mirror of
https://github.com/lubosz/overte.git
synced 2025-04-24 14:03:17 +02:00
resolve conflicts on merge with upstream master
This commit is contained in:
commit
d5b1bee13c
16 changed files with 418 additions and 211 deletions
|
@ -85,13 +85,13 @@ MyAvatar::MyAvatar() :
|
|||
}
|
||||
_skeletonModel.setEnableShapes(true);
|
||||
// The skeleton is both a PhysicsEntity and Ragdoll, so we add it to the simulation once for each type.
|
||||
_physicsSimulation.addEntity(&_skeletonModel);
|
||||
_physicsSimulation.addRagdoll(&_skeletonModel);
|
||||
_physicsSimulation.setEntity(&_skeletonModel);
|
||||
_physicsSimulation.setRagdoll(&_skeletonModel);
|
||||
}
|
||||
|
||||
MyAvatar::~MyAvatar() {
|
||||
_physicsSimulation.removeEntity(&_skeletonModel);
|
||||
_physicsSimulation.removeRagdoll(&_skeletonModel);
|
||||
_physicsSimulation.setRagdoll(NULL);
|
||||
_physicsSimulation.setEntity(NULL);
|
||||
_lookAtTargetAvatar.clear();
|
||||
}
|
||||
|
||||
|
@ -206,9 +206,10 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
{
|
||||
PerformanceTimer perfTimer("ragdoll");
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideAsRagdoll)) {
|
||||
const int minError = 0.01f;
|
||||
const float minError = 0.01f;
|
||||
const float maxIterations = 10;
|
||||
const quint64 maxUsec = 2000;
|
||||
_physicsSimulation.setTranslation(_position);
|
||||
_physicsSimulation.stepForward(deltaTime, minError, maxIterations, maxUsec);
|
||||
} else {
|
||||
_skeletonModel.moveShapesTowardJoints(1.0f);
|
||||
|
@ -235,12 +236,10 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
} else {
|
||||
_trapDuration = 0.0f;
|
||||
}
|
||||
/* TODO: Andrew to make this work
|
||||
if (_collisionGroups & COLLISION_GROUP_AVATARS) {
|
||||
PerformanceTimer perfTimer("avatars");
|
||||
updateCollisionWithAvatars(deltaTime);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// consider updating our billboard
|
||||
|
@ -1551,8 +1550,6 @@ bool findAvatarAvatarPenetration(const glm::vec3 positionA, float radiusA, float
|
|||
return false;
|
||||
}
|
||||
|
||||
const float BODY_COLLISION_RESOLUTION_TIMESCALE = 0.5f; // seconds
|
||||
|
||||
void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
|
||||
// Reset detector for nearest avatar
|
||||
_distanceToNearestAvatar = std::numeric_limits<float>::max();
|
||||
|
@ -1563,41 +1560,51 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
|
|||
}
|
||||
float myBoundingRadius = getBoundingRadius();
|
||||
|
||||
const float BODY_COLLISION_RESOLUTION_FACTOR = glm::max(1.0f, deltaTime / BODY_COLLISION_RESOLUTION_TIMESCALE);
|
||||
|
||||
// find nearest avatar
|
||||
float nearestDistance2 = std::numeric_limits<float>::max();
|
||||
Avatar* nearestAvatar = NULL;
|
||||
foreach (const AvatarSharedPointer& avatarPointer, avatars) {
|
||||
Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
|
||||
if (static_cast<Avatar*>(this) == avatar) {
|
||||
// don't collide with ourselves
|
||||
continue;
|
||||
}
|
||||
float distance = glm::length(_position - avatar->getPosition());
|
||||
if (_distanceToNearestAvatar > distance) {
|
||||
_distanceToNearestAvatar = distance;
|
||||
float distance2 = glm::distance2(_position, avatar->getPosition());
|
||||
if (nearestDistance2 > distance2) {
|
||||
nearestDistance2 = distance2;
|
||||
nearestAvatar = avatar;
|
||||
}
|
||||
float theirBoundingRadius = avatar->getBoundingRadius();
|
||||
if (distance < myBoundingRadius + theirBoundingRadius) {
|
||||
// collide our body against theirs
|
||||
QVector<const Shape*> myShapes;
|
||||
_skeletonModel.getBodyShapes(myShapes);
|
||||
QVector<const Shape*> theirShapes;
|
||||
avatar->getSkeletonModel().getBodyShapes(theirShapes);
|
||||
}
|
||||
_distanceToNearestAvatar = glm::sqrt(nearestDistance2);
|
||||
|
||||
CollisionInfo collision;
|
||||
if (ShapeCollider::collideShapesCoarse(myShapes, theirShapes, collision)) {
|
||||
float penetrationDepth = glm::length(collision._penetration);
|
||||
if (penetrationDepth > myBoundingRadius) {
|
||||
qDebug() << "WARNING: ignoring avatar-avatar penetration depth " << penetrationDepth;
|
||||
}
|
||||
else if (penetrationDepth > EPSILON) {
|
||||
setPosition(getPosition() - BODY_COLLISION_RESOLUTION_FACTOR * collision._penetration);
|
||||
_lastBodyPenetration += collision._penetration;
|
||||
emit collisionWithAvatar(getSessionUUID(), avatar->getSessionUUID(), collision);
|
||||
}
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideAsRagdoll)) {
|
||||
if (nearestAvatar != NULL) {
|
||||
if (_distanceToNearestAvatar > myBoundingRadius + nearestAvatar->getBoundingRadius()) {
|
||||
// they aren't close enough to put into the _physicsSimulation
|
||||
// so we clear the pointer
|
||||
nearestAvatar = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (const AvatarSharedPointer& avatarPointer, avatars) {
|
||||
Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
|
||||
if (static_cast<Avatar*>(this) == avatar) {
|
||||
// don't collide with ourselves
|
||||
continue;
|
||||
}
|
||||
SkeletonModel* skeleton = &(avatar->getSkeletonModel());
|
||||
PhysicsSimulation* simulation = skeleton->getSimulation();
|
||||
if (avatar == nearestAvatar) {
|
||||
if (simulation != &(_physicsSimulation)) {
|
||||
skeleton->setEnableShapes(true);
|
||||
_physicsSimulation.addEntity(skeleton);
|
||||
_physicsSimulation.addRagdoll(skeleton);
|
||||
}
|
||||
} else if (simulation == &(_physicsSimulation)) {
|
||||
_physicsSimulation.removeRagdoll(skeleton);
|
||||
_physicsSimulation.removeEntity(skeleton);
|
||||
skeleton->setEnableShapes(false);
|
||||
}
|
||||
|
||||
// collide their hands against us
|
||||
avatar->getHand()->collideAgainstAvatar(this, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -490,11 +490,13 @@ void SkeletonModel::renderRagdoll() {
|
|||
float alpha = 0.3f;
|
||||
float radius1 = 0.008f;
|
||||
