overte/interface/src/avatar/MyAvatar.cpp
2017-02-22 11:20:28 -08:00

2493 lines
99 KiB
C++

//
// MyAvatar.cpp
// interface/src/avatar
//
// Created by Mark Peng on 8/16/13.
// Copyright 2012 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <algorithm>
#include <vector>
#include <QBuffer>
#include <glm/gtx/norm.hpp>
#include <glm/gtx/vector_angle.hpp>
#include <QtCore/QTimer>
#include <scripting/HMDScriptingInterface.h>
#include <AccountManager.h>
#include <AddressManager.h>
#include <AudioClient.h>
#include <display-plugins/DisplayPlugin.h>
#include <FSTReader.h>
#include <GeometryUtil.h>
#include <NodeList.h>
#include <udt/PacketHeaders.h>
#include <PathUtils.h>
#include <PerfStat.h>
#include <SharedUtil.h>
#include <SoundCache.h>
#include <TextRenderer3D.h>
#include <UserActivityLogger.h>
#include <AnimDebugDraw.h>
#include <AnimClip.h>
#include <recording/Deck.h>
#include <recording/Recorder.h>
#include <recording/Clip.h>
#include <recording/Frame.h>
#include <RecordingScriptingInterface.h>
#include "Application.h"
#include "devices/Faceshift.h"
#include "AvatarManager.h"
#include "AvatarActionHold.h"
#include "Menu.h"
#include "MyAvatar.h"
#include "Physics.h"
#include "Util.h"
#include "InterfaceLogging.h"
#include "DebugDraw.h"
#include "EntityEditPacketSender.h"
#include "MovingEntitiesOperator.h"
using namespace std;
const float DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES = 30.0f;
const float MAX_WALKING_SPEED = 2.6f; // human walking speed
const float MAX_BOOST_SPEED = 0.5f * MAX_WALKING_SPEED; // action motor gets additive boost below this speed
const float MIN_AVATAR_SPEED = 0.05f;
const float MIN_AVATAR_SPEED_SQUARED = MIN_AVATAR_SPEED * MIN_AVATAR_SPEED; // speed is set to zero below this
const float YAW_SPEED_DEFAULT = 120.0f; // degrees/sec
const float PITCH_SPEED_DEFAULT = 90.0f; // degrees/sec
// TODO: normalize avatar speed for standard avatar size, then scale all motion logic
// to properly follow avatar size.
float MAX_AVATAR_SPEED = 30.0f;
float MAX_ACTION_MOTOR_SPEED = MAX_AVATAR_SPEED;
float MIN_SCRIPTED_MOTOR_TIMESCALE = 0.005f;
float DEFAULT_SCRIPTED_MOTOR_TIMESCALE = 1.0e6f;
const int SCRIPTED_MOTOR_CAMERA_FRAME = 0;
const int SCRIPTED_MOTOR_AVATAR_FRAME = 1;
const int SCRIPTED_MOTOR_WORLD_FRAME = 2;
const QString& DEFAULT_AVATAR_COLLISION_SOUND_URL = "https://hifi-public.s3.amazonaws.com/sounds/Collisions-otherorganic/Body_Hits_Impact.wav";
const float MyAvatar::ZOOM_MIN = 0.5f;
const float MyAvatar::ZOOM_MAX = 25.0f;
const float MyAvatar::ZOOM_DEFAULT = 1.5f;
MyAvatar::MyAvatar(RigPointer rig) :
Avatar(rig),
_wasPushing(false),
_isPushing(false),
_isBeingPushed(false),
_isBraking(false),
_isAway(false),
_boomLength(ZOOM_DEFAULT),
_yawSpeed(YAW_SPEED_DEFAULT),
_pitchSpeed(PITCH_SPEED_DEFAULT),
_thrust(0.0f),
_actionMotorVelocity(0.0f),
_scriptedMotorVelocity(0.0f),
_scriptedMotorTimescale(DEFAULT_SCRIPTED_MOTOR_TIMESCALE),
_scriptedMotorFrame(SCRIPTED_MOTOR_CAMERA_FRAME),
_motionBehaviors(AVATAR_MOTION_DEFAULTS),
_characterController(this),
_lookAtTargetAvatar(),
_shouldRender(true),
_eyeContactTarget(LEFT_EYE),
_realWorldFieldOfView("realWorldFieldOfView",
DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES),
_hmdSensorMatrix(),
_hmdSensorOrientation(),
_hmdSensorPosition(),
_bodySensorMatrix(),
_goToPending(false),
_goToPosition(),
_goToOrientation(),
_rig(rig),
_prevShouldDrawHead(true),
_audioListenerMode(FROM_HEAD),
_hmdAtRestDetector(glm::vec3(0), glm::quat())
{
using namespace recording;
_skeletonModel->flagAsCauterized();
for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
_driveKeys[i] = 0.0f;
}
// Necessary to select the correct slot
using SlotType = void(MyAvatar::*)(const glm::vec3&, bool, const glm::quat&, bool);
// connect to AddressManager signal for location jumps
connect(DependencyManager::get<AddressManager>().data(), &AddressManager::locationChangeRequired,
this, static_cast<SlotType>(&MyAvatar::goToLocation));
// handle scale constraints imposed on us by the domain-server
auto& domainHandler = DependencyManager::get<NodeList>()->getDomainHandler();
// when we connect to a domain and retrieve its settings, we restrict our max/min scale based on those settings
connect(&domainHandler, &DomainHandler::settingsReceived, this, &MyAvatar::restrictScaleFromDomainSettings);
// when we leave a domain we lift whatever restrictions that domain may have placed on our scale
connect(&domainHandler, &DomainHandler::disconnectedFromDomain, this, &MyAvatar::clearScaleRestriction);
_characterController.setEnabled(true);
_bodySensorMatrix = deriveBodyFromHMDSensor();
using namespace recording;
auto player = DependencyManager::get<Deck>();
auto recorder = DependencyManager::get<Recorder>();
connect(player.data(), &Deck::playbackStateChanged, [=] {
if (player->isPlaying()) {
auto recordingInterface = DependencyManager::get<RecordingScriptingInterface>();
if (recordingInterface->getPlayFromCurrentLocation()) {
setRecordingBasis();
}
} else {
clearRecordingBasis();
}
});
connect(recorder.data(), &Recorder::recordingStateChanged, [=] {
if (recorder->isRecording()) {
setRecordingBasis();
} else {
clearRecordingBasis();
}
});
static const recording::FrameType AVATAR_FRAME_TYPE = recording::Frame::registerFrameType(AvatarData::FRAME_NAME);
Frame::registerFrameHandler(AVATAR_FRAME_TYPE, [=](Frame::ConstPointer frame) {
static AvatarData dummyAvatar;
AvatarData::fromFrame(frame->data, dummyAvatar);
if (getRecordingBasis()) {
dummyAvatar.setRecordingBasis(getRecordingBasis());
} else {
dummyAvatar.clearRecordingBasis();
}
auto recordingInterface = DependencyManager::get<RecordingScriptingInterface>();
if (recordingInterface->getPlayerUseSkeletonModel() && dummyAvatar.getSkeletonModelURL().isValid() &&
(dummyAvatar.getSkeletonModelURL() != getSkeletonModelURL())) {
// FIXME
//myAvatar->useFullAvatarURL()
}
if (recordingInterface->getPlayerUseDisplayName() && dummyAvatar.getDisplayName() != getDisplayName()) {
setDisplayName(dummyAvatar.getDisplayName());
}
setPosition(dummyAvatar.getPosition());
setOrientation(dummyAvatar.getOrientation());
if (!dummyAvatar.getAttachmentData().isEmpty()) {
setAttachmentData(dummyAvatar.getAttachmentData());
}
auto headData = dummyAvatar.getHeadData();
if (headData && _headData) {
// blendshapes
if (!headData->getBlendshapeCoefficients().isEmpty()) {
_headData->setBlendshapeCoefficients(headData->getBlendshapeCoefficients());
}
// head orientation
_headData->setLookAtPosition(headData->getLookAtPosition());
}
});
connect(rig.get(), SIGNAL(onLoadComplete()), this, SIGNAL(onLoadComplete()));
}
MyAvatar::~MyAvatar() {
_lookAtTargetAvatar.reset();
}
void MyAvatar::setOrientationVar(const QVariant& newOrientationVar) {
Avatar::setOrientation(quatFromVariant(newOrientationVar));
}
QVariant MyAvatar::getOrientationVar() const {
return quatToVariant(Avatar::getOrientation());
}
// virtual
void MyAvatar::simulateAttachments(float deltaTime) {
// don't update attachments here, do it in harvestResultsFromPhysicsSimulation()
}
QByteArray MyAvatar::toByteArrayStateful(AvatarDataDetail dataDetail) {
CameraMode mode = qApp->getCamera()->getMode();
_globalPosition = getPosition();
_globalBoundingBoxDimensions.x = _characterController.getCapsuleRadius();
_globalBoundingBoxDimensions.y = _characterController.getCapsuleHalfHeight();
_globalBoundingBoxDimensions.z = _characterController.getCapsuleRadius();
_globalBoundingBoxOffset = _characterController.getCapsuleLocalOffset();
if (mode == CAMERA_MODE_THIRD_PERSON || mode == CAMERA_MODE_INDEPENDENT) {
// fake the avatar position that is sent up to the AvatarMixer
glm::vec3 oldPosition = getPosition();
setPosition(getSkeletonPosition());
QByteArray array = AvatarData::toByteArrayStateful(dataDetail);
// copy the correct position back
setPosition(oldPosition);
return array;
}
return AvatarData::toByteArrayStateful(dataDetail);
}
void MyAvatar::centerBody() {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "centerBody");
return;
}
// derive the desired body orientation from the current hmd orientation, before the sensor reset.
auto newBodySensorMatrix = deriveBodyFromHMDSensor(); // Based on current cached HMD position/rotation..
// transform this body into world space
auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix;
auto worldBodyPos = extractTranslation(worldBodyMatrix);
auto worldBodyRot = glm::normalize(glm::quat_cast(worldBodyMatrix));
if (_characterController.getState() == CharacterController::State::Ground) {
// the avatar's physical aspect thinks it is standing on something
// therefore need to be careful to not "center" the body below the floor
float downStep = glm::dot(worldBodyPos - getPosition(), _worldUpDirection);
if (downStep < -0.5f * _characterController.getCapsuleHalfHeight() + _characterController.getCapsuleRadius()) {
worldBodyPos -= downStep * _worldUpDirection;
}
}
// this will become our new position.
setPosition(worldBodyPos);
setOrientation(worldBodyRot);
// reset the body in sensor space
_bodySensorMatrix = newBodySensorMatrix;
// rebuild the sensor to world matrix
updateSensorToWorldMatrix();
}
void MyAvatar::clearIKJointLimitHistory() {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "clearIKJointLimitHistory");
return;
}
if (_rig) {
_rig->clearIKJointLimitHistory();
}
}
void MyAvatar::reset(bool andRecenter, bool andReload, bool andHead) {
assert(QThread::currentThread() == thread());
// Reset dynamic state.
_wasPushing = _isPushing = _isBraking = false;
_follow.deactivate();
if (andReload) {
_skeletonModel->reset();
}
if (andHead) { // which drives camera in desktop
getHead()->reset();
}
setThrust(glm::vec3(0.0f));
if (andRecenter) {
// derive the desired body orientation from the *old* hmd orientation, before the sensor reset.
auto newBodySensorMatrix = deriveBodyFromHMDSensor(); // Based on current cached HMD position/rotation..
// transform this body into world space
auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix;
auto worldBodyPos = extractTranslation(worldBodyMatrix);
auto worldBodyRot = glm::normalize(glm::quat_cast(worldBodyMatrix));
// this will become our new position.
setPosition(worldBodyPos);
setOrientation(worldBodyRot);
// now sample the new hmd orientation AFTER sensor reset, which should be identity.
glm::mat4 identity;
updateFromHMDSensorMatrix(identity);
// update the body in sensor space using the new hmd sensor sample
_bodySensorMatrix = deriveBodyFromHMDSensor();
// rebuild the sensor to world matrix such that, the HMD will point in the desired orientation.
