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383 lines
No EOL
17 KiB
C++
383 lines
No EOL
17 KiB
C++
//
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// Created by Sabrina Shanman 7/16/2018
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// Copyright 2018 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "CollisionPick.h"
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#include <QtCore/QDebug>
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#include <glm/gtx/transform.hpp>
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#include "PhysicsCollisionGroups.h"
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#include "ScriptEngineLogging.h"
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#include "UUIDHasher.h"
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PickResultPointer CollisionPickResult::compareAndProcessNewResult(const PickResultPointer& newRes) {
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const std::shared_ptr<CollisionPickResult> newCollisionResult = std::static_pointer_cast<CollisionPickResult>(newRes);
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if (entityIntersections.size()) {
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entityIntersections.insert(entityIntersections.cend(), newCollisionResult->entityIntersections.begin(), newCollisionResult->entityIntersections.end());
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} else {
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entityIntersections = newCollisionResult->entityIntersections;
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}
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if (avatarIntersections.size()) {
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avatarIntersections.insert(avatarIntersections.cend(), newCollisionResult->avatarIntersections.begin(), newCollisionResult->avatarIntersections.end());
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} else {
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avatarIntersections = newCollisionResult->avatarIntersections;
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}
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intersects = entityIntersections.size() || avatarIntersections.size();
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if (newCollisionResult->loadState == LOAD_STATE_NOT_LOADED || loadState == LOAD_STATE_UNKNOWN) {
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loadState = (LoadState)newCollisionResult->loadState;
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}
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return std::make_shared<CollisionPickResult>(*this);
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}
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void buildObjectIntersectionsMap(IntersectionType intersectionType, const std::vector<ContactTestResult>& objectIntersections, std::unordered_map<QUuid, QVariantMap>& intersections, std::unordered_map<QUuid, QVariantList>& collisionPointPairs) {
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for (auto& objectIntersection : objectIntersections) {
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auto at = intersections.find(objectIntersection.foundID);
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if (at == intersections.end()) {
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QVariantMap intersectingObject;
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intersectingObject["id"] = objectIntersection.foundID;
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intersectingObject["type"] = intersectionType;
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intersections[objectIntersection.foundID] = intersectingObject;
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collisionPointPairs[objectIntersection.foundID] = QVariantList();
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}
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QVariantMap collisionPointPair;
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collisionPointPair["pointOnPick"] = vec3toVariant(objectIntersection.testCollisionPoint);
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collisionPointPair["pointOnObject"] = vec3toVariant(objectIntersection.foundCollisionPoint);
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collisionPointPairs[objectIntersection.foundID].append(collisionPointPair);
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}
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}
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QVariantMap CollisionPickResult::toVariantMap() const {
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QVariantMap variantMap;
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variantMap["intersects"] = intersects;
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std::unordered_map<QUuid, QVariantMap> intersections;
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std::unordered_map<QUuid, QVariantList> collisionPointPairs;
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buildObjectIntersectionsMap(ENTITY, entityIntersections, intersections, collisionPointPairs);
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buildObjectIntersectionsMap(AVATAR, avatarIntersections, intersections, collisionPointPairs);
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QVariantList qIntersectingObjects;
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for (auto& intersectionKeyVal : intersections) {
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const QUuid& id = intersectionKeyVal.first;
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QVariantMap& intersection = intersectionKeyVal.second;
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intersection["collisionContacts"] = collisionPointPairs[id];
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qIntersectingObjects.append(intersection);
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}
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variantMap["intersectingObjects"] = qIntersectingObjects;
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variantMap["loaded"] = (loadState == LOAD_STATE_LOADED);
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variantMap["collisionRegion"] = pickVariant;
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return variantMap;
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}
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bool CollisionPick::isShapeInfoReady() {
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if (_mathPick.shouldComputeShapeInfo()) {
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if (_cachedResource && _cachedResource->isLoaded()) {
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computeShapeInfo(_mathPick, *_mathPick.shapeInfo, _cachedResource);
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return true;
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}
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return false;
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}
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return true;
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}
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void CollisionPick::computeShapeInfo(CollisionRegion& pick, ShapeInfo& shapeInfo, QSharedPointer<GeometryResource> resource) {
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// This code was copied and modified from RenderableModelEntityItem::computeShapeInfo
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// TODO: Move to some shared code area (in entities-renderer? model-networking?)
