my and other avater changes, if setting toggled can pass through other avatar

This commit is contained in:
raveenajain 2019-01-18 16:50:44 -08:00
parent da7cd6b2f7
commit d2e37d0c90
13 changed files with 90 additions and 65 deletions

2
interface/src/avatar/AvatarManager.cpp Normal file → Executable file
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@ -270,7 +270,6 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
if (avatar->getSkeletonModel()->isLoaded()) {
// remove the orb if it is there
avatar->removeOrb();
avatar->updateCollisionGroup(_myAvatar->getOtherAvatarsCollisionsEnabled());
if (avatar->needsPhysicsUpdate()) {
_avatarsToChangeInPhysics.insert(avatar);
}
@ -376,7 +375,6 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
}
AvatarSharedPointer AvatarManager::newSharedAvatar(const QUuid& sessionUUID) {
auto otherAvatar = new OtherAvatar(qApp->thread());
otherAvatar->setSessionUUID(sessionUUID);
auto nodeList = DependencyManager::get<NodeList>();

6
interface/src/avatar/AvatarMotionState.cpp Normal file → Executable file
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@ -15,7 +15,6 @@
#include <PhysicsEngine.h>
#include <PhysicsHelpers.h>
AvatarMotionState::AvatarMotionState(OtherAvatarPointer avatar, const btCollisionShape* shape) : ObjectMotionState(shape), _avatar(avatar) {
assert(_avatar);
_type = MOTIONSTATE_TYPE_AVATAR;
@ -172,7 +171,10 @@ QUuid AvatarMotionState::getSimulatorID() const {
// virtual
void AvatarMotionState::computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const {
group = _collisionGroup;
mask = _collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS ? 0 : Physics::getDefaultCollisionMask(group);
mask = Physics::getDefaultCollisionMask(group);
if (!_avatar->getCollideWithOtherAvatars()) {
mask &= ~(BULLET_COLLISION_GROUP_MY_AVATAR | BULLET_COLLISION_GROUP_OTHER_AVATAR);
}
}
// virtual

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@ -205,12 +205,12 @@ MyAvatar::MyAvatar(QThread* thread) :
if (recordingInterface->getPlayFromCurrentLocation()) {
setRecordingBasis();
}
_previousCollisionGroup = _characterController.computeCollisionGroup();
_previousCollisionMask = _characterController.computeCollisionMask();
_characterController.setCollisionless(true);
} else {
clearRecordingBasis();
useFullAvatarURL(_fullAvatarURLFromPreferences, _fullAvatarModelName);
if (_previousCollisionGroup != BULLET_COLLISION_GROUP_COLLISIONLESS) {
if (_previousCollisionMask != BULLET_COLLISION_MASK_COLLISIONLESS) {
_characterController.setCollisionless(false);
}
}
@ -2528,7 +2528,7 @@ void MyAvatar::updateMotors() {
float verticalMotorTimescale;
if (_characterController.getState() == CharacterController::State::Hover ||
_characterController.computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) {
_characterController.computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS) {
horizontalMotorTimescale = FLYING_MOTOR_TIMESCALE;
verticalMotorTimescale = FLYING_MOTOR_TIMESCALE;
} else {
@ -2538,7 +2538,7 @@ void MyAvatar::updateMotors() {
if (_motionBehaviors & AVATAR_MOTION_ACTION_MOTOR_ENABLED) {
if (_characterController.getState() == CharacterController::State::Hover ||
_characterController.computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) {
_characterController.computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS) {
motorRotation = getMyHead()->getHeadOrientation();
} else {
// non-hovering = walking: follow camera twist about vertical but not lift
@ -2593,7 +2593,7 @@ void MyAvatar::prepareForPhysicsSimulation() {
qDebug() << "Warning: getParentVelocity failed" << getID();
parentVelocity = glm::vec3();
}
_characterController.handleChangedCollisionGroup();
_characterController.handleChangedCollisionMask();
_characterController.setParentVelocity(parentVelocity);
_characterController.setScaleFactor(getSensorToWorldScale());
@ -3273,7 +3273,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
head->setBaseRoll(ROLL(euler));
} else {
head->setBaseYaw(0.0f);
head->setBasePitch(getHead()->getBasePitch() + getDriveKey(PITCH) * _pitchSpeed * deltaTime
head->setBasePitch(getHead()->getBasePitch() + getDriveKey(PITCH) * _pitchSpeed * deltaTime
+ getDriveKey(DELTA_PITCH) * _pitchSpeed / PITCH_SPEED_DEFAULT);
head->setBaseRoll(0.0f);
}
@ -3319,7 +3319,7 @@ void MyAvatar::updateActionMotor(float deltaTime) {
glm::vec3 direction = forward + right;
if (state == CharacterController::State::Hover ||
_characterController.computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) {
_characterController.computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS) {
glm::vec3 up = (getDriveKey(TRANSLATE_Y)) * IDENTITY_UP;
direction += up;
}
@ -3875,7 +3875,7 @@ void MyAvatar::setCollisionsEnabled(bool enabled) {
bool MyAvatar::getCollisionsEnabled() {
// may return 'false' even though the collisionless option was requested
// because the zone may disallow collisionless avatars
return _characterController.computeCollisionGroup() != BULLET_COLLISION_GROUP_COLLISIONLESS;
return _characterController.computeCollisionMask() != BULLET_COLLISION_MASK_COLLISIONLESS;
}
void MyAvatar::setOtherAvatarsCollisionsEnabled(bool enabled) {
@ -3884,7 +3884,11 @@ void MyAvatar::setOtherAvatarsCollisionsEnabled(bool enabled) {
QMetaObject::invokeMethod(this, "setOtherAvatarsCollisionsEnabled", Q_ARG(bool, enabled));
return;
}
bool change = _collideWithOtherAvatars != enabled;
_collideWithOtherAvatars = enabled;
if (change) {
setCollisionWithOtherAvatarsFlags();
}
emit otherAvatarsCollisionsEnabledChanged(enabled);
}
@ -3892,6 +3896,11 @@ bool MyAvatar::getOtherAvatarsCollisionsEnabled() {
return _collideWithOtherAvatars;
}
void MyAvatar::setCollisionWithOtherAvatarsFlags() {
_characterController.setCollideWithOtherAvatars(_collideWithOtherAvatars);
_characterController.setPendingFlagsUpdateCollisionMask();
}
void MyAvatar::updateCollisionCapsuleCache() {
glm::vec3 start, end;
float radius;

