mirror of
https://github.com/overte-org/overte.git
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Merge branch 'master' of https://github.com/worklist/hifi
This commit is contained in:
commit
4cfbc2b11b
53 changed files with 1271 additions and 598 deletions
|
@ -315,53 +315,69 @@ int AudioMixer::addStreamToMixForListeningNodeWithStream(PositionalAudioStream*
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rotatedSourcePosition.y = 0.0f;
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// produce an oriented angle about the y-axis
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bearingRelativeAngleToSource = glm::orientedAngle(glm::vec3(0.0f, 0.0f, -1.0f),
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glm::normalize(rotatedSourcePosition),
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glm::vec3(0.0f, 1.0f, 0.0f));
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float bearingAngleToSource = glm::orientedAngle(glm::vec3(0.0f, 0.0f, -1.0f),
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glm::normalize(rotatedSourcePosition),
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glm::vec3(0.0f, -1.0f, 0.0f));
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const float TWO_OVER_PI = 2.0f / PI;
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// if the source is in the range (-pi/2,+pi/2) (e.g, -Z from the listener's perspective
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if (bearingRelativeAngleToSource < -PI_OVER_TWO || bearingRelativeAngleToSource > PI_OVER_TWO)
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{
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AudioFilterHSF1s& penumbraFilter = streamToAdd->getFilter();
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const float ZERO_DB = 1.0f;
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const float NEGATIVE_ONE_DB = 0.891f;
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const float NEGATIVE_THREE_DB = 0.708f;
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const float FULL_POWER = 1.0f;
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const float SQUARE_ROOT_OF_TWO_OVER_TWO = 0.71f;
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const float HALF_POWER = SQUARE_ROOT_OF_TWO_OVER_TWO;
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const float ONE_OVER_TWO_PI = 1.0f / TWO_PI;
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const float FILTER_CUTOFF_FREQUENCY_HZ = 1000.0f;
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// calculate the updated gain, frequency and slope.
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const float penumbraFilterFrequency = FILTER_CUTOFF_FREQUENCY_HZ; // constant frequency
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const float penumbraFilterSlope = SQUARE_ROOT_OF_TWO_OVER_TWO; // constant slope
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const float FILTER_CUTOFF_FREQUENCY_HZ = 1000.0f;
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const float penumbraFilterFrequency = FILTER_CUTOFF_FREQUENCY_HZ; // constant frequency
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const float penumbraFilterSlope = NEGATIVE_THREE_DB; // constant slope
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float penumbraFilterGainL;
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float penumbraFilterGainR;
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const float penumbraFilterGainL = (bearingRelativeAngleToSource <= -PI_OVER_TWO) ?
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((+1.0 * ONE_OVER_TWO_PI * (bearingRelativeAngleToSource + PI_OVER_TWO)) + FULL_POWER) :
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((+1.0 * ONE_OVER_TWO_PI * (bearingRelativeAngleToSource - PI)) + HALF_POWER);
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const float penumbraFilterGainR = (bearingRelativeAngleToSource <= -PI_OVER_TWO) ?
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((-1.0 * ONE_OVER_TWO_PI * (bearingRelativeAngleToSource + PI_OVER_TWO)) + HALF_POWER) :
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((-1.0 * ONE_OVER_TWO_PI * (bearingRelativeAngleToSource - PI)) + HALF_POWER);
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// variable gain calculation broken down by quadrent
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if (bearingAngleToSource < -PI_OVER_TWO && bearingAngleToSource > -PI) {
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// gainL(-pi/2,0b)->(-pi,-1db)
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penumbraFilterGainL = TWO_OVER_PI *
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(ZERO_DB - NEGATIVE_ONE_DB) * (bearingAngleToSource + PI_OVER_TWO) + ZERO_DB;
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// gainR(-pi/2,-3db)->(-pi,-1db)
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penumbraFilterGainR = TWO_OVER_PI *
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(NEGATIVE_THREE_DB - NEGATIVE_ONE_DB) * (bearingAngleToSource + PI_OVER_TWO) + NEGATIVE_THREE_DB;
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} else if (bearingAngleToSource <= PI && bearingAngleToSource > PI_OVER_TWO) {
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// gainL(+pi,-1db)->(pi/2,-3db)
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penumbraFilterGainL = TWO_OVER_PI *
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(NEGATIVE_ONE_DB - NEGATIVE_THREE_DB) * (bearingAngleToSource - PI) + NEGATIVE_ONE_DB;
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// gainR(+pi,-1db)->(pi/2,0db)
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penumbraFilterGainR = TWO_OVER_PI *
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(NEGATIVE_ONE_DB - ZERO_DB) * (bearingAngleToSource - PI) + NEGATIVE_ONE_DB;
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} else if (bearingAngleToSource <= PI_OVER_TWO && bearingAngleToSource > 0) {
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// gainL(+pi/2,-3db)->(0,0db)
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penumbraFilterGainL = TWO_OVER_PI *
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(NEGATIVE_THREE_DB - ZERO_DB) * (bearingAngleToSource - PI_OVER_TWO) + NEGATIVE_THREE_DB;
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// gainR(+p1/2,0db)->(0,0db)
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penumbraFilterGainR = ZERO_DB;
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} else {
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// gainL(0,0db)->(-pi/2,0db)
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penumbraFilterGainL = ZERO_DB;
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// gainR(0,0db)->(-pi/2,-3db)
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penumbraFilterGainR = TWO_OVER_PI *
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(ZERO_DB - NEGATIVE_THREE_DB) * (bearingAngleToSource) + ZERO_DB;
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}
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#if 0
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float distanceBetween = glm::length(relativePosition);
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qDebug() << "avatar="
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<< listeningNodeStream
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qDebug() << "avatar="
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<< listeningNodeStream
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<< "gainL="
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<< penumbraFilterGainL
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<< "gainR="
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<< penumbraFilterGainR
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<< "angle="
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<< bearingRelativeAngleToSource
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<< "dist="
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<< distanceBetween;
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<< bearingAngleToSource;
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#endif
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// set the gain on both filter channels
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penumbraFilter.setParameters(0, 0, SAMPLE_RATE, penumbraFilterFrequency, penumbraFilterGainL, penumbraFilterSlope);
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penumbraFilter.setParameters(0, 1, SAMPLE_RATE, penumbraFilterFrequency, penumbraFilterGainR, penumbraFilterSlope);
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// set the gain on both filter channels
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AudioFilterHSF1s& penumbraFilter = streamToAdd->getFilter();
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penumbraFilter.setParameters(0, 0, SAMPLE_RATE, penumbraFilterFrequency, penumbraFilterGainL, penumbraFilterSlope);
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penumbraFilter.setParameters(0, 1, SAMPLE_RATE, penumbraFilterFrequency, penumbraFilterGainR, penumbraFilterSlope);
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penumbraFilter.render(_clientSamples, _clientSamples, NETWORK_BUFFER_LENGTH_SAMPLES_STEREO / 2);
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}
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penumbraFilter.render(_clientSamples, _clientSamples, NETWORK_BUFFER_LENGTH_SAMPLES_STEREO / 2);
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}
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return 1;
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@ -394,8 +394,6 @@ int OctreeSendThread::packetDistributor(OctreeQueryNode* nodeData, bool viewFrus
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int extraPackingAttempts = 0;
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bool completedScene = false;
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OctreeElement* lastAttemptedSubTree = NULL;
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while (somethingToSend && packetsSentThisInterval < maxPacketsPerInterval && !nodeData->isShuttingDown()) {
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float lockWaitElapsedUsec = OctreeServer::SKIP_TIME;
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float encodeElapsedUsec = OctreeServer::SKIP_TIME;
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@ -408,9 +406,6 @@ int OctreeSendThread::packetDistributor(OctreeQueryNode* nodeData, bool viewFrus
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if (!nodeData->elementBag.isEmpty()) {
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OctreeElement* subTree = nodeData->elementBag.extract();
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// TODO: look into breaking early if the same subtree keeps repeating for inclusion...
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lastAttemptedSubTree = subTree;
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/* TODO: Looking for a way to prevent locking and encoding a tree that is not
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// going to result in any packets being sent...
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//
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@ -516,8 +511,6 @@ int OctreeSendThread::packetDistributor(OctreeQueryNode* nodeData, bool viewFrus
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packetsSentThisInterval += handlePacketSend(nodeData, trueBytesSent, truePacketsSent);
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}
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lastAttemptedSubTree = NULL; // reset this
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nodeData->writeToPacket(_packetData.getFinalizedData(), _packetData.getFinalizedSize());
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extraPackingAttempts = 0;
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quint64 compressAndWriteEnd = usecTimestampNow();
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@ -22,7 +22,7 @@
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#include "DomainServerSettingsManager.h"
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const QString SETTINGS_DESCRIPTION_RELATIVE_PATH = "/resources/web/settings/describe.json";
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const QString SETTINGS_CONFIG_FILE_RELATIVE_PATH = "/resources/config.json";
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const QString SETTINGS_JSON_FILE_RELATIVE_PATH = "/resources/settings.json";
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DomainServerSettingsManager::DomainServerSettingsManager() :
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_descriptionObject(),
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@ -35,7 +35,7 @@ DomainServerSettingsManager::DomainServerSettingsManager() :
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_descriptionObject = QJsonDocument::fromJson(descriptionFile.readAll()).object();
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// load the existing config file to get the current values
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QFile configFile(QCoreApplication::applicationDirPath() + SETTINGS_CONFIG_FILE_RELATIVE_PATH);
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QFile configFile(QCoreApplication::applicationDirPath() + SETTINGS_JSON_FILE_RELATIVE_PATH);
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if (configFile.exists()) {
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configFile.open(QIODevice::ReadOnly);
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@ -197,7 +197,7 @@ QByteArray DomainServerSettingsManager::getJSONSettingsMap() const {
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}
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void DomainServerSettingsManager::persistToFile() {
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QFile settingsFile(QCoreApplication::applicationDirPath() + SETTINGS_CONFIG_FILE_RELATIVE_PATH);
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QFile settingsFile(QCoreApplication::applicationDirPath() + SETTINGS_JSON_FILE_RELATIVE_PATH);
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if (settingsFile.open(QIODevice::WriteOnly)) {
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settingsFile.write(getJSONSettingsMap());
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79
examples/radio.js
Normal file
79
examples/radio.js
Normal file
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@ -0,0 +1,79 @@
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//
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// Radio.js
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// examples
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//
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// Created by Clément Brisset on 8/20/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var position = { x:1, y: 1, z: 10 };
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var rotation = Quat.fromPitchYawRollDegrees(0, 0, 0);
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var scale = 1.0;
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var modelURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/models/entities/radio/Speakers2Finished.fbx";
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var soundURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/FamilyStereo.raw";
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var AudioRotationOffset = Quat.fromPitchYawRollDegrees(0, -90, 0);
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var audioOptions = new AudioInjectionOptions();
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audioOptions.volume = 0.7;
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audioOptions.position = position;
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audioOptions.orientation = Quat.multiply(AudioRotationOffset, rotation);
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audioOptions.loop = true;
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audioOptions.isStereo = true;
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var injector = null;
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var sound = new Sound(soundURL);
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var entity = null;
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var properties = null;
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function update() {
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if (entity === null) {
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if (sound.downloaded) {
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print("Sound file downloaded");
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entity = Entities.addEntity({
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type: "Model",
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position: position,
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rotation: rotation,
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radius: scale / 2.0,
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modelURL: modelURL
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});
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properties = Entities.getEntityProperties(entity);
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injector = Audio.playSound(sound, audioOptions);
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}
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} else {
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var newProperties = Entities.getEntityProperties(entity);
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if (newProperties.type === "Model") {
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if (newProperties.position != properties.position) {
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audioOptions.position = newProperties.position;
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}
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if (newProperties.orientation != properties.orientation) {
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audioOptions.orientation = newProperties.orientation;
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}
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properties = newProperties;
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} else {
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entity = null;
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Script.update.disconnect(update);
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Script.scriptEnding.connect(scriptEnding);
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scriptEnding();
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}
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}
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}
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function scriptEnding() {
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if (entity != null) {
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Entities.deleteEntity(entity);
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}
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if (injector != null) {
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injector.stop();
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}
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}
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|
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Script.update.connect(update);
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Script.scriptEnding.connect(scriptEnding);
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|
|
@ -511,7 +511,7 @@ void Audio::handleAudioInput() {
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_inputFrameBuffer.copyFrames(1, inputFrameCount, inputFrameData, false /*copy in*/);
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_inputGain.render(_inputFrameBuffer); // input/mic gain+mute
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// _inputGain.render(_inputFrameBuffer); // input/mic gain+mute
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|
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// Add audio source injection if enabled
|
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if (_audioSourceInjectEnabled && !_muted) {
|
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|
|
|
@ -45,17 +45,31 @@ void DatagramProcessor::processDatagrams() {
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_byteCount += incomingPacket.size();
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|
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if (nodeList->packetVersionAndHashMatch(incomingPacket)) {
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|
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PacketType incomingType = packetTypeForPacket(incomingPacket);
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// only process this packet if we have a match on the packet version
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switch (packetTypeForPacket(incomingPacket)) {
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switch (incomingType) {
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case PacketTypeMixedAudio:
|
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case PacketTypeSilentAudioFrame:
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QMetaObject::invokeMethod(&application->_audio, "addReceivedAudioToStream", Qt::QueuedConnection,
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Q_ARG(QByteArray, incomingPacket));
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break;
|
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case PacketTypeAudioStreamStats:
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QMetaObject::invokeMethod(&application->_audio, "parseAudioStreamStatsPacket", Qt::QueuedConnection,
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Q_ARG(QByteArray, incomingPacket));
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case PacketTypeAudioStreamStats: {
|
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if (incomingType != PacketTypeAudioStreamStats) {
|
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QMetaObject::invokeMethod(&application->_audio, "addReceivedAudioToStream", Qt::QueuedConnection,
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Q_ARG(QByteArray, incomingPacket));
|
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} else {
|
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QMetaObject::invokeMethod(&application->_audio, "parseAudioStreamStatsPacket", Qt::QueuedConnection,
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Q_ARG(QByteArray, incomingPacket));
|
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}
|
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|
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// update having heard from the audio-mixer and record the bytes received
|
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SharedNodePointer audioMixer = nodeList->sendingNodeForPacket(incomingPacket);
|
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|
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if (audioMixer) {
|
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audioMixer->setLastHeardMicrostamp(usecTimestampNow());
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audioMixer->recordBytesReceived(incomingPacket.size());
|
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}
|
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|
||||
break;
|
||||
}
|
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case PacketTypeParticleAddResponse:
|
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// this will keep creatorTokenIDs to IDs mapped correctly
|
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Particle::handleAddParticleResponse(incomingPacket);
|
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|
|
|
@ -277,7 +277,8 @@ Menu::Menu() :
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avatar, SLOT(updateMotionBehaviorsFromMenu()));
|
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|
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QMenu* collisionsMenu = avatarMenu->addMenu("Collide With...");
|
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addCheckableActionToQMenuAndActionHash(collisionsMenu, MenuOption::CollideAsRagdoll);
|
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addCheckableActionToQMenuAndActionHash(collisionsMenu, MenuOption::CollideAsRagdoll, 0, false,
|
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avatar, SLOT(onToggleRagdoll()));
|
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addCheckableActionToQMenuAndActionHash(collisionsMenu, MenuOption::CollideWithAvatars,
|
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0, true, avatar, SLOT(updateCollisionGroups()));
|
||||
addCheckableActionToQMenuAndActionHash(collisionsMenu, MenuOption::CollideWithVoxels,
|
||||
|
@ -745,6 +746,7 @@ void Menu::loadSettings(QSettings* settings) {
|
|||
// TODO: cache more settings in MyAvatar that are checked with very high frequency.
