diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 7e5a777484..de9b33d9c7 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -499,13 +499,19 @@ bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penet //return getHead()->getFaceModel().findSphereCollisions(penetratorCenter, penetratorRadius, collisions); } -bool Avatar::findCollisions(const QVector& shapes, CollisionList& collisions) { +void Avatar::updateShapePositions() { _skeletonModel.updateShapePositions(); - bool collided = _skeletonModel.findCollisions(shapes, collisions); - Model& headModel = getHead()->getFaceModel(); headModel.updateShapePositions(); - collided = headModel.findCollisions(shapes, collisions); +} + +bool Avatar::findCollisions(const QVector& shapes, CollisionList& collisions) { + // TODO: Andrew to fix: also collide against _skeleton + //bool collided = _skeletonModel.findCollisions(shapes, collisions); + + Model& headModel = getHead()->getFaceModel(); + //collided = headModel.findCollisions(shapes, collisions) || collided; + bool collided = headModel.findCollisions(shapes, collisions); return collided; } @@ -752,17 +758,30 @@ bool Avatar::collisionWouldMoveAvatar(CollisionInfo& collision) const { return false; } -void Avatar::applyCollision(CollisionInfo& collision) { - if (!collision._data || collision._type != MODEL_COLLISION) { - return; - } - // TODO: make skeleton also respond to collisions - Model* model = static_cast(collision._data); - if (model == &(getHead()->getFaceModel())) { - getHead()->applyCollision(collision); +void Avatar::applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) { + // compute lean angles + glm::vec3 leverAxis = contactPoint - getPosition(); + float leverLength = glm::length(leverAxis); + if (leverLength > EPSILON) { + glm::quat bodyRotation = getOrientation(); + glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f); + glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f); + + leverAxis = leverAxis / leverLength; + glm::vec3 effectivePenetration = penetration - glm::dot(penetration, leverAxis) * leverAxis; + // we use the small-angle approximation for sine below to compute the length of + // the opposite side of a narrow right triangle + float sideways = - glm::dot(effectivePenetration, xAxis) / leverLength; + float forward = glm::dot(effectivePenetration, zAxis) / leverLength; + getHead()->addLean(sideways, forward); } } +float Avatar::getBoundingRadius() const { + // TODO: also use head model when computing the avatar's bounding radius + return _skeletonModel.getBoundingRadius(); +} + float Avatar::getPelvisFloatingHeight() const { return -_skeletonModel.getBindExtents().minimum.y; } diff --git a/interface/src/avatar/Avatar.h b/interface/src/avatar/Avatar.h index 25600e0943..685705bfc4 100755 --- a/interface/src/avatar/Avatar.h +++ b/interface/src/avatar/Avatar.h @@ -145,10 +145,11 @@ public: /// \return true if we expect the avatar would move as a result of the collision bool collisionWouldMoveAvatar(CollisionInfo& collision) const; - /// \param collision a data structure for storing info about collisions against Models - void applyCollision(CollisionInfo& collision); + void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration); - float getBoundingRadius() const { return 0.5f * getSkeletonHeight(); } + /// \return bounding radius of avatar + virtual float getBoundingRadius() const; + void updateShapePositions(); public slots: void updateCollisionFlags(); diff --git a/interface/src/avatar/Hand.cpp b/interface/src/avatar/Hand.cpp index 77586dd7ae..750fae7b2a 100644 --- a/interface/src/avatar/Hand.cpp +++ b/interface/src/avatar/Hand.cpp @@ -9,6 +9,7 @@ #include #include +#include #include "Application.h" #include "Avatar.h" @@ -109,8 +110,6 @@ void Hand::collideAgainstAvatarOld(Avatar* avatar, bool isMyHand) { for (int j = 0; j < handCollisions.size(); ++j) { CollisionInfo* collision = handCollisions.getCollision(j); if (isMyHand) { - // we resolve the hand from collision when it belongs to MyAvatar AND the other Avatar is - // not expected to respond to the collision (hand hit unmovable part of their Avatar) totalPenetration = addPenetrations(totalPenetration, collision->_penetration); } } @@ -128,55 +127,37 @@ void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) { return; } - // 2 = NUM_HANDS - int palmIndices[2]; - getLeftRightPalmIndices(*palmIndices, *(palmIndices + 1)); - const SkeletonModel& skeletonModel = _owningAvatar->getSkeletonModel(); int jointIndices[2]; jointIndices[0] = skeletonModel.getLeftHandJointIndex(); jointIndices[1] = skeletonModel.getRightHandJointIndex(); - palmIndices[1] = -1; // adebug temporarily disable right hand - jointIndices[1] = -1; // adebug temporarily disable right hand - - for (size_t i = 0; i < 1; i++) { - int palmIndex = palmIndices[i]; + for (size_t i = 0; i < 2; i++) { int jointIndex = jointIndices[i]; - if (palmIndex == -1 || jointIndex == -1) { + if (jointIndex < 0) { continue; } - PalmData& palm = _palms[palmIndex]; - if (!palm.isActive()) { - continue; - } - if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { - playSlaps(palm, avatar); - } handCollisions.clear(); QVector shapes; skeletonModel.getHandShapes(jointIndex, shapes); - bool collided = isMyHand ? avatar->findCollisions(shapes, handCollisions) : avatar->findCollisions(shapes, handCollisions); - if (collided) { - //if (avatar->findCollisions(shapes, handCollisions)) { - glm::vec3 averagePenetration; + + if (avatar->findCollisions(shapes, handCollisions)) { + glm::vec3 totalPenetration(0.f); glm::vec3 averageContactPoint; for (int j = 0; j < handCollisions.size(); ++j) { CollisionInfo* collision = handCollisions.getCollision(j); - averagePenetration += collision->_penetration; + totalPenetration += collision->_penetration; averageContactPoint += collision->_contactPoint; } - averagePenetration /= float(handCollisions.size()); if (isMyHand) { // our hand against other avatar - // for now we resolve it to test shapes/collisions - // TODO: only partially resolve this penetration - palm.addToPosition(-averagePenetration); + // TODO: resolve this penetration when we don't think the other avatar will yield + //palm.addToPenetration(averagePenetration); } else { // someone else's hand against MyAvatar - // TODO: submit collision info to MyAvatar which should lean accordingly averageContactPoint /= float(handCollisions.size()); + avatar->applyCollision(averageContactPoint, totalPenetration); } } } @@ -192,7 +173,7 @@ void Hand::collideAgainstOurself() { float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale(); const Model& skeletonModel = _owningAvatar->getSkeletonModel(); - for (size_t i = 0; i < getNumPalms(); i++) { + for (int i = 0; i < int(getNumPalms()); i++) { PalmData& palm = getPalms()[i]; if (!palm.isActive()) { continue; @@ -210,11 +191,18 @@ void Hand::collideAgainstOurself() { totalPenetration = addPenetrations(totalPenetration, collision->_penetration); } // resolve penetration - palm.addToPosition(-totalPenetration); + palm.addToPenetration(totalPenetration); } } } +void Hand::resolvePenetrations() { + for (size_t i = 0; i < getNumPalms(); ++i) { + PalmData& palm = getPalms()[i]; + palm.resolvePenetrations(); + } +} + void Hand::calculateGeometry() { // generate finger tip balls.... _leapFingerTipBalls.clear(); @@ -385,19 +373,3 @@ void Hand::renderLeapHands(bool isMine) { glPopMatrix(); } - -void Hand::setLeapHands(const std::vector& handPositions, - const std::vector& handNormals) { - for (size_t i = 0; i < getNumPalms(); ++i) { - PalmData& palm = getPalms()[i]; - if (i < handPositions.size()) { - palm.setActive(true); - palm.setRawPosition(handPositions[i]); - palm.setRawNormal(handNormals[i]); - } - else { - palm.setActive(false); - } - } -} - diff --git a/interface/src/avatar/Hand.h b/interface/src/avatar/Hand.h index f6ee5b281f..3be3bc0f77 100755 --- a/interface/src/avatar/Hand.h +++ b/interface/src/avatar/Hand.h @@ -59,6 +59,8 @@ public: void collideAgainstAvatar(Avatar* avatar, bool isMyHand); void collideAgainstOurself(); + void resolvePenetrations(); + private: // disallow copies of the Hand, copy of owning Avatar is disallowed too Hand(const Hand&); @@ -71,10 +73,6 @@ private: std::vector _leapFingerTipBalls; std::vector _leapFingerRootBalls; - // private methods - void setLeapHands(const std::vector& handPositions, - const std::vector& handNormals); - void renderLeapHands(bool isMine); void renderLeapFingerTrails(); @@ -84,3 +82,4 @@ private: }; #endif + diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index 4a81df8b74..b1265a1e51 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -212,34 +212,6 @@ float Head::getTweakedRoll() const { return glm::clamp(_roll + _rollTweak, MIN_HEAD_ROLL, MAX_HEAD_ROLL); } -void Head::applyCollision(CollisionInfo& collision) { - // HACK: the collision proxies for the FaceModel are bad. As a temporary workaround - // we collide against a hard coded collision proxy. - // TODO: get a better collision proxy here. - const float HEAD_RADIUS = 0.15f; - const glm::vec3 HEAD_CENTER = _position; - - // collide the contactPoint against the collision proxy to obtain a new penetration - // NOTE: that penetration is in opposite direction (points the way out for the point, not the sphere) - glm::vec3 penetration; - if (findPointSpherePenetration(collision._contactPoint, HEAD_CENTER, HEAD_RADIUS, penetration)) { - // compute lean angles - Avatar* owningAvatar = static_cast(_owningAvatar); - glm::quat bodyRotation = owningAvatar->getOrientation(); - glm::vec3 neckPosition; - if (owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) { - glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f); - glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f); - float neckLength = glm::length(_position - neckPosition); - if (neckLength > 0.f) { - float forward = glm::dot(collision._penetration, zAxis) / neckLength; - float sideways = - glm::dot(collision._penetration, xAxis) / neckLength; - addLean(sideways, forward); - } - } - } -} - void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) { Application::getInstance()->getGlowEffect()->begin(); diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index 60730c8724..733323abc5 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -82,8 +82,6 @@ public: virtual float getTweakedPitch() const; virtual float getTweakedYaw() const; virtual float getTweakedRoll() const; - - void applyCollision(CollisionInfo& collisionInfo); private: // disallow copies of the Head, copy of owning Avatar is disallowed too diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 19d15fb803..618cda1199 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -177,26 +177,6 @@ void MyAvatar::simulate(float deltaTime) { _velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime); } - if (_collisionFlags != 0) { - Camera* myCamera = Application::getInstance()->getCamera(); - - float radius = getSkeletonHeight() * COLLISION_RADIUS_SCALE; - if (myCamera->getMode() == CAMERA_MODE_FIRST_PERSON && !OculusManager::isConnected()) { - radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cosf(0.5f * RADIANS_PER_DEGREE * myCamera->getFieldOfView())); - radius *= COLLISION_RADIUS_SCALAR; - } - - if (_collisionFlags & COLLISION_GROUP_ENVIRONMENT) { - updateCollisionWithEnvironment(deltaTime, radius); - } - if (_collisionFlags & COLLISION_GROUP_VOXELS) { - updateCollisionWithVoxels(deltaTime, radius); - } - if (_collisionFlags & COLLISION_GROUP_AVATARS) { - updateCollisionWithAvatars(deltaTime); - } - } - // add thrust to velocity _velocity += _thrust * deltaTime; @@ -320,7 +300,28 @@ void MyAvatar::simulate(float deltaTime) { // Zero thrust out now that we've added it to velocity in this frame _thrust = glm::vec3(0, 0, 0); - + + // now that we're done stepping the avatar forward in time, compute new collisions + if (_collisionFlags != 0) { + Camera* myCamera = Application::getInstance()->getCamera(); + + float radius = getSkeletonHeight() * COLLISION_RADIUS_SCALE; + if (myCamera->getMode() == CAMERA_MODE_FIRST_PERSON && !OculusManager::isConnected()) { + radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cos(myCamera->getFieldOfView() / 2.f)); + radius *= COLLISION_RADIUS_SCALAR; + } + + if (_collisionFlags & COLLISION_GROUP_ENVIRONMENT) { + updateCollisionWithEnvironment(deltaTime, radius); + } + if (_collisionFlags & COLLISION_GROUP_VOXELS) { + updateCollisionWithVoxels(deltaTime, radius); + } + if (_collisionFlags & COLLISION_GROUP_AVATARS) { + updateCollisionWithAvatars(deltaTime); + } + } + // consider updating our billboard maybeUpdateBillboard(); } @@ -361,7 +362,7 @@ void MyAvatar::updateFromGyros(float deltaTime) { } } else { // restore rotation, lean to neutral positions - const float RESTORE_PERIOD = 1.f; // seconds + const float RESTORE_PERIOD = 0.25f; // seconds float restorePercentage = glm::clamp(deltaTime/RESTORE_PERIOD, 0.f, 1.f); head->setPitchTweak(glm::mix(head->getPitchTweak(), 0.0f, restorePercentage)); head->setYawTweak(glm::mix(head->getYawTweak(), 0.0f, restorePercentage)); @@ -881,35 +882,31 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) { // no need to compute a bunch of stuff if we have one or fewer avatars return; } + updateShapePositions(); float myBoundingRadius = getBoundingRadius(); + /* TODO: Andrew to fix Avatar-Avatar body collisions // HACK: body-body collision uses two coaxial capsules with axes parallel to y-axis // TODO: make the collision work without assuming avatar orientation + Extents myStaticExtents = _skeletonModel.getStaticExtents(); + glm::vec3 staticScale = myStaticExtents.maximum - myStaticExtents.minimum; + float myCapsuleRadius = 0.25f * (staticScale.x + staticScale.z); + float myCapsuleHeight = staticScale.y; + */ - // TODO: these local variables are not used in the live code, only in the - // commented-outTODO code below. - //Extents myStaticExtents = _skeletonModel.getStaticExtents(); - //glm::vec3 staticScale = myStaticExtents.maximum - myStaticExtents.minimum; - //float myCapsuleRadius = 0.25f * (staticScale.x + staticScale.z); - //float myCapsuleHeight = staticScale.y; - - CollisionInfo collisionInfo; foreach (const AvatarSharedPointer& avatarPointer, avatars) { Avatar* avatar = static_cast(avatarPointer.data()); if (static_cast(this) == avatar) { // don't collide with ourselves continue; } + avatar->updateShapePositions(); float distance = glm::length(_position - avatar->getPosition()); if (_distanceToNearestAvatar > distance) { _distanceToNearestAvatar = distance; } float theirBoundingRadius = avatar->getBoundingRadius(); if (distance < myBoundingRadius + theirBoundingRadius) { - _skeletonModel.updateShapePositions(); - Model& headModel = getHead()->getFaceModel(); - headModel.updateShapePositions(); - /* TODO: Andrew to fix Avatar-Avatar body collisions Extents theirStaticExtents = _skeletonModel.getStaticExtents(); glm::vec3 staticScale = theirStaticExtents.maximum - theirStaticExtents.minimum; @@ -925,12 +922,16 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) { */ // collide our hands against them - getHand()->collideAgainstAvatar(avatar, true); + // TODO: make this work when we can figure out when the other avatar won't yeild + // (for example, we're colling against their chest or leg) + //getHand()->collideAgainstAvatar(avatar, true); // collide their hands against us avatar->getHand()->collideAgainstAvatar(this, false); } } + // TODO: uncomment this when we handle collisions