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Merge pull request #7238 from hyperlogic/tony/hmd-follow-work
MyAvatar: Improved body recentering for room scale
This commit is contained in:
commit
ee3e0fcc38
2 changed files with 109 additions and 32 deletions
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@ -1097,7 +1097,8 @@ void MyAvatar::prepareForPhysicsSimulation() {
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_characterController.setTargetVelocity(getTargetVelocity());
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_characterController.setPositionAndOrientation(getPosition(), getOrientation());
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if (qApp->isHMDMode()) {
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_follow.prePhysicsUpdate(*this, deriveBodyFromHMDSensor(), _bodySensorMatrix);
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bool hasDriveInput = fabsf(_driveKeys[TRANSLATE_X]) > 0.0f || fabsf(_driveKeys[TRANSLATE_Z]) > 0.0f;
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_follow.prePhysicsUpdate(*this, deriveBodyFromHMDSensor(), _bodySensorMatrix, hasDriveInput);
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} else {
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_follow.deactivate();
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}
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@ -1339,11 +1340,11 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
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_prevShouldDrawHead = shouldDrawHead;
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}
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const float RENDER_HEAD_CUTOFF_DISTANCE = 0.6f;
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const float RENDER_HEAD_CUTOFF_DISTANCE = 0.3f;
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bool MyAvatar::cameraInsideHead() const {
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const glm::vec3 cameraPosition = qApp->getCamera()->getPosition();
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return glm::length(cameraPosition - getDefaultEyePosition()) < (RENDER_HEAD_CUTOFF_DISTANCE * getUniformScale());
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return glm::length(cameraPosition - getHeadPosition()) < (RENDER_HEAD_CUTOFF_DISTANCE * getUniformScale());
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}
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bool MyAvatar::shouldRenderHead(const RenderArgs* renderArgs) const {
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@ -1884,58 +1885,119 @@ void MyAvatar::lateUpdatePalms() {
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static const float FOLLOW_TIME = 0.5f;
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void MyAvatar::FollowHelper::deactivate() {
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_timeRemaining = 0.0f;
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MyAvatar::FollowHelper::FollowHelper() {
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deactivate();
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}
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void MyAvatar::FollowHelper::activate() {
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void MyAvatar::FollowHelper::deactivate() {
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for (int i = 0; i < NumFollowTypes; i++) {
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deactivate((FollowType)i);
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}
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}
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void MyAvatar::FollowHelper::deactivate(FollowType type) {
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assert(type >= 0 && type < NumFollowTypes);
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_timeRemaining[(int)type] = 0.0f;
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}
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void MyAvatar::FollowHelper::activate(FollowType type) {
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assert(type >= 0 && type < NumFollowTypes);
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// TODO: Perhaps, the follow time should be proportional to the displacement.
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_timeRemaining = FOLLOW_TIME;
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_timeRemaining[(int)type] = FOLLOW_TIME;
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}
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bool MyAvatar::FollowHelper::isActive(FollowType type) const {
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assert(type >= 0 && type < NumFollowTypes);
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return _timeRemaining[(int)type] > 0.0f;
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}
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bool MyAvatar::FollowHelper::isActive() const {
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return _timeRemaining > 0.0f;
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for (int i = 0; i < NumFollowTypes; i++) {
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if (isActive((FollowType)i)) {
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return true;
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}
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}
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return false;
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}
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bool MyAvatar::FollowHelper::shouldActivate(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
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const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 4.0f);
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glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
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if (glm::dot(myAvatar.getHMDSensorFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD) {
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return true;
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float MyAvatar::FollowHelper::getMaxTimeRemaining() const {
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float max = 0.0f;
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for (int i = 0; i < NumFollowTypes; i++) {
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if (_timeRemaining[i] > max) {
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max = _timeRemaining[i];
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}
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}
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return max;
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}
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const float CYLINDER_TOP = 0.1f;
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const float CYLINDER_BOTTOM = -0.5f;
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const float CYLINDER_RADIUS = 0.15f;
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void MyAvatar::FollowHelper::decrementTimeRemaining(float dt) {
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for (int i = 0; i < NumFollowTypes; i++) {
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_timeRemaining[i] -= dt;
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}
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}
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bool MyAvatar::FollowHelper::shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
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const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f); // 30 degrees
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glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
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return glm::dot(myAvatar.getHMDSensorFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD;
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}
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bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
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const float CYLINDER_RADIUS = 0.3f;
