mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 03:24:00 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi
This commit is contained in:
commit
91fac4eebe
14 changed files with 174 additions and 133 deletions
|
@ -162,6 +162,7 @@ void Avatar::render(bool forceRenderHead) {
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// render body
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
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_skeletonModel.renderCollisionProxies(1.f);
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//_head.getFaceModel().renderCollisionProxies(0.5f);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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@ -276,11 +277,14 @@ bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penet
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bool didPenetrate = false;
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glm::vec3 skeletonPenetration;
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ModelCollisionInfo collisionInfo;
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/* Temporarily disabling collisions against the skeleton because the collision proxies up
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* near the neck are bad and prevent the hand from hitting the face.
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if (_skeletonModel.findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo, 1.0f, skeletonSkipIndex)) {
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collisionInfo._model = &_skeletonModel;
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collisions.push_back(collisionInfo);
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didPenetrate = true;
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}
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*/
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if (_head.getFaceModel().findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo)) {
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collisionInfo._model = &(_head.getFaceModel());
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collisions.push_back(collisionInfo);
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@ -445,20 +449,34 @@ float Avatar::getHeight() const {
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return extents.maximum.y - extents.minimum.y;
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}
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bool Avatar::isPokeable(ModelCollisionInfo& collision) const {
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bool Avatar::collisionWouldMoveAvatar(ModelCollisionInfo& collision) const {
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// ATM only the Skeleton is pokeable
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// TODO: make poke affect head
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if (!collision._model) {
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return false;
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}
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if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
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return _skeletonModel.isPokeable(collision);
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// collision response of skeleton is temporarily disabled
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return false;
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//return _skeletonModel.collisionHitsMoveableJoint(collision);
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}
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if (collision._model == &(_head.getFaceModel())) {
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return true;
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}
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return false;
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}
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bool Avatar::poke(ModelCollisionInfo& collision) {
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if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
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return _skeletonModel.poke(collision);
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void Avatar::applyCollision(ModelCollisionInfo& collision) {
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if (!collision._model) {
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return;
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}
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return false;
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if (collision._model == &(_head.getFaceModel())) {
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_head.applyCollision(collision);
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}
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// TODO: make skeleton respond to collisions
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//if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
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// _skeletonModel.applyCollision(collision);
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//}
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}
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float Avatar::getPelvisFloatingHeight() const {
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@ -129,11 +129,10 @@ public:
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float getHeight() const;
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/// \return true if we expect the avatar would move as a result of the collision
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bool isPokeable(ModelCollisionInfo& collision) const;
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bool collisionWouldMoveAvatar(ModelCollisionInfo& collision) const;
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/// \param collision a data structure for storing info about collisions against Models
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/// \return true if the collision affects the Avatar models
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bool poke(ModelCollisionInfo& collision);
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void applyCollision(ModelCollisionInfo& collision);
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public slots:
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void updateCollisionFlags();
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@ -57,7 +57,6 @@ void Hand::simulate(float deltaTime, bool isMine) {
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if (isMine) {
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_buckyBalls.simulate(deltaTime);
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updateCollisions();
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}
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calculateGeometry();
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@ -126,92 +125,105 @@ 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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// use position to obtain the left and right palm indices
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int leftPalmIndex, rightPalmIndex;
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getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
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ModelCollisionList collisions;
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// check for collisions
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void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
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if (!avatar || avatar == _owningAvatar) {
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// don't collide with our own hands (that is done elsewhere)
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return;
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}
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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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float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
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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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foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) {
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Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
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if (avatar == _owningAvatar) {
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// don't collid with our own hands
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ModelCollisionList collisions;
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if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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// Check for palm collisions
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glm::vec3 myPalmPosition = palm.getPosition();
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float palmCollisionDistance = 0.1f;
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bool wasColliding = palm.getIsCollidingWithPalm();
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palm.setIsCollidingWithPalm(false);
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// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
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for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) {
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PalmData& otherPalm = avatar->getHand().getPalms()[j];
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if (!otherPalm.isActive()) {
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continue;
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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// Check for palm collisions
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glm::vec3 myPalmPosition = palm.getPosition();
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float palmCollisionDistance = 0.1f;
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bool wasColliding = palm.getIsCollidingWithPalm();
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palm.setIsCollidingWithPalm(false);
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// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