// i.e. the along avatar's current position and orientation.
updateSensorToWorldMatrix();
}
}
void MyAvatar::update(float deltaTime) {
// update moving average of HMD facing in xz plane.
const float HMD_FACING_TIMESCALE = 4.0f; // very slow average
float tau = deltaTime / HMD_FACING_TIMESCALE;
_hmdSensorFacingMovingAverage = lerp(_hmdSensorFacingMovingAverage, _hmdSensorFacing, tau);
#ifdef DEBUG_DRAW_HMD_MOVING_AVERAGE
glm::vec3 p = transformPoint(getSensorToWorldMatrix(), _hmdSensorPosition + glm::vec3(_hmdSensorFacingMovingAverage.x, 0.0f, _hmdSensorFacingMovingAverage.y));
DebugDraw::getInstance().addMarker("facing-avg", getOrientation(), p, glm::vec4(1.0f));
p = transformPoint(getSensorToWorldMatrix(), _hmdSensorPosition + glm::vec3(_hmdSensorFacing.x, 0.0f, _hmdSensorFacing.y));
DebugDraw::getInstance().addMarker("facing", getOrientation(), p, glm::vec4(1.0f));
#endif
if (_goToPending) {
setPosition(_goToPosition);
setOrientation(_goToOrientation);
_hmdSensorFacingMovingAverage = _hmdSensorFacing; // reset moving average
_goToPending = false;
// updateFromHMDSensorMatrix (called from paintGL) expects that the sensorToWorldMatrix is updated for any position changes
// that happen between render and Application::update (which calls updateSensorToWorldMatrix to do so).
// However, render/MyAvatar::update/Application::update don't always match (e.g., when using the separate avatar update thread),
// so we update now. It's ok if it updates again in the normal way.
updateSensorToWorldMatrix();
emit positionGoneTo();
}
Head* head = getHead();
head->relax(deltaTime);
updateFromTrackers(deltaTime);
// Get audio loudness data from audio input device
// Also get the AudioClient so we can update the avatar bounding box data
// on the AudioClient side.
auto audio = DependencyManager::get<AudioClient>();
head->setAudioLoudness(audio->getLastInputLoudness());
head->setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
glm::vec3 halfBoundingBoxDimensions(_characterController.getCapsuleRadius(), _characterController.getCapsuleHalfHeight(), _characterController.getCapsuleRadius());
halfBoundingBoxDimensions += _characterController.getCapsuleLocalOffset();
QMetaObject::invokeMethod(audio.data(), "setAvatarBoundingBoxParameters",
Q_ARG(glm::vec3, (getPosition() - halfBoundingBoxDimensions)),
Q_ARG(glm::vec3, (halfBoundingBoxDimensions*2.0f)));
uint64_t now = usecTimestampNow();
if (now > _identityPacketExpiry || _avatarEntityDataLocallyEdited) {
_identityPacketExpiry = now + AVATAR_IDENTITY_PACKET_SEND_INTERVAL_MSECS;
sendIdentityPacket();
}
simulate(deltaTime);
currentEnergy += energyChargeRate;
currentEnergy -= getAccelerationEnergy();
currentEnergy -= getAudioEnergy();
if(didTeleport()) {
currentEnergy = 0.0f;
}
currentEnergy = max(0.0f, min(currentEnergy,1.0f));
emit energyChanged(currentEnergy);
updateEyeContactTarget(deltaTime);
}
void MyAvatar::updateEyeContactTarget(float deltaTime) {
_eyeContactTargetTimer -= deltaTime;
if (_eyeContactTargetTimer < 0.0f) {
const float CHANCE_OF_CHANGING_TARGET = 0.01f;
if (randFloat() < CHANCE_OF_CHANGING_TARGET) {
float const FIFTY_FIFTY_CHANCE = 0.5f;
float const EYE_TO_MOUTH_CHANCE = 0.25f;
switch (_eyeContactTarget) {
case LEFT_EYE:
_eyeContactTarget = (randFloat() < EYE_TO_MOUTH_CHANCE) ? MOUTH : RIGHT_EYE;
break;
case RIGHT_EYE:
_eyeContactTarget = (randFloat() < EYE_TO_MOUTH_CHANCE) ? MOUTH : LEFT_EYE;
break;
case MOUTH:
default:
_eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? RIGHT_EYE : LEFT_EYE;
break;
}
const float EYE_TARGET_DELAY_TIME = 0.33f;
_eyeContactTargetTimer = EYE_TARGET_DELAY_TIME;
}
}
}
extern QByteArray avatarStateToFrame(const AvatarData* _avatar);
extern void avatarStateFromFrame(const QByteArray& frameData, AvatarData* _avatar);
void MyAvatar::simulate(float deltaTime) {
PerformanceTimer perfTimer("simulate");
animateScaleChanges(deltaTime);
{
PerformanceTimer perfTimer("transform");
bool stepAction = false;
// When there are no step values, we zero out the last step pulse.
// This allows a user to do faster snapping by tapping a control
for (int i = STEP_TRANSLATE_X; !stepAction && i <= STEP_YAW; ++i) {
if (_driveKeys[i] != 0.0f) {
stepAction = true;
}
}
updateOrientation(deltaTime);
updatePosition(deltaTime);
}
// update sensorToWorldMatrix for camera and hand controllers
// before we perform rig animations and IK.
updateSensorToWorldMatrix();
{
PerformanceTimer perfTimer("skeleton");
_skeletonModel->simulate(deltaTime);
}
// we've achived our final adjusted position and rotation for the avatar
// and all of its joints, now update our attachements.
Avatar::simulateAttachments(deltaTime);
if (!_skeletonModel->hasSkeleton()) {
// All the simulation that can be done has been done
getHead()->setPosition(getPosition()); // so audio-position isn't 0,0,0
return;
}
{
PerformanceTimer perfTimer("joints");
// copy out the skeleton joints from the model
_rig->copyJointsIntoJointData(_jointData);
}
{
PerformanceTimer perfTimer("head");
Head* head = getHead();
glm::vec3 headPosition;
if (!_skeletonModel->getHeadPosition(headPosition)) {
headPosition = getPosition();
}
head->setPosition(headPosition);
head->setScale(getUniformScale());
head->simulate(deltaTime, true);
}
// Record avatars movements.
auto recorder = DependencyManager::get<recording::Recorder>();
if (recorder->isRecording()) {
static const recording::FrameType FRAME_TYPE = recording::Frame::registerFrameType(AvatarData::FRAME_NAME);
recorder->recordFrame(FRAME_TYPE, toFrame(*this));
}
locationChanged();
// if a entity-child of this avatar has moved outside of its queryAACube, update the cube and tell the entity server.
auto entityTreeRenderer = qApp->getEntities();
EntityTreePointer entityTree = entityTreeRenderer ? entityTreeRenderer->getTree() : nullptr;
if (entityTree) {
bool flyingAllowed = true;
bool ghostingAllowed = true;
entityTree->withWriteLock([&] {
std::shared_ptr<ZoneEntityItem> zone = entityTreeRenderer->myAvatarZone();
if (zone) {
flyingAllowed = zone->getFlyingAllowed();
ghostingAllowed = zone->getGhostingAllowed();
}
auto now = usecTimestampNow();
EntityEditPacketSender* packetSender = qApp->getEntityEditPacketSender();
MovingEntitiesOperator moveOperator(entityTree);
forEachDescendant([&](SpatiallyNestablePointer object) {
// if the queryBox has changed, tell the entity-server
if (object->computePuffedQueryAACube() && object->getNestableType() == NestableType::Entity) {
EntityItemPointer entity = std::static_pointer_cast<EntityItem>(object);
bool success;
AACube newCube = entity->getQueryAACube(success);
if (success) {
moveOperator.addEntityToMoveList(entity, newCube);
}
if (packetSender) {
EntityItemProperties properties = entity->getProperties();
properties.setQueryAACubeDirty();
properties.setLastEdited(now);
packetSender->queueEditEntityMessage(PacketType::EntityEdit, entityTree, entity->getID(), properties);
entity->setLastBroadcast(usecTimestampNow());
}
}
});
// also update the position of children in our local octree
if (moveOperator.hasMovingEntities()) {
PerformanceTimer perfTimer("recurseTreeWithOperator");
entityTree->recurseTreeWithOperator(&moveOperator);
}
});
_characterController.setFlyingAllowed(flyingAllowed);
if (!_characterController.isEnabled() && !ghostingAllowed) {
_characterController.setEnabled(true);
}
}
updateAvatarEntities();
}
// As far as I know no HMD system supports a play area of a kilometer in radius.
static const float MAX_HMD_ORIGIN_DISTANCE = 1000.0f;
// Pass a recent sample of the HMD to the avatar.
// This can also update the avatar's position to follow the HMD
// as it moves through the world.
void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
// update the sensorMatrices based on the new hmd pose
_hmdSensorMatrix = hmdSensorMatrix;
auto newHmdSensorPosition = extractTranslation(hmdSensorMatrix);
if (newHmdSensorPosition != _hmdSensorPosition &&
glm::length(newHmdSensorPosition) > MAX_HMD_ORIGIN_DISTANCE) {
qWarning() << "Invalid HMD sensor position " << newHmdSensorPosition;
// Ignore unreasonable HMD sensor data
return;
}
_hmdSensorPosition = newHmdSensorPosition;
_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
_hmdSensorFacing = getFacingDir2D(_hmdSensorOrientation);
}
void MyAvatar::updateJointFromController(controller::Action poseKey, ThreadSafeValueCache<glm::mat4>& matrixCache) {
assert(QThread::currentThread() == thread());
auto userInputMapper = DependencyManager::get<UserInputMapper>();
controller::Pose controllerPose = userInputMapper->getPoseState(poseKey);
Transform transform;
transform.setTranslation(controllerPose.getTranslation());
transform.setRotation(controllerPose.getRotation());
glm::mat4 controllerMatrix = transform.getMatrix();
matrixCache.set(controllerMatrix);
}
// best called at end of main loop, after physics.
// update sensor to world matrix from current body position and hmd sensor.
// This is so the correct camera can be used for rendering.
void MyAvatar::updateSensorToWorldMatrix() {
// update the sensor mat so that the body position will end up in the desired
// position when driven from the head.
glm::mat4 desiredMat = createMatFromQuatAndPos(getOrientation(), getPosition());
_sensorToWorldMatrix = desiredMat * glm::inverse(_bodySensorMatrix);
lateUpdatePalms();
if (_enableDebugDrawSensorToWorldMatrix) {
DebugDraw::getInstance().addMarker("sensorToWorldMatrix", glmExtractRotation(_sensorToWorldMatrix),
extractTranslation(_sensorToWorldMatrix), glm::vec4(1));
}
_sensorToWorldMatrixCache.set(_sensorToWorldMatrix);
updateJointFromController(controller::Action::LEFT_HAND, _controllerLeftHandMatrixCache);
updateJointFromController(controller::Action::RIGHT_HAND, _controllerRightHandMatrixCache);
}
// Update avatar head rotation with sensor data
void MyAvatar::updateFromTrackers(float deltaTime) {
glm::vec3 estimatedPosition, estimatedRotation;
bool inHmd = qApp->isHMDMode();
bool playing = DependencyManager::get<recording::Deck>()->isPlaying();
if (inHmd && playing) {
return;
}
FaceTracker* tracker = qApp->getActiveFaceTracker();
bool inFacetracker = tracker && !tracker->isMuted();
if (inHmd) {
estimatedPosition = extractTranslation(getHMDSensorMatrix());
estimatedPosition.x *= -1.0f;
_trackedHeadPosition = estimatedPosition;
const float OCULUS_LEAN_SCALE = 0.05f;
estimatedPosition /= OCULUS_LEAN_SCALE;
} else if (inFacetracker) {
estimatedPosition = tracker->getHeadTranslation();
_trackedHeadPosition = estimatedPosition;
estimatedRotation = glm::degrees(safeEulerAngles(tracker->getHeadRotation()));
}
// Rotate the body if the head is turned beyond the screen
if (Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead)) {
const float TRACKER_YAW_TURN_SENSITIVITY = 0.5f;
const float TRACKER_MIN_YAW_TURN = 15.0f;
const float TRACKER_MAX_YAW_TURN = 50.0f;
if ( (fabs(estimatedRotation.y) > TRACKER_MIN_YAW_TURN) &&
(fabs(estimatedRotation.y) < TRACKER_MAX_YAW_TURN) ) {
if (estimatedRotation.y > 0.0f) {
_bodyYawDelta += (estimatedRotation.y - TRACKER_MIN_YAW_TURN) * TRACKER_YAW_TURN_SENSITIVITY;
} else {
_bodyYawDelta += (estimatedRotation.y + TRACKER_MIN_YAW_TURN) * TRACKER_YAW_TURN_SENSITIVITY;
}
}
}
// Set the rotation of the avatar's head (as seen by others, not affecting view frustum)
// to be scaled such that when the user's physical head is pointing at edge of screen, the
// avatar head is at the edge of the in-world view frustum. So while a real person may move
// their head only 30 degrees or so, this may correspond to a 90 degree field of view.
