Merge pull request #1502 from AndrewMeadows/master

more correct particle-particle collisions
This commit is contained in:
ZappoMan 2014-01-10 17:36:36 -08:00
commit 038f8d5777
7 changed files with 136 additions and 111 deletions

View file

@ -58,6 +58,7 @@ void Particle::init(glm::vec3 position, float radius, rgbColor color, glm::vec3
_position = position;
_radius = radius;
_mass = 1.0f;
memcpy(_color, color, sizeof(_color));
_velocity = velocity;
_damping = damping;
@ -67,6 +68,11 @@ void Particle::init(glm::vec3 position, float radius, rgbColor color, glm::vec3
_shouldDie = false;
}
void Particle::setMass(float value) {
if (value > 0.0f) {
_mass = value;
}
}
bool Particle::appendParticleData(OctreePacketData* packetData) const {

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@ -69,6 +69,7 @@ public:
const rgbColor& getColor() const { return _color; }
xColor getXColor() const { xColor color = { _color[RED_INDEX], _color[GREEN_INDEX], _color[BLUE_INDEX] }; return color; }
float getRadius() const { return _radius; }
float getMass() const { return _mass; }
const glm::vec3& getVelocity() const { return _velocity; }
const glm::vec3& getGravity() const { return _gravity; }
bool getInHand() const { return _inHand; }
@ -98,6 +99,7 @@ public:
_color[BLUE_INDEX] = value.blue;
}
void setRadius(float value) { _radius = value; }
void setMass(float value);
void setGravity(const glm::vec3& value) { _gravity = value; }
void setInHand(bool inHand) { _inHand = inHand; }
void setDamping(float value) { _damping = value; }
@ -149,6 +151,7 @@ protected:
glm::vec3 _position;
rgbColor _color;
float _radius;
float _mass;
glm::vec3 _velocity;
uint32_t _id;
static uint32_t _nextID;

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@ -87,41 +87,50 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
}
}
void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
float radius = particle->getRadius() * (float)(TREE_SCALE);
const float ELASTICITY = 1.4f;
const float DAMPING = 0.0f;
void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particleA) {
glm::vec3 center = particleA->getPosition() * (float)(TREE_SCALE);
float radius = particleA->getRadius() * (float)(TREE_SCALE);
//const float ELASTICITY = 0.4f;
//const float DAMPING = 0.0f;
const float COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration;
Particle* penetratedParticle;
if (_particles->findSpherePenetration(center, radius, penetration, (void**)&penetratedParticle)) {
Particle* particleB;
if (_particles->findSpherePenetration(center, radius, penetration, (void**)&particleB)) {
// NOTE: 'penetration' is the depth that 'particleA' overlaps 'particleB'.
// That is, it points from A into B.
// Even if the particles overlap... when the particles are already moving appart
// we don't want to count this as a collision.
glm::vec3 relativeVelocity = particleA->getVelocity() - particleB->getVelocity();
if (glm::dot(relativeVelocity, penetration) > 0.0f) {
particleA->collisionWithParticle(particleB);
particleB->collisionWithParticle(particleA);
// let the particles run their collision scripts if they have them
particle->collisionWithParticle(penetratedParticle);
penetratedParticle->collisionWithParticle(particle);
glm::vec3 axis = glm::normalize(penetration);
glm::vec3 axialVelocity = glm::dot(relativeVelocity, axis) * axis;
penetration /= (float)(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
// particles that are in hand are assigned an ureasonably large mass for collisions
// which effectively makes them immovable but allows the other ball to reflect correctly.
const float MAX_MASS = 1.0e6f;
float massA = (particleA->getInHand()) ? MAX_MASS : particleA->getMass();
float massB = (particleB->getInHand()) ? MAX_MASS : particleB->getMass();
float totalMass = massA + massB;
particleA->setVelocity(particleA->getVelocity() - axialVelocity * (2.0f * massB / totalMass));
// apply a hard collision to both particles of half the penetration each
ParticleEditHandle particleEditHandle(_packetSender, _particles, particleA->getID());
particleEditHandle.updateParticle(particleA->getPosition(), particleA->getRadius(), particleA->getXColor(), particleA->getVelocity(),
particleA->getGravity(), particleA->getDamping(), particleA->getInHand(), particleA->getScript());
float particleShare, penetratedParticleShare;
if (particle->getInHand() && penetratedParticle->getInHand()) {
particleShare = 0.5f;
penetratedParticleShare = -0.5f;
} else if (particle->getInHand()) {
particleShare = 0.f;
penetratedParticleShare = -1.f;
} else if (penetratedParticle->getInHand()) {
particleShare = -1.f;
penetratedParticleShare = 0.f;
} else {
particleShare = 0.5f;
penetratedParticleShare = -0.5f;
particleB->setVelocity(particleB->getVelocity() + axialVelocity * (2.0f * massA / totalMass));
ParticleEditHandle penetratedparticleEditHandle(_packetSender, _particles, particleB->getID());
penetratedparticleEditHandle.updateParticle(particleB->getPosition(), particleB->getRadius(), particleB->getXColor(), particleB->getVelocity(),
particleB->getGravity(), particleB->getDamping(), particleB->getInHand(), particleB->getScript());
penetration /= (float)(TREE_SCALE);
updateCollisionSound(particleA, penetration, COLLISION_FREQUENCY);
}
applyHardCollision(particle, penetration * particleShare, ELASTICITY, DAMPING);
applyHardCollision(penetratedParticle, penetration * penetratedParticleShare, ELASTICITY, DAMPING);
}
}

