Merge pull request #3486 from ZappoMan/moreWorkOnCollidingEntitites

Improvements to entity collisions (using shape collider)
This commit is contained in:
Philip Rosedale 2014-09-26 11:25:51 -07:00
commit 7c1333dcb0
17 changed files with 281 additions and 21 deletions

View file

@ -2449,6 +2449,7 @@ function Tooltip() {
text += "Lifetime: " + properties.lifetime + "\n"
}
text += "Age: " + properties.ageAsText + "\n"
text += "Mass: " + properties.mass + "\n"
text += "Script: " + properties.script + "\n"
@ -2906,6 +2907,8 @@ function handeMenuEvent(menuItem) {
index++;
array.push({ label: "Linear Damping:", value: properties.damping.toFixed(decimals) });
index++;
array.push({ label: "Mass:", value: properties.mass.toFixed(decimals) });
index++;
array.push({ label: "Angular Pitch:", value: properties.angularVelocity.x.toFixed(decimals) });
index++;
array.push({ label: "Angular Yaw:", value: properties.angularVelocity.y.toFixed(decimals) });
@ -3052,6 +3055,7 @@ Window.nonBlockingFormClosed.connect(function() {
properties.velocity.y = array[index++].value;
properties.velocity.z = array[index++].value;
properties.damping = array[index++].value;
properties.mass = array[index++].value;
properties.angularVelocity.x = array[index++].value;
properties.angularVelocity.y = array[index++].value;

View file

@ -13,8 +13,10 @@
#include <AbstractAudioInterface.h>
#include <VoxelTree.h>
#include <AvatarData.h>
#include <CollisionInfo.h>
#include <HeadData.h>
#include <HandData.h>
#include <SphereShape.h>
#include "EntityItem.h"
#include "EntityCollisionSystem.h"
@ -103,11 +105,28 @@ void EntityCollisionSystem::updateCollisionWithVoxels(EntityItem* entity) {
}
void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
glm::vec3 center = entityA->getPosition() * (float)(TREE_SCALE);
float radius = entityA->getRadius() * (float)(TREE_SCALE);
glm::vec3 penetration;
EntityItem* entityB;
if (_entities->findSpherePenetration(center, radius, penetration, (void**)&entityB, Octree::NoLock)) {
EntityItem* entityB = NULL;
const float MAX_COLLISIONS_PER_ENTITY = 32;
CollisionList collisions(MAX_COLLISIONS_PER_ENTITY);
bool shapeCollisionsAccurate = false;
bool shapeCollisions = _entities->findShapeCollisions(&entityA->getCollisionShapeInMeters(),
collisions, Octree::NoLock, &shapeCollisionsAccurate);
if (shapeCollisions) {
for(int i = 0; i < collisions.size(); i++) {
CollisionInfo* collision = collisions[i];
penetration = collision->_penetration;
entityB = static_cast<EntityItem*>(collision->_extraData);
// TODO: how to handle multiple collisions?
break;
}
}
if (shapeCollisions) {
// NOTE: 'penetration' is the depth that 'entityA' overlaps 'entityB'. It points from A into B.
glm::vec3 penetrationInTreeUnits = penetration / (float)(TREE_SCALE);

