS_PROPORTION = isControllerLogging ? 0.0f : BILLBOARD_HYSTERESIS_PROPORTION;
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@ -210,7 +224,7 @@ void Avatar::simulate(float deltaTime) {
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_skeletonModel.getHeadPosition(headPosition);
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Head* head = getHead();
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head->setPosition(headPosition);
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head->setScale(getAvatarScale());
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head->setScale(getUniformScale());
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head->simulate(deltaTime, false, _shouldRenderBillboard);
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}
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}
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@ -238,12 +252,12 @@ void Avatar::simulate(float deltaTime) {
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measureMotionDerivatives(deltaTime);
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}
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bool Avatar::isLookingAtMe(AvatarSharedPointer avatar) {
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bool Avatar::isLookingAtMe(AvatarSharedPointer avatar) const {
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const float HEAD_SPHERE_RADIUS = 0.1f;
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glm::vec3 theirLookAt = dynamic_pointer_cast<Avatar>(avatar)->getHead()->getLookAtPosition();
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glm::vec3 myEyePosition = getHead()->getEyePosition();
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return glm::distance(theirLookAt, myEyePosition) <= (HEAD_SPHERE_RADIUS * getAvatarScale());
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return glm::distance(theirLookAt, myEyePosition) <= (HEAD_SPHERE_RADIUS * getUniformScale());
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}
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void Avatar::slamPosition(const glm::vec3& newPosition) {
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@ -423,7 +437,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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const float BASE_LIGHT_DISTANCE = 2.0f;
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const float LIGHT_EXPONENT = 1.0f;
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const float LIGHT_CUTOFF = glm::radians(80.0f);
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float distance = BASE_LIGHT_DISTANCE * getAvatarScale();
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float distance = BASE_LIGHT_DISTANCE * getUniformScale();
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glm::vec3 position = glm::mix(_skeletonModel.getTranslation(), getHead()->getFaceModel().getTranslation(), 0.9f);
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glm::quat orientation = getOrientation();
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foreach (const AvatarManager::LocalLight& light, DependencyManager::get<AvatarManager>()->getLocalLights()) {
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@ -479,7 +493,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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}
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch,
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Transform(transform).postScale(eyeDiameter * getAvatarScale() / 2.0f + RADIUS_INCREMENT),
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Transform(transform).postScale(eyeDiameter * getUniformScale() / 2.0f + RADIUS_INCREMENT),
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glm::vec4(LOOKING_AT_ME_COLOR, alpha));
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position = getHead()->getRightEyePosition();
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@ -489,7 +503,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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eyeDiameter = DEFAULT_EYE_DIAMETER;
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}
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch,
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Transform(transform).postScale(eyeDiameter * getAvatarScale() / 2.0f + RADIUS_INCREMENT),
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Transform(transform).postScale(eyeDiameter * getUniformScale() / 2.0f + RADIUS_INCREMENT),
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glm::vec4(LOOKING_AT_ME_COLOR, alpha));
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}
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@ -590,9 +604,9 @@ void Avatar::simulateAttachments(float deltaTime) {
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glm::quat jointRotation;
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if (_skeletonModel.getJointPositionInWorldFrame(jointIndex, jointPosition) &&
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_skeletonModel.getJointRotationInWorldFrame(jointIndex, jointRotation)) {
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model->setTranslation(jointPosition + jointRotation * attachment.translation * getAvatarScale());
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model->setTranslation(jointPosition + jointRotation * attachment.translation * getUniformScale());
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model->setRotation(jointRotation * attachment.rotation);
