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https://github.com/HifiExperiments/overte.git
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improving the code for detecting collisions, hand movement and handholding
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parent
114dfeacf6
commit
c1ac3eb320
2 changed files with 101 additions and 133 deletions
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@ -144,7 +144,7 @@ Avatar::Avatar(bool isMine) {
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_renderYaw = 0.0;
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_renderPitch = 0.0;
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_sphere = NULL;
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_interactingOther = NULL;
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//_interactingOther = NULL;
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_handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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_gravity = glm::vec3(0.0f, -1.0f, 0.0f); // default
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@ -335,6 +335,11 @@ void Avatar::simulate(float deltaTime) {
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// update avatar skeleton
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updateSkeleton();
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//detect and respond to collisions with other avatars...
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if (_isMine) {
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updateAvatarCollisions(deltaTime);
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}
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//update the movement of the hand and process handshaking with other avatars...
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updateHandMovementAndTouching(deltaTime);
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@ -431,7 +436,6 @@ void Avatar::simulate(float deltaTime) {
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//update the movement of the hand and process handshaking with other avatars...
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void Avatar::updateHandMovementAndTouching(float deltaTime) {
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// reset hand and arm positions according to hand movement
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@ -441,110 +445,43 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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+ _orientation.getFront() * -_movedHandOffset.y * 1.0f;
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement;
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if (_isMine) {
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_handState = _mousePressed;
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}
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/*
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//reset these for the next go-round
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_avatarTouch.setAbleToReachOtherAvatar (false);
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_avatarTouch.setHandsCloseEnoughToGrasp(false);
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// if the avatar being simulated is mine, then loop through
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// all the other avatars for potential interactions...
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if (_isMine)
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{
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// Reset detector for nearest avatar
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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//loop through all the other avatars for potential interactions...
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AgentList* agentList = AgentList::getInstance();
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
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Avatar *otherAvatar = (Avatar *)agent->getLinkedData();
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// check for collisions with other avatars and respond
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updateCollisionWithOtherAvatar(otherAvatar, deltaTime );
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//applyCollisionWithOtherAvatar(otherAvatar, deltaTime );
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// test other avatar hand position for proximity
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glm::vec3 v(_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
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v -= otherAvatar->getJointPosition(AVATAR_JOINT_RIGHT_SHOULDER);
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float distance = glm::length(v);
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if (distance < _distanceToNearestAvatar) {_distanceToNearestAvatar = distance;}
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if (distance < _maxArmLength + _maxArmLength) {
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_interactingOther = otherAvatar;
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if (! _avatarTouch.getAbleToReachOtherAvatar()) {
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//initialize _handHolding
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_handHoldingPosition = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
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_avatarTouch.setAbleToReachOtherAvatar(true);
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}
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glm::vec3 vectorBetweenHands(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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vectorBetweenHands -= otherAvatar->getJointPosition(AVATAR_JOINT_RIGHT_FINGERTIPS);
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float distanceBetweenHands = glm::length(vectorBetweenHands);
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if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) {
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_avatarTouch.setHandsCloseEnoughToGrasp(true);
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}
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// if I am holding hands with another avatar, a force is applied
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if ((_handState == 1) || (_interactingOther->_handState == 1)) {
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// if the hands are close enough to grasp...
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if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP)
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{
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// apply the forces...
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glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHoldingPosition;
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glm::vec3 vectorToMyHand = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position - _handHoldingPosition;
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_handHoldingPosition += vectorToOtherHand * YOUR_HAND_HOLDING_PULL;
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_handHoldingPosition += vectorToMyHand * MY_HAND_HOLDING_PULL;
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition;
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// apply a force to the avatar body
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if (glm::length(vectorToOtherHand) > _maxArmLength * 0.9) {
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_velocity += vectorToOtherHand;
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}
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}
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}
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}
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//float distance = glm::length(v);
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//if (distance < _distanceToNearestAvatar) {
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// _distanceToNearestAvatar = distance;
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//}
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}
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}
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}//if (_isMine)
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*/
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//constrain right arm length and re-adjust elbow position as it bends
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updateArmIKAndConstraints(deltaTime);
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if (_isMine) {
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// Set the vector we send for hand position to other people to be our right hand
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//Set the vector we send for hand position to other people to be our right hand
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setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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_handState = _mousePressed;
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}
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/*
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// set hand positions for _avatarTouch.setMyHandPosition AFTER calling updateArmIKAndConstraints
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if (_interactingOther) {
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if (_isMine) {
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_avatarTouch.setMyHandPosition (_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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_avatarTouch.setMyHandState (_handState);
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_avatarTouch.setYourHandState (_interactingOther->_handState);
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_avatarTouch.simulate(deltaTime);
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}
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}
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if (!_avatarTouch.getAbleToReachOtherAvatar() ) {
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_interactingOther = NULL;
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}
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*/
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}
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}
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@ -702,66 +639,96 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
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}
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//detect collisions with other avatars and respond
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void Avatar::updateCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
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// check if the bounding spheres of the two avatars are colliding
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glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
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if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
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void Avatar::updateAvatarCollisions(float deltaTime) {
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// Reset detector for nearest avatar
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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//loop through all the other avatars for potential interactions...
