Merge pull request #3490 from ZappoMan/moreWorkOnCollidingEntitites

add support for ignore collisions and collisions will/wont move entities
This commit is contained in:
AndrewMeadows 2014-09-26 14:00:01 -07:00
commit 7223cf8d2a
7 changed files with 123 additions and 29 deletions

View file

@ -2907,8 +2907,6 @@ function handeMenuEvent(menuItem) {
index++;
array.push({ label: "Linear Damping:", value: properties.damping.toFixed(decimals) });
index++;
array.push({ label: "Mass:", value: properties.mass.toFixed(decimals) });
index++;
array.push({ label: "Angular Pitch:", value: properties.angularVelocity.x.toFixed(decimals) });
index++;
array.push({ label: "Angular Yaw:", value: properties.angularVelocity.y.toFixed(decimals) });
@ -2925,6 +2923,15 @@ function handeMenuEvent(menuItem) {
array.push({ label: "Gravity Z:", value: properties.gravity.z.toFixed(decimals) });
index++;
array.push({ label: "Collisions:", type: "header" });
index++;
array.push({ label: "Mass:", value: properties.mass.toFixed(decimals) });
index++;
array.push({ label: "Ignore for Collisions:", value: properties.ignoreForCollisions });
index++;
array.push({ label: "Collisions Will Move:", value: properties.collisionsWillMove });
index++;
array.push({ label: "Lifetime:", value: properties.lifetime.toFixed(decimals) });
index++;
@ -3055,7 +3062,6 @@ Window.nonBlockingFormClosed.connect(function() {
properties.velocity.y = array[index++].value;
properties.velocity.z = array[index++].value;
properties.damping = array[index++].value;
properties.mass = array[index++].value;
properties.angularVelocity.x = array[index++].value;
properties.angularVelocity.y = array[index++].value;
@ -3065,6 +3071,12 @@ Window.nonBlockingFormClosed.connect(function() {
properties.gravity.x = array[index++].value;
properties.gravity.y = array[index++].value;
properties.gravity.z = array[index++].value;
index++; // skip header
properties.mass = array[index++].value;
properties.ignoreForCollisions = array[index++].value;
properties.collisionsWillMove = array[index++].value;
properties.lifetime = array[index++].value;
properties.visible = array[index++].value;

View file

@ -105,10 +105,15 @@ void EntityCollisionSystem::updateCollisionWithVoxels(EntityItem* entity) {
}
void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
if (entityA->getIgnoreForCollisions()) {
return; // bail early if this entity is to be ignored...
}
glm::vec3 penetration;
EntityItem* entityB = NULL;
const float MAX_COLLISIONS_PER_ENTITY = 32;
const int MAX_COLLISIONS_PER_ENTITY = 32;
CollisionList collisions(MAX_COLLISIONS_PER_ENTITY);
bool shapeCollisionsAccurate = false;
@ -134,8 +139,13 @@ void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
// we don't want to count this as a collision.
glm::vec3 relativeVelocity = entityA->getVelocity() - entityB->getVelocity();
bool wantToMoveA = entityA->getCollisionsWillMove();
bool wantToMoveB = entityB->getCollisionsWillMove();
bool movingTowardEachOther = glm::dot(relativeVelocity, penetrationInTreeUnits) > 0.0f;
bool doCollisions = movingTowardEachOther; // don't do collisions if the entities are moving away from each other
// only do collisions if the entities are moving toward each other and one or the other
// of the entities are movable from collisions
bool doCollisions = movingTowardEachOther && (wantToMoveA || wantToMoveB);
if (doCollisions) {
quint64 now = usecTimestampNow();
@ -152,35 +162,53 @@ void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
float massA = entityA->getMass();
float massB = entityB->getMass();
float totalMass = massA + massB;
float massRatioA = (2.0f * massB / totalMass);
float massRatioB = (2.0f * massA / totalMass);
// handle Entity A
glm::vec3 newVelocityA = entityA->getVelocity() - axialVelocity * (2.0f * massB / totalMass);
glm::vec3 newPositionA = entityA->getPosition() - 0.5f * penetrationInTreeUnits;
// in the event that one of our entities is non-moving, then fix up these ratios
if (wantToMoveA && !wantToMoveB) {
massRatioA = 2.0f;
massRatioB = 0.0f;
}
EntityItemProperties propertiesA = entityA->getProperties();
EntityItemID idA(entityA->getID());
propertiesA.setVelocity(newVelocityA * (float)TREE_SCALE);
propertiesA.setPosition(newPositionA * (float)TREE_SCALE);
propertiesA.setLastEdited(now);
if (!wantToMoveA && wantToMoveB) {
massRatioA = 0.0f;
massRatioB = 2.0f;
}
_entities->updateEntity(idA, propertiesA);
_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idA, propertiesA);
// unless the entity is configured to not be moved by collision, calculate it's new position
// and velocity and apply it
if (wantToMoveA) {
// handle Entity A
glm::vec3 newVelocityA = entityA->getVelocity() - axialVelocity * massRatioA;
glm::vec3 newPositionA = entityA->getPosition() - 0.5f * penetrationInTreeUnits;
glm::vec3 newVelocityB = entityB->getVelocity() + axialVelocity * (2.0f * massA / totalMass);
glm::vec3 newPositionB = entityB->getPosition() + 0.5f * penetrationInTreeUnits;
EntityItemProperties propertiesA = entityA->getProperties();
EntityItemID idA(entityA->getID());
propertiesA.setVelocity(newVelocityA * (float)TREE_SCALE);
propertiesA.setPosition(newPositionA * (float)TREE_SCALE);
propertiesA.setLastEdited(now);
_entities->updateEntity(idA, propertiesA);
_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idA, propertiesA);
}
EntityItemProperties propertiesB = entityB->getProperties();
// unless the entity is configured to not be moved by collision, calculate it's new position
// and velocity and apply it
if (wantToMoveB) {
glm::vec3 newVelocityB = entityB->getVelocity() + axialVelocity * massRatioB;
glm::vec3 newPositionB = entityB->getPosition() + 0.5f * penetrationInTreeUnits;
EntityItemID idB(entityB->getID());
propertiesB.setVelocity(newVelocityB * (float)TREE_SCALE);
propertiesB.setPosition(newPositionB * (float)TREE_SCALE);
propertiesB.setLastEdited(now);
EntityItemProperties propertiesB = entityB->getProperties();
_entities->updateEntity(idB, propertiesB);
_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idB, propertiesB);
// TODO: Do we need this?
//_packetSender->releaseQueuedMessages();
EntityItemID idB(entityB->getID());
propertiesB.setVelocity(newVelocityB * (float)TREE_SCALE);
propertiesB.setPosition(newPositionB * (float)TREE_SCALE);
propertiesB.setLastEdited(now);
_entities->updateEntity(idB, propertiesB);
_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idB, propertiesB);
}
}
}
}

