From 6c4ecb024654aadf9764a8cf427d9f5c3b00c675 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Tue, 11 Feb 2014 14:38:31 -0800 Subject: [PATCH 01/10] Splitting hand collisions between other avatars and ourself. --- interface/src/avatar/Hand.cpp | 149 ++++++++++++++++-------------- interface/src/avatar/Hand.h | 3 + interface/src/avatar/MyAvatar.cpp | 3 + 3 files changed, 88 insertions(+), 67 deletions(-) diff --git a/interface/src/avatar/Hand.cpp b/interface/src/avatar/Hand.cpp index 4dac42a02e..b62e88289f 100644 --- a/interface/src/avatar/Hand.cpp +++ b/interface/src/avatar/Hand.cpp @@ -167,91 +167,106 @@ void Hand::simulate(float deltaTime, bool isMine) { } void Hand::updateCollisions() { - // use position to obtain the left and right palm indices - int leftPalmIndex, rightPalmIndex; - getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex); - + collideAgainstOtherAvatars(); + collideAgainstOurself(); +} + +void Hand::collideAgainstOtherAvatars() { + if (!Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) { + return; + } ModelCollisionList collisions; - // check for collisions + float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale(); for (size_t i = 0; i < getNumPalms(); i++) { PalmData& palm = getPalms()[i]; if (!palm.isActive()) { continue; } - float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale(); glm::vec3 totalPenetration; - - if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) { - // check other avatars - foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) { - Avatar* avatar = static_cast(avatarPointer.data()); - if (avatar == _owningAvatar) { - // don't collid with our own hands - continue; - } - if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { - // Check for palm collisions - glm::vec3 myPalmPosition = palm.getPosition(); - float palmCollisionDistance = 0.1f; - bool wasColliding = palm.getIsCollidingWithPalm(); - palm.setIsCollidingWithPalm(false); - // If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound - for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) { - PalmData& otherPalm = avatar->getHand().getPalms()[j]; - if (!otherPalm.isActive()) { - continue; - } - glm::vec3 otherPalmPosition = otherPalm.getPosition(); - if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) { - palm.setIsCollidingWithPalm(true); - if (!wasColliding) { - const float PALM_COLLIDE_VOLUME = 1.f; - const float PALM_COLLIDE_FREQUENCY = 1000.f; - const float PALM_COLLIDE_DURATION_MAX = 0.75f; - const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f; - Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME, - PALM_COLLIDE_FREQUENCY, - PALM_COLLIDE_DURATION_MAX, - PALM_COLLIDE_DECAY_PER_SAMPLE); - // If the other person's palm is in motion, move mine downward to show I was hit - const float MIN_VELOCITY_FOR_SLAP = 0.05f; - if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) { - // add slapback here - } + // check other avatars + foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) { + Avatar* avatar = static_cast(avatarPointer.data()); + if (avatar == _owningAvatar) { + // don't collid with our own hands + continue; + } + collisions.clear(); + if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { + // Check for palm collisions + glm::vec3 myPalmPosition = palm.getPosition(); + float palmCollisionDistance = 0.1f; + bool wasColliding = palm.getIsCollidingWithPalm(); + palm.setIsCollidingWithPalm(false); + // If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound + for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) { + PalmData& otherPalm = avatar->getHand().getPalms()[j]; + if (!otherPalm.isActive()) { + continue; + } + glm::vec3 otherPalmPosition = otherPalm.getPosition(); + if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) { + palm.setIsCollidingWithPalm(true); + if (!wasColliding) { + const float PALM_COLLIDE_VOLUME = 1.f; + const float PALM_COLLIDE_FREQUENCY = 1000.f; + const float PALM_COLLIDE_DURATION_MAX = 0.75f; + const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f; + Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME, + PALM_COLLIDE_FREQUENCY, + PALM_COLLIDE_DURATION_MAX, + PALM_COLLIDE_DECAY_PER_SAMPLE); + // If the other person's palm is in motion, move mine downward to show I was hit + const float MIN_VELOCITY_FOR_SLAP = 0.05f; + if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) { + // add slapback here } } } } - if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) { - for (int j = 0; j < collisions.size(); ++j) { - // we don't resolve penetrations that would poke the other avatar - if (!avatar->isPokeable(collisions[j])) { - totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); - } + } + if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) { + for (int j = 0; j < collisions.size(); ++j) { + // we don't resolve penetrations that would poke the other avatar + if (!avatar->isPokeable(collisions[j])) { + totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); } } } } - - if (Menu::getInstance()->isOptionChecked(MenuOption::HandsCollideWithSelf)) { - // and the current avatar (ignoring everything below the parent of the parent of the last free joint) - collisions.clear(); - const Model& skeletonModel = _owningAvatar->getSkeletonModel(); - int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex( - skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() : - (i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1))); - if (_owningAvatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions, skipIndex)) { - for (int j = 0; j < collisions.size(); ++j) { - totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); - } + // resolve penetration + palm.addToPosition(-totalPenetration); + } +} + +void Hand::collideAgainstOurself() { + if (!Menu::getInstance()->isOptionChecked(MenuOption::HandsCollideWithSelf)) { + return; + } + + ModelCollisionList collisions; + int leftPalmIndex, rightPalmIndex; + getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex); + float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale(); + + for (size_t i = 0; i < getNumPalms(); i++) { + PalmData& palm = getPalms()[i]; + if (!palm.isActive()) { + continue; + } + glm::vec3 totalPenetration; + // and the current avatar (ignoring everything below the parent of the parent of the last free joint) + collisions.clear(); + const Model& skeletonModel = _owningAvatar->getSkeletonModel(); + int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex( + skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() : + (i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1))); + if (_owningAvatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions, skipIndex)) { + for (int j = 0; j < collisions.size(); ++j) { + totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); } } - - // un-penetrate + // resolve penetration palm.addToPosition(-totalPenetration); - - // we recycle the collisions container, so we clear it for the next loop - collisions.clear(); } } diff --git a/interface/src/avatar/Hand.h b/interface/src/avatar/Hand.h index 3c8ec2d562..5a8e3d0e6f 100755 --- a/interface/src/avatar/Hand.h +++ b/interface/src/avatar/Hand.h @@ -97,6 +97,9 @@ private: void renderLeapFingerTrails(); void updateCollisions(); + void collideAgainstOtherAvatars(); + void collideAgainstOurself(); + void calculateGeometry(); void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime); diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 5a4512419d..31437182bc 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -1052,6 +1052,9 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) { setPosition(_position - 0.5f * penetration); glm::vec3 pushOut = 0.5f * penetration; } + + // collide their hands against our movable limbs + } } } From 04bc05cfe65a989994c987dbefcf27246ad97e44 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Wed, 12 Feb 2014 08:29:22 -0800 Subject: [PATCH 02/10] Moving hand-avatar collision trigger calls into MyAvatar Also renaming some methods in Model to be more descriptive. --- interface/src/avatar/Avatar.cpp | 9 ++- interface/src/avatar/Avatar.h | 5 +- interface/src/avatar/Hand.cpp | 101 +++++++++++++++--------------- interface/src/avatar/Hand.h | 7 +-- interface/src/avatar/MyAvatar.cpp | 9 ++- interface/src/renderer/Model.cpp | 7 +-- interface/src/renderer/Model.h | 8 +-- 7 files changed, 71 insertions(+), 75 deletions(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 5b2a142ac2..487f72a1e5 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -445,20 +445,19 @@ float Avatar::getHeight() const { return extents.maximum.y - extents.minimum.y; } -bool Avatar::isPokeable(ModelCollisionInfo& collision) const { +bool Avatar::collisionWouldMoveAvatar(ModelCollisionInfo& collision) const { // ATM only the Skeleton is pokeable // TODO: make poke affect head if (collision._model == &_skeletonModel && collision._jointIndex != -1) { - return _skeletonModel.isPokeable(collision); + return _skeletonModel.collisionHitsMoveableJoint(collision); } return false; } -bool Avatar::poke(ModelCollisionInfo& collision) { +void Avatar::applyCollision(ModelCollisionInfo& collision) { if (collision._model == &_skeletonModel && collision._jointIndex != -1) { - return _skeletonModel.poke(collision); + _skeletonModel.applyCollision(collision); } - return false; } float Avatar::getPelvisFloatingHeight() const { diff --git a/interface/src/avatar/Avatar.h b/interface/src/avatar/Avatar.h index 7e8a1d8f64..2fc26a36b5 100755 --- a/interface/src/avatar/Avatar.h +++ b/interface/src/avatar/Avatar.h @@ -129,11 +129,10 @@ public: float getHeight() const; /// \return true if we expect the avatar would move as a result of the collision - bool isPokeable(ModelCollisionInfo& collision) const; + bool collisionWouldMoveAvatar(ModelCollisionInfo& collision) const; /// \param collision a data structure for storing info about collisions against Models - /// \return true if the collision affects the Avatar models - bool poke(ModelCollisionInfo& collision); + void applyCollision(ModelCollisionInfo& collision); public slots: void updateCollisionFlags(); diff --git a/interface/src/avatar/Hand.cpp b/interface/src/avatar/Hand.cpp index b62e88289f..7e47b0a0d5 100644 --- a/interface/src/avatar/Hand.cpp +++ b/interface/src/avatar/Hand.cpp @@ -84,7 +84,6 @@ void Hand::simulate(float deltaTime, bool isMine) { if (isMine) { _buckyBalls.simulate(deltaTime); - updateCollisions(); } calculateGeometry(); @@ -166,16 +165,11 @@ void Hand::simulate(float deltaTime, bool isMine) { } } -void Hand::updateCollisions() { - collideAgainstOtherAvatars(); - collideAgainstOurself(); -} - -void Hand::collideAgainstOtherAvatars() { - if (!Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) { +void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) { + if (!avatar || avatar == _owningAvatar) { + // don't collide with our own hands (that is done elsewhere) return; } - ModelCollisionList collisions; float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale(); for (size_t i = 0; i < getNumPalms(); i++) { PalmData& palm = getPalms()[i]; @@ -183,58 +177,61 @@ void Hand::collideAgainstOtherAvatars() { continue; } glm::vec3 totalPenetration; - // check other avatars - foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) { - Avatar* avatar = static_cast(avatarPointer.data()); - if (avatar == _owningAvatar) { - // don't collid with our own hands - continue; - } - collisions.clear(); - if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { - // Check for palm collisions - glm::vec3 myPalmPosition = palm.getPosition(); - float palmCollisionDistance = 0.1f; - bool wasColliding = palm.getIsCollidingWithPalm(); - palm.setIsCollidingWithPalm(false); - // If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound - for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) { - PalmData& otherPalm = avatar->getHand().getPalms()[j]; - if (!otherPalm.isActive()) { - continue; - } - glm::vec3 otherPalmPosition = otherPalm.getPosition(); - if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) { - palm.setIsCollidingWithPalm(true); - if (!wasColliding) { - const float PALM_COLLIDE_VOLUME = 1.f; - const float PALM_COLLIDE_FREQUENCY = 1000.f; - const float PALM_COLLIDE_DURATION_MAX = 0.75f; - const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f; - Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME, - PALM_COLLIDE_FREQUENCY, - PALM_COLLIDE_DURATION_MAX, - PALM_COLLIDE_DECAY_PER_SAMPLE); - // If the other person's palm is in motion, move mine downward to show I was hit - const float MIN_VELOCITY_FOR_SLAP = 0.05f; - if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) { - // add slapback here - } + ModelCollisionList collisions; + if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { + // Check for palm collisions + glm::vec3 myPalmPosition = palm.getPosition(); + float palmCollisionDistance = 0.1f; + bool wasColliding = palm.getIsCollidingWithPalm(); + palm.setIsCollidingWithPalm(false); + // If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound + for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) { + PalmData& otherPalm = avatar->getHand().getPalms()[j]; + if (!otherPalm.isActive()) { + continue; + } + glm::vec3 otherPalmPosition = otherPalm.getPosition(); + if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) { + palm.setIsCollidingWithPalm(true); + if (!wasColliding) { + const float PALM_COLLIDE_VOLUME = 1.f; + const float PALM_COLLIDE_FREQUENCY = 1000.f; + const float PALM_COLLIDE_DURATION_MAX = 0.75f; + const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f; + Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME, + PALM_COLLIDE_FREQUENCY, + PALM_COLLIDE_DURATION_MAX, + PALM_COLLIDE_DECAY_PER_SAMPLE); + // If the other person's palm is in motion, move mine downward to show I was hit + const float MIN_VELOCITY_FOR_SLAP = 