mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 17:14:59 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi
This commit is contained in:
commit
341f60da76
12 changed files with 93 additions and 36 deletions
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@ -350,7 +350,6 @@ Menu::Menu() :
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SLOT(setFilter(bool)));
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayLeapHands, 0, true);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::BallFromHand, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::VoxelDrumming, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::PlaySlaps, 0, false);
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@ -156,7 +156,6 @@ namespace MenuOption {
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const QString Avatars = "Avatars";
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const QString Atmosphere = "Atmosphere";
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const QString AutomaticallyAuditTree = "Automatically Audit Tree Stats";
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const QString BallFromHand = "Ball from Hand";
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const QString Bandwidth = "Bandwidth Display";
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const QString BandwidthDetails = "Bandwidth Details";
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const QString ChatCircling = "Chat Circling";
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@ -317,7 +317,7 @@ bool Avatar::findSphereCollision(const glm::vec3& sphereCenter, float sphereRadi
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if (handData) {
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for (int i = 0; i < 2; i++) {
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const PalmData* palm = handData->getPalm(i);
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if (palm) {
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if (palm && palm->hasPaddle()) {
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// create a disk collision proxy where the hand is
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glm::vec3 fingerAxis(0.f);
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for (size_t f = 0; f < palm->getNumFingers(); ++f) {
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@ -339,10 +339,12 @@ bool Avatar::findSphereCollision(const glm::vec3& sphereCenter, float sphereRadi
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}
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glm::vec3 diskCenter = handPosition + HAND_PADDLE_OFFSET * fingerAxis;
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glm::vec3 diskNormal = palm->getNormal();
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float diskThickness = 0.08f;
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// collide against the disk
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if (findSphereDiskPenetration(sphereCenter, sphereRadius,
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diskCenter, HAND_PADDLE_RADIUS, diskNormal, collision._penetration)) {
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diskCenter, HAND_PADDLE_RADIUS, diskThickness, diskNormal,
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collision._penetration)) {
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collision._addedVelocity = palm->getVelocity();
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return true;
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}
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@ -83,7 +83,6 @@ void Hand::reset() {
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void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, float deltaTime) {
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Application* app = Application::getInstance();
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ParticleTree* particles = app->getParticles()->getTree();
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bool ballFromHand = Menu::getInstance()->isOptionChecked(MenuOption::BallFromHand);
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int handID = palm.getSixenseID();
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const int NEW_BALL_BUTTON = BUTTON_3;
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@ -93,7 +92,8 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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bool ballAlreadyInHand = _toyBallInHand[handID];
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glm::vec3 targetPosition = (ballFromHand ? palm.getPosition() : fingerTipPosition) / (float)TREE_SCALE;
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glm::vec3 targetPosition;
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palm.getBallHoldPosition(targetPosition);
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float targetRadius = CATCH_RADIUS / (float)TREE_SCALE;
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// If I don't currently have a ball in my hand, then try to catch closest one
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@ -148,7 +148,8 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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if ((palm.getControllerButtons() & NEW_BALL_BUTTON) && (_toyBallInHand[handID] == false)) {
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_toyBallInHand[handID] = true;
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// Create a particle on the particle server
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glm::vec3 ballPosition = ballFromHand ? palm.getPosition() : fingerTipPosition;
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glm::vec3 ballPosition;
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palm.getBallHoldPosition(ballPosition);
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_ballParticleEditHandles[handID] = app->makeParticle(
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ballPosition / (float)TREE_SCALE,
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TOY_BALL_RADIUS / (float) TREE_SCALE,
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@ -171,7 +172,8 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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xColor colorForParticleInHand = particleInHand ? particleInHand->getXColor()
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: TOY_BALL_ON_SERVER_COLOR[_whichBallColor[handID]];
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glm::vec3 ballPosition = ballFromHand ? palm.getPosition() : fingerTipPosition;
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glm::vec3 ballPosition;
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palm.getBallHoldPosition(ballPosition);
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_ballParticleEditHandles[handID]->updateParticle(ballPosition / (float)TREE_SCALE,
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TOY_BALL_RADIUS / (float) TREE_SCALE,
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colorForParticleInHand,
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@ -187,8 +189,10 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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const float THROWN_VELOCITY_SCALING = 1.5f;
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_toyBallInHand[handID] = false;
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glm::vec3 ballPosition = ballFromHand ? palm.getPosition() : fingerTipPosition;
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glm::vec3 ballVelocity = ballFromHand ? palm.getRawVelocity() : palm.getTipVelocity();
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palm.updateCollisionlessPaddleExpiry();