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AgentList* agentList = AgentList::getInstance();
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
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Avatar *otherAvatar = (Avatar *)agent->getLinkedData();
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// check if the bounding spheres of the two avatars are colliding
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glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
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if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
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//apply forces from collision
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applyCollisionWithOtherAvatar(otherAvatar, deltaTime );
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}
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// test other avatar hand position for proximity
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glm::vec3 v(_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
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v -= otherAvatar->getPosition();
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float distance = glm::length(v);
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if (distance < _distanceToNearestAvatar) {
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_distanceToNearestAvatar = distance;
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}
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}
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}
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}
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//detect collisions with other avatars and respond
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void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
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float bodyMomentum = 1.0f;
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glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f);
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// loop through the joints of each avatar to check for every possible collision
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for (int b=1; b<NUM_AVATAR_JOINTS; b++) {
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if (_joint[b].isCollidable) {
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// loop through the joints of each avatar to check for every possible collision
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for (int b=1; b<NUM_AVATAR_JOINTS; b++) {
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if (_joint[b].isCollidable) {
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for (int o=b+1; o<NUM_AVATAR_JOINTS; o++) {
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if (otherAvatar->_joint[o].isCollidable) {
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for (int o=b+1; o<NUM_AVATAR_JOINTS; o++) {
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if (otherAvatar->_joint[o].isCollidable) {
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glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition);
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float distanceBetweenJoints = glm::length(vectorBetweenJoints);
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glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition);
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float distanceBetweenJoints = glm::length(vectorBetweenJoints);
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if (distanceBetweenJoints > 0.0 ) { // to avoid divide by zero
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float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius;
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if (distanceBetweenJoints > 0.0 ) { // to avoid divide by zero
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float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius;
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// check for collision
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if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
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glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
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// check for collision
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if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
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glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
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// push balls away from each other and apply friction
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glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime;
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float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime;
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if (ballMomentum < 0.0 ) { ballMomentum = 0.0;}
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_joint[b].springyVelocity += ballPushForce;
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otherAvatar->_joint[o].springyVelocity -= ballPushForce;
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_joint[b].springyVelocity *= ballMomentum;
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otherAvatar->_joint[o].springyVelocity *= ballMomentum;
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// accumulate forces and frictions to apply to the velocities of avatar bodies
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bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime;
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bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime;
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if (bodyMomentum < 0.0 ) { bodyMomentum = 0.0;}
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}// check for collision
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} // to avoid divide by zero
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} // o loop
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} // collidable
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} // b loop
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} // collidable
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//apply forces and frictions on the bodies of both avatars
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_velocity += bodyPushForce;
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otherAvatar->_velocity -= bodyPushForce;
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_velocity *= bodyMomentum;
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otherAvatar->_velocity *= bodyMomentum;
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}
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// push balls away from each other and apply friction
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glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime;
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float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime;
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if (ballMomentum < 0.0 ) { ballMomentum = 0.0;}
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_joint[b].springyVelocity += ballPushForce;
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otherAvatar->_joint[o].springyVelocity -= ballPushForce;
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_joint[b].springyVelocity *= ballMomentum;
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otherAvatar->_joint[o].springyVelocity *= ballMomentum;
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// accumulate forces and frictions to apply to the velocities of avatar bodies
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bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime;
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bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime;
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if (bodyMomentum < 0.0 ) { bodyMomentum = 0.0;}
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}// check for collision
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} // to avoid divide by zero
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} // o loop
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} // collidable
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} // b loop
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} // collidable
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//apply forces and frictions on the bodies of both avatars
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_velocity += bodyPushForce;
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otherAvatar->_velocity -= bodyPushForce;
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_velocity *= bodyMomentum;
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otherAvatar->_velocity *= bodyMomentum;
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} // bounding sphere collision
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} //method
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void Avatar::setDisplayingHead(bool displayingHead ) {
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@ -241,7 +241,7 @@ private:
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float _transmitterHz;
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int _transmitterPackets;
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glm::vec3 _transmitterInitialReading;
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Avatar* _interactingOther;
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//Avatar* _interactingOther;
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float _pelvisStandingHeight;
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float _height;
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Balls* _balls;
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@ -260,8 +260,9 @@ private:
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void readSensors();
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void updateHead( float deltaTime );
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void updateHandMovementAndTouching(float deltaTime);
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void updateAvatarCollisions(float deltaTime);
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void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
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void updateCollisionWithOtherAvatar( Avatar * other, float deltaTime );
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void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
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void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
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void setHeadSpringScale(float s) { _head.returnSpringScale = s; }
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};
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