View file

@ -70,6 +70,8 @@ void EntityItem::initFromEntityItemID(const EntityItemID& entityItemID) {
_angularVelocity = DEFAULT_ANGULAR_VELOCITY;
_angularDamping = DEFAULT_ANGULAR_DAMPING;
_visible = DEFAULT_VISIBLE;
recalculateCollisionShape();
}
EntityItem::EntityItem(const EntityItemID& entityItemID) {
@ -490,6 +492,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
bytesRead += readEntitySubclassDataFromBuffer(dataAt, (bytesLeftToRead - bytesRead), args, propertyFlags, overwriteLocalData);
recalculateCollisionShape();
}
return bytesRead;
}
@ -675,7 +678,7 @@ void EntityItem::update(const quint64& updateTime) {
velocity = NO_VELOCITY;
}
setPosition(position);
setPosition(position); // this will automatically recalculate our collision shape
setVelocity(velocity);
if (wantDebug) {
@ -749,7 +752,7 @@ bool EntityItem::setProperties(const EntityItemProperties& properties, bool forc
}
}
SET_ENTITY_PROPERTY_FROM_PROPERTIES(position, setPositionInMeters);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(position, setPositionInMeters); // this will call recalculate collision shape if needed
SET_ENTITY_PROPERTY_FROM_PROPERTIES(dimensions, setDimensionsInMeters); // NOTE: radius is obsolete
SET_ENTITY_PROPERTY_FROM_PROPERTIES(rotation, setRotation);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(mass, setMass);
@ -903,3 +906,11 @@ float EntityItem::getRadius() const {
return radius;
}
void EntityItem::recalculateCollisionShape() {
AACube entityAACube = getMinimumAACube();
entityAACube.scale(TREE_SCALE); // scale to meters
_collisionShape.setTranslation(entityAACube.calcCenter());
_collisionShape.setScale(entityAACube.getScale());
}

View file

@ -16,6 +16,7 @@
#include <glm/glm.hpp>
#include <AACubeShape.h>
#include <AnimationCache.h> // for Animation, AnimationCache, and AnimationPointer classes
#include <Octree.h> // for EncodeBitstreamParams class
#include <OctreeElement.h> // for OctreeElement::AppendState
@ -123,7 +124,9 @@ public:
EntityTypes::EntityType getType() const { return _type; }
const glm::vec3& getPosition() const { return _position; } /// get position in domain scale units (0.0 - 1.0)
glm::vec3 getPositionInMeters() const { return _position * (float) TREE_SCALE; } /// get position in meters
void setPosition(const glm::vec3& value) { _position = value; } /// set position in domain scale units (0.0 - 1.0)
/// set position in domain scale units (0.0 - 1.0)
void setPosition(const glm::vec3& value) { _position = value; recalculateCollisionShape(); }
void setPositionInMeters(const glm::vec3& value) /// set position in meter units (0.0 - TREE_SCALE)
{ setPosition(glm::clamp(value / (float) TREE_SCALE, 0.0f, 1.0f)); }
@ -137,14 +140,14 @@ public:
float getLargestDimension() const { return glm::length(_dimensions); } /// get the largest possible dimension
/// set dimensions in domain scale units (0.0 - 1.0) this will also reset radius appropriately
void setDimensions(const glm::vec3& value) { _dimensions = value; }
void setDimensions(const glm::vec3& value) { _dimensions = value; ; recalculateCollisionShape(); }
/// set dimensions in meter units (0.0 - TREE_SCALE) this will also reset radius appropriately
void setDimensionsInMeters(const glm::vec3& value) { setDimensions(value / (float) TREE_SCALE); }
static const glm::quat DEFAULT_ROTATION;
const glm::quat& getRotation() const { return _rotation; }
void setRotation(const glm::quat& rotation) { _rotation = rotation; }
void setRotation(const glm::quat& rotation) { _rotation = rotation; ; recalculateCollisionShape(); }
static const float DEFAULT_GLOW_LEVEL;
float getGlowLevel() const { return _glowLevel; }
@ -207,7 +210,10 @@ public:
static const glm::vec3 DEFAULT_REGISTRATION_POINT;
const glm::vec3& getRegistrationPoint() const { return _registrationPoint; } /// registration point as ratio of entity
void setRegistrationPoint(const glm::vec3& value) { _registrationPoint = glm::clamp(value, 0.0f, 1.0f); } /// registration point as ratio of entity
/// registration point as ratio of entity
void setRegistrationPoint(const glm::vec3& value)
{ _registrationPoint = glm::clamp(value, 0.0f, 1.0f); recalculateCollisionShape(); }
static const glm::vec3 NO_ANGULAR_VELOCITY;
static const glm::vec3 DEFAULT_ANGULAR_VELOCITY;
@ -229,9 +235,11 @@ public:
float getRadius() const;
void applyHardCollision(const CollisionInfo& collisionInfo);
virtual const Shape& getCollisionShapeInMeters() const { return _collisionShape; }
protected:
virtual void initFromEntityItemID(const EntityItemID& entityItemID); // maybe useful to allow subclasses to init
virtual void recalculateCollisionShape();
EntityTypes::EntityType _type;
QUuid _id;
@ -264,6 +272,7 @@ protected:
/// set radius in domain scale units (0.0 - 1.0) this will also reset dimensions to be equal for each axis
void setRadius(float value);
AACubeShape _collisionShape;
};