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glm::vec3 ballPosition;
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palm.getBallHoldPosition(ballPosition);
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glm::vec3 ballVelocity = palm.getTipVelocity();
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glm::quat avatarRotation = _owningAvatar->getOrientation();
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ballVelocity = avatarRotation * ballVelocity;
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ballVelocity *= THROWN_VELOCITY_SCALING;
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@ -550,7 +554,6 @@ void Hand::renderLeapHands(bool isMine) {
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//const glm::vec3 handColor = _ballColor;
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const glm::vec3 handColor(1.0, 0.84, 0.66); // use the skin color
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bool ballFromHand = Menu::getInstance()->isOptionChecked(MenuOption::BallFromHand);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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@ -561,7 +564,8 @@ void Hand::renderLeapHands(bool isMine) {
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if (!palm.isActive()) {
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continue;
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}
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glm::vec3 targetPosition = ballFromHand ? palm.getPosition() : palm.getTipPosition();
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glm::vec3 targetPosition;
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palm.getBallHoldPosition(targetPosition);
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glPushMatrix();
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ParticleTree* particles = Application::getInstance()->getParticles()->getTree();
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@ -31,7 +31,7 @@ class Avatar;
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class ProgramObject;
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const float HAND_PADDLE_OFFSET = 0.1f;
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const float HAND_PADDLE_THICKNESS = 0.05f;
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const float HAND_PADDLE_THICKNESS = 0.01f;
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const float HAND_PADDLE_RADIUS = 0.15f;
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class Hand : public HandData {
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@ -98,6 +98,15 @@ void SixenseManager::update(float deltaTime) {
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// Compute current velocity from position change
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glm::vec3 rawVelocity = (position - palm->getRawPosition()) / deltaTime / 1000.f;
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palm->setRawVelocity(rawVelocity); // meters/sec
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/*
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if (i == 0)
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{
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printf("ADEBUG rawVelocity = [%e, %e, %e]\n",
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rawVelocity.x,
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rawVelocity.y,
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rawVelocity.z);
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}
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*/
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palm->setRawPosition(position);
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// use the velocity to determine whether there's any movement (if the hand isn't new)
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@ -79,7 +79,8 @@ _sixenseID(SIXENSEID_INVALID),
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_numFramesWithoutData(0),
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_owningHandData(owningHandData),
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_isCollidingWithVoxel(false),
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_isCollidingWithPalm(false)
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_isCollidingWithPalm(false),
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_collisionlessPaddleExpiry(0)
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{
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for (int i = 0; i < NUM_FINGERS_PER_HAND; ++i) {
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_fingers.push_back(FingerData(this, owningHandData));
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@ -294,6 +295,15 @@ const glm::vec3& FingerData::getTrailPosition(int index) {
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return _tipTrailPositions[posIndex];
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}
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void PalmData::getBallHoldPosition(glm::vec3& position) const {
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const float BALL_FORWARD_OFFSET = 0.08f; // put the ball a bit forward of fingers
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position = BALL_FORWARD_OFFSET * getNormal();
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if (_fingers.size() > 0) {
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position += _fingers[0].getTipPosition();
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} else {
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position += getPosition();
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}
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}
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@ -15,6 +15,8 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include "SharedUtil.h"
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class AvatarData;
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class FingerData;
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class PalmData;
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@ -51,7 +53,7 @@ public:
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return _basePosition + _baseOrientation * (leapPosition * LEAP_UNIT_SCALE);
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}
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glm::vec3 leapDirectionToWorldDirection(const glm::vec3& leapDirection) {
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return glm::normalize(_baseOrientation * leapDirection);
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return _baseOrientation * leapDirection;
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}
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glm::vec3 worldPositionToLeapPosition(const glm::vec3& worldPosition) const;
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glm::vec3 worldVectorToLeapVector(const glm::vec3& worldVector) const;
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@ -193,6 +195,12 @@ public:
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bool getIsCollidingWithPalm() const { return _isCollidingWithPalm; }
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void setIsCollidingWithPalm(bool isCollidingWithPalm) { _isCollidingWithPalm = isCollidingWithPalm; }
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bool hasPaddle() const { return _collisionlessPaddleExpiry < usecTimestampNow(); }
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void updateCollisionlessPaddleExpiry() { _collisionlessPaddleExpiry = usecTimestampNow() + USECS_PER_SECOND; }
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/// Store position where the palm holds the ball.