|
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MyAvatar* myAvatar = Application::getInstance()->getAvatar();
|
||||
myAvatar->updateCollisionGroups();
|
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myAvatar->onToggleRagdoll();
|
||||
|
||||
if (lockedSettings) {
|
||||
Application::getInstance()->unlockSettings();
|
||||
|
|
|
@ -1743,7 +1743,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
|
|||
for (int z = 0; z < expanded; z++) {
|
||||
const QRgb* colorY = colorZ;
|
||||
for (int y = 0; y < expanded; y++) {
|
||||
int lastIndex;
|
||||
int lastIndex = 0;
|
||||
const QRgb* colorX = colorY;
|
||||
for (int x = 0; x < expanded; x++) {
|
||||
int alpha0 = colorX[0] >> ALPHA_OFFSET;
|
||||
|
@ -2479,9 +2479,9 @@ void StaticModelRenderer::renderUnclipped(float alpha, Mode mode) {
|
|||
_model->render(alpha);
|
||||
}
|
||||
|
||||
bool StaticModelRenderer::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
const glm::vec3& clipMinimum, float clipSize, float& distance) const {
|
||||
return _model->findRayIntersection(origin, direction, distance);
|
||||
bool StaticModelRenderer::findRayIntersection(RayIntersectionInfo& intersection,
|
||||
const glm::vec3& clipMinimum, float clipSize) const {
|
||||
return _model->findRayIntersection(intersection);
|
||||
}
|
||||
|
||||
void StaticModelRenderer::applyTranslation(const glm::vec3& translation) {
|
||||
|
|
|
@ -392,8 +392,8 @@ public:
|
|||
|
||||
virtual void init(Spanner* spanner);
|
||||
virtual void simulate(float deltaTime);
|
||||
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
const glm::vec3& clipMinimum, float clipSize, float& distance) const;
|
||||
virtual bool findRayIntersection(RayIntersectionInfo& intersection,
|
||||
const glm::vec3& clipMinimum, float clipSize) const;
|
||||
|
||||
protected:
|
||||
|
||||
|
|
|
@ -196,39 +196,56 @@ bool ModelUploader::zip() {
|
|||
// mixamo blendshapes
|
||||
if (!mapping.contains(BLENDSHAPE_FIELD) && geometry.applicationName == "mixamo.com") {
|
||||
QVariantHash blendshapes;
|
||||
blendshapes.insert("EyeBlink_L", QVariantList() << "Blink_Left" << 1.0);
|
||||
blendshapes.insert("EyeBlink_R", QVariantList() << "Blink_Right" << 1.0);
|
||||
blendshapes.insert("EyeSquint_L", QVariantList() << "Squint_Left" << 1.0);
|
||||
blendshapes.insert("EyeSquint_R", QVariantList() << "Squint_Right" << 1.0);
|
||||
blendshapes.insert("EyeOpen_L", QVariantList() << "EyesWide_Left" << 1.0);
|
||||
blendshapes.insert("EyeOpen_R", QVariantList() << "EyesWide_Right" << 1.0);
|
||||
blendshapes.insert("BrowsD_L", QVariantList() << "BrowsDown_Left" << 1.0);
|
||||
blendshapes.insert("BrowsD_R", QVariantList() << "BrowsDown_Right" << 1.0);
|
||||
blendshapes.insert("BrowsU_L", QVariantList() << "BrowsUp_Left" << 1.0);
|
||||
blendshapes.insert("BrowsU_R", QVariantList() << "BrowsUp_Right" << 1.0);
|
||||
blendshapes.insert("JawFwd", QVariantList() << "JawForeward" << 1.0);
|
||||
blendshapes.insert("JawOpen", QVariantList() << "Jaw_Down" << 1.0);
|
||||
blendshapes.insert("JawLeft", QVariantList() << "Jaw_Left" << 1.0);
|
||||
blendshapes.insert("JawRight", QVariantList() << "Jaw_Right" << 1.0);
|
||||
blendshapes.insert("JawChew", QVariantList() << "Jaw_Up" << 1.0);
|
||||
blendshapes.insert("MouthLeft", QVariantList() << "Midmouth_Left" << 1.0);
|
||||
blendshapes.insert("MouthRight", QVariantList() << "Midmouth_Right" << 1.0);
|
||||
blendshapes.insert("MouthFrown_L", QVariantList() << "Frown_Left" << 1.0);
|
||||
blendshapes.insert("MouthFrown_R", QVariantList() << "Frown_Right" << 1.0);
|
||||
blendshapes.insert("MouthSmile_L", QVariantList() << "Smile_Left" << 1.0);
|
||||
blendshapes.insert("MouthSmile_R", QVariantList() << "Smile_Right" << 1.0);
|
||||
blendshapes.insert("LipsUpperUp", QVariantList() << "UpperLipUp_Left" << 0.5);
|
||||
blendshapes.insertMulti("LipsUpperUp", QVariantList() << "UpperLipUp_Right" << 0.5);
|
||||
blendshapes.insert("Puff", QVariantList() << "CheekPuff_Left" << 0.5);
|
||||
blendshapes.insertMulti("Puff", QVariantList() << "CheekPuff_Right" << 0.5);
|
||||
blendshapes.insert("Sneer", QVariantList() << "NoseScrunch_Left" << 0.5);
|
||||
blendshapes.insertMulti("Sneer", QVariantList() << "NoseScrunch_Right" << 0.5);
|
||||
blendshapes.insert("CheekSquint_L", QVariantList() << "Squint_Left" << 1.0);
|
||||
blendshapes.insert("CheekSquint_R", QVariantList() << "Squint_Right" << 1.0);
|
||||
blendshapes.insert("LipsPucker", QVariantList() << "MouthNarrow_Left" << 0.5);
|
||||
blendshapes.insertMulti("LipsPucker", QVariantList() << "MouthNarrow_Right" << 0.5);
|
||||
blendshapes.insert("LipsLowerDown", QVariantList() << "LowerLipDown_Left" << 0.5);
|
||||
blendshapes.insertMulti("LipsLowerDown", QVariantList() << "LowerLipDown_Right" << 0.5);
|
||||
blendshapes.insertMulti("BrowsD_L", QVariantList() << "BrowsDown_Left" << 1.0);
|
||||
blendshapes.insertMulti("BrowsD_R", QVariantList() << "BrowsDown_Right" << 1.0);
|
||||
blendshapes.insertMulti("BrowsU_C", QVariantList() << "BrowsUp_Left" << 1.0);
|
||||
blendshapes.insertMulti("BrowsU_C", QVariantList() << "BrowsUp_Right" << 1.0);
|
||||
blendshapes.insertMulti("BrowsU_L", QVariantList() << "BrowsUp_Left" << 1.0);
|
||||
blendshapes.insertMulti("BrowsU_R", QVariantList() << "BrowsUp_Right" << 1.0);
|
||||
blendshapes.insertMulti("ChinLowerRaise", QVariantList() << "Jaw_Up" << 1.0);
|
||||
blendshapes.insertMulti("ChinUpperRaise", QVariantList() << "UpperLipUp_Left" << 0.5);
|
||||
blendshapes.insertMulti("ChinUpperRaise", QVariantList() << "UpperLipUp_Right" << 0.5);
|
||||
blendshapes.insertMulti("EyeBlink_L", QVariantList() << "Blink_Left" << 1.0);
|
||||
blendshapes.insertMulti("EyeBlink_R", QVariantList() << "Blink_Right" << 1.0);
|
||||
blendshapes.insertMulti("EyeOpen_L", QVariantList() << "EyesWide_Left" << 1.0);
|
||||
blendshapes.insertMulti("EyeOpen_R", QVariantList() << "EyesWide_Right" << 1.0);
|
||||
blendshapes.insertMulti("EyeSquint_L", QVariantList() << "Squint_Left" << 1.0);
|
||||
blendshapes.insertMulti("EyeSquint_R", QVariantList() << "Squint_Right" << 1.0);
|
||||
blendshapes.insertMulti("JawFwd", QVariantList() << "JawForeward" << 1.0);
|
||||
blendshapes.insertMulti("JawLeft", QVariantList() << "JawRotateY_Left" << 0.5);
|
||||
blendshapes.insertMulti("JawOpen", QVariantList() << "MouthOpen" << 0.7);
|
||||
blendshapes.insertMulti("JawRight", QVariantList() << "Jaw_Right" << 1.0);
|
||||
blendshapes.insertMulti("LipsFunnel", QVariantList() << "JawForeward" << 0.39);
|
||||
blendshapes.insertMulti("LipsFunnel", QVariantList() << "Jaw_Down" << 0.36);
|
||||
blendshapes.insertMulti("LipsFunnel", QVariantList() << "MouthNarrow_Left" << 1.0);
|
||||
blendshapes.insertMulti("LipsFunnel", QVariantList() << "MouthNarrow_Right" << 1.0);
|
||||
blendshapes.insertMulti("LipsFunnel", QVariantList() << "MouthWhistle_NarrowAdjust_Left" << 0.5);
|
||||
blendshapes.insertMulti("LipsFunnel", QVariantList() << "MouthWhistle_NarrowAdjust_Right" << 0.5);
|
||||
blendshapes.insertMulti("LipsFunnel", QVariantList() << "TongueUp" << 1.0);
|
||||
blendshapes.insertMulti("LipsLowerClose", QVariantList() << "LowerLipIn" << 1.0);
|
||||
blendshapes.insertMulti("LipsLowerDown", QVariantList() << "LowerLipDown_Left" << 0.7);
|
||||
blendshapes.insertMulti("LipsLowerDown", QVariantList() << "LowerLipDown_Right" << 0.7);
|
||||
blendshapes.insertMulti("LipsLowerOpen", QVariantList() << "LowerLipOut" << 1.0);
|
||||
blendshapes.insertMulti("LipsPucker", QVariantList() << "MouthNarrow_Left" << 1.0);
|
||||
blendshapes.insertMulti("LipsPucker", QVariantList() << "MouthNarrow_Right" << 1.0);
|
||||
blendshapes.insertMulti("LipsUpperClose", QVariantList() << "UpperLipIn" << 1.0);
|
||||
blendshapes.insertMulti("LipsUpperOpen", QVariantList() << "UpperLipOut" << 1.0);
|
||||
blendshapes.insertMulti("LipsUpperUp", QVariantList() << "UpperLipUp_Left" << 0.7);
|
||||
blendshapes.insertMulti("LipsUpperUp", QVariantList() << "UpperLipUp_Right" << 0.7);
|
||||
blendshapes.insertMulti("MouthDimple_L", QVariantList() << "Smile_Left" << 0.25);
|
||||
blendshapes.insertMulti("MouthDimple_R", QVariantList() << "Smile_Right" << 0.25);
|
||||
blendshapes.insertMulti("MouthFrown_L", QVariantList() << "Frown_Left" << 1.0);
|
||||
blendshapes.insertMulti("MouthFrown_R", QVariantList() << "Frown_Right" << 1.0);
|
||||
blendshapes.insertMulti("MouthLeft", QVariantList() << "Midmouth_Left" << 1.0);
|
||||
blendshapes.insertMulti("MouthRight", QVariantList() << "Midmouth_Right" << 1.0);
|
||||
blendshapes.insertMulti("MouthSmile_L", QVariantList() << "Smile_Left" << 1.0);
|
||||
blendshapes.insertMulti("MouthSmile_R", QVariantList() << "Smile_Right" << 1.0);
|
||||
blendshapes.insertMulti("Puff", QVariantList() << "CheekPuff_Left" << 1.0);
|
||||
blendshapes.insertMulti("Puff", QVariantList() << "CheekPuff_Right" << 1.0);
|
||||
blendshapes.insertMulti("Sneer", QVariantList() << "NoseScrunch_Left" << 0.75);
|
||||
blendshapes.insertMulti("Sneer", QVariantList() << "NoseScrunch_Right" << 0.75);
|
||||
blendshapes.insertMulti("Sneer", QVariantList() << "Squint_Left" << 0.5);
|
||||
blendshapes.insertMulti("Sneer", QVariantList() << "Squint_Right" << 0.5);
|
||||
mapping.insert(BLENDSHAPE_FIELD, blendshapes);
|
||||
}
|
||||
|
||||
|
|
|
@ -715,20 +715,10 @@ void Avatar::renderDisplayName() {
|
|||
glEnable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
bool Avatar::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
|
||||
float minDistance = FLT_MAX;
|
||||
float modelDistance;
|
||||
if (_skeletonModel.findRayIntersection(origin, direction, modelDistance)) {
|
||||
minDistance = qMin(minDistance, modelDistance);
|
||||
}
|
||||
if (getHead()->getFaceModel().findRayIntersection(origin, direction, modelDistance)) {
|
||||
minDistance = qMin(minDistance, modelDistance);
|
||||
}
|
||||
if (minDistance < FLT_MAX) {
|
||||
distance = minDistance;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
bool Avatar::findRayIntersection(RayIntersectionInfo& intersection) const {
|
||||
bool hit = _skeletonModel.findRayIntersection(intersection);
|
||||
hit = getHead()->getFaceModel().findRayIntersection(intersection) || hit;
|
||||
return hit;
|
||||
}
|
||||
|
||||
bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius, CollisionList& collisions) {
|
||||
|
|
|
@ -99,7 +99,7 @@ public:
|
|||
/// Returns the distance to use as a LOD parameter.
|
||||
float getLODDistance() const;
|
||||
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
|
||||
bool findRayIntersection(RayIntersectionInfo& intersection) const;
|
||||
|
||||
/// \param shapes list of shapes to collide against avatar
|
||||
/// \param collisions list to store collision results
|
||||
|
|
|
@ -49,7 +49,7 @@ const float PITCH_SPEED = 100.0f; // degrees/sec
|
|||
const float COLLISION_RADIUS_SCALAR = 1.2f; // pertains to avatar-to-avatar collisions
|
||||
const float COLLISION_RADIUS_SCALE = 0.125f;
|
||||
|
||||
const float MIN_KEYBOARD_CONTROL_SPEED = 2.0f;
|
||||
const float MIN_KEYBOARD_CONTROL_SPEED = 1.5f;
|
||||
const float MAX_WALKING_SPEED = 3.0f * MIN_KEYBOARD_CONTROL_SPEED;
|
||||
|
||||
// TODO: normalize avatar speed for standard avatar size, then scale all motion logic
|
||||
|
@ -75,7 +75,6 @@ MyAvatar::MyAvatar() :
|
|||
_motorTimescale(DEFAULT_MOTOR_TIMESCALE),
|
||||
_maxMotorSpeed(MAX_MOTOR_SPEED),
|
||||
_motionBehaviors(AVATAR_MOTION_DEFAULTS),
|
||||
_lastFloorContactPoint(0.0f),
|
||||
_lookAtTargetAvatar(),
|
||||
_shouldRender(true),
|
||||
_billboardValid(false),
|
||||
|
@ -87,11 +86,10 @@ MyAvatar::MyAvatar() :
|
|||
_driveKeys[i] = 0.0f;
|
||||
}
|
||||
_physicsSimulation.setEntity(&_skeletonModel);
|
||||
_physicsSimulation.addEntity(&_voxelShapeManager);
|
||||
|
||||
_skeletonModel.setEnableShapes(true);
|
||||
Ragdoll* ragdoll = _skeletonModel.buildRagdoll();
|
||||
_physicsSimulation.setRagdoll(ragdoll);
|
||||
_physicsSimulation.addEntity(&_voxelShapeManager);
|
||||
_skeletonModel.buildRagdoll();
|
||||
|
||||
// connect to AddressManager signal for location jumps
|
||||
connect(&AddressManager::getInstance(), &AddressManager::locationChangeRequired, this, &MyAvatar::goToLocation);
|
||||
|
@ -217,15 +215,15 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
}
|
||||
|
||||
{
|
||||
PerformanceTimer perfTimer("ragdoll");
|
||||
PerformanceTimer perfTimer("physics");
|
||||
const float minError = 0.00001f;
|
||||
const float maxIterations = 3;
|
||||
const quint64 maxUsec = 4000;
|
||||
_physicsSimulation.setTranslation(_position);
|
||||
_physicsSimulation.stepForward(deltaTime, minError, maxIterations, maxUsec);
|
||||
|
||||
Ragdoll* ragdoll = _skeletonModel.getRagdoll();
|
||||
if (ragdoll && Menu::getInstance()->isOptionChecked(MenuOption::CollideAsRagdoll)) {
|
||||
const float minError = 0.00001f;
|
||||
const float maxIterations = 3;
|
||||
const quint64 maxUsec = 4000;
|
||||
_physicsSimulation.setTranslation(_position);
|
||||
_physicsSimulation.stepForward(deltaTime, minError, maxIterations, maxUsec);
|
||||
|
||||
// harvest any displacement of the Ragdoll that is a result of collisions
|
||||
glm::vec3 ragdollDisplacement = ragdoll->getAndClearAccumulatedMovement();
|
||||
const float MAX_RAGDOLL_DISPLACEMENT_2 = 1.0f;
|
||||
|
@ -1086,15 +1084,6 @@ bool MyAvatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode rend
|
|||
(glm::length(cameraPosition - head->getEyePosition()) > RENDER_HEAD_CUTOFF_DISTANCE * _scale);
|
||||
}
|
||||
|
||||
float MyAvatar::computeDistanceToFloor(const glm::vec3& startPoint) {
|
||||
glm::vec3 direction = -_worldUpDirection;
|
||||
OctreeElement* elementHit; // output from findRayIntersection
|
||||
float distance = FLT_MAX; // output from findRayIntersection
|
||||
BoxFace face; // output from findRayIntersection
|
||||
Application::getInstance()->getVoxelTree()->findRayIntersection(startPoint, direction, elementHit, distance, face);
|
||||
return distance;
|
||||
}
|
||||
|
||||
void MyAvatar::updateOrientation(float deltaTime) {
|
||||
// Gather rotation information from keyboard
|
||||
_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
|
||||
|
@ -1152,86 +1141,69 @@ void MyAvatar::updateOrientation(float deltaTime) {
|
|||
const float NEARBY_FLOOR_THRESHOLD = 5.0f;
|
||||
|
||||
void MyAvatar::updatePosition(float deltaTime) {
|
||||
float keyboardInput = fabsf(_driveKeys[FWD] - _driveKeys[BACK]) +
|
||||
fabsf(_driveKeys[RIGHT] - _driveKeys[LEFT]) +
|
||||
fabsf(_driveKeys[UP] - _driveKeys[DOWN]);
|
||||
|
||||
bool walkingOnFloor = false;
|
||||
float gravityLength = glm::length(_gravity) * GRAVITY_EARTH;
|
||||
|
||||
// check for floor by casting a ray straight down from avatar's position
|
||||
float heightAboveFloor = FLT_MAX;
|
||||
const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
|
||||
glm::vec3 startCap;
|
||||
boundingShape.getStartPoint(startCap);
|
||||
glm::vec3 bottom = startCap - boundingShape.getRadius() * _worldUpDirection;
|
||||
RayIntersectionInfo intersection;
|
||||
// NOTE: avatar is center of PhysicsSimulation, so rayStart is the origin for the purposes of the raycast
|
||||
intersection._rayStart = glm::vec3(0.0f);
|
||||
intersection._rayDirection = - _worldUpDirection;
|
||||
intersection._rayLength = 5.0f * boundingShape.getBoundingRadius();
|
||||
if (_physicsSimulation.findFloorRayIntersection(intersection)) {
|
||||
// NOTE: heightAboveFloor is the distance between the bottom of the avatar and the floor
|
||||
heightAboveFloor = intersection._hitDistance - boundingShape.getBoundingRadius();
|
||||
}
|
||||
|
||||
// velocity is initialized to the measured _velocity but will be modified
|
||||
// by friction, external thrust, etc
|
||||
// velocity is initialized to the measured _velocity but will be modified by friction, external thrust, etc
|
||||
glm::vec3 velocity = _velocity;
|
||||
|
||||
// apply friction
|
||||
if (gravityLength > EPSILON) {
|
||||
float speedFromGravity = _scale * deltaTime * gravityLength;
|
||||
float distanceToFall = glm::distance(bottom, _lastFloorContactPoint);
|
||||
walkingOnFloor = (distanceToFall < 2.0f * deltaTime * speedFromGravity);
|
||||
|
||||
if (walkingOnFloor) {
|
||||
// BEGIN HACK: to prevent the avatar from bouncing on a floor surface
|
||||
if (distanceToFall < deltaTime * speedFromGravity) {
|
||||
float verticalSpeed = glm::dot(velocity, _worldUpDirection);
|
||||
if (fabs(verticalSpeed) < speedFromGravity) {
|
||||
// we're standing on a floor, and nearly at rest so we zero the vertical velocity component
|
||||
velocity -= verticalSpeed * _worldUpDirection;
|
||||
}
|
||||
} else {
|
||||
// fall with gravity against floor
|
||||
velocity -= speedFromGravity * _worldUpDirection;
|
||||
}
|
||||
// END HACK
|
||||
bool pushingUp = (_driveKeys[UP] - _driveKeys[DOWN] > 0.0f);
|
||||
bool walkingOnFloor = false;
|
||||
if (_motionBehaviors & AVATAR_MOTION_STAND_ON_NEARBY_FLOORS) {
|
||||
const float MAX_SPEED_UNDER_GRAVITY = 2.0f * _scale * MAX_WALKING_SPEED;
|
||||
if (pushingUp || glm::length2(velocity) > MAX_SPEED_UNDER_GRAVITY * MAX_SPEED_UNDER_GRAVITY) {
|
||||
// we're pushing up or moving quickly, so disable gravity
|
||||
setLocalGravity(glm::vec3(0.0f));
|
||||
} else {
|
||||
if (!_isBraking) {
|
||||
// fall with gravity toward floor
|
||||
velocity -= speedFromGravity * _worldUpDirection;
|
||||
}
|
||||
|
||||
if (_motionBehaviors & AVATAR_MOTION_STAND_ON_NEARBY_FLOORS) {
|
||||
const float MAX_VERTICAL_FLOOR_DETECTION_SPEED = _scale * MAX_WALKING_SPEED;
|
||||
if (keyboardInput && glm::dot(_motorVelocity, _worldUpDirection) > 0.0f &&
|
||||
glm::dot(velocity, _worldUpDirection) > MAX_VERTICAL_FLOOR_DETECTION_SPEED) {
|
||||
// disable local gravity when flying up
|
||||
setLocalGravity(glm::vec3(0.0f));
|
||||
} else {
|
||||
const float maxFloorDistance = _scale * NEARBY_FLOOR_THRESHOLD;
|
||||
if (computeDistanceToFloor(bottom) > maxFloorDistance) {
|
||||
// disable local gravity when floor is too far
|
||||
setLocalGravity(glm::vec3(0.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if ((_collisionGroups & COLLISION_GROUP_VOXELS) &&
|
||||
_motionBehaviors & AVATAR_MOTION_STAND_ON_NEARBY_FLOORS) {
|
||||
const float MIN_FLOOR_DETECTION_SPEED = _scale * 1.0f;
|
||||
if (glm::length(_velocity) < MIN_FLOOR_DETECTION_SPEED ) {
|
||||
// scan for floor under avatar
|
||||
const float maxFloorDistance = _scale * NEARBY_FLOOR_THRESHOLD;
|
||||
if (computeDistanceToFloor(bottom) < maxFloorDistance) {
|
||||
// enable local gravity
|
||||
const float maxFloorDistance = boundingShape.getBoundingRadius() * NEARBY_FLOOR_THRESHOLD;
|
||||
if (heightAboveFloor > maxFloorDistance) {
|
||||
// disable local gravity when floor is too far away
|
||||
setLocalGravity(glm::vec3(0.0f));
|
||||
} else {
|
||||
// enable gravity
|
||||
walkingOnFloor = true;
|
||||
setLocalGravity(-_worldUpDirection);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float speed = glm::length(velocity);
|
||||
if (keyboardInput > 0.0f || speed > 0.0f || glm::length2(_thrust) > 0.0f || ! walkingOnFloor) {
|
||||
// update motor
|
||||
if (_motionBehaviors & AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED) {
|
||||
// Increase motor velocity until its length is equal to _maxMotorSpeed.
