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https://github.com/AleziaKurdis/overte.git
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Merge pull request #3277 from AndrewMeadows/ragdoll
Ragdoll Part 10: a little more stability
This commit is contained in:
commit
395f643f1b
4 changed files with 106 additions and 55 deletions
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@ -206,9 +206,9 @@ void MyAvatar::simulate(float deltaTime) {
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{
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PerformanceTimer perfTimer("ragdoll");
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollideAsRagdoll)) {
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const float minError = 0.01f;
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const float maxIterations = 10;
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const quint64 maxUsec = 2000;
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const float minError = 0.00001f;
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const float maxIterations = 3;
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const quint64 maxUsec = 4000;
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_physicsSimulation.setTranslation(_position);
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_physicsSimulation.stepForward(deltaTime, minError, maxIterations, maxUsec);
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} else {
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@ -432,6 +432,9 @@ bool SkeletonModel::getHeadPosition(glm::vec3& headPosition) const {
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}
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bool SkeletonModel::getNeckPosition(glm::vec3& neckPosition) const {
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollideAsRagdoll)) {
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return isActive() && getVisibleJointPositionInWorldFrame(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
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}
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return isActive() && getJointPositionInWorldFrame(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
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}
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@ -445,11 +448,16 @@ bool SkeletonModel::getNeckParentRotationFromDefaultOrientation(glm::quat& neckP
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}
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int parentIndex = geometry.joints.at(geometry.neckJointIndex).parentIndex;
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glm::quat worldFrameRotation;
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if (getJointRotationInWorldFrame(parentIndex, worldFrameRotation)) {
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neckParentRotation = worldFrameRotation * _jointStates[parentIndex].getFBXJoint().inverseDefaultRotation;
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return true;
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bool success = false;
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollideAsRagdoll)) {
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success = getVisibleJointRotationInWorldFrame(parentIndex, worldFrameRotation);
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} else {
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success = getJointRotationInWorldFrame(parentIndex, worldFrameRotation);
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}
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return false;
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if (success) {
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neckParentRotation = worldFrameRotation * _jointStates[parentIndex].getFBXJoint().inverseDefaultRotation;
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}
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return success;
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}
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bool SkeletonModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
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@ -13,47 +13,76 @@
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#include "Shape.h"
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#include "SharedUtil.h"
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ContactPoint::ContactPoint() : _lastFrame(0), _shapeA(NULL), _shapeB(NULL),
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_offsetA(0.0f), _offsetB(0.0f), _normal(0.0f) {
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// This parameter helps keep the actual point of contact slightly inside each shape
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// which allows the collisions to happen almost every frame for more frequent updates.
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const float CONTACT_PENETRATION_ALLOWANCE = 0.005f;
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ContactPoint::ContactPoint() :
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_lastFrame(0), _shapeA(NULL), _shapeB(NULL),
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_offsetA(0.0f), _offsetB(0.0f),
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_relativeMassA(0.5f), _relativeMassB(0.5f),
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_numPointsA(0), _numPoints(0), _normal(0.0f) {
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}
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ContactPoint::ContactPoint(const CollisionInfo& collision, quint32 frame) : _lastFrame(frame),
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_shapeA(collision.getShapeA()), _shapeB(collision.getShapeB()), _offsetA(0.0f), _offsetB(0.0f),
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ContactPoint::ContactPoint(const CollisionInfo& collision, quint32 frame) :
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_lastFrame(frame), _shapeA(collision.getShapeA()), _shapeB(collision.getShapeB()),
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_offsetA(0.0f), _offsetB(0.0f),
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_relativeMassA(0.5f), _relativeMassB(0.5f),
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_numPointsA(0), _numPoints(0), _normal(0.0f) {
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_contactPoint = collision._contactPoint - 0.5f * collision._penetration;
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_offsetA = collision._contactPoint - _shapeA->getTranslation();
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_offsetB = collision._contactPoint - collision._penetration - _shapeB->getTranslation();
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glm::vec3 pointA = collision._contactPoint;