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void getBallHoldPosition(glm::vec3& position) const;
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private:
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std::vector<FingerData> _fingers;
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glm::quat _rawRotation;
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@ -217,7 +225,7 @@ private:
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bool _isCollidingWithVoxel; /// Whether the finger of this palm is inside a leaf voxel
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bool _isCollidingWithPalm;
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uint64_t _collisionlessPaddleExpiry; /// Timestamp after which paddle starts colliding
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};
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#endif /* defined(__hifi__HandData__) */
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@ -145,7 +145,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
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float radius = particle->getRadius() * (float)(TREE_SCALE);
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const float ELASTICITY = 0.95f;
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const float ELASTICITY = 0.9f;
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const float DAMPING = 0.0f;
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const float COLLISION_FREQUENCY = 0.5f;
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glm::vec3 penetration;
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@ -155,12 +155,27 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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AvatarData* avatar = (AvatarData*)_selfAvatar;
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CollisionInfo collision;
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if (avatar->findSphereCollision(center, radius, collision)) {
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if (glm::dot(particle->getVelocity(), collision._addedVelocity) < 0.f) {
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collision._addedVelocity /= (float)(TREE_SCALE);
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glm::vec3 relativeVelocity = collision._addedVelocity - particle->getVelocity();
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if (glm::dot(relativeVelocity, collision._penetration) < 0.f) {
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// only collide when particle and collision point are moving toward each other
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// (doing this prevents some "collision snagging" when particle penetrates the object)
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// HACK BEGIN: to allow paddle hands to "hold" particles we attenuate soft collisions against the avatar.
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// NOTE: the physics are wrong (particles cannot roll) but it IS possible to catch a slow moving particle.
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// TODO: make this less hacky when we have more per-collision details
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float elasticity = ELASTICITY;
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float SLOW_PADDLE_SPEED = 5.0e-5f;
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float attenuationFactor = glm::length(collision._addedVelocity) / SLOW_PADDLE_SPEED;
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if (attenuationFactor < 1.f) {
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collision._addedVelocity *= attenuationFactor;
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elasticity *= attenuationFactor;
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}
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// HACK END
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collision._penetration /= (float)(TREE_SCALE);
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collision._addedVelocity /= (float)(TREE_SCALE);
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updateCollisionSound(particle, collision._penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, collision._penetration, ELASTICITY, DAMPING, collision._addedVelocity);
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applyHardCollision(particle, collision._penetration, elasticity, DAMPING, collision._addedVelocity);
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}
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}
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}
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@ -170,13 +185,24 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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//qDebug() << "updateCollisionWithAvatars()... node:" << *node << "\n";
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if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
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AvatarData* avatar = static_cast<AvatarData*>(node->getLinkedData());
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CollisionInfo collision;
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if (avatar->findSphereCollision(center, radius, collision)) {
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if (glm::dot(particle->getVelocity(), collision._addedVelocity) < 0.f) {
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// only collide when particle and collision point are moving toward each other
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collision._addedVelocity /= (float)(TREE_SCALE);
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glm::vec3 relativeVelocity = collision._addedVelocity - particle->getVelocity();
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if (glm::dot(relativeVelocity, collision._penetration) < 0.f) {
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// HACK BEGIN: to allow paddle hands to "hold" particles we attenuate soft collisions against the avatar.
