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add smooth moving/looking in viewer #1013
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@@ -3,6 +3,7 @@ | |
| // LICENSE file in the root directory of this source tree. | ||
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| #include <stdlib.h> | ||
| #include <math.h> | ||
| #include <ctime> | ||
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| #include <Magnum/configure.h> | ||
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@@ -51,8 +52,8 @@ | |
| #include "ObjectPickingHelper.h" | ||
| #include "esp/physics/configure.h" | ||
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| constexpr float moveSensitivity = 0.1f; | ||
| constexpr float lookSensitivity = 11.25f; | ||
| constexpr float moveSensitivity = 0.08f; | ||
| constexpr float lookSensitivity = 0.8f; | ||
| constexpr float rgbSensorHeight = 1.5f; | ||
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| // for ease of access | ||
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@@ -80,13 +81,30 @@ class Viewer : public Mn::Platform::Application { | |
| explicit Viewer(const Arguments& arguments); | ||
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| private: | ||
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| // Keys for moving/looking are recorded according to whether they are currently being pressed | ||
| std::map<KeyEvent::Key, bool> keysPressed = { | ||
| {KeyEvent::Key::Left, false}, | ||
| {KeyEvent::Key::Right, false}, | ||
| {KeyEvent::Key::Up, false}, | ||
| {KeyEvent::Key::Down, false}, | ||
| {KeyEvent::Key::A, false}, | ||
| {KeyEvent::Key::D, false}, | ||
| {KeyEvent::Key::S, false}, | ||
| {KeyEvent::Key::W, false}, | ||
| {KeyEvent::Key::X, false}, | ||
| {KeyEvent::Key::Z, false} | ||
| }; | ||
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| void drawEvent() override; | ||
| void viewportEvent(ViewportEvent& event) override; | ||
| void mousePressEvent(MouseEvent& event) override; | ||
| void mouseReleaseEvent(MouseEvent& event) override; | ||
| void mouseMoveEvent(MouseMoveEvent& event) override; | ||
| void mouseScrollEvent(MouseScrollEvent& event) override; | ||
| void keyPressEvent(KeyEvent& event) override; | ||
| void keyReleaseEvent(KeyEvent& event) override; | ||
| void moveAndLook(int repetitions); | ||
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| /** | ||
| * @brief Instance an object from an ObjectAttributes. | ||
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@@ -664,13 +682,24 @@ void Viewer::drawEvent() { | |
| Mn::GL::defaultFramebuffer.clear(Mn::GL::FramebufferClear::Color | | ||
| Mn::GL::FramebufferClear::Depth); | ||
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| // step physics at a fixed rate | ||
| // Move and look actions should occur at a rate of 60 per second, | ||
| // which is the optimal frame rate (so 1 event per frame in the optimal case) | ||
| // In the non-optimal case, the number of actions per frame is given by repetitionsToPerform: | ||
| timeSinceLastSimulation += timeline_.previousFrameDuration(); | ||
| if (timeSinceLastSimulation >= 1.0 / 60.0 && | ||
| (simulating_ || simulateSingleStep_)) { | ||
| simulator_->stepWorld(1.0 / 60.0); | ||
| timeSinceLastSimulation = 0.0; | ||
| simulateSingleStep_ = false; | ||
| int repetitionsToPerform = timeSinceLastSimulation * 60.0; | ||
| moveAndLook(repetitionsToPerform); | ||
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| // occasionally a frame will pass quicker than 1/60 seconds | ||
| if (timeSinceLastSimulation >= 1.0 / 60.0) { | ||
| if (simulating_ || simulateSingleStep_) { | ||
| // step physics at a fixed rate | ||
| // In the interest of frame rate, only a single step is taken, | ||
| // even if timeSinceLastSimulation is quite large | ||
| simulator_->stepWorld(1.0 / 60.0); | ||
| simulateSingleStep_ = false; | ||
| } | ||
| // reset timeSinceLastSimulation, accounting for potential overflow | ||
| timeSinceLastSimulation = fmod(timeSinceLastSimulation, 1.0 / 60.0); | ||
| } | ||
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| // using polygon offset to increase mesh depth to a avoid z-fighting with | ||
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@@ -769,6 +798,44 @@ void Viewer::drawEvent() { | |
| redraw(); | ||
| } | ||
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| void Viewer::moveAndLook(int repetitions) { | ||
| if (repetitions <= 2) {repetitions = 1;} // for visual smoothness, for small deviations around 60fps, we default to repetitions=1. | ||
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Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. We discussed offline and agreed this isn't necessary, so I expect you'll remove this line. |