|
||||
glm::vec3 localVelocity = velocity;
|
||||
if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
|
||||
glm::quat orientation = getHead()->getCameraOrientation();
|
||||
localVelocity = glm::inverse(orientation) * velocity;
|
||||
}
|
||||
|
||||
bool zeroDownwardVelocity = false;
|
||||
bool gravityEnabled = (glm::length2(_gravity) > EPSILON);
|
||||
if (gravityEnabled) {
|
||||
if (heightAboveFloor < 0.0f) {
|
||||
// Gravity is in effect so we assume that the avatar is colliding against the world and we need
|
||||
// to lift avatar out of floor, but we don't want to do it too fast (keep it smooth).
|
||||
float distanceToLift = glm::min(-heightAboveFloor, MAX_WALKING_SPEED * deltaTime);
|
||||
|
||||
// We don't use applyPositionDelta() for this lift distance because we don't want the avatar
|
||||
// to come flying out of the floor. Instead we update position directly, and set a boolean
|
||||
// that will remind us later to zero any downward component of the velocity.
|
||||
_position += (distanceToLift - EPSILON) * _worldUpDirection;
|
||||
zeroDownwardVelocity = true;
|
||||
}
|
||||
velocity += (deltaTime * GRAVITY_EARTH) * _gravity;
|
||||
}
|
||||
|
||||
float motorEfficiency = glm::clamp(deltaTime / computeMotorTimescale(velocity), 0.0f, 1.0f);
|
||||
|
||||
// compute targetVelocity
|
||||
glm::vec3 targetVelocity(0.0f);
|
||||
if (_motionBehaviors & AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED) {
|
||||
float keyboardInput = fabsf(_driveKeys[FWD] - _driveKeys[BACK]) +
|
||||
(fabsf(_driveKeys[RIGHT] - _driveKeys[LEFT])) +
|
||||
fabsf(_driveKeys[UP] - _driveKeys[DOWN]);
|
||||
if (keyboardInput) {
|
||||
// Compute keyboard input
|
||||
glm::vec3 front = (_driveKeys[FWD] - _driveKeys[BACK]) * IDENTITY_FRONT;
|
||||
glm::vec3 right = (_driveKeys[RIGHT] - _driveKeys[LEFT]) * IDENTITY_RIGHT;
|
||||
|
@ -1243,76 +1215,69 @@ void MyAvatar::updatePosition(float deltaTime) {
|
|||
// Compute motor magnitude
|
||||
if (directionLength > EPSILON) {
|
||||
direction /= directionLength;
|
||||
// the finalMotorSpeed depends on whether we are walking or not
|
||||
|
||||
// Compute the target keyboard velocity (which ramps up slowly, and damps very quickly)
|
||||
// the max magnitude of which depends on what we're doing:
|
||||
float finalMaxMotorSpeed = walkingOnFloor ? _scale * MAX_WALKING_SPEED : _scale * _maxMotorSpeed;
|
||||
|
||||
float motorLength = glm::length(_motorVelocity);
|
||||
if (motorLength < _scale * MIN_KEYBOARD_CONTROL_SPEED) {
|
||||
// an active keyboard motor should never be slower than this
|
||||
_motorVelocity = _scale * MIN_KEYBOARD_CONTROL_SPEED * direction;
|
||||
motorEfficiency = 1.0f;
|
||||
} else {
|
||||
float MOTOR_LENGTH_TIMESCALE = 1.5f;
|
||||
float tau = glm::clamp(deltaTime / MOTOR_LENGTH_TIMESCALE, 0.0f, 1.0f);
|
||||
float INCREASE_FACTOR = 2.0f;
|
||||
//_motorVelocity *= 1.0f + tau * INCREASE_FACTOR;
|
||||
motorLength *= 1.0f + tau * INCREASE_FACTOR;
|
||||
float MOTOR_LENGTH_TIMESCALE = 2.0f;
|
||||
float INCREASE_FACTOR = 1.8f;
|
||||
motorLength *= 1.0f + glm::clamp(deltaTime / MOTOR_LENGTH_TIMESCALE, 0.0f, 1.0f) * INCREASE_FACTOR;
|
||||
if (motorLength > finalMaxMotorSpeed) {
|
||||
motorLength = finalMaxMotorSpeed;
|
||||
}
|
||||
_motorVelocity = motorLength * direction;
|
||||
}
|
||||
_isPushing = true;
|
||||
} else {
|
||||
// motor opposes motion (wants to be at rest)
|
||||
_motorVelocity = - localVelocity;
|
||||
}
|
||||
}
|
||||
targetVelocity = _motorVelocity;
|
||||
} else {
|
||||
_motorVelocity = glm::vec3(0.0f);
|
||||
}
|
||||
}
|
||||
targetVelocity = getHead()->getCameraOrientation() * targetVelocity;
|
||||
|
||||
// apply motor
|
||||
if (_motionBehaviors & AVATAR_MOTION_MOTOR_ENABLED) {
|
||||
glm::vec3 targetVelocity = _motorVelocity;
|
||||
if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
|
||||
// rotate targetVelocity into world frame
|
||||
glm::quat rotation = getHead()->getCameraOrientation();
|
||||
targetVelocity = rotation * _motorVelocity;
|
||||
}
|
||||
|
||||
glm::vec3 deltaVelocity = targetVelocity - velocity;
|
||||
|
||||
if (_motionBehaviors & AVATAR_MOTION_MOTOR_COLLISION_SURFACE_ONLY && glm::length2(_gravity) > EPSILON) {
|
||||
// For now we subtract the component parallel to gravity but what we need to do is:
|
||||
// TODO: subtract the component perp to the local surface normal (motor only pushes in surface plane).
|
||||
glm::vec3 gravityDirection = glm::normalize(_gravity);
|
||||
glm::vec3 parallelDelta = glm::dot(deltaVelocity, gravityDirection) * gravityDirection;
|
||||
if (glm::dot(targetVelocity, velocity) > 0.0f) {
|
||||
// remove parallel part from deltaVelocity
|
||||
deltaVelocity -= parallelDelta;
|
||||
}
|
||||
}
|
||||
|
||||
// simple critical damping
|
||||
float timescale = computeMotorTimescale(velocity);
|
||||
float tau = glm::clamp(deltaTime / timescale, 0.0f, 1.0f);
|
||||
velocity += tau * deltaVelocity;
|
||||
}
|
||||
glm::vec3 deltaVelocity = targetVelocity - velocity;
|
||||
|
||||
// apply thrust
|
||||
velocity += _thrust * deltaTime;
|
||||
speed = glm::length(velocity);
|
||||
if (speed > MAX_AVATAR_SPEED) {
|
||||
velocity *= MAX_AVATAR_SPEED / speed;
|
||||
speed = MAX_AVATAR_SPEED;
|
||||
}
|
||||
_thrust = glm::vec3(0.0f);
|
||||
if (walkingOnFloor && !pushingUp) {
|
||||
// remove vertical component of deltaVelocity
|
||||
deltaVelocity -= glm::dot(deltaVelocity, _worldUpDirection) * _worldUpDirection;
|
||||
}
|
||||
|
||||
// update position
|
||||
const float MIN_AVATAR_SPEED = 0.075f;
|
||||
if (speed > MIN_AVATAR_SPEED) {
|
||||
applyPositionDelta(deltaTime * velocity);
|
||||
// apply motor
|
||||
velocity += motorEfficiency * deltaVelocity;
|
||||
|
||||
// apply thrust
|
||||
velocity += _thrust * deltaTime;
|
||||
_thrust = glm::vec3(0.0f);
|
||||
|
||||
// remove downward velocity so we don't push into floor
|
||||
if (zeroDownwardVelocity) {
|
||||
float verticalSpeed = glm::dot(velocity, _worldUpDirection);
|
||||
if (verticalSpeed < 0.0f) {
|
||||
velocity += verticalSpeed * _worldUpDirection;
|
||||
}
|
||||
}
|
||||
|
||||
// update moving flag based on speed
|
||||
// cap avatar speed
|
||||
float speed = glm::length(velocity);
|
||||
if (speed > MAX_AVATAR_SPEED) {
|
||||
velocity *= MAX_AVATAR_SPEED / speed;
|
||||
speed = MAX_AVATAR_SPEED;
|
||||
}
|
||||
|
||||
// update position
|
||||
const float MIN_AVATAR_SPEED = 0.075f;
|
||||
if (speed > MIN_AVATAR_SPEED) {
|
||||
applyPositionDelta(deltaTime * velocity);
|
||||
}
|
||||
|
||||
// update _moving flag based on speed
|
||||
const float MOVING_SPEED_THRESHOLD = 0.01f;
|
||||
_moving = speed > MOVING_SPEED_THRESHOLD;
|
||||
|
||||
|
@ -1331,8 +1296,8 @@ float MyAvatar::computeMotorTimescale(const glm::vec3& velocity) {
|
|||
// (3) inactive --> long timescale (gentle friction for low speeds)
|
||||
|
||||
float MIN_MOTOR_TIMESCALE = 0.125f;
|
||||
float MAX_MOTOR_TIMESCALE = 0.5f;
|
||||
float MIN_BRAKE_SPEED = 0.4f;
|
||||
float MAX_MOTOR_TIMESCALE = 0.4f;
|
||||
float MIN_BRAKE_SPEED = 0.3f;
|
||||
|
||||
float timescale = MAX_MOTOR_TIMESCALE;
|
||||
bool isThrust = (glm::length2(_thrust) > EPSILON);
|
||||
|
@ -1369,18 +1334,23 @@ void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
|
|||
static CollisionList myCollisions(64);
|
||||
|
||||
void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideAsRagdoll)) {
|
||||
|
||||
quint64 now = usecTimestampNow();
|
||||
if (_voxelShapeManager.needsUpdate(now)) {
|
||||
// We use a multiple of the avatar's boundingRadius as the size of the cube of interest.