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// NOTE: the physics are wrong (particles cannot roll) but it IS possible to catch a slow moving particle.
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// TODO: make this less hacky when we have more per-collision details
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float elasticity = ELASTICITY;
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float SLOW_PADDLE_SPEED = 5.0e-5f;
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float attenuationFactor = glm::length(collision._addedVelocity) / SLOW_PADDLE_SPEED;
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if (attenuationFactor < 1.f) {
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collision._addedVelocity *= attenuationFactor;
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elasticity *= attenuationFactor;
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}
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// HACK END
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collision._penetration /= (float)(TREE_SCALE);
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collision._addedVelocity /= (float)(TREE_SCALE);
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updateCollisionSound(particle, collision._penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, collision._penetration, ELASTICITY, DAMPING, collision._addedVelocity);
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}
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@ -18,7 +18,7 @@ public:
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//glm::vec3 _point;
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//glm::vec3 _normal;
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glm::vec3 _penetration;
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glm::vec3 _penetration; // depth that bodyA is penetrates bodyB
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glm::vec3 _addedVelocity;
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};
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@ -6,6 +6,7 @@
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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#include <cstring>
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#include <cmath>
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#include "SharedUtil.h"
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#include "GeometryUtil.h"
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@ -115,20 +116,18 @@ bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadiu
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}
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bool findSphereDiskPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& diskCenter, float diskRadius, const glm::vec3& diskNormal,
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const glm::vec3& diskCenter, float diskRadius, float diskThickness, const glm::vec3& diskNormal,
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glm::vec3& penetration) {
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glm::vec3 localCenter = sphereCenter - diskCenter;
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float verticalDistance = glm::dot(localCenter, diskNormal);
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if (abs(verticalDistance) < sphereRadius) {
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float axialDistance = glm::dot(localCenter, diskNormal);
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if (std::fabs(axialDistance) < (sphereRadius + 0.5f * diskThickness)) {
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// sphere hit the plane, but does it hit the disk?
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// Note: this algorithm ignores edge hits.
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glm::vec3 verticalOffset = verticalDistance * diskNormal;
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if (glm::length(localCenter - verticalOffset) < diskRadius) {
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glm::vec3 axialOffset = axialDistance * diskNormal;
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if (glm::length(localCenter - axialOffset) < diskRadius) {
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// yes, hit the disk
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penetration = (sphereRadius - abs(verticalDistance)) * diskNormal;
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if (verticalDistance < 0.f) {
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penetration = (std::fabs(axialDistance) - (sphereRadius + 0.5f * diskThickness) ) * diskNormal;
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if (axialDistance < 0.f) {
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// hit the backside of the disk, so negate penetration vector
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penetration *= -1.f;
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}
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@ -17,7 +17,7 @@ glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec
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/// \param point the point location relative to sphere center (origin)
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/// \param defaultDirection the direction of the pentration when the point is near the origin
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/// \param sphereRadius the radius of the sphere
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/// \param penetration the displacement that would move the point out of penetration with the sphere
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/// \param penetration[out] the displacement that would move the point out of penetration with the sphere
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/// \return true if point is inside sphere, otherwise false
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bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection,
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float sphereRadius, glm::vec3& penetration);
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@ -53,9 +53,10 @@ bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadiu
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/// \param diskCenter center of disk
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/// \param diskRadius radius of disk
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/// \param diskNormal normal of disk plan
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/// \param penetration[out] the depth that the sphere penetrates the disk
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/// \return true if sphere touches disk (does not handle collisions with disk edge)
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bool findSphereDiskPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& diskCenter, float diskRadius, const glm::vec3& diskNormal,
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const glm::vec3& diskCenter, float diskRadius, float diskThickness, const glm::vec3& diskNormal,
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glm::vec3& penetration);
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bool findCapsuleSpherePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius,
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