float radius2 = 0.01f;
|
||||
glm::vec3 simulationTranslation = getTranslationInSimulationFrame();
|
||||
for (int i = 0; i < numPoints; ++i) {
|
||||
glPushMatrix();
|
||||
// draw each point as a yellow hexagon with black border
|
||||
glm::vec3 position = _rotation * _ragdollPoints[i]._position;
|
||||
// NOTE: ragdollPoints are in simulation-frame but we want them to be model-relative
|
||||
glm::vec3 position = _ragdollPoints[i]._position - simulationTranslation;
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
// draw each point as a yellow hexagon with black border
|
||||
glColor4f(0.0f, 0.0f, 0.0f, alpha);
|
||||
glutSolidSphere(radius2, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
glColor4f(1.0f, 1.0f, 0.0f, alpha);
|
||||
|
@ -511,13 +513,14 @@ void SkeletonModel::initRagdollPoints() {
|
|||
clearRagdollConstraintsAndPoints();
|
||||
_muscleConstraints.clear();
|
||||
|
||||
initRagdollTransform();
|
||||
// one point for each joint
|
||||
int numJoints = _jointStates.size();
|
||||
_ragdollPoints.fill(VerletPoint(), numJoints);
|
||||
for (int i = 0; i < numJoints; ++i) {
|
||||
int numStates = _jointStates.size();
|
||||
_ragdollPoints.fill(VerletPoint(), numStates);
|
||||
for (int i = 0; i < numStates; ++i) {
|
||||
const JointState& state = _jointStates.at(i);
|
||||
glm::vec3 position = state.getPosition();
|
||||
_ragdollPoints[i].initPosition(position);
|
||||
// _ragdollPoints start in model-frame
|
||||
_ragdollPoints[i].initPosition(state.getPosition());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -534,12 +537,12 @@ void SkeletonModel::buildRagdollConstraints() {
|
|||
const JointState& state = _jointStates.at(i);
|
||||
int parentIndex = state.getParentIndex();
|
||||
if (parentIndex == -1) {
|
||||
FixedConstraint* anchor = new FixedConstraint(&(_ragdollPoints[i]), glm::vec3(0.0f));
|
||||
_ragdollConstraints.push_back(anchor);
|
||||
FixedConstraint* anchor = new FixedConstraint(&_translationInSimulationFrame, &(_ragdollPoints[i]));
|
||||
_fixedConstraints.push_back(anchor);
|
||||
} else {
|
||||
DistanceConstraint* bone = new DistanceConstraint(&(_ragdollPoints[i]), &(_ragdollPoints[parentIndex]));
|
||||
bone->setDistance(state.getDistanceToParent());
|
||||
_ragdollConstraints.push_back(bone);
|
||||
_boneConstraints.push_back(bone);
|
||||
families.insert(parentIndex, i);
|
||||
}
|
||||
float boneLength = glm::length(state.getPositionInParentFrame());
|
||||
|
@ -558,11 +561,11 @@ void SkeletonModel::buildRagdollConstraints() {
|
|||
if (numChildren > 1) {
|
||||
for (int i = 1; i < numChildren; ++i) {
|
||||
DistanceConstraint* bone = new DistanceConstraint(&(_ragdollPoints[children[i-1]]), &(_ragdollPoints[children[i]]));
|
||||
_ragdollConstraints.push_back(bone);
|
||||
_boneConstraints.push_back(bone);
|
||||
}
|
||||
if (numChildren > 2) {
|
||||
DistanceConstraint* bone = new DistanceConstraint(&(_ragdollPoints[children[numChildren-1]]), &(_ragdollPoints[children[0]]));
|
||||
_ragdollConstraints.push_back(bone);
|
||||
_boneConstraints.push_back(bone);
|
||||
}
|
||||
}
|
||||
++itr;
|
||||
|
@ -604,6 +607,7 @@ void SkeletonModel::updateVisibleJointStates() {
|
|||
}
|
||||
QVector<glm::vec3> points;
|
||||
points.reserve(_jointStates.size());
|
||||
glm::quat invRotation = glm::inverse(_rotation);
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
JointState& state = _jointStates[i];
|
||||
points.push_back(_ragdollPoints[i]._position);
|
||||
|
@ -628,8 +632,9 @@ void SkeletonModel::updateVisibleJointStates() {
|
|||
|
||||
// we're looking for the rotation that moves visible bone parallel to ragdoll bone
|
||||
// rotationBetween(jointTip - jointPivot, shapeTip - shapePivot)
|
||||
// NOTE: points are in simulation-frame so rotate line segment into model-frame
|
||||
glm::quat delta = rotationBetween(state.getVisiblePosition() - extractTranslation(parentTransform),
|
||||
points[i] - points[parentIndex]);
|
||||
invRotation * (points[i] - points[parentIndex]));
|
||||
|
||||
// apply
|
||||
parentState.mixVisibleRotationDelta(delta, 0.01f);
|
||||
|
@ -641,6 +646,7 @@ void SkeletonModel::updateVisibleJointStates() {
|
|||
|
||||
// virtual
|
||||
void SkeletonModel::stepRagdollForward(float deltaTime) {
|
||||
setRagdollTransform(_translation, _rotation);
|
||||
Ragdoll::stepRagdollForward(deltaTime);
|
||||
updateMuscles();
|
||||
int numConstraints = _muscleConstraints.size();
|
||||
|
@ -665,6 +671,7 @@ void SkeletonModel::buildShapes() {
|
|||
}
|
||||
|
||||
initRagdollPoints();
|
||||
float massScale = getMassScale();
|
||||
|
||||
float uniformScale = extractUniformScale(_scale);
|
||||
const int numStates = _jointStates.size();
|
||||
|
@ -678,25 +685,30 @@ void SkeletonModel::buildShapes() {
|
|||
// this shape is forced to be a sphere
|
||||
type = Shape::SPHERE_SHAPE;
|
||||
}
|
||||
if (radius < EPSILON) {
|
||||
type = Shape::UNKNOWN_SHAPE;
|
||||
}
|
||||
Shape* shape = NULL;
|
||||
int parentIndex = joint.parentIndex;
|
||||
if (type == Shape::SPHERE_SHAPE) {
|
||||
shape = new VerletSphereShape(radius, &(_ragdollPoints[i]));
|
||||
shape->setEntity(this);
|
||||
_ragdollPoints[i]._mass = glm::max(MIN_JOINT_MASS, DENSITY_OF_WATER * shape->getVolume());
|
||||
_ragdollPoints[i].setMass(massScale * glm::max(MIN_JOINT_MASS, DENSITY_OF_WATER * shape->getVolume()));
|
||||
} else if (type == Shape::CAPSULE_SHAPE) {
|
||||
assert(parentIndex != -1);
|
||||
shape = new VerletCapsuleShape(radius, &(_ragdollPoints[parentIndex]), &(_ragdollPoints[i]));
|
||||
shape->setEntity(this);
|
||||
_ragdollPoints[i]._mass = glm::max(MIN_JOINT_MASS, DENSITY_OF_WATER * shape->getVolume());
|
||||
_ragdollPoints[i].setMass(massScale * glm::max(MIN_JOINT_MASS, DENSITY_OF_WATER * shape->getVolume()));
|
||||
}
|
||||
if (parentIndex != -1) {
|
||||
// always disable collisions between joint and its parent