View file

@ -134,6 +134,7 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine) cons
COPY_PROPERTY_TO_QSCRIPTVALUE_VEC3(velocity);
COPY_PROPERTY_TO_QSCRIPTVALUE_VEC3(gravity);
COPY_PROPERTY_TO_QSCRIPTVALUE(damping);
COPY_PROPERTY_TO_QSCRIPTVALUE(mass);
COPY_PROPERTY_TO_QSCRIPTVALUE(lifetime);
COPY_PROPERTY_TO_QSCRIPTVALUE_GETTER(age, getAge()); // gettable, but not settable
COPY_PROPERTY_TO_QSCRIPTVALUE_GETTER(ageAsText, formatSecondsElapsed(getAge())); // gettable, but not settable

View file

@ -11,6 +11,9 @@
#include <glm/gtx/transform.hpp>
#include <AACubeShape.h>
#include <ShapeCollider.h>
#include <FBXReader.h>
#include <GeometryUtil.h>
@ -546,6 +549,25 @@ bool EntityTreeElement::findSpherePenetration(const glm::vec3& center, float rad
return false;
}
bool EntityTreeElement::findShapeCollisions(const Shape* shape, CollisionList& collisions) const {
bool atLeastOneCollision = false;
QList<EntityItem*>::iterator entityItr = _entityItems->begin();
QList<EntityItem*>::const_iterator entityEnd = _entityItems->end();
while(entityItr != entityEnd) {
EntityItem* entity = (*entityItr);
const Shape* otherCollisionShape = &entity->getCollisionShapeInMeters();
if (shape != otherCollisionShape) {
if (ShapeCollider::collideShapes(shape, otherCollisionShape, collisions)) {
CollisionInfo* lastCollision = collisions.getLastCollision();
lastCollision->_extraData = entity;
atLeastOneCollision = true;
}
}
++entityItr;
}
return atLeastOneCollision;
}
void EntityTreeElement::updateEntityItemID(const EntityItemID& creatorTokenEntityID, const EntityItemID& knownIDEntityID) {
uint16_t numberOfEntities = _entityItems->size();
for (uint16_t i = 0; i < numberOfEntities; i++) {

View file

@ -142,6 +142,8 @@ public:
virtual bool findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const;
virtual bool findShapeCollisions(const Shape* shape, CollisionList& collisions) const;
const QList<EntityItem*>& getEntities() const { return *_entityItems; }
QList<EntityItem*>& getEntities() { return *_entityItems; }
bool hasEntities() const { return _entityItems ? _entityItems->size() > 0 : false; }

View file

@ -88,4 +88,11 @@ void SphereEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBi
bool successPropertyFits = true;
APPEND_ENTITY_PROPERTY(PROP_COLOR, appendColor, getColor());
}
}
void SphereEntityItem::recalculateCollisionShape() {
_sphereShape.setTranslation(getCenterInMeters());
glm::vec3 dimensionsInMeters = getDimensionsInMeters();
float largestDiameter = glm::max(dimensionsInMeters.x, dimensionsInMeters.y, dimensionsInMeters.z);
_sphereShape.setRadius(largestDiameter / 2.0f);
}

