mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-09 13:12:40 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into metavoxels
This commit is contained in:
commit
7f3977578e
18 changed files with 272 additions and 178 deletions
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@ -499,13 +499,19 @@ bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penet
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//return getHead()->getFaceModel().findSphereCollisions(penetratorCenter, penetratorRadius, collisions);
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}
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bool Avatar::findCollisions(const QVector<const Shape*>& shapes, CollisionList& collisions) {
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void Avatar::updateShapePositions() {
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_skeletonModel.updateShapePositions();
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bool collided = _skeletonModel.findCollisions(shapes, collisions);
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Model& headModel = getHead()->getFaceModel();
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headModel.updateShapePositions();
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collided = headModel.findCollisions(shapes, collisions);
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}
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bool Avatar::findCollisions(const QVector<const Shape*>& shapes, CollisionList& collisions) {
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// TODO: Andrew to fix: also collide against _skeleton
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//bool collided = _skeletonModel.findCollisions(shapes, collisions);
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Model& headModel = getHead()->getFaceModel();
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//collided = headModel.findCollisions(shapes, collisions) || collided;
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bool collided = headModel.findCollisions(shapes, collisions);
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return collided;
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}
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@ -752,17 +758,30 @@ bool Avatar::collisionWouldMoveAvatar(CollisionInfo& collision) const {
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return false;
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}
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void Avatar::applyCollision(CollisionInfo& collision) {
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if (!collision._data || collision._type != MODEL_COLLISION) {
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return;
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}
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// TODO: make skeleton also respond to collisions
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Model* model = static_cast<Model*>(collision._data);
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if (model == &(getHead()->getFaceModel())) {
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getHead()->applyCollision(collision);
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void Avatar::applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) {
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// compute lean angles
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glm::vec3 leverAxis = contactPoint - getPosition();
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float leverLength = glm::length(leverAxis);
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if (leverLength > EPSILON) {
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glm::quat bodyRotation = getOrientation();
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glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f);
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glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f);
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leverAxis = leverAxis / leverLength;
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glm::vec3 effectivePenetration = penetration - glm::dot(penetration, leverAxis) * leverAxis;
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// we use the small-angle approximation for sine below to compute the length of
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// the opposite side of a narrow right triangle
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float sideways = - glm::dot(effectivePenetration, xAxis) / leverLength;
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float forward = glm::dot(effectivePenetration, zAxis) / leverLength;
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getHead()->addLean(sideways, forward);
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}
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}
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float Avatar::getBoundingRadius() const {
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// TODO: also use head model when computing the avatar's bounding radius
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return _skeletonModel.getBoundingRadius();
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}
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float Avatar::getPelvisFloatingHeight() const {
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return -_skeletonModel.getBindExtents().minimum.y;
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}
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@ -145,10 +145,11 @@ public:
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/// \return true if we expect the avatar would move as a result of the collision
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bool collisionWouldMoveAvatar(CollisionInfo& collision) const;
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/// \param collision a data structure for storing info about collisions against Models
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void applyCollision(CollisionInfo& collision);
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void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration);
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float getBoundingRadius() const { return 0.5f * getSkeletonHeight(); }
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/// \return bounding radius of avatar
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virtual float getBoundingRadius() const;
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void updateShapePositions();
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public slots:
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void updateCollisionFlags();
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@ -9,6 +9,7 @@
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#include <NodeList.h>
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#include <GeometryUtil.h>
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#include <StreamUtils.h>
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#include "Application.h"
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#include "Avatar.h"
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@ -109,8 +110,6 @@ void Hand::collideAgainstAvatarOld(Avatar* avatar, bool isMyHand) {
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for (int j = 0; j < handCollisions.size(); ++j) {
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CollisionInfo* collision = handCollisions.getCollision(j);
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if (isMyHand) {
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// we resolve the hand from collision when it belongs to MyAvatar AND the other Avatar is
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// not expected to respond to the collision (hand hit unmovable part of their Avatar)
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totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
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}
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}
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@ -128,55 +127,37 @@ void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
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return;
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}
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// 2 = NUM_HANDS
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int palmIndices[2];
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getLeftRightPalmIndices(*palmIndices, *(palmIndices + 1));
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const SkeletonModel& skeletonModel = _owningAvatar->getSkeletonModel();
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int jointIndices[2];
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jointIndices[0] = skeletonModel.getLeftHandJointIndex();
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jointIndices[1] = skeletonModel.getRightHandJointIndex();
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palmIndices[1] = -1; // adebug temporarily disable right hand
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jointIndices[1] = -1; // adebug temporarily disable right hand
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for (size_t i = 0; i < 1; i++) {
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int palmIndex = palmIndices[i];
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for (size_t i = 0; i < 2; i++) {