View file

@ -12,11 +12,6 @@
#include <Octree.h>
#include "ParticleTreeElement.h"
class ParticleTreeUpdateArgs {
public:
std::vector<Particle> _movingParticles;
};
class NewlyCreatedParticleHook {
public:
virtual void particleCreated(const Particle& newParticle, Node* senderNode) = 0;

View file

@ -19,7 +19,11 @@
class ParticleTree;
class ParticleTreeElement;
class ParticleTreeUpdateArgs;
class ParticleTreeUpdateArgs {
public:
std::vector<Particle> _movingParticles;
};
class ParticleTreeElement : public OctreeElement {
friend class ParticleTree; // to allow createElement to new us...
@ -95,4 +99,4 @@ protected:
std::vector<Particle> _particles;
};
#endif /* defined(__hifi__ParticleTreeElement__) */
#endif /* defined(__hifi__ParticleTreeElement__) */

View file

@ -31,105 +31,107 @@ glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec
}
}
bool findSpherePenetration(const glm::vec3& penetratorToPenetratee, const glm::vec3& direction,
float combinedRadius, glm::vec3& penetration) {
float vectorLength = glm::length(penetratorToPenetratee);
// Computes the penetration between a point and a sphere (centered at the origin)
// if point is inside sphere: returns true and stores the result in 'penetration'
// (the vector that would move the point outside the sphere)
// otherwise returns false
bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection, float sphereRadius,
glm::vec3& penetration) {
float vectorLength = glm::length(point);
if (vectorLength < EPSILON) {
penetration = direction * combinedRadius;
penetration = defaultDirection * sphereRadius;
return true;
}
float distance = vectorLength - combinedRadius;
float distance = vectorLength - sphereRadius;
if (distance < 0.0f) {
penetration = penetratorToPenetratee * (-distance / vectorLength);
penetration = point * (-distance / vectorLength);
return true;
}
return false;
}
bool findSpherePointPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeLocation, glm::vec3& penetration) {
return findSpherePenetration(penetrateeLocation - penetratorCenter, glm::vec3(0.0f, -1.0f, 0.0f),
penetratorRadius, penetration);
bool findSpherePointPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& point, glm::vec3& penetration) {
return findSpherePenetration(point - sphereCenter, glm::vec3(0.0f, -1.0f, 0.0f), sphereRadius, penetration);
}
bool findPointSpherePenetration(const glm::vec3& penetratorLocation, const glm::vec3& penetrateeCenter,
float penetrateeRadius, glm::vec3& penetration) {
return findSpherePenetration(penetrateeCenter - penetratorLocation, glm::vec3(0.0f, -1.0f, 0.0f),
penetrateeRadius, penetration);
bool findPointSpherePenetration(const glm::vec3& point, const glm::vec3& sphereCenter,
float sphereRadius, glm::vec3& penetration) {
return findSpherePenetration(sphereCenter - point, glm::vec3(0.0f, -1.0f, 0.0f), sphereRadius, penetration);
}
bool findSphereSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration) {
return findSpherePointPenetration(penetratorCenter, penetratorRadius + penetrateeRadius, penetrateeCenter, penetration);
bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius,
const glm::vec3& secondCenter, float secondRadius, glm::vec3& penetration) {
return findSpherePointPenetration(firstCenter, firstRadius + secondRadius, secondCenter, penetration);
}
bool findSphereSegmentPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd, glm::vec3& penetration) {
return findSpherePenetration(computeVectorFromPointToSegment(penetratorCenter, penetrateeStart, penetrateeEnd),
glm::vec3(0.0f, -1.0f, 0.0f), penetratorRadius, penetration);
bool findSphereSegmentPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& segmentStart, const glm::vec3& segmentEnd, glm::vec3& penetration) {
return findSpherePenetration(computeVectorFromPointToSegment(sphereCenter, segmentStart, segmentEnd),
glm::vec3(0.0f, -1.0f, 0.0f), sphereRadius, penetration);
}
bool findSphereCapsulePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, const glm::vec3& penetrateeStart,
const glm::vec3& penetrateeEnd, float penetrateeRadius, glm::vec3& penetration) {
return findSphereSegmentPenetration(penetratorCenter, penetratorRadius + penetrateeRadius,
penetrateeStart, penetrateeEnd, penetration);
bool findSphereCapsulePenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& capsuleStart,
const glm::vec3& capsuleEnd, float capsuleRadius, glm::vec3& penetration) {
return findSphereSegmentPenetration(sphereCenter, sphereRadius + capsuleRadius,