that won't affect other avatar + //getHand()->resolvePenetrations(); } class SortedAvatar { diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index 9e4740df15..b4746a39d2 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -63,13 +63,30 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) { } void SkeletonModel::getHandShapes(int jointIndex, QVector& shapes) const { - if (jointIndex == -1) { + if (jointIndex < 0 || jointIndex >= int(_shapes.size())) { return; } if (jointIndex == getLeftHandJointIndex() || jointIndex == getRightHandJointIndex()) { - // TODO: also add fingers and other hand-parts - shapes.push_back(_shapes[jointIndex]); + // get all shapes that have this hand as an ancestor in the skeleton heirarchy + const FBXGeometry& geometry = _geometry->getFBXGeometry(); + for (int i = 0; i < _jointStates.size(); i++) { + const FBXJoint& joint = geometry.joints[i]; + if (i == jointIndex) { + // this shape is the hand + shapes.push_back(_shapes[i]); + } else { + int parentIndex = joint.parentIndex; + while (parentIndex != -1) { + if (parentIndex == jointIndex) { + // this shape is a child of the hand + shapes.push_back(_shapes[i]); + break; + } + parentIndex = geometry.joints[parentIndex].parentIndex; + } + } + } } } diff --git a/interface/src/avatar/SkeletonModel.h b/interface/src/avatar/SkeletonModel.h index 514b5daf1c..213a53d9ed 100644 --- a/interface/src/avatar/SkeletonModel.h +++ b/interface/src/avatar/SkeletonModel.h @@ -27,7 +27,7 @@ public: /// \param jointIndex index of hand joint /// \param shapes[out] list in which is stored pointers to hand shapes void getHandShapes(int jointIndex, QVector& shapes) const; - + protected: void applyHandPosition(int jointIndex, const glm::vec3& position); diff --git a/interface/src/renderer/Model.cpp b/interface/src/renderer/Model.cpp index 690b19ee5e..df5560a4b1 100644 --- a/interface/src/renderer/Model.cpp +++ b/interface/src/renderer/Model.cpp @@ -11,6 +11,7 @@ #include #include +#include #include @@ -32,7 +33,8 @@ Model::Model(QObject* parent) : _scale(1.0f, 1.0f, 1.0f), _shapesAreDirty(true), _lodDistance(0.0f), - _pupilDilation(0.0f) { + _pupilDilation(0.0f), + _boundingRadius(0.f) { // we may have been created in the network thread, but we live in the main thread moveToThread(Application::getInstance()->thread()); } @@ -164,6 +166,7 @@ void Model::createCollisionShapes() { void Model::updateShapePositions() { if (_shapesAreDirty && _shapes.size() == _jointStates.size()) { + _boundingRadius = 0.f; float uniformScale = extractUniformScale(_scale); const FBXGeometry& geometry = _geometry->getFBXGeometry(); for (int i = 0; i < _jointStates.size(); i++) { @@ -173,7 +176,12 @@ void Model::updateShapePositions() { glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation; _shapes[i]->setPosition(worldPosition); _shapes[i]->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation); + float distance2 = glm::distance2(worldPosition, _translation); + if (distance2 > _boundingRadius) { + _boundingRadius = distance2; + } } + _boundingRadius = sqrtf(_boundingRadius); _shapesAreDirty = false; } } @@ -321,18 +329,10 @@ bool Model::getRightHandRotation(glm::quat& rotation) const { return getJointRotation(getRightHandJointIndex(), rotation); } -bool Model::setLeftHandPosition(const glm::vec3& position) { - return setJointPosition(getLeftHandJointIndex(), position); -} - bool Model::restoreLeftHandPosition(float percent) { return restoreJointPosition(getLeftHandJointIndex(), percent); } -bool Model::setLeftHandRotation(const glm::quat& rotation) { - return setJointRotation(getLeftHandJointIndex(), rotation); -} - bool Model::getLeftShoulderPosition(glm::vec3& position) const { return getJointPosition(getLastFreeJointIndex(getLeftHandJointIndex()), position); } @@ -341,18 +341,10 @@ float Model::getLeftArmLength() const { return