// Note that roll is magnified by a constant because it is not related to field of view.
Head* head = getHead();
if (inHmd || playing) {
head->setDeltaPitch(estimatedRotation.x);
head->setDeltaYaw(estimatedRotation.y);
head->setDeltaRoll(estimatedRotation.z);
} else {
ViewFrustum viewFrustum;
qApp->copyViewFrustum(viewFrustum);
float magnifyFieldOfView = viewFrustum.getFieldOfView() / _realWorldFieldOfView.get();
head->setDeltaPitch(estimatedRotation.x * magnifyFieldOfView);
head->setDeltaYaw(estimatedRotation.y * magnifyFieldOfView);
head->setDeltaRoll(estimatedRotation.z);
}
}
glm::vec3 MyAvatar::getLeftHandPosition() const {
auto pose = getLeftHandControllerPoseInAvatarFrame();
return pose.isValid() ? pose.getTranslation() : glm::vec3(0.0f);
}
glm::vec3 MyAvatar::getRightHandPosition() const {
auto pose = getRightHandControllerPoseInAvatarFrame();
return pose.isValid() ? pose.getTranslation() : glm::vec3(0.0f);
}
glm::vec3 MyAvatar::getLeftHandTipPosition() const {
const float TIP_LENGTH = 0.3f;
auto pose = getLeftHandControllerPoseInAvatarFrame();
return pose.isValid() ? pose.getTranslation() * pose.getRotation() + glm::vec3(0.0f, TIP_LENGTH, 0.0f) : glm::vec3(0.0f);
}
glm::vec3 MyAvatar::getRightHandTipPosition() const {
const float TIP_LENGTH = 0.3f;
auto pose = getRightHandControllerPoseInAvatarFrame();
return pose.isValid() ? pose.getTranslation() * pose.getRotation() + glm::vec3(0.0f, TIP_LENGTH, 0.0f) : glm::vec3(0.0f);
}
controller::Pose MyAvatar::getLeftHandPose() const {
return getLeftHandControllerPoseInAvatarFrame();
}
controller::Pose MyAvatar::getRightHandPose() const {
return getRightHandControllerPoseInAvatarFrame();
}
controller::Pose MyAvatar::getLeftHandTipPose() const {
auto pose = getLeftHandControllerPoseInAvatarFrame();
glm::vec3 tipTrans = getLeftHandTipPosition();
pose.velocity += glm::cross(pose.getAngularVelocity(), pose.getTranslation() - tipTrans);
pose.translation = tipTrans;
return pose;
}
controller::Pose MyAvatar::getRightHandTipPose() const {
auto pose = getRightHandControllerPoseInAvatarFrame();
glm::vec3 tipTrans = getRightHandTipPosition();
pose.velocity += glm::cross(pose.getAngularVelocity(), pose.getTranslation() - tipTrans);
pose.translation = tipTrans;
return pose;
}
// virtual
void MyAvatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
// don't render if we've been asked to disable local rendering
if (!_shouldRender) {
return; // exit early
}
Avatar::render(renderArgs, cameraPosition);
}
void MyAvatar::overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "overrideAnimation", Q_ARG(const QString&, url), Q_ARG(float, fps),
Q_ARG(bool, loop), Q_ARG(float, firstFrame), Q_ARG(float, lastFrame));
return;
}
_rig->overrideAnimation(url, fps, loop, firstFrame, lastFrame);
}
void MyAvatar::restoreAnimation() {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "restoreAnimation");
return;
}
_rig->restoreAnimation();
}
QStringList MyAvatar::getAnimationRoles() {
if (QThread::currentThread() != thread()) {
QStringList result;
QMetaObject::invokeMethod(this, "getAnimationRoles", Qt::BlockingQueuedConnection, Q_RETURN_ARG(QStringList, result));
return result;
}
return _rig->getAnimationRoles();
}
void MyAvatar::overrideRoleAnimation(const QString& role, const QString& url, float fps, bool loop,
float firstFrame, float lastFrame) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "overrideRoleAnimation", Q_ARG(const QString&, role), Q_ARG(const QString&, url),
Q_ARG(float, fps), Q_ARG(bool, loop), Q_ARG(float, firstFrame), Q_ARG(float, lastFrame));
return;
}
_rig->overrideRoleAnimation(role, url, fps, loop, firstFrame, lastFrame);
}
void MyAvatar::restoreRoleAnimation(const QString& role) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "restoreRoleAnimation", Q_ARG(const QString&, role));
return;
}
_rig->restoreRoleAnimation(role);
}
void MyAvatar::saveData() {
Settings settings;
settings.beginGroup("Avatar");
settings.setValue("headPitch", getHead()->getBasePitch());
settings.setValue("scale", _targetScale);
settings.setValue("fullAvatarURL",
_fullAvatarURLFromPreferences == AvatarData::defaultFullAvatarModelUrl() ?
"" :
_fullAvatarURLFromPreferences.toString());
settings.setValue("fullAvatarModelName", _fullAvatarModelName);
QUrl animGraphUrl = _prefOverrideAnimGraphUrl.get();
settings.setValue("animGraphURL", animGraphUrl);
settings.beginWriteArray("attachmentData");
for (int i = 0; i < _attachmentData.size(); i++) {
settings.setArrayIndex(i);
const AttachmentData& attachment = _attachmentData.at(i);
settings.setValue("modelURL", attachment.modelURL);
settings.setValue("jointName", attachment.jointName);
settings.setValue("translation_x", attachment.translation.x);
settings.setValue("translation_y", attachment.translation.y);
settings.setValue("translation_z", attachment.translation.z);
glm::vec3 eulers = safeEulerAngles(attachment.rotation);
settings.setValue("rotation_x", eulers.x);
settings.setValue("rotation_y", eulers.y);
settings.setValue("rotation_z", eulers.z);
settings.setValue("scale", attachment.scale);
settings.setValue("isSoft", attachment.isSoft);
}
settings.endArray();
if (_avatarEntityData.size() == 0) {
// HACK: manually remove empty 'avatarEntityData' else deleted avatarEntityData may show up in settings file
settings.remove("avatarEntityData");
}
settings.beginWriteArray("avatarEntityData");
int avatarEntityIndex = 0;
auto hmdInterface = DependencyManager::get<HMDScriptingInterface>();
_avatarEntitiesLock.withReadLock([&] {
for (auto entityID : _avatarEntityData.keys()) {
if (hmdInterface->getCurrentTabletUIID() == entityID) {
// don't persist the tablet between domains / sessions
continue;
}
settings.setArrayIndex(avatarEntityIndex);
settings.setValue("id", entityID);
settings.setValue("properties", _avatarEntityData.value(entityID));
avatarEntityIndex++;
}
});
settings.endArray();
settings.setValue("displayName", _displayName);
settings.setValue("collisionSoundURL", _collisionSoundURL);
settings.setValue("useSnapTurn", _useSnapTurn);
settings.setValue("clearOverlayWhenMoving", _clearOverlayWhenMoving);
settings.endGroup();
}
float loadSetting(Settings& settings, const QString& name, float defaultValue) {
float value = settings.value(name, defaultValue).toFloat();
if (glm::isnan(value)) {
value = defaultValue;
}
return value;
}
void MyAvatar::setEnableDebugDrawDefaultPose(bool isEnabled) {
_enableDebugDrawDefaultPose = isEnabled;
if (!isEnabled) {
AnimDebugDraw::getInstance().removeAbsolutePoses("myAvatarDefaultPoses");
}
}
void MyAvatar::setEnableDebugDrawAnimPose(bool isEnabled) {
_enableDebugDrawAnimPose = isEnabled;
if (!isEnabled) {
AnimDebugDraw::getInstance().removeAbsolutePoses("myAvatarAnimPoses");
}
}
void MyAvatar::setEnableDebugDrawPosition(bool isEnabled) {
if (isEnabled) {
const glm::vec4 red(1.0f, 0.0f, 0.0f, 1.0f);
DebugDraw::getInstance().addMyAvatarMarker("avatarPosition", glm::quat(), glm::vec3(), red);
} else {
DebugDraw::getInstance().removeMyAvatarMarker("avatarPosition");
}
}
void MyAvatar::setEnableDebugDrawHandControllers(bool isEnabled) {
_enableDebugDrawHandControllers = isEnabled;
if (!isEnabled) {
DebugDraw::getInstance().removeMarker("leftHandController");
DebugDraw::getInstance().removeMarker("rightHandController");
}
}
void MyAvatar::setEnableDebugDrawSensorToWorldMatrix(bool isEnabled) {
_enableDebugDrawSensorToWorldMatrix = isEnabled;
if (!isEnabled) {
DebugDraw::getInstance().removeMarker("sensorToWorldMatrix");
}
}
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
render::ScenePointer scene = qApp->getMain3DScene();
_skeletonModel->setVisibleInScene(isEnabled, scene);
}
void MyAvatar::setUseAnimPreAndPostRotations(bool isEnabled) {
AnimClip::usePreAndPostPoseFromAnim = isEnabled;
reset(true);
}
void MyAvatar::setEnableInverseKinematics(bool isEnabled) {
_rig->setEnableInverseKinematics(isEnabled);
}
void MyAvatar::loadData() {
Settings settings;
settings.beginGroup("Avatar");
getHead()->setBasePitch(loadSetting(settings, "headPitch", 0.0f));
_targetScale = loadSetting(settings, "scale", 1.0f);
setScale(glm::vec3(_targetScale));
_prefOverrideAnimGraphUrl.set(QUrl(settings.value("animGraphURL", "").toString()));
_fullAvatarURLFromPreferences = settings.value("fullAvatarURL", AvatarData::defaultFullAvatarModelUrl()).toUrl();
_fullAvatarModelName = settings.value("fullAvatarModelName", DEFAULT_FULL_AVATAR_MODEL_NAME).toString();
useFullAvatarURL(_fullAvatarURLFromPreferences, _fullAvatarModelName);
QVector<AttachmentData> attachmentData;
int attachmentCount = settings.beginReadArray("attachmentData");
for (int i = 0; i < attachmentCount; i++) {
settings.setArrayIndex(i);
AttachmentData attachment;
attachment.modelURL = settings.value("modelURL").toUrl();
attachment.jointName = settings.value("jointName").toString();
attachment.translation.x = loadSetting(settings, "translation_x", 0.0f);
attachment.translation.y = loadSetting(settings, "translation_y", 0.0f);
attachment.translation.z = loadSetting(settings, "translation_z", 0.0f);
glm::vec3 eulers;
eulers.x = loadSetting(settings, "rotation_x", 0.0f);
eulers.y = loadSetting(settings, "rotation_y", 0.0f);
eulers.z = loadSetting(settings, "rotation_z", 0.0f);
attachment.rotation = glm::quat(eulers);
attachment.scale = loadSetting(settings, "scale", 1.0f);
attachment.isSoft = settings.value("isSoft").toBool();
attachmentData.append(attachment);
}
settings.endArray();
setAttachmentData(attachmentData);
int avatarEntityCount = settings.beginReadArray("avatarEntityData");
for (int i = 0; i < avatarEntityCount; i++) {
settings.setArrayIndex(i);
QUuid entityID = settings.value("id").toUuid();
// QUuid entityID = QUuid::createUuid(); // generate a new ID
QByteArray properties = settings.value("properties").toByteArray();
updateAvatarEntity(entityID, properties);
}
settings.endArray();
if (avatarEntityCount == 0) {
// HACK: manually remove empty 'avatarEntityData' else legacy data may persist in settings file
settings.remove("avatarEntityData");
}
setAvatarEntityDataChanged(true);
setDisplayName(settings.value("displayName").toString());
setCollisionSoundURL(settings.value("collisionSoundURL", DEFAULT_AVATAR_COLLISION_SOUND_URL).toString());
setSnapTurn(settings.value("useSnapTurn", _useSnapTurn).toBool());
setClearOverlayWhenMoving(settings.value("clearOverlayWhenMoving", _clearOverlayWhenMoving).toBool());
settings.endGroup();
setEnableMeshVisible(Menu::getInstance()->isOptionChecked(MenuOption::MeshVisible));
setEnableDebugDrawDefaultPose(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawDefaultPose));
setEnableDebugDrawAnimPose(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawAnimPose));
setEnableDebugDrawPosition(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawPosition));
}
void MyAvatar::saveAttachmentData(const AttachmentData& attachment) const {
Settings settings;
settings.beginGroup("savedAttachmentData");
settings.beginGroup(_skeletonModel->getURL().toString());
settings.beginGroup(attachment.modelURL.toString());
settings.setValue("jointName", attachment.jointName);
settings.beginGroup(attachment.jointName);
settings.setValue("translation_x", attachment.translation.x);
settings.setValue("translation_y", attachment.translation.y);
settings.setValue("translation_z", attachment.translation.z);
glm::vec3 eulers = safeEulerAngles(attachment.rotation);
settings.setValue("rotation_x", eulers.x);
settings.setValue("rotation_y", eulers.y);
settings.setValue("rotation_z", eulers.z);
settings.setValue("scale", attachment.scale);
settings.endGroup();
settings.endGroup();
settings.endGroup();
settings.endGroup();
}
AttachmentData MyAvatar::loadAttachmentData(const QUrl& modelURL, const QString& jointName) const {
Settings settings;
settings.beginGroup("savedAttachmentData");
settings.beginGroup(_skeletonModel->getURL().toString());
settings.beginGroup(modelURL.toString());
AttachmentData attachment;
attachment.modelURL = modelURL;
if (jointName.isEmpty()) {
attachment.jointName = settings.value("jointName").toString();
} else {
attachment.jointName = jointName;
}
settings.beginGroup(attachment.jointName);
if (settings.contains("translation_x")) {
attachment.translation.x = loadSetting(settings, "translation_x", 0.0f);
attachment.translation.y = loadSetting(settings, "translation_y", 0.0f);
attachment.translation.z = loadSetting(settings, "translation_z", 0.0f);
glm::vec3 eulers;
eulers.x = loadSetting(settings, "rotation_x", 0.0f);
eulers.y = loadSetting(settings, "rotation_y", 0.0f);
eulers.z = loadSetting(settings, "rotation_z", 0.0f);
attachment.rotation = glm::quat(eulers);
attachment.scale = loadSetting(settings, "scale", 1.0f);
} else {
attachment = AttachmentData();
}
settings.endGroup();
settings.endGroup();
settings.endGroup();
settings.endGroup();
return attachment;
}
int MyAvatar::parseDataFromBuffer(const QByteArray& buffer) {
qCDebug(interfaceapp) << "Error: ignoring update packet for MyAvatar"
<< " packetLength = " << buffer.size();
// this packet is just bad, so we pretend that we unpacked it ALL
return buffer.size();
}
void MyAvatar::updateLookAtTargetAvatar() {
//
// Look at the avatar whose eyes are closest to the ray in direction of my avatar's head
// And set the correctedLookAt for all (nearby) avatars that are looking at me.