View file

@ -12,7 +12,8 @@
#ifndef hifi_SphereEntityItem_h
#define hifi_SphereEntityItem_h
#include "EntityItem.h"
#include <SphereShape.h>
#include "EntityItem.h"
class SphereEntityItem : public EntityItem {
public:
@ -49,9 +50,14 @@ public:
_color[GREEN_INDEX] = value.green;
_color[BLUE_INDEX] = value.blue;
}
virtual const Shape& getCollisionShapeInMeters() const { return _sphereShape; }
protected:
virtual void recalculateCollisionShape();
rgbColor _color;
SphereShape _sphereShape;
};
#endif // hifi_SphereEntityItem_h

View file

@ -817,9 +817,6 @@ bool findCapsulePenetrationOp(OctreeElement* element, void* extraData) {
if (!box.expandedIntersectsSegment(args->start, args->end, args->radius)) {
return false;
}
if (!element->isLeaf()) {
return true; // recurse on children
}
if (element->hasContent()) {
glm::vec3 nodePenetration;
if (box.findCapsulePenetration(args->start, args->end, args->radius, nodePenetration)) {
@ -827,27 +824,29 @@ bool findCapsulePenetrationOp(OctreeElement* element, void* extraData) {
args->found = true;
}
}
if (!element->isLeaf()) {
return true; // recurse on children
}
return false;
}
bool findShapeCollisionsOp(OctreeElement* element, void* extraData) {
ShapeArgs* args = static_cast<ShapeArgs*>(extraData);
// coarse check against bounds
AACube cube = element->getAACube();
cube.scale(TREE_SCALE);
if (!cube.expandedContains(args->shape->getTranslation(), args->shape->getBoundingRadius())) {
return false;
}
if (!element->isLeaf()) {
return true; // recurse on children
}
if (element->hasContent()) {
if (ShapeCollider::collideShapeWithAACubeLegacy(args->shape, cube.calcCenter(), cube.getScale(), args->collisions)) {
if (element->findShapeCollisions(args->shape, args->collisions)) {
args->found = true;
return true;
}
}
if (!element->isLeaf()) {
return true; // recurse on children
}
return false;
}

View file

@ -9,6 +9,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <assert.h>
#include <cmath>
#include <cstring>
#include <stdio.h>
@ -17,7 +18,8 @@
#include <NodeList.h>
#include <PerfStat.h>
#include <assert.h>
#include <AACubeShape.h>
#include <ShapeCollider.h>
#include "AACube.h"
#include "OctalCode.h"
@ -1369,6 +1371,11 @@ bool OctreeElement::findSpherePenetration(const glm::vec3& center, float radius,
return _cube.findSpherePenetration(center, radius, penetration);
}
bool OctreeElement::findShapeCollisions(const Shape* shape, CollisionList& collisions) const {
AACube cube = getAACube();
cube.scale(TREE_SCALE);
return ShapeCollider::collideShapeWithAACubeLegacy(shape, cube.calcCenter(), cube.getScale(), collisions);
}
// TODO: consider removing this, or switching to using getOrCreateChildElementContaining(const AACube& box)...
OctreeElement* OctreeElement::getOrCreateChildElementAt(float x, float y, float z, float s) {

View file

@ -25,6 +25,7 @@
#include "ViewFrustum.h"
#include "OctreeConstants.h"
class CollisionList;
class EncodeBitstreamParams;
class Octree;
class OctreeElement;
@ -32,6 +33,7 @@ class OctreeElementBag;
class OctreeElementDeleteHook;
class OctreePacketData;
class ReadBitstreamToTreeParams;
class Shape;
class VoxelSystem;
const float SMALLEST_REASONABLE_OCTREE_ELEMENT_SCALE = (1.0f / TREE_SCALE) / 10000.0f; // 1/10,000th of a meter
@ -128,6 +130,8 @@ public:
virtual bool findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const;
virtual bool findShapeCollisions(const Shape* shape, CollisionList& collisions) const;
// Base class methods you don't need to implement
const unsigned char* getOctalCode() const { return (_octcodePointer) ? _octalCode.pointer : &_octalCode.buffer[0]; }
OctreeElement* getChildAtIndex(int childIndex) const;