0.05f; + if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) { + // add slapback here } } } } - if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) { - for (int j = 0; j < collisions.size(); ++j) { - // we don't resolve penetrations that would poke the other avatar - if (!avatar->isPokeable(collisions[j])) { + } + if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) { + for (int j = 0; j < collisions.size(); ++j) { + if (isMyHand) { + if (!avatar->collisionWouldMoveAvatar(collisions[j])) { + // 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, collisions[j]._penetration); } + } else { + // when this !isMyHand then avatar is MyAvatar and we apply the collision + // which might not do anything (hand hit unmovable part of MyAvatar) however + // we don't resolve the hand's penetration (we expect their simulation + // to do the right thing). + avatar->applyCollision(collisions[j]); } } } - // resolve penetration - palm.addToPosition(-totalPenetration); + if (isMyHand) { + // resolve penetration + palm.addToPosition(-totalPenetration); + } } } diff --git a/interface/src/avatar/Hand.h b/interface/src/avatar/Hand.h index 5a8e3d0e6f..9413d024c3 100755 --- a/interface/src/avatar/Hand.h +++ b/interface/src/avatar/Hand.h @@ -67,6 +67,9 @@ public: glm::vec3 getAndResetGrabDeltaVelocity(); glm::quat getAndResetGrabRotation(); + void collideAgainstAvatar(Avatar* avatar, bool isMyHand); + void collideAgainstOurself(); + private: // disallow copies of the Hand, copy of owning Avatar is disallowed too Hand(const Hand&); @@ -96,10 +99,6 @@ private: void renderLeapHands(bool isMine); void renderLeapFingerTrails(); - void updateCollisions(); - void collideAgainstOtherAvatars(); - void collideAgainstOurself(); - void calculateGeometry(); void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime); diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 31437182bc..e0d9db43aa 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -344,6 +344,7 @@ void MyAvatar::simulate(float deltaTime) { _position += _velocity * deltaTime; // update avatar skeleton and simulate hand and head + _hand.collideAgainstOurself(); _hand.simulate(deltaTime, true); _skeletonModel.simulate(deltaTime); _head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll)); @@ -1050,11 +1051,13 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) { avatar->getPosition(), theirCapsuleRadius, theirCapsuleHeight, penetration)) { // move the avatar out by half the penetration setPosition(_position - 0.5f * penetration); - glm::vec3 pushOut = 0.5f * penetration; } - // collide their hands against our movable limbs - + // collide our hands against them + _hand.collideAgainstAvatar(avatar, true); + + // collide their hands against us + avatar->getHand().collideAgainstAvatar(this, false); } } } diff --git a/interface/src/renderer/Model.cpp b/interface/src/renderer/Model.cpp index de48be8694..f899e76ef4 100644 --- a/interface/src/renderer/Model.cpp +++ b/interface/src/renderer/Model.cpp @@ -722,7 +722,7 @@ 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 || @@ -736,7 +736,7 @@ 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); @@ -760,11 +760,10 @@ 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() { diff --git a/interface/src/renderer/Model.h b/interface/src/renderer/Model.h index 003cdfe3e5..bab25bed7a 100644 --- a/interface/src/renderer/Model.h +++ b/interface/src/renderer/Model.h @@ -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: From 3a8aa0c47e4f9556d9401be67cf551b41b8e147f Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 13 Feb 2014 10:02:16 -0800 Subject: [PATCH 03/10] Removing HeadData::findSpherePenetration() as unused cruft. --- libraries/avatars/src/HeadData.cpp | 7 ------- libraries/avatars/src/HeadData.h | 7 ------- 2 files changed, 14 deletions(-) diff --git a/libraries/avatars/src/HeadData.cpp b/libraries/avatars/src/HeadData.cpp index f863d6b592..62e8276bd3 100644 --- a/libraries/avatars/src/HeadData.cpp +++ b/libraries/avatars/src/HeadData.cpp @@ -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; -} - diff --git a/libraries/avatars/src/HeadData.h b/libraries/avatars/src/HeadData.h index fde684bbf1..0f096059c0 100644 --- a/libraries/avatars/src/HeadData.h +++ b/libraries/avatars/src/HeadData.h @@ -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; From e793c207f9fd15f2ad70266a154b51e7d9348ab1 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 13 Feb 2014 10:03:14 -0800 Subject: [PATCH 04/10] Minor whitespace removal. --- interface/src/avatar/MyAvatar.cpp | 2 -- 1 file changed, 2 deletions(-) diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index e0d9db43aa..560f1a6fd4 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -837,7 +837,6 @@ void MyAvatar::updateThrust(float deltaTime) { } } } - } // Update speed brake status @@ -903,7 +902,6 @@ 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; From 9523ea7d03a3b402a860b294b0b2883251f9818f Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 13 Feb 2014 10:03:39 -0800 Subject: [PATCH 05/10] Only do slaps for MyAvatar. --- interface/src/avatar/Hand.