capsuleStart, capsuleEnd, penetration);
}
bool findPointCapsuleConePenetration(const glm::vec3& penetratorLocation, const glm::vec3& penetrateeStart,
const glm::vec3& penetrateeEnd, float penetrateeStartRadius, float penetrateeEndRadius, glm::vec3& penetration) {
bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& capsuleStart,
const glm::vec3& capsuleEnd, float startRadius, float endRadius, glm::vec3& penetration) {
// compute the projection of the point vector onto the segment vector
glm::vec3 segmentVector = penetrateeEnd - penetrateeStart;
glm::vec3 segmentVector = capsuleEnd - capsuleStart;
float lengthSquared = glm::dot(segmentVector, segmentVector);
if (lengthSquared < EPSILON) { // start and end the same
return findPointSpherePenetration(penetratorLocation, penetrateeStart,
glm::max(penetrateeStartRadius, penetrateeEndRadius), penetration);
return findPointSpherePenetration(point, capsuleStart,
glm::max(startRadius, endRadius), penetration);
}
float proj = glm::dot(penetratorLocation - penetrateeStart, segmentVector) / lengthSquared;
float proj = glm::dot(point - capsuleStart, segmentVector) / lengthSquared;
if (proj <= 0.0f) { // closest to the start
return findPointSpherePenetration(penetratorLocation, penetrateeStart, penetrateeStartRadius, penetration);
return findPointSpherePenetration(point, capsuleStart, startRadius, penetration);
} else if (proj >= 1.0f) { // closest to the end
return findPointSpherePenetration(penetratorLocation, penetrateeEnd, penetrateeEndRadius, penetration);
return findPointSpherePenetration(point, capsuleEnd, endRadius, penetration);
} else { // closest to the middle
return findPointSpherePenetration(penetratorLocation, penetrateeStart + segmentVector * proj,
glm::mix(penetrateeStartRadius, penetrateeEndRadius, proj), penetration);
return findPointSpherePenetration(point, capsuleStart + segmentVector * proj,
glm::mix(startRadius, endRadius, proj), penetration);
}
}
bool findSphereCapsuleConePenetration(const glm::vec3& penetratorCenter,
float penetratorRadius, const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd,
float penetrateeStartRadius, float penetrateeEndRadius, glm::vec3& penetration) {
return findPointCapsuleConePenetration(penetratorCenter, penetrateeStart, penetrateeEnd,
penetrateeStartRadius + penetratorRadius, penetrateeEndRadius + penetratorRadius, penetration);
bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter,
float sphereRadius, const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd,
float startRadius, float endRadius, glm::vec3& penetration) {
return findPointCapsuleConePenetration(sphereCenter, capsuleStart, capsuleEnd,
startRadius + sphereRadius, endRadius + sphereRadius, penetration);
}
bool findSpherePlanePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration) {
float distance = glm::dot(penetrateePlane, glm::vec4(penetratorCenter, 1.0f)) - penetratorRadius;
bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec4& plane, glm::vec3& penetration) {
float distance = glm::dot(plane, glm::vec4(sphereCenter, 1.0f)) - sphereRadius;
if (distance < 0.0f) {
penetration = glm::vec3(penetrateePlane) * distance;
penetration = glm::vec3(plane) * distance;
return true;
}
return false;
}
bool findCapsuleSpherePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration) {
if (findSphereCapsulePenetration(penetrateeCenter, penetrateeRadius,
penetratorStart, penetratorEnd, penetratorRadius, penetration)) {
bool findCapsuleSpherePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius,
const glm::vec3& sphereCenter, float sphereRadius, glm::vec3& penetration) {
if (findSphereCapsulePenetration(sphereCenter, sphereRadius,
capsuleStart, capsuleEnd, capsuleRadius, penetration)) {
penetration = -penetration;
return true;
}
return false;
}
bool findCapsulePlanePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration) {
float distance = glm::min(glm::dot(penetrateePlane, glm::vec4(penetratorStart, 1.0f)),
glm::dot(penetrateePlane, glm::vec4(penetratorEnd, 1.0f))) - penetratorRadius;
bool findCapsulePlanePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius,
const glm::vec4& plane, glm::vec3& penetration) {
float distance = glm::min(glm::dot(plane, glm::vec4(capsuleStart, 1.0f)),
glm::dot(plane, glm::vec4(capsuleEnd, 1.0f))) - capsuleRadius;
if (distance < 0.0f) {
penetration = glm::vec3(penetrateePlane) * distance;
penetration = glm::vec3(plane) * distance;
return true;
}
return false;