View file

@ -12,6 +12,7 @@
#ifndef hifi_AACubeShape_h
#define hifi_AACubeShape_h
#include <QDebug>
#include "Shape.h"
class AACubeShape : public Shape {
@ -28,9 +29,22 @@ public:
bool findRayIntersection(RayIntersectionInfo& intersection) const;
float getVolume() const { return _scale * _scale * _scale; }
virtual QDebug& dumpToDebug(QDebug& debugConext) const;
protected:
float _scale;
};
inline QDebug& AACubeShape::dumpToDebug(QDebug& debugConext) const {
debugConext << "AACubeShape[ ("
<< "type: " << getType()
<< "position: "
<< getTranslation().x << ", " << getTranslation().y << ", " << getTranslation().z
<< "scale: "
<< getScale()
<< "]";
return debugConext;
}
#endif // hifi_AACubeShape_h

View file

@ -54,6 +54,8 @@ public:
const Shape* _shapeA; // pointer to shapeA in this collision
const Shape* _shapeB; // pointer to shapeB in this collision
void* _extraData; // pointer to extraData for this collision, opaque to the collision info, useful for external data
float _damping; // range [0,1] of friction coeficient
float _elasticity; // range [0,1] of energy conservation
glm::vec3 _contactPoint; // world-frame point on BodyA that is deepest into BodyB

View file

@ -14,6 +14,7 @@
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <QDebug>
#include <QtGlobal>
#include <QVector>
@ -80,6 +81,8 @@ public:
virtual float getVolume() const { return 1.0; }
virtual void getVerletPoints(QVector<VerletPoint*>& points) {}
virtual QDebug& dumpToDebug(QDebug& debugConext) const;
protected:
// these ctors are protected (used by derived classes only)
@ -113,4 +116,25 @@ protected:
float _mass;
};
inline QDebug& Shape::dumpToDebug(QDebug& debugConext) const {
debugConext << "Shape[ ("
<< "type: " << getType()
<< "position: "
<< getTranslation().x << ", " << getTranslation().y << ", " << getTranslation().z
<< "radius: "
<< getBoundingRadius()
<< "]";
return debugConext;
}
inline QDebug operator<<(QDebug debug, const Shape& shape) {
return shape.dumpToDebug(debug);
}
inline QDebug operator<<(QDebug debug, const Shape* shape) {
return shape->dumpToDebug(debug);
}
#endif // hifi_Shape_h