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int jointIndex = jointIndices[i];
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if (palmIndex == -1 || jointIndex == -1) {
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if (jointIndex < 0) {
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continue;
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}
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PalmData& palm = _palms[palmIndex];
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if (!palm.isActive()) {
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continue;
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}
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if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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playSlaps(palm, avatar);
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}
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handCollisions.clear();
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QVector<const Shape*> shapes;
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skeletonModel.getHandShapes(jointIndex, shapes);
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bool collided = isMyHand ? avatar->findCollisions(shapes, handCollisions) : avatar->findCollisions(shapes, handCollisions);
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if (collided) {
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//if (avatar->findCollisions(shapes, handCollisions)) {
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glm::vec3 averagePenetration;
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if (avatar->findCollisions(shapes, handCollisions)) {
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glm::vec3 totalPenetration(0.f);
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glm::vec3 averageContactPoint;
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for (int j = 0; j < handCollisions.size(); ++j) {
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CollisionInfo* collision = handCollisions.getCollision(j);
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averagePenetration += collision->_penetration;
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totalPenetration += collision->_penetration;
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averageContactPoint += collision->_contactPoint;
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}
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averagePenetration /= float(handCollisions.size());
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if (isMyHand) {
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// our hand against other avatar
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// for now we resolve it to test shapes/collisions
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// TODO: only partially resolve this penetration
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palm.addToPosition(-averagePenetration);
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// TODO: resolve this penetration when we don't think the other avatar will yield
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//palm.addToPenetration(averagePenetration);
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} else {
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// someone else's hand against MyAvatar
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// TODO: submit collision info to MyAvatar which should lean accordingly
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averageContactPoint /= float(handCollisions.size());
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avatar->applyCollision(averageContactPoint, totalPenetration);
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}
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}
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}
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@ -192,7 +173,7 @@ void Hand::collideAgainstOurself() {
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float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
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const Model& skeletonModel = _owningAvatar->getSkeletonModel();
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for (size_t i = 0; i < getNumPalms(); i++) {
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for (int i = 0; i < int(getNumPalms()); i++) {
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PalmData& palm = getPalms()[i];
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if (!palm.isActive()) {
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continue;
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@ -210,11 +191,18 @@ void Hand::collideAgainstOurself() {
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totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
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}
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// resolve penetration
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palm.addToPosition(-totalPenetration);
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palm.addToPenetration(totalPenetration);
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}
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}
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}
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void Hand::resolvePenetrations() {
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for (size_t i = 0; i < getNumPalms(); ++i) {
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PalmData& palm = getPalms()[i];
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palm.resolvePenetrations();
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}
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}
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void Hand::calculateGeometry() {
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// generate finger tip balls....
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_leapFingerTipBalls.clear();
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@ -385,19 +373,3 @@ void Hand::renderLeapHands(bool isMine) {
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glPopMatrix();
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}
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void Hand::setLeapHands(const std::vector<glm::vec3>& handPositions,
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const std::vector<glm::vec3>& handNormals) {
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for (size_t i = 0; i < getNumPalms(); ++i) {
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PalmData& palm = getPalms()[i];
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if (i < handPositions.size()) {
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palm.setActive(true);
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palm.setRawPosition(handPositions[i]);
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palm.setRawNormal(handNormals[i]);
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}
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else {
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palm.setActive(false);
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}
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}
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}
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@ -59,6 +59,8 @@ public:
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void collideAgainstAvatar(Avatar* avatar, bool isMyHand);
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void collideAgainstOurself();
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void resolvePenetrations();
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private:
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// disallow copies of the Hand, copy of owning Avatar is disallowed too
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Hand(const Hand&);
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@ -71,10 +73,6 @@ private:
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std::vector<HandBall> _leapFingerTipBalls;
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std::vector<HandBall> _leapFingerRootBalls;
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// private methods
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void setLeapHands(const std::vector<glm::vec3>& handPositions,
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const std::vector<glm::vec3>& handNormals);
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void renderLeapHands(bool isMine);
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void renderLeapFingerTrails();
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@ -84,3 +82,4 @@ private:
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};
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#endif
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@ -212,34 +212,6 @@ float Head::getTweakedRoll() const {
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return glm::clamp(_roll + _rollTweak, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
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}
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void Head::applyCollision(CollisionInfo& collision) {
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// HACK: the collision proxies for the FaceModel are bad. As a temporary workaround
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// we collide against a hard coded collision proxy.