|
||||
disableCollisions(i, parentIndex);
|
||||
if (shape) {
|
||||
disableCollisions(i, parentIndex);
|
||||
}
|
||||
} else {
|
||||
// give the base joint a very large mass since it doesn't actually move
|
||||
// in the local-frame simulation (it defines the origin)
|
||||
_ragdollPoints[i]._mass = VERY_BIG_MASS;
|
||||
_ragdollPoints[i].setMass(VERY_BIG_MASS);
|
||||
}
|
||||
_shapes.push_back(shape);
|
||||
}
|
||||
|
@ -712,8 +724,9 @@ void SkeletonModel::buildShapes() {
|
|||
|
||||
// ... then move shapes back to current joint positions
|
||||
if (_ragdollPoints.size() == numStates) {
|
||||
int numJoints = _jointStates.size();
|
||||
for (int i = 0; i < numJoints; ++i) {
|
||||
int numStates = _jointStates.size();
|
||||
for (int i = 0; i < numStates; ++i) {
|
||||
// ragdollPoints start in model-frame
|
||||
_ragdollPoints[i].initPosition(_jointStates.at(i).getPosition());
|
||||
}
|
||||
}
|
||||
|
@ -735,9 +748,11 @@ void SkeletonModel::moveShapesTowardJoints(float deltaTime) {
|
|||
float fraction = glm::clamp(deltaTime / RAGDOLL_FOLLOWS_JOINTS_TIMESCALE, 0.0f, 1.0f);
|
||||
|
||||
float oneMinusFraction = 1.0f - fraction;
|
||||
glm::vec3 simulationTranslation = getTranslationInSimulationFrame();
|
||||
for (int i = 0; i < numStates; ++i) {
|
||||
// ragdollPoints are in simulation-frame but jointStates are in model-frame
|
||||
_ragdollPoints[i].initPosition(oneMinusFraction * _ragdollPoints[i]._position +
|
||||
fraction * _jointStates.at(i).getPosition());
|
||||
fraction * (simulationTranslation + _rotation * (_jointStates.at(i).getPosition())));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -748,23 +763,22 @@ void SkeletonModel::updateMuscles() {
|
|||
int j = constraint->getParentIndex();
|
||||
int k = constraint->getChildIndex();
|
||||
assert(j != -1 && k != -1);
|
||||
constraint->setChildOffset(_jointStates.at(k).getPosition() - _jointStates.at(j).getPosition());
|
||||
// ragdollPoints are in simulation-frame but jointStates are in model-frame
|
||||
constraint->setChildOffset(_rotation * (_jointStates.at(k).getPosition() - _jointStates.at(j).getPosition()));
|
||||
}
|
||||
}
|
||||
|
||||
void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
|
||||
// compute default joint transforms
|
||||
int numJoints = geometry.joints.size();
|
||||
if (numJoints != _ragdollPoints.size()) {
|
||||
return;
|
||||
}
|
||||
int numStates = _jointStates.size();
|
||||
QVector<glm::mat4> transforms;
|
||||
transforms.fill(glm::mat4(), numJoints);
|
||||
transforms.fill(glm::mat4(), numStates);
|
||||
|
||||
// compute the default transforms and slam the ragdoll positions accordingly
|
||||
// (which puts the shapes where we want them)
|
||||
for (int i = 0; i < numJoints; i++) {
|
||||
const FBXJoint& joint = geometry.joints.at(i);
|
||||
for (int i = 0; i < numStates; i++) {
|
||||
JointState& state = _jointStates[i];
|
||||
const FBXJoint& joint = state.getFBXJoint();
|
||||
int parentIndex = joint.parentIndex;
|
||||
if (parentIndex == -1) {
|
||||
transforms[i] = _jointStates[i].getTransform();
|
||||
|
@ -836,7 +850,7 @@ void SkeletonModel::resetShapePositionsToDefaultPose() {
|
|||
}
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
if (geometry.joints.isEmpty() || _shapes.size() != geometry.joints.size()) {
|
||||
if (geometry.joints.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -891,3 +905,54 @@ void SkeletonModel::renderBoundingCollisionShapes(float alpha) {
|
|||
glPopMatrix();
|
||||
}
|
||||
|
||||
const int BALL_SUBDIVISIONS = 10;
|
||||
|
||||
// virtual
|
||||
void SkeletonModel::renderJointCollisionShapes(float alpha) {
|
||||
glPushMatrix();
|
||||
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
glm::vec3 simulationTranslation = getTranslationInSimulationFrame();
|
||||
for (int i = 0; i < _shapes.size(); i++) {
|
||||
Shape* shape = _shapes[i];
|
||||
if (!shape) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
// shapes are stored in simulation-frame but we want position to be model-relative
|
||||
if (shape->getType() == Shape::SPHERE_SHAPE) {
|
||||
glm::vec3 position = shape->getTranslation() - simulationTranslation;
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
// draw a grey sphere at shape position
|
||||
glColor4f(0.75f, 0.75f, 0.75f, alpha);
|
||||
glutSolidSphere(shape->getBoundingRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
} else if (shape->getType() == Shape::CAPSULE_SHAPE) {
|
||||
CapsuleShape* capsule = static_cast<CapsuleShape*>(shape);
|
||||
|
||||
// draw a blue sphere at the capsule endpoint
|
||||
glm::vec3 endPoint;
|
||||
capsule->getEndPoint(endPoint);
|
||||
endPoint = endPoint - simulationTranslation;
|
||||
glTranslatef(endPoint.x, endPoint.y, endPoint.z);
|
||||
glColor4f(0.6f, 0.6f, 0.8f, alpha);
|
||||
glutSolidSphere(capsule->getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
|
||||
// draw a yellow sphere at the capsule startpoint
|
||||
glm::vec3 startPoint;
|
||||
capsule->getStartPoint(startPoint);
|
||||
startPoint = startPoint - simulationTranslation;
|
||||
glm::vec3 axis = endPoint - startPoint;
|
||||
glTranslatef(-axis.x, -axis.y, -axis.z);
|
||||
glColor4f(0.8f, 0.8f, 0.6f, alpha);
|
||||
glutSolidSphere(capsule->getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
|
||||
// draw a green cylinder between the two points
|
||||
glm::vec3 origin(0.0f);
|
||||
glColor4f(0.6f, 0.8f, 0.6f, alpha);
|
||||
Avatar::renderJointConnectingCone( origin, axis, capsule->getRadius(), capsule->getRadius());
|
||||
}
|
||||
glPopMatrix();
|
||||
}
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
|
|
@ -105,6 +105,7 @@ public:
|
|||
|
||||
void computeBoundingShape(const FBXGeometry& geometry);
|
||||
void renderBoundingCollisionShapes(float alpha);
|
||||
void renderJointCollisionShapes(float alpha);
|
||||
