示例#1
0
bool AvatarActionHold::getAvatarRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation) {
    MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
    MyCharacterController* controller = myAvatar ? myAvatar->getCharacterController() : nullptr;
    if (!controller) {
        qDebug() << "AvatarActionHold::getAvatarRigidBodyLocation failed to get character controller";
        return false;
    }
    controller->getRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
    return true;
}
示例#2
0
// Called within Model::simulate call, below.
void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
    const FBXGeometry& geometry = getFBXGeometry();

    Head* head = _owningAvatar->getHead();

    if (_owningAvatar->isMyAvatar()) {
        MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);

        Rig::HeadParameters headParams;
        headParams.enableLean = qApp->isHMDMode();
        headParams.leanSideways = head->getFinalLeanSideways();
        headParams.leanForward = head->getFinalLeanForward();
        headParams.torsoTwist = head->getTorsoTwist();

        if (qApp->isHMDMode()) {
            headParams.isInHMD = true;

            // get HMD position from sensor space into world space, and back into rig space
            glm::mat4 worldHMDMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
            glm::mat4 rigToWorld = createMatFromQuatAndPos(getRotation(), getTranslation());
            glm::mat4 worldToRig = glm::inverse(rigToWorld);
            glm::mat4 rigHMDMat = worldToRig * worldHMDMat;

            headParams.rigHeadPosition = extractTranslation(rigHMDMat);
            headParams.rigHeadOrientation = extractRotation(rigHMDMat);
            headParams.worldHeadOrientation = extractRotation(worldHMDMat);
        } else {
            headParams.isInHMD = false;

            // We don't have a valid localHeadPosition.
            headParams.rigHeadOrientation = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame();
            headParams.worldHeadOrientation = head->getFinalOrientationInWorldFrame();
        }

        headParams.leanJointIndex = geometry.leanJointIndex;
        headParams.neckJointIndex = geometry.neckJointIndex;
        headParams.isTalking = head->getTimeWithoutTalking() <= 1.5f;

        _rig->updateFromHeadParameters(headParams, deltaTime);

        Rig::HandParameters handParams;

        auto leftPose = myAvatar->getLeftHandControllerPoseInAvatarFrame();
        if (leftPose.isValid()) {
            handParams.isLeftEnabled = true;
            handParams.leftPosition = Quaternions::Y_180 * leftPose.getTranslation();
            handParams.leftOrientation = Quaternions::Y_180 * leftPose.getRotation();
        } else {
            handParams.isLeftEnabled = false;
        }

        auto rightPose = myAvatar->getRightHandControllerPoseInAvatarFrame();
        if (rightPose.isValid()) {
            handParams.isRightEnabled = true;
            handParams.rightPosition = Quaternions::Y_180 * rightPose.getTranslation();
            handParams.rightOrientation = Quaternions::Y_180 * rightPose.getRotation();
        } else {
            handParams.isRightEnabled = false;
        }

        handParams.bodyCapsuleRadius = myAvatar->getCharacterController()->getCapsuleRadius();
        handParams.bodyCapsuleHalfHeight = myAvatar->getCharacterController()->getCapsuleHalfHeight();
        handParams.bodyCapsuleLocalOffset = myAvatar->getCharacterController()->getCapsuleLocalOffset();

        _rig->updateFromHandParameters(handParams, deltaTime);

        Rig::CharacterControllerState ccState = convertCharacterControllerState(myAvatar->getCharacterController()->getState());

        auto velocity = myAvatar->getLocalVelocity();
        auto position = myAvatar->getLocalPosition();
        auto orientation = myAvatar->getLocalOrientation();
        _rig->computeMotionAnimationState(deltaTime, position, velocity, orientation, ccState);

        // evaluate AnimGraph animation and update jointStates.
        Model::updateRig(deltaTime, parentTransform);

        Rig::EyeParameters eyeParams;
        eyeParams.worldHeadOrientation = headParams.worldHeadOrientation;
        eyeParams.eyeLookAt = head->getLookAtPosition();
        eyeParams.eyeSaccade = head->getSaccade();
        eyeParams.modelRotation = getRotation();
        eyeParams.modelTranslation = getTranslation();
        eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
        eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;

        _rig->updateFromEyeParameters(eyeParams);

    } else {

        Model::updateRig(deltaTime, parentTransform);

        // This is a little more work than we really want.
        //
        // Other avatars joint, including their eyes, should already be set just like any other joints
        // from the wire data. But when looking at me, we want the eyes to use the corrected lookAt.
        //
        // Thus this should really only be ... else if (_owningAvatar->getHead()->isLookingAtMe()) {...
        // However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now.
        // We will revisit that as priorities allow, and particularly after the new rig/animation/joints.

        // If the head is not positioned, updateEyeJoints won't get the math right
        glm::quat headOrientation;
        _rig->getJointRotation(geometry.headJointIndex, headOrientation);
        glm::vec3 eulers = safeEulerAngles(headOrientation);
        head->setBasePitch(glm::degrees(-eulers.x));
        head->setBaseYaw(glm::degrees(eulers.y));
        head->setBaseRoll(glm::degrees(-eulers.z));

        Rig::EyeParameters eyeParams;
        eyeParams.worldHeadOrientation = head->getFinalOrientationInWorldFrame();
        eyeParams.eyeLookAt = head->getCorrectedLookAtPosition();
        eyeParams.eyeSaccade = glm::vec3();
        eyeParams.modelRotation = getRotation();
        eyeParams.modelTranslation = getTranslation();
        eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
        eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;

        _rig->updateFromEyeParameters(eyeParams);
     }
}