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// TODO: get a better collision proxy here.
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const float HEAD_RADIUS = 0.15f;
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const glm::vec3 HEAD_CENTER = _position;
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// collide the contactPoint against the collision proxy to obtain a new penetration
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// NOTE: that penetration is in opposite direction (points the way out for the point, not the sphere)
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glm::vec3 penetration;
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if (findPointSpherePenetration(collision._contactPoint, HEAD_CENTER, HEAD_RADIUS, penetration)) {
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// compute lean angles
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Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
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glm::quat bodyRotation = owningAvatar->getOrientation();
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glm::vec3 neckPosition;
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if (owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
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glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f);
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glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f);
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float neckLength = glm::length(_position - neckPosition);
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if (neckLength > 0.f) {
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float forward = glm::dot(collision._penetration, zAxis) / neckLength;
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float sideways = - glm::dot(collision._penetration, xAxis) / neckLength;
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addLean(sideways, forward);
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}
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}
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}
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}
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void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
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Application::getInstance()->getGlowEffect()->begin();
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@ -82,8 +82,6 @@ public:
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virtual float getTweakedPitch() const;
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virtual float getTweakedYaw() const;
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virtual float getTweakedRoll() const;
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void applyCollision(CollisionInfo& collisionInfo);
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private:
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// disallow copies of the Head, copy of owning Avatar is disallowed too
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@ -177,26 +177,6 @@ void MyAvatar::simulate(float deltaTime) {
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_velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime);
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}
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if (_collisionFlags != 0) {
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Camera* myCamera = Application::getInstance()->getCamera();
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float radius = getSkeletonHeight() * COLLISION_RADIUS_SCALE;
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if (myCamera->getMode() == CAMERA_MODE_FIRST_PERSON && !OculusManager::isConnected()) {
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radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cosf(0.5f * RADIANS_PER_DEGREE * myCamera->getFieldOfView()));
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radius *= COLLISION_RADIUS_SCALAR;
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}
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if (_collisionFlags & COLLISION_GROUP_ENVIRONMENT) {
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updateCollisionWithEnvironment(deltaTime, radius);
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}
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if (_collisionFlags & COLLISION_GROUP_VOXELS) {
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updateCollisionWithVoxels(deltaTime, radius);
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}
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if (_collisionFlags & COLLISION_GROUP_AVATARS) {
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updateCollisionWithAvatars(deltaTime);
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}
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}
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// add thrust to velocity
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_velocity += _thrust * deltaTime;
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@ -320,7 +300,28 @@ void MyAvatar::simulate(float deltaTime) {
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// Zero thrust out now that we've added it to velocity in this frame
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_thrust = glm::vec3(0, 0, 0);
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// now that we're done stepping the avatar forward in time, compute new collisions
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if (_collisionFlags != 0) {
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Camera* myCamera = Application::getInstance()->getCamera();
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float radius = getSkeletonHeight() * COLLISION_RADIUS_SCALE;
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if (myCamera->getMode() == CAMERA_MODE_FIRST_PERSON && !OculusManager::isConnected()) {
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radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cos(myCamera->getFieldOfView() / 2.f));
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radius *= COLLISION_RADIUS_SCALAR;
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}
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if (_collisionFlags & COLLISION_GROUP_ENVIRONMENT) {
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updateCollisionWithEnvironment(deltaTime, radius);
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}
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if (_collisionFlags & COLLISION_GROUP_VOXELS) {
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updateCollisionWithVoxels(deltaTime, radius);
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}
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if (_collisionFlags & COLLISION_GROUP_AVATARS) {
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updateCollisionWithAvatars(deltaTime);
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}
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}
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// consider updating our billboard
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maybeUpdateBillboard();
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}
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@ -361,7 +362,7 @@ void MyAvatar::updateFromGyros(float deltaTime) {
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}
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} else {
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// restore rotation, lean to neutral positions
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const float RESTORE_PERIOD = 1.f; // seconds
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const float RESTORE_PERIOD = 0.25f; // seconds
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float restorePercentage = glm::clamp(deltaTime/RESTORE_PERIOD, 0.f, 1.f);
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head->setPitchTweak(glm::mix(head->getPitchTweak(), 0.0f, restorePercentage));
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head->setYawTweak(glm::mix(head->getYawTweak(), 0.0f, restorePercentage));
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|
@ -881,35 +882,31 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
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// no need to compute a bunch of stuff if we have one or fewer avatars
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return;
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}
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updateShapePositions();
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float myBoundingRadius = getBoundingRadius();
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/* TODO: Andrew to fix Avatar-Avatar body collisions
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// HACK: body-body collision uses two coaxial capsules with axes parallel to y-axis
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// TODO: make the collision work without assuming avatar orientation
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Extents myStaticExtents = _skeletonModel.getStaticExtents();
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glm::vec3 staticScale = myStaticExtents.maximum - myStaticExtents.minimum;
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float myCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
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float myCapsuleHeight = staticScale.y;
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*/
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// TODO: these local variables are not used in the live code, only in the
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// commented-outTODO code below.