getLimbLength(getLeftHandJointIndex()); } -bool Model::setRightHandPosition(const glm::vec3& position) { - return setJointPosition(getRightHandJointIndex(), position); -} - bool Model::restoreRightHandPosition(float percent) { return restoreJointPosition(getRightHandJointIndex(), percent); } -bool Model::setRightHandRotation(const glm::quat& rotation) { - return setJointRotation(getRightHandJointIndex(), rotation); -} - bool Model::getRightShoulderPosition(glm::vec3& position) const { return getJointPosition(getLastFreeJointIndex(getRightHandJointIndex()), position); } diff --git a/interface/src/renderer/Model.h b/interface/src/renderer/Model.h index b4f71f14d3..3fdf1cd291 100644 --- a/interface/src/renderer/Model.h +++ b/interface/src/renderer/Model.h @@ -135,19 +135,11 @@ public: /// \return true whether or not the rotation was found bool getRightHandRotation(glm::quat& rotation) const; - /// Sets the position of the left hand using inverse kinematics. - /// \return whether or not the left hand joint was found - bool setLeftHandPosition(const glm::vec3& position); - /// Restores some percentage of the default position of the left hand. /// \param percent the percentage of the default position to restore /// \return whether or not the left hand joint was found bool restoreLeftHandPosition(float percent = 1.0f); - /// Sets the rotation of the left hand. - /// \return whether or not the left hand joint was found - bool setLeftHandRotation(const glm::quat& rotation); - /// Gets the position of the left shoulder. /// \return whether or not the left shoulder joint was found bool getLeftShoulderPosition(glm::vec3& position) const; @@ -155,19 +147,11 @@ public: /// Returns the extended length from the left hand to its last free ancestor. float getLeftArmLength() const; - /// Sets the position of the right hand using inverse kinematics. - /// \return whether or not the right hand joint was found - bool setRightHandPosition(const glm::vec3& position); - /// Restores some percentage of the default position of the right hand. /// \param percent the percentage of the default position to restore /// \return whether or not the right hand joint was found bool restoreRightHandPosition(float percent = 1.0f); - /// Sets the rotation of the right hand. - /// \return whether or not the right hand joint was found - bool setRightHandRotation(const glm::quat& rotation); - /// Gets the position of the right shoulder. /// \return whether or not the right shoulder joint was found bool getRightShoulderPosition(glm::vec3& position) const; @@ -195,6 +179,8 @@ public: /// Use the collision to affect the model void applyCollision(CollisionInfo& collision); + float getBoundingRadius() const { return _boundingRadius; } + /// Sets blended vertices computed in a separate thread. void setBlendedVertices(const QVector& vertices, const QVector& normals); @@ -254,7 +240,7 @@ protected: /// Computes and returns the extended length of the limb terminating at the specified joint and starting at the joint's /// first free ancestor. float getLimbLength(int jointIndex) const; - + void applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain = true); private: @@ -280,6 +266,8 @@ private: QVector > > _dilatedTextures; QVector _attachments; + + float _boundingRadius; static ProgramObject _program; static ProgramObject _normalMapProgram; diff --git a/libraries/avatars/src/HandData.cpp b/libraries/avatars/src/HandData.cpp index 78ebf4b921..201d17d3f5 100644 --- a/libraries/avatars/src/HandData.cpp +++ b/libraries/avatars/src/HandData.cpp @@ -61,11 +61,12 @@ void HandData::getLeftRightPalmIndices(int& leftPalmIndex, int& rightPalmIndex) } PalmData::PalmData(HandData* owningHandData) : -_rawRotation(0, 0, 0, 1), -_rawPosition(0, 0, 0), -_rawNormal(0, 1, 0), -_rawVelocity(0, 0, 0), -_rotationalVelocity(0, 0, 0), +_rawRotation(0.f, 0.f, 0.f, 1.f), +_rawPosition(0.f), +_rawNormal(0.f, 