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for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) {
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PalmData& otherPalm = avatar->getHand().getPalms()[j];
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if (!otherPalm.isActive()) {
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continue;
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}
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glm::vec3 otherPalmPosition = otherPalm.getPosition();
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if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
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palm.setIsCollidingWithPalm(true);
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if (!wasColliding) {
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const float PALM_COLLIDE_VOLUME = 1.f;
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const float PALM_COLLIDE_FREQUENCY = 1000.f;
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const float PALM_COLLIDE_DURATION_MAX = 0.75f;
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const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
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Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
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PALM_COLLIDE_FREQUENCY,
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PALM_COLLIDE_DURATION_MAX,
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PALM_COLLIDE_DECAY_PER_SAMPLE);
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// If the other person's palm is in motion, move mine downward to show I was hit
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const float MIN_VELOCITY_FOR_SLAP = 0.05f;
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if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
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// add slapback here
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}
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}
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}
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}
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}
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if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) {
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for (int j = 0; j < collisions.size(); ++j) {
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// we don't resolve penetrations that would poke the other avatar
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if (!avatar->isPokeable(collisions[j])) {
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totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
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glm::vec3 otherPalmPosition = otherPalm.getPosition();
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if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
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palm.setIsCollidingWithPalm(true);
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if (!wasColliding) {
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const float PALM_COLLIDE_VOLUME = 1.f;
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const float PALM_COLLIDE_FREQUENCY = 1000.f;
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const float PALM_COLLIDE_DURATION_MAX = 0.75f;
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const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
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Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
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PALM_COLLIDE_FREQUENCY,
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PALM_COLLIDE_DURATION_MAX,
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PALM_COLLIDE_DECAY_PER_SAMPLE);
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// If the other person's palm is in motion, move mine downward to show I was hit
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const float MIN_VELOCITY_FOR_SLAP = 0.05f;
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if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
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// add slapback here
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}
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}
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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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// 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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const Model& skeletonModel = _owningAvatar->getSkeletonModel();
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int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex(
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skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() :
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(i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1)));
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if (_owningAvatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions, skipIndex)) {
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for (int j = 0; j < collisions.size(); ++j) {
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totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
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if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) {
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for (int j = 0; j < collisions.size(); ++j) {
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if (isMyHand) {
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if (!avatar->collisionWouldMoveAvatar(collisions[j])) {
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// we resolve the hand from collision when it belongs to MyAvatar AND the other Avatar is
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// not expected to respond to the collision (hand hit unmovable part of their Avatar)
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totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
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}
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} else {
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// when !isMyHand then avatar is MyAvatar and we apply the collision
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// which might not do anything (hand hit unmovable part of MyAvatar) however
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// we don't resolve the hand's penetration because we expect the remote
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// simulation to do the right thing.
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avatar->applyCollision(collisions[j]);
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}
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}
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}
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// un-penetrate
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palm.addToPosition(-totalPenetration);
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if (isMyHand) {
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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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// we recycle the collisions container, so we clear it for the next loop
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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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collisions.clear();
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const Model& skeletonModel = _owningAvatar->getSkeletonModel();
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int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex(
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skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() :
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(i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1)));
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if (_owningAvatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions, skipIndex)) {
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for (int j = 0; j < collisions.size(); ++j) {
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totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
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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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@ -58,6 +58,9 @@ public:
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const glm::vec3& getLeapFingerTipBallPosition (int ball) const { return _leapFingerTipBalls [ball].position;}
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const glm::vec3& getLeapFingerRootBallPosition(int ball) const { return _leapFingerRootBalls[ball].position;}
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void collideAgainstAvatar(Avatar* avatar, bool isMyHand);
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void collideAgainstOurself();
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private:
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// disallow copies of the Hand, copy of owning Avatar is disallowed too
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Hand(const Hand&);
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@ -87,7 +90,6 @@ private:
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void renderLeapHands(bool isMine);
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void renderLeapFingerTrails();
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void updateCollisions();
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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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@ -219,6 +219,34 @@ float Head::getTweakedRoll() const {
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return glm::clamp(_roll + _tweakedRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
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}
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void Head::applyCollision(ModelCollisionInfo& collisionInfo) {
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// HACK: the collision proxies for the FaceModel are bad. As a temporary workaround
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// we collide against a hard coded collision proxy.