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//Extents myStaticExtents = _skeletonModel.getStaticExtents();
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//glm::vec3 staticScale = myStaticExtents.maximum - myStaticExtents.minimum;
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//float myCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
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//float myCapsuleHeight = staticScale.y;
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CollisionInfo collisionInfo;
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foreach (const AvatarSharedPointer& avatarPointer, avatars) {
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Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
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if (static_cast<Avatar*>(this) == avatar) {
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// don't collide with ourselves
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continue;
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}
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avatar->updateShapePositions();
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float distance = glm::length(_position - avatar->getPosition());
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if (_distanceToNearestAvatar > distance) {
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_distanceToNearestAvatar = distance;
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}
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float theirBoundingRadius = avatar->getBoundingRadius();
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if (distance < myBoundingRadius + theirBoundingRadius) {
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_skeletonModel.updateShapePositions();
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Model& headModel = getHead()->getFaceModel();
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headModel.updateShapePositions();
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/* TODO: Andrew to fix Avatar-Avatar body collisions
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Extents theirStaticExtents = _skeletonModel.getStaticExtents();
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glm::vec3 staticScale = theirStaticExtents.maximum - theirStaticExtents.minimum;
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@ -925,12 +922,16 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
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*/
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// collide our hands against them
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getHand()->collideAgainstAvatar(avatar, true);
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// TODO: make this work when we can figure out when the other avatar won't yeild
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// (for example, we're colling against their chest or leg)
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//getHand()->collideAgainstAvatar(avatar, true);
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// collide their hands against us
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avatar->getHand()->collideAgainstAvatar(this, false);
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}
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}
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// TODO: uncomment this when we handle collisions that won't affect other avatar
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//getHand()->resolvePenetrations();
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}
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class SortedAvatar {
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||||
|
|
|
@ -63,13 +63,30 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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|||
}
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||||
|
||||
void SkeletonModel::getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const {
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||||
if (jointIndex == -1) {
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||||
if (jointIndex < 0 || jointIndex >= int(_shapes.size())) {
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||||
return;
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||||
}
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||||
if (jointIndex == getLeftHandJointIndex()
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||||
|| jointIndex == getRightHandJointIndex()) {
|
||||
// TODO: also add fingers and other hand-parts
|
||||
shapes.push_back(_shapes[jointIndex]);
|
||||
// get all shapes that have this hand as an ancestor in the skeleton heirarchy