View file

@ -42,6 +42,8 @@ const glm::vec3 EntityItem::NO_ANGULAR_VELOCITY = glm::vec3(0.0f, 0.0f, 0.0f);
const glm::vec3 EntityItem::DEFAULT_ANGULAR_VELOCITY = NO_ANGULAR_VELOCITY;
const float EntityItem::DEFAULT_ANGULAR_DAMPING = 0.5f;
const bool EntityItem::DEFAULT_VISIBLE = true;
const bool EntityItem::DEFAULT_IGNORE_FOR_COLLISIONS = false;
const bool EntityItem::DEFAULT_COLLISIONS_WILL_MOVE = false;
void EntityItem::initFromEntityItemID(const EntityItemID& entityItemID) {
_id = entityItemID.id;
@ -70,6 +72,8 @@ void EntityItem::initFromEntityItemID(const EntityItemID& entityItemID) {
_angularVelocity = DEFAULT_ANGULAR_VELOCITY;
_angularDamping = DEFAULT_ANGULAR_DAMPING;
_visible = DEFAULT_VISIBLE;
_ignoreForCollisions = DEFAULT_IGNORE_FOR_COLLISIONS;
_collisionsWillMove = DEFAULT_COLLISIONS_WILL_MOVE;
recalculateCollisionShape();
}
@ -111,6 +115,8 @@ EntityPropertyFlags EntityItem::getEntityProperties(EncodeBitstreamParams& param
requestedProperties += PROP_ANGULAR_VELOCITY;
requestedProperties += PROP_ANGULAR_DAMPING;
requestedProperties += PROP_VISIBLE;
requestedProperties += PROP_IGNORE_FOR_COLLISIONS;
requestedProperties += PROP_COLLISIONS_WILL_MOVE;
return requestedProperties;
}
@ -224,6 +230,8 @@ OctreeElement::AppendState EntityItem::appendEntityData(OctreePacketData* packet
APPEND_ENTITY_PROPERTY(PROP_ANGULAR_VELOCITY, appendValue, getAngularVelocity());
APPEND_ENTITY_PROPERTY(PROP_ANGULAR_DAMPING, appendValue, getAngularDamping());
APPEND_ENTITY_PROPERTY(PROP_VISIBLE, appendValue, getVisible());
APPEND_ENTITY_PROPERTY(PROP_IGNORE_FOR_COLLISIONS, appendValue, getIgnoreForCollisions());
APPEND_ENTITY_PROPERTY(PROP_COLLISIONS_WILL_MOVE, appendValue, getCollisionsWillMove());
appendSubclassData(packetData, params, entityTreeElementExtraEncodeData,
requestedProperties,
@ -484,10 +492,14 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
READ_ENTITY_PROPERTY(PROP_ANGULAR_VELOCITY, glm::vec3, _angularVelocity);
READ_ENTITY_PROPERTY(PROP_ANGULAR_DAMPING, float, _angularDamping);
READ_ENTITY_PROPERTY(PROP_VISIBLE, bool, _visible);
READ_ENTITY_PROPERTY(PROP_IGNORE_FOR_COLLISIONS, bool, _ignoreForCollisions);
READ_ENTITY_PROPERTY(PROP_COLLISIONS_WILL_MOVE, bool, _collisionsWillMove);
if (wantDebug) {
qDebug() << " readEntityDataFromBuffer() _registrationPoint:" << _registrationPoint;
qDebug() << " readEntityDataFromBuffer() _visible:" << _visible;
qDebug() << " readEntityDataFromBuffer() _ignoreForCollisions:" << _ignoreForCollisions;
qDebug() << " readEntityDataFromBuffer() _collisionsWillMove:" << _collisionsWillMove;
}
bytesRead += readEntitySubclassDataFromBuffer(dataAt, (bytesLeftToRead - bytesRead), args, propertyFlags, overwriteLocalData);
@ -734,6 +746,8 @@ EntityItemProperties EntityItem::getProperties() const {
COPY_ENTITY_PROPERTY_TO_PROPERTIES(angularDamping, getAngularDamping);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(glowLevel, getGlowLevel);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(visible, getVisible);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(ignoreForCollisions, getIgnoreForCollisions);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(collisionsWillMove, getCollisionsWillMove);
properties._defaultSettings = false;
@ -766,6 +780,8 @@ bool EntityItem::setProperties(const EntityItemProperties& properties, bool forc
SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularDamping, setAngularDamping);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(glowLevel, setGlowLevel);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(visible, setVisible);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(ignoreForCollisions, setIgnoreForCollisions);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(collisionsWillMove, setCollisionsWillMove);
if (somethingChanged) {
somethingChangedNotification(); // notify derived classes that something has changed

