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https://github.com/overte-org/overte.git
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Moving applyHardCollision to the Particle class. Adding daming and elasticity to CollisionInfo.
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5cc2b029cf
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5 changed files with 68 additions and 45 deletions
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@ -668,7 +668,50 @@ void Particle::adjustEditPacketForClockSkew(unsigned char* codeColorBuffer, ssiz
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}
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}
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// HALTING_* params are determined using expected acceleration of gravity over some timescale.
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// This is a HACK for particles that bounce in a 1.0 gravitational field and should eventually be made more universal.
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const float HALTING_PARTICLE_PERIOD = 0.0167f; // ~1/60th of a second
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const float HALTING_PARTICLE_SPEED = 9.8 * HALTING_PARTICLE_PERIOD / (float)(TREE_SCALE);
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void Particle::applyHardCollision(const CollisionInfo& collisionInfo) {
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//
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// Update the particle in response to a hard collision. Position will be reset exactly
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// to outside the colliding surface. Velocity will be modified according to elasticity.
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//
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// if elasticity = 0.0, collision is inelastic (vel normal to collision is lost)
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// if elasticity = 1.0, collision is 100% elastic.
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//
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glm::vec3 position = getPosition();
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glm::vec3 velocity = getVelocity();
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const float EPSILON = 0.0f;
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glm::vec3 relativeVelocity = collisionInfo._addedVelocity - velocity;
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float velocityDotPenetration = glm::dot(relativeVelocity, collisionInfo._penetration);
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if (velocityDotPenetration < EPSILON) {
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// particle is moving into collision surface
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//
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// TODO: do something smarter here by comparing the mass of the particle vs that of the other thing
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// (other's mass could be stored in the Collision Info). The smaller mass should surrender more
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// position offset and should slave more to the other's velocity in the static-friction case.
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position -= collisionInfo._penetration;
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if (glm::length(relativeVelocity) < HALTING_PARTICLE_SPEED) {
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// static friction kicks in and particle moves with colliding object
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velocity = collisionInfo._addedVelocity;
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} else {
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glm::vec3 direction = glm::normalize(collisionInfo._penetration);
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velocity += glm::dot(relativeVelocity, direction) * (1.0f + collisionInfo._elasticity) * direction; // dynamic reflection
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velocity += glm::clamp(collisionInfo._damping, 0.0f, 1.0f) * (relativeVelocity - glm::dot(relativeVelocity, direction) * direction); // dynamic friction
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}
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}
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// change the local particle too...
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setPosition(position);
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setVelocity(velocity);
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}
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// MIN_VALID_SPEED is obtained by computing speed gained at one gravity during the shortest expected frame period
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// This is a HACK for particles that bounce in a 1.0 gravitational field and should eventually be made more universal.
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const float MIN_EXPECTED_FRAME_PERIOD = 0.005f; // 1/200th of a second
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const float MIN_VALID_SPEED = 9.8 * MIN_EXPECTED_FRAME_PERIOD / (float)(TREE_SCALE);
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@ -16,6 +16,7 @@
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#include <QtScript/QScriptEngine>
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#include <QtCore/QObject>
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#include <CollisionInfo.h>
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#include <SharedUtil.h>
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#include <OctreePacketData.h>
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@ -240,6 +241,8 @@ public:
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static void adjustEditPacketForClockSkew(unsigned char* codeColorBuffer, ssize_t length, int clockSkew);
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void applyHardCollision(const CollisionInfo& collisionInfo);
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void update(const uint64_t& now);
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void collisionWithParticle(Particle* other);
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void collisionWithVoxel(VoxelDetail* voxel);
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@ -73,6 +73,8 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
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const float DAMPING = 0.05f;
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const float COLLISION_FREQUENCY = 0.5f;
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CollisionInfo collisionInfo;
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collisionInfo._damping = DAMPING;
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collisionInfo._elasticity = ELASTICITY;
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VoxelDetail* voxelDetails = NULL;
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if (_voxels->findSpherePenetration(center, radius, collisionInfo._penetration, (void**)&voxelDetails)) {
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@ -81,7 +83,8 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
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updateCollisionSound(particle, collisionInfo._penetration, COLLISION_FREQUENCY);
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collisionInfo._penetration /= (float)(TREE_SCALE);
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applyHardCollision(particle, ELASTICITY, DAMPING, collisionInfo);
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particle->applyHardCollision(collisionInfo);
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queueParticlePropertiesUpdate(particle);
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delete voxelDetails; // cleanup returned details
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}
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@ -161,6 +164,8 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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if (_selfAvatar) {
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AvatarData* avatar = (AvatarData*)_selfAvatar;
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CollisionInfo collisionInfo;
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collisionInfo._damping = DAMPING;
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collisionInfo._elasticity = ELASTICITY;
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if (avatar->findSphereCollision(center, radius, collisionInfo)) {
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collisionInfo._addedVelocity /= (float)(TREE_SCALE);
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glm::vec3 relativeVelocity = collisionInfo._addedVelocity - particle->getVelocity();
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@ -185,7 +190,8 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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updateCollisionSound(particle, collisionInfo._penetration, COLLISION_FREQUENCY);
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collisionInfo._penetration /= (float)(TREE_SCALE);
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applyHardCollision(particle, elasticity, damping, collisionInfo);
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particle->applyHardCollision(collisionInfo);
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queueParticlePropertiesUpdate(particle);
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}
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}
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}
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@ -224,51 +230,14 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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// }
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}
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// TODO: convert applyHardCollision() to take a CollisionInfo& instead of penetration + addedVelocity
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void ParticleCollisionSystem::applyHardCollision(Particle* particle, float elasticity, float damping, const CollisionInfo& collisionInfo) {
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//
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// Update the particle in response to a hard collision. Position will be reset exactly
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// to outside the colliding surface. Velocity will be modified according to elasticity.
