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support disabling collisions btw adjacent joints
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parent
f0c2417206
commit
4a0ce7a9ae
4 changed files with 80 additions and 39 deletions
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@ -594,10 +594,11 @@ void SkeletonModel::buildShapes() {
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// This method moves the shapes to their default positions in Model frame
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// This method moves the shapes to their default positions in Model frame
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computeBoundingShape(geometry);
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computeBoundingShape(geometry);
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// while the shapes are in their default position we create the constraints
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// while the shapes are in their default position...
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disableSelfCollisions();
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buildRagdollConstraints();
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buildRagdollConstraints();
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// move shapes back to current joint positions
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// ... then move shapes back to current joint positions
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moveShapesTowardJoints(1.0f);
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moveShapesTowardJoints(1.0f);
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}
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}
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@ -613,39 +614,6 @@ void SkeletonModel::moveShapesTowardJoints(float fraction) {
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}
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}
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}
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}
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/* TODO: Andrew to remove this when done with ragdoll work.
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void SkeletonModel::updateShapePositionsLegacy() {
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if (_shapesAreDirty && _shapes.size() == _jointStates.size()) {
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glm::vec3 rootPosition(0.0f);
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_boundingRadius = 0.0f;
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float uniformScale = extractUniformScale(_scale);
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for (int i = 0; i < _jointStates.size(); i++) {
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const JointState& state = _jointStates[i];
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const FBXJoint& joint = state.getFBXJoint();
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// shape position and rotation need to be in world-frame
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glm::quat stateRotation = state.getRotation();
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glm::vec3 shapeOffset = uniformScale * (stateRotation * joint.shapePosition);
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glm::vec3 worldPosition = _translation + _rotation * (state.getPosition() + shapeOffset);
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Shape* shape = _shapes[i];
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if (shape) {
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shape->setTranslation(worldPosition);
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shape->setRotation(_rotation * stateRotation * joint.shapeRotation);
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float distance = glm::distance(worldPosition, _translation) + shape->getBoundingRadius();
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if (distance > _boundingRadius) {
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_boundingRadius = distance;
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}
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}
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if (joint.parentIndex == -1) {
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rootPosition = worldPosition;
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}
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}
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_shapesAreDirty = false;
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_boundingShape.setTranslation(rootPosition + _rotation * _boundingShapeLocalOffset);
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_boundingShape.setRotation(_rotation);
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}
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}
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*/
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void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
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void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
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// compute default joint transforms
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// compute default joint transforms
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int numJoints = geometry.joints.size();
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int numJoints = geometry.joints.size();
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@ -161,3 +161,69 @@ bool PhysicsEntity::findPlaneCollisions(const glm::vec4& plane, CollisionList& c
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}
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}
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return collided;
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return collided;
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}
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}
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// -----------------------------------------------------------
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// TODO: enforce this maximum when shapes are built. The gotcha here is that
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// the Model class (derived from PhysicsEntity) expects numShapes == numJoints,
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// so we have to modify that code to be safe.
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const int MAX_SHAPES_PER_ENTITY = 256;
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// the first 256 prime numbers
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const int primes[256] = {
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2, 3, 5, 7, 11, 13, 17, 19, 23, 29,
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31, 37, 41, 43, 47, 53, 59, 61, 67, 71,
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73, 79, 83, 89, 97, 101, 103, 107, 109, 113,
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127, 131, 137, 139, 149, 151, 157, 163, 167, 173,
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179, 181, 191, 193, 197, 199, 211, 223, 227, 229,
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233, 239, 241, 251, 257, 263, 269, 271, 277, 281,
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283, 293, 307, 311, 313, 317, 331, 337, 347, 349,
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353, 359, 367, 373, 379, 383, 389, 397, 401, 409,
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419, 421, 431, 433, 439, 443, 449, 457, 461, 463,
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467, 479, 487, 491, 499, 503, 509, 521, 523, 541,
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547, 557, 563, 569, 571, 577, 587, 593, 599, 601,
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607, 613, 617, 619, 631, 641, 643, 647, 653, 659,
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661, 673, 677, 683, 691, 701, 709, 719, 727, 733,
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739, 743, 751, 757, 761, 769, 773, 787, 797, 809,
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811, 821, 823, 827, 829, 839, 853, 857, 859, 863,
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877, 881, 883, 887, 907, 911, 919, 929, 937, 941,
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947, 953, 967, 971, 977, 983, 991, 997, 1009, 1013,
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1019, 1021, 1031, 1033, 1039, 1049, 1051, 1061, 1063, 1069,
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1087, 1091, 1093, 1097, 1103, 1109, 1117, 1123, 1129, 1151,
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1153, 1163, 1171, 1181, 1187, 1193, 1201, 1213, 1217, 1223,
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1229, 1231, 1237, 1249, 1259, 1277, 1279, 1283, 1289, 1291,
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1297, 1301, 1303, 1307, 1319, 1321, 1327, 1361, 1367, 1373,
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1381, 1399, 1409, 1423, 1427, 1429, 1433, 1439, 1447, 1451,
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1453, 1459, 1471, 1481, 1483, 1487, 1489, 1493, 1499, 1511,
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1523, 1531, 1543, 1549, 1553, 1559, 1567, 1571, 1579, 1583,
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1597, 1601, 1607, 1609, 1613, 1619 };
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void PhysicsEntity::disableCollisions(int shapeIndexA, int shapeIndexB) {
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if (shapeIndexA < MAX_SHAPES_PER_ENTITY && shapeIndexB < MAX_SHAPES_PER_ENTITY) {
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_disabledCollisions.insert(primes[shapeIndexA] * primes[shapeIndexB]);