|
||||
float cubeScale = 4.0f * getBoundingRadius();
|
||||
float cubeScale = 6.0f * getBoundingRadius();
|
||||
glm::vec3 corner = getPosition() - glm::vec3(0.5f * cubeScale);
|
||||
AACube boundingCube(corner, cubeScale);
|
||||
|
||||
// query the VoxelTree for cubes that touch avatar's boundingCube
|
||||
CubeList cubes;
|
||||
if (Application::getInstance()->getVoxelTree()->findContentInCube(boundingCube, cubes)) {
|
||||
_voxelShapeManager.updateVoxels(cubes);
|
||||
_voxelShapeManager.updateVoxels(now, cubes);
|
||||
}
|
||||
} else {
|
||||
}
|
||||
|
||||
// TODO: Andrew to do ground/walking detection in ragdoll mode
|
||||
if (!Menu::getInstance()->isOptionChecked(MenuOption::CollideAsRagdoll)) {
|
||||
const float MAX_VOXEL_COLLISION_SPEED = 100.0f;
|
||||
float speed = glm::length(_velocity);
|
||||
if (speed > MAX_VOXEL_COLLISION_SPEED) {
|
||||
|
@ -1390,15 +1360,18 @@ void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
|
|||
}
|
||||
bool isTrapped = false;
|
||||
myCollisions.clear();
|
||||
const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
|
||||
if (Application::getInstance()->getVoxelTree()->findShapeCollisions(&boundingShape, myCollisions, Octree::TryLock)) {
|
||||
// copy the boundingShape and tranform into physicsSimulation frame
|
||||
CapsuleShape boundingShape = _skeletonModel.getBoundingShape();
|
||||
boundingShape.setTranslation(boundingShape.getTranslation() - _position);
|
||||
|
||||
if (_physicsSimulation.getShapeCollisions(&boundingShape, myCollisions)) {
|
||||
// we temporarily move b
|
||||
const float VOXEL_ELASTICITY = 0.0f;
|
||||
const float VOXEL_DAMPING = 0.0f;
|
||||
float capsuleRadius = boundingShape.getRadius();
|
||||
float capsuleHalfHeight = boundingShape.getHalfHeight();
|
||||
const float capsuleRadius = boundingShape.getRadius();
|
||||
const float capsuleHalfHeight = boundingShape.getHalfHeight();
|
||||
const float MAX_STEP_HEIGHT = capsuleRadius + capsuleHalfHeight;
|
||||
const float MIN_STEP_HEIGHT = 0.0f;
|
||||
glm::vec3 footBase = boundingShape.getTranslation() - (capsuleRadius + capsuleHalfHeight) * _worldUpDirection;
|
||||
float highestStep = 0.0f;
|
||||
float lowestStep = MAX_STEP_HEIGHT;
|
||||
glm::vec3 floorPoint;
|
||||
|
@ -1407,43 +1380,51 @@ void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
|
|||
|
||||
for (int i = 0; i < myCollisions.size(); ++i) {
|
||||
CollisionInfo* collision = myCollisions[i];
|
||||
glm::vec3 cubeCenter = collision->_vecData;
|
||||
float cubeSide = collision->_floatData;
|
||||
|
||||
float verticalDepth = glm::dot(collision->_penetration, _worldUpDirection);
|
||||
float horizontalDepth = glm::length(collision->_penetration - verticalDepth * _worldUpDirection);
|
||||
const float MAX_TRAP_PERIOD = 0.125f;
|
||||
if (horizontalDepth > capsuleRadius || fabsf(verticalDepth) > MAX_STEP_HEIGHT) {
|
||||
isTrapped = true;
|
||||
if (_trapDuration > MAX_TRAP_PERIOD) {
|
||||
float distance = glm::dot(boundingShape.getTranslation() - cubeCenter, _worldUpDirection);
|
||||
if (distance < 0.0f) {
|
||||
distance = fabsf(distance) + 0.5f * cubeSide;
|
||||
RayIntersectionInfo intersection;
|
||||
// we pick a rayStart that we expect to be inside the boundingShape (aka shapeA)
|
||||
intersection._rayStart = collision->_contactPoint - MAX_STEP_HEIGHT * glm::normalize(collision->_penetration);
|
||||
intersection._rayDirection = -_worldUpDirection;
|
||||
// cast the ray down against shapeA
|
||||
if (collision->_shapeA->findRayIntersection(intersection)) {
|
||||
float firstDepth = - intersection._hitDistance;
|
||||
// recycle intersection and cast again in up against shapeB
|
||||
intersection._rayDirection = _worldUpDirection;
|
||||
intersection._hitDistance = FLT_MAX;
|
||||
if (collision->_shapeB->findRayIntersection(intersection)) {
|
||||
// now we know how much we need to move UP to get out
|
||||
totalPenetration = addPenetrations(totalPenetration,
|
||||
(firstDepth + intersection._hitDistance) * _worldUpDirection);
|
||||
}
|
||||
}
|
||||
distance += capsuleRadius + capsuleHalfHeight;
|
||||
totalPenetration = addPenetrations(totalPenetration, - distance * _worldUpDirection);
|
||||
continue;
|
||||
}
|
||||
} else if (_trapDuration > MAX_TRAP_PERIOD) {
|
||||
// we're trapped, ignore this collision
|
||||
// we're trapped, ignore this shallow collision
|
||||
continue;
|
||||
}
|
||||
totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
|
||||
|
||||
// some logic to help us walk up steps
|
||||
if (glm::dot(collision->_penetration, _velocity) >= 0.0f) {
|
||||
glm::vec3 cubeTop = cubeCenter + (0.5f * cubeSide) * _worldUpDirection;
|
||||
float stepHeight = glm::dot(_worldUpDirection, cubeTop - footBase);
|
||||
float stepHeight = - glm::dot(_worldUpDirection, collision->_penetration);
|
||||
if (stepHeight > highestStep) {
|
||||
highestStep = stepHeight;
|
||||
stepPenetration = collision->_penetration;
|
||||
}
|
||||
if (stepHeight < lowestStep) {
|
||||
lowestStep = stepHeight;
|
||||
floorPoint = collision->_contactPoint - collision->_penetration;
|
||||
// remember that collision is in _physicsSimulation frame so we must add _position
|
||||
floorPoint = _position + collision->_contactPoint - collision->_penetration;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (lowestStep < MAX_STEP_HEIGHT) {
|
||||
_lastFloorContactPoint = floorPoint;
|
||||
}
|
||||
|
||||
float penetrationLength = glm::length(totalPenetration);
|
||||
if (penetrationLength < EPSILON) {
|
||||
|
@ -1453,12 +1434,11 @@ void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
|
|||
float verticalPenetration = glm::dot(totalPenetration, _worldUpDirection);
|
||||
if (highestStep > MIN_STEP_HEIGHT && highestStep < MAX_STEP_HEIGHT && verticalPenetration <= 0.0f) {
|
||||
// we're colliding against an edge
|
||||
|
||||
// rotate _motorVelocity into world frame
|
||||
glm::vec3 targetVelocity = _motorVelocity;
|
||||
if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
|
||||
// rotate _motorVelocity into world frame
|
||||
glm::quat rotation = getHead()->getCameraOrientation();
|
||||
targetVelocity = rotation * _motorVelocity;
|
||||
}
|
||||
glm::quat rotation = getHead()->getCameraOrientation();
|
||||
targetVelocity = rotation * _motorVelocity;
|
||||
if (_wasPushing && glm::dot(targetVelocity, totalPenetration) > EPSILON) {
|
||||
// we're puhing into the edge, so we want to lift
|
||||
|
||||
|
@ -1834,6 +1814,17 @@ void MyAvatar::updateMotionBehaviorsFromMenu() {
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatar::onToggleRagdoll() {
|
||||
Ragdoll* ragdoll = _skeletonModel.getRagdoll();
|
||||
if (ragdoll) {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideAsRagdoll)) {
|
||||
_physicsSimulation.setRagdoll(ragdoll);
|
||||
} else {
|
||||
_physicsSimulation.setRagdoll(NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::renderAttachments(RenderMode renderMode) {
|
||||
if (Application::getInstance()->getCamera()->getMode() != CAMERA_MODE_FIRST_PERSON || renderMode == MIRROR_RENDER_MODE) {
|
||||
Avatar::renderAttachments(renderMode);
|
||||
|
|
|
@ -164,6 +164,7 @@ public slots:
|
|||
void setVelocity(const glm::vec3 velocity) { _velocity = velocity; }
|
||||
|
||||
void updateMotionBehaviorsFromMenu();
|
||||
void onToggleRagdoll();
|
||||
|
||||
glm::vec3 getLeftPalmPosition();
|
||||
glm::vec3 getRightPalmPosition();
|
||||
|
@ -206,7 +207,6 @@ private:
|
|||
float _maxMotorSpeed;
|
||||
quint32 _motionBehaviors;
|
||||
|
||||
glm::vec3 _lastFloorContactPoint;
|
||||
QWeakPointer<AvatarData> _lookAtTargetAvatar;
|
||||
glm::vec3 _targetAvatarPosition;
|
||||
bool _shouldRender;
|
||||
|
@ -220,7 +220,6 @@ private:
|
|||
RecorderPointer _recorder;
|
||||
|
||||
// private methods
|
||||
float computeDistanceToFloor(const glm::vec3& startPoint);
|
||||
void updateOrientation(float deltaTime);
|
||||
void updatePosition(float deltaTime);
|
||||
float computeMotorTimescale(const glm::vec3& velocity);
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
|
||||
#include "VoxelShapeManager.h"
|
||||
|
||||
VoxelShapeManager::VoxelShapeManager() : PhysicsEntity(), _lastSimulationTranslation(0.0f) {
|
||||
VoxelShapeManager::VoxelShapeManager() : PhysicsEntity(), _updateExpiry(0), _lastSimulationTranslation(0.0f) {
|
||||
}
|
||||
|
||||
VoxelShapeManager::~VoxelShapeManager() {
|
||||
|
@ -57,7 +57,9 @@ void VoxelShapeManager::clearShapes() {
|
|||
_voxels.clear();
|
||||
}
|
||||
|
||||
void VoxelShapeManager::updateVoxels(CubeList& cubes) {
|
||||
void VoxelShapeManager::updateVoxels(const quint64& now, CubeList& cubes) {
|
||||
const quint64 VOXEL_UPDATE_PERIOD = 100000; // usec
|
||||
_updateExpiry = now + VOXEL_UPDATE_PERIOD;
|
||||
PhysicsSimulation* simulation = getSimulation();
|
||||
if (!simulation) {
|
||||
return;
|
||||
|
|
|
@ -28,7 +28,7 @@ public:
|
|||
AACubeShape* _shape;
|
||||
};
|
||||
|
||||
typedef QHash<quint64, VoxelInfo> VoxelPool;
|
||||
typedef QHash<uint, VoxelInfo> VoxelPool;
|
||||
|
||||
class VoxelShapeManager : public PhysicsEntity {
|
||||
public:
|
||||
|
@ -39,11 +39,14 @@ public:
|
|||
void buildShapes();
|
||||
void clearShapes();
|
||||
|
||||
bool needsUpdate(const quint64& now) const { return _updateExpiry < now; }
|
||||
|
||||
/// \param cubes list of AACubes representing all of the voxels that should be in this VoxelShapeManager
|
||||
void updateVoxels(CubeList& cubes);
|
||||
void updateVoxels(const quint64& now, CubeList& cubes);
|
||||
|
||||
|
||||
private:
|
||||
quint64 _updateExpiry;
|
||||
glm::vec3 _lastSimulationTranslation;
|
||||
VoxelPool _voxels;
|
||||
};
|
||||
|
|
|
@ -309,7 +309,7 @@ void CaraFaceTracker::bindTo(const QHostAddress& host, quint16 port) {
|
|||
}
|
||||
|
||||
bool CaraFaceTracker::isActive() const {
|
||||
static const int ACTIVE_TIMEOUT_USECS = 3000000; //3 secs
|
||||
static const quint64 ACTIVE_TIMEOUT_USECS = 3000000; //3 secs
|
||||
return (usecTimestampNow() - _lastReceiveTimestamp < ACTIVE_TIMEOUT_USECS);
|
||||
}
|
||||
|
||||
|
|
|
@ -122,7 +122,7 @@ void DdeFaceTracker::bindTo(const QHostAddress& host, quint16 port) {
|
|||
}
|
||||
|
||||
bool DdeFaceTracker::isActive() const {
|
||||
static const int ACTIVE_TIMEOUT_USECS = 3000000; //3 secs
|
||||
static const quint64 ACTIVE_TIMEOUT_USECS = 3000000; //3 secs
|
||||
return (usecTimestampNow() - _lastReceiveTimestamp < ACTIVE_TIMEOUT_USECS);
|
||||
}
|
||||
|
||||
|
@ -172,8 +172,8 @@ float DdeFaceTracker::getBlendshapeCoefficient(int index) const {
|
|||
return (index >= 0 && index < (int)_blendshapeCoefficients.size()) ? _blendshapeCoefficients[index] : 0.0f;
|
||||
}
|
||||
|
||||
static const float DDE_MIN_RANGE = -0.2;
|
||||
static const float DDE_MAX_RANGE = 1.5;
|
||||
static const float DDE_MIN_RANGE = -0.2f;
|
||||
static const float DDE_MAX_RANGE = 1.5f;
|
||||
float rescaleCoef(float ddeCoef) {
|
||||
return (ddeCoef - DDE_MIN_RANGE) / (DDE_MAX_RANGE - DDE_MIN_RANGE);
|
||||
}
|
||||
|
|
|
@ -894,7 +894,21 @@ void Model::setScaleToFit(bool scaleToFit, const glm::vec3& dimensions) {
|
|||
}
|
||||
|
||||
void Model::setScaleToFit(bool scaleToFit, float largestDimension) {
|
||||
setScaleToFit(scaleToFit, glm::vec3(largestDimension, largestDimension, largestDimension));
|
||||
if (_scaleToFit != scaleToFit || glm::length(_scaleToFitDimensions) != largestDimension) {
|
||||
_scaleToFit = scaleToFit;
|
||||
|
||||
// we only need to do this work if we're "turning on" scale to fit.
|
||||
if (scaleToFit) {
|
||||
Extents modelMeshExtents = getUnscaledMeshExtents();
|
||||
float maxDimension = glm::distance(modelMeshExtents.maximum, modelMeshExtents.minimum);
|
||||
float maxScale = largestDimension / maxDimension;
|
||||
glm::vec3 modelMeshDimensions = modelMeshExtents.maximum - modelMeshExtents.minimum;
|
||||
glm::vec3 dimensions = modelMeshDimensions * maxScale;
|
||||
|
||||
_scaleToFitDimensions = dimensions;
|
||||
_scaledToFit = false; // force rescaling
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Model::scaleToFit() {
|
||||
|
|
|
@ -104,10 +104,12 @@ void GlobalServicesScriptingInterface::loggedOut() {
|
|||
emit GlobalServicesScriptingInterface::disconnected(QString("logout"));
|
||||
}
|
||||
|
||||
#ifdef HAVE_QXMPP
|
||||
void GlobalServicesScriptingInterface::messageReceived(const QXmppMessage& message) {
|
||||
if (message.type() != QXmppMessage::GroupChat) {
|
||||
return;
|
||||
}
|
||||
const QXmppMucRoom* publicChatRoom = XmppClient::getInstance().getPublicChatRoom();
|
||||
emit GlobalServicesScriptingInterface::incomingMessage(message.from().right(message.from().count() - 1 - publicChatRoom->jid().count()), message.body());
|
||||
}
|
||||
}
|
||||
#endif // HAVE_QXMPP
|
||||
|
|
|
@ -24,7 +24,7 @@
|
|||
#include <QXmppClient.h>
|
||||
#include <QXmppMessage.h>
|
||||
|
||||
#endif
|
||||
#endif // HAVE_QXMPP
|
||||
|
||||
class GlobalServicesScriptingInterface : public QObject {
|
||||
Q_OBJECT
|
||||
|
@ -47,7 +47,9 @@ private slots:
|
|||
void loggedOut();
|
||||
void onConnected();
|
||||
void participantsChanged();
|
||||
#ifdef HAVE_QXMPP
|
||||
void messageReceived(const QXmppMessage& message);
|
||||
#endif // HAVE_QXMPP
|
||||
|
||||
signals:
|
||||
void connected();
|
||||
|
|
|
@ -1022,7 +1022,7 @@ void ImportHeightfieldTool::apply() {
|
|||
|
||||
QByteArray color;
|
||||
if (buffer->getColor().isEmpty()) {
|
||||
const int WHITE_VALUE = 0xFF;
|
||||
const unsigned char WHITE_VALUE = 0xFF;
|
||||
color = QByteArray(height.size() * DataBlock::COLOR_BYTES, WHITE_VALUE);
|
||||
} else {
|
||||
color = buffer->getUnextendedColor();
|
||||
|
|
|
@ -24,9 +24,11 @@
|
|||
class AudioInjectorOptions : public QObject {
|
||||
Q_OBJECT
|
||||
|
||||
Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation)
|
||||
Q_PROPERTY(glm::vec3 position READ getPosition WRITE setPosition)
|
||||
Q_PROPERTY(float volume READ getVolume WRITE setVolume)
|
||||
Q_PROPERTY(bool loop READ getLoop WRITE setLoop)
|
||||
Q_PROPERTY(bool isStereo READ isStereo WRITE setIsStereo)
|
||||
public:
|
||||
AudioInjectorOptions(QObject* parent = 0);
|
||||
AudioInjectorOptions(const AudioInjectorOptions& other);
|
||||
|
|
|
@ -48,7 +48,7 @@ public:
|
|||
|
||||
_runningSum = 0;
|
||||
_index = 0;
|
||||
_indexMask = (1 << _randomRows) - 1;
|
||||
_indexMask = (uint16_t)((1 << _randomRows) - 1);
|
||||
_scale = 1.0f / ((_randomRows + 1) * (1 << (_randomBits - 1)));
|
||||
}
|
||||
|
||||
|
|
|
@ -377,7 +377,7 @@ void InboundAudioStream::packetReceivedUpdateTimingStats() {
|
|||
|
||||
// update our timegap stats and desired jitter buffer frames if necessary
|
||||
// discard the first few packets we receive since they usually have gaps that aren't represensative of normal jitter
|
||||
const int NUM_INITIAL_PACKETS_DISCARD = 3;
|
||||
const quint32 NUM_INITIAL_PACKETS_DISCARD = 3;
|
||||
quint64 now = usecTimestampNow();
|
||||
if (_incomingSequenceNumberStats.getReceived() > NUM_INITIAL_PACKETS_DISCARD) {
|
||||
quint64 gap = now - _lastPacketReceivedTime;
|
||||
|
|
|
@ -33,7 +33,7 @@ const int STATS_FOR_STATS_PACKET_WINDOW_SECONDS = 30;
|
|||
|
||||
// this controls the window size of the time-weighted avg of frames available. Every time the window fills up,
|
||||
// _currentJitterBufferFrames is updated with the time-weighted avg and the running time-weighted avg is reset.
|
||||
const int FRAMES_AVAILABLE_STAT_WINDOW_USECS = 10 * USECS_PER_SECOND;
|
||||
const quint64 FRAMES_AVAILABLE_STAT_WINDOW_USECS = 10 * USECS_PER_SECOND;
|
||||
|
||||
// default values for members of the Settings struct
|
||||
const int DEFAULT_MAX_FRAMES_OVER_DESIRED = 10;
|
||||
|
|
|
@ -55,20 +55,14 @@ typedef unsigned long long quint64;
|
|||
#include "HandData.h"
|
||||
|
||||
// avatar motion behaviors
|
||||
const quint32 AVATAR_MOTION_MOTOR_ENABLED = 1U << 0;
|
||||
const quint32 AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED = 1U << 1;
|
||||
const quint32 AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME = 1U << 2;
|
||||
const quint32 AVATAR_MOTION_MOTOR_COLLISION_SURFACE_ONLY = 1U << 3;
|
||||
const quint32 AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED = 1U << 0;
|
||||
|
||||
const quint32 AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY = 1U << 4;
|
||||
const quint32 AVATAR_MOTION_OBEY_LOCAL_GRAVITY = 1U << 5;
|
||||
|
||||
const quint32 AVATAR_MOTION_STAND_ON_NEARBY_FLOORS = 1U << 6;
|
||||
const quint32 AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY = 1U << 1;
|
||||
const quint32 AVATAR_MOTION_OBEY_LOCAL_GRAVITY = 1U << 2;
|
||||
const quint32 AVATAR_MOTION_STAND_ON_NEARBY_FLOORS = 1U << 3;
|
||||
|
||||
const quint32 AVATAR_MOTION_DEFAULTS =
|
||||
AVATAR_MOTION_MOTOR_ENABLED |
|
||||
AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED |
|
||||
AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME |
|
||||
AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
|
||||
|
||||
// these bits will be expanded as features are exposed
|
||||
|
|
|
@ -79,7 +79,10 @@ void EntityTree::addEntityItem(EntityItem* entityItem) {
|
|||
// You should not call this on existing entities that are already part of the tree! Call updateEntity()
|
||||
EntityItemID entityID = entityItem->getEntityItemID();
|
||||
EntityTreeElement* containingElement = getContainingElement(entityID);
|
||||
assert(containingElement == NULL); // don't call addEntityItem() on existing entity items
|
||||
if (containingElement) {
|
||||
qDebug() << "UNEXPECTED!!!! don't call addEntityItem() on existing entity items. entityID=" << entityID;
|
||||
return;
|
||||
}
|
||||
|
||||
// Recurse the tree and store the entity in the correct tree element
|
||||
AddEntityOperator theOperator(this, entityItem);
|
||||
|
@ -95,14 +98,13 @@ bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProp
|
|||
// You should not call this on existing entities that are already part of the tree! Call updateEntity()
|
||||
EntityTreeElement* containingElement = getContainingElement(entityID);
|
||||
if (!containingElement) {
|
||||
//assert(containingElement); // don't call updateEntity() on entity items that don't exist
|
||||
qDebug() << "UNEXPECTED!!!! EntityTree::updateEntity() entityID doesn't exist!!! entityID=" << entityID;
|
||||
return false;
|
||||
}
|
||||
|
||||
EntityItem* existingEntity = containingElement->getEntityWithEntityItemID(entityID);
|
||||
if (!existingEntity) {
|
||||
assert(existingEntity); // don't call updateEntity() on entity items that don't exist
|
||||
qDebug() << "UNEXPECTED!!!! don't call updateEntity() on entity items that don't exist. entityID=" << entityID;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -118,8 +120,8 @@ bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProp
|
|||
|
||||
containingElement = getContainingElement(entityID);
|
||||
if (!containingElement) {
|
||||
qDebug() << "after updateEntity() we no longer have a containing element???";
|
||||
assert(containingElement); // don't call updateEntity() on entity items that don't exist
|
||||
qDebug() << "UNEXPECTED!!!! after updateEntity() we no longer have a containing element??? entityID=" << entityID;
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -127,19 +129,20 @@ bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProp
|
|||
|
||||
|
||||
EntityItem* EntityTree::addEntity(const EntityItemID& entityID, const EntityItemProperties& properties) {
|
||||
EntityItem* result = NULL;
|
||||
|
||||
// NOTE: This method is used in the client and the server tree. In the client, it's possible to create EntityItems
|
||||
// that do not yet have known IDs. In the server tree however we don't want to have entities without known IDs.