1.f, 0.f), +_rawVelocity(0.f), +_rotationalVelocity(0.f), +_totalPenetration(0.f), _controllerButtons(0), _isActive(false), _leapID(LEAPID_INVALID), diff --git a/libraries/avatars/src/HandData.h b/libraries/avatars/src/HandData.h index fffc596247..9ebdc8dcf6 100755 --- a/libraries/avatars/src/HandData.h +++ b/libraries/avatars/src/HandData.h @@ -154,6 +154,9 @@ public: void setRawVelocity(const glm::vec3& velocity) { _rawVelocity = velocity; } const glm::vec3& getRawVelocity() const { return _rawVelocity; } void addToPosition(const glm::vec3& delta); + + void addToPenetration(const glm::vec3& penetration) { _totalPenetration += penetration; } + void resolvePenetrations() { addToPosition(-_totalPenetration); _totalPenetration = glm::vec3(0.f); } void setTipPosition(const glm::vec3& position) { _tipPosition = position; } const glm::vec3 getTipPosition() const { return _owningHandData->leapPositionToWorldPosition(_tipPosition); } @@ -203,6 +206,7 @@ private: glm::vec3 _tipPosition; glm::vec3 _tipVelocity; + glm::vec3 _totalPenetration; // accumulator for per-frame penetrations unsigned int _controllerButtons; unsigned int _lastControllerButtons; float _trigger; diff --git a/libraries/shared/src/ShapeCollider.cpp b/libraries/shared/src/ShapeCollider.cpp index e83e6842a9..70f9b9c4bf 100644 --- a/libraries/shared/src/ShapeCollider.cpp +++ b/libraries/shared/src/ShapeCollider.cpp @@ -86,7 +86,8 @@ bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, Col if (absAxialDistance < totalRadius + capsuleB->getHalfHeight()) { glm::vec3 radialAxis = BA + axialDistance * capsuleAxis; // points from A to axis of B float radialDistance2 = glm::length2(radialAxis); - if (radialDistance2 > totalRadius * totalRadius) { + float totalRadius2 = totalRadius * totalRadius; + if (radialDistance2 > totalRadius2) { // sphere is too far from capsule axis return false; } @@ -95,6 +96,9 @@ bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, Col float sign = (axialDistance > 0.f) ? 1.f : -1.f; radialAxis = BA + (sign * capsuleB->getHalfHeight()) * capsuleAxis; radialDistance2 = glm::length2(radialAxis); + if (radialDistance2 > totalRadius2) { + return false; + } } if (radialDistance2 > EPSILON * EPSILON) { CollisionInfo* collision = collisions.getNewCollision(); @@ -147,7 +151,8 @@ bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, Col if (absAxialDistance < totalRadius + capsuleA->getHalfHeight()) { glm::vec3 radialAxis = AB + axialDistance * capsuleAxis; // from sphereB to axis of capsuleA float radialDistance2 = glm::length2(radialAxis); - if (radialDistance2 > totalRadius * totalRadius) { + float totalRadius2 = totalRadius * totalRadius; + if (radialDistance2 > totalRadius2) { // sphere is too far from capsule axis return false; } @@ -162,6 +167,9 @@ bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, Col closestApproach = capsuleA->getPosition() + (sign * capsuleA->getHalfHeight()) * capsuleAxis; radialAxis = closestApproach - sphereB->getPosition(); radialDistance2 = glm::length2(radialAxis); + if (radialDistance2 > totalRadius2) { + return false; + } } if (radialDistance2 > EPSILON * EPSILON) { CollisionInfo* collision = collisions.getNewCollision(); diff --git a/libraries/shared/src/StreamUtils.cpp b/libraries/shared/src/StreamUtils.cpp new file mode 100644 index 0000000000..44c81f9464 --- /dev/null +++ b/libraries/shared/src/StreamUtils.cpp @@ -0,0 +1,75 @@ +// +// StreamUtils.cpp +// +// Created by Andrew Meadows on 2014.02.21 +// Copyright (c) 2014 High Fidelity, Inc. All rights reserved. +// + +#include + +#include "StreamUtils.h" + +const char* hex_digits = "0123456789abcdef"; + +void StreamUtil::dump(std::ostream& s, const QByteArray& buffer) { + int row_size = 32; + int i = 0; + while (i < buffer.size()) { + for(int j = 0; i < buffer.size() && j < row_size; ++j) { + char byte = buffer[i]; + s << hex_digits[(byte >> 4) & 0x0f] << hex_digits[byte & 0x0f] << " "; + ++i; + } + s << "\n"; + } +} + +std::ostream& operator<<(std::ostream& s, const glm::vec3& v) { + s << "<" << v.x << " " << v.y << " " << v.z << ">"; + return s; +} + +std::ostream& operator<<(std::ostream& s, const glm::quat& q) { + s << "<" << q.x << " " << q.y << " " << q.z << " " << q.w << ">"; + return s; +} + +std::ostream& operator<<(std::ostream& s, const glm::mat4& m) { + s << "["; + for (int j = 0; j < 4; ++j) { + s << " " << m[0][j] << " " << m[1][j] << " " << m[2][j] << " " << m[3][j] << ";"; + } + s << " ]"; + return s; +} + +// less common utils can be enabled with DEBUG +#ifdef DEBUG + +std::ostream& operator<<(std::ostream& s, const CollisionInfo& c) { + s << "{penetration=" << c._penetration + << ", contactPoint=" << c._contactPoint + << ", addedVelocity=" << c._addedVelocity + << "}"; + return s; +} + +std::ostream& operator<<(std::ostream& s, const SphereShape& sphere) { + s << "{type='sphere', center=" << sphere.getPosition() + << ", radius=" << sphere.getRadius() + << "}"; + return s; +} + +std::ostream& operator<<(std::ostream& s, const CapsuleShape& capsule) { + s << "{type='capsule', center=" << capsule.getPosition() + << ", radius=" << capsule.getRadius() + << ", length=" << (2.f * capsule.getHalfHeight()) + << ", begin=" << capsule.getStartPoint() + << ", end=" << capsule.getEndPoint() + << "}"; + return s; +} + +#endif // DEBUG + diff --git a/libraries/shared/src/StreamUtils.h b/libraries/shared/src/StreamUtils.h new file mode 100644 index 0000000000..1a17a94658 --- /dev/null +++ b/libraries/shared/src/StreamUtils.h @@ -0,0 +1,39 @@ +// +// StreamUtils.h +// +// Created by Andrew Meadows on 2014.02.21 +// Copyright (c) 2014 High Fidelity, Inc. All rights reserved. +// + +#ifndef __tests__StreamUtils__ +#define __tests__StreamUtils__ + +#include + +#include + +#include +#include + + +namespace StreamUtil { + // dump the buffer, 32 bytes per row, each byte in hex, separated by whitespace + void dump(std::ostream& s, const QByteArray& buffer); +} + +std::ostream& operator<<(std::ostream& s, const glm::vec3& v); +std::ostream& operator<<(std::ostream& s, const glm::quat& q); +std::ostream& operator<<(std::ostream& s, const glm::mat4& m); + +// less common utils can be enabled with DEBUG +#ifdef DEBUG +#include "CollisionInfo.h" +#include "SphereShape.h" +#include "CapsuleShape.h" +std::ostream& operator<<(std::ostream& s, const CollisionInfo& c); +std::ostream& operator<<(std::ostream& s, const SphereShape& shape); +std::ostream& operator<<(std::ostream& s, const CapsuleShape& capsule); +#endif // DEBUG + + +#endif // __tests__StreamUtils__ diff --git a/tests/physics/src/CollisionInfoTests.cpp b/tests/physics/src/CollisionInfoTests.cpp index 43601978ae..241204d036 100644 --- a/tests/physics/src/CollisionInfoTests.cpp +++ b/tests/physics/src/CollisionInfoTests.cpp @@ -13,12 +13,17 @@ #include #include +#include #include "CollisionInfoTests.h" -#include "PhysicsTestUtil.h" /* + +static glm::vec3 xAxis(1.f, 0.f, 0.f); +static glm::vec3 xZxis(0.f, 1.f, 0.f); +static glm::vec3 xYxis(0.f, 0.f, 1.f); + void CollisionInfoTests::rotateThenTranslate() { CollisionInfo collision; collision._penetration = xAxis; diff --git a/tests/physics/src/ShapeColliderTests.cpp b/tests/physics/src/ShapeColliderTests.cpp index 6d7e9a6db1..4a2e648323 100644 --- a/tests/physics/src/ShapeColliderTests.cpp +++ b/tests/physics/src/ShapeColliderTests.cpp @@ -16,11 +16,14 @@ #include #include #include +#include -#include "PhysicsTestUtil.h" #include "ShapeColliderTests.h" const glm::vec3 origin(0.f); +static const glm::vec3 xAxis(1.f, 0.f, 0.f); +static const glm::vec3 yAxis(0.f, 1.f, 0.f); +static const glm::vec3 zAxis(0.f, 0.f, 1.f); void ShapeColliderTests::sphereMissesSphere() { // non-overlapping spheres of unequal size