_lookAtTargetAvatar.reset();
_targetAvatarPosition = glm::vec3(0.0f);
glm::vec3 lookForward = getHead()->getFinalOrientationInWorldFrame() * IDENTITY_FRONT;
glm::vec3 cameraPosition = qApp->getCamera()->getPosition();
float smallestAngleTo = glm::radians(DEFAULT_FIELD_OF_VIEW_DEGREES) / 2.0f;
const float KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR = 1.3f;
const float GREATEST_LOOKING_AT_DISTANCE = 10.0f;
AvatarHash hash = DependencyManager::get<AvatarManager>()->getHashCopy();
foreach (const AvatarSharedPointer& avatarPointer, hash) {
auto avatar = static_pointer_cast<Avatar>(avatarPointer);
bool isCurrentTarget = avatar->getIsLookAtTarget();
float distanceTo = glm::length(avatar->getHead()->getEyePosition() - cameraPosition);
avatar->setIsLookAtTarget(false);
if (!avatar->isMyAvatar() && avatar->isInitialized() &&
(distanceTo < GREATEST_LOOKING_AT_DISTANCE * getUniformScale())) {
float radius = glm::length(avatar->getHead()->getEyePosition() - avatar->getHead()->getRightEyePosition());
float angleTo = coneSphereAngle(getHead()->getEyePosition(), lookForward, avatar->getHead()->getEyePosition(), radius);
if (angleTo < (smallestAngleTo * (isCurrentTarget ? KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR : 1.0f))) {
_lookAtTargetAvatar = avatarPointer;
_targetAvatarPosition = avatarPointer->getPosition();
smallestAngleTo = angleTo;
}
if (isLookingAtMe(avatar)) {
// Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face.
glm::vec3 lookAtPosition = avatar->getHead()->getLookAtPosition(); // A position, in world space, on my avatar.
// The camera isn't at the point midway between the avatar eyes. (Even without an HMD, the head can be offset a bit.)
// Let's get everything to world space:
glm::vec3 avatarLeftEye = getHead()->getLeftEyePosition();
glm::vec3 avatarRightEye = getHead()->getRightEyePosition();
// First find out where (in world space) the person is looking relative to that bridge-of-the-avatar point.
// (We will be adding that offset to the camera position, after making some other adjustments.)
glm::vec3 gazeOffset = lookAtPosition - getHead()->getEyePosition();
ViewFrustum viewFrustum;
qApp->copyViewFrustum(viewFrustum);
// scale gazeOffset by IPD, if wearing an HMD.
if (qApp->isHMDMode()) {
glm::mat4 leftEye = qApp->getEyeOffset(Eye::Left);
glm::mat4 rightEye = qApp->getEyeOffset(Eye::Right);
glm::vec3 leftEyeHeadLocal = glm::vec3(leftEye[3]);
glm::vec3 rightEyeHeadLocal = glm::vec3(rightEye[3]);
glm::vec3 humanLeftEye = viewFrustum.getPosition() + (viewFrustum.getOrientation() * leftEyeHeadLocal);
glm::vec3 humanRightEye = viewFrustum.getPosition() + (viewFrustum.getOrientation() * rightEyeHeadLocal);
auto hmdInterface = DependencyManager::get<HMDScriptingInterface>();
float ipdScale = hmdInterface->getIPDScale();
// Scale by proportional differences between avatar and human.
float humanEyeSeparationInModelSpace = glm::length(humanLeftEye - humanRightEye) * ipdScale;
float avatarEyeSeparation = glm::length(avatarLeftEye - avatarRightEye);
if (avatarEyeSeparation > 0.0f) {
gazeOffset = gazeOffset * humanEyeSeparationInModelSpace / avatarEyeSeparation;
}
}
// And now we can finally add that offset to the camera.
glm::vec3 corrected = viewFrustum.getPosition() + gazeOffset;
avatar->getHead()->setCorrectedLookAtPosition(corrected);
} else {
avatar->getHead()->clearCorrectedLookAtPosition();
}
} else {
avatar->getHead()->clearCorrectedLookAtPosition();
}
}
auto avatarPointer = _lookAtTargetAvatar.lock();
if (avatarPointer) {
static_pointer_cast<Avatar>(avatarPointer)->setIsLookAtTarget(true);
}
}
void MyAvatar::clearLookAtTargetAvatar() {
_lookAtTargetAvatar.reset();
}
eyeContactTarget MyAvatar::getEyeContactTarget() {
return _eyeContactTarget;
}
glm::vec3 MyAvatar::getDefaultEyePosition() const {
return getPosition() + getWorldAlignedOrientation() * Quaternions::Y_180 * _skeletonModel->getDefaultEyeModelPosition();
}
const float SCRIPT_PRIORITY = 1.0f + 1.0f;
const float RECORDER_PRIORITY = 1.0f + 1.0f;
void MyAvatar::setJointRotations(QVector<glm::quat> jointRotations) {
int numStates = glm::min(_skeletonModel->getJointStateCount(), jointRotations.size());
for (int i = 0; i < numStates; ++i) {
// HACK: ATM only Recorder calls setJointRotations() so we hardcode its priority here
_skeletonModel->setJointRotation(i, true, jointRotations[i], RECORDER_PRIORITY);
}
}
void MyAvatar::setJointData(int index, const glm::quat& rotation, const glm::vec3& translation) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "setJointData", Q_ARG(int, index), Q_ARG(const glm::quat&, rotation),
Q_ARG(const glm::vec3&, translation));
return;
}
// HACK: ATM only JS scripts call setJointData() on MyAvatar so we hardcode the priority
_rig->setJointState(index, true, rotation, translation, SCRIPT_PRIORITY);
}
void MyAvatar::setJointRotation(int index, const glm::quat& rotation) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "setJointRotation", Q_ARG(int, index), Q_ARG(const glm::quat&, rotation));
return;
}
// HACK: ATM only JS scripts call setJointData() on MyAvatar so we hardcode the priority
_rig->setJointRotation(index, true, rotation, SCRIPT_PRIORITY);
}
void MyAvatar::setJointTranslation(int index, const glm::vec3& translation) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "setJointTranslation", Q_ARG(int, index), Q_ARG(const glm::vec3&, translation));
return;
}
// HACK: ATM only JS scripts call setJointData() on MyAvatar so we hardcode the priority
_rig->setJointTranslation(index, true, translation, SCRIPT_PRIORITY);
}
void MyAvatar::clearJointData(int index) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "clearJointData", Q_ARG(int, index));
return;
}
_rig->clearJointAnimationPriority(index);
}
void MyAvatar::clearJointsData() {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "clearJointsData");
return;
}
_rig->clearJointStates();
}
void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
Avatar::setSkeletonModelURL(skeletonModelURL);
render::ScenePointer scene = qApp->getMain3DScene();
_skeletonModel->setVisibleInScene(true, scene);
_headBoneSet.clear();
}
void MyAvatar::resetFullAvatarURL() {
auto lastAvatarURL = getFullAvatarURLFromPreferences();
auto lastAvatarName = getFullAvatarModelName();
useFullAvatarURL(QUrl());
useFullAvatarURL(lastAvatarURL, lastAvatarName);
}
void MyAvatar::useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "useFullAvatarURL", Qt::BlockingQueuedConnection,
Q_ARG(const QUrl&, fullAvatarURL),
Q_ARG(const QString&, modelName));
return;
}
if (_fullAvatarURLFromPreferences != fullAvatarURL) {
_fullAvatarURLFromPreferences = fullAvatarURL;
if (modelName.isEmpty()) {
QVariantHash fullAvatarFST = FSTReader::downloadMapping(_fullAvatarURLFromPreferences.toString());
_fullAvatarModelName = fullAvatarFST["name"].toString();
} else {
_fullAvatarModelName = modelName;
}
}
const QString& urlString = fullAvatarURL.toString();
if (urlString.isEmpty() || (fullAvatarURL != getSkeletonModelURL())) {
setSkeletonModelURL(fullAvatarURL);
UserActivityLogger::getInstance().changedModel("skeleton", urlString);
}
_identityPacketExpiry = 0; // triggers an identity packet next update()
}
void MyAvatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "setAttachmentData", Qt::BlockingQueuedConnection,
Q_ARG(const QVector<AttachmentData>, attachmentData));
return;
}
Avatar::setAttachmentData(attachmentData);
}
glm::vec3 MyAvatar::getSkeletonPosition() const {
CameraMode mode = qApp->getCamera()->getMode();
if (mode == CAMERA_MODE_THIRD_PERSON || mode == CAMERA_MODE_INDEPENDENT) {
// The avatar is rotated PI about the yAxis, so we have to correct for it
// to get the skeleton offset contribution in the world-frame.
const glm::quat FLIP = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
return getPosition() + getOrientation() * FLIP * _skeletonOffset;
}
return Avatar::getPosition();
}
void MyAvatar::rebuildCollisionShape() {
// compute localAABox
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 += scale * _skeletonModel->getBoundingCapsuleOffset();
glm::vec3 diagonal(2.0f * radius, height, 2.0f * radius);
_characterController.setLocalBoundingBox(corner, diagonal);
}
static controller::Pose applyLowVelocityFilter(const controller::Pose& oldPose, const controller::Pose& newPose) {
controller::Pose finalPose = newPose;
if (newPose.isValid()) {
// Use a velocity sensitive filter to damp small motions and preserve large ones with
// no latency.