float getBoundingShapeRadius() const { return _boundingShape.getRadius(); }
|
||||
const CapsuleShape& getBoundingShape() const { return _boundingShape; }
|
||||
|
||||
|
|
|
@ -188,10 +188,12 @@ void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locati
|
|||
|
||||
QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
|
||||
QVector<JointState> jointStates;
|
||||
foreach (const FBXJoint& joint, geometry.joints) {
|
||||
// NOTE: the state keeps a pointer to an FBXJoint
|
||||
for (int i = 0; i < geometry.joints.size(); ++i) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
// store a pointer to the FBXJoint in the JointState
|
||||
JointState state;
|
||||
state.setFBXJoint(&joint);
|
||||
|
||||
jointStates.append(state);
|
||||
}
|
||||
return jointStates;
|
||||
|
@ -199,8 +201,8 @@ QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
|
|||
|
||||
void Model::initJointTransforms() {
|
||||
// compute model transforms
|
||||
int numJoints = _jointStates.size();
|
||||
for (int i = 0; i < numJoints; ++i) {
|
||||
int numStates = _jointStates.size();
|
||||
for (int i = 0; i < numStates; ++i) {
|
||||
JointState& state = _jointStates[i];
|
||||
const FBXJoint& joint = state.getFBXJoint();
|
||||
int parentIndex = joint.parentIndex;
|
||||
|
@ -538,9 +540,9 @@ void Model::setJointStates(QVector<JointState> states) {
|
|||
_jointStates = states;
|
||||
initJointTransforms();
|
||||
|
||||
int numJoints = _jointStates.size();
|
||||
int numStates = _jointStates.size();
|
||||
float radius = 0.0f;
|
||||
for (int i = 0; i < numJoints; ++i) {
|
||||
for (int i = 0; i < numStates; ++i) {
|
||||
float distance = glm::length(_jointStates[i].getPosition());
|
||||
if (distance > radius) {
|
||||
radius = distance;
|
||||
|
@ -1243,55 +1245,7 @@ float Model::getLimbLength(int jointIndex) const {
|
|||
const int BALL_SUBDIVISIONS = 10;
|
||||
|
||||
void Model::renderJointCollisionShapes(float alpha) {
|
||||
glPushMatrix();
|
||||
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
for (int i = 0; i < _shapes.size(); i++) {
|
||||
Shape* shape = _shapes[i];
|
||||
if (!shape) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
// NOTE: the shapes are in the avatar local-frame
|
||||
if (shape->getType() == Shape::SPHERE_SHAPE) {
|
||||
// shapes are stored in world-frame, so we have to transform into model frame
|
||||
glm::vec3 position = _rotation * shape->getTranslation();
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
const glm::quat& rotation = shape->getRotation();
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
|
||||
// draw a grey sphere at shape position
|
||||
glColor4f(0.75f, 0.75f, 0.75f, alpha);
|
||||
glutSolidSphere(shape->getBoundingRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
} else if (shape->getType() == Shape::CAPSULE_SHAPE) {
|
||||
CapsuleShape* capsule = static_cast<CapsuleShape*>(shape);
|
||||
|
||||
// draw a blue sphere at the capsule endpoint
|
||||
glm::vec3 endPoint;
|
||||
capsule->getEndPoint(endPoint);
|
||||
endPoint = _rotation * endPoint;
|
||||
glTranslatef(endPoint.x, endPoint.y, endPoint.z);
|
||||
glColor4f(0.6f, 0.6f, 0.8f, alpha);
|
||||
glutSolidSphere(capsule->getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
|
||||
// draw a yellow sphere at the capsule startpoint
|
||||
glm::vec3 startPoint;
|
||||
capsule->getStartPoint(startPoint);
|
||||
startPoint = _rotation * startPoint;
|
||||
glm::vec3 axis = endPoint - startPoint;
|
||||
glTranslatef(-axis.x, -axis.y, -axis.z);
|
||||
glColor4f(0.8f, 0.8f, 0.6f, alpha);
|
||||
glutSolidSphere(capsule->getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
|
||||
// draw a green cylinder between the two points
|
||||
glm::vec3 origin(0.0f);
|
||||
glColor4f(0.6f, 0.8f, 0.6f, alpha);
|
||||
Avatar::renderJointConnectingCone( origin, axis, capsule->getRadius(), capsule->getRadius());
|
||||
}
|
||||
glPopMatrix();
|
||||
}
|
||||
glPopMatrix();
|
||||
// implement this when we have shapes for regular models
|
||||
}
|
||||
|
||||
void Model::setBlendedVertices(const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals) {
|
||||
|
|
|
@ -149,7 +149,7 @@ public:
|
|||
virtual void buildShapes();
|
||||
virtual void updateShapePositions();
|
||||
|
||||
void renderJointCollisionShapes(float alpha);
|
||||
virtual void renderJointCollisionShapes(float alpha);
|
||||
|
||||
/// Sets blended vertices computed in a separate thread.
|
||||
void setBlendedVertices(const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
|
||||
|
|
|
@ -10,26 +10,26 @@
|
|||
//
|
||||
|
||||
#include "FixedConstraint.h"
|
||||
#include "Shape.h" // for MAX_SHAPE_MASS
|
||||
#include "VerletPoint.h"
|
||||
|
||||
FixedConstraint::FixedConstraint(VerletPoint* point, const glm::vec3& anchor) : _point(point), _anchor(anchor) {
|
||||
FixedConstraint::FixedConstraint(glm::vec3* anchor, VerletPoint* point) : _anchor(anchor), _point(point) {
|
||||
assert(anchor);
|
||||
assert(point);
|
||||
}
|
||||
|
||||
float FixedConstraint::enforce() {
|
||||
assert(_point != NULL);
|
||||
// TODO: use fast approximate sqrt here
|
||||
float distance = glm::distance(_anchor, _point->_position);
|
||||
_point->_position = _anchor;
|
||||
return distance;
|
||||
_point->_position = *_anchor;
|
||||
_point->_lastPosition = *_anchor;
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
void FixedConstraint::setAnchor(glm::vec3* anchor) {
|
||||
assert(anchor);
|
||||
_anchor = anchor;
|
||||
}
|
||||
|
||||
void FixedConstraint::setPoint(VerletPoint* point) {
|
||||
assert(point);
|
||||
_point = point;
|
||||
_point->_mass = MAX_SHAPE_MASS;
|
||||
}
|
||||
|
||||
void FixedConstraint::setAnchor(const glm::vec3& anchor) {
|
||||
_anchor = anchor;
|
||||
}
|
||||
|
|
|
@ -18,15 +18,19 @@
|
|||
|
||||
class VerletPoint;
|
||||
|
||||
// FixedConstraint takes pointers to a glm::vec3 and a VerletPoint.