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/interface/src/avatar/Hand.cpp b/interface/src/avatar/Hand.cpp index 7e47b0a0d5..5749da5f14 100644 --- a/interface/src/avatar/Hand.cpp +++ b/interface/src/avatar/Hand.cpp @@ -178,7 +178,7 @@ void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) { } glm::vec3 totalPenetration; ModelCollisionList collisions; - if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { + if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { // Check for palm collisions glm::vec3 myPalmPosition = palm.getPosition(); float palmCollisionDistance = 0.1f; @@ -220,10 +220,10 @@ void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) { totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); } } else { - // when this !isMyHand then avatar is MyAvatar and we apply the collision + // when !isMyHand then avatar is MyAvatar and we apply the collision // which might not do anything (hand hit unmovable part of MyAvatar) however - // we don't resolve the hand's penetration (we expect their simulation - // to do the right thing). + // we don't resolve the hand's penetration because we expect the remote + // simulation to do the right thing. avatar->applyCollision(collisions[j]); } } From 312bc7521f5d13a698773c99351b0a2aebbc234a Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 13 Feb 2014 10:04:58 -0800 Subject: [PATCH 06/10] Making arm restoration rate independent of FPS and easier to tune. --- interface/src/avatar/SkeletonModel.cpp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index ac08c52b49..ff4de8c41e 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -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, From d9b50359a6818434ea7a6c22a3bb1642efb6a7f3 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 13 Feb 2014 12:21:28 -0800 Subject: [PATCH 07/10] Hand-face collisions now work (sorta). --- interface/src/avatar/Avatar.cpp | 25 ++++++++++++++++++++++--- interface/src/avatar/Head.cpp | 28 ++++++++++++++++++++++++++++ interface/src/avatar/Head.h | 2 ++ 3 files changed, 52 insertions(+), 3 deletions(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 487f72a1e5..f36c03cba6 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -162,6 +162,7 @@ void Avatar::render(bool forceRenderHead) { // render body if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) { _skeletonModel.renderCollisionProxies(1.f); + //_head.getFaceModel().renderCollisionProxies(0.5f); } if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) { @@ -276,11 +277,14 @@ bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penet bool didPenetrate = false; glm::vec3 skeletonPenetration; ModelCollisionInfo collisionInfo; + /* Temporarily disabling collisions against the skeleton because the collision proxies up + * near the neck are bad and prevent the hand from hitting the face. if (_skeletonModel.findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo, 1.0f, skeletonSkipIndex)) { collisionInfo._model = &_skeletonModel; collisions.push_back(collisionInfo); didPenetrate = true; } + */ if (_head.getFaceModel().findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo)) { collisionInfo._model = &(_head.getFaceModel()); collisions.push_back(collisionInfo); @@ -448,16 +452,31 @@ float Avatar::getHeight() const { bool Avatar::collisionWouldMoveAvatar(ModelCollisionInfo& collision) const { // ATM only the Skeleton is pokeable // TODO: make poke affect head + if (!collision._model) { + return false; + } if (collision._model == &_skeletonModel && collision._jointIndex != -1) { - return _skeletonModel.collisionHitsMoveableJoint(collision); + // collision response of skeleton is temporarily disabled + return false; + //return _skeletonModel.collisionHitsMoveableJoint(collision); + } + if (collision._model == &(_head.getFaceModel())) { + return true; } return false; } void Avatar::applyCollision(ModelCollisionInfo& collision) { - if (collision._model == &_skeletonModel && collision._jointIndex != -1) { - _skeletonModel.applyCollision(collision); + if (!collision._model) { + return; } + if (collision._model == &(_head.getFaceModel())) { + _head.applyCollision(collision); + } + // TODO: make skeleton