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model->setScaleToFit(true, getAvatarScale() * attachment.scale, true); // hack to force rescale
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model->setScaleToFit(true, getUniformScale() * attachment.scale, true); // hack to force rescale
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model->setSnapModelToCenter(false); // hack to force resnap
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model->setSnapModelToCenter(true);
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model->simulate(deltaTime);
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@ -647,7 +661,7 @@ void Avatar::renderBillboard(RenderArgs* renderArgs) {
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}
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float Avatar::getBillboardSize() const {
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return getAvatarScale() * BILLBOARD_DISTANCE * glm::tan(glm::radians(BILLBOARD_FIELD_OF_VIEW / 2.0f));
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return getUniformScale() * BILLBOARD_DISTANCE * glm::tan(glm::radians(BILLBOARD_FIELD_OF_VIEW / 2.0f));
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}
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#ifdef DEBUG
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@ -796,7 +810,7 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum, co
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}
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void Avatar::setSkeletonOffset(const glm::vec3& offset) {
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const float MAX_OFFSET_LENGTH = getAvatarScale() * 0.5f;
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const float MAX_OFFSET_LENGTH = getUniformScale() * 0.5f;
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float offsetLength = glm::length(offset);
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if (offsetLength > MAX_OFFSET_LENGTH) {
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_skeletonOffset = (MAX_OFFSET_LENGTH / offsetLength) * offset;
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@ -905,7 +919,7 @@ glm::vec3 Avatar::getJointPosition(const QString& name) const {
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void Avatar::scaleVectorRelativeToPosition(glm::vec3 &positionToScale) const {
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//Scale a world space vector as if it was relative to the position
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positionToScale = getPosition() + getAvatarScale() * (positionToScale - getPosition());
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positionToScale = getPosition() + getUniformScale() * (positionToScale - getPosition());
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}
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void Avatar::setFaceModelURL(const QUrl& faceModelURL) {
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@ -945,7 +959,7 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
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for (int i = 0; i < attachmentData.size(); i++) {
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_attachmentModels[i]->setURL(attachmentData.at(i).modelURL);
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_attachmentModels[i]->setSnapModelToCenter(true);
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_attachmentModels[i]->setScaleToFit(true, getAvatarScale() * _attachmentData.at(i).scale);
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_attachmentModels[i]->setScaleToFit(true, getUniformScale() * _attachmentData.at(i).scale);
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}
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}
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@ -1033,15 +1047,6 @@ void Avatar::renderJointConnectingCone(gpu::Batch& batch, glm::vec3 position1, g
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}
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}
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void Avatar::setAvatarScale(float scale) {
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if (_targetScale * (1.0f - RESCALING_TOLERANCE) < scale &&
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scale < _targetScale * (1.0f + RESCALING_TOLERANCE)) {
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setScale(glm::vec3(_targetScale));
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} else {
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setScale(glm::vec3(scale));
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}
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}
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float Avatar::getSkeletonHeight() const {
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Extents extents = _skeletonModel.getBindExtents();
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return extents.maximum.y - extents.minimum.y;
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@ -1053,7 +1058,7 @@ float Avatar::getHeadHeight() const {
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// HACK: We have a really odd case when fading out for some models where this value explodes
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float result = extents.maximum.y - extents.minimum.y;
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if (result >= 0.0f && result < 100.0f * getAvatarScale() ) {
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if (result >= 0.0f && result < 100.0f * getUniformScale() ) {