|
||||
if (getIsServer() && !entityID.isKnownID) {
|
||||
//assert(entityID.isKnownID);
|
||||
qDebug() << "UNEXPECTED!!! ----- EntityTree::addEntity()... (getIsSever() && !entityID.isKnownID)";
|
||||
return result;
|
||||
}
|
||||
|
||||
EntityItem* result = NULL;
|
||||
// You should not call this on existing entities that are already part of the tree! Call updateEntity()
|
||||
EntityTreeElement* containingElement = getContainingElement(entityID);
|
||||
if (containingElement) {
|
||||
qDebug() << "UNEXPECTED!!! ----- EntityTree::addEntity()... entityID=" << entityID << "containingElement=" << containingElement;
|
||||
assert(containingElement == NULL); // don't call addEntity() on existing entity items
|
||||
qDebug() << "UNEXPECTED!!! ----- don't call addEntity() on existing entity items. entityID=" << entityID
|
||||
<< "containingElement=" << containingElement;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -239,9 +242,9 @@ void EntityTree::removeEntityFromSimulationLists(const EntityItemID& entityID) {
|
|||
/// based to known IDs. This means we don't have to recurse the tree to mark the changed path as dirty.
|
||||
void EntityTree::handleAddEntityResponse(const QByteArray& packet) {
|
||||
|
||||
//assert(getIsClient()); // we should only call this on client trees
|
||||
if (!getIsClient()) {
|
||||
qDebug() << "UNEXPECTED!!! EntityTree::handleAddEntityResponse() with !getIsClient() ***";
|
||||
return;
|
||||
}
|
||||
|
||||
const unsigned char* dataAt = reinterpret_cast<const unsigned char*>(packet.data());
|
||||
|
@ -430,8 +433,15 @@ EntityItem* EntityTree::findEntityByEntityItemID(const EntityItemID& entityID) /
|
|||
}
|
||||
|
||||
EntityItemID EntityTree::assignEntityID(const EntityItemID& entityItemID) {
|
||||
assert(getIsServer()); // NOTE: this only operates on an server tree.
|
||||
assert(!getContainingElement(entityItemID)); // NOTE: don't call this for existing entityIDs
|
||||
if (!getIsServer()) {
|
||||
qDebug() << "UNEXPECTED!!! assignEntityID should only be called on a server tree. entityItemID:" << entityItemID;
|
||||
return entityItemID;
|
||||
}
|
||||
|
||||
if (getContainingElement(entityItemID)) {
|
||||
qDebug() << "UNEXPECTED!!! don't call assignEntityID() for existing entityIDs. entityItemID:" << entityItemID;
|
||||
return entityItemID;
|
||||
}
|
||||
|
||||
// The EntityItemID is responsible for assigning actual IDs and keeping track of them.
|
||||
return entityItemID.assignActualIDForToken();
|
||||
|
@ -440,7 +450,10 @@ EntityItemID EntityTree::assignEntityID(const EntityItemID& entityItemID) {
|
|||
int EntityTree::processEditPacketData(PacketType packetType, const unsigned char* packetData, int packetLength,
|
||||
const unsigned char* editData, int maxLength, const SharedNodePointer& senderNode) {
|
||||
|
||||
assert(getIsServer()); // NOTE: this only operates on an server tree.
|
||||
if (!getIsServer()) {
|
||||
qDebug() << "UNEXPECTED!!! processEditPacketData() should only be called on a server tree.";
|
||||
return 0;
|
||||
}
|
||||
|
||||
int processedBytes = 0;
|
||||
// we handle these types of "edit" packets
|
||||
|
@ -969,9 +982,21 @@ EntityTreeElement* EntityTree::getContainingElement(const EntityItemID& entityIt
|
|||
|
||||
// TODO: do we need to make this thread safe? Or is it acceptable as is
|
||||
void EntityTree::resetContainingElement(const EntityItemID& entityItemID, EntityTreeElement* element) {
|
||||
assert(entityItemID.id != UNKNOWN_ENTITY_ID);
|
||||
assert(entityItemID.creatorTokenID != UNKNOWN_ENTITY_TOKEN);
|
||||
assert(element);
|
||||
if (entityItemID.id == UNKNOWN_ENTITY_ID) {
|
||||
//assert(entityItemID.id != UNKNOWN_ENTITY_ID);
|
||||
qDebug() << "UNEXPECTED! resetContainingElement() called with UNKNOWN_ENTITY_ID. entityItemID:" << entityItemID;
|
||||
return;
|
||||
}
|
||||
if (entityItemID.creatorTokenID == UNKNOWN_ENTITY_TOKEN) {
|
||||
//assert(entityItemID.creatorTokenID != UNKNOWN_ENTITY_TOKEN);
|
||||
qDebug() << "UNEXPECTED! resetContainingElement() called with UNKNOWN_ENTITY_TOKEN. entityItemID:" << entityItemID;
|
||||
return;
|
||||
}
|
||||
if (!element) {
|
||||
//assert(element);
|
||||
qDebug() << "UNEXPECTED! resetContainingElement() called with NULL element. entityItemID:" << entityItemID;
|
||||
return;
|
||||
}
|
||||
|
||||
// remove the old version with the creatorTokenID
|
||||
EntityItemID creatorTokenVersion;
|
||||
|
|
|
@ -64,7 +64,9 @@ private:
|
|||
// static EntityItem* factory(const EntityItemID& entityID, const EntityItemProperties& properties);
|
||||
#define REGISTER_ENTITY_TYPE_WITH_FACTORY(x,y) static bool x##Registration = \
|
||||
EntityTypes::registerEntityType(EntityTypes::x, #x, y); \
|
||||
assert(x##Registration);
|
||||
if (!x##Registration) { \
|
||||
qDebug() << "UNEXPECTED: REGISTER_ENTITY_TYPE_WITH_FACTORY(" #x "," #y ") FAILED.!"; \
|
||||
}
|
||||
|
||||
|
||||
#endif // hifi_EntityTypes_h
|
||||
|
|
|
@ -851,7 +851,7 @@ bool findShapeCollisionsOp(OctreeElement* element, void* extraData) {
|
|||
return false;
|
||||
}
|
||||
|
||||
quint64 cubeListHashKey(const glm::vec3& point) {
|
||||
uint qHash(const glm::vec3& point) {
|
||||
// NOTE: TREE_SCALE = 16384 (15 bits) and multiplier is 1024 (11 bits),
|
||||
// so each component (26 bits) uses more than its alloted 21 bits.
|
||||
// however we don't expect to span huge cubes so it is ok if we wrap
|
||||
|
@ -859,9 +859,9 @@ quint64 cubeListHashKey(const glm::vec3& point) {
|
|||
const uint BITS_PER_COMPONENT = 21;
|
||||
const quint64 MAX_SCALED_COMPONENT = 2097152; // 2^21
|
||||
const float RESOLUTION_PER_METER = 1024.0f; // 2^10
|
||||
return (quint64)(point.x * RESOLUTION_PER_METER) % MAX_SCALED_COMPONENT +
|
||||
return qHash((quint64)(point.x * RESOLUTION_PER_METER) % MAX_SCALED_COMPONENT +
|
||||
(((quint64)(point.y * RESOLUTION_PER_METER)) % MAX_SCALED_COMPONENT << BITS_PER_COMPONENT) +
|
||||
(((quint64)(point.z * RESOLUTION_PER_METER)) % MAX_SCALED_COMPONENT << 2 * BITS_PER_COMPONENT);
|
||||
(((quint64)(point.z * RESOLUTION_PER_METER)) % MAX_SCALED_COMPONENT << 2 * BITS_PER_COMPONENT));
|
||||
}
|
||||
|
||||
bool findContentInCubeOp(OctreeElement* element, void* extraData) {
|
||||
|
@ -877,8 +877,9 @@ bool findContentInCubeOp(OctreeElement* element, void* extraData) {
|
|||
return true; // recurse on children
|
||||
}
|
||||
if (element->hasContent()) {
|
||||
// NOTE: the voxel's center is unique so we use it as the input for the key
|
||||
args->cubes->insert(cubeListHashKey(cube.calcCenter()), cube);
|
||||
// NOTE: the voxel's center is unique so we use it as the input for the key.
|
||||
// We use the qHash(glm::vec()) as the key as an optimization for the code that uses CubeLists.
|
||||
args->cubes->insert(qHash(cube.calcCenter()), cube);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -48,7 +48,7 @@ public:
|
|||
// Callback function, for recuseTreeWithOperation
|
||||
typedef bool (*RecurseOctreeOperation)(OctreeElement* element, void* extraData);
|
||||
typedef enum {GRADIENT, RANDOM, NATURAL} creationMode;
|
||||
typedef QHash<quint64, AACube> CubeList;
|
||||
typedef QHash<uint, AACube> CubeList;
|
||||
|
||||
const bool NO_EXISTS_BITS = false;
|
||||
const bool WANT_EXISTS_BITS = true;
|
||||
|
|
|
@ -9,8 +9,68 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "AACubeShape.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
bool AACubeShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const {
|
||||
return false;
|
||||
#include "AACubeShape.h"
|
||||
#include "SharedUtil.h" // for SQUARE_ROOT_OF_3
|
||||
|
||||
glm::vec3 faceNormals[3] = { glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f) };
|
||||
|
||||
bool AACubeShape::findRayIntersection(RayIntersectionInfo& intersection) const {
|
||||
// A = ray point
|
||||
// B = cube center
|
||||
glm::vec3 BA = _translation - intersection._rayStart;
|
||||
|
||||
// check for ray intersection with cube's bounding sphere
|
||||
// a = distance along line to closest approach to B
|
||||
float a = glm::dot(intersection._rayDirection, BA);
|
||||
// b2 = squared distance from cube center to point of closest approach
|
||||
float b2 = glm::length2(a * intersection._rayDirection - BA);
|
||||
// r = bounding radius of cube
|
||||
float halfSide = 0.5f * _scale;
|
||||
const float r = SQUARE_ROOT_OF_3 * halfSide;
|
||||
if (b2 > r * r) {
|
||||
// line doesn't hit cube's bounding sphere
|
||||
return false;
|
||||
}
|
||||
|
||||
// check for tuncated/short ray
|
||||
// maxLength = maximum possible distance between rayStart and center of cube
|
||||
const float maxLength = glm::min(intersection._rayLength, intersection._hitDistance) + r;
|
||||
if (a * a + b2 > maxLength * maxLength) {
|
||||
// ray is not long enough to reach cube's bounding sphere
|
||||
// NOTE: we don't fall in here when ray's length if FLT_MAX because maxLength^2 will be inf or nan
|
||||
return false;
|
||||
}
|
||||
|
||||
// the trivial checks have been exhausted, so must trace to each face
|
||||
bool hit = false;
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
|
||||
glm::vec3 faceNormal = sign * faceNormals[i];
|
||||
float rayDotPlane = glm::dot(intersection._rayDirection, faceNormal);
|
||||
if (glm::abs(rayDotPlane) > EPSILON) {
|
||||
float distanceToFace = (halfSide + glm::dot(BA, faceNormal)) / rayDotPlane;
|
||||
if (distanceToFace >= 0.0f) {
|
||||
glm::vec3 point = distanceToFace * intersection._rayDirection - BA;
|
||||
int j = (i + 1) % 3;
|
||||
int k = (i + 2) % 3;
|
||||
glm::vec3 secondNormal = faceNormals[j];
|
||||
glm::vec3 thirdNormal = faceNormals[k];
|
||||
if (glm::abs(glm::dot(point, secondNormal)) > halfSide ||
|
||||
glm::abs(glm::dot(point, thirdNormal)) > halfSide) {
|
||||
continue;
|
||||
}
|
||||
if (distanceToFace < intersection._hitDistance && distanceToFace < intersection._rayLength) {
|
||||
intersection._hitDistance = distanceToFace;
|
||||
intersection._hitNormal = faceNormal;
|
||||
intersection._hitShape = const_cast<AACubeShape*>(this);
|
||||
hit = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return hit;
|
||||
}
|
||||
|
|
|
@ -25,7 +25,7 @@ public:
|
|||
float getScale() const { return _scale; }
|
||||
void setScale(float scale) { _scale = scale; }
|
||||
|
||||
bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const;
|
||||
bool findRayIntersection(RayIntersectionInfo& intersection) const;
|
||||
|
||||
float getVolume() const { return _scale * _scale * _scale; }
|
||||
|
||||
|
|
|
@ -59,23 +59,15 @@ template<typename T> inline QByteArray& operator>>(QByteArray& in, ByteCountCode
|
|||
template<typename T> inline QByteArray ByteCountCoded<T>::encode() const {
|
||||
QByteArray output;
|
||||
|
||||
//qDebug() << "data=";
|
||||
//outputBufferBits((const unsigned char*)&data, sizeof(data));
|
||||
|
||||
T totalBits = sizeof(data) * BITS_IN_BYTE;
|
||||
//qDebug() << "totalBits=" << totalBits;
|
||||
T valueBits = totalBits;
|
||||
int totalBits = sizeof(data) * BITS_IN_BYTE;
|
||||
int valueBits = totalBits;
|
||||
bool firstValueFound = false;
|
||||
T temp = data;
|
||||
T lastBitMask = (T)(1) << (totalBits - 1);
|
||||
|
||||
//qDebug() << "lastBitMask=";
|
||||
//outputBufferBits((const unsigned char*)&lastBitMask, sizeof(lastBitMask));
|
||||
|
||||
// determine the number of bits that the value takes
|
||||
for (int bitAt = 0; bitAt < totalBits; bitAt++) {
|
||||
T bitValue = (temp & lastBitMask) == lastBitMask;
|
||||
//qDebug() << "bitValue[" << bitAt <<"]=" << bitValue;
|
||||
if (!firstValueFound) {
|
||||
if (bitValue == 0) {
|
||||
valueBits--;
|
||||
|
@ -85,17 +77,12 @@ template<typename T> inline QByteArray ByteCountCoded<T>::encode() const {
|
|||
}
|
||||
temp = temp << 1;
|
||||
}
|
||||
//qDebug() << "valueBits=" << valueBits;
|
||||
|
||||
// calculate the number of total bytes, including our header
|
||||
// BITS_IN_BYTE-1 because we need to code the number of bytes in the header
|
||||
// + 1 because we always take at least 1 byte, even if number of bits is less than a bytes worth
|
||||
int numberOfBytes = (valueBits / (BITS_IN_BYTE - 1)) + 1;
|
||||
//qDebug() << "numberOfBytes=" << numberOfBytes;
|
||||
|
||||
//int numberOfBits = numberOfBytes + valueBits;
|
||||
//qDebug() << "numberOfBits=" << numberOfBits;
|
||||
|
||||
output.fill(0, numberOfBytes);
|
||||
|
||||
// next pack the number of header bits in, the first N-1 to be set to 1, the last to be set to 0
|
||||
|
|
|
@ -78,13 +78,135 @@ void CapsuleShape::setEndPoints(const glm::vec3& startPoint, const glm::vec3& en
|
|||
updateBoundingRadius();
|
||||
}
|
||||
|
||||
bool CapsuleShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const {
|
||||
glm::vec3 capsuleStart, capsuleEnd;
|
||||
getStartPoint(capsuleStart);
|
||||
getEndPoint(capsuleEnd);
|
||||
// NOTE: findRayCapsuleIntersection returns 'true' with distance = 0 when rayStart is inside capsule.
|
||||
// TODO: implement the raycast to return inside surface intersection for the internal rayStart.
