overte-lubosz/interface/src/renderer/RagDoll.cpp
2014-06-09 11:50:31 -07:00

167 lines
5.4 KiB
C++

//
// RagDoll.cpp
// interface/src/avatar
//
// Created by Andrew Meadows 2014.05.30
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/transform.hpp>
#include <CollisionInfo.h>
#include <SharedUtil.h>
#include <CapsuleShape.h>
#include <SphereShape.h>
#include "RagDoll.h"
// ----------------------------------------------------------------------------
// FixedConstraint
// ----------------------------------------------------------------------------
FixedConstraint::FixedConstraint(glm::vec3* point, const glm::vec3& anchor) : _point(point), _anchor(anchor) {
}
float FixedConstraint::enforce() {
assert(_point != NULL);
float distance = glm::distance(_anchor, *_point);
*_point = _anchor;
return distance;
}
void FixedConstraint::setPoint(glm::vec3* point) {
_point = point;
}
void FixedConstraint::setAnchor(const glm::vec3& anchor) {
_anchor = anchor;
}
// ----------------------------------------------------------------------------
// DistanceConstraint
// ----------------------------------------------------------------------------
DistanceConstraint::DistanceConstraint(glm::vec3* startPoint, glm::vec3* endPoint) : _distance(-1.0f) {
_points[0] = startPoint;
_points[1] = endPoint;
_distance = glm::distance(*(_points[0]), *(_points[1]));
}
DistanceConstraint::DistanceConstraint(const DistanceConstraint& other) {
_distance = other._distance;
_points[0] = other._points[0];
_points[1] = other._points[1];
}
void DistanceConstraint::setDistance(float distance) {
_distance = fabsf(distance);
}
float DistanceConstraint::enforce() {
float newDistance = glm::distance(*(_points[0]), *(_points[1]));
glm::vec3 direction(0.0f, 1.0f, 0.0f);
if (newDistance > EPSILON) {
direction = (*(_points[0]) - *(_points[1])) / newDistance;
}
glm::vec3 center = 0.5f * (*(_points[0]) + *(_points[1]));
*(_points[0]) = center + (0.5f * _distance) * direction;
*(_points[1]) = center - (0.5f * _distance) * direction;
return glm::abs(newDistance - _distance);
}
void DistanceConstraint::updateProxyShape(Shape* shape, const glm::quat& rotation, const glm::vec3& translation) const {
if (!shape) {
return;
}
switch (shape->getType()) {
case Shape::SPHERE_SHAPE: {
// sphere collides at endPoint
SphereShape* sphere = static_cast<SphereShape*>(shape);
sphere->setPosition(translation + rotation * (*_points[1]));
}
break;
case Shape::CAPSULE_SHAPE: {
// capsule collides from startPoint to endPoint
CapsuleShape* capsule = static_cast<CapsuleShape*>(shape);
capsule->setEndPoints(translation + rotation * (*_points[0]), translation + rotation * (*_points[1]));
}
break;
default:
break;
}
}
// ----------------------------------------------------------------------------
// RagDoll
// ----------------------------------------------------------------------------
RagDoll::RagDoll() {
}
RagDoll::~RagDoll() {
clear();
}
void RagDoll::init(const QVector<JointState>& states) {
clear();
const int numStates = states.size();
_points.reserve(numStates);
for (int i = 0; i < numStates; ++i) {
const JointState& state = states[i];
_points.push_back(state.getPosition());
int parentIndex = state.getFBXJoint().parentIndex;
assert(parentIndex < i);
if (parentIndex == -1) {
FixedConstraint* anchor = new FixedConstraint(&(_points[i]), glm::vec3(0.0f));
_constraints.push_back(anchor);
} else {
DistanceConstraint* stick = new DistanceConstraint(&(_points[i]), &(_points[parentIndex]));
_constraints.push_back(stick);
}
}
}
/// Delete all data.
void RagDoll::clear() {
int numConstraints = _constraints.size();
for (int i = 0; i < numConstraints; ++i) {
delete _constraints[i];
}
_constraints.clear();
_points.clear();
}
float RagDoll::slaveToSkeleton(const QVector<JointState>& states, float fraction) {
const int numStates = states.size();
assert(numStates == _points.size());
fraction = glm::clamp(fraction, 0.0f, 1.0f);
float maxDistance = 0.0f;
for (int i = 0; i < numStates; ++i) {
glm::vec3 oldPoint = _points[i];
_points[i] = (1.0f - fraction) * _points[i] + fraction * states[i].getPosition();
maxDistance = glm::max(maxDistance, glm::distance(oldPoint, _points[i]));
}
return maxDistance;
}
float RagDoll::enforceConstraints() {
float maxDistance = 0.0f;
const int numConstraints = _constraints.size();
for (int i = 0; i < numConstraints; ++i) {
DistanceConstraint* c = static_cast<DistanceConstraint*>(_constraints[i]);
//maxDistance = glm::max(maxDistance, _constraints[i]->enforce());
maxDistance = glm::max(maxDistance, c->enforce());
}
return maxDistance;
}
void RagDoll::updateShapes(const QVector<Shape*>& shapes, const glm::quat& rotation, const glm::vec3& translation) const {
int numShapes = shapes.size();
int numConstraints = _constraints.size();
for (int i = 0; i < numShapes && i < numConstraints; ++i) {
_constraints[i]->updateProxyShape(shapes[i], rotation, translation);
}
}