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return result;
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}
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}
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@ -1096,13 +1101,20 @@ void Avatar::setShowDisplayName(bool showDisplayName) {
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// virtual
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void Avatar::computeShapeInfo(ShapeInfo& shapeInfo) {
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shapeInfo.setCapsuleY(_skeletonModel.getBoundingCapsuleRadius(), 0.5f * _skeletonModel.getBoundingCapsuleHeight());
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shapeInfo.setOffset(_skeletonModel.getBoundingCapsuleOffset());
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float uniformScale = getUniformScale();
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shapeInfo.setCapsuleY(uniformScale * _skeletonModel.getBoundingCapsuleRadius(),
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0.5f * uniformScale * _skeletonModel.getBoundingCapsuleHeight());
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shapeInfo.setOffset(uniformScale * _skeletonModel.getBoundingCapsuleOffset());
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}
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// virtual
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void Avatar::rebuildSkeletonBody() {
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DependencyManager::get<AvatarManager>()->updateAvatarPhysicsShape(this);
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void Avatar::rebuildCollisionShape() {
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if (_motionState) {
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_motionState->addDirtyFlags(Simulation::DIRTY_SHAPE);
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} else {
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// adebug TODO: move most of updateAvatarPhysicsShape() to here
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DependencyManager::get<AvatarManager>()->updateAvatarPhysicsShape(this);
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}
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}
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glm::vec3 Avatar::getLeftPalmPosition() {
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@ -36,7 +36,6 @@ namespace render {
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static const float SCALING_RATIO = .05f;
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static const float SMOOTHING_RATIO = .05f; // 0 < ratio < 1
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static const float RESCALING_TOLERANCE = .02f;
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static const float BILLBOARD_FIELD_OF_VIEW = 30.0f; // degrees
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static const float BILLBOARD_DISTANCE = 5.56f; // meters
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@ -89,7 +88,7 @@ public:
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SkeletonModel& getSkeletonModel() { return _skeletonModel; }
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const SkeletonModel& getSkeletonModel() const { return _skeletonModel; }
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glm::vec3 getChestPosition() const;
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float getAvatarScale() const { return getScale().y; }
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float getUniformScale() const { return getScale().y; }
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const Head* getHead() const { return static_cast<const Head*>(_headData); }
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Head* getHead() { return static_cast<Head*>(_headData); }
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Hand* getHand() { return static_cast<Hand*>(_handData); }
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@ -154,7 +153,7 @@ public:
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// (otherwise floating point error will cause problems at large positions).
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void applyPositionDelta(const glm::vec3& delta);
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virtual void rebuildSkeletonBody();
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virtual void rebuildCollisionShape();
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virtual void computeShapeInfo(ShapeInfo& shapeInfo);
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@ -199,14 +198,15 @@ protected:
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float _stringLength;
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bool _moving; ///< set when position is changing
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bool isLookingAtMe(AvatarSharedPointer avatar);
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// protected methods...
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bool isLookingAtMe(AvatarSharedPointer avatar) const;
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virtual void animateScaleChanges(float deltaTime);
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glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
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void setAvatarScale(float scale);
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void measureMotionDerivatives(float deltaTime);