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
if (i == jointIndex) {
|
||||
// this shape is the hand
|
||||
shapes.push_back(_shapes[i]);
|
||||
} else {
|
||||
int parentIndex = joint.parentIndex;
|
||||
while (parentIndex != -1) {
|
||||
if (parentIndex == jointIndex) {
|
||||
// this shape is a child of the hand
|
||||
shapes.push_back(_shapes[i]);
|
||||
break;
|
||||
}
|
||||
parentIndex = geometry.joints[parentIndex].parentIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -27,7 +27,7 @@ public:
|
|||
/// \param jointIndex index of hand joint
|
||||
/// \param shapes[out] list in which is stored pointers to hand shapes
|
||||
void getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const;
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
void applyHandPosition(int jointIndex, const glm::vec3& position);
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
#include <QThreadPool>
|
||||
|
||||
#include <glm/gtx/transform.hpp>
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
#include <GeometryUtil.h>
|
||||
|
||||
|
@ -32,7 +33,8 @@ Model::Model(QObject* parent) :
|
|||
_scale(1.0f, 1.0f, 1.0f),
|
||||
_shapesAreDirty(true),
|
||||
_lodDistance(0.0f),
|
||||
_pupilDilation(0.0f) {
|
||||
_pupilDilation(0.0f),
|
||||
_boundingRadius(0.f) {
|
||||
// we may have been created in the network thread, but we live in the main thread
|
||||
moveToThread(Application::getInstance()->thread());
|
||||
}
|
||||
|
@ -164,6 +166,7 @@ void Model::createCollisionShapes() {
|
|||
|
||||
void Model::updateShapePositions() {
|
||||
if (_shapesAreDirty && _shapes.size() == _jointStates.size()) {
|
||||
_boundingRadius = 0.f;
|
||||
float uniformScale = extractUniformScale(_scale);
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
|
@ -173,7 +176,12 @@ void Model::updateShapePositions() {
|
|||
glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation;
|
||||
_shapes[i]->setPosition(worldPosition);
|
||||
_shapes[i]->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
|
||||
float distance2 = glm::distance2(worldPosition, _translation);
|
||||
if (distance2 > _boundingRadius) {
|
||||
_boundingRadius = distance2;
|
||||
}
|
||||
}
|
||||
_boundingRadius = sqrtf(_boundingRadius);
|
||||
_shapesAreDirty = false;
|
||||
}
|
||||
}
|
||||
|
@ -321,18 +329,10 @@ bool Model::getRightHandRotation(glm::quat& rotation) const {
|
|||
return getJointRotation(getRightHandJointIndex(), rotation);
|
||||
}
|
||||
|
||||
bool Model::setLeftHandPosition(const glm::vec3& position) {
|
||||
return setJointPosition(getLeftHandJointIndex(), position);
|
||||
}
|
||||
|
||||
bool Model::restoreLeftHandPosition(float percent) {
|
||||
return restoreJointPosition(getLeftHandJointIndex(), percent);
|
||||
}
|
||||
|
||||
bool Model::setLeftHandRotation(const glm::quat& rotation) {
|
||||
return setJointRotation(getLeftHandJointIndex(), rotation);
|
||||
}
|
||||
|
||||
bool Model::getLeftShoulderPosition(glm::vec3& position) const {
|
||||
return getJointPosition(getLastFreeJointIndex(getLeftHandJointIndex()), position);
|
||||
}
|
||||
|
@ -341,18 +341,10 @@ float Model::getLeftArmLength() const {
|
|||
return getLimbLength(getLeftHandJointIndex());
|
||||
}
|
||||
|
||||
bool Model::setRightHandPosition(const glm::vec3& position) {
|
||||
return setJointPosition(getRightHandJointIndex(), position);
|
||||
}
|
||||
|
||||
bool Model::restoreRightHandPosition(float percent) {
|
||||
return restoreJointPosition(getRightHandJointIndex(), percent);
|
||||
}
|
||||
|
||||
bool Model::setRightHandRotation(const glm::quat& rotation) {
|
||||
return setJointRotation(getRightHandJointIndex(), rotation);
|
||||
}
|
||||
|
||||
bool Model::getRightShoulderPosition(glm::vec3& position) const {
|
||||
return getJointPosition(getLastFreeJointIndex(getRightHandJointIndex()), position);
|
||||
}
|
||||
|
|
|
@ -135,19 +135,11 @@ public:
|
|||
/// \return true whether or not the rotation was found
|
||||
bool getRightHandRotation(glm::quat& rotation) const;
|
||||
|
||||
/// Sets the position of the left hand using inverse kinematics.
|
||||
/// \return whether or not the left hand joint was found
|
||||
bool setLeftHandPosition(const glm::vec3& position);
|
||||
|
||||
/// Restores some percentage of the default position of the left hand.
|
||||
/// \param percent the percentage of the default position to restore
|
||||
/// \return whether or not the left hand joint was found
|
||||
bool restoreLeftHandPosition(float percent = 1.0f);
|
||||
|
||||
/// Sets the rotation of the left hand.
|
||||
/// \return whether or not the left hand joint was found
|
||||
bool setLeftHandRotation(const glm::quat& rotation);
|
||||
|
||||
/// Gets the position of the left shoulder.