|
||||
// The enforcement will copy the value of the vec3 into the VerletPoint.
|
||||
|
||||
class FixedConstraint : public Constraint {
|
||||
public:
|
||||
FixedConstraint(VerletPoint* point, const glm::vec3& anchor);
|
||||
FixedConstraint(glm::vec3* anchor, VerletPoint* point);
|
||||
~FixedConstraint() {}
|
||||
float enforce();
|
||||
void setAnchor(glm::vec3* anchor);
|
||||
void setPoint(VerletPoint* point);
|
||||
void setAnchor(const glm::vec3& anchor);
|
||||
private:
|
||||
glm::vec3* _anchor;
|
||||
VerletPoint* _point;
|
||||
glm::vec3 _anchor;
|
||||
};
|
||||
|
||||
#endif // hifi_FixedConstraint_h
|
||||
|
|
|
@ -24,19 +24,51 @@ int MAX_ENTITIES_PER_SIMULATION = 64;
|
|||
int MAX_COLLISIONS_PER_SIMULATION = 256;
|
||||
|
||||
|
||||
PhysicsSimulation::PhysicsSimulation() : _frame(0), _collisions(MAX_COLLISIONS_PER_SIMULATION) {
|
||||
PhysicsSimulation::PhysicsSimulation() : _translation(0.0f), _frameCount(0), _entity(NULL), _ragdoll(NULL),
|
||||
_collisions(MAX_COLLISIONS_PER_SIMULATION) {
|
||||
}
|
||||
|
||||
PhysicsSimulation::~PhysicsSimulation() {
|
||||
// entities have a backpointer to this simulator that must be cleaned up
|
||||
int numEntities = _entities.size();
|
||||
int numEntities = _otherEntities.size();
|
||||
for (int i = 0; i < numEntities; ++i) {
|
||||
_entities[i]->_simulation = NULL;
|
||||
_otherEntities[i]->_simulation = NULL;
|
||||
}
|
||||
_otherEntities.clear();
|
||||
if (_entity) {
|
||||
_entity->_simulation = NULL;
|
||||
}
|
||||
_entities.clear();
|
||||
|
||||
// but Ragdolls do not
|
||||
_dolls.clear();
|
||||
_ragdoll = NULL;
|
||||
_otherRagdolls.clear();
|
||||
}
|
||||
|
||||
void PhysicsSimulation::setRagdoll(Ragdoll* ragdoll) {
|
||||
if (_ragdoll != ragdoll) {
|
||||
if (_ragdoll) {
|
||||
_ragdoll->_ragdollSimulation = NULL;
|
||||
}
|
||||
_ragdoll = ragdoll;
|
||||
if (_ragdoll) {
|
||||
assert(!(_ragdoll->_ragdollSimulation));
|
||||
_ragdoll->_ragdollSimulation = this;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSimulation::setEntity(PhysicsEntity* entity) {
|
||||
if (_entity != entity) {
|
||||
if (_entity) {
|
||||
assert(_entity->_simulation == this);
|
||||
_entity->_simulation = NULL;
|
||||
}
|
||||
_entity = entity;
|
||||
if (_entity) {
|
||||
assert(!(_entity->_simulation));
|
||||
_entity->_simulation = this;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool PhysicsSimulation::addEntity(PhysicsEntity* entity) {
|
||||
|
@ -44,25 +76,25 @@ bool PhysicsSimulation::addEntity(PhysicsEntity* entity) {
|
|||
return false;
|
||||
}
|
||||
if (entity->_simulation == this) {
|
||||
int numEntities = _entities.size();
|
||||
int numEntities = _otherEntities.size();
|
||||
for (int i = 0; i < numEntities; ++i) {
|
||||
if (entity == _entities.at(i)) {
|
||||
if (entity == _otherEntities.at(i)) {
|
||||
// already in list
|
||||
assert(entity->_simulation == this);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// belongs to some other simulation
|
||||
return false;
|
||||
}
|
||||
int numEntities = _entities.size();
|
||||
int numEntities = _otherEntities.size();
|
||||
if (numEntities > MAX_ENTITIES_PER_SIMULATION) {
|
||||
// list is full
|
||||
return false;
|
||||
}
|
||||
// add to list
|
||||
assert(!(entity->_simulation));
|
||||
entity->_simulation = this;
|
||||
_entities.push_back(entity);
|
||||
_otherEntities.push_back(entity);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -71,17 +103,17 @@ void PhysicsSimulation::removeEntity(PhysicsEntity* entity) {
|
|||
return;
|
||||
}
|
||||
removeShapes(entity);
|
||||
int numEntities = _entities.size();
|
||||
int numEntities = _otherEntities.size();
|
||||
for (int i = 0; i < numEntities; ++i) {
|
||||
if (entity == _entities.at(i)) {
|
||||
if (entity == _otherEntities.at(i)) {
|
||||
if (i == numEntities - 1) {
|
||||
// remove it
|
||||
_entities.pop_back();
|
||||
_otherEntities.pop_back();
|
||||
} else {
|
||||
// swap the last for this one
|
||||
PhysicsEntity* lastEntity = _entities[numEntities - 1];
|
||||
_entities.pop_back();
|
||||
_entities[i] = lastEntity;
|
||||
PhysicsEntity* lastEntity = _otherEntities[numEntities - 1];
|
||||
_otherEntities.pop_back();
|
||||
_otherEntities[i] = lastEntity;
|
||||
}
|
||||
entity->_simulation = NULL;
|
||||
break;
|
||||
|
@ -101,57 +133,75 @@ void PhysicsSimulation::removeShapes(const PhysicsEntity* entity) {
|
|||
}
|
||||
}
|
||||
|
||||
const float OTHER_RAGDOLL_MASS_SCALE = 10.0f;
|
||||
|
||||
bool PhysicsSimulation::addRagdoll(Ragdoll* doll) {
|
||||
if (!doll) {
|
||||
return false;
|
||||
}
|
||||
int numDolls = _dolls.size();
|
||||
int numDolls = _otherRagdolls.size();
|
||||
if (numDolls > MAX_DOLLS_PER_SIMULATION) {
|
||||
// list is full
|
||||
return false;
|
||||
}
|
||||
for (int i = 0; i < numDolls; ++i) {
|
||||
if (doll == _dolls[i]) {
|
||||
// already in list
|
||||
return true;
|
||||
if (doll->_ragdollSimulation == this) {
|
||||
for (int i = 0; i < numDolls; ++i) {
|
||||
if (doll == _otherRagdolls[i]) {
|
||||
// already in list
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
// add to list
|
||||
_dolls.push_back(doll);
|
||||
assert(!(doll->_ragdollSimulation));
|
||||
doll->_ragdollSimulation = this;
|
||||
_otherRagdolls.push_back(doll);
|
||||
|
||||
// set the massScale of otherRagdolls artificially high
|
||||
doll->setMassScale(OTHER_RAGDOLL_MASS_SCALE);
|
||||
return true;
|
||||
}
|
||||
|
||||
void PhysicsSimulation::removeRagdoll(Ragdoll* doll) {
|
||||
int numDolls = _dolls.size();
|
||||
int numDolls = _otherRagdolls.size();
|
||||
if (doll->_ragdollSimulation != this) {