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// TODO: get a better collision proxy here.
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const float HEAD_RADIUS = 0.15f;
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const glm::vec3 HEAD_CENTER = _position;
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// collide the contactPoint against the collision proxy to obtain a new penetration
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// NOTE: that penetration is in opposite direction (points the way out for the point, not the sphere)
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glm::vec3 penetration;
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if (findPointSpherePenetration(collisionInfo._contactPoint, HEAD_CENTER, HEAD_RADIUS, penetration)) {
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// compute lean angles
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Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
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glm::quat bodyRotation = owningAvatar->getOrientation();
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glm::vec3 neckPosition;
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if (owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
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glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f);
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glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f);
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float neckLength = glm::length(_position - neckPosition);
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if (neckLength > 0.f) {
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float forward = glm::dot(collisionInfo._penetration, zAxis) / neckLength;
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float sideways = - glm::dot(collisionInfo._penetration, xAxis) / neckLength;
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addLean(sideways, forward);
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}
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}
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}
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}
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void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
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Application::getInstance()->getGlowEffect()->begin();
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|
|
|
@ -79,6 +79,8 @@ public:
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float getTweakedPitch() const;
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float getTweakedYaw() const;
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float getTweakedRoll() const;
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void applyCollision(ModelCollisionInfo& collisionInfo);
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private:
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// disallow copies of the Head, copy of owning Avatar is disallowed too
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|
|
|
@ -112,23 +112,7 @@ void MyAvatar::updateTransmitter(float deltaTime) {
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void MyAvatar::update(float deltaTime) {
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updateTransmitter(deltaTime);
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// TODO: resurrect touch interactions between avatars
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//// rotate body yaw for yaw received from multitouch
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//setOrientation(getOrientation() * glm::quat(glm::vec3(0, _yawFromTouch, 0)));
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//_yawFromTouch = 0.f;
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//
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//// apply pitch from touch
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//_head.setPitch(_head.getPitch() + _pitchFromTouch);
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//_pitchFromTouch = 0.0f;
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//
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//float TOUCH_YAW_SCALE = -0.25f;
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//float TOUCH_PITCH_SCALE = -12.5f;
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//float FIXED_TOUCH_TIMESTEP = 0.016f;
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//_yawFromTouch += ((_touchAvgX - _lastTouchAvgX) * TOUCH_YAW_SCALE * FIXED_TOUCH_TIMESTEP);
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//_pitchFromTouch += ((_touchAvgY - _lastTouchAvgY) * TOUCH_PITCH_SCALE * FIXED_TOUCH_TIMESTEP);
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// Update my avatar's state from gyros
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updateFromGyros(Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead));
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updateFromGyros(deltaTime);
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// Update head mouse from faceshift if active
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Faceshift* faceshift = Application::getInstance()->getFaceshift();
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|
@ -329,6 +313,7 @@ void MyAvatar::simulate(float deltaTime) {
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_position += _velocity * deltaTime;
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// update avatar skeleton and simulate hand and head
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_hand.collideAgainstOurself();
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_hand.simulate(deltaTime, true);
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_skeletonModel.simulate(deltaTime);
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_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