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float getSkeletonHeight() const;
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@ -203,7 +203,7 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
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while (fadingIterator != _avatarFades.end()) {
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auto avatar = std::static_pointer_cast<Avatar>(*fadingIterator);
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avatar->startUpdate();
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avatar->setTargetScale(avatar->getAvatarScale() * SHRINK_RATE);
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avatar->setTargetScale(avatar->getUniformScale() * SHRINK_RATE);
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if (avatar->getTargetScale() <= MIN_FADE_SCALE) {
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avatar->removeFromScene(*fadingIterator, scene, pendingChanges);
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fadingIterator = _avatarFades.erase(fadingIterator);
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@ -375,19 +375,17 @@ void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents
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}
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void AvatarManager::updateAvatarPhysicsShape(Avatar* avatar) {
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AvatarMotionState* motionState = avatar->getMotionState();
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if (motionState) {
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motionState->addDirtyFlags(Simulation::DIRTY_SHAPE);
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} else {
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ShapeInfo shapeInfo;
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avatar->computeShapeInfo(shapeInfo);
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btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
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if (shape) {
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AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
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avatar->setMotionState(motionState);
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_motionStatesToAdd.insert(motionState);
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_avatarMotionStates.insert(motionState);
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}
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// adebug TODO: move most of this logic to MyAvatar class
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assert(!avatar->getMotionState());
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ShapeInfo shapeInfo;
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avatar->computeShapeInfo(shapeInfo);
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btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
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if (shape) {
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AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
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avatar->setMotionState(motionState);
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_motionStatesToAdd.insert(motionState);
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_avatarMotionStates.insert(motionState);
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}
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}
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@ -46,7 +46,7 @@ public:
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virtual float getObjectFriction() const;
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virtual float getObjectLinearDamping() const;
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virtual float getObjectAngularDamping() const;
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virtual glm::vec3 getObjectPosition() const;
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virtual glm::quat getObjectRotation() const;
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virtual glm::vec3 getObjectLinearVelocity() const;
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@ -37,7 +37,7 @@ void Hand::simulate(float deltaTime, bool isMine) {
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void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
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float avatarScale = 1.0f;
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if (_owningAvatar) {
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avatarScale = _owningAvatar->getAvatarScale();
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avatarScale = _owningAvatar->getUniformScale();
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}
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const float alpha = 1.0f;
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@ -62,7 +62,7 @@ void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
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transform.setRotation(palm.getRotation());
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transform.postScale(SPHERE_RADIUS);
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, transform, grayColor);
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// draw a green sphere at the old "finger tip"
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transform = Transform();