|
||||
/// \return whether or not the left shoulder joint was found
|
||||
bool getLeftShoulderPosition(glm::vec3& position) const;
|
||||
|
@ -155,19 +147,11 @@ public:
|
|||
/// Returns the extended length from the left hand to its last free ancestor.
|
||||
float getLeftArmLength() const;
|
||||
|
||||
/// Sets the position of the right hand using inverse kinematics.
|
||||
/// \return whether or not the right hand joint was found
|
||||
bool setRightHandPosition(const glm::vec3& position);
|
||||
|
||||
/// Restores some percentage of the default position of the right hand.
|
||||
/// \param percent the percentage of the default position to restore
|
||||
/// \return whether or not the right hand joint was found
|
||||
bool restoreRightHandPosition(float percent = 1.0f);
|
||||
|
||||
/// Sets the rotation of the right hand.
|
||||
/// \return whether or not the right hand joint was found
|
||||
bool setRightHandRotation(const glm::quat& rotation);
|
||||
|
||||
/// Gets the position of the right shoulder.
|
||||
/// \return whether or not the right shoulder joint was found
|
||||
bool getRightShoulderPosition(glm::vec3& position) const;
|
||||
|
@ -195,6 +179,8 @@ public:
|
|||
/// Use the collision to affect the model
|
||||
void applyCollision(CollisionInfo& collision);
|
||||
|
||||
float getBoundingRadius() const { return _boundingRadius; }
|
||||
|
||||
/// Sets blended vertices computed in a separate thread.
|
||||
void setBlendedVertices(const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
|
||||
|
||||
|
@ -254,7 +240,7 @@ protected:
|
|||
/// Computes and returns the extended length of the limb terminating at the specified joint and starting at the joint's
|
||||
/// first free ancestor.
|
||||
float getLimbLength(int jointIndex) const;
|
||||
|
||||
|
||||
void applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain = true);
|
||||
|
||||
private:
|
||||
|
@ -280,6 +266,8 @@ private:
|
|||
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
|
||||
|
||||
QVector<Model*> _attachments;
|
||||
|
||||
float _boundingRadius;
|
||||
|
||||
static ProgramObject _program;
|
||||
static ProgramObject _normalMapProgram;
|
||||
|
|
|
@ -61,11 +61,12 @@ void HandData::getLeftRightPalmIndices(int& leftPalmIndex, int& rightPalmIndex)
|
|||
}
|
||||
|
||||
PalmData::PalmData(HandData* owningHandData) :
|
||||
_rawRotation(0, 0, 0, 1),
|
||||
_rawPosition(0, 0, 0),
|
||||
_rawNormal(0, 1, 0),
|
||||
_rawVelocity(0, 0, 0),
|
||||
_rotationalVelocity(0, 0, 0),
|
||||
_rawRotation(0.f, 0.f, 0.f, 1.f),
|
||||
_rawPosition(0.f),
|
||||
_rawNormal(0.f, 1.f, 0.f),
|
||||
_rawVelocity(0.f),
|
||||
_rotationalVelocity(0.f),
|
||||
_totalPenetration(0.f),
|
||||
_controllerButtons(0),
|
||||
_isActive(false),
|
||||
_leapID(LEAPID_INVALID),
|
||||
|
|
|
@ -154,6 +154,9 @@ public:
|
|||
void setRawVelocity(const glm::vec3& velocity) { _rawVelocity = velocity; }
|
||||
const glm::vec3& getRawVelocity() const { return _rawVelocity; }
|
||||
void addToPosition(const glm::vec3& delta);
|
||||
|
||||
void addToPenetration(const glm::vec3& penetration) { _totalPenetration += penetration; }
|
||||
void resolvePenetrations() { addToPosition(-_totalPenetration); _totalPenetration = glm::vec3(0.f); }
|
||||
|
||||
void setTipPosition(const glm::vec3& position) { _tipPosition = position; }
|
||||
const glm::vec3 getTipPosition() const { return _owningHandData->leapPositionToWorldPosition(_tipPosition); }
|
||||
|
@ -203,6 +206,7 @@ private:
|
|||
|
||||
glm::vec3 _tipPosition;
|
||||
glm::vec3 _tipVelocity;