7
interface/src/avatar/MyAvatar.h Normal file → Executable file
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@ -253,9 +253,6 @@ class MyAvatar : public Avatar {
const QString DOMINANT_LEFT_HAND = "left";
const QString DOMINANT_RIGHT_HAND = "right";
using Clock = std::chrono::system_clock;
using TimePoint = Clock::time_point;
public:
enum DriveKeys {
TRANSLATE_X = 0,
@ -297,6 +294,8 @@ public:
void reset(bool andRecenter = false, bool andReload = true, bool andHead = true);
void setCollisionWithOtherAvatarsFlags() override;
/**jsdoc
* @function MyAvatar.resetSensorsAndBody
*/
@ -1732,7 +1731,7 @@ private:
SharedSoundPointer _collisionSound;
MyCharacterController _characterController;
int32_t _previousCollisionGroup { BULLET_COLLISION_GROUP_MY_AVATAR };
int32_t _previousCollisionMask { BULLET_COLLISION_MASK_MY_AVATAR };
AvatarWeakPointer _lookAtTargetAvatar;
glm::vec3 _targetAvatarPosition;

View file

@ -202,6 +202,31 @@ bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm:
return result.hitFraction < 1.0f;
}
int32_t MyCharacterController::computeCollisionMask() const {
int32_t collisionMask = BULLET_COLLISION_MASK_MY_AVATAR;
if (_collisionlessAllowed) {
if (_collisionless) {
collisionMask = BULLET_COLLISION_MASK_COLLISIONLESS;
} if (!_collideWithOtherAvatars) {
collisionMask &= ~BULLET_COLLISION_GROUP_OTHER_AVATAR;
}
}
return collisionMask;
}
void MyCharacterController::handleChangedCollisionMask() {
if (_pendingFlags & PENDING_FLAG_UPDATE_COLLISION_MASK) {
// ATM the easiest way to update collision groups/masks is to remove/re-add the RigidBody
if (_dynamicsWorld) {
_dynamicsWorld->removeRigidBody(_rigidBody);
int32_t collisionMask = computeCollisionMask();
_dynamicsWorld->addRigidBody(_rigidBody, BULLET_COLLISION_GROUP_MY_AVATAR, collisionMask);
}
_pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_MASK;
updateCurrentGravity();
}
}
btConvexHullShape* MyCharacterController::computeShape() const {
// HACK: the avatar collides using convex hull with a collision margin equal to
// the old capsule radius. Two points define a capsule and additional points are

6
interface/src/avatar/MyCharacterController.h Normal file → Executable file
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@ -42,6 +42,12 @@ public:
void setDensity(btScalar density) { _density = density; }
int32_t computeCollisionMask() const override;
void handleChangedCollisionMask() override;
bool _collideWithOtherAvatars{ true };
void setCollideWithOtherAvatars(bool collideWithOtherAvatars) { _collideWithOtherAvatars = collideWithOtherAvatars; }
protected:
void initRayShotgun(const btCollisionWorld* world);
void updateMassProperties() override;