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// after we verify this is working and do a diff comparison with RenderableModelEntityItem::computeShapeInfo
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// to consolidate the code.
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// We may also want to make computeShapeInfo always abstract away from the gpu model mesh, like it does here.
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const uint32_t TRIANGLE_STRIDE = 3;
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const uint32_t QUAD_STRIDE = 4;
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ShapeType type = shapeInfo.getType();
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glm::vec3 dimensions = pick.transform.getScale();
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if (type == SHAPE_TYPE_COMPOUND) {
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// should never fall in here when collision model not fully loaded
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// TODO: assert that all geometries exist and are loaded
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//assert(_model && _model->isLoaded() && _compoundShapeResource && _compoundShapeResource->isLoaded());
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const FBXGeometry& collisionGeometry = resource->getFBXGeometry();
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ShapeInfo::PointCollection& pointCollection = shapeInfo.getPointCollection();
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pointCollection.clear();
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uint32_t i = 0;
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// the way OBJ files get read, each section under a "g" line is its own meshPart. We only expect
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// to find one actual "mesh" (with one or more meshParts in it), but we loop over the meshes, just in case.
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foreach (const FBXMesh& mesh, collisionGeometry.meshes) {
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// each meshPart is a convex hull
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foreach (const FBXMeshPart &meshPart, mesh.parts) {
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pointCollection.push_back(QVector<glm::vec3>());
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ShapeInfo::PointList& pointsInPart = pointCollection[i];
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// run through all the triangles and (uniquely) add each point to the hull
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uint32_t numIndices = (uint32_t)meshPart.triangleIndices.size();
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// TODO: assert rather than workaround after we start sanitizing FBXMesh higher up
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//assert(numIndices % TRIANGLE_STRIDE == 0);
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numIndices -= numIndices % TRIANGLE_STRIDE; // WORKAROUND lack of sanity checking in FBXReader
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for (uint32_t j = 0; j < numIndices; j += TRIANGLE_STRIDE) {
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glm::vec3 p0 = mesh.vertices[meshPart.triangleIndices[j]];
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glm::vec3 p1 = mesh.vertices[meshPart.triangleIndices[j + 1]];
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glm::vec3 p2 = mesh.vertices[meshPart.triangleIndices[j + 2]];
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if (!pointsInPart.contains(p0)) {
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pointsInPart << p0;
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}
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if (!pointsInPart.contains(p1)) {
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pointsInPart << p1;
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}
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if (!pointsInPart.contains(p2)) {
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pointsInPart << p2;
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}
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}
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// run through all the quads and (uniquely) add each point to the hull
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numIndices = (uint32_t)meshPart.quadIndices.size();
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// TODO: assert rather than workaround after we start sanitizing FBXMesh higher up
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//assert(numIndices % QUAD_STRIDE == 0);
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numIndices -= numIndices % QUAD_STRIDE; // WORKAROUND lack of sanity checking in FBXReader
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for (uint32_t j = 0; j < numIndices; j += QUAD_STRIDE) {
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glm::vec3 p0 = mesh.vertices[meshPart.quadIndices[j]];
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glm::vec3 p1 = mesh.vertices[meshPart.quadIndices[j + 1]];
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glm::vec3 p2 = mesh.vertices[meshPart.quadIndices[j + 2]];
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glm::vec3 p3 = mesh.vertices[meshPart.quadIndices[j + 3]];
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if (!pointsInPart.contains(p0)) {
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pointsInPart << p0;
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}
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if (!pointsInPart.contains(p1)) {
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pointsInPart << p1;
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}
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if (!pointsInPart.contains(p2)) {
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pointsInPart << p2;
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}
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if (!pointsInPart.contains(p3)) {
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pointsInPart << p3;
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}
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}
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if (pointsInPart.size() == 0) {
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qCDebug(scriptengine) << "Warning -- meshPart has no faces";
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pointCollection.pop_back();
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continue;
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}
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++i;
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}
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}
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// We expect that the collision model will have the same units and will be displaced
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// from its origin in the same way the visual model is. The visual model has
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// been centered and probably scaled. We take the scaling and offset which were applied
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// to the visual model and apply them to the collision model (without regard for the
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// collision model's extents).
