All avatars now have disk collision proxies at their hands.

This commit is contained in:
Andrew Meadows 2014-01-15 14:06:31 -08:00
parent 235b6f0c36
commit 09bce076cc

View file

@ -137,15 +137,14 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particleA)
void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
// particles that are in hand, don't collide with other avatar parts
// particles that are in hand, don't collide with avatars
if (particle->getInHand()) {
return;
}
//printf("updateCollisionWithAvatars()...\n");
glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
float radius = particle->getRadius() * (float)(TREE_SCALE);
const float ELASTICITY = 0.4f;
const float ELASTICITY = 0.95f;
const float DAMPING = 0.0f;
const float COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration;
@ -157,55 +156,37 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
CollisionInfo collision;
if (avatar->findSphereCollision(center, radius, collision)) {
if (glm::dot(particle->getVelocity(), collision._addedVelocity) < 0.f) {
// only collide when particle and collision point are moving toward each other
collision._penetration /= (float)(TREE_SCALE);
collision._addedVelocity /= (float)(TREE_SCALE);
glm::vec3 pv = particle->getVelocity();
updateCollisionSound(particle, collision._penetration, COLLISION_FREQUENCY);
applyHardCollision(particle, collision._penetration, ELASTICITY, DAMPING, collision._addedVelocity);
}
}
}
// TODO: convert other avatars to collide like _selfAvatar
// loop through all the other avatars for potential interactions...
foreach (const SharedNodePointer& node, NodeList::getInstance()->getNodeHash()) {
//qDebug() << "updateCollisionWithAvatars()... node:" << *node << "\n";
if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
// TODO: dot collidingPalm and hand velocities and skip collision when they are moving apart.
AvatarData* avatar = static_cast<AvatarData*>(node->getLinkedData());
//printf("updateCollisionWithAvatars()...avatar=%p\n", avatar);
// check hands...
const HandData* handData = avatar->getHandData();
if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
// apply a hard collision when ball collides with hand
penetration /= (float)(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
if (collidingPalm) {
glm::vec3 palmVelocity = collidingPalm->getVelocity() / (float)(TREE_SCALE);
//printf("collidingPalm Velocity=%f,%f,%f\n", palmVelocity.x, palmVelocity.y, palmVelocity.z);
addedVelocity = palmVelocity;
CollisionInfo collision;
if (avatar->findSphereCollision(center, radius, collision)) {
if (glm::dot(particle->getVelocity(), collision._addedVelocity) < 0.f) {
// only collide when particle and collision point are moving toward each other
collision._penetration /= (float)(TREE_SCALE);
collision._addedVelocity /= (float)(TREE_SCALE);
updateCollisionSound(particle, collision._penetration, COLLISION_FREQUENCY);
applyHardCollision(particle, collision._penetration, ELASTICITY, DAMPING, collision._addedVelocity);
}
applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
} else if (avatar->findSpherePenetration(center, radius, penetration)) {
penetration /= (float)(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
glm::vec3 addedVelocity = avatar->getVelocity();
applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
}
}
}
}
// TODO: convert applyHardCollision() to take a CollisionInfo& instead of penetration + addedVelocity
void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::vec3& penetration,
float elasticity, float damping, const glm::vec3& addedVelocity) {
//
@ -221,7 +202,7 @@ void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::
const float EPSILON = 0.0f;
float velocityDotPenetration = glm::dot(velocity, penetration);
if (velocityDotPenetration > EPSILON) {
position -= penetration;
//position -= penetration;
static float HALTING_VELOCITY = 0.2f / (float)(TREE_SCALE);
// cancel out the velocity component in the direction of penetration