|
||||
glm::vec3 _totalPenetration; // accumulator for per-frame penetrations
|
||||
unsigned int _controllerButtons;
|
||||
unsigned int _lastControllerButtons;
|
||||
float _trigger;
|
||||
|
|
|
@ -86,7 +86,8 @@ bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, Col
|
|||
if (absAxialDistance < totalRadius + capsuleB->getHalfHeight()) {
|
||||
glm::vec3 radialAxis = BA + axialDistance * capsuleAxis; // points from A to axis of B
|
||||
float radialDistance2 = glm::length2(radialAxis);
|
||||
if (radialDistance2 > totalRadius * totalRadius) {
|
||||
float totalRadius2 = totalRadius * totalRadius;
|
||||
if (radialDistance2 > totalRadius2) {
|
||||
// sphere is too far from capsule axis
|
||||
return false;
|
||||
}
|
||||
|
@ -95,6 +96,9 @@ bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, Col
|
|||
float sign = (axialDistance > 0.f) ? 1.f : -1.f;
|
||||
radialAxis = BA + (sign * capsuleB->getHalfHeight()) * capsuleAxis;
|
||||
radialDistance2 = glm::length2(radialAxis);
|
||||
if (radialDistance2 > totalRadius2) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (radialDistance2 > EPSILON * EPSILON) {
|
||||
CollisionInfo* collision = collisions.getNewCollision();
|
||||
|
@ -147,7 +151,8 @@ bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, Col
|
|||
if (absAxialDistance < totalRadius + capsuleA->getHalfHeight()) {
|
||||
glm::vec3 radialAxis = AB + axialDistance * capsuleAxis; // from sphereB to axis of capsuleA
|
||||
float radialDistance2 = glm::length2(radialAxis);
|
||||
if (radialDistance2 > totalRadius * totalRadius) {
|
||||
float totalRadius2 = totalRadius * totalRadius;
|
||||
if (radialDistance2 > totalRadius2) {
|
||||
// sphere is too far from capsule axis
|
||||
return false;
|
||||
}
|
||||
|
@ -162,6 +167,9 @@ bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, Col
|
|||
closestApproach = capsuleA->getPosition() + (sign * capsuleA->getHalfHeight()) * capsuleAxis;
|
||||
radialAxis = closestApproach - sphereB->getPosition();
|
||||
radialDistance2 = glm::length2(radialAxis);
|
||||
if (radialDistance2 > totalRadius2) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (radialDistance2 > EPSILON * EPSILON) {
|
||||
CollisionInfo* collision = collisions.getNewCollision();
|
||||
|
|
75
libraries/shared/src/StreamUtils.cpp
Normal file
75
libraries/shared/src/StreamUtils.cpp
Normal file
|
@ -0,0 +1,75 @@
|
|||
//
|
||||
// StreamUtils.cpp
|
||||
//
|
||||
// Created by Andrew Meadows on 2014.02.21
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include "StreamUtils.h"
|
||||
|
||||
const char* hex_digits = "0123456789abcdef";
|
||||
|
||||
void StreamUtil::dump(std::ostream& s, const QByteArray& buffer) {
|
||||
int row_size = 32;
|
||||
int i = 0;
|
||||
while (i < buffer.size()) {
|
||||
for(int j = 0; i < buffer.size() && j < row_size; ++j) {
|
||||
char byte = buffer[i];
|
||||
s << hex_digits[(byte >> 4) & 0x0f] << hex_digits[byte & 0x0f] << " ";
|
||||
++i;
|
||||
}
|
||||
s << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
std::ostream& operator<<(std::ostream& s, const glm::vec3& v) {
|
||||
s << "<" << v.x << " " << v.y << " " << v.z << ">";
|
||||
return s;
|
||||
}
|
||||
|
||||
std::ostream& operator<<(std::ostream& s, const glm::quat& q) {
|
||||
s << "<" << q.x << " " << q.y << " " << q.z << " " << q.w << ">";
|
||||
return s;
|
||||
}
|
||||
|
||||
std::ostream& operator<<(std::ostream& s, const glm::mat4& m) {
|
||||
s << "[";
|
||||
for (int j = 0; j < 4; ++j) {
|
||||
s << " " << m[0][j] << " " << m[1][j] << " " << m[2][j] << " " << m[3][j] << ";";
