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improved collision shapes for fingers
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53ee5f2340
commit
58e31abf60
1 changed files with 30 additions and 19 deletions
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@ -967,19 +967,19 @@ QString getString(const QVariant& value) {
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class JointShapeInfo {
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public:
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JointShapeInfo() : numVertices(0), numProjectedVertices(0),
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sumVertexWeights(0.0f), sumWeightedRadii(0.0f),
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JointShapeInfo() : numVertices(0),
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sumVertexWeights(0.0f), sumWeightedRadii(0.0f), numVertexWeights(0),
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averageVertex(0.f), boneBegin(0.f), averageRadius(0.f) {
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}
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// NOTE: the points here are in the "joint frame" which has the "jointEnd" at the origin
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int numVertices; // num vertices from contributing meshes
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int numProjectedVertices; // num vertices that successfully project onto bone axis
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float sumVertexWeights;
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float sumWeightedRadii;
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glm::vec3 averageVertex; // average of all mesh vertices (in joint frame)
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glm::vec3 boneBegin; // parent joint location (in joint frame)
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float averageRadius; // average distance from mesh points to averageVertex
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int numVertices; // num vertices from contributing meshes
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float sumVertexWeights; // sum of all vertex weights
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float sumWeightedRadii; // sum of weighted vertices
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int numVertexWeights; // num vertices that contributed to sums
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glm::vec3 averageVertex;// average of all mesh vertices (in joint frame)
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glm::vec3 boneBegin; // parent joint location (in joint frame)
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float averageRadius; // average distance from mesh points to averageVertex
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};
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class AnimationCurve {
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@ -1743,11 +1743,14 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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if (weight > EXPANSION_WEIGHT_THRESHOLD) {
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const glm::vec3& vertex = extracted.mesh.vertices.at(it.value());
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float proj = glm::dot(boneDirection, boneEnd - vertex);
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if (proj > 0.0f && proj < boneLength) {
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joint.boneRadius = glm::max(joint.boneRadius,
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radiusScale * glm::distance(vertex, boneEnd - boneDirection * proj));
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++jointShapeInfo.numProjectedVertices;
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if (proj < 0.0f || proj > boneLength) {
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weight *= 0.5f;
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}
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jointShapeInfo.sumVertexWeights += weight;
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jointShapeInfo.sumWeightedRadii += weight * radiusScale * glm::distance(vertex, boneEnd - boneDirection * proj);
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++jointShapeInfo.numVertexWeights;
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glm::vec3 vertexInJointFrame = rotateMeshToJoint * (radiusScale * (vertex - boneEnd));
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jointShapeInfo.averageVertex += vertexInJointFrame;
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++jointShapeInfo.numVertices;
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@ -1793,11 +1796,15 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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glm::vec3 averageVertex(0.f);
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foreach (const glm::vec3& vertex, extracted.mesh.vertices) {
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float weight = 1.0f;
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float proj = glm::dot(boneDirection, boneEnd - vertex);
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if (proj > 0.0f && proj < boneLength) {
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joint.boneRadius = glm::max(joint.boneRadius, radiusScale * glm::distance(vertex, boneEnd - boneDirection * proj));
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++jointShapeInfo.numProjectedVertices;
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if (proj < 0.0f || proj > boneLength) {
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weight *= 0.5f;
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}
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jointShapeInfo.sumVertexWeights += weight;
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jointShapeInfo.sumWeightedRadii += weight * radiusScale * glm::distance(vertex, boneEnd - boneDirection * proj);
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++jointShapeInfo.numVertexWeights;
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glm::vec3 vertexInJointFrame = rotateMeshToJoint * (radiusScale * (vertex - boneEnd));
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jointShapeInfo.averageVertex += vertexInJointFrame;
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averageVertex += vertex;
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@ -1832,9 +1839,13 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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jointShapeInfo.boneBegin = inverseRotation * (extractTranslation(parentJoint.transform) - extractTranslation(joint.transform));
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}
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// we use a capsule if the joint ANY mesh vertices successfully projected onto the bone
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if (jointShapeInfo.sumVertexWeights > 0.0f) {
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joint.boneRadius = jointShapeInfo.sumWeightedRadii / jointShapeInfo.sumVertexWeights;
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}
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// we use a capsule if the joint had ANY mesh vertices successfully projected onto the bone
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// AND its boneRadius is not too close to zero
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bool collideLikeCapsule = jointShapeInfo.numProjectedVertices > 0
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bool collideLikeCapsule = jointShapeInfo.numVertexWeights > 0
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&& glm::length(jointShapeInfo.boneBegin) > EPSILON;
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if (collideLikeCapsule) {
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@ -1850,7 +1861,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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} else {
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joint.shapePosition = glm::vec3(0.f);
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}
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if (jointShapeInfo.numProjectedVertices == 0
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if (jointShapeInfo.numVertexWeights == 0
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&& jointShapeInfo.numVertices > 0) {
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// the bone projection algorithm was not able to compute the joint radius
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// so we use an alternative measure
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