|
||||
return findRayCapsuleIntersection(rayStart, rayDirection, capsuleStart, capsuleEnd, _radius, distance);
|
||||
// helper
|
||||
bool findRayIntersectionWithCap(const glm::vec3& sphereCenter, float sphereRadius,
|
||||
const glm::vec3& capsuleCenter, RayIntersectionInfo& intersection) {
|
||||
float r2 = sphereRadius * sphereRadius;
|
||||
|
||||
// compute closest approach (CA)
|
||||
float a = glm::dot(sphereCenter - intersection._rayStart, intersection._rayDirection); // a = distance from ray-start to CA
|
||||
float b2 = glm::distance2(sphereCenter, intersection._rayStart + a * intersection._rayDirection); // b2 = squared distance from sphere-center to CA
|
||||
if (b2 > r2) {
|
||||
// ray does not hit sphere
|
||||
return false;
|
||||
}
|
||||
float c = sqrtf(r2 - b2); // c = distance from CA to sphere surface along intersection._rayDirection
|
||||
float d2 = glm::distance2(intersection._rayStart, sphereCenter); // d2 = squared distance from sphere-center to ray-start
|
||||
float distance = FLT_MAX;
|
||||
if (a < 0.0f) {
|
||||
// ray points away from sphere-center
|
||||
if (d2 > r2) {
|
||||
// ray starts outside sphere
|
||||
return false;
|
||||
}
|
||||
// ray starts inside sphere
|
||||
distance = c + a;
|
||||
} else if (d2 > r2) {
|
||||
// ray starts outside sphere
|
||||
distance = a - c;
|
||||
} else {
|
||||
// ray starts inside sphere
|
||||
distance = a + c;
|
||||
}
|
||||
if (distance > 0.0f && distance < intersection._rayLength && distance < intersection._hitDistance) {
|
||||
glm::vec3 sphereCenterToHitPoint = intersection._rayStart + distance * intersection._rayDirection - sphereCenter;
|
||||
if (glm::dot(sphereCenterToHitPoint, sphereCenter - capsuleCenter) >= 0.0f) {
|
||||
intersection._hitDistance = distance;
|
||||
intersection._hitNormal = glm::normalize(sphereCenterToHitPoint);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CapsuleShape::findRayIntersectionWithCaps(const glm::vec3& capsuleCenter, RayIntersectionInfo& intersection) const {
|
||||
glm::vec3 capCenter;
|
||||
getStartPoint(capCenter);
|
||||
bool hit = findRayIntersectionWithCap(capCenter, _radius, capsuleCenter, intersection);
|
||||
getEndPoint(capCenter);
|
||||
hit = findRayIntersectionWithCap(capCenter, _radius, capsuleCenter, intersection) || hit;
|
||||
if (hit) {
|
||||
intersection._hitShape = const_cast<CapsuleShape*>(this);
|
||||
}
|
||||
return hit;
|
||||
}
|
||||
|
||||
bool CapsuleShape::findRayIntersection(RayIntersectionInfo& intersection) const {
|
||||
// ray is U, capsule is V
|
||||
glm::vec3 axisV;
|
||||
computeNormalizedAxis(axisV);
|
||||
glm::vec3 centerV = getTranslation();
|
||||
|
||||
// first handle parallel case
|
||||
float uDotV = glm::dot(axisV, intersection._rayDirection);
|
||||
glm::vec3 UV = intersection._rayStart - centerV;
|
||||
if (glm::abs(1.0f - glm::abs(uDotV)) < EPSILON) {
|
||||
// line and cylinder are parallel
|
||||
float distanceV = glm::dot(UV, intersection._rayDirection);
|
||||
if (glm::length2(UV - distanceV * intersection._rayDirection) <= _radius * _radius) {
|
||||
// ray is inside cylinder's radius and might intersect caps
|
||||
return findRayIntersectionWithCaps(centerV, intersection);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Given a line with point 'U' and normalized direction 'u' and
|
||||
// a cylinder with axial point 'V', radius 'r', and normalized direction 'v'
|
||||
// the intersection of the two is on the line at distance 't' from 'U'.
|
||||
//
|
||||
// Determining the values of t reduces to solving a quadratic equation: At^2 + Bt + C = 0
|
||||
//
|
||||
// where:
|
||||
//
|
||||
// UV = U-V
|
||||
// w = u-(u.v)v
|
||||
// Q = UV-(UV.v)v
|
||||
//
|
||||
// A = w^2
|
||||
// B = 2(w.Q)
|
||||
// C = Q^2 - r^2
|
||||
|
||||
glm::vec3 w = intersection._rayDirection - uDotV * axisV;
|
||||
glm::vec3 Q = UV - glm::dot(UV, axisV) * axisV;
|
||||
|
||||
// we save a few multiplies by storing 2*A rather than just A
|
||||
float A2 = 2.0f * glm::dot(w, w);
|
||||
float B = 2.0f * glm::dot(w, Q);
|
||||
|
||||
// since C is only ever used once (in the determinant) we compute it inline
|
||||
float determinant = B * B - 2.0f * A2 * (glm::dot(Q, Q) - _radius * _radius);
|
||||
if (determinant < 0.0f) {
|
||||
return false;
|
||||
}
|
||||
float hitLow = (-B - sqrtf(determinant)) / A2;
|
||||
float hitHigh = -(hitLow + 2.0f * B / A2);
|
||||
|
||||
if (hitLow > hitHigh) {
|
||||
// re-arrange so hitLow is always the smaller value
|
||||
float temp = hitHigh;
|
||||
hitHigh = hitLow;
|
||||
hitLow = temp;
|
||||
}
|
||||
if (hitLow < 0.0f) {
|
||||
if (hitHigh < 0.0f) {
|
||||
// capsule is completely behind rayStart
|
||||
return false;
|
||||
}
|
||||
hitLow = hitHigh;
|
||||
}
|
||||
|
||||
glm::vec3 p = intersection._rayStart + hitLow * intersection._rayDirection;
|
||||
float d = glm::dot(p - centerV, axisV);
|
||||
if (glm::abs(d) <= getHalfHeight()) {
|
||||
// we definitely hit the cylinder wall
|
||||
intersection._hitDistance = hitLow;
|
||||
intersection._hitNormal = glm::normalize(p - centerV - d * axisV);
|
||||
intersection._hitShape = const_cast<CapsuleShape*>(this);
|
||||
return true;
|
||||
}
|
||||
|
||||
// ray still might hit the caps
|
||||
return findRayIntersectionWithCaps(centerV, intersection);
|
||||
}
|
||||
|
||||
// static
|
||||
|
|
|
@ -47,11 +47,12 @@ public:
|
|||
/// Sets the endpoints and updates center, rotation, and halfHeight to agree.
|
||||
virtual void setEndPoints(const glm::vec3& startPoint, const glm::vec3& endPoint);
|
||||
|
||||
bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const;
|
||||
bool findRayIntersection(RayIntersectionInfo& intersection) const;
|
||||
|
||||
virtual float getVolume() const { return (PI * _radius * _radius) * (1.3333333333f * _radius + getHalfHeight()); }
|
||||
|
||||
protected:
|
||||
bool findRayIntersectionWithCaps(const glm::vec3& capsuleCenter, RayIntersectionInfo& intersection) const;
|
||||
virtual void updateBoundingRadius() { _boundingRadius = _radius + getHalfHeight(); }
|
||||
static glm::quat computeNewRotation(const glm::vec3& newAxis);
|
||||
|
||||
|
|
|
@ -86,12 +86,13 @@ int unpackFloatAngleFromTwoByte(const uint16_t* byteAnglePointer, float* destina
|
|||
}
|
||||
|
||||
int packOrientationQuatToBytes(unsigned char* buffer, const glm::quat& quatInput) {
|
||||
glm::quat quatNormalized = glm::normalize(quatInput);
|
||||
const float QUAT_PART_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 2.f);
|
||||
uint16_t quatParts[4];
|
||||
quatParts[0] = floorf((quatInput.x + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[1] = floorf((quatInput.y + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[2] = floorf((quatInput.z + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[3] = floorf((quatInput.w + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[0] = floorf((quatNormalized.x + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[1] = floorf((quatNormalized.y + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[2] = floorf((quatNormalized.z + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[3] = floorf((quatNormalized.w + 1.f) * QUAT_PART_CONVERSION_RATIO);
|
||||
|
||||
memcpy(buffer, &quatParts, sizeof(quatParts));
|
||||
return sizeof(quatParts);
|
||||
|
|
|
@ -76,23 +76,8 @@ void PhysicsEntity::clearShapes() {
|
|||
_shapes.clear();
|
||||
}
|
||||
|
||||
bool PhysicsEntity::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
|
||||
int numShapes = _shapes.size();
|
||||
float minDistance = FLT_MAX;
|
||||
for (int j = 0; j < numShapes; ++j) {
|
||||
const Shape* shape = _shapes[j];
|
||||
float thisDistance = FLT_MAX;
|
||||
if (shape && shape->findRayIntersection(origin, direction, thisDistance)) {
|
||||
if (thisDistance < minDistance) {
|
||||
minDistance = thisDistance;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (minDistance < FLT_MAX) {
|
||||
distance = minDistance;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
bool PhysicsEntity::findRayIntersection(RayIntersectionInfo& intersection) const {
|
||||
return ShapeCollider::findRayIntersection(_shapes, intersection);
|
||||
}
|
||||
|
||||
bool PhysicsEntity::findCollisions(const QVector<const Shape*> shapes, CollisionList& collisions) {
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include "CollisionInfo.h"
|
||||
#include "RayIntersectionInfo.h"
|
||||
|
||||
class Shape;
|
||||
class PhysicsSimulation;
|
||||
|
@ -52,7 +53,7 @@ public:
|
|||
|
||||
PhysicsSimulation* getSimulation() const { return _simulation; }
|
||||
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
|
||||
bool findRayIntersection(RayIntersectionInfo& intersection) const;
|
||||
bool findCollisions(const QVector<const Shape*> shapes, CollisionList& collisions);
|
||||
bool findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadius, CollisionList& collisions);
|
||||
bool findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions);
|
||||
|
|
|
@ -207,9 +207,6 @@ void PhysicsSimulation::removeRagdoll(Ragdoll* doll) {
|
|||
|
||||
void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIterations, quint64 maxUsec) {
|
||||
++_frameCount;
|
||||
if (!_ragdoll) {
|
||||
return;
|
||||
}
|
||||
quint64 now = usecTimestampNow();
|
||||
quint64 startTime = now;
|
||||
quint64 expiry = startTime + maxUsec;
|
||||
|
@ -219,7 +216,9 @@ void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIter
|
|||
int numDolls = _otherRagdolls.size();
|
||||
{
|
||||
PerformanceTimer perfTimer("enforce");
|
||||
_ragdoll->enforceConstraints();
|
||||
if (_ragdoll) {
|
||||
_ragdoll->enforceConstraints();
|
||||
}
|
||||
for (int i = 0; i < numDolls; ++i) {
|
||||
_otherRagdolls[i]->enforceConstraints();
|
||||
}
|
||||
|
@ -235,7 +234,9 @@ void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIter
|
|||
|
||||
{ // enforce constraints
|
||||
PerformanceTimer perfTimer("enforce");
|
||||
error = _ragdoll->enforceConstraints();
|
||||
if (_ragdoll) {
|
||||
error = _ragdoll->enforceConstraints();
|
||||
}
|
||||
for (int i = 0; i < numDolls; ++i) {
|
||||
error = glm::max(error, _otherRagdolls[i]->enforceConstraints());
|
||||
}
|
||||
|
@ -246,9 +247,12 @@ void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIter
|
|||
now = usecTimestampNow();
|
||||
} while (_collisions.size() != 0 && (iterations < maxIterations) && (error > minError) && (now < expiry));
|
||||
|
||||
// the collisions may have moved the main ragdoll from the simulation center
|
||||
// so we remove this offset (potentially storing it as movement of the Ragdoll owner)
|
||||
_ragdoll->removeRootOffset(collidedWithOtherRagdoll);
|
||||
if (_ragdoll) {
|
||||
// This is why _ragdoll is special and is not in the list of other ragdolls:
|
||||
// The collisions may have moved the main ragdoll from the simulation center
|
||||
// so we remove this offset (potentially storing it as movement of the Ragdoll owner)
|
||||
_ragdoll->removeRootOffset(collidedWithOtherRagdoll);
|
||||
}
|
||||
|
||||
// also remove any offsets from the other ragdolls
|
||||
for (int i = 0; i < numDolls; ++i) {
|
||||
|
@ -257,13 +261,41 @@ void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIter
|
|||
pruneContacts();
|
||||
}
|
||||
|
||||
bool PhysicsSimulation::findFloorRayIntersection(RayIntersectionInfo& intersection) const {
|
||||
// only casts against otherEntities
|
||||
bool hit = false;
|
||||
int numEntities = _otherEntities.size();
|
||||
for (int i = 0; i < numEntities; ++i) {
|
||||
const QVector<Shape*> otherShapes = _otherEntities.at(i)->getShapes();
|
||||
if (ShapeCollider::findRayIntersection(otherShapes, intersection)) {
|
||||
hit = true;
|
||||
}
|
||||
}
|
||||
return hit;
|
||||
}
|
||||
|
||||
|
||||
bool PhysicsSimulation::getShapeCollisions(const Shape* shape, CollisionList& collisions) const {
|
||||
bool hit = false;
|
||||
int numEntities = _otherEntities.size();
|
||||
for (int i = 0; i < numEntities; ++i) {
|
||||
const QVector<Shape*> otherShapes = _otherEntities.at(i)->getShapes();
|
||||
if (ShapeCollider::collideShapeWithShapes(shape, otherShapes, 0, collisions)) {
|
||||
hit = true;
|
||||
}
|
||||
}
|
||||
return hit;
|
||||
}
|
||||
|
||||
void PhysicsSimulation::integrate(float deltaTime) {
|
||||
PerformanceTimer perfTimer("integrate");
|
||||
int numEntities = _otherEntities.size();
|
||||
for (int i = 0; i < numEntities; ++i) {
|
||||
_otherEntities[i]->stepForward(deltaTime);
|
||||
}
|
||||
_ragdoll->stepForward(deltaTime);
|
||||
if (_ragdoll) {
|
||||
_ragdoll->stepForward(deltaTime);
|
||||
}
|
||||
int numDolls = _otherRagdolls.size();
|
||||
for (int i = 0; i < numDolls; ++i) {
|
||||
_otherRagdolls[i]->stepForward(deltaTime);
|
||||
|
|
|
@ -9,8 +9,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_PhysicsSimulation
|
||||
#define hifi_PhysicsSimulation
|
||||
#ifndef hifi_PhysicsSimulation_h
|
||||
#define hifi_PhysicsSimulation_h
|
||||
|
||||
#include <QtGlobal>
|
||||
#include <QMap>
|
||||
|
@ -18,6 +18,7 @@
|
|||
|
||||
#include "CollisionInfo.h"
|
||||
#include "ContactPoint.h"
|
||||
#include "RayIntersectionInfo.h"
|
||||
|
||||
class PhysicsEntity;
|
||||
class Ragdoll;
|
||||
|
@ -54,6 +55,12 @@ public:
|
|||
/// \return distance of largest movement
|
||||
void stepForward(float deltaTime, float minError, int maxIterations, quint64 maxUsec);
|
||||
|
||||
/// \param intersection collision info about ray hit
|
||||
/// \return true if ray hits any shape that doesn't belong to the main ragdoll/entity
|
||||
bool findFloorRayIntersection(RayIntersectionInfo& hit) const;
|
||||
|
||||
bool getShapeCollisions(const Shape* shape, CollisionList& collisions) const;
|
||||
|
||||
protected:
|
||||
void integrate(float deltaTime);
|
||||
|
||||
|
@ -80,4 +87,4 @@ private:
|
|||
QMap<quint64, ContactPoint> _contacts;
|
||||
};
|
||||
|
||||
#endif // hifi_PhysicsSimulation
|
||||
#endif // hifi_PhysicsSimulation_h
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
|
||||
#include "PlaneShape.h"
|
||||
#include "SharedUtil.h"
|
||||
#include "GLMHelpers.h"
|
||||
|
||||
const glm::vec3 UNROTATED_NORMAL(0.0f, 1.0f, 0.0f);
|
||||
|
||||
|
@ -34,22 +35,42 @@ glm::vec3 PlaneShape::getNormal() const {
|
|||
return _rotation * UNROTATED_NORMAL;
|
||||
}
|
||||
|
||||
void PlaneShape::setNormal(const glm::vec3& direction) {
|
||||
glm::vec3 oldTranslation = _translation;
|
||||
_rotation = rotationBetween(UNROTATED_NORMAL, direction);
|
||||
glm::vec3 normal = getNormal();
|
||||
_translation = glm::dot(oldTranslation, normal) * normal;
|
||||
}
|
||||
|
||||
void PlaneShape::setPoint(const glm::vec3& point) {
|
||||
glm::vec3 normal = getNormal();
|
||||
_translation = glm::dot(point, normal) * normal;
|
||||
}
|
||||
|
||||
glm::vec4 PlaneShape::getCoefficients() const {
|
||||
glm::vec3 normal = _rotation * UNROTATED_NORMAL;
|
||||
return glm::vec4(normal.x, normal.y, normal.z, -glm::dot(normal, _translation));
|
||||
}
|
||||
|
||||
bool PlaneShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const {
|
||||
bool PlaneShape::findRayIntersection(RayIntersectionInfo& intersection) const {
|
||||
glm::vec3 n = getNormal();
|
||||
float denominator = glm::dot(n, rayDirection);
|
||||
float denominator = glm::dot(n, intersection._rayDirection);
|
||||
if (fabsf(denominator) < EPSILON) {
|
||||