|
||||
}
|
||||
s << " ]";
|
||||
return s;
|
||||
}
|
||||
|
||||
// less common utils can be enabled with DEBUG
|
||||
#ifdef DEBUG
|
||||
|
||||
std::ostream& operator<<(std::ostream& s, const CollisionInfo& c) {
|
||||
s << "{penetration=" << c._penetration
|
||||
<< ", contactPoint=" << c._contactPoint
|
||||
<< ", addedVelocity=" << c._addedVelocity
|
||||
<< "}";
|
||||
return s;
|
||||
}
|
||||
|
||||
std::ostream& operator<<(std::ostream& s, const SphereShape& sphere) {
|
||||
s << "{type='sphere', center=" << sphere.getPosition()
|
||||
<< ", radius=" << sphere.getRadius()
|
||||
<< "}";
|
||||
return s;
|
||||
}
|
||||
|
||||
std::ostream& operator<<(std::ostream& s, const CapsuleShape& capsule) {
|
||||
s << "{type='capsule', center=" << capsule.getPosition()
|
||||
<< ", radius=" << capsule.getRadius()
|
||||
<< ", length=" << (2.f * capsule.getHalfHeight())
|
||||
<< ", begin=" << capsule.getStartPoint()
|
||||
<< ", end=" << capsule.getEndPoint()
|
||||
<< "}";
|
||||
return s;
|
||||
}
|
||||
|
||||
#endif // DEBUG
|
||||
|
39
libraries/shared/src/StreamUtils.h
Normal file
39
libraries/shared/src/StreamUtils.h
Normal file
|
@ -0,0 +1,39 @@
|
|||
//
|
||||
// StreamUtils.h
|
||||
//
|
||||
// Created by Andrew Meadows on 2014.02.21
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef __tests__StreamUtils__
|
||||
#define __tests__StreamUtils__
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include <QByteArray>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
|
||||
namespace StreamUtil {
|
||||
// dump the buffer, 32 bytes per row, each byte in hex, separated by whitespace
|
||||
void dump(std::ostream& s, const QByteArray& buffer);
|
||||
}
|
||||
|
||||
std::ostream& operator<<(std::ostream& s, const glm::vec3& v);
|
||||
std::ostream& operator<<(std::ostream& s, const glm::quat& q);
|
||||
std::ostream& operator<<(std::ostream& s, const glm::mat4& m);
|
||||
|
||||
// less common utils can be enabled with DEBUG
|
||||
#ifdef DEBUG
|
||||
#include "CollisionInfo.h"
|
||||
#include "SphereShape.h"
|
||||
#include "CapsuleShape.h"
|
||||
std::ostream& operator<<(std::ostream& s, const CollisionInfo& c);
|
||||
std::ostream& operator<<(std::ostream& s, const SphereShape& shape);
|
||||
std::ostream& operator<<(std::ostream& s, const CapsuleShape& capsule);
|
||||
#endif // DEBUG
|
||||
|
||||
|
||||
#endif // __tests__StreamUtils__
|
|
@ -13,12 +13,17 @@
|
|||
|
||||
#include <CollisionInfo.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <StreamUtils.h>
|
||||
|
||||
#include "CollisionInfoTests.h"
|
||||
#include "PhysicsTestUtil.h"
|
||||
|
||||
|
||||
/*
|
||||
|
||||
static glm::vec3 xAxis(1.f, 0.f, 0.f);
|
||||
static glm::vec3 xZxis(0.f, 1.f, 0.f);
|
||||
static glm::vec3 xYxis(0.f, 0.f, 1.f);
|
||||
|
||||
void CollisionInfoTests::rotateThenTranslate() {
|
||||
CollisionInfo collision;
|
||||
collision._penetration = xAxis;
|
||||
|
|
|
@ -16,11 +16,14 @@
|
|||
#include <ShapeCollider.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <SphereShape.h>
|
||||
#include <StreamUtils.h>
|
||||
|
||||
#include "PhysicsTestUtil.h"
|
||||
#include "ShapeColliderTests.h"
|
||||
|
||||
const glm::vec3 origin(0.f);
|
||||
static const glm::vec3 xAxis(1.f, 0.f, 0.f);
|
||||
static const glm::vec3 yAxis(0.f, 1.f, 0.f);
|
||||
static const glm::vec3 zAxis(0.f, 0.f, 1.f);
|
||||
|
||||
void ShapeColliderTests::sphereMissesSphere() {
|
||||
// non-overlapping spheres of unequal size
|
||||
|
|
Loading…
Reference in a new issue