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}
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}
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bool PhysicsEntity::collisionsAreEnabled(int shapeIndexA, int shapeIndexB) const {
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if (shapeIndexA < MAX_SHAPES_PER_ENTITY && shapeIndexB < MAX_SHAPES_PER_ENTITY) {
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return !_disabledCollisions.contains(primes[shapeIndexA] * primes[shapeIndexB]);
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}
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return false;
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}
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void PhysicsEntity::disableSelfCollisions() {
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CollisionList collisions(10);
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int numShapes = _shapes.size();
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for (int i = 0; i < numShapes; ++i) {
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const Shape* shape = _shapes.at(i);
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if (!shape) {
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continue;
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}
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for (int j = i+1; j < numShapes; ++j) {
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const Shape* otherShape = _shapes.at(j);
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if (otherShape && ShapeCollider::collideShapes(shape, otherShape, collisions)) {
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disableCollisions(i, j);
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collisions.clear();
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}
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}
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}
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}
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@ -13,6 +13,7 @@
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#define hifi_PhysicsEntity_h
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#define hifi_PhysicsEntity_h
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#include <QVector>
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#include <QVector>
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#include <QSet>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/quaternion.hpp>
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@ -54,6 +55,11 @@ public:
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bool findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadius, CollisionList& collisions, int skipIndex);
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bool findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadius, CollisionList& collisions, int skipIndex);
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bool findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions);
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bool findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions);
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void disableCollisions(int shapeIndexA, int shapeIndexB);
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bool collisionsAreEnabled(int shapeIndexA, int shapeIndexB) const;
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void disableSelfCollisions();
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protected:
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protected:
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glm::vec3 _translation;
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glm::vec3 _translation;
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glm::quat _rotation;
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glm::quat _rotation;
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@ -61,6 +67,7 @@ protected:
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bool _shapesAreDirty;
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bool _shapesAreDirty;
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bool _enableShapes;
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bool _enableShapes;
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QVector<Shape*> _shapes;
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QVector<Shape*> _shapes;
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QSet<int> _disabledCollisions;
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private:
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private:
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// PhysicsSimulation is a friend so that it can set the protected _simulation backpointer
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// PhysicsSimulation is a friend so that it can set the protected _simulation backpointer
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@ -135,7 +135,7 @@ void PhysicsSimulation::removeRagdoll(Ragdoll* doll) {
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// DONE (4) collisions move points (SpecialCapsuleShape would help solve this)
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// DONE (4) collisions move points (SpecialCapsuleShape would help solve this)
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// DONE (5) enforce constraints
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// DONE (5) enforce constraints
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// DONE (6) make sure MyAvatar creates shapes, adds to simulation with ragdoll support
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// DONE (6) make sure MyAvatar creates shapes, adds to simulation with ragdoll support
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// (7) support for pairwise collision bypass
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// DONE (7) support for pairwise collision bypass
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// (8) process collisions
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// (8) process collisions
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// (9) add and enforce angular contraints for joints
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// (9) add and enforce angular contraints for joints
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void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIterations, quint64 maxUsec) {
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void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIterations, quint64 maxUsec) {
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@ -162,7 +162,8 @@ void PhysicsSimulation::computeCollisions() {
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// TODO: keep track of QSet<PhysicsEntity*> collidedEntities;
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// TODO: keep track of QSet<PhysicsEntity*> collidedEntities;
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int numEntities = _entities.size();
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int numEntities = _entities.size();
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for (int i = 0; i < numEntities; ++i) {
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for (int i = 0; i < numEntities; ++i) {
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const QVector<Shape*> shapes = _entities.at(i)->getShapes();
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PhysicsEntity* entity = _entities.at(i);
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const QVector<Shape*> shapes = entity->getShapes();
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int numShapes = shapes.size();
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int numShapes = shapes.size();
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// collide with self
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// collide with self
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for (int j = 0; j < numShapes; ++j) {
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for (int j = 0; j < numShapes; ++j) {
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@ -170,10 +171,9 @@ void PhysicsSimulation::computeCollisions() {
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if (!shape) {
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if (!shape) {
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continue;
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continue;
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}
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}
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// TODO: check for pairwise collision bypass here
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for (int k = j+1; k < numShapes; ++k) {
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for (int k = j+1; k < numShapes; ++k) {
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const Shape* otherShape = shapes.at(k);
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const Shape* otherShape = shapes.at(k);
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if (otherShape) {
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if (otherShape && entity->collisionsAreEnabled(j, k)) {
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ShapeCollider::collideShapes(shape, otherShape, _collisionList);
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ShapeCollider::collideShapes(shape, otherShape, _collisionList);
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}
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}
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}
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}
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