mirror of
https://github.com/overte-org/overte.git
synced 2025-08-12 23:09:56 +02:00
Moving hand-avatar collision trigger calls into MyAvatar
Also renaming some methods in Model to be more descriptive.
This commit is contained in:
parent
6c4ecb0246
commit
04bc05cfe6
7 changed files with 71 additions and 75 deletions
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@ -445,20 +445,19 @@ float Avatar::getHeight() const {
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return extents.maximum.y - extents.minimum.y;
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}
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bool Avatar::isPokeable(ModelCollisionInfo& collision) const {
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bool Avatar::collisionWouldMoveAvatar(ModelCollisionInfo& collision) const {
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// ATM only the Skeleton is pokeable
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// TODO: make poke affect head
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if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
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return _skeletonModel.isPokeable(collision);
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return _skeletonModel.collisionHitsMoveableJoint(collision);
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}
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return false;
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}
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bool Avatar::poke(ModelCollisionInfo& collision) {
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void Avatar::applyCollision(ModelCollisionInfo& collision) {
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if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
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return _skeletonModel.poke(collision);
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_skeletonModel.applyCollision(collision);
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}
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return false;
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}
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float Avatar::getPelvisFloatingHeight() const {
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@ -129,11 +129,10 @@ public:
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float getHeight() const;
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/// \return true if we expect the avatar would move as a result of the collision
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bool isPokeable(ModelCollisionInfo& collision) const;
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bool collisionWouldMoveAvatar(ModelCollisionInfo& collision) const;
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/// \param collision a data structure for storing info about collisions against Models
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/// \return true if the collision affects the Avatar models
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bool poke(ModelCollisionInfo& collision);
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void applyCollision(ModelCollisionInfo& collision);
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public slots:
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void updateCollisionFlags();
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@ -84,7 +84,6 @@ void Hand::simulate(float deltaTime, bool isMine) {
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if (isMine) {
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_buckyBalls.simulate(deltaTime);
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updateCollisions();
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}
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calculateGeometry();
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@ -166,16 +165,11 @@ void Hand::simulate(float deltaTime, bool isMine) {
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}
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}
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void Hand::updateCollisions() {
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collideAgainstOtherAvatars();
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collideAgainstOurself();
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}
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void Hand::collideAgainstOtherAvatars() {
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if (!Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) {
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void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
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if (!avatar || avatar == _owningAvatar) {
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// don't collide with our own hands (that is done elsewhere)
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return;
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}
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ModelCollisionList collisions;
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float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
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for (size_t i = 0; i < getNumPalms(); i++) {
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PalmData& palm = getPalms()[i];
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@ -183,58 +177,61 @@ void Hand::collideAgainstOtherAvatars() {
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continue;
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}
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glm::vec3 totalPenetration;
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// check other avatars
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foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) {
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Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
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if (avatar == _owningAvatar) {
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// don't collid with our own hands
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continue;
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}
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collisions.clear();
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if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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// Check for palm collisions
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glm::vec3 myPalmPosition = palm.getPosition();
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float palmCollisionDistance = 0.1f;
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bool wasColliding = palm.getIsCollidingWithPalm();
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palm.setIsCollidingWithPalm(false);
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// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
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for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) {
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PalmData& otherPalm = avatar->getHand().getPalms()[j];
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if (!otherPalm.isActive()) {
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continue;
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}
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glm::vec3 otherPalmPosition = otherPalm.getPosition();
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if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
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palm.setIsCollidingWithPalm(true);
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if (!wasColliding) {
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const float PALM_COLLIDE_VOLUME = 1.f;
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const float PALM_COLLIDE_FREQUENCY = 1000.f;
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const float PALM_COLLIDE_DURATION_MAX = 0.75f;
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const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
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Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
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PALM_COLLIDE_FREQUENCY,
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PALM_COLLIDE_DURATION_MAX,
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PALM_COLLIDE_DECAY_PER_SAMPLE);
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// If the other person's palm is in motion, move mine downward to show I was hit
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const float MIN_VELOCITY_FOR_SLAP = 0.05f;
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if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
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// add slapback here
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}
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ModelCollisionList collisions;
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if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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// Check for palm collisions
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glm::vec3 myPalmPosition = palm.getPosition();
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float palmCollisionDistance = 0.1f;
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bool wasColliding = palm.getIsCollidingWithPalm();
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palm.setIsCollidingWithPalm(false);
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// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
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for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) {
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PalmData& otherPalm = avatar->getHand().getPalms()[j];
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if (!otherPalm.isActive()) {
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continue;
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}
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glm::vec3 otherPalmPosition = otherPalm.getPosition();
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if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
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palm.setIsCollidingWithPalm(true);
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if (!wasColliding) {
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const float PALM_COLLIDE_VOLUME = 1.f;
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const float PALM_COLLIDE_FREQUENCY = 1000.f;
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const float PALM_COLLIDE_DURATION_MAX = 0.75f;
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const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
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Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
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PALM_COLLIDE_FREQUENCY,
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PALM_COLLIDE_DURATION_MAX,
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PALM_COLLIDE_DECAY_PER_SAMPLE);
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// If the other person's palm is in motion, move mine downward to show I was hit
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const float MIN_VELOCITY_FOR_SLAP = 0.05f;
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if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
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// add slapback here
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}
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}
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}
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}
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if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) {
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for (int j = 0; j < collisions.size(); ++j) {
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// we don't resolve penetrations that would poke the other avatar
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if (!avatar->isPokeable(collisions[j])) {
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}
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if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) {
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for (int j = 0; j < collisions.size(); ++j) {
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if (isMyHand) {
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if (!avatar->collisionWouldMoveAvatar(collisions[j])) {
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// we resolve the hand from collision when it belongs to MyAvatar AND the other Avatar is
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// not expected to respond to the collision (hand hit unmovable part of their Avatar)
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totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
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}
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} else {
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// when this !isMyHand then avatar is MyAvatar and we apply the collision
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// which might not do anything (hand hit unmovable part of MyAvatar) however
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// we don't resolve the hand's penetration (we expect their simulation
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// to do the right thing).