// line is parallel to plane
|
||||
return glm::dot(_translation - rayStart, n) < EPSILON;
|
||||
if (glm::dot(_translation - intersection._rayStart, n) < EPSILON) {
|
||||
// ray starts on the plane
|
||||
intersection._hitDistance = 0.0f;
|
||||
intersection._hitNormal = n;
|
||||
intersection._hitShape = const_cast<PlaneShape*>(this);
|
||||
return true;
|
||||
}
|
||||
} else {
|
||||
float d = glm::dot(_translation - rayStart, n) / denominator;
|
||||
if (d > 0.0f) {
|
||||
float d = glm::dot(_translation - intersection._rayStart, n) / denominator;
|
||||
if (d > 0.0f && d < intersection._rayLength && d < intersection._hitDistance) {
|
||||
// ray points toward plane
|
||||
distance = d;
|
||||
intersection._hitDistance = d;
|
||||
intersection._hitNormal = n;
|
||||
intersection._hitShape = const_cast<PlaneShape*>(this);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -21,7 +21,10 @@ public:
|
|||
glm::vec3 getNormal() const;
|
||||
glm::vec4 getCoefficients() const;
|
||||
|
||||
bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const;
|
||||
void setNormal(const glm::vec3& normal);
|
||||
void setPoint(const glm::vec3& point);
|
||||
|
||||
bool findRayIntersection(RayIntersectionInfo& intersection) const;
|
||||
};
|
||||
|
||||
#endif // hifi_PlaneShape_h
|
||||
|
|
|
@ -419,7 +419,7 @@ template<typename Enum> inline PropertyFlags<Enum> PropertyFlags<Enum>::operator
|
|||
}
|
||||
|
||||
template<typename Enum> inline void PropertyFlags<Enum>::shinkIfNeeded() {
|
||||
bool maxFlagWas = _maxFlag;
|
||||
int maxFlagWas = _maxFlag;
|
||||
while (_maxFlag >= 0) {
|
||||
if (_flags.testBit(_maxFlag)) {
|
||||
break;
|
||||
|
|
37
libraries/shared/src/RayIntersectionInfo.h
Normal file
37
libraries/shared/src/RayIntersectionInfo.h
Normal file
|
@ -0,0 +1,37 @@
|
|||
//
|
||||
// RayIntersectionInfo.h
|
||||
// interface/src/avatar
|
||||
//
|
||||
// Created by Andrew Meadows 2014.09.09
|
||||
// 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
|
||||
//
|
||||
|
||||
#ifndef hifi_RayIntersectionInfo_h
|
||||
#define hifi_RayIntersectionInfo_h
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class Shape;
|
||||
|
||||
class RayIntersectionInfo {
|
||||
public:
|
||||
RayIntersectionInfo() : _rayStart(0.0f), _rayDirection(1.0f, 0.0f, 0.0f), _rayLength(FLT_MAX),
|
||||
_hitDistance(FLT_MAX), _hitNormal(1.0f, 0.0f, 0.0f), _hitShape(NULL) { }
|
||||
|
||||
glm::vec3 getIntersectionPoint() const { return _rayStart + _hitDistance * _rayDirection; }
|
||||
|
||||
// input
|
||||
glm::vec3 _rayStart;
|
||||
glm::vec3 _rayDirection;
|
||||
float _rayLength;
|
||||
|
||||
// output
|
||||
float _hitDistance;
|
||||
glm::vec3 _hitNormal;
|
||||
Shape* _hitShape;
|
||||
};
|
||||
|
||||
#endif // hifi_RayIntersectionInfo_h
|
|
@ -17,6 +17,8 @@
|
|||
#include <QtGlobal>
|
||||
#include <QVector>
|
||||
|
||||
#include "RayIntersectionInfo.h"
|
||||
|
||||
class PhysicsEntity;
|
||||
class VerletPoint;
|
||||
|
||||
|
@ -59,7 +61,7 @@ public:
|
|||
virtual void setMass(float mass) { _mass = mass; }
|
||||
virtual float getMass() const { return _mass; }
|
||||
|
||||
virtual bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const = 0;
|
||||
virtual bool findRayIntersection(RayIntersectionInfo& intersection) const = 0;
|
||||
|
||||
/// \param penetration of collision
|
||||
/// \param contactPoint of collision
|
||||
|
|
|
@ -1087,24 +1087,18 @@ bool capsuleVsAACubeLegacy(const CapsuleShape* capsuleA, const glm::vec3& cubeCe
|
|||
return sphereVsAACubeLegacy(nearestApproach, capsuleA->getRadius(), cubeCenter, cubeSide, collisions);
|
||||
}
|
||||
|
||||
bool findRayIntersectionWithShapes(const QVector<Shape*> shapes, const glm::vec3& rayStart, const glm::vec3& rayDirection, float& minDistance) {
|
||||
float hitDistance = FLT_MAX;
|
||||
bool findRayIntersection(const QVector<Shape*>& shapes, RayIntersectionInfo& intersection) {
|
||||
int numShapes = shapes.size();
|
||||
bool hit = false;
|
||||
for (int i = 0; i < numShapes; ++i) {
|
||||
Shape* shape = shapes.at(i);
|
||||
if (shape) {
|
||||
float distance;
|
||||
if (shape->findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
if (distance < hitDistance) {
|
||||
hitDistance = distance;
|
||||
}
|
||||
if (shape->findRayIntersection(intersection)) {
|
||||
hit = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (hitDistance < FLT_MAX) {
|
||||
minDistance = hitDistance;
|
||||
}
|
||||
return false;
|
||||
return hit;
|
||||
}
|
||||
|
||||
} // namespace ShapeCollider
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include <QVector>
|
||||
|
||||
#include "CollisionInfo.h"
|
||||
#include "RayIntersectionInfo.h"
|
||||
#include "SharedUtil.h"
|
||||
|
||||
class Shape;
|
||||
|
@ -145,11 +146,9 @@ namespace ShapeCollider {
|
|||
bool capsuleVsAACubeLegacy(const CapsuleShape* capsuleA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
|
||||
|
||||
/// \param shapes list of pointers to shapes (shape pointers may be NULL)
|
||||
/// \param startPoint beginning of ray
|
||||
/// \param direction direction of ray
|
||||
/// \param minDistance[out] shortest distance to intersection of ray with a shapes
|
||||
/// \param intersection[out] struct with info about Ray and hit
|
||||
/// \return true if ray hits any shape in shapes
|
||||
bool findRayIntersectionWithShapes(const QVector<Shape*> shapes, const glm::vec3& startPoint, const glm::vec3& direction, float& minDistance);
|
||||
bool findRayIntersection(const QVector<Shape*>& shapes, RayIntersectionInfo& intersection);
|
||||
|
||||
} // namespace ShapeCollider
|
||||
|
||||
|
|
|
@ -13,18 +13,19 @@
|
|||
|
||||
#include "SphereShape.h"
|
||||
|
||||
bool SphereShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const {
|
||||
bool SphereShape::findRayIntersection(RayIntersectionInfo& intersection) const {
|
||||
float r2 = _boundingRadius * _boundingRadius;
|
||||
|
||||
// compute closest approach (CA)
|
||||
float a = glm::dot(_translation - rayStart, rayDirection); // a = distance from ray-start to CA
|
||||
float b2 = glm::distance2(_translation, rayStart + a * rayDirection); // b2 = squared distance from sphere-center to CA
|
||||
float a = glm::dot(_translation - intersection._rayStart, intersection._rayDirection); // a = distance from ray-start to CA
|
||||
float b2 = glm::distance2(_translation, intersection._rayStart + a * intersection._rayDirection); // b2 = squared distance from sphere-center to CA
|
||||
if (b2 > r2) {
|
||||
// ray does not hit sphere
|
||||
return false;
|
||||
}
|
||||
float c = sqrtf(r2 - b2); // c = distance from CA to sphere surface along rayDirection
|
||||
float d2 = glm::distance2(rayStart, _translation); // d2 = squared distance from sphere-center to ray-start
|
||||
float c = sqrtf(r2 - b2); // c = distance from CA to sphere surface along intersection._rayDirection
|
||||
float d2 = glm::distance2(intersection._rayStart, _translation); // d2 = squared distance from sphere-center to ray-start
|
||||
float distance = FLT_MAX;
|
||||
if (a < 0.0f) {
|
||||
// ray points away from sphere-center
|
||||
if (d2 > r2) {
|
||||
|
@ -40,5 +41,11 @@ bool SphereShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3
|
|||
// ray starts inside sphere
|
||||
distance = a + c;
|
||||
}
|
||||
return true;
|
||||
if (distance > 0.0f && distance < intersection._rayLength && distance < intersection._hitDistance) {
|
||||
intersection._hitDistance = distance;
|
||||
intersection._hitNormal = glm::normalize(intersection._rayStart + distance * intersection._rayDirection - _translation);
|
||||
intersection._hitShape = const_cast<SphereShape*>(this);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -34,7 +34,7 @@ public:
|
|||
|
||||
void setRadius(float radius) { _boundingRadius = radius; }
|
||||
|
||||
bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const;
|
||||
bool findRayIntersection(RayIntersectionInfo& intersection) const;
|
||||
|
||||
float getVolume() const { return 1.3333333333f * PI * _boundingRadius * _boundingRadius * _boundingRadius; }
|
||||
};
|
||||
|
|
|
@ -254,6 +254,9 @@ void SequenceNumberStatsTests::pruneTest() {
|
|||
|
||||
const QSet<quint16>& missingSet = stats.getMissingSet();
|
||||
assert(missingSet.size() <= 1000);
|
||||
if (missingSet.size() > 1000) {
|
||||
qDebug() << "FAIL: missingSet larger than 1000.";
|
||||
}
|
||||
|
||||
for (int i = 0; i < 10; i++) {
|
||||
assert(missingSet.contains(highestSkipped2));
|
||||
|
|
|
@ -1803,40 +1803,44 @@ void ShapeColliderTests::capsuleTouchesAACube() {
|
|||
|
||||
void ShapeColliderTests::rayHitsSphere() {
|
||||
float startDistance = 3.0f;
|
||||
glm::vec3 rayStart(-startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 rayDirection(1.0f, 0.0f, 0.0f);
|
||||
|
||||
float radius = 1.0f;
|
||||
glm::vec3 center(0.0f);
|
||||
|
||||
SphereShape sphere(radius, center);
|
||||
|
||||
// very simple ray along xAxis
|
||||
{
|
||||
float distance = FLT_MAX;
|
||||
if (!sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = -startDistance * xAxis;
|
||||
intersection._rayDirection = xAxis;
|
||||
|
||||
if (!sphere.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should intersect sphere" << std::endl;
|
||||
}
|
||||
|
||||
float expectedDistance = startDistance - radius;
|
||||
float relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray sphere intersection distance error = " << relativeError << std::endl;
|
||||
}
|
||||
if (intersection._hitShape != &sphere) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray intersection._hitShape should point at sphere"
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// ray along a diagonal axis
|
||||
{
|
||||
rayStart = glm::vec3(startDistance, startDistance, 0.0f);
|
||||
rayDirection = - glm::normalize(rayStart);
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(startDistance, startDistance, 0.0f);
|
||||
intersection._rayDirection = - glm::normalize(intersection._rayStart);
|
||||
|
||||
float distance = FLT_MAX;
|
||||
if (!sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
if (!sphere.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should intersect sphere" << std::endl;
|
||||
}
|
||||
|
||||
float expectedDistance = SQUARE_ROOT_OF_2 * startDistance - radius;
|
||||
float relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray sphere intersection distance error = " << relativeError << std::endl;
|
||||
}
|
||||
|
@ -1851,22 +1855,22 @@ void ShapeColliderTests::rayHitsSphere() {
|
|||
glm::quat rotation = glm::angleAxis(0.987654321f, axis);
|
||||
glm::vec3 translation(35.7f, 2.46f, -1.97f);
|
||||
|
||||
glm::vec3 unrotatedRayDirection(-1.0f, 0.0f, 0.0f);
|
||||
glm::vec3 untransformedRayStart(startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 unrotatedRayDirection = -xAxis;
|
||||
glm::vec3 untransformedRayStart = startDistance * xAxis;
|
||||
|
||||
rayStart = rotation * (untransformedRayStart + translation);
|
||||
rayDirection = rotation * unrotatedRayDirection;
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = rotation * (untransformedRayStart + translation);
|
||||
intersection._rayDirection = rotation * unrotatedRayDirection;
|
||||
|
||||
sphere.setRadius(radius);
|
||||
sphere.setTranslation(rotation * translation);
|
||||
|
||||
float distance = FLT_MAX;
|
||||
if (!sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
if (!sphere.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should intersect sphere" << std::endl;
|
||||
}
|
||||
|
||||
float expectedDistance = startDistance - radius;
|
||||
float relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray sphere intersection distance error = "
|
||||
<< relativeError << std::endl;
|
||||
|
@ -1879,31 +1883,40 @@ void ShapeColliderTests::rayBarelyHitsSphere() {
|
|||
glm::vec3 center(0.0f);
|
||||
float delta = 2.0f * EPSILON;
|
||||
|
||||
float startDistance = 3.0f;
|
||||
glm::vec3 rayStart(-startDistance, radius - delta, 0.0f);
|
||||
glm::vec3 rayDirection(1.0f, 0.0f, 0.0f);
|
||||
|
||||
SphereShape sphere(radius, center);
|
||||
float startDistance = 3.0f;
|
||||
|
||||
// very simple ray along xAxis
|
||||
float distance = FLT_MAX;
|
||||
if (!sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely hit sphere" << std::endl;
|
||||
{
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(-startDistance, radius - delta, 0.0f);
|
||||
intersection._rayDirection = xAxis;
|
||||
|
||||
// very simple ray along xAxis
|
||||
if (!sphere.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely hit sphere" << std::endl;
|
||||
}
|
||||
if (intersection._hitShape != &sphere) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray intersection._hitShape should point at sphere"
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// translate and rotate the whole system...
|
||||
glm::vec3 axis = glm::normalize(glm::vec3(1.0f, 2.0f, 3.0f));
|
||||
glm::quat rotation = glm::angleAxis(0.987654321f, axis);
|
||||
glm::vec3 translation(35.7f, 2.46f, -1.97f);
|
||||
|
||||
rayStart = rotation * (rayStart + translation);
|
||||
rayDirection = rotation * rayDirection;
|
||||
sphere.setTranslation(rotation * translation);
|
||||
|
||||
// ...and test again
|
||||
distance = FLT_MAX;
|
||||
if (!sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely hit sphere" << std::endl;
|
||||
{
|
||||
// translate and rotate the whole system...
|
||||
glm::vec3 axis = glm::normalize(glm::vec3(1.0f, 2.0f, 3.0f));
|
||||
glm::quat rotation = glm::angleAxis(0.987654321f, axis);
|
||||
glm::vec3 translation(35.7f, 0.46f, -1.97f);
|
||||
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = rotation * (intersection._rayStart + translation);
|
||||
intersection._rayDirection = rotation * intersection._rayDirection;
|
||||
|
||||
sphere.setTranslation(rotation * translation);
|
||||
|
||||
// ...and test again
|
||||
if (!sphere.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely hit sphere" << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1914,39 +1927,47 @@ void ShapeColliderTests::rayBarelyMissesSphere() {
|
|||
glm::vec3 center(0.0f);
|
||||
float delta = 2.0f * EPSILON;
|
||||
|
||||
float startDistance = 3.0f;
|
||||
glm::vec3 rayStart(-startDistance, radius + delta, 0.0f);
|
||||
glm::vec3 rayDirection(1.0f, 0.0f, 0.0f);
|
||||
|
||||
SphereShape sphere(radius, center);
|
||||
float startDistance = 3.0f;
|
||||
|
||||
// very simple ray along xAxis
|
||||
float distance = FLT_MAX;
|
||||
if (sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely miss sphere" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss"
|
||||
<< std::endl;
|
||||
{
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(-startDistance, radius + delta, 0.0f);
|
||||
intersection._rayDirection = xAxis;
|
||||
|
||||
// very simple ray along xAxis
|
||||
if (sphere.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely miss sphere" << std::endl;
|
||||
}
|
||||
if (intersection._hitDistance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss"
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// translate and rotate the whole system...
|
||||
glm::vec3 axis = glm::normalize(glm::vec3(1.0f, 2.0f, 3.0f));
|
||||
glm::quat rotation = glm::angleAxis(0.987654321f, axis);
|
||||
glm::vec3 translation(35.7f, 2.46f, -1.97f);
|
||||
{
|
||||
// translate and rotate the whole system...