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| for (int i = 0; i < repetitions; i++) { | ||
| if (keysPressed[KeyEvent::Key::Left]) { | ||
| defaultAgent_->act("turnLeft"); | ||
| } | ||
| if (keysPressed[KeyEvent::Key::Right]) { | ||
| defaultAgent_->act("turnRight"); | ||
| } | ||
| if (keysPressed[KeyEvent::Key::Up]) { | ||
| defaultAgent_->act("lookUp"); | ||
| } | ||
| if (keysPressed[KeyEvent::Key::Down]) { | ||
| defaultAgent_->act("lookDown"); | ||
| } | ||
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Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. These (arrow key turning/looking) feel a bit sluggish compared to the linear movement speed currently. |
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| if (keysPressed[KeyEvent::Key::A]) { | ||
| defaultAgent_->act("moveLeft"); | ||
| } | ||
| if (keysPressed[KeyEvent::Key::D]) { | ||
| defaultAgent_->act("moveRight"); | ||
| } | ||
| if (keysPressed[KeyEvent::Key::S]) { | ||
| defaultAgent_->act("moveBackward"); | ||
| } | ||
| if (keysPressed[KeyEvent::Key::W]) { | ||
| defaultAgent_->act("moveForward"); | ||
| } | ||
| if (keysPressed[KeyEvent::Key::X]) { | ||
| defaultAgent_->act("moveDown"); | ||
| } | ||
| if (keysPressed[KeyEvent::Key::Z]) { | ||
| defaultAgent_->act("moveUp"); | ||
| } | ||
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Comment on lines
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Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. recAgentLocation() should be called in here, as in the original movement cases. At the end of this section, if any of the movement actions have executed (if the agent's location has changed in any way), recAgentLocation() should be called.
jturner65 marked this conversation as resolved.
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| } | ||
| } | ||
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| void Viewer::viewportEvent(ViewportEvent& event) { | ||
| auto& sensors = defaultAgent_->getSensorSuite(); | ||
| for (auto entry : sensors.getSensors()) { | ||
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@@ -918,43 +985,6 @@ void Viewer::keyPressEvent(KeyEvent& event) { | |
| // also `>` key | ||
| simulateSingleStep_ = true; | ||
| break; | ||
| // ==== Look direction and Movement ==== | ||
| case KeyEvent::Key::Left: | ||
| defaultAgent_->act("turnLeft"); | ||
| break; | ||
| case KeyEvent::Key::Right: | ||
| defaultAgent_->act("turnRight"); | ||
| break; | ||
| case KeyEvent::Key::Up: | ||
| defaultAgent_->act("lookUp"); | ||
| break; | ||
| case KeyEvent::Key::Down: | ||
| defaultAgent_->act("lookDown"); | ||
| break; | ||
| case KeyEvent::Key::A: | ||
| defaultAgent_->act("moveLeft"); | ||
| recAgentLocation(); | ||
| break; | ||
| case KeyEvent::Key::D: | ||
| defaultAgent_->act("moveRight"); | ||
| recAgentLocation(); | ||
| break; | ||
| case KeyEvent::Key::S: | ||
| defaultAgent_->act("moveBackward"); | ||
| recAgentLocation(); | ||
| break; | ||
| case KeyEvent::Key::W: | ||
| defaultAgent_->act("moveForward"); | ||
| recAgentLocation(); | ||
| break; | ||
| case KeyEvent::Key::X: | ||
| defaultAgent_->act("moveDown"); | ||
| recAgentLocation(); | ||
| break; | ||
| case KeyEvent::Key::Z: | ||
| defaultAgent_->act("moveUp"); | ||
| recAgentLocation(); | ||
| break; | ||
| // ==== Miscellaneous ==== | ||
| case KeyEvent::Key::One: | ||
| // toggle agent location recording for trajectory | ||
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@@ -1048,6 +1078,25 @@ void Viewer::keyPressEvent(KeyEvent& event) { | |
| default: | ||
| break; | ||
| } | ||
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| // Update map of moving/looking keys which are currently pressed | ||
| for (const auto& [k, b] : keysPressed) { | ||
| if (key == k) { | ||
| keysPressed[key] = true; | ||
| } | ||
| } | ||
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jturner65 marked this conversation as resolved.
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| redraw(); | ||
| } | ||
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| void Viewer::keyReleaseEvent(KeyEvent& event) { | ||
| // Update map of moving/looking keys which are currently pressed | ||
| const auto key = event.key(); | ||
| for (const auto& [k, b] : keysPressed) { | ||
| if (key == k) { | ||
| keysPressed[key] = false; | ||
| } | ||
| } | ||
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jturner65 marked this conversation as resolved.
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| redraw(); | ||
| } | ||
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Let's rename this "60" magic number:
constexpr float agentActionsPerSecond = 60.0f. And lets renamerepetitionsToPerformtonumAgentActions.