|
||||
return;
|
||||
}
|
||||
for (int i = 0; i < numDolls; ++i) {
|
||||
if (doll == _dolls[i]) {
|
||||
if (doll == _otherRagdolls[i]) {
|
||||
if (i == numDolls - 1) {
|
||||
// remove it
|
||||
_dolls.pop_back();
|
||||
_otherRagdolls.pop_back();
|
||||
} else {
|
||||
// swap the last for this one
|
||||
Ragdoll* lastDoll = _dolls[numDolls - 1];
|
||||
_dolls.pop_back();
|
||||
_dolls[i] = lastDoll;
|
||||
Ragdoll* lastDoll = _otherRagdolls[numDolls - 1];
|
||||
_otherRagdolls.pop_back();
|
||||
_otherRagdolls[i] = lastDoll;
|
||||
}
|
||||
doll->_ragdollSimulation = NULL;
|
||||
doll->setMassScale(1.0f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIterations, quint64 maxUsec) {
|
||||
++_frame;
|
||||
++_frameCount;
|
||||
if (!_ragdoll) {
|
||||
return;
|
||||
}
|
||||
quint64 now = usecTimestampNow();
|
||||
quint64 startTime = now;
|
||||
quint64 expiry = startTime + maxUsec;
|
||||
|
||||
moveRagdolls(deltaTime);
|
||||
buildContactConstraints();
|
||||
int numDolls = _dolls.size();
|
||||
int numDolls = _otherRagdolls.size();
|
||||
{
|
||||
PerformanceTimer perfTimer("enforce");
|
||||
_ragdoll->enforceRagdollConstraints();
|
||||
for (int i = 0; i < numDolls; ++i) {
|
||||
_dolls[i]->enforceRagdollConstraints();
|
||||
_otherRagdolls[i]->enforceRagdollConstraints();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -164,9 +214,9 @@ void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIter
|
|||
|
||||
{ // enforce constraints
|
||||
PerformanceTimer perfTimer("enforce");
|
||||
error = 0.0f;
|
||||
error = _ragdoll->enforceRagdollConstraints();
|
||||
for (int i = 0; i < numDolls; ++i) {
|
||||
error = glm::max(error, _dolls[i]->enforceRagdollConstraints());
|
||||
error = glm::max(error, _otherRagdolls[i]->enforceRagdollConstraints());
|
||||
}
|
||||
}
|
||||
enforceContactConstraints();
|
||||
|
@ -180,40 +230,38 @@ void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIter
|
|||
|
||||
void PhysicsSimulation::moveRagdolls(float deltaTime) {
|
||||
PerformanceTimer perfTimer("integrate");
|
||||
int numDolls = _dolls.size();
|
||||
_ragdoll->stepRagdollForward(deltaTime);
|
||||
int numDolls = _otherRagdolls.size();
|
||||
for (int i = 0; i < numDolls; ++i) {
|
||||
_dolls.at(i)->stepRagdollForward(deltaTime);
|
||||
_otherRagdolls[i]->stepRagdollForward(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSimulation::computeCollisions() {
|
||||
PerformanceTimer perfTimer("collide");
|
||||
_collisions.clear();
|
||||
// TODO: keep track of QSet<PhysicsEntity*> collidedEntities;
|
||||
int numEntities = _entities.size();
|
||||
for (int i = 0; i < numEntities; ++i) {
|
||||
PhysicsEntity* entity = _entities.at(i);
|
||||
const QVector<Shape*> shapes = entity->getShapes();
|
||||
int numShapes = shapes.size();
|
||||
// collide with self
|
||||
for (int j = 0; j < numShapes; ++j) {
|
||||
const Shape* shape = shapes.at(j);
|
||||
if (!shape) {
|
||||
continue;
|
||||
}
|
||||
for (int k = j+1; k < numShapes; ++k) {
|
||||
const Shape* otherShape = shapes.at(k);
|
||||
if (otherShape && entity->collisionsAreEnabled(j, k)) {
|
||||
ShapeCollider::collideShapes(shape, otherShape, _collisions);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// collide with others
|
||||
for (int j = i+1; j < numEntities; ++j) {
|
||||
const QVector<Shape*> otherShapes = _entities.at(j)->getShapes();
|
||||
ShapeCollider::collideShapesWithShapes(shapes, otherShapes, _collisions);
|
||||
const QVector<Shape*> shapes = _entity->getShapes();
|
||||
int numShapes = shapes.size();
|
||||
// collide main ragdoll with self
|
||||
for (int i = 0; i < numShapes; ++i) {
|
||||
const Shape* shape = shapes.at(i);
|
||||
if (!shape) {
|
||||
continue;
|
||||
}
|
||||
for (int j = i+1; j < numShapes; ++j) {
|
||||
const Shape* otherShape = shapes.at(j);
|
||||
if (otherShape && _entity->collisionsAreEnabled(i, j)) {
|
||||
ShapeCollider::collideShapes(shape, otherShape, _collisions);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// collide main ragdoll with others
|
||||
int numEntities = _otherEntities.size();
|
||||
for (int i = 0; i < numEntities; ++i) {
|
||||
const QVector<Shape*> otherShapes = _otherEntities.at(i)->getShapes();
|
||||
ShapeCollider::collideShapesWithShapes(shapes, otherShapes, _collisions);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -269,9 +317,9 @@ void PhysicsSimulation::updateContacts() {
|
|||
}
|
||||
QMap<quint64, ContactPoint>::iterator itr = _contacts.find(key);
|
||||
if (itr == _contacts.end()) {
|
||||
_contacts.insert(key, ContactPoint(*collision, _frame));
|
||||
_contacts.insert(key, ContactPoint(*collision, _frameCount));
|
||||
} else {
|
||||
itr.value().updateContact(*collision, _frame);
|
||||
itr.value().updateContact(*collision, _frameCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -281,7 +329,7 @@ const quint32 MAX_CONTACT_FRAME_LIFETIME = 2;
|
|||
void PhysicsSimulation::pruneContacts() {
|
||||
QMap<quint64, ContactPoint>::iterator itr = _contacts.begin();
|
||||
while (itr != _contacts.end()) {
|
||||
if (_frame - itr.value().getLastFrame() > MAX_CONTACT_FRAME_LIFETIME) {
|
||||
if (_frameCount - itr.value().getLastFrame() > MAX_CONTACT_FRAME_LIFETIME) {
|
||||
itr = _contacts.erase(itr);
|
||||
} else {
|
||||
++itr;
|
||||
|
|
|
@ -28,6 +28,12 @@ public:
|
|||
PhysicsSimulation();
|
||||
~PhysicsSimulation();
|
||||
|
||||
void setTranslation(const glm::vec3& translation) { _translation = translation; }
|
||||
const glm::vec3& getTranslation() const { return _translation; }
|
||||
|
||||
void setRagdoll(Ragdoll* ragdoll);