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glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix);
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glm::vec3 radialOffset(offset.x, 0.0f, offset.z);
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float radialDistance = glm::length(radialOffset);
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return (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM) || (radialDistance > CYLINDER_RADIUS);
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return radialDistance > CYLINDER_RADIUS;
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}
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void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) {
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bool MyAvatar::FollowHelper::shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
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const float CYLINDER_TOP = 0.1f;
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const float CYLINDER_BOTTOM = -1.5f;
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glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix);
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return (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM);
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}
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void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput) {
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_desiredBodyMatrix = desiredBodyMatrix;
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if (!isActive() && shouldActivate(myAvatar, desiredBodyMatrix, currentBodyMatrix)) {
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activate();
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if (!isActive(Rotation) && shouldActivateRotation(myAvatar, desiredBodyMatrix, currentBodyMatrix)) {
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activate(Rotation);
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}
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if (!isActive(Horizontal) && shouldActivateHorizontal(myAvatar, desiredBodyMatrix, currentBodyMatrix)) {
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activate(Horizontal);
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}
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if (!isActive(Vertical) && (shouldActivateVertical(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
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activate(Vertical);
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}
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if (isActive()) {
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glm::mat4 desiredWorldMatrix = myAvatar.getSensorToWorldMatrix() * _desiredBodyMatrix;
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myAvatar.getCharacterController()->setFollowParameters(desiredWorldMatrix, _timeRemaining);
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} else {
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glm::mat4 currentWorldMatrix = myAvatar.getSensorToWorldMatrix() * currentBodyMatrix;
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myAvatar.getCharacterController()->setFollowParameters(currentWorldMatrix, 0.0f);
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glm::mat4 desiredWorldMatrix = myAvatar.getSensorToWorldMatrix() * _desiredBodyMatrix;
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glm::mat4 currentWorldMatrix = myAvatar.getSensorToWorldMatrix() * currentBodyMatrix;
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AnimPose followWorldPose(currentWorldMatrix);
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if (isActive(Rotation)) {
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followWorldPose.rot = glmExtractRotation(desiredWorldMatrix);
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}
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if (isActive(Horizontal)) {
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glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
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followWorldPose.trans.x = desiredTranslation.x;
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followWorldPose.trans.z = desiredTranslation.z;
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}
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if (isActive(Vertical)) {
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glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
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followWorldPose.trans.y = desiredTranslation.y;
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}
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myAvatar.getCharacterController()->setFollowParameters(followWorldPose, getMaxTimeRemaining());
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}
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glm::mat4 MyAvatar::FollowHelper::postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix) {
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if (isActive()) {
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float dt = myAvatar.getCharacterController()->getFollowTime();
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_timeRemaining -= dt;
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decrementTimeRemaining(dt);
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// apply follow displacement to the body matrix.
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glm::vec3 worldLinearDisplacement = myAvatar.getCharacterController()->getFollowLinearDisplacement();
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@ -392,14 +392,29 @@ private:
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glm::mat4 _sensorToWorldMatrix;
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struct FollowHelper {
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FollowHelper();
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enum FollowType {
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Rotation = 0,
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Horizontal,
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Vertical,
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NumFollowTypes
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};
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glm::mat4 _desiredBodyMatrix;
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float _timeRemaining { 0.0f };
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float _timeRemaining[NumFollowTypes];
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void deactivate();
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void deactivate(FollowType type);
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void activate();
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void activate(FollowType type);
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bool isActive() const;
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bool shouldActivate(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
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void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix);
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bool isActive(FollowType followType) const;
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float getMaxTimeRemaining() const;
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void decrementTimeRemaining(float dt);
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bool shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
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bool shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
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bool shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
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void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput);
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glm::mat4 postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix);
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};
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FollowHelper _follow;
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