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glm::vec3 scaleToFit = dimensions / resource->getFBXGeometry().getUnscaledMeshExtents().size();
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// multiply each point by scale
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for (int32_t i = 0; i < pointCollection.size(); i++) {
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for (int32_t j = 0; j < pointCollection[i].size(); j++) {
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// back compensate for registration so we can apply that offset to the shapeInfo later
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pointCollection[i][j] = scaleToFit * pointCollection[i][j];
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}
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}
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shapeInfo.setParams(type, dimensions, resource->getURL().toString());
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} else if (type >= SHAPE_TYPE_SIMPLE_HULL && type <= SHAPE_TYPE_STATIC_MESH) {
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const FBXGeometry& fbxGeometry = resource->getFBXGeometry();
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int numFbxMeshes = fbxGeometry.meshes.size();
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int totalNumVertices = 0;
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for (int i = 0; i < numFbxMeshes; i++) {
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const FBXMesh& mesh = fbxGeometry.meshes.at(i);
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totalNumVertices += mesh.vertices.size();
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}
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const int32_t MAX_VERTICES_PER_STATIC_MESH = 1e6;
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if (totalNumVertices > MAX_VERTICES_PER_STATIC_MESH) {
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qWarning() << "model" << resource->getURL() << "has too many vertices" << totalNumVertices << "and will collide as a box.";
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shapeInfo.setParams(SHAPE_TYPE_BOX, 0.5f * dimensions);
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return;
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}
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auto& meshes = resource->getFBXGeometry().meshes;
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int32_t numMeshes = (int32_t)(meshes.size());
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const int MAX_ALLOWED_MESH_COUNT = 1000;
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if (numMeshes > MAX_ALLOWED_MESH_COUNT) {
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// too many will cause the deadlock timer to throw...
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shapeInfo.setParams(SHAPE_TYPE_BOX, 0.5f * dimensions);
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return;
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}
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ShapeInfo::PointCollection& pointCollection = shapeInfo.getPointCollection();
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pointCollection.clear();
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if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
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pointCollection.resize(numMeshes);
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} else {
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pointCollection.resize(1);
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}
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ShapeInfo::TriangleIndices& triangleIndices = shapeInfo.getTriangleIndices();
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triangleIndices.clear();
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Extents extents;
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int32_t meshCount = 0;
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int32_t pointListIndex = 0;
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for (auto& mesh : meshes) {
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if (!mesh.vertices.size()) {
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continue;
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}
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QVector<glm::vec3> vertices = mesh.vertices;
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ShapeInfo::PointList& points = pointCollection[pointListIndex];
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// reserve room
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int32_t sizeToReserve = (int32_t)(vertices.count());
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if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
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// a list of points for each mesh
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pointListIndex++;
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} else {
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// only one list of points
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sizeToReserve += (int32_t)points.size();
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}
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points.reserve(sizeToReserve);
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// copy points
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const glm::vec3* vertexItr = vertices.cbegin();
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while (vertexItr != vertices.cend()) {
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glm::vec3 point = *vertexItr;
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points.push_back(point);
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extents.addPoint(point);
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++vertexItr;
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}
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if (type == SHAPE_TYPE_STATIC_MESH) {
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// copy into triangleIndices
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size_t triangleIndicesCount = 0;
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for (const FBXMeshPart& meshPart : mesh.parts) {
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triangleIndicesCount += meshPart.triangleIndices.count();
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}
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triangleIndices.reserve((int)triangleIndicesCount);
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for (const FBXMeshPart& meshPart : mesh.parts) {
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const int* indexItr = meshPart.triangleIndices.cbegin();
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while (indexItr != meshPart.triangleIndices.cend()) {
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triangleIndices.push_back(*indexItr);
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++indexItr;
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}
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}
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} else if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
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// for each mesh copy unique part indices, separated by special bogus (flag) index values
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for (const FBXMeshPart& meshPart : mesh.parts) {
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// collect unique list of indices for this part