float velocityFilter = glm::clamp(1.0f - glm::length(oldPose.getVelocity()), 0.0f, 1.0f);
finalPose.translation = oldPose.getTranslation() * velocityFilter + newPose.getTranslation() * (1.0f - velocityFilter);
finalPose.rotation = safeMix(oldPose.getRotation(), newPose.getRotation(), 1.0f - velocityFilter);
}
return finalPose;
}
void MyAvatar::setHandControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right) {
if (controller::InputDevice::getLowVelocityFilter()) {
auto oldLeftPose = getLeftHandControllerPoseInSensorFrame();
auto oldRightPose = getRightHandControllerPoseInSensorFrame();
_leftHandControllerPoseInSensorFrameCache.set(applyLowVelocityFilter(oldLeftPose, left));
_rightHandControllerPoseInSensorFrameCache.set(applyLowVelocityFilter(oldRightPose, right));
} else {
_leftHandControllerPoseInSensorFrameCache.set(left);
_rightHandControllerPoseInSensorFrameCache.set(right);
}
}
controller::Pose MyAvatar::getLeftHandControllerPoseInSensorFrame() const {
return _leftHandControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getRightHandControllerPoseInSensorFrame() const {
return _rightHandControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getLeftHandControllerPoseInWorldFrame() const {
return _leftHandControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getRightHandControllerPoseInWorldFrame() const {
return _rightHandControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getLeftHandControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getLeftHandControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
controller::Pose MyAvatar::getRightHandControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getRightHandControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
void MyAvatar::updateMotors() {
_characterController.clearMotors();
glm::quat motorRotation;
if (_motionBehaviors & AVATAR_MOTION_ACTION_MOTOR_ENABLED) {
if (_characterController.getState() == CharacterController::State::Hover) {
motorRotation = getHead()->getCameraOrientation();
} else {
// non-hovering = walking: follow camera twist about vertical but not lift
// so we decompose camera's rotation and store the twist part in motorRotation
glm::quat liftRotation;
swingTwistDecomposition(getHead()->getCameraOrientation(), _worldUpDirection, liftRotation, motorRotation);
}
const float DEFAULT_MOTOR_TIMESCALE = 0.2f;
const float INVALID_MOTOR_TIMESCALE = 1.0e6f;
if (_isPushing || _isBraking || !_isBeingPushed) {
_characterController.addMotor(_actionMotorVelocity, motorRotation, DEFAULT_MOTOR_TIMESCALE, INVALID_MOTOR_TIMESCALE);
} else {
// _isBeingPushed must be true --> disable action motor by giving it a long timescale,
// otherwise it's attempt to "stand in in place" could defeat scripted motor/thrusts
_characterController.addMotor(_actionMotorVelocity, motorRotation, INVALID_MOTOR_TIMESCALE);
}
}
if (_motionBehaviors & AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED) {
if (_scriptedMotorFrame == SCRIPTED_MOTOR_CAMERA_FRAME) {
motorRotation = getHead()->getCameraOrientation() * glm::angleAxis(PI, Vectors::UNIT_Y);
} else if (_scriptedMotorFrame == SCRIPTED_MOTOR_AVATAR_FRAME) {
motorRotation = getOrientation() * glm::angleAxis(PI, Vectors::UNIT_Y);
} else {
// world-frame
motorRotation = glm::quat();
}
_characterController.addMotor(_scriptedMotorVelocity, motorRotation, _scriptedMotorTimescale);
}
// legacy support for 'MyAvatar::applyThrust()', which has always been implemented as a
// short-lived linearAcceleration
_characterController.setLinearAcceleration(_thrust);
_thrust = Vectors::ZERO;
}
void MyAvatar::prepareForPhysicsSimulation() {
relayDriveKeysToCharacterController();
updateMotors();
bool success;
glm::vec3 parentVelocity = getParentVelocity(success);
if (!success) {
qDebug() << "Warning: getParentVelocity failed" << getID();
parentVelocity = glm::vec3();
}
_characterController.setParentVelocity(parentVelocity);
_characterController.setPositionAndOrientation(getPosition(), getOrientation());
if (qApp->isHMDMode()) {
_follow.prePhysicsUpdate(*this, deriveBodyFromHMDSensor(), _bodySensorMatrix, hasDriveInput());
} else {
_follow.deactivate();
}
_prePhysicsRoomPose = AnimPose(_sensorToWorldMatrix);
}
void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
glm::vec3 position = getPosition();
glm::quat orientation = getOrientation();
if (_characterController.isEnabledAndReady()) {
_characterController.getPositionAndOrientation(position, orientation);
}
nextAttitude(position, orientation);
_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
if (_characterController.isEnabledAndReady()) {
setVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
} else {
setVelocity(getVelocity() + _characterController.getFollowVelocity());
}
}
QString MyAvatar::getScriptedMotorFrame() const {
QString frame = "avatar";
if (_scriptedMotorFrame == SCRIPTED_MOTOR_CAMERA_FRAME) {
frame = "camera";
} else if (_scriptedMotorFrame == SCRIPTED_MOTOR_WORLD_FRAME) {
frame = "world";
}
return frame;
}
void MyAvatar::setScriptedMotorVelocity(const glm::vec3& velocity) {
float MAX_SCRIPTED_MOTOR_SPEED = 500.0f;
_scriptedMotorVelocity = velocity;
float speed = glm::length(_scriptedMotorVelocity);
if (speed > MAX_SCRIPTED_MOTOR_SPEED) {
_scriptedMotorVelocity *= MAX_SCRIPTED_MOTOR_SPEED / speed;
}
}
void MyAvatar::setScriptedMotorTimescale(float timescale) {
// we clamp the timescale on the large side (instead of just the low side) to prevent
// obnoxiously large values from introducing NaN into avatar's velocity
_scriptedMotorTimescale = glm::clamp(timescale, MIN_SCRIPTED_MOTOR_TIMESCALE,
DEFAULT_SCRIPTED_MOTOR_TIMESCALE);
}
void MyAvatar::setScriptedMotorFrame(QString frame) {
if (frame.toLower() == "camera") {
_scriptedMotorFrame = SCRIPTED_MOTOR_CAMERA_FRAME;
} else if (frame.toLower() == "avatar") {
_scriptedMotorFrame = SCRIPTED_MOTOR_AVATAR_FRAME;
} else if (frame.toLower() == "world") {
_scriptedMotorFrame = SCRIPTED_MOTOR_WORLD_FRAME;
}
}
void MyAvatar::clearScriptableSettings() {
_scriptedMotorVelocity = Vectors::ZERO;
_scriptedMotorTimescale = DEFAULT_SCRIPTED_MOTOR_TIMESCALE;
}
void MyAvatar::setCollisionSoundURL(const QString& url) {
if (url != _collisionSoundURL) {
_collisionSoundURL = url;
emit newCollisionSoundURL(QUrl(_collisionSoundURL));
}
}
SharedSoundPointer MyAvatar::getCollisionSound() {
if (!_collisionSound) {
_collisionSound = DependencyManager::get<SoundCache>()->getSound(_collisionSoundURL);
}
return _collisionSound;
}
void MyAvatar::attach(const QString& modelURL, const QString& jointName,
const glm::vec3& translation, const glm::quat& rotation,
float scale, bool isSoft,
bool allowDuplicates, bool useSaved) {
if (QThread::currentThread() != thread()) {
Avatar::attach(modelURL, jointName, translation, rotation, scale, isSoft, allowDuplicates, useSaved);
return;
}
if (useSaved) {
AttachmentData attachment = loadAttachmentData(modelURL, jointName);
if (attachment.isValid()) {
Avatar::attach(modelURL, attachment.jointName,
attachment.translation, attachment.rotation,
attachment.scale, attachment.isSoft,
allowDuplicates, useSaved);
return;
}
}
Avatar::attach(modelURL, jointName, translation, rotation, scale, isSoft, allowDuplicates, useSaved);
}
void MyAvatar::setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visible) {
if (model->isActive() && model->isRenderable()) {
model->setVisibleInScene(visible, scene);
}
}
void MyAvatar::initHeadBones() {
int neckJointIndex = -1;
if (_skeletonModel->isLoaded()) {
neckJointIndex = _skeletonModel->getFBXGeometry().neckJointIndex;
}
if (neckJointIndex == -1) {
return;
}
_headBoneSet.clear();
std::queue<int> q;
q.push(neckJointIndex);
_headBoneSet.insert(neckJointIndex);
// fbxJoints only hold links to parents not children, so we have to do a bit of extra work here.
while (q.size() > 0) {
int jointIndex = q.front();
for (int i = 0; i < _skeletonModel->getJointStateCount(); i++) {
if (jointIndex == _skeletonModel->getParentJointIndex(i)) {
_headBoneSet.insert(i);
q.push(i);
}
}
q.pop();
}
}
QUrl MyAvatar::getAnimGraphOverrideUrl() const {
return _prefOverrideAnimGraphUrl.get();
}
void MyAvatar::setAnimGraphOverrideUrl(QUrl value) {
_prefOverrideAnimGraphUrl.set(value);
if (!value.isEmpty()) {
setAnimGraphUrl(value);
} else {
initAnimGraph();
}
}
QUrl MyAvatar::getAnimGraphUrl() const {
return _currentAnimGraphUrl.get();
}
void MyAvatar::setAnimGraphUrl(const QUrl& url) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "setAnimGraphUrl", Q_ARG(QUrl, url));
return;
}
if (_currentAnimGraphUrl.get() == url) {
return;
}
destroyAnimGraph();
_skeletonModel->reset(); // Why is this necessary? Without this, we crash in the next render.
_currentAnimGraphUrl.set(url);
_rig->initAnimGraph(url);
_bodySensorMatrix = deriveBodyFromHMDSensor(); // Based on current cached HMD position/rotation..
updateSensorToWorldMatrix(); // Uses updated position/orientation and _bodySensorMatrix changes
}
void MyAvatar::initAnimGraph() {
QUrl graphUrl;
if (!_prefOverrideAnimGraphUrl.get().isEmpty()) {
graphUrl = _prefOverrideAnimGraphUrl.get();
} else if (!_fstAnimGraphOverrideUrl.isEmpty()) {
graphUrl = _fstAnimGraphOverrideUrl;
} else {
graphUrl = QUrl::fromLocalFile(PathUtils::resourcesPath() + "avatar/avatar-animation.json");
}
_rig->initAnimGraph(graphUrl);
_currentAnimGraphUrl.set(graphUrl);
_bodySensorMatrix = deriveBodyFromHMDSensor(); // Based on current cached HMD position/rotation..