4
interface/src/avatar/MySkeletonModel.cpp Normal file → Executable file
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@ -187,7 +187,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
}
}
bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS);
if (isFlying != _prevIsFlying) {
const float FLY_TO_IDLE_HIPS_TRANSITION_TIME = 0.5f;
_flyIdleTimer = FLY_TO_IDLE_HIPS_TRANSITION_TIME;
@ -198,7 +198,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
// if hips are not under direct control, estimate the hips position.
if (avatarHeadPose.isValid() && !(params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] & (uint8_t)Rig::ControllerFlags::Enabled)) {
bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS);
// timescale in seconds
const float TRANS_HORIZ_TIMESCALE = 0.15f;

15
interface/src/avatar/OtherAvatar.cpp Normal file → Executable file
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@ -46,6 +46,9 @@ OtherAvatar::OtherAvatar(QThread* thread) : Avatar(thread) {
connect(_skeletonModel.get(), &Model::setURLFinished, this, &Avatar::setModelURLFinished);
connect(_skeletonModel.get(), &Model::rigReady, this, &Avatar::rigReady);
connect(_skeletonModel.get(), &Model::rigReset, this, &Avatar::rigReset);
// add the purple orb
createOrb();
}
OtherAvatar::~OtherAvatar() {
@ -135,17 +138,9 @@ void OtherAvatar::rebuildCollisionShape() {
}
}
void OtherAvatar::updateCollisionGroup(bool myAvatarCollide) {
void OtherAvatar::setCollisionWithOtherAvatarsFlags() {
if (_motionState) {
bool collides = _motionState->getCollisionGroup() == BULLET_COLLISION_GROUP_OTHER_AVATAR && myAvatarCollide;
if (_collideWithOtherAvatars != collides) {
if (!myAvatarCollide) {
_collideWithOtherAvatars = false;
}
auto newCollisionGroup = _collideWithOtherAvatars ? BULLET_COLLISION_GROUP_OTHER_AVATAR : BULLET_COLLISION_GROUP_COLLISIONLESS;
_motionState->setCollisionGroup(newCollisionGroup);
_motionState->addDirtyFlags(Simulation::DIRTY_COLLISION_GROUP);
}
_motionState->addDirtyFlags(Simulation::DIRTY_COLLISION_GROUP);
}
}

4
interface/src/avatar/OtherAvatar.h Normal file → Executable file
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@ -46,7 +46,9 @@ public:
bool shouldBeInPhysicsSimulation() const;
bool needsPhysicsUpdate() const;
void updateCollisionGroup(bool myAvatarCollide);
bool getCollideWithOtherAvatars() const { return _collideWithOtherAvatars; }
void setCollisionWithOtherAvatarsFlags() override;
void simulate(float deltaTime, bool inView) override;

3
libraries/avatars/src/AvatarData.cpp Normal file → Executable file
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@ -1144,6 +1144,9 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
sourceBuffer += sizeof(AvatarDataPacket::AdditionalFlags);
if (collideWithOtherAvatarsChanged) {
setCollisionWithOtherAvatarsFlags();
}
if (somethingChanged) {
_additionalFlagsChanged = now;
}

4
libraries/avatars/src/AvatarData.h Normal file → Executable file
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@ -490,11 +490,15 @@ public:
/// \return true if an error should be logged
bool shouldLogError(const quint64& now);
virtual void setCollisionGroupFlag() {}
/// \param packet byte array of data
/// \param offset number of bytes into packet where data starts
/// \return number of bytes parsed
virtual int parseDataFromBuffer(const QByteArray& buffer);
virtual void setCollisionWithOtherAvatarsFlags() {};
// Body Rotation (degrees)
float getBodyYaw() const;
void setBodyYaw(float bodyYaw);