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glm::vec3 pointB = collision._contactPoint - collision._penetration;
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float pLength = glm::length(collision._penetration);
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if (pLength > EPSILON) {
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_normal = collision._penetration / pLength;
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}
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if (_shapeA->getID() > _shapeB->getID()) {
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// swap so that _shapeA always has lower ID
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_shapeA = collision.getShapeB();
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_shapeB = collision.getShapeA();
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glm::vec3 temp = _offsetA;
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_offsetA = _offsetB;
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_offsetB = temp;
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_normal = - _normal;
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pointA = pointB;
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pointB = collision._contactPoint;
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}
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// bring the contact points inside the shapes to help maintain collision updates
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pointA -= CONTACT_PENETRATION_ALLOWANCE * _normal;
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pointB += CONTACT_PENETRATION_ALLOWANCE * _normal;
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_offsetA = pointA - _shapeA->getTranslation();
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_offsetB = pointB - _shapeB->getTranslation();
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_shapeA->getVerletPoints(_points);
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_numPointsA = _points.size();
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_shapeB->getVerletPoints(_points);
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_numPoints = _points.size();
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// compute and cache relative masses
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float massA = EPSILON;
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for (int i = 0; i < _numPointsA; ++i) {
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massA += _points[i]->getMass();
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}
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float massB = EPSILON;
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for (int i = _numPointsA; i < _numPoints; ++i) {
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massB += _points[i]->getMass();
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}
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float invTotalMass = 1.0f / (massA + massB);
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_relativeMassA = massA * invTotalMass;
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_relativeMassB = massB * invTotalMass;
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// _contactPoint will be the weighted average of the two
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_contactPoint = _relativeMassA * pointA + _relativeMassB * pointB;
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// compute offsets for shapeA
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for (int i = 0; i < _numPointsA; ++i) {
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glm::vec3 offset = _points[i]->_position - collision._contactPoint;
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glm::vec3 offset = _points[i]->_position - pointA;
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_offsets.push_back(offset);
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_distances.push_back(glm::length(offset));
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}
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// compute offsets for shapeB
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for (int i = _numPointsA; i < _numPoints; ++i) {
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glm::vec3 offset = _points[i]->_position - collision._contactPoint + collision._penetration;
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glm::vec3 offset = _points[i]->_position - pointB;
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_offsets.push_back(offset);
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_distances.push_back(glm::length(offset));
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}
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@ -61,8 +90,7 @@ ContactPoint::ContactPoint(const CollisionInfo& collision, quint32 frame) : _las
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// virtual
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float ContactPoint::enforce() {
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int numPoints = _points.size();
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for (int i = 0; i < numPoints; ++i) {
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for (int i = 0; i < _numPoints; ++i) {
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glm::vec3& position = _points[i]->_position;
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// TODO: use a fast distance approximation
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float newDistance = glm::distance(_contactPoint, position);
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@ -82,8 +110,8 @@ void ContactPoint::buildConstraints() {
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glm::vec3 pointA = _shapeA->getTranslation() + _offsetA;
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glm::vec3 pointB = _shapeB->getTranslation() + _offsetB;
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glm::vec3 penetration = pointA - pointB;
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float pDotN = glm::dot(penetration, _normal);
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bool actuallyMovePoints = (pDotN > EPSILON);
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float pDotN = glm::dot(penetration, _normal);
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bool constraintViolation = (pDotN > CONTACT_PENETRATION_ALLOWANCE);
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// the contact point will be the average of the two points on the shapes
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_contactPoint = 0.5f * (pointA + pointB);
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@ -96,39 +124,45 @@ void ContactPoint::buildConstraints() {
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// that this makes it easier for limbs to tunnel through during collisions.