updateSensorToWorldMatrix(); // Uses updated position/orientation and _bodySensorMatrix changes
}
void MyAvatar::destroyAnimGraph() {
_rig->destroyAnimGraph();
}
void MyAvatar::postUpdate(float deltaTime) {
Avatar::postUpdate(deltaTime);
render::ScenePointer scene = qApp->getMain3DScene();
if (_skeletonModel->initWhenReady(scene)) {
initHeadBones();
_skeletonModel->setCauterizeBoneSet(_headBoneSet);
_fstAnimGraphOverrideUrl = _skeletonModel->getGeometry()->getAnimGraphOverrideUrl();
initAnimGraph();
}
if (_enableDebugDrawDefaultPose || _enableDebugDrawAnimPose) {
auto animSkeleton = _rig->getAnimSkeleton();
// the rig is in the skeletonModel frame
AnimPose xform(glm::vec3(1), _skeletonModel->getRotation(), _skeletonModel->getTranslation());
if (_enableDebugDrawDefaultPose && animSkeleton) {
glm::vec4 gray(0.2f, 0.2f, 0.2f, 0.2f);
AnimDebugDraw::getInstance().addAbsolutePoses("myAvatarDefaultPoses", animSkeleton, _rig->getAbsoluteDefaultPoses(), xform, gray);
}
if (_enableDebugDrawAnimPose && animSkeleton) {
// build absolute AnimPoseVec from rig
AnimPoseVec absPoses;
absPoses.reserve(_rig->getJointStateCount());
for (int i = 0; i < _rig->getJointStateCount(); i++) {
absPoses.push_back(AnimPose(_rig->getJointTransform(i)));
}
glm::vec4 cyan(0.1f, 0.6f, 0.6f, 1.0f);
AnimDebugDraw::getInstance().addAbsolutePoses("myAvatarAnimPoses", animSkeleton, absPoses, xform, cyan);
}
}
if (_enableDebugDrawHandControllers) {
auto leftHandPose = getLeftHandControllerPoseInWorldFrame();
auto rightHandPose = getRightHandControllerPoseInWorldFrame();
if (leftHandPose.isValid()) {
DebugDraw::getInstance().addMarker("leftHandController", leftHandPose.getRotation(), leftHandPose.getTranslation(), glm::vec4(1));
} else {
DebugDraw::getInstance().removeMarker("leftHandController");
}
if (rightHandPose.isValid()) {
DebugDraw::getInstance().addMarker("rightHandController", rightHandPose.getRotation(), rightHandPose.getTranslation(), glm::vec4(1));
} else {
DebugDraw::getInstance().removeMarker("rightHandController");
}
}
DebugDraw::getInstance().updateMyAvatarPos(getPosition());
DebugDraw::getInstance().updateMyAvatarRot(getOrientation());
AnimPose postUpdateRoomPose(_sensorToWorldMatrix);
updateHoldActions(_prePhysicsRoomPose, postUpdateRoomPose);
}
void MyAvatar::preDisplaySide(RenderArgs* renderArgs) {
// toggle using the cauterizedBones depending on where the camera is and the rendering pass type.
const bool shouldDrawHead = shouldRenderHead(renderArgs);
if (shouldDrawHead != _prevShouldDrawHead) {
_skeletonModel->setEnableCauterization(!shouldDrawHead);
}
_prevShouldDrawHead = shouldDrawHead;
}
const float RENDER_HEAD_CUTOFF_DISTANCE = 0.3f;
bool MyAvatar::cameraInsideHead() const {
const glm::vec3 cameraPosition = qApp->getCamera()->getPosition();
return glm::length(cameraPosition - getHeadPosition()) < (RENDER_HEAD_CUTOFF_DISTANCE * getUniformScale());
}
bool MyAvatar::shouldRenderHead(const RenderArgs* renderArgs) const {
bool defaultMode = renderArgs->_renderMode == RenderArgs::DEFAULT_RENDER_MODE;
bool firstPerson = qApp->getCamera()->getMode() == CAMERA_MODE_FIRST_PERSON;
bool insideHead = cameraInsideHead();
return !defaultMode || !firstPerson || !insideHead;
}
void MyAvatar::updateOrientation(float deltaTime) {
// Smoothly rotate body with arrow keys
float targetSpeed = _driveKeys[YAW] * _yawSpeed;
if (targetSpeed != 0.0f) {
const float ROTATION_RAMP_TIMESCALE = 0.1f;
float blend = deltaTime / ROTATION_RAMP_TIMESCALE;
if (blend > 1.0f) {
blend = 1.0f;
}
_bodyYawDelta = (1.0f - blend) * _bodyYawDelta + blend * targetSpeed;
} else if (_bodyYawDelta != 0.0f) {
// attenuate body rotation speed
const float ROTATION_DECAY_TIMESCALE = 0.05f;
float attenuation = 1.0f - deltaTime / ROTATION_DECAY_TIMESCALE;
if (attenuation < 0.0f) {
attenuation = 0.0f;
}
_bodyYawDelta *= attenuation;
float MINIMUM_ROTATION_RATE = 2.0f;
if (fabsf(_bodyYawDelta) < MINIMUM_ROTATION_RATE) {
_bodyYawDelta = 0.0f;
}
}
float totalBodyYaw = _bodyYawDelta * deltaTime;
// Comfort Mode: If you press any of the left/right rotation drive keys or input, you'll
// get an instantaneous 15 degree turn. If you keep holding the key down you'll get another
// snap turn every half second.
if (_driveKeys[STEP_YAW] != 0.0f) {
totalBodyYaw += _driveKeys[STEP_YAW];
}
// use head/HMD orientation to turn while flying
if (getCharacterController()->getState() == CharacterController::State::Hover) {
// This is the direction the user desires to fly in.
glm::vec3 desiredFacing = getHead()->getCameraOrientation() * Vectors::UNIT_Z;
desiredFacing.y = 0.0f;
// This is our reference frame, it is captured when the user begins to move.
glm::vec3 referenceFacing = transformVectorFast(_sensorToWorldMatrix, _hoverReferenceCameraFacing);
referenceFacing.y = 0.0f;
referenceFacing = glm::normalize(referenceFacing);
glm::vec3 referenceRight(referenceFacing.z, 0.0f, -referenceFacing.x);
const float HOVER_FLY_ROTATION_PERIOD = 0.5f;
float tau = glm::clamp(deltaTime / HOVER_FLY_ROTATION_PERIOD, 0.0f, 1.0f);
// new facing is a linear interpolation between the desired and reference vectors.
glm::vec3 newFacing = glm::normalize((1.0f - tau) * referenceFacing + tau * desiredFacing);
// calcualte the signed delta yaw angle to apply so that we match our newFacing.
float sign = copysignf(1.0f, glm::dot(desiredFacing, referenceRight));
float deltaAngle = sign * acosf(glm::clamp(glm::dot(referenceFacing, newFacing), -1.0f, 1.0f));
// speedFactor is 0 when we are at rest adn 1.0 when we are at max flying speed.
const float MAX_FLYING_SPEED = 30.0f;
float speedFactor = glm::min(glm::length(getVelocity()) / MAX_FLYING_SPEED, 1.0f);
// apply our delta, but scale it by the speed factor, so we turn faster when we are flying faster.
totalBodyYaw += (speedFactor * deltaAngle * (180.0f / PI));
}
// update body orientation by movement inputs
setOrientation(getOrientation() * glm::quat(glm::radians(glm::vec3(0.0f, totalBodyYaw, 0.0f))));
getHead()->setBasePitch(getHead()->getBasePitch() + _driveKeys[PITCH] * _pitchSpeed * deltaTime);
if (qApp->isHMDMode()) {
glm::quat orientation = glm::quat_cast(getSensorToWorldMatrix()) * getHMDSensorOrientation();
glm::quat bodyOrientation = getWorldBodyOrientation();
glm::quat localOrientation = glm::inverse(bodyOrientation) * orientation;
// these angles will be in radians
// ... so they need to be converted to degrees before we do math...
glm::vec3 euler = glm::eulerAngles(localOrientation) * DEGREES_PER_RADIAN;
Head* head = getHead();
head->setBaseYaw(YAW(euler));
head->setBasePitch(PITCH(euler));
head->setBaseRoll(ROLL(euler));
}
}
void MyAvatar::updateActionMotor(float deltaTime) {
bool thrustIsPushing = (glm::length2(_thrust) > EPSILON);
bool scriptedMotorIsPushing = (_motionBehaviors & AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED)
&& _scriptedMotorTimescale < MAX_CHARACTER_MOTOR_TIMESCALE;
_isBeingPushed = thrustIsPushing || scriptedMotorIsPushing;
if (_isPushing || _isBeingPushed) {
// we don't want the motor to brake if a script is pushing the avatar around
// (we assume the avatar is driving itself via script)
_isBraking = false;
} else {
float speed = glm::length(_actionMotorVelocity);
const float MIN_ACTION_BRAKE_SPEED = 0.1f;
_isBraking = _wasPushing || (_isBraking && speed > MIN_ACTION_BRAKE_SPEED);
}
// compute action input
glm::vec3 front = (_driveKeys[TRANSLATE_Z]) * IDENTITY_FRONT;
glm::vec3 right = (_driveKeys[TRANSLATE_X]) * IDENTITY_RIGHT;
glm::vec3 direction = front + right;
CharacterController::State state = _characterController.getState();
if (state == CharacterController::State::Hover) {
// we're flying --> support vertical motion
glm::vec3 up = (_driveKeys[TRANSLATE_Y]) * IDENTITY_UP;
direction += up;
}
_wasPushing = _isPushing;
float directionLength = glm::length(direction);
_isPushing = directionLength > EPSILON;
// normalize direction
if (_isPushing) {
direction /= directionLength;
} else {
direction = Vectors::ZERO;
}
if (state == CharacterController::State::Hover) {
// we're flying --> complex acceleration curve that builds on top of current motor speed and caps at some max speed
float motorSpeed = glm::length(_actionMotorVelocity);
float finalMaxMotorSpeed = getUniformScale() * MAX_ACTION_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 = getUniformScale() * MAX_BOOST_SPEED;
if (_isPushing) {
if (motorSpeed < maxBoostSpeed) {
// an active action motor should never be slower than this
float boostCoefficient = (maxBoostSpeed - motorSpeed) / maxBoostSpeed;
motorSpeed += MIN_AVATAR_SPEED * boostCoefficient;
} else if (motorSpeed > finalMaxMotorSpeed) {
motorSpeed = finalMaxMotorSpeed;
}
}
_actionMotorVelocity = motorSpeed * direction;
} else {
// we're interacting with a floor --> simple horizontal speed and exponential decay
_actionMotorVelocity = MAX_WALKING_SPEED * direction;
}
float boomChange = _driveKeys[ZOOM];
_boomLength += 2.0f * _boomLength * boomChange + boomChange * boomChange;
_boomLength = glm::clamp<float>(_boomLength, ZOOM_MIN, ZOOM_MAX);
}
void MyAvatar::updatePosition(float deltaTime) {
if (_motionBehaviors & AVATAR_MOTION_ACTION_MOTOR_ENABLED) {
updateActionMotor(deltaTime);
}
vec3 velocity = getVelocity();
const float MOVING_SPEED_THRESHOLD_SQUARED = 0.0001f; // 0.01 m/s
if (!_characterController.isEnabledAndReady()) {
// _characterController is not in physics simulation but it can still compute its target velocity
updateMotors();
_characterController.computeNewVelocity(deltaTime, velocity);
float speed2 = glm::length2(velocity);
if (speed2 > MIN_AVATAR_SPEED_SQUARED) {
// update position ourselves
applyPositionDelta(deltaTime * velocity);
}
measureMotionDerivatives(deltaTime);
_moving = speed2 > MOVING_SPEED_THRESHOLD_SQUARED;
} else {
// physics physics simulation updated elsewhere
float speed2 = glm::length2(velocity);
_moving = speed2 > MOVING_SPEED_THRESHOLD_SQUARED;
}
// 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;
// transform the camera facing vector into sensor space.
_hoverReferenceCameraFacing = transformVectorFast(glm::inverse(_sensorToWorldMatrix), getHead()->getCameraOrientation() * Vectors::UNIT_Z);
} else if (_hoverReferenceCameraFacingIsCaptured && (fabs(_driveKeys[TRANSLATE_Z]) <= 0.1f && fabs(_driveKeys[TRANSLATE_X]) <= 0.1f)) {
_hoverReferenceCameraFacingIsCaptured = false;
}
}
void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTime, float frequency) {
// COLLISION SOUND API in Audio has been removed
}
bool findAvatarAvatarPenetration(const glm::vec3 positionA, float radiusA, float heightA,
const glm::vec3 positionB, float radiusB, float heightB, glm::vec3& penetration) {
glm::vec3 positionBA = positionB - positionA;
float xzDistance = sqrt(positionBA.x * positionBA.x + positionBA.z * positionBA.z);
if (xzDistance < (radiusA + radiusB)) {
float yDistance = fabs(positionBA.y);
float halfHeights = 0.5f * (heightA + heightB);
if (yDistance < halfHeights) {
// cylinders collide
if (xzDistance > 0.0f) {
positionBA.y = 0.0f;
// note, penetration should point from A into B
penetration = positionBA * ((radiusA + radiusB - xzDistance) / xzDistance);
return true;
} else {
// exactly coaxial -- we'll return false for this case
return false;
}
} else if (yDistance < halfHeights + radiusA + radiusB) {
// caps collide
if (positionBA.y < 0.0f) {
// A is above B
positionBA.y += halfHeights;
float BA = glm::length(positionBA);
penetration = positionBA * (radiusA + radiusB - BA) / BA;
return true;
} else {
// A is below B
positionBA.y -= halfHeights;
float BA = glm::length(positionBA);
penetration = positionBA * (radiusA + radiusB - BA) / BA;
return true;
}
}
}
return false;
}
// There can be a separation between the _targetScale and the actual scale of the rendered avatar in a domain.