View file

@ -230,6 +230,14 @@ public:
void setVisible(bool value) { _visible = value; }
bool isVisible() const { return _visible; }
bool isInvisible() const { return !_visible; }
static const bool DEFAULT_IGNORE_FOR_COLLISIONS;
bool getIgnoreForCollisions() const { return _ignoreForCollisions; }
void setIgnoreForCollisions(bool value) { _ignoreForCollisions = value; }
static const bool DEFAULT_COLLISIONS_WILL_MOVE;
bool getCollisionsWillMove() const { return _collisionsWillMove; }
void setCollisionsWillMove(bool value) { _collisionsWillMove = value; }
// TODO: We need to get rid of these users of getRadius()...
float getRadius() const;
@ -265,6 +273,8 @@ protected:
glm::vec3 _angularVelocity;
float _angularDamping;
bool _visible;
bool _ignoreForCollisions;
bool _collisionsWillMove;
// NOTE: Radius support is obsolete, but these private helper functions are available for this class to
// parse old data streams

View file

@ -41,6 +41,8 @@ EntityItemProperties::EntityItemProperties() :
_angularVelocity(EntityItem::DEFAULT_ANGULAR_VELOCITY),
_angularDamping(EntityItem::DEFAULT_ANGULAR_DAMPING),
_visible(EntityItem::DEFAULT_VISIBLE),
_ignoreForCollisions(EntityItem::DEFAULT_IGNORE_FOR_COLLISIONS),
_collisionsWillMove(EntityItem::DEFAULT_COLLISIONS_WILL_MOVE),
_positionChanged(false),
_dimensionsChanged(false),
@ -55,6 +57,8 @@ EntityItemProperties::EntityItemProperties() :
_angularVelocityChanged(false),
_angularDampingChanged(false),
_visibleChanged(false),
_ignoreForCollisionsChanged(false),
_collisionsWillMoveChanged(false),
_color(),
_modelURL(""),
@ -112,6 +116,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
CHECK_PROPERTY_CHANGE(PROP_REGISTRATION_POINT, registrationPoint);
CHECK_PROPERTY_CHANGE(PROP_ANGULAR_VELOCITY, angularVelocity);
CHECK_PROPERTY_CHANGE(PROP_ANGULAR_DAMPING, angularDamping);
CHECK_PROPERTY_CHANGE(PROP_IGNORE_FOR_COLLISIONS, ignoreForCollisions);
CHECK_PROPERTY_CHANGE(PROP_COLLISIONS_WILL_MOVE, collisionsWillMove);
return changedProperties;
}
@ -150,6 +156,8 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine) cons
COPY_PROPERTY_TO_QSCRIPTVALUE(animationFrameIndex);
COPY_PROPERTY_TO_QSCRIPTVALUE(animationFPS);
COPY_PROPERTY_TO_QSCRIPTVALUE(glowLevel);
COPY_PROPERTY_TO_QSCRIPTVALUE(ignoreForCollisions);
COPY_PROPERTY_TO_QSCRIPTVALUE(collisionsWillMove);
// Sitting properties support
QScriptValue sittingPoints = engine->newObject();
@ -194,6 +202,8 @@ void EntityItemProperties::copyFromScriptValue(const QScriptValue& object) {
COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(animationFPS, setAnimationFPS);
COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(animationFrameIndex, setAnimationFrameIndex);
COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(glowLevel, setGlowLevel);
COPY_PROPERTY_FROM_QSCRIPTVALUE_BOOL(ignoreForCollisions, setIgnoreForCollisions);
COPY_PROPERTY_FROM_QSCRIPTVALUE_BOOL(collisionsWillMove, setCollisionsWillMove);
_lastEdited = usecTimestampNow();
}
@ -342,6 +352,8 @@ bool EntityItemProperties::encodeEntityEditPacket(PacketType command, EntityItem
APPEND_ENTITY_PROPERTY(PROP_ANGULAR_VELOCITY, appendValue, properties.getAngularVelocity());