|
||||
void setEntity(PhysicsEntity* entity);
|
||||
|
||||
/// \return true if entity was added to or is already in the list
|
||||
bool addEntity(PhysicsEntity* entity);
|
||||
|
||||
|
@ -56,10 +62,15 @@ protected:
|
|||
void pruneContacts();
|
||||
|
||||
private:
|
||||
quint32 _frame;
|
||||
glm::vec3 _translation; // origin of simulation in world-frame
|
||||
|
||||
QVector<Ragdoll*> _dolls;
|
||||
QVector<PhysicsEntity*> _entities;
|
||||
quint32 _frameCount;
|
||||
|
||||
PhysicsEntity* _entity;
|
||||
Ragdoll* _ragdoll;
|
||||
|
||||
QVector<Ragdoll*> _otherRagdolls;
|
||||
QVector<PhysicsEntity*> _otherEntities;
|
||||
CollisionList _collisions;
|
||||
QMap<quint64, ContactPoint> _contacts;
|
||||
};
|
||||
|
|
|
@ -9,13 +9,17 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
#include "Ragdoll.h"
|
||||
|
||||
#include "Constraint.h"
|
||||
#include "DistanceConstraint.h"
|
||||
#include "FixedConstraint.h"
|
||||
#include "PhysicsSimulation.h"
|
||||
#include "SharedUtil.h" // for EPSILON
|
||||
|
||||
Ragdoll::Ragdoll() {
|
||||
Ragdoll::Ragdoll() : _massScale(1.0f), _ragdollTranslation(0.0f), _translationInSimulationFrame(0.0f), _ragdollSimulation(NULL) {
|
||||
}
|
||||
|
||||
Ragdoll::~Ragdoll() {
|
||||
|
@ -23,6 +27,9 @@ Ragdoll::~Ragdoll() {
|
|||
}
|
||||
|
||||
void Ragdoll::stepRagdollForward(float deltaTime) {
|
||||
if (_ragdollSimulation) {
|
||||
updateSimulationTransforms(_ragdollTranslation - _ragdollSimulation->getTranslation(), _ragdollRotation);
|
||||
}
|
||||
int numPoints = _ragdollPoints.size();
|
||||
for (int i = 0; i < numPoints; ++i) {
|
||||
_ragdollPoints[i].integrateForward();
|
||||
|
@ -30,21 +37,79 @@ void Ragdoll::stepRagdollForward(float deltaTime) {
|
|||
}
|
||||
|
||||
void Ragdoll::clearRagdollConstraintsAndPoints() {
|
||||
int numConstraints = _ragdollConstraints.size();
|
||||
int numConstraints = _boneConstraints.size();
|
||||
for (int i = 0; i < numConstraints; ++i) {
|
||||
delete _ragdollConstraints[i];
|
||||
delete _boneConstraints[i];
|
||||
}
|
||||
_ragdollConstraints.clear();
|
||||
_boneConstraints.clear();
|
||||
numConstraints = _fixedConstraints.size();
|
||||
for (int i = 0; i < numConstraints; ++i) {
|
||||
delete _fixedConstraints[i];
|
||||
}
|
||||
_fixedConstraints.clear();
|
||||
_ragdollPoints.clear();
|
||||
}
|
||||
|
||||
float Ragdoll::enforceRagdollConstraints() {
|
||||
float maxDistance = 0.0f;
|
||||
const int numConstraints = _ragdollConstraints.size();
|
||||
// enforce the bone constraints first
|
||||
int numConstraints = _boneConstraints.size();
|
||||
for (int i = 0; i < numConstraints; ++i) {
|
||||
DistanceConstraint* c = static_cast<DistanceConstraint*>(_ragdollConstraints[i]);
|
||||
//maxDistance = glm::max(maxDistance, _ragdollConstraints[i]->enforce());
|
||||
maxDistance = glm::max(maxDistance, c->enforce());
|
||||
maxDistance = glm::max(maxDistance, _boneConstraints[i]->enforce());
|
||||
}
|
||||
// enforce FixedConstraints second
|
||||
numConstraints = _fixedConstraints.size();
|
||||
for (int i = 0; i < _fixedConstraints.size(); ++i) {
|
||||
maxDistance = glm::max(maxDistance, _fixedConstraints[i]->enforce());
|
||||
}
|
||||
return maxDistance;
|
||||
}
|
||||
|
||||
void Ragdoll::initRagdollTransform() {
|
||||
_ragdollTranslation = glm::vec3(0.0f);
|
||||
_ragdollRotation = glm::quat();
|
||||
_translationInSimulationFrame = glm::vec3(0.0f);
|
||||
_rotationInSimulationFrame = glm::quat();
|
||||
}
|
||||
|
||||
void Ragdoll::setRagdollTransform(const glm::vec3& translation, const glm::quat& rotation) {
|
||||
_ragdollTranslation = translation;
|
||||
_ragdollRotation = rotation;
|
||||
}
|
||||
|
||||
void Ragdoll::updateSimulationTransforms(const glm::vec3& translation, const glm::quat& rotation) {
|
||||
const float EPSILON2 = EPSILON * EPSILON;
|
||||
if (glm::distance2(translation, _translationInSimulationFrame) < EPSILON2 &&
|
||||
glm::abs(1.0f - glm::abs(glm::dot(rotation, _rotationInSimulationFrame))) < EPSILON2) {
|
||||
// nothing to do
|
||||
return;
|
||||
}
|
||||
|
||||
// compute linear and angular deltas
|
||||
glm::vec3 deltaPosition = translation - _translationInSimulationFrame;
|
||||
glm::quat deltaRotation = rotation * glm::inverse(_rotationInSimulationFrame);
|
||||
|
||||
// apply the deltas to all ragdollPoints
|
||||
int numPoints = _ragdollPoints.size();
|
||||
for (int i = 0; i < numPoints; ++i) {
|
||||
_ragdollPoints[i].move(deltaPosition, deltaRotation, _translationInSimulationFrame);
|
||||
}
|
||||
|
||||
// remember the current transform
|
||||
_translationInSimulationFrame = translation;
|
||||
_rotationInSimulationFrame = rotation;
|
||||
}
|
||||
|
||||
void Ragdoll::setMassScale(float scale) {
|
||||
const float MIN_SCALE = 1.0e-2f;
|
||||
const float MAX_SCALE = 1.0e6f;
|
||||
scale = glm::clamp(glm::abs(scale), MIN_SCALE, MAX_SCALE);
|
||||
if (scale != _massScale) {
|
||||
float rescale = scale / _massScale;
|
||||
int numPoints = _ragdollPoints.size();
|
||||
for (int i = 0; i < numPoints; ++i) {
|
||||
_ragdollPoints[i].setMass(rescale * _ragdollPoints[i].getMass());
|
||||
}
|
||||
_massScale = scale;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,7 +18,14 @@
|
|||
|
||||
#include <QVector>
|
||||
|
||||
class Constraint;
|
||||
//#include "PhysicsSimulation.h"
|
||||
|
||||
class DistanceConstraint;
|
||||
class FixedConstraint;
|
||||
class PhysicsSimulation;
|
||||
|
||||
// TODO: don't derive SkeletonModel from Ragdoll so we can clean up the Ragdoll API
|
||||
// (==> won't need to worry about namespace conflicts between Entity and Ragdoll).
