// // EntityCollisionSystem.cpp // libraries/entities/src // // Created by Brad Hefta-Gaub on 9/23/14. // Copyright 2013-2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include #include #include #include #include #include "EntityItem.h" #include "EntityCollisionSystem.h" #include "EntityEditPacketSender.h" #include "EntityTree.h" #include "EntityTreeElement.h" const int MAX_COLLISIONS_PER_Entity = 16; EntityCollisionSystem::EntityCollisionSystem(EntityEditPacketSender* packetSender, EntityTree* Entities, VoxelTree* voxels, AbstractAudioInterface* audio, AvatarHashMap* avatars) : _collisions(MAX_COLLISIONS_PER_Entity) { init(packetSender, Entities, voxels, audio, avatars); } void EntityCollisionSystem::init(EntityEditPacketSender* packetSender, EntityTree* Entities, VoxelTree* voxels, AbstractAudioInterface* audio, AvatarHashMap* avatars) { _packetSender = packetSender; _entities = Entities; _voxels = voxels; _audio = audio; _avatars = avatars; } EntityCollisionSystem::~EntityCollisionSystem() { } void EntityCollisionSystem::update() { // update all Entities if (_entities->tryLockForRead()) { QList& movingEntities = _entities->getMovingEntities(); foreach (EntityItem* entity, movingEntities) { checkEntity(entity); } _entities->unlock(); } } void EntityCollisionSystem::checkEntity(EntityItem* entity) { updateCollisionWithVoxels(entity); updateCollisionWithEntities(entity); updateCollisionWithAvatars(entity); } void EntityCollisionSystem::emitGlobalEntityCollisionWithVoxel(EntityItem* entity, VoxelDetail* voxelDetails, const CollisionInfo& collision) { EntityItemID entityItemID = entity->getEntityItemID(); emit EntityCollisionWithVoxel(entityItemID, *voxelDetails, collision); } void EntityCollisionSystem::emitGlobalEntityCollisionWithEntity(EntityItem* entityA, EntityItem* entityB, const CollisionInfo& collision) { EntityItemID idA = entityA->getEntityItemID(); EntityItemID idB = entityB->getEntityItemID(); emit EntityCollisionWithEntity(idA, idB, collision); } void EntityCollisionSystem::updateCollisionWithVoxels(EntityItem* entity) { glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE); float radius = entity->getRadius() * (float)(TREE_SCALE); const float ELASTICITY = 0.4f; const float DAMPING = 0.05f; CollisionInfo collisionInfo; collisionInfo._damping = DAMPING; collisionInfo._elasticity = ELASTICITY; VoxelDetail* voxelDetails = NULL; if (_voxels->findSpherePenetration(center, radius, collisionInfo._penetration, (void**)&voxelDetails)) { // findSpherePenetration() only computes the penetration but we also want some other collision info // so we compute it ourselves here. Note that we must multiply scale by TREE_SCALE when feeding // the results to systems outside of this octree reference frame. collisionInfo._contactPoint = (float)TREE_SCALE * (entity->getPosition() + entity->getRadius() * glm::normalize(collisionInfo._penetration)); // let the global script run their collision scripts for Entities if they have them emitGlobalEntityCollisionWithVoxel(entity, voxelDetails, collisionInfo); // we must scale back down to the octree reference frame before updating the Entity properties collisionInfo._penetration /= (float)(TREE_SCALE); collisionInfo._contactPoint /= (float)(TREE_SCALE); applyHardCollision(entity, collisionInfo); delete voxelDetails; // cleanup returned details } } void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) { glm::vec3 center = entityA->getPosition() * (float)(TREE_SCALE); float radius = entityA->getRadius() * (float)(TREE_SCALE); glm::vec3 penetration; EntityItem* entityB; if (_entities->findSpherePenetration(center, radius, penetration, (void**)&entityB, Octree::NoLock)) { // NOTE: 'penetration' is the depth that 'entityA' overlaps 'entityB'. It points from A into B. glm::vec3 penetrationInTreeUnits = penetration / (float)(TREE_SCALE); // Even if the Entities overlap... when the Entities are already moving appart // we don't want to count this as a collision. glm::vec3 relativeVelocity = entityA->getVelocity() - entityB->getVelocity(); bool movingTowardEachOther = glm::dot(relativeVelocity, penetrationInTreeUnits) > 0.0f; bool doCollisions = movingTowardEachOther; // don't do collisions if the entities are moving away from each other if (doCollisions) { quint64 now = usecTimestampNow(); CollisionInfo collision; collision._penetration = penetration; // for now the contactPoint is the average between the the two paricle centers collision._contactPoint = (0.5f * (float)TREE_SCALE) * (entityA->getPosition() + entityB->getPosition()); emitGlobalEntityCollisionWithEntity(entityA, entityB, collision); glm::vec3 axis = glm::normalize(penetration); glm::vec3 axialVelocity = glm::dot(relativeVelocity, axis) * axis; float massA = entityA->getMass(); float massB = entityB->getMass(); float totalMass = massA + massB; // handle Entity A glm::vec3 newVelocityA = entityA->getVelocity() - axialVelocity * (2.0f * massB / totalMass); glm::vec3 newPositionA = entityA->getPosition() - 0.5f * penetrationInTreeUnits; EntityItemProperties propertiesA = entityA->getProperties(); EntityItemID idA(entityA->getID()); propertiesA.setVelocity(newVelocityA * (float)TREE_SCALE); propertiesA.setPosition(newPositionA * (float)TREE_SCALE); propertiesA.setLastEdited(now); _entities->updateEntity(idA, propertiesA); _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idA, propertiesA); glm::vec3 newVelocityB = entityB->getVelocity() + axialVelocity * (2.0f * massA / totalMass); glm::vec3 newPositionB = entityB->getPosition() + 0.5f * penetrationInTreeUnits; EntityItemProperties propertiesB = entityB->getProperties(); EntityItemID idB(entityB->getID()); propertiesB.setVelocity(newVelocityB * (float)TREE_SCALE); propertiesB.setPosition(newPositionB * (float)TREE_SCALE); propertiesB.setLastEdited(now); _entities->updateEntity(idB, propertiesB); _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idB, propertiesB); // TODO: Do we need this? //_packetSender->releaseQueuedMessages(); } } } void EntityCollisionSystem::updateCollisionWithAvatars(EntityItem* entity) { // Entities that are in hand, don't collide with avatars if (!_avatars) { return; } glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE); float radius = entity->getRadius() * (float)(TREE_SCALE); const float ELASTICITY = 0.9f; const float DAMPING = 0.1f; glm::vec3 penetration; _collisions.clear(); foreach (const AvatarSharedPointer& avatarPointer, _avatars->getAvatarHash()) { AvatarData* avatar = avatarPointer.data(); float totalRadius = avatar->getBoundingRadius() + radius; glm::vec3 relativePosition = center - avatar->getPosition(); if (glm::dot(relativePosition, relativePosition) > (totalRadius * totalRadius)) { continue; } if (avatar->findSphereCollisions(center, radius, _collisions)) { int numCollisions = _collisions.size(); for (int i = 0; i < numCollisions; ++i) { CollisionInfo* collision = _collisions.getCollision(i); collision->_damping = DAMPING; collision->_elasticity = ELASTICITY; collision->_addedVelocity /= (float)(TREE_SCALE); glm::vec3 relativeVelocity = collision->_addedVelocity - entity->getVelocity(); if (glm::dot(relativeVelocity, collision->_penetration) <= 0.f) { // only collide when Entity and collision point are moving toward each other // (doing this prevents some "collision snagging" when Entity penetrates the object) collision->_penetration /= (float)(TREE_SCALE); applyHardCollision(entity, *collision); } } } } } void EntityCollisionSystem::applyHardCollision(EntityItem* entity, const CollisionInfo& collisionInfo) { // HALTING_* params are determined using expected acceleration of gravity over some timescale. // This is a HACK for entities that bounce in a 1.0 gravitational field and should eventually be made more universal. const float HALTING_ENTITY_PERIOD = 0.0167f; // ~1/60th of a second const float HALTING_ENTITY_SPEED = 9.8 * HALTING_ENTITY_PERIOD / (float)(TREE_SCALE); // // Update the entity in response to a hard collision. Position will be reset exactly // to outside the colliding surface. Velocity will be modified according to elasticity. // // if elasticity = 0.0, collision is inelastic (vel normal to collision is lost) // if elasticity = 1.0, collision is 100% elastic. // glm::vec3 position = entity->getPosition(); glm::vec3 velocity = entity->getVelocity(); const float EPSILON = 0.0f; glm::vec3 relativeVelocity = collisionInfo._addedVelocity - velocity; float velocityDotPenetration = glm::dot(relativeVelocity, collisionInfo._penetration); if (velocityDotPenetration < EPSILON) { // entity is moving into collision surface // // TODO: do something smarter here by comparing the mass of the entity vs that of the other thing // (other's mass could be stored in the Collision Info). The smaller mass should surrender more // position offset and should slave more to the other's velocity in the static-friction case. position -= collisionInfo._penetration; if (glm::length(relativeVelocity) < HALTING_ENTITY_SPEED) { // static friction kicks in and entities moves with colliding object velocity = collisionInfo._addedVelocity; } else { glm::vec3 direction = glm::normalize(collisionInfo._penetration); velocity += glm::dot(relativeVelocity, direction) * (1.0f + collisionInfo._elasticity) * direction; // dynamic reflection velocity += glm::clamp(collisionInfo._damping, 0.0f, 1.0f) * (relativeVelocity - glm::dot(relativeVelocity, direction) * direction); // dynamic friction } } EntityItemProperties properties = entity->getProperties(); EntityItemID entityItemID(entity->getID()); properties.setPosition(position * (float)TREE_SCALE); properties.setVelocity(velocity * (float)TREE_SCALE); properties.setLastEdited(usecTimestampNow()); _entities->updateEntity(entityItemID, properties); _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, entityItemID, properties); }