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@ -348,7 +333,7 @@ void MyAvatar::simulate(float deltaTime) {
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const float MAX_PITCH = 90.0f;
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// Update avatar head rotation with sensor data
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void MyAvatar::updateFromGyros(bool turnWithHead) {
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void MyAvatar::updateFromGyros(float deltaTime) {
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Faceshift* faceshift = Application::getInstance()->getFaceshift();
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glm::vec3 estimatedPosition, estimatedRotation;
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|
@ -356,7 +341,7 @@ void MyAvatar::updateFromGyros(bool turnWithHead) {
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estimatedPosition = faceshift->getHeadTranslation();
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estimatedRotation = safeEulerAngles(faceshift->getHeadRotation());
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// Rotate the body if the head is turned beyond the screen
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if (turnWithHead) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead)) {
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const float FACESHIFT_YAW_TURN_SENSITIVITY = 0.5f;
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const float FACESHIFT_MIN_YAW_TURN = 15.f;
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const float FACESHIFT_MAX_YAW_TURN = 50.f;
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|
@ -371,11 +356,12 @@ void MyAvatar::updateFromGyros(bool turnWithHead) {
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}
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} else {
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// restore rotation, lean to neutral positions
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const float RESTORE_RATE = 0.05f;
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_head.setYaw(glm::mix(_head.getYaw(), 0.0f, RESTORE_RATE));
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_head.setRoll(glm::mix(_head.getRoll(), 0.0f, RESTORE_RATE));
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_head.setLeanSideways(glm::mix(_head.getLeanSideways(), 0.0f, RESTORE_RATE));
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_head.setLeanForward(glm::mix(_head.getLeanForward(), 0.0f, RESTORE_RATE));
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const float RESTORE_PERIOD = 1.f; // seconds
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||||
float restorePercentage = glm::clamp(deltaTime/RESTORE_PERIOD, 0.f, 1.f);
|
||||
_head.setYaw(glm::mix(_head.getYaw(), 0.0f, restorePercentage));
|
||||
_head.setRoll(glm::mix(_head.getRoll(), 0.0f, restorePercentage));
|
||||
_head.setLeanSideways(glm::mix(_head.getLeanSideways(), 0.0f, restorePercentage));
|
||||
_head.setLeanForward(glm::mix(_head.getLeanForward(), 0.0f, restorePercentage));
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -854,7 +840,6 @@ void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
|
||||
const float VOXEL_ELASTICITY = 0.4f;
|
||||
const float VOXEL_DAMPING = 0.0f;
|
||||
|
@ -1003,6 +988,12 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
|
|||
// move the avatar out by half the penetration
|
||||
setPosition(_position - 0.5f * penetration);
|
||||
}
|
||||
|
||||
// collide our hands against them
|
||||
_hand.collideAgainstAvatar(avatar, true);
|
||||
|
||||
// collide their hands against us
|
||||
avatar->getHand().collideAgainstAvatar(this, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -34,7 +34,7 @@ public:
|
|||
void reset();
|
||||
void update(float deltaTime);
|
||||
void simulate(float deltaTime);
|
||||
void updateFromGyros(bool turnWithHead);
|
||||
void updateFromGyros(float deltaTime);
|
||||
void updateTransmitter(float deltaTime);
|
||||
|
||||
void render(bool forceRenderHead);
|
||||
|
|
|
@ -36,23 +36,24 @@ void SkeletonModel::simulate(float deltaTime) {
|
|||
HandData& hand = _owningAvatar->getHand();
|
||||
hand.getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
|
||||
|
||||
const float HAND_RESTORATION_RATE = 0.25f;
|
||||
const float HAND_RESTORATION_PERIOD = 1.f; // seconds
|
||||
float handRestorePercent = glm::clamp(deltaTime / HAND_RESTORATION_PERIOD, 0.f, 1.f);
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
if (leftPalmIndex == -1) {
|
||||
// no Leap data; set hands from mouse
|
||||
if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
|
||||
restoreRightHandPosition(HAND_RESTORATION_RATE);
|
||||
restoreRightHandPosition(handRestorePercent);
|
||||
} else {
|
||||
applyHandPosition(geometry.rightHandJointIndex, _owningAvatar->getHandPosition());
|
||||
}
|
||||
restoreLeftHandPosition(HAND_RESTORATION_RATE);
|
||||
restoreLeftHandPosition(handRestorePercent);
|
||||
|
||||
} else if (leftPalmIndex == rightPalmIndex) {
|
||||
// right hand only
|
||||
applyPalmData(geometry.rightHandJointIndex, geometry.rightFingerJointIndices, geometry.rightFingertipJointIndices,
|
||||
hand.getPalms()[leftPalmIndex]);
|
||||
restoreLeftHandPosition(HAND_RESTORATION_RATE);
|
||||
restoreLeftHandPosition(handRestorePercent);
|
||||
|
||||
} else {
|
||||
applyPalmData(geometry.leftHandJointIndex, geometry.leftFingerJointIndices, geometry.leftFingertipJointIndices,
|
||||
|
|
|
@ -488,7 +488,10 @@ bool Model::findSphereCollision(const glm::vec3& penetratorCenter, float penetra
|
|||
if (findSphereCapsuleConePenetration(relativeCenter, penetratorRadius, start, end,
|
||||
startRadius, endRadius, bonePenetration)) {
|
||||
totalPenetration = addPenetrations(totalPenetration, bonePenetration);
|
||||
// TODO: Andrew to try to keep the joint furthest toward the root
|
||||
// BUG: we currently overwrite the jointIndex with the last one found
|
||||
// which can cause incorrect collisions when colliding against more than
|
||||
// one joint.