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avatar->applyCollision(collisions[j]);
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}
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}
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}
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// resolve penetration
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palm.addToPosition(-totalPenetration);
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if (isMyHand) {
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// resolve penetration
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palm.addToPosition(-totalPenetration);
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}
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}
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}
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@ -67,6 +67,9 @@ public:
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glm::vec3 getAndResetGrabDeltaVelocity();
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glm::quat getAndResetGrabRotation();
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void collideAgainstAvatar(Avatar* avatar, bool isMyHand);
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void collideAgainstOurself();
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private:
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// disallow copies of the Hand, copy of owning Avatar is disallowed too
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Hand(const Hand&);
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@ -96,10 +99,6 @@ private:
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void renderLeapHands(bool isMine);
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void renderLeapFingerTrails();
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void updateCollisions();
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void collideAgainstOtherAvatars();
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void collideAgainstOurself();
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void calculateGeometry();
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void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime);
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@ -344,6 +344,7 @@ void MyAvatar::simulate(float deltaTime) {
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_position += _velocity * deltaTime;
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// update avatar skeleton and simulate hand and head
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_hand.collideAgainstOurself();
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_hand.simulate(deltaTime, true);
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_skeletonModel.simulate(deltaTime);
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_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
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@ -1050,11 +1051,13 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
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avatar->getPosition(), theirCapsuleRadius, theirCapsuleHeight, penetration)) {
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// move the avatar out by half the penetration
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setPosition(_position - 0.5f * penetration);
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glm::vec3 pushOut = 0.5f * penetration;
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}
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// collide their hands against our movable limbs
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// collide our hands against them
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_hand.collideAgainstAvatar(avatar, true);
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// collide their hands against us
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avatar->getHand().collideAgainstAvatar(this, false);
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}
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}
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}
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@ -722,7 +722,7 @@ void Model::renderCollisionProxies(float alpha) {
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glPopMatrix();
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}
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bool Model::isPokeable(ModelCollisionInfo& collision) const {
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bool Model::collisionHitsMoveableJoint(ModelCollisionInfo& collision) const {
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// the joint is pokable by a collision if it exists and is free to move
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const FBXJoint& joint = _geometry->getFBXGeometry().joints[collision._jointIndex];
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if (joint.parentIndex == -1 ||
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@ -736,7 +736,7 @@ bool Model::isPokeable(ModelCollisionInfo& collision) const {
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return !freeLineage.isEmpty();
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}
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bool Model::poke(ModelCollisionInfo& collision) {
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void Model::applyCollision(ModelCollisionInfo& collision) {
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// This needs work. At the moment it can wiggle joints that are free to move (such as arms)
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// but unmovable joints (such as torso) cannot be influenced at all.
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glm::vec3 jointPosition(0.f);
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@ -760,11 +760,10 @@ bool Model::poke(ModelCollisionInfo& collision) {
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getJointPosition(jointIndex, end);
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glm::vec3 newEnd = start + glm::angleAxis(glm::degrees(angle), axis) * (end - start);
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// try to move it
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return setJointPosition(jointIndex, newEnd, -1, true);
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setJointPosition(jointIndex, newEnd, -1, true);
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}
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}
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}
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return false;
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}
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void Model::deleteGeometry() {
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@ -167,12 +167,12 @@ public:
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void renderCollisionProxies(float alpha);
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/// \return true if the collision would move the model
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bool isPokeable(ModelCollisionInfo& collision) const;
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/// \return true if the collision is against a moveable joint
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bool collisionHitsMoveableJoint(ModelCollisionInfo& collision) const;
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/// \param collisionInfo info about the collision
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/// \return true if collision affects the Model
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bool poke(ModelCollisionInfo& collisionInfo);
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/// Use the collisionInfo to affect the model
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void applyCollision(ModelCollisionInfo& collisionInfo);
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protected:
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