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Splitting hand collisions between other avatars and ourself.
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parent
3b3359abce
commit
6c4ecb0246
3 changed files with 88 additions and 67 deletions
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@ -167,21 +167,22 @@ void Hand::simulate(float deltaTime, bool isMine) {
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}
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}
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void Hand::updateCollisions() {
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void Hand::updateCollisions() {
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// use position to obtain the left and right palm indices
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collideAgainstOtherAvatars();
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int leftPalmIndex, rightPalmIndex;
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collideAgainstOurself();
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getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
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}
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void Hand::collideAgainstOtherAvatars() {
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if (!Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) {
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return;
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}
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ModelCollisionList collisions;
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ModelCollisionList collisions;
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// check for collisions
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float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
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for (size_t i = 0; i < getNumPalms(); i++) {
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for (size_t i = 0; i < getNumPalms(); i++) {
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PalmData& palm = getPalms()[i];
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PalmData& palm = getPalms()[i];
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if (!palm.isActive()) {
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if (!palm.isActive()) {
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continue;
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continue;
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}
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}
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float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
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glm::vec3 totalPenetration;
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glm::vec3 totalPenetration;
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) {
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// check other avatars
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// check other avatars
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foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) {
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foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) {
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Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
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Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
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@ -189,6 +190,7 @@ void Hand::updateCollisions() {
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// don't collid with our own hands
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// don't collid with our own hands
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continue;
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continue;
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}
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}
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collisions.clear();
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if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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// Check for palm collisions
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// Check for palm collisions
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glm::vec3 myPalmPosition = palm.getPosition();
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glm::vec3 myPalmPosition = palm.getPosition();
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@ -231,9 +233,27 @@ void Hand::updateCollisions() {
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}
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}
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}
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}
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}
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}
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// resolve penetration
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palm.addToPosition(-totalPenetration);
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}
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}
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::HandsCollideWithSelf)) {
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void Hand::collideAgainstOurself() {
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if (!Menu::getInstance()->isOptionChecked(MenuOption::HandsCollideWithSelf)) {
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return;
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}
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ModelCollisionList collisions;
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int leftPalmIndex, rightPalmIndex;
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getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
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float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
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for (size_t i = 0; i < getNumPalms(); i++) {
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PalmData& palm = getPalms()[i];
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if (!palm.isActive()) {
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continue;
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}
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glm::vec3 totalPenetration;
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// and the current avatar (ignoring everything below the parent of the parent of the last free joint)
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// and the current avatar (ignoring everything below the parent of the parent of the last free joint)
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collisions.clear();
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collisions.clear();
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const Model& skeletonModel = _owningAvatar->getSkeletonModel();
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const Model& skeletonModel = _owningAvatar->getSkeletonModel();
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@ -245,13 +265,8 @@ void Hand::updateCollisions() {
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totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
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totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
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}
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}
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}
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}
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}
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// resolve penetration
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// un-penetrate
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palm.addToPosition(-totalPenetration);
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palm.addToPosition(-totalPenetration);
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// we recycle the collisions container, so we clear it for the next loop
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collisions.clear();
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}
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}
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}
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}
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@ -97,6 +97,9 @@ private:
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void renderLeapFingerTrails();
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void renderLeapFingerTrails();
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void updateCollisions();
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void updateCollisions();
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void collideAgainstOtherAvatars();
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void collideAgainstOurself();
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void calculateGeometry();
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void calculateGeometry();
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void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime);
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void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime);
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@ -1052,6 +1052,9 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
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setPosition(_position - 0.5f * penetration);
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setPosition(_position - 0.5f * penetration);
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glm::vec3 pushOut = 0.5f * penetration;
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glm::vec3 pushOut = 0.5f * penetration;
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}
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}
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// collide their hands against our movable limbs
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}
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}
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}
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}
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}
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}
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