// When the avatar enters a domain where their target scale is not allowed according to the min/max
// we do not change their saved target scale. Instead, we use getDomainLimitedScale() to render the avatar
// at a domain appropriate size. When the avatar leaves the limiting domain, we'll return them to their previous target scale.
// While connected to a domain that limits avatar scale if the user manually changes their avatar scale, we change
// target scale to match the new scale they have chosen. When they leave the domain they will not return to the scale they were
// before they entered the limiting domain.
void MyAvatar::clampTargetScaleToDomainLimits() {
// when we're about to change the target scale because the user has asked to increase or decrease their scale,
// we first make sure that we're starting from a target scale that is allowed by the current domain
auto clampedTargetScale = glm::clamp(_targetScale, _domainMinimumScale, _domainMaximumScale);
if (clampedTargetScale != _targetScale) {
qCDebug(interfaceapp, "Clamped scale to %f since original target scale %f was not allowed by domain",
(double)clampedTargetScale, (double)_targetScale);
setTargetScale(clampedTargetScale);
}
}
void MyAvatar::clampScaleChangeToDomainLimits(float desiredScale) {
auto clampedTargetScale = glm::clamp(desiredScale, _domainMinimumScale, _domainMaximumScale);
if (clampedTargetScale != desiredScale) {
qCDebug(interfaceapp, "Forcing scale to %f since %f is not allowed by domain",
clampedTargetScale, desiredScale);
}
setTargetScale(clampedTargetScale);
qCDebug(interfaceapp, "Changed scale to %f", (double)_targetScale);
}
void MyAvatar::increaseSize() {
// make sure we're starting from an allowable scale
clampTargetScaleToDomainLimits();
// calculate what our new scale should be
float updatedTargetScale = _targetScale * (1.0f + SCALING_RATIO);
// attempt to change to desired scale (clamped to the domain limits)
clampScaleChangeToDomainLimits(updatedTargetScale);
}
void MyAvatar::decreaseSize() {
// make sure we're starting from an allowable scale
clampTargetScaleToDomainLimits();
// calculate what our new scale should be
float updatedTargetScale = _targetScale * (1.0f - SCALING_RATIO);
// attempt to change to desired scale (clamped to the domain limits)
clampScaleChangeToDomainLimits(updatedTargetScale);
}
void MyAvatar::resetSize() {
// attempt to reset avatar size to the default (clamped to domain limits)
const float DEFAULT_AVATAR_SCALE = 1.0f;
clampScaleChangeToDomainLimits(DEFAULT_AVATAR_SCALE);
}
void MyAvatar::restrictScaleFromDomainSettings(const QJsonObject& domainSettingsObject) {
// pull out the minimum and maximum scale and set them to restrict our scale
static const QString AVATAR_SETTINGS_KEY = "avatars";
auto avatarsObject = domainSettingsObject[AVATAR_SETTINGS_KEY].toObject();
static const QString MIN_SCALE_OPTION = "min_avatar_scale";
float settingMinScale = avatarsObject[MIN_SCALE_OPTION].toDouble(MIN_AVATAR_SCALE);
setDomainMinimumScale(settingMinScale);
static const QString MAX_SCALE_OPTION = "max_avatar_scale";
float settingMaxScale = avatarsObject[MAX_SCALE_OPTION].toDouble(MAX_AVATAR_SCALE);
setDomainMaximumScale(settingMaxScale);
// make sure that the domain owner didn't flip min and max
if (_domainMinimumScale > _domainMaximumScale) {
std::swap(_domainMinimumScale, _domainMaximumScale);
}
qCDebug(interfaceapp, "This domain requires a minimum avatar scale of %f and a maximum avatar scale of %f",
(double)_domainMinimumScale, (double)_domainMaximumScale);
// debug to log if this avatar's scale in this domain will be clamped
auto clampedScale = glm::clamp(_targetScale, _domainMinimumScale, _domainMaximumScale);
if (_targetScale != clampedScale) {
qCDebug(interfaceapp, "Avatar scale will be clamped to %f because %f is not allowed by current domain",
(double)clampedScale, (double)_targetScale);
}
}
void MyAvatar::clearScaleRestriction() {
_domainMinimumScale = MIN_AVATAR_SCALE;
_domainMaximumScale = MAX_AVATAR_SCALE;
}
void MyAvatar::goToLocation(const QVariant& propertiesVar) {
qCDebug(interfaceapp, "MyAvatar QML goToLocation");
auto properties = propertiesVar.toMap();
if (!properties.contains("position")) {
qCWarning(interfaceapp, "goToLocation called without a position variable");
return;
}
bool validPosition;
glm::vec3 v = vec3FromVariant(properties["position"], validPosition);
if (!validPosition) {
qCWarning(interfaceapp, "goToLocation called with invalid position variable");
return;
}
bool validOrientation = false;
glm::quat q;
if (properties.contains("orientation")) {
q = quatFromVariant(properties["orientation"], validOrientation);
if (!validOrientation) {
glm::vec3 eulerOrientation = vec3FromVariant(properties["orientation"], validOrientation);
q = glm::quat(eulerOrientation);
if (!validOrientation) {
qCWarning(interfaceapp, "goToLocation called with invalid orientation variable");
}
}
}
if (validOrientation) {
goToLocation(v, true, q);
} else {
goToLocation(v);
}
}
void MyAvatar::goToLocation(const glm::vec3& newPosition,
bool hasOrientation, const glm::quat& newOrientation,
bool shouldFaceLocation) {
qCDebug(interfaceapp).nospace() << "MyAvatar goToLocation - moving to " << newPosition.x << ", "
<< newPosition.y << ", " << newPosition.z;
_goToPending = true;
_goToPosition = newPosition;
_goToOrientation = getOrientation();
if (hasOrientation) {
qCDebug(interfaceapp).nospace() << "MyAvatar goToLocation - new orientation is "
<< newOrientation.x << ", " << newOrientation.y << ", " << newOrientation.z << ", " << newOrientation.w;
// orient the user to face the target
glm::quat quatOrientation = cancelOutRollAndPitch(newOrientation);
if (shouldFaceLocation) {
quatOrientation = newOrientation * glm::angleAxis(PI, Vectors::UP);
// move the user a couple units away
const float DISTANCE_TO_USER = 2.0f;
_goToPosition = newPosition - quatOrientation * IDENTITY_FRONT * DISTANCE_TO_USER;
}
_goToOrientation = quatOrientation;
}
emit transformChanged();
}
void MyAvatar::updateMotionBehaviorFromMenu() {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "updateMotionBehaviorFromMenu");
return;
}
Menu* menu = Menu::getInstance();
if (menu->isOptionChecked(MenuOption::ActionMotorControl)) {
_motionBehaviors |= AVATAR_MOTION_ACTION_MOTOR_ENABLED;
} else {
_motionBehaviors &= ~AVATAR_MOTION_ACTION_MOTOR_ENABLED;
}
if (menu->isOptionChecked(MenuOption::ScriptedMotorControl)) {
_motionBehaviors |= AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
} else {
_motionBehaviors &= ~AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
}
setCharacterControllerEnabled(menu->isOptionChecked(MenuOption::EnableCharacterController));
}
void MyAvatar::setCharacterControllerEnabled(bool enabled) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "setCharacterControllerEnabled", Q_ARG(bool, enabled));
return;
}
bool ghostingAllowed = true;
auto entityTreeRenderer = qApp->getEntities();
if (entityTreeRenderer) {
std::shared_ptr<ZoneEntityItem> zone = entityTreeRenderer->myAvatarZone();
if (zone) {
ghostingAllowed = zone->getGhostingAllowed();
}
}
_characterController.setEnabled(ghostingAllowed ? enabled : true);
}
bool MyAvatar::getCharacterControllerEnabled() {
return _characterController.isEnabled();
}
void MyAvatar::clearDriveKeys() {
for (int i = 0; i < MAX_DRIVE_KEYS; ++i) {
_driveKeys[i] = 0.0f;
}
}
void MyAvatar::relayDriveKeysToCharacterController() {
if (_driveKeys[TRANSLATE_Y] > 0.0f) {
_characterController.jump();
}
}
glm::vec3 MyAvatar::getWorldBodyPosition() const {
return transformPoint(_sensorToWorldMatrix, extractTranslation(_bodySensorMatrix));
}
glm::quat MyAvatar::getWorldBodyOrientation() const {
return glm::quat_cast(_sensorToWorldMatrix * _bodySensorMatrix);
}
// old school meat hook style
glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
// HMD is in sensor space.
const glm::vec3 hmdPosition = getHMDSensorPosition();
const glm::quat hmdOrientation = getHMDSensorOrientation();
const glm::quat hmdOrientationYawOnly = cancelOutRollAndPitch(hmdOrientation);
// 2 meter tall dude (in rig coordinates)
const glm::vec3 DEFAULT_RIG_MIDDLE_EYE_POS(0.0f, 0.9f, 0.0f);
const glm::vec3 DEFAULT_RIG_NECK_POS(0.0f, 0.70f, 0.0f);
const glm::vec3 DEFAULT_RIG_HIPS_POS(0.0f, 0.05f, 0.0f);
int rightEyeIndex = _rig->indexOfJoint("RightEye");
int leftEyeIndex = _rig->indexOfJoint("LeftEye");
int neckIndex = _rig->indexOfJoint("Neck");
int hipsIndex = _rig->indexOfJoint("Hips");
glm::vec3 rigMiddleEyePos = DEFAULT_RIG_MIDDLE_EYE_POS;
if (leftEyeIndex >= 0 && rightEyeIndex >= 0) {
rigMiddleEyePos = (_rig->getAbsoluteDefaultPose(leftEyeIndex).trans() + _rig->getAbsoluteDefaultPose(rightEyeIndex).trans()) / 2.0f;
}
glm::vec3 rigNeckPos = neckIndex != -1 ? _rig->getAbsoluteDefaultPose(neckIndex).trans() : DEFAULT_RIG_NECK_POS;
glm::vec3 rigHipsPos = hipsIndex != -1 ? _rig->getAbsoluteDefaultPose(hipsIndex).trans() : DEFAULT_RIG_HIPS_POS;
glm::vec3 localEyes = (rigMiddleEyePos - rigHipsPos);
glm::vec3 localNeck = (rigNeckPos - rigHipsPos);
// apply simplistic head/neck model
// figure out where the avatar body should be by applying offsets from the avatar's neck & head joints.
// eyeToNeck offset is relative full HMD orientation.
// while neckToRoot offset is only relative to HMDs yaw.
// Y_180 is necessary because rig is z forward and hmdOrientation is -z forward
glm::vec3 eyeToNeck = hmdOrientation * Quaternions::Y_180 * (localNeck - localEyes);
glm::vec3 neckToRoot = hmdOrientationYawOnly * Quaternions::Y_180 * -localNeck;
glm::vec3 bodyPos = hmdPosition + eyeToNeck + neckToRoot;
return createMatFromQuatAndPos(hmdOrientationYawOnly, bodyPos);
}
glm::vec3 MyAvatar::getPositionForAudio() {
switch (_audioListenerMode) {
case AudioListenerMode::FROM_HEAD:
return getHead()->getPosition();
case AudioListenerMode::FROM_CAMERA:
return qApp->getCamera()->getPosition();
case AudioListenerMode::CUSTOM:
return _customListenPosition;
}
return vec3();
}
glm::quat MyAvatar::getOrientationForAudio() {
switch (_audioListenerMode) {
case AudioListenerMode::FROM_HEAD:
return getHead()->getFinalOrientationInWorldFrame();
case AudioListenerMode::FROM_CAMERA:
return qApp->getCamera()->getOrientation();
case AudioListenerMode::CUSTOM:
return _customListenOrientation;
}
return quat();
}
void MyAvatar::setAudioListenerMode(AudioListenerMode audioListenerMode) {
if (_audioListenerMode != audioListenerMode) {
_audioListenerMode = audioListenerMode;
emit audioListenerModeChanged();
}
}
QScriptValue audioListenModeToScriptValue(QScriptEngine* engine, const AudioListenerMode& audioListenerMode) {
return audioListenerMode;
}
void audioListenModeFromScriptValue(const QScriptValue& object, AudioListenerMode& audioListenerMode) {
audioListenerMode = (AudioListenerMode)object.toUInt16();
}
void MyAvatar::lateUpdatePalms() {
Avatar::updatePalms();
}
static const float FOLLOW_TIME = 0.5f;
MyAvatar::FollowHelper::FollowHelper() {
deactivate();
}
void MyAvatar::FollowHelper::deactivate() {
for (int i = 0; i < NumFollowTypes; i++) {
deactivate((FollowType)i);
}
}
void MyAvatar::FollowHelper::deactivate(FollowType type) {
assert(type >= 0 && type < NumFollowTypes);
_timeRemaining[(int)type] = 0.0f;
}
void MyAvatar::FollowHelper::activate(FollowType type) {
assert(type >= 0 && type < NumFollowTypes);
// TODO: Perhaps, the follow time should be proportional to the displacement.