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std::set<int32_t> uniqueIndices;
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auto numIndices = meshPart.triangleIndices.count();
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// TODO: assert rather than workaround after we start sanitizing FBXMesh higher up
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//assert(numIndices% TRIANGLE_STRIDE == 0);
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numIndices -= numIndices % TRIANGLE_STRIDE; // WORKAROUND lack of sanity checking in FBXReader
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auto indexItr = meshPart.triangleIndices.cbegin();
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while (indexItr != meshPart.triangleIndices.cend()) {
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uniqueIndices.insert(*indexItr);
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++indexItr;
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}
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// store uniqueIndices in triangleIndices
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triangleIndices.reserve(triangleIndices.size() + (int32_t)uniqueIndices.size());
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for (auto index : uniqueIndices) {
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triangleIndices.push_back(index);
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}
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// flag end of part
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triangleIndices.push_back(END_OF_MESH_PART);
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}
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// flag end of mesh
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triangleIndices.push_back(END_OF_MESH);
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}
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++meshCount;
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}
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// scale and shift
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glm::vec3 extentsSize = extents.size();
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glm::vec3 scaleToFit = dimensions / extentsSize;
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for (int32_t i = 0; i < 3; ++i) {
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if (extentsSize[i] < 1.0e-6f) {
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scaleToFit[i] = 1.0f;
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}
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}
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for (auto points : pointCollection) {
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for (int32_t i = 0; i < points.size(); ++i) {
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points[i] = (points[i] * scaleToFit);
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}
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}
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shapeInfo.setParams(type, 0.5f * dimensions, resource->getURL().toString());
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}
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}
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CollisionRegion CollisionPick::getMathematicalPick() const {
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return _mathPick;
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}
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void CollisionPick::filterIntersections(std::vector<ContactTestResult>& intersections) const {
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const QVector<QUuid>& ignoreItems = getIgnoreItems();
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const QVector<QUuid>& includeItems = getIncludeItems();
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bool isWhitelist = !includeItems.empty();
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if (!isWhitelist && ignoreItems.empty()) {
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return;
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}
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int n = (int)intersections.size();
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for (int i = 0; i < n; i++) {
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auto& intersection = intersections[i];
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const QUuid& id = intersection.foundID;
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if (ignoreItems.contains(id) || (isWhitelist && !includeItems.contains(id))) {
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intersections[i] = intersections[--n];
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intersections.pop_back();
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}
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}
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}
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PickResultPointer CollisionPick::getEntityIntersection(const CollisionRegion& pick) {
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if (!isShapeInfoReady()) {
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// Cannot compute result
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
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}
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auto& entityIntersections = _physicsEngine->contactTest(USER_COLLISION_MASK_ENTITIES, *pick.shapeInfo, pick.transform);
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filterIntersections(entityIntersections);
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return std::make_shared<CollisionPickResult>(pick, CollisionPickResult::LOAD_STATE_LOADED, entityIntersections, std::vector<ContactTestResult>());
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}
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PickResultPointer CollisionPick::getOverlayIntersection(const CollisionRegion& pick) {
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), isShapeInfoReady() ? CollisionPickResult::LOAD_STATE_LOADED : CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
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}
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PickResultPointer CollisionPick::getAvatarIntersection(const CollisionRegion& pick) {
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if (!isShapeInfoReady()) {
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// Cannot compute result
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
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}
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auto &avatarIntersections = _physicsEngine->contactTest(USER_COLLISION_MASK_AVATARS, *pick.shapeInfo, pick.transform);
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filterIntersections(avatarIntersections);
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return std::make_shared<CollisionPickResult>(pick, CollisionPickResult::LOAD_STATE_LOADED, std::vector<ContactTestResult>(), avatarIntersections);
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}
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PickResultPointer CollisionPick::getHUDIntersection(const CollisionRegion& pick) {
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), isShapeInfoReady() ? CollisionPickResult::LOAD_STATE_LOADED : CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
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} |