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const float HACK_STRENGTH = 0.5f;
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int numPoints = _points.size();
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for (int i = 0; i < numPoints; ++i) {
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VerletPoint* point = _points[i];
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glm::vec3 offset = _offsets[i];
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// split delta into parallel and perpendicular components
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glm::vec3 delta = _contactPoint + offset - point->_position;
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glm::vec3 paraDelta = glm::dot(delta, _normal) * _normal;
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glm::vec3 perpDelta = delta - paraDelta;
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// use the relative sizes of the components to decide how much perpenducular delta to use
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// perpendicular < parallel ==> static friciton ==> perpFactor = 1.0
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// perpendicular > parallel ==> dynamic friciton ==> cap to length of paraDelta ==> perpFactor < 1.0
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float paraLength = glm::length(paraDelta);
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float perpLength = glm::length(perpDelta);
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float perpFactor = (perpLength > paraLength && perpLength > EPSILON) ? (paraLength / perpLength) : 1.0f;
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// recombine the two components to get the final delta
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delta = paraDelta + perpFactor * perpDelta;
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if (constraintViolation) {
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for (int i = 0; i < _numPoints; ++i) {
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VerletPoint* point = _points[i];
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glm::vec3 offset = _offsets[i];
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glm::vec3 targetPosition = point->_position + delta;
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_distances[i] = glm::distance(_contactPoint, targetPosition);
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if (actuallyMovePoints) {
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// split delta into parallel and perpendicular components
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glm::vec3 delta = _contactPoint + offset - point->_position;
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glm::vec3 paraDelta = glm::dot(delta, _normal) * _normal;
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glm::vec3 perpDelta = delta - paraDelta;
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// use the relative sizes of the components to decide how much perpenducular delta to use
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// perpendicular < parallel ==> static friction ==> perpFactor = 1.0
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// perpendicular > parallel ==> dynamic friction ==> cap to length of paraDelta ==> perpFactor < 1.0
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float paraLength = glm::length(paraDelta);
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float perpLength = glm::length(perpDelta);
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float perpFactor = (perpLength > paraLength && perpLength > EPSILON) ? (paraLength / perpLength) : 1.0f;
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// recombine the two components to get the final delta
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delta = paraDelta + perpFactor * perpDelta;
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glm::vec3 targetPosition = point->_position + delta;
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_distances[i] = glm::distance(_contactPoint, targetPosition);
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point->_position += HACK_STRENGTH * delta;
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}
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} else {
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for (int i = 0; i < _numPoints; ++i) {
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_distances[i] = glm::length(glm::length(_offsets[i]));
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}
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}
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}
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void ContactPoint::updateContact(const CollisionInfo& collision, quint32 frame) {
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_lastFrame = frame;
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_contactPoint = collision._contactPoint - 0.5f * collision._penetration;
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_offsetA = collision._contactPoint - collision._shapeA->getTranslation();
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_offsetB = collision._contactPoint - collision._penetration - collision._shapeB->getTranslation();
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// compute contact points on surface of each shape
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glm::vec3 pointA = collision._contactPoint;
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glm::vec3 pointB = pointA - collision._penetration;
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// compute the normal (which points from A into B)
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float pLength = glm::length(collision._penetration);
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if (pLength > EPSILON) {
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_normal = collision._penetration / pLength;
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@ -138,19 +172,26 @@ void ContactPoint::updateContact(const CollisionInfo& collision, quint32 frame)
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if (collision._shapeA->getID() > collision._shapeB->getID()) {
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// our _shapeA always has lower ID
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glm::vec3 temp = _offsetA;
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_offsetA = _offsetB;
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_offsetB = temp;
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_normal = - _normal;
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pointA = pointB;
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pointB = collision._contactPoint;
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}
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// bring the contact points inside the shapes to help maintain collision updates
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pointA -= CONTACT_PENETRATION_ALLOWANCE * _normal;
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pointB += CONTACT_PENETRATION_ALLOWANCE * _normal;
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// compute relative offsets to per-shape contact points
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_offsetA = pointA - collision._shapeA->getTranslation();
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_offsetB = pointB - collision._shapeB->getTranslation();
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// compute offsets for shapeA
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assert(_offsets.size() == _numPoints);
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for (int i = 0; i < _numPointsA; ++i) {
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_offsets[i] = (_points[i]->_position - collision._contactPoint);
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_offsets[i] = _points[i]->_position - pointA;
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}
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// compute offsets for shapeB
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for (int i = _numPointsA; i < _numPoints; ++i) {
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_offsets[i] = (_points[i]->_position - collision._contactPoint + collision._penetration);
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_offsets[i] = _points[i]->_position - pointB;
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}
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}
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@ -41,6 +41,8 @@ protected:
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glm::vec3 _offsetA; // contact point relative to A's center
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glm::vec3 _offsetB; // contact point relative to B's center
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glm::vec3 _contactPoint; // a "virtual" point that is added to the simulation
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float _relativeMassA; // massA / totalMass
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float _relativeMassB; // massB / totalMass
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int _numPointsA; // number of VerletPoints that belong to _shapeA
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int _numPoints; // total number of VerletPoints
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QVector<VerletPoint*> _points; // points that belong to colliding shapes
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