_timeRemaining[(int)type] = FOLLOW_TIME;
}
bool MyAvatar::FollowHelper::isActive(FollowType type) const {
assert(type >= 0 && type < NumFollowTypes);
return _timeRemaining[(int)type] > 0.0f;
}
bool MyAvatar::FollowHelper::isActive() const {
for (int i = 0; i < NumFollowTypes; i++) {
if (isActive((FollowType)i)) {
return true;
}
}
return false;
}
float MyAvatar::FollowHelper::getMaxTimeRemaining() const {
float max = 0.0f;
for (int i = 0; i < NumFollowTypes; i++) {
if (_timeRemaining[i] > max) {
max = _timeRemaining[i];
}
}
return max;
}
void MyAvatar::FollowHelper::decrementTimeRemaining(float dt) {
for (int i = 0; i < NumFollowTypes; i++) {
_timeRemaining[i] -= dt;
}
}
bool MyAvatar::FollowHelper::shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
auto cameraMode = qApp->getCamera()->getMode();
if (cameraMode == CAMERA_MODE_THIRD_PERSON) {
return false;
} else {
const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f); // 30 degrees
glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
return glm::dot(myAvatar.getHMDSensorFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD;
}
}
bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
// -z axis of currentBodyMatrix in world space.
glm::vec3 forward = glm::normalize(glm::vec3(-currentBodyMatrix[0][2], -currentBodyMatrix[1][2], -currentBodyMatrix[2][2]));
// x axis of currentBodyMatrix in world space.
glm::vec3 right = glm::normalize(glm::vec3(currentBodyMatrix[0][0], currentBodyMatrix[1][0], currentBodyMatrix[2][0]));
glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix);
float forwardLeanAmount = glm::dot(forward, offset);
float lateralLeanAmount = glm::dot(right, offset);
const float MAX_LATERAL_LEAN = 0.3f;
const float MAX_FORWARD_LEAN = 0.15f;
const float MAX_BACKWARD_LEAN = 0.1f;
if (forwardLeanAmount > 0 && forwardLeanAmount > MAX_FORWARD_LEAN) {
return true;
} else if (forwardLeanAmount < 0 && forwardLeanAmount < -MAX_BACKWARD_LEAN) {
return true;
}
return fabs(lateralLeanAmount) > MAX_LATERAL_LEAN;
}
bool MyAvatar::FollowHelper::shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
const float CYLINDER_TOP = 0.1f;
const float CYLINDER_BOTTOM = -1.5f;
glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix);
return (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM);
}
void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput) {
_desiredBodyMatrix = desiredBodyMatrix;
if (myAvatar.getHMDLeanRecenterEnabled()) {
if (!isActive(Rotation) && shouldActivateRotation(myAvatar, desiredBodyMatrix, currentBodyMatrix)) {
activate(Rotation);
}
if (!isActive(Horizontal) && shouldActivateHorizontal(myAvatar, desiredBodyMatrix, currentBodyMatrix)) {
activate(Horizontal);
}
if (!isActive(Vertical) && (shouldActivateVertical(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
activate(Vertical);
}
}
glm::mat4 desiredWorldMatrix = myAvatar.getSensorToWorldMatrix() * _desiredBodyMatrix;
glm::mat4 currentWorldMatrix = myAvatar.getSensorToWorldMatrix() * currentBodyMatrix;
AnimPose followWorldPose(currentWorldMatrix);
if (isActive(Rotation)) {
followWorldPose.rot() = glmExtractRotation(desiredWorldMatrix);
}
if (isActive(Horizontal)) {
glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
followWorldPose.trans().x = desiredTranslation.x;
followWorldPose.trans().z = desiredTranslation.z;
}
if (isActive(Vertical)) {
glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
followWorldPose.trans().y = desiredTranslation.y;
}
myAvatar.getCharacterController()->setFollowParameters(followWorldPose, getMaxTimeRemaining());
}
glm::mat4 MyAvatar::FollowHelper::postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix) {
if (isActive()) {
float dt = myAvatar.getCharacterController()->getFollowTime();
decrementTimeRemaining(dt);
// apply follow displacement to the body matrix.
glm::vec3 worldLinearDisplacement = myAvatar.getCharacterController()->getFollowLinearDisplacement();
glm::quat worldAngularDisplacement = myAvatar.getCharacterController()->getFollowAngularDisplacement();
glm::quat sensorToWorld = glmExtractRotation(myAvatar.getSensorToWorldMatrix());
glm::quat worldToSensor = glm::inverse(sensorToWorld);
glm::vec3 sensorLinearDisplacement = worldToSensor * worldLinearDisplacement;
glm::quat sensorAngularDisplacement = worldToSensor * worldAngularDisplacement * sensorToWorld;
glm::mat4 newBodyMat = createMatFromQuatAndPos(sensorAngularDisplacement * glmExtractRotation(currentBodyMatrix),
sensorLinearDisplacement + extractTranslation(currentBodyMatrix));
return newBodyMat;
} else {
return currentBodyMatrix;
}
}
float MyAvatar::getAccelerationEnergy() {
glm::vec3 velocity = getVelocity();
int changeInVelocity = abs(velocity.length() - priorVelocity.length());
float changeInEnergy = priorVelocity.length() * changeInVelocity * AVATAR_MOVEMENT_ENERGY_CONSTANT;
priorVelocity = velocity;
return changeInEnergy;
}
float MyAvatar::getEnergy() {
return currentEnergy;
}
void MyAvatar::setEnergy(float value) {
currentEnergy = value;
}
float MyAvatar::getAudioEnergy() {
return getAudioLoudness() * AUDIO_ENERGY_CONSTANT;
}
bool MyAvatar::didTeleport() {
glm::vec3 pos = getPosition();
glm::vec3 changeInPosition = pos - lastPosition;
lastPosition = pos;
return (changeInPosition.length() > MAX_AVATAR_MOVEMENT_PER_FRAME);
}
bool MyAvatar::hasDriveInput() const {
return fabsf(_driveKeys[TRANSLATE_X]) > 0.0f || fabsf(_driveKeys[TRANSLATE_Y]) > 0.0f || fabsf(_driveKeys[TRANSLATE_Z]) > 0.0f;
}
void MyAvatar::setAway(bool value) {
_isAway = value;
if (_isAway) {
emit wentAway();
} else {
emit wentActive();
}
}
// The resulting matrix is used to render the hand controllers, even if the camera is decoupled from the avatar.
// Specificly, if we are rendering using a third person camera. We would like to render the hand controllers in front of the camera,
// not in front of the avatar.
glm::mat4 MyAvatar::computeCameraRelativeHandControllerMatrix(const glm::mat4& controllerSensorMatrix) const {
// Fetch the current camera transform.
glm::mat4 cameraWorldMatrix = qApp->getCamera()->getTransform();
if (qApp->getCamera()->getMode() == CAMERA_MODE_MIRROR) {
cameraWorldMatrix *= createMatFromScaleQuatAndPos(vec3(-1.0f, 1.0f, 1.0f), glm::quat(), glm::vec3());
}
// compute a NEW sensorToWorldMatrix for the camera. The equation is cameraWorldMatrix = cameraSensorToWorldMatrix * _hmdSensorMatrix.
// here we solve for the unknown cameraSensorToWorldMatrix.
glm::mat4 cameraSensorToWorldMatrix = cameraWorldMatrix * glm::inverse(_hmdSensorMatrix);
// Using the new cameraSensorToWorldMatrix, compute where the controller is in world space.
glm::mat4 controllerWorldMatrix = cameraSensorToWorldMatrix * controllerSensorMatrix;
// move it into avatar space
glm::mat4 avatarMatrix = createMatFromQuatAndPos(getOrientation(), getPosition());
return glm::inverse(avatarMatrix) * controllerWorldMatrix;
}
glm::quat MyAvatar::getAbsoluteJointRotationInObjectFrame(int index) const {
switch (index) {
case CONTROLLER_LEFTHAND_INDEX: {
return getLeftHandControllerPoseInAvatarFrame().getRotation();
}
case CONTROLLER_RIGHTHAND_INDEX: {
return getRightHandControllerPoseInAvatarFrame().getRotation();
}
case CAMERA_RELATIVE_CONTROLLER_LEFTHAND_INDEX: {
auto pose = _leftHandControllerPoseInSensorFrameCache.get();
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
return glmExtractRotation(result);
}
case CAMERA_RELATIVE_CONTROLLER_RIGHTHAND_INDEX: {
auto pose = _rightHandControllerPoseInSensorFrameCache.get();
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
return glmExtractRotation(result);
}
case CAMERA_MATRIX_INDEX: {
bool success;
Transform avatarTransform;
Transform::mult(avatarTransform, getParentTransform(success), getLocalTransform());
glm::mat4 invAvatarMat = avatarTransform.getInverseMatrix();
return glmExtractRotation(invAvatarMat * qApp->getCamera()->getTransform());
}
default: {
return Avatar::getAbsoluteJointRotationInObjectFrame(index);
}
}
}
glm::vec3 MyAvatar::getAbsoluteJointTranslationInObjectFrame(int index) const {
switch (index) {
case CONTROLLER_LEFTHAND_INDEX: {
return getLeftHandControllerPoseInAvatarFrame().getTranslation();
}
case CONTROLLER_RIGHTHAND_INDEX: {
return getRightHandControllerPoseInAvatarFrame().getTranslation();
}
case CAMERA_RELATIVE_CONTROLLER_LEFTHAND_INDEX: {
auto pose = _leftHandControllerPoseInSensorFrameCache.get();
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
return extractTranslation(result);
}
case CAMERA_RELATIVE_CONTROLLER_RIGHTHAND_INDEX: {
auto pose = _rightHandControllerPoseInSensorFrameCache.get();
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
return extractTranslation(result);
}
case CAMERA_MATRIX_INDEX: {
bool success;
Transform avatarTransform;
Transform::mult(avatarTransform, getParentTransform(success), getLocalTransform());
glm::mat4 invAvatarMat = avatarTransform.getInverseMatrix();
return extractTranslation(invAvatarMat * qApp->getCamera()->getTransform());
}
default: {
return Avatar::getAbsoluteJointTranslationInObjectFrame(index);
}
}
}
// thread-safe
void MyAvatar::addHoldAction(AvatarActionHold* holdAction) {
std::lock_guard<std::mutex> guard(_holdActionsMutex);
_holdActions.push_back(holdAction);
}
// thread-safe
void MyAvatar::removeHoldAction(AvatarActionHold* holdAction) {
std::lock_guard<std::mutex> guard(_holdActionsMutex);
auto iter = std::find(std::begin(_holdActions), std::end(_holdActions), holdAction);
if (iter != std::end(_holdActions)) {
_holdActions.erase(iter);
}
}
void MyAvatar::updateHoldActions(const AnimPose& prePhysicsPose, const AnimPose& postUpdatePose) {
auto entityTreeRenderer = qApp->getEntities();
EntityTreePointer entityTree = entityTreeRenderer ? entityTreeRenderer->getTree() : nullptr;
if (entityTree) {
// lateAvatarUpdate will modify entity position & orientation, so we need an entity write lock
entityTree->withWriteLock([&] {
// to prevent actions from adding or removing themselves from the _holdActions vector
// while we are iterating, we need to enter a critical section.
std::lock_guard<std::mutex> guard(_holdActionsMutex);
for (auto& holdAction : _holdActions) {
holdAction->lateAvatarUpdate(prePhysicsPose, postUpdatePose);
}
});
}
}