|
||||
|
||||
class Ragdoll {
|
||||
public:
|
||||
|
@ -35,13 +42,35 @@ public:
|
|||
const QVector<VerletPoint>& getRagdollPoints() const { return _ragdollPoints; }
|
||||
QVector<VerletPoint>& getRagdollPoints() { return _ragdollPoints; }
|
||||
|
||||
void initRagdollTransform();
|
||||
|
||||
/// set the translation and rotation of the Ragdoll and adjust all VerletPoints.
|
||||
void setRagdollTransform(const glm::vec3& translation, const glm::quat& rotation);
|
||||
|
||||
const glm::vec3& getTranslationInSimulationFrame() const { return _translationInSimulationFrame; }
|
||||
|
||||
void setMassScale(float scale);
|
||||
float getMassScale() const { return _massScale; }
|
||||
|
||||
protected:
|
||||
void clearRagdollConstraintsAndPoints();
|
||||
virtual void initRagdollPoints() = 0;
|
||||
virtual void buildRagdollConstraints() = 0;
|
||||
|
||||
float _massScale;
|
||||
glm::vec3 _ragdollTranslation; // world-frame
|
||||
glm::quat _ragdollRotation; // world-frame
|
||||
glm::vec3 _translationInSimulationFrame;
|
||||
glm::quat _rotationInSimulationFrame;
|
||||
|
||||
QVector<VerletPoint> _ragdollPoints;
|
||||
QVector<Constraint*> _ragdollConstraints;
|
||||
QVector<DistanceConstraint*> _boneConstraints;
|
||||
QVector<FixedConstraint*> _fixedConstraints;
|
||||
private:
|
||||
void updateSimulationTransforms(const glm::vec3& translation, const glm::quat& rotation);
|
||||
|
||||
friend class PhysicsSimulation;
|
||||
PhysicsSimulation* _ragdollSimulation;
|
||||
};
|
||||
|
||||
#endif // hifi_Ragdoll_h
|
||||
|
|
|
@ -122,4 +122,5 @@ bool isNaN(float value);
|
|||
|
||||
QString formatUsecTime(float usecs, int prec = 3);
|
||||
|
||||
|
||||
#endif // hifi_SharedUtil_h
|
||||
|
|
|
@ -97,7 +97,7 @@ float VerletCapsuleShape::computeEffectiveMass(const glm::vec3& penetration, con
|
|||
_endLagrangeCoef = 1.0f;
|
||||
}
|
||||
// the effective mass is the weighted sum of the two endpoints
|
||||
return _startLagrangeCoef * _startPoint->_mass + _endLagrangeCoef * _endPoint->_mass;
|
||||
return _startLagrangeCoef * _startPoint->getMass() + _endLagrangeCoef * _endPoint->getMass();
|
||||
}
|
||||
|
||||
void VerletCapsuleShape::accumulateDelta(float relativeMassFactor, const glm::vec3& penetration) {
|
||||
|
|
|
@ -31,3 +31,19 @@ void VerletPoint::applyAccumulatedDelta() {
|
|||
_numDeltas = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void VerletPoint::move(const glm::vec3& deltaPosition, const glm::quat& deltaRotation, const glm::vec3& oldPivot) {
|
||||
glm::vec3 arm = _position - oldPivot;
|
||||
_position += deltaPosition + (deltaRotation * arm - arm);
|
||||
arm = _lastPosition - oldPivot;
|
||||
_lastPosition += deltaPosition + (deltaRotation * arm - arm);
|
||||
}
|
||||
|
||||
void VerletPoint::setMass(float mass) {
|
||||
const float MIN_MASS = 1.0e-6f;
|
||||
const float MAX_MASS = 1.0e18f;
|
||||
if (glm::isnan(mass)) {
|
||||
mass = MIN_MASS;
|
||||
}
|
||||
_mass = glm::clamp(glm::abs(mass), MIN_MASS, MAX_MASS);
|
||||
}
|
||||
|
|
|
@ -13,6 +13,8 @@
|
|||
#define hifi_VerletPoint_h
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
|
||||
class VerletPoint {
|
||||
public:
|
||||
|
@ -22,12 +24,16 @@ public:
|
|||
void integrateForward();
|
||||
void accumulateDelta(const glm::vec3& delta);
|
||||
void applyAccumulatedDelta();
|
||||
void move(const glm::vec3& deltaPosition, const glm::quat& deltaRotation, const glm::vec3& oldPivot);
|
||||
|
||||
void setMass(float mass);
|
||||
float getMass() const { return _mass; }
|
||||
|
||||
glm::vec3 _position;
|
||||
glm::vec3 _lastPosition;
|
||||
float _mass;
|
||||
|
||||
private:
|
||||
float _mass;
|
||||
glm::vec3 _accumulatedDelta;
|
||||
int _numDeltas;
|
||||
};
|
||||
|
|
|
@ -36,7 +36,7 @@ const glm::vec3& VerletSphereShape::getTranslation() const {
|
|||
|
||||
// virtual
|
||||
float VerletSphereShape::computeEffectiveMass(const glm::vec3& penetration, const glm::vec3& contactPoint) {
|
||||
return _point->_mass;
|
||||
return _point->getMass();
|
||||
}
|
||||
|
||||
// virtual
|
||||
|
|
Loading…
Reference in a new issue