View file

@ -20,6 +20,8 @@
#include "PlaneShape.h"
#include "SphereShape.h"
#include "StreamUtils.h"
// NOTE:
//
// * Large ListShape's are inefficient keep the lists short.
@ -978,7 +980,112 @@ bool aaCubeVsCapsule(const Shape* shapeA, const Shape* shapeB, CollisionList& co
return capsuleVsAACube(shapeB, shapeA, collisions);
}
// helper function
CollisionInfo* aaCubeVsAACubeHelper(const glm::vec3& cubeCenterA, float cubeSideA, const glm::vec3& cubeCenterB,
float cubeSideB, CollisionList& collisions) {
// cube is A
// cube is B
// BA = B - A = from center of A to center of B
float halfCubeSideA = 0.5f * cubeSideA;
float halfCubeSideB = 0.5f * cubeSideB;
glm::vec3 BA = cubeCenterB - cubeCenterA;
float distance = glm::length(BA);
if (distance > EPSILON) {
float maxBA = glm::max(glm::max(glm::abs(BA.x), glm::abs(BA.y)), glm::abs(BA.z));
if (maxBA > halfCubeSideB + halfCubeSideA) {
// cube misses cube entirely
return NULL;
}
CollisionInfo* collision = collisions.getNewCollision();
if (!collision) {
return NULL; // no more room for collisions
}
if (maxBA > halfCubeSideB) {
// cube hits cube but its center is outside cube
// compute contact anti-pole on cube (in cube frame)
glm::vec3 cubeContact = glm::abs(BA);
if (cubeContact.x > halfCubeSideB) {
cubeContact.x = halfCubeSideB;
}
if (cubeContact.y > halfCubeSideB) {
cubeContact.y = halfCubeSideB;
}
if (cubeContact.z > halfCubeSideB) {
cubeContact.z = halfCubeSideB;
}
glm::vec3 signs = glm::sign(BA);
cubeContact.x *= signs.x;
cubeContact.y *= signs.y;
cubeContact.z *= signs.z;
// compute penetration direction
glm::vec3 direction = BA - cubeContact;
float lengthDirection = glm::length(direction);
if (lengthDirection < EPSILON) {
// cubeCenterA is touching cube B surface, so we can't use the difference between those two
// points to compute the penetration direction. Instead we use the unitary components of
// cubeContact.
glm::modf(cubeContact / halfCubeSideB, direction);
lengthDirection = glm::length(direction);
} else if (lengthDirection > halfCubeSideA) {
collisions.deleteLastCollision();
return NULL;
}
direction /= lengthDirection;
// compute collision details
collision->_contactPoint = cubeCenterA + halfCubeSideA * direction;
collision->_penetration = halfCubeSideA * direction - (BA - cubeContact);
} else {
// cube center is inside cube
// --> push out nearest face
glm::vec3 direction;
BA /= maxBA;
glm::modf(BA, direction);
float lengthDirection = glm::length(direction);
direction /= lengthDirection;
// compute collision details
collision->_floatData = cubeSideB;
collision->_vecData = cubeCenterB;
collision->_penetration = (halfCubeSideB * lengthDirection + halfCubeSideA - maxBA * glm::dot(BA, direction)) * direction;
collision->_contactPoint = cubeCenterA + halfCubeSideA * direction;
}
collision->_shapeA = NULL;
collision->_shapeB = NULL;
return collision;
} else if (halfCubeSideA + halfCubeSideB > distance) {
// NOTE: for cocentric approximation we collide sphere and cube as two spheres which means
// this algorithm will probably be wrong when both sphere and cube are very small (both ~EPSILON)
CollisionInfo* collision = collisions.getNewCollision();
if (collision) {
// the penetration and contactPoint are undefined, so we pick a penetration direction (-yAxis)
collision->_penetration = (halfCubeSideA + halfCubeSideB) * glm::vec3(0.0f, -1.0f, 0.0f);
// contactPoint is on surface of A
collision->_contactPoint = cubeCenterA + collision->_penetration;
collision->_shapeA = NULL;
collision->_shapeB = NULL;
return collision;
}
}
return NULL;
}
bool aaCubeVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
// BA = B - A = from center of A to center of B
const AACubeShape* cubeA = static_cast<const AACubeShape*>(shapeA);
const AACubeShape* cubeB = static_cast<const AACubeShape*>(shapeB);
CollisionInfo* collision = aaCubeVsAACubeHelper( cubeA->getTranslation(), cubeA->getScale(),
cubeB->getTranslation(), cubeB->getScale(), collisions);
if (collision) {
collision->_shapeA = shapeA;
collision->_shapeB = shapeB;
return true;
}
return false;
}

View file

@ -39,4 +39,26 @@ public:
float getVolume() const { return 1.3333333333f * PI * _boundingRadius * _boundingRadius * _boundingRadius; }
};
inline QDebug operator<<(QDebug debug, const SphereShape& shape) {
debug << "SphereShape[ ("
<< "position: "
<< shape.getTranslation().x << ", " << shape.getTranslation().y << ", " << shape.getTranslation().z
<< "radius: "
<< shape.getRadius()
<< "]";
return debug;
}
inline QDebug operator<<(QDebug debug, const SphereShape* shape) {
debug << "SphereShape[ ("
<< "center: "
<< shape->getTranslation().x << ", " << shape->getTranslation().y << ", " << shape->getTranslation().z
<< "radius: "
<< shape->getRadius()
<< "]";
return debug;
}
#endif // hifi_SphereShape_h