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//
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// if elasticity = 0.0, collision is inelastic (vel normal to collision is lost)
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// if elasticity = 1.0, collision is 100% elastic.
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//
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glm::vec3 position = particle->getPosition();
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glm::vec3 velocity = particle->getVelocity();
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const float EPSILON = 0.0f;
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glm::vec3 relativeVelocity = collisionInfo._addedVelocity - velocity;
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float velocityDotPenetration = glm::dot(relativeVelocity, collisionInfo._penetration);
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if (velocityDotPenetration < EPSILON) {
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// particle is moving into collision surface
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position -= collisionInfo._penetration;
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if (glm::length(relativeVelocity) < HALTING_SPEED) {
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// static friction kicks in and particle moves with colliding object
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velocity = collisionInfo._addedVelocity;
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} else {
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glm::vec3 direction = glm::normalize(collisionInfo._penetration);
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velocity += glm::dot(relativeVelocity, direction) * (1.0f + elasticity) * direction; // dynamic reflection
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velocity += glm::clamp(damping, 0.0f, 1.0f) * (relativeVelocity - glm::dot(relativeVelocity, direction) * direction); // dynamic friction
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}
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}
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const bool wantDebug = false;
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if (wantDebug) {
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printf("ParticleCollisionSystem::applyHardCollision() particle id:%d new velocity:%f,%f,%f inHand:%s\n",
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particle->getID(), velocity.x, velocity.y, velocity.z, debug::valueOf(particle->getInHand()));
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}
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// send off the result to the particle server
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void ParticleCollisionSystem::queueParticlePropertiesUpdate(Particle* particle) {
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// queue the result for sending to the particle server
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ParticleProperties properties;
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ParticleID particleID(particle->getID());
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properties.copyFromParticle(*particle);
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properties.setPosition(position * (float)TREE_SCALE);
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properties.setVelocity(velocity * (float)TREE_SCALE);
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properties.setPosition(particle->getPosition() * (float)TREE_SCALE);
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properties.setVelocity(particle->getVelocity() * (float)TREE_SCALE);
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_packetSender->queueParticleEditMessage(PACKET_TYPE_PARTICLE_ADD_OR_EDIT, particleID, properties);
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// change the local particle too...
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particle->setPosition(position);
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particle->setVelocity(velocity);
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}
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@ -47,7 +47,7 @@ public:
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void updateCollisionWithVoxels(Particle* particle);
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void updateCollisionWithParticles(Particle* particle);
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void updateCollisionWithAvatars(Particle* particle);
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void applyHardCollision(Particle* particle, float elasticity, float damping, const CollisionInfo& collisionInfo);
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void queueParticlePropertiesUpdate(Particle* particle);
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void updateCollisionSound(Particle* particle, const glm::vec3 &penetration, float frequency);
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private:
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@ -13,11 +13,19 @@
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class CollisionInfo {
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public:
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CollisionInfo() : _penetration(0.f), _addedVelocity(0.f) { }
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CollisionInfo()
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: _damping(0.f),
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_elasticity(1.f),
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_penetration(0.f),
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_addedVelocity(0.f) {
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}
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~CollisionInfo() {}
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//glm::vec3 _point;
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//glm::vec3 _normal;
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float _damping;
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float _elasticity;
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glm::vec3 _penetration; // depth that bodyA is penetrates bodyB
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glm::vec3 _addedVelocity;
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};
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