View file

@ -109,7 +109,8 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
}
_dynamicsWorld = nullptr;
}
int32_t collisionGroup = computeCollisionGroup();
int32_t collisionMask = computeCollisionMask();
int32_t collisionGroup = BULLET_COLLISION_GROUP_MY_AVATAR;
if (_rigidBody) {
updateMassProperties();
}
@ -117,7 +118,7 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
// add to new world
_dynamicsWorld = world;
_pendingFlags &= ~PENDING_FLAG_JUMP;
_dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR);
_dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, collisionMask);
_dynamicsWorld->addAction(this);
// restore gravity settings because adding an object to the world overwrites its gravity setting
_rigidBody->setGravity(_currentGravity * _currentUp);
@ -127,7 +128,7 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
assert(shape && shape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE);
_ghost.setCharacterShape(static_cast<btConvexHullShape*>(shape));
}
_ghost.setCollisionGroupAndMask(collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ collisionGroup));
_ghost.setCollisionGroupAndMask(collisionGroup, collisionMask & (~ collisionGroup));
_ghost.setCollisionWorld(_dynamicsWorld);
_ghost.setRadiusAndHalfHeight(_radius, _halfHeight);
if (_rigidBody) {
@ -384,8 +385,8 @@ static const char* stateToStr(CharacterController::State state) {
#endif // #ifdef DEBUG_STATE_CHANGE
void CharacterController::updateCurrentGravity() {
int32_t collisionGroup = computeCollisionGroup();
if (_state == State::Hover || collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS) {
int32_t collisionMask = computeCollisionMask();
if (_state == State::Hover || collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS) {
_currentGravity = 0.0f;
} else {
_currentGravity = _gravity;
@ -458,28 +459,7 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& minCorner, const
void CharacterController::setCollisionless(bool collisionless) {
if (collisionless != _collisionless) {
_collisionless = collisionless;
_pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_GROUP;
}
}
int32_t CharacterController::computeCollisionGroup() const {
if (_collisionless) {
return _collisionlessAllowed ? BULLET_COLLISION_GROUP_COLLISIONLESS : BULLET_COLLISION_GROUP_MY_AVATAR;
} else {
return BULLET_COLLISION_GROUP_MY_AVATAR;
}
}
void CharacterController::handleChangedCollisionGroup() {
if (_pendingFlags & PENDING_FLAG_UPDATE_COLLISION_GROUP) {
// ATM the easiest way to update collision groups is to remove/re-add the RigidBody
if (_dynamicsWorld) {
_dynamicsWorld->removeRigidBody(_rigidBody);
int32_t collisionGroup = computeCollisionGroup();
_dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR);
}
_pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_GROUP;
updateCurrentGravity();
_pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK;
}
}
@ -567,8 +547,8 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
btScalar angle = motor.rotation.getAngle();
btVector3 velocity = worldVelocity.rotate(axis, -angle);
int32_t collisionGroup = computeCollisionGroup();
if (collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS ||
int32_t collisionMask = computeCollisionMask();
if (collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS ||
_state == State::Hover || motor.hTimescale == motor.vTimescale) {
// modify velocity
btScalar tau = dt / motor.hTimescale;
@ -708,8 +688,8 @@ void CharacterController::updateState() {
btVector3 rayStart = _position;
btScalar rayLength = _radius;
int32_t collisionGroup = computeCollisionGroup();
if (collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
int32_t collisionMask = computeCollisionMask();
if (collisionMask == BULLET_COLLISION_MASK_MY_AVATAR) {
rayLength += _scaleFactor * DEFAULT_AVATAR_FALL_HEIGHT;
} else {
rayLength += MIN_HOVER_HEIGHT;
@ -746,7 +726,7 @@ void CharacterController::updateState() {
// disable normal state transitions while collisionless
const btScalar MAX_WALKING_SPEED = 2.65f;
if (collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
if (collisionMask == BULLET_COLLISION_MASK_MY_AVATAR) {
switch (_state) {
case State::Ground:
if (!rayHasHit && !_hasSupport) {
@ -866,6 +846,6 @@ void CharacterController::setFlyingAllowed(bool value) {
void CharacterController::setCollisionlessAllowed(bool value) {
if (value != _collisionlessAllowed) {
_collisionlessAllowed = value;
_pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_GROUP;
_pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK;
}
}

8
libraries/physics/src/CharacterController.h Normal file → Executable file
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@ -30,7 +30,7 @@ const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
const uint32_t PENDING_FLAG_UPDATE_SHAPE = 1U << 2;
const uint32_t PENDING_FLAG_JUMP = 1U << 3;
const uint32_t PENDING_FLAG_UPDATE_COLLISION_GROUP = 1U << 4;
const uint32_t PENDING_FLAG_UPDATE_COLLISION_MASK = 1U << 4;
const uint32_t PENDING_FLAG_RECOMPUTE_FLYING = 1U << 5;
const float DEFAULT_MIN_FLOOR_NORMAL_DOT_UP = cosf(PI / 3.0f);
@ -120,14 +120,16 @@ public:
bool isStuck() const { return _isStuck; }
void setCollisionless(bool collisionless);
int32_t computeCollisionGroup() const;
void handleChangedCollisionGroup();
virtual int32_t computeCollisionMask() const = 0;
virtual void handleChangedCollisionMask() = 0;
bool getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation);
void setFlyingAllowed(bool value);
void setCollisionlessAllowed(bool value);
void setPendingFlagsUpdateCollisionMask(){ _pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK; }
protected:
#ifdef DEBUG_STATE_CHANGE