|
||||
// TODO: fix this.
|
||||
jointIndex = i;
|
||||
}
|
||||
outerContinue: ;
|
||||
|
@ -733,7 +736,7 @@ void Model::renderCollisionProxies(float alpha) {
|
|||
glPopMatrix();
|
||||
}
|
||||
|
||||
bool Model::isPokeable(ModelCollisionInfo& collision) const {
|
||||
bool Model::collisionHitsMoveableJoint(ModelCollisionInfo& collision) const {
|
||||
// the joint is pokable by a collision if it exists and is free to move
|
||||
const FBXJoint& joint = _geometry->getFBXGeometry().joints[collision._jointIndex];
|
||||
if (joint.parentIndex == -1 || _jointStates.isEmpty()) {
|
||||
|
@ -745,7 +748,7 @@ bool Model::isPokeable(ModelCollisionInfo& collision) const {
|
|||
return !freeLineage.isEmpty();
|
||||
}
|
||||
|
||||
bool Model::poke(ModelCollisionInfo& collision) {
|
||||
void Model::applyCollision(ModelCollisionInfo& collision) {
|
||||
// This needs work. At the moment it can wiggle joints that are free to move (such as arms)
|
||||
// but unmovable joints (such as torso) cannot be influenced at all.
|
||||
glm::vec3 jointPosition(0.f);
|
||||
|
@ -769,11 +772,10 @@ bool Model::poke(ModelCollisionInfo& collision) {
|
|||
getJointPosition(jointIndex, end);
|
||||
glm::vec3 newEnd = start + glm::angleAxis(glm::degrees(angle), axis) * (end - start);
|
||||
// try to move it
|
||||
return setJointPosition(jointIndex, newEnd, -1, true);
|
||||
setJointPosition(jointIndex, newEnd, -1, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void Model::deleteGeometry() {
|
||||
|
|
|
@ -167,12 +167,12 @@ public:
|
|||
|
||||
void renderCollisionProxies(float alpha);
|
||||
|
||||
/// \return true if the collision would move the model
|
||||
bool isPokeable(ModelCollisionInfo& collision) const;
|
||||
/// \return true if the collision is against a moveable joint
|
||||
bool collisionHitsMoveableJoint(ModelCollisionInfo& collision) const;
|
||||
|
||||
/// \param collisionInfo info about the collision
|
||||
/// \return true if collision affects the Model
|
||||
bool poke(ModelCollisionInfo& collisionInfo);
|
||||
/// Use the collisionInfo to affect the model
|
||||
void applyCollision(ModelCollisionInfo& collisionInfo);
|
||||
|
||||
protected:
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
// AvatarHashMap.cpp
|
||||
// hifi
|
||||
//
|
||||
// Created by Stephen AndrewMeadows on 1/28/2014.
|
||||
// Created by AndrewMeadows on 1/28/2014.
|
||||
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
|
|
|
@ -45,10 +45,3 @@ void HeadData::addLean(float sideways, float forwards) {
|
|||
_leanForward += forwards;
|
||||
}
|
||||
|
||||
bool HeadData::findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration) const {
|
||||
// we would like to update this to determine collisions/penetrations with the Avatar's head sphere...
|
||||
// but right now it does not appear as if the HeadData has a position and radius.
|
||||
// this is a placeholder for now.
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -58,13 +58,6 @@ public:
|
|||
void setLookAtPosition(const glm::vec3& lookAtPosition) { _lookAtPosition = lookAtPosition; }
|
||||
|
||||
friend class AvatarData;
|
||||
|
||||
/// Checks for penetration between the described sphere and the hand.
|
||||
/// \param penetratorCenter the center of the penetration test sphere
|
||||
/// \param penetratorRadius the radius of the penetration test sphere
|
||||
/// \param penetration[out] the vector in which to store the penetration
|
||||
/// \return whether or not the sphere penetrated
|
||||
bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration) const;
|
||||
|
||||
protected:
|
||||
float _yaw;
|
||||
|
|
Loading…
Reference in a new issue