APPEND_ENTITY_PROPERTY(PROP_ANGULAR_DAMPING, appendValue, properties.getAngularDamping());
APPEND_ENTITY_PROPERTY(PROP_VISIBLE, appendValue, properties.getVisible());
APPEND_ENTITY_PROPERTY(PROP_IGNORE_FOR_COLLISIONS, appendValue, properties.getIgnoreForCollisions());
APPEND_ENTITY_PROPERTY(PROP_COLLISIONS_WILL_MOVE, appendValue, properties.getCollisionsWillMove());
}
if (propertyCount > 0) {
int endOfEntityItemData = packetData->getUncompressedByteOffset();
@ -538,6 +550,8 @@ bool EntityItemProperties::decodeEntityEditPacket(const unsigned char* data, int
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_ANGULAR_VELOCITY, glm::vec3, setAngularVelocity);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_ANGULAR_DAMPING, float, setAngularDamping);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_VISIBLE, bool, setVisible);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_IGNORE_FOR_COLLISIONS, bool, setIgnoreForCollisions);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLLISIONS_WILL_MOVE, bool, setCollisionsWillMove);
return valid;
}

View file

@ -62,8 +62,10 @@ enum EntityPropertyList {
PROP_REGISTRATION_POINT,
PROP_ANGULAR_VELOCITY,
PROP_ANGULAR_DAMPING,
PROP_IGNORE_FOR_COLLISIONS,
PROP_COLLISIONS_WILL_MOVE,
PROP_LAST_ITEM = PROP_ANGULAR_DAMPING
PROP_LAST_ITEM = PROP_COLLISIONS_WILL_MOVE
};
typedef PropertyFlags<EntityPropertyList> EntityPropertyFlags;
@ -221,6 +223,12 @@ public:
bool getVisible() const { return _visible; }
void setVisible(bool value) { _visible = value; _visibleChanged = true; }
bool getIgnoreForCollisions() const { return _ignoreForCollisions; }
void setIgnoreForCollisions(bool value) { _ignoreForCollisions = value; _ignoreForCollisionsChanged = true; }
bool getCollisionsWillMove() const { return _collisionsWillMove; }
void setCollisionsWillMove(bool value) { _collisionsWillMove = value; _collisionsWillMoveChanged = true; }
void setLastEdited(quint64 usecTime) { _lastEdited = usecTime; }
private:
@ -247,6 +255,8 @@ private:
glm::vec3 _angularVelocity;
float _angularDamping;
bool _visible;
bool _ignoreForCollisions;
bool _collisionsWillMove;
bool _positionChanged;
bool _dimensionsChanged;
@ -261,6 +271,8 @@ private:
bool _angularVelocityChanged;
bool _angularDampingChanged;
bool _visibleChanged;
bool _ignoreForCollisionsChanged;
bool _collisionsWillMoveChanged;
// TODO: this need to be more generic. for now, we're going to have the properties class support these as
// named getter/setters, but we want to move them to generic types...

View file

@ -555,8 +555,10 @@ bool EntityTreeElement::findShapeCollisions(const Shape* shape, CollisionList& c
QList<EntityItem*>::const_iterator entityEnd = _entityItems->end();
while(entityItr != entityEnd) {
EntityItem* entity = (*entityItr);
// entities that are set for ignore for collisions then don't consider them for collision
const Shape* otherCollisionShape = &entity->getCollisionShapeInMeters();
if (shape != otherCollisionShape) {
if (shape != otherCollisionShape && !entity->getIgnoreForCollisions()) {
if (ShapeCollider::collideShapes(shape, otherCollisionShape, collisions)) {
CollisionInfo* lastCollision = collisions.getLastCollision();
lastCollision->_extraData = entity;