|
||||
float angle = 0.987654321f;
|
||||
glm::vec3 axis = glm::normalize(glm::vec3(1.0f, 2.0f, 3.0f));
|
||||
glm::quat rotation = glm::angleAxis(angle, axis);
|
||||
glm::vec3 translation(35.7f, 2.46f, -1.97f);
|
||||
|
||||
rayStart = rotation * (rayStart + translation);
|
||||
rayDirection = rotation * rayDirection;
|
||||
sphere.setTranslation(rotation * translation);
|
||||
|
||||
// ...and test again
|
||||
distance = FLT_MAX;
|
||||
if (sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely miss sphere" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss"
|
||||
<< std::endl;
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = rotation * (glm::vec3(-startDistance, radius + delta, 0.0f) + translation);
|
||||
intersection._rayDirection = rotation * xAxis;
|
||||
sphere.setTranslation(rotation * translation);
|
||||
|
||||
// ...and test again
|
||||
if (sphere.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely miss sphere" << std::endl;
|
||||
}
|
||||
if (intersection._hitDistance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss"
|
||||
<< std::endl;
|
||||
}
|
||||
if (intersection._hitShape != NULL) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray intersection._hitShape should be NULL" << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1957,85 +1978,99 @@ void ShapeColliderTests::rayHitsCapsule() {
|
|||
glm::vec3 center(0.0f);
|
||||
CapsuleShape capsule(radius, halfHeight);
|
||||
|
||||
{ // simple test along xAxis
|
||||
// toward capsule center
|
||||
glm::vec3 rayStart(startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 rayDirection(-1.0f, 0.0f, 0.0f);
|
||||
float distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
// simple tests along xAxis
|
||||
{ // toward capsule center
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(startDistance, 0.0f, 0.0f);
|
||||
intersection._rayDirection = - xAxis;
|
||||
if (!capsule.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
float expectedDistance = startDistance - radius;
|
||||
float relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = "
|
||||
<< relativeError << std::endl;
|
||||
}
|
||||
if (intersection._hitShape != &capsule) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray intersection._hitShape should point at capsule"
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// toward top of cylindrical wall
|
||||
rayStart.y = halfHeight;
|
||||
distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
{ // toward top of cylindrical wall
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(startDistance, halfHeight, 0.0f);
|
||||
intersection._rayDirection = - xAxis;
|
||||
if (!capsule.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
float expectedDistance = startDistance - radius;
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = "
|
||||
<< relativeError << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// toward top cap
|
||||
float delta = 2.0f * EPSILON;
|
||||
rayStart.y = halfHeight + delta;
|
||||
distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
float delta = 2.0f * EPSILON;
|
||||
{ // toward top cap
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(startDistance, halfHeight + delta, 0.0f);
|
||||
intersection._rayDirection = - xAxis;
|
||||
if (!capsule.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
float expectedDistance = startDistance - radius;
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = "
|
||||
<< relativeError << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
const float EDGE_CASE_SLOP_FACTOR = 20.0f;
|
||||
|
||||
// toward tip of top cap
|
||||
rayStart.y = halfHeight + radius - delta;
|
||||
distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
const float EDGE_CASE_SLOP_FACTOR = 20.0f;
|
||||
{ // toward tip of top cap
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(startDistance, halfHeight + radius - delta, 0.0f);
|
||||
intersection._rayDirection = - xAxis;
|
||||
if (!capsule.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
float expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
// for edge cases we allow a LOT of error
|
||||
if (relativeError > EDGE_CASE_SLOP_FACTOR * EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = "
|
||||
<< relativeError << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// toward tip of bottom cap
|
||||
rayStart.y = - halfHeight - radius + delta;
|
||||
distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
{ // toward tip of bottom cap
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(startDistance, - halfHeight - radius + delta, 0.0f);
|
||||
intersection._rayDirection = - xAxis;
|
||||
if (!capsule.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
float expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
// for edge cases we allow a LOT of error
|
||||
if (relativeError > EDGE_CASE_SLOP_FACTOR * EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = "
|
||||
<< relativeError << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// toward edge of capsule cylindrical face
|
||||
rayStart.y = 0.0f;
|
||||
rayStart.z = radius - delta;
|
||||
distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
{ // toward edge of capsule cylindrical face
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(startDistance, 0.0f, radius - delta);
|
||||
intersection._rayDirection = - xAxis;
|
||||
if (!capsule.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
float expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
// for edge cases we allow a LOT of error
|
||||
if (relativeError > EDGE_CASE_SLOP_FACTOR * EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = "
|
||||
|
@ -2055,43 +2090,47 @@ void ShapeColliderTests::rayMissesCapsule() {
|
|||
|
||||
{ // simple test along xAxis
|
||||
// toward capsule center
|
||||
glm::vec3 rayStart(startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 rayDirection(-1.0f, 0.0f, 0.0f);
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(startDistance, 0.0f, 0.0f);
|
||||
intersection._rayDirection = -xAxis;
|
||||
float delta = 2.0f * EPSILON;
|
||||
|
||||
// over top cap
|
||||
rayStart.y = halfHeight + radius + delta;
|
||||
float distance = FLT_MAX;
|
||||
if (capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
intersection._rayStart.y = halfHeight + radius + delta;
|
||||
intersection._hitDistance = FLT_MAX;
|
||||
if (capsule.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss capsule" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
if (intersection._hitDistance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss"
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
// below bottom cap
|
||||
rayStart.y = - halfHeight - radius - delta;
|
||||
distance = FLT_MAX;
|
||||
if (capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
intersection._rayStart.y = - halfHeight - radius - delta;
|
||||
intersection._hitDistance = FLT_MAX;
|
||||
if (capsule.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss capsule" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
if (intersection._hitDistance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss"
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
// past edge of capsule cylindrical face
|
||||
rayStart.y = 0.0f;
|
||||
rayStart.z = radius + delta;
|
||||
distance = FLT_MAX;
|
||||
if (capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
intersection._rayStart.y = 0.0f;
|
||||
intersection._rayStart.z = radius + delta;
|
||||
intersection._hitDistance = FLT_MAX;
|
||||
if (capsule.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss capsule" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
if (intersection._hitDistance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss"
|
||||
<< std::endl;
|
||||
}
|
||||
if (intersection._hitShape != NULL) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray intersection._hitShape should be NULL" << std::endl;
|
||||
}
|
||||
}
|
||||
// TODO: test at steep angles near edge
|
||||
}
|
||||
|
@ -2101,45 +2140,53 @@ void ShapeColliderTests::rayHitsPlane() {
|
|||
float planeDistanceFromOrigin = 3.579f;
|
||||
glm::vec3 planePosition(0.0f, planeDistanceFromOrigin, 0.0f);
|
||||
PlaneShape plane;
|
||||
plane.setTranslation(planePosition);
|
||||
plane.setPoint(planePosition);
|
||||
plane.setNormal(yAxis);
|
||||
|
||||
// make a simple ray
|
||||
float startDistance = 1.234f;
|
||||
glm::vec3 rayStart(-startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 rayDirection = glm::normalize(glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
float distance = FLT_MAX;
|
||||
if (!plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit plane" << std::endl;
|
||||
{
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = -startDistance * xAxis;
|
||||
intersection._rayDirection = glm::normalize(glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
if (!plane.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit plane" << std::endl;
|
||||
}
|
||||
|
||||
float expectedDistance = SQUARE_ROOT_OF_3 * planeDistanceFromOrigin;
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / planeDistanceFromOrigin;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray plane intersection distance error = "
|
||||
<< relativeError << std::endl;
|
||||
}
|
||||
if (intersection._hitShape != &plane) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray intersection._hitShape should point at plane"
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
float expectedDistance = SQUARE_ROOT_OF_3 * planeDistanceFromOrigin;
|
||||
float relativeError = fabsf(distance - expectedDistance) / planeDistanceFromOrigin;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray plane intersection distance error = "
|
||||
<< relativeError << std::endl;
|
||||
}
|
||||
|
||||
// rotate the whole system and try again
|
||||
float angle = 37.8f;
|
||||
glm::vec3 axis = glm::normalize( glm::vec3(-7.0f, 2.8f, 9.3f) );
|
||||
glm::quat rotation = glm::angleAxis(angle, axis);
|
||||
|
||||
plane.setTranslation(rotation * planePosition);
|
||||
plane.setRotation(rotation);
|
||||
rayStart = rotation * rayStart;
|
||||
rayDirection = rotation * rayDirection;
|
||||
|
||||
distance = FLT_MAX;
|
||||
if (!plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit plane" << std::endl;
|
||||
}
|
||||
|
||||
expectedDistance = SQUARE_ROOT_OF_3 * planeDistanceFromOrigin;
|
||||
relativeError = fabsf(distance - expectedDistance) / planeDistanceFromOrigin;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray plane intersection distance error = "
|
||||
<< relativeError << std::endl;
|
||||
{ // rotate the whole system and try again
|
||||
float angle = 37.8f;
|
||||
glm::vec3 axis = glm::normalize( glm::vec3(-7.0f, 2.8f, 9.3f) );
|
||||
glm::quat rotation = glm::angleAxis(angle, axis);
|
||||
|
||||
plane.setNormal(rotation * yAxis);
|
||||
plane.setPoint(rotation * planePosition);
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = rotation * (-startDistance * xAxis);
|
||||
intersection._rayDirection = rotation * glm::normalize(glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
if (!plane.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit plane" << std::endl;
|
||||
}
|
||||
|
||||
float expectedDistance = SQUARE_ROOT_OF_3 * planeDistanceFromOrigin;
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / planeDistanceFromOrigin;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray plane intersection distance error = "
|
||||
<< relativeError << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2152,14 +2199,14 @@ void ShapeColliderTests::rayMissesPlane() {
|
|||
|
||||
{ // parallel rays should miss
|
||||
float startDistance = 1.234f;
|
||||
glm::vec3 rayStart(-startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 rayDirection = glm::normalize(glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(-startDistance, 0.0f, 0.0f);
|
||||
intersection._rayDirection = glm::normalize(glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
|
||||
float distance = FLT_MAX;
|
||||
if (plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
if (plane.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss plane" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
if (intersection._hitDistance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss"
|
||||
<< std::endl;
|
||||
}
|
||||
|
@ -2171,29 +2218,35 @@ void ShapeColliderTests::rayMissesPlane() {
|
|||
|
||||
plane.setTranslation(rotation * planePosition);
|
||||
plane.setRotation(rotation);
|
||||
rayStart = rotation * rayStart;
|
||||
rayDirection = rotation * rayDirection;
|
||||
|
||||
distance = FLT_MAX;
|
||||
if (plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
|
||||
intersection._rayStart = rotation * intersection._rayStart;
|
||||
intersection._rayDirection = rotation * intersection._rayDirection;
|
||||
intersection._hitDistance = FLT_MAX;
|
||||
|
||||
if (plane.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss plane" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
if (intersection._hitDistance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss"
|
||||
<< std::endl;
|
||||
}
|
||||
if (intersection._hitShape != NULL) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray intersection._hitShape should be NULL" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
{ // make a simple ray that points away from plane
|
||||
float startDistance = 1.234f;
|
||||
glm::vec3 rayStart(-startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 rayDirection = glm::normalize(glm::vec3(-1.0f, -1.0f, -1.0f));
|
||||
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = glm::vec3(-startDistance, 0.0f, 0.0f);
|
||||
intersection._rayDirection = glm::normalize(glm::vec3(-1.0f, -1.0f, -1.0f));
|
||||
intersection._hitDistance = FLT_MAX;
|
||||
|
||||
float distance = FLT_MAX;
|
||||
if (plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
if (plane.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss plane" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
if (intersection._hitDistance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss"
|
||||
<< std::endl;
|
||||
}
|
||||
|
@ -2205,20 +2258,225 @@ void ShapeColliderTests::rayMissesPlane() {
|
|||
|
||||
plane.setTranslation(rotation * planePosition);
|
||||
plane.setRotation(rotation);
|
||||
rayStart = rotation * rayStart;
|
||||
rayDirection = rotation * rayDirection;
|
||||
|
||||
intersection._rayStart = rotation * intersection._rayStart;
|
||||
intersection._rayDirection = rotation * intersection._rayDirection;
|
||||
intersection._hitDistance = FLT_MAX;
|
||||
|
||||
distance = FLT_MAX;
|
||||
if (plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
if (plane.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss plane" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
if (intersection._hitDistance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss"
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeColliderTests::rayHitsAACube() {
|
||||
glm::vec3 cubeCenter(1.23f, 4.56f, 7.89f);
|
||||
float cubeSide = 2.127f;
|
||||
AACubeShape cube(cubeSide, cubeCenter);
|
||||
|
||||
float rayOffset = 3.796f;
|
||||
|
||||
glm::vec3 faceNormals[] = {xAxis, yAxis, zAxis};
|
||||
int numDirections = 3;
|
||||
int numRayCasts = 5;
|
||||
|
||||
for (int i = 0; i < numDirections; ++i) {
|
||||
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
|
||||
glm::vec3 faceNormal = sign * faceNormals[i];
|
||||
glm::vec3 secondNormal = faceNormals[(i + 1) % numDirections];
|
||||
glm::vec3 thirdNormal = faceNormals[(i + 2) % numDirections];
|
||||
|
||||
// pick a random point somewhere above the face
|
||||
glm::vec3 rayStart = cubeCenter +
|
||||
(cubeSide + rayOffset) * faceNormal +
|
||||
(cubeSide * (randFloat() - 0.5f)) * secondNormal +
|
||||
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
|
||||
|
||||
// cast multiple rays toward the face
|
||||
for (int j = 0; j < numRayCasts; ++j) {
|
||||
// pick a random point on the face
|
||||
glm::vec3 facePoint = cubeCenter +
|
||||
0.5f * cubeSide * faceNormal +
|
||||
(cubeSide * (randFloat() - 0.5f)) * secondNormal +
|
||||
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
|
||||
|
||||
// construct a ray from first point through second point
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = rayStart;
|
||||
intersection._rayDirection = glm::normalize(facePoint - rayStart);
|
||||
intersection._rayLength = 1.0001f * glm::distance(rayStart, facePoint);
|
||||
|
||||
// cast the ray
|
||||
bool hit = cube.findRayIntersection(intersection);
|
||||
|
||||
// validate
|
||||
if (!hit) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit cube face" << std::endl;
|
||||
break;
|
||||
}
|
||||
if (glm::abs(1.0f - glm::dot(faceNormal, intersection._hitNormal)) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: ray should hit cube face with normal " << faceNormal
|
||||
<< " but found different normal " << intersection._hitNormal << std::endl;
|
||||
}
|
||||
if (glm::distance(facePoint, intersection.getIntersectionPoint()) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: ray should hit cube face at " << facePoint
|
||||
<< " but actually hit at " << intersection.getIntersectionPoint()
|
||||
<< std::endl;
|
||||
}
|
||||
if (intersection._hitShape != &cube) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray intersection._hitShape should point at cube"
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeColliderTests::rayMissesAACube() {
|
||||
//glm::vec3 cubeCenter(1.23f, 4.56f, 7.89f);
|
||||
//float cubeSide = 2.127f;
|
||||
glm::vec3 cubeCenter(0.0f);
|
||||
float cubeSide = 2.f;
|
||||
AACubeShape cube(cubeSide, cubeCenter);
|
||||
|
||||
float rayOffset = 3.796f;
|
||||
|
||||
glm::vec3 faceNormals[] = {xAxis, yAxis, zAxis};
|
||||
int numDirections = 3;
|
||||
int numRayCasts = 5;
|
||||
|
||||
const float SOME_SMALL_NUMBER = 0.0001f;
|
||||
|
||||
{ // ray misses cube for being too short
|
||||
for (int i = 0; i < numDirections; ++i) {
|
||||
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
|
||||
glm::vec3 faceNormal = sign * faceNormals[i];
|
||||
glm::vec3 secondNormal = faceNormals[(i + 1) % numDirections];
|
||||
glm::vec3 thirdNormal = faceNormals[(i + 2) % numDirections];
|
||||
|
||||
// pick a random point somewhere above the face
|
||||
glm::vec3 rayStart = cubeCenter +
|
||||
(cubeSide + rayOffset) * faceNormal +
|
||||
(cubeSide * (randFloat() - 0.5f)) * secondNormal +
|
||||
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
|
||||
|
||||
// cast multiple rays toward the face
|
||||
for (int j = 0; j < numRayCasts; ++j) {
|
||||
// pick a random point on the face
|
||||
glm::vec3 facePoint = cubeCenter +
|
||||
0.5f * cubeSide * faceNormal +
|
||||
(cubeSide * (randFloat() - 0.5f)) * secondNormal +
|
||||
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
|
||||
|
||||
// construct a ray from first point to almost second point
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = rayStart;
|
||||
intersection._rayDirection = glm::normalize(facePoint - rayStart);
|
||||
intersection._rayLength = (1.0f - SOME_SMALL_NUMBER) * glm::distance(rayStart, facePoint);
|
||||
|
||||
// cast the ray
|
||||
if (cube.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should NOT hit cube face "
|
||||
<< faceNormal << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
{ // long ray misses cube
|
||||
for (int i = 0; i < numDirections; ++i) {
|
||||
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
|
||||
glm::vec3 faceNormal = sign * faceNormals[i];
|
||||
glm::vec3 secondNormal = faceNormals[(i + 1) % numDirections];
|
||||
glm::vec3 thirdNormal = faceNormals[(i + 2) % numDirections];
|
||||
|
||||
// pick a random point somewhere above the face
|
||||
glm::vec3 rayStart = cubeCenter +
|
||||
(cubeSide + rayOffset) * faceNormal +
|
||||
(cubeSide * (randFloat() - 0.5f)) * secondNormal +
|
||||
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
|
||||
|
||||
// cast multiple rays that miss the face
|
||||
for (int j = 0; j < numRayCasts; ++j) {
|
||||
// pick a random point just outside of face
|
||||
float inside = (cubeSide * (randFloat() - 0.5f));
|
||||
float outside = 0.5f * cubeSide + SOME_SMALL_NUMBER * randFloat();
|
||||
if (randFloat() - 0.5f < 0.0f) {
|
||||
outside *= -1.0f;
|
||||
}
|
||||
glm::vec3 sidePoint = cubeCenter + 0.5f * cubeSide * faceNormal;
|
||||
if (randFloat() - 0.5f < 0.0f) {
|
||||
sidePoint += outside * secondNormal + inside * thirdNormal;
|
||||
} else {
|
||||
sidePoint += inside * secondNormal + outside * thirdNormal;
|
||||
}
|
||||
|
||||
// construct a ray from first point through second point
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = rayStart;
|
||||
intersection._rayDirection = glm::normalize(sidePoint - rayStart);
|
||||
|
||||
// cast the ray
|
||||
if (cube.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should NOT hit cube face "
|
||||
<< faceNormal << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
{ // ray parallel to face barely misses cube
|
||||
for (int i = 0; i < numDirections; ++i) {
|
||||
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
|
||||
glm::vec3 faceNormal = sign * faceNormals[i];
|
||||
glm::vec3 secondNormal = faceNormals[(i + 1) % numDirections];
|
||||
glm::vec3 thirdNormal = faceNormals[(i + 2) % numDirections];
|
||||
|
||||
// cast multiple rays that miss the face
|
||||
for (int j = 0; j < numRayCasts; ++j) {
|
||||
// rayStart is above the face
|
||||
glm::vec3 rayStart = cubeCenter + (0.5f + SOME_SMALL_NUMBER) * cubeSide * faceNormal;
|
||||
|
||||
// move rayStart to some random edge and choose the ray direction to point across the face
|
||||
float inside = (cubeSide * (randFloat() - 0.5f));
|
||||
float outside = 0.5f * cubeSide + SOME_SMALL_NUMBER * randFloat();
|
||||
if (randFloat() - 0.5f < 0.0f) {
|
||||
outside *= -1.0f;
|
||||
}
|
||||
glm::vec3 rayDirection = secondNormal;
|
||||
if (randFloat() - 0.5f < 0.0f) {
|
||||
rayStart += outside * secondNormal + inside * thirdNormal;
|
||||
} else {
|
||||
rayStart += inside * secondNormal + outside * thirdNormal;
|
||||
rayDirection = thirdNormal;
|
||||
}
|
||||
if (outside > 0.0f) {
|
||||
rayDirection *= -1.0f;
|
||||
}
|
||||
|
||||
// construct a ray from first point through second point
|
||||
RayIntersectionInfo intersection;
|
||||
intersection._rayStart = rayStart;
|
||||
intersection._rayDirection = rayDirection;
|
||||
|
||||
// cast the ray
|
||||
if (cube.findRayIntersection(intersection)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should NOT hit cube face "
|
||||
<< faceNormal << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void ShapeColliderTests::measureTimeOfCollisionDispatch() {
|
||||
/* KEEP for future manual testing
|
||||
// create two non-colliding spheres
|
||||
|
@ -2278,4 +2536,7 @@ void ShapeColliderTests::runAllTests() {
|
|||
rayMissesCapsule();
|
||||
rayHitsPlane();
|
||||
rayMissesPlane();
|
||||
|
||||
rayHitsAACube();
|
||||
rayMissesAACube();
|
||||
}
|
||||
|
|
|
@ -38,6 +38,8 @@ namespace ShapeColliderTests {
|
|||
void rayMissesCapsule();
|
||||
void rayHitsPlane();
|
||||
void rayMissesPlane();
|
||||
void rayHitsAACube();
|
||||
void rayMissesAACube();
|
||||
|
||||
void measureTimeOfCollisionDispatch();
|
||||
|
||||
|
|
Loading…
Reference in a new issue