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position = palm.getTipPosition();
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@ -72,7 +72,7 @@ void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, transform, greenColor);
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}
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}
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const float AXIS_RADIUS = 0.1f * SPHERE_RADIUS;
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const float AXIS_LENGTH = 10.0f * SPHERE_RADIUS;
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@ -284,13 +284,26 @@ void MyAvatar::update(float deltaTime) {
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extern QByteArray avatarStateToFrame(const AvatarData* _avatar);
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extern void avatarStateFromFrame(const QByteArray& frameData, AvatarData* _avatar);
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void MyAvatar::animateScaleChanges(float deltaTime) {
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// HACK: override Avatar::animateScaleChanges() until MyAvatar has a MotionState
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float currentScale = getUniformScale();
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if (currentScale != _targetScale) {
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const float SCALE_ANIMATION_TIMESCALE = 1.0f;
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float blendFactor = deltaTime / SCALE_ANIMATION_TIMESCALE;
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float animatedScale = (1.0f - blendFactor) * currentScale + blendFactor * _targetScale;
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const float CLOSE_ENOUGH = 0.05f;
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if (fabsf(animatedScale - _targetScale) / _targetScale < CLOSE_ENOUGH) {
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animatedScale = _targetScale;
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}
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setScale(glm::vec3(animatedScale));
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rebuildCollisionShape();
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}
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}
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void MyAvatar::simulate(float deltaTime) {
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PerformanceTimer perfTimer("simulate");
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if (getAvatarScale() != _targetScale) {
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float scale = (1.0f - SMOOTHING_RATIO) * getAvatarScale() + SMOOTHING_RATIO * _targetScale;
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setAvatarScale(scale);
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}
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animateScaleChanges(deltaTime);
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{
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PerformanceTimer perfTimer("transform");
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||||
|
@ -337,7 +350,7 @@ void MyAvatar::simulate(float deltaTime) {
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|||
headPosition = getPosition();
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||||
}
|
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head->setPosition(headPosition);
|
||||
head->setScale(getAvatarScale());
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head->setScale(getUniformScale());
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||||
head->simulate(deltaTime, true);
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||||
}
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||||
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||||
|
@ -681,7 +694,7 @@ void MyAvatar::loadData() {
|
|||
|
||||
_leanScale = loadSetting(settings, "leanScale", 0.05f);
|
||||
_targetScale = loadSetting(settings, "scale", 1.0f);
|
||||
setAvatarScale(getAvatarScale());
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||||
setScale(glm::vec3(getUniformScale()));
|
||||
|
||||
_animGraphUrl = settings.value("animGraphURL", "").toString();
|
||||
_fullAvatarURLFromPreferences = settings.value("fullAvatarURL", AvatarData::defaultFullAvatarModelUrl()).toUrl();
|
||||
|
@ -809,7 +822,7 @@ void MyAvatar::updateLookAtTargetAvatar() {
|
|||
float distanceTo = glm::length(avatar->getHead()->getEyePosition() - cameraPosition);
|
||||
avatar->setIsLookAtTarget(false);
|
||||
if (!avatar->isMyAvatar() && avatar->isInitialized() &&
|
||||
(distanceTo < GREATEST_LOOKING_AT_DISTANCE * getAvatarScale())) {
|
||||
(distanceTo < GREATEST_LOOKING_AT_DISTANCE * getUniformScale())) {
|
||||
float angleTo = glm::angle(lookForward, glm::normalize(avatar->getHead()->getEyePosition() - cameraPosition));
|
||||
if (angleTo < (smallestAngleTo * (isCurrentTarget ? KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR : 1.0f))) {
|
||||
_lookAtTargetAvatar = avatarPointer;
|
||||
|
@ -1036,14 +1049,15 @@ glm::vec3 MyAvatar::getSkeletonPosition() const {
|
|||
return Avatar::getPosition();
|
||||
}
|
||||
|
||||
void MyAvatar::rebuildSkeletonBody() {
|
||||
void MyAvatar::rebuildCollisionShape() {
|
||||
// compute localAABox
|
||||
float radius = _skeletonModel.getBoundingCapsuleRadius();
|
||||
float height = _skeletonModel.getBoundingCapsuleHeight() + 2.0f * radius;
|
||||
float scale = getUniformScale();
|
||||