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@ -13,39 +13,45 @@
glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec3& start, const glm::vec3& end);
bool findSpherePenetration(const glm::vec3& penetratorToPenetratee, const glm::vec3& direction,
float combinedRadius, glm::vec3& penetration);
/// Computes the penetration between a point and a sphere (centered at the origin)
/// \param point the point location relative to sphere center (origin)
/// \param defaultDirection the direction of the pentration when the point is near the origin
/// \param sphereRadius the radius of the sphere
/// \param penetration the displacement that would move the point out of penetration with the sphere
/// \return true if point is inside sphere, otherwise false
bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection,
float sphereRadius, glm::vec3& penetration);
bool findSpherePointPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeLocation, glm::vec3& penetration);
bool findSpherePointPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& point, glm::vec3& penetration);
bool findPointSpherePenetration(const glm::vec3& penetratorLocation, const glm::vec3& penetrateeCenter,
float penetrateeRadius, glm::vec3& penetration);
bool findPointSpherePenetration(const glm::vec3& point, const glm::vec3& sphereCenter,
float sphereRadius, glm::vec3& penetration);
bool findSphereSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration);
bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius,
const glm::vec3& secondCenter, float secondRadius, glm::vec3& penetration);
bool findSphereSegmentPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd, glm::vec3& penetration);
bool findSphereSegmentPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& segmentStart, const glm::vec3& segmentEnd, glm::vec3& penetration);
bool findSphereCapsulePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, const glm::vec3& penetrateeStart,
const glm::vec3& penetrateeEnd, float penetrateeRadius, glm::vec3& penetration);
bool findSphereCapsulePenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& capsuleStart,
const glm::vec3& capsuleEnd, float capsuleRadius, glm::vec3& penetration);
bool findPointCapsuleConePenetration(const glm::vec3& penetratorLocation, const glm::vec3& penetrateeStart,
const glm::vec3& penetrateeEnd, float penetrateeStartRadius, float penetrateeEndRadius, glm::vec3& penetration);
bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& capsuleStart,
const glm::vec3& capsuleEnd, float startRadius, float endRadius, glm::vec3& penetration);
bool findSphereCapsuleConePenetration(const glm::vec3& penetratorCenter,
float penetratorRadius, const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd,
float penetrateeStartRadius, float penetrateeEndRadius, glm::vec3& penetration);
bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd,
float startRadius, float endRadius, glm::vec3& penetration);
bool findSpherePlanePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration);
bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec4& plane, glm::vec3& penetration);
bool findCapsuleSpherePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration);
bool findCapsuleSpherePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius,
const glm::vec3& sphereCenter, float sphereRadius, glm::vec3& penetration);
bool findCapsulePlanePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration);
bool findCapsulePlanePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius,
const glm::vec4& plane, glm::vec3& penetration);
glm::vec3 addPenetrations(const glm::vec3& currentPenetration, const glm::vec3& newPenetration);