float radius = scale * _skeletonModel.getBoundingCapsuleRadius();
|
||||
float height = scale * _skeletonModel.getBoundingCapsuleHeight() + 2.0f * radius;
|
||||
glm::vec3 corner(-radius, -0.5f * height, -radius);
|
||||
corner += _skeletonModel.getBoundingCapsuleOffset();
|
||||
glm::vec3 scale(2.0f * radius, height, 2.0f * radius);
|
||||
_characterController.setLocalBoundingBox(corner, scale);
|
||||
corner += scale * _skeletonModel.getBoundingCapsuleOffset();
|
||||
glm::vec3 diagonal(2.0f * radius, height, 2.0f * radius);
|
||||
_characterController.setLocalBoundingBox(corner, diagonal);
|
||||
}
|
||||
|
||||
void MyAvatar::prepareForPhysicsSimulation() {
|
||||
|
@ -1331,7 +1345,7 @@ const float RENDER_HEAD_CUTOFF_DISTANCE = 0.50f;
|
|||
bool MyAvatar::cameraInsideHead() const {
|
||||
const Head* head = getHead();
|
||||
const glm::vec3 cameraPosition = qApp->getCamera()->getPosition();
|
||||
return glm::length(cameraPosition - head->getEyePosition()) < (RENDER_HEAD_CUTOFF_DISTANCE * getAvatarScale());
|
||||
return glm::length(cameraPosition - head->getEyePosition()) < (RENDER_HEAD_CUTOFF_DISTANCE * getUniformScale());
|
||||
}
|
||||
|
||||
bool MyAvatar::shouldRenderHead(const RenderArgs* renderArgs) const {
|
||||
|
@ -1455,11 +1469,11 @@ glm::vec3 MyAvatar::applyKeyboardMotor(float deltaTime, const glm::vec3& localVe
|
|||
if (isHovering) {
|
||||
// we're flying --> complex acceleration curve with high max speed
|
||||
float motorSpeed = glm::length(_keyboardMotorVelocity);
|
||||
float finalMaxMotorSpeed = getAvatarScale() * MAX_KEYBOARD_MOTOR_SPEED;
|
||||
float finalMaxMotorSpeed = getUniformScale() * MAX_KEYBOARD_MOTOR_SPEED;
|
||||
float speedGrowthTimescale = 2.0f;
|
||||
float speedIncreaseFactor = 1.8f;
|
||||
motorSpeed *= 1.0f + glm::clamp(deltaTime / speedGrowthTimescale , 0.0f, 1.0f) * speedIncreaseFactor;
|
||||
const float maxBoostSpeed = getAvatarScale() * MAX_BOOST_SPEED;
|
||||
const float maxBoostSpeed = getUniformScale() * MAX_BOOST_SPEED;
|
||||
if (motorSpeed < maxBoostSpeed) {
|
||||
// an active keyboard motor should never be slower than this
|
||||
float boostCoefficient = (maxBoostSpeed - motorSpeed) / maxBoostSpeed;
|
||||
|
|
|
@ -249,7 +249,7 @@ public slots:
|
|||
|
||||
Q_INVOKABLE void updateMotionBehaviorFromMenu();
|
||||
|
||||
virtual void rebuildSkeletonBody() override;
|
||||
virtual void rebuildCollisionShape() override;
|
||||
|
||||
Q_INVOKABLE QUrl getAnimGraphUrl() const { return _animGraphUrl; }
|
||||
|
||||
|
@ -263,6 +263,9 @@ public slots:
|
|||
glm::vec3 getPositionForAudio();
|
||||
glm::quat getOrientationForAudio();
|
||||
|
||||
protected:
|
||||
void animateScaleChanges(float deltaTime);
|
||||
|
||||
signals:
|
||||
void audioListenerModeChanged();
|
||||
void transformChanged();
|
||||
|
|
|
@ -32,7 +32,7 @@ MyCharacterController::~MyCharacterController() {
|
|||
|
||||
void MyCharacterController::updateShapeIfNecessary() {
|
||||
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
|
||||
_pendingFlags &= ~ PENDING_FLAG_UPDATE_SHAPE;
|
||||
_pendingFlags &= ~PENDING_FLAG_UPDATE_SHAPE;
|
||||
|
||||
// compute new dimensions from avatar's bounding box
|
||||
float x = _boxScale.x;
|
||||
|
|
|
@ -69,7 +69,7 @@ void SkeletonModel::initJointStates() {
|
|||
_headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z);
|
||||
_headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP);
|
||||
|
||||
_owningAvatar->rebuildSkeletonBody();
|
||||
_owningAvatar->rebuildCollisionShape();
|
||||
emit skeletonLoaded();
|
||||
}
|
||||
|
||||
|
|
|
@ -386,7 +386,7 @@ bool ApplicationCompositor::calculateRayUICollisionPoint(const glm::vec3& positi
|
|||
glm::vec3 relativeDirection = glm::normalize(inverseOrientation * direction);
|
||||
|
||||
float t;
|
||||
if (raySphereIntersect(relativeDirection, relativePosition, _oculusUIRadius * myAvatar->getAvatarScale(), &t)){
|
||||
if (raySphereIntersect(relativeDirection, relativePosition, _oculusUIRadius * myAvatar->getUniformScale(), &t)){
|
||||
result = position + direction * t;
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -199,7 +199,7 @@ void PreferencesDialog::loadPreferences() {
|
|||
|
||||
ui.leanScaleSpin->setValue(myAvatar->getLeanScale());
|
||||
|
||||
ui.avatarScaleSpin->setValue(myAvatar->getAvatarScale());
|
||||
ui.avatarScaleSpin->setValue(myAvatar->getUniformScale());
|
||||
ui.avatarAnimationEdit->setText(myAvatar->getAnimGraphUrl().toString());
|
||||
|
||||
ui.maxOctreePPSSpin->setValue(qApp->getMaxOctreePacketsPerSecond());
|
||||
|
|
|
@ -68,7 +68,7 @@ namespace render {
|
|||
glm::vec3 myAvatarPosition = avatar->getPosition();
|
||||
float angle = glm::degrees(glm::angle(myAvatarRotation));
|
||||
glm::vec3 axis = glm::axis(myAvatarRotation);
|
||||
float myAvatarScale = avatar->getAvatarScale();
|
||||
float myAvatarScale = avatar->getUniformScale();
|
||||
Transform transform = Transform();
|
||||
transform.setTranslation(myAvatarPosition);
|
||||
transform.setRotation(glm::angleAxis(angle, axis));
|
||||
|
|
|
@ -90,7 +90,7 @@ const QUrl& AvatarData::defaultFullAvatarModelUrl() {
|
|||
// There are a number of possible strategies for this set of tools through endRender, below.
|
||||
void AvatarData::nextAttitude(glm::vec3 position, glm::quat orientation) {
|
||||
avatarLock.lock();
|
||||
Transform trans;
|
||||
Transform trans = getTransform();
|
||||
trans.setTranslation(position);
|
||||
trans.setRotation(orientation);
|
||||
SpatiallyNestable::setTransform(trans);
|
||||
|
|
Loading…
Reference in a new issue