respond to collisions + //if (collision._model == &_skeletonModel && collision._jointIndex != -1) { + // _skeletonModel.applyCollision(collision); + //} } float Avatar::getPelvisFloatingHeight() const { diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index e5d4724bb5..bb88530aa7 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -219,6 +219,34 @@ float Head::getTweakedRoll() const { return glm::clamp(_roll + _tweakedRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL); } +void Head::applyCollision(ModelCollisionInfo& collisionInfo) { + // 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(collisionInfo._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(collisionInfo._penetration, zAxis) / neckLength; + float sideways = - glm::dot(collisionInfo._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 19f9efd8e6..eae8223903 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -79,6 +79,8 @@ public: float getTweakedPitch() const; float getTweakedYaw() const; float getTweakedRoll() const; + + void applyCollision(ModelCollisionInfo& collisionInfo); private: // disallow copies of the Head, copy of owning Avatar is disallowed too From b75de42802ca858c9e9ce7c398fc2aba3ec2b931 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 13 Feb 2014 12:22:40 -0800 Subject: [PATCH 08/10] Making the lean recovery use more tuneable parameters. --- interface/src/avatar/MyAvatar.cpp | 33 +++++++++---------------------- interface/src/avatar/MyAvatar.h | 2 +- 2 files changed, 10 insertions(+), 25 deletions(-) diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 560f1a6fd4..8a4d734072 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -112,23 +112,7 @@ void MyAvatar::updateTransmitter(float deltaTime) { void MyAvatar::update(float deltaTime) { updateTransmitter(deltaTime); - // TODO: resurrect touch interactions between avatars - //// rotate body yaw for yaw received from multitouch - //setOrientation(getOrientation() * glm::quat(glm::vec3(0, _yawFromTouch, 0))); - //_yawFromTouch = 0.f; - // - //// apply pitch from touch - //_head.setPitch(_head.getPitch() + _pitchFromTouch); - //_pitchFromTouch = 0.0f; - // - //float TOUCH_YAW_SCALE = -0.25f; - //float TOUCH_PITCH_SCALE = -12.5f; - //float FIXED_TOUCH_TIMESTEP = 0.016f; - //_yawFromTouch += ((_touchAvgX - _lastTouchAvgX) * TOUCH_YAW_SCALE * FIXED_TOUCH_TIMESTEP); - //_pitchFromTouch += ((_touchAvgY - _lastTouchAvgY) * TOUCH_PITCH_SCALE * FIXED_TOUCH_TIMESTEP); - - // Update my avatar's state from gyros - updateFromGyros(Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead)); + updateFromGyros(deltaTime); // Update head mouse from faceshift if active Faceshift* faceshift = Application::getInstance()->getFaceshift(); @@ -364,7 +348,7 @@ void MyAvatar::simulate(float deltaTime) { const float MAX_PITCH = 90.0f; // Update avatar head rotation with sensor data -void MyAvatar::updateFromGyros(bool turnWithHead) { +void MyAvatar::updateFromGyros(float deltaTime) { Faceshift* faceshift = Application::getInstance()->getFaceshift(); glm::vec3 estimatedPosition, estimatedRotation; @@ -372,7 +356,7 @@ void MyAvatar::updateFromGyros(bool turnWithHead) { estimatedPosition = faceshift->getHeadTranslation(); estimatedRotation = safeEulerAngles(faceshift->getHeadRotation()); // Rotate the body if the head is turned beyond the screen - if (turnWithHead) { + if (Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead)) { const float FACESHIFT_YAW_TURN_SENSITIVITY = 0.5f; const float FACESHIFT_MIN_YAW_TURN = 15.f; const float FACESHIFT_MAX_YAW_TURN = 50.f; @@ -387,11 +371,12 @@ void MyAvatar::updateFromGyros(bool turnWithHead) { } } else { // restore rotation, lean to neutral positions - const float RESTORE_RATE = 0.05f; - _head.setYaw(glm::mix(_head.getYaw(), 0.0f, RESTORE_RATE)); - _head.setRoll(glm::mix(_head.getRoll(), 0.0f, RESTORE_RATE)); - _head.setLeanSideways(glm::mix(_head.getLeanSideways(), 0.0f, RESTORE_RATE)); - _head.setLeanForward(glm::mix(_head.getLeanForward(), 0.0f, RESTORE_RATE)); + const float RESTORE_PERIOD = 1.f; // seconds + 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; } diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index b912f6b0a7..0130cc9ca2 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -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); From ee4733d0bd8ce8801e5ea7622b62ea0a198f4b95 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 13 Feb 2014 12:41:23 -0800 Subject: [PATCH 09/10] Fixing a comment. --- libraries/avatars/src/AvatarHashMap.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/avatars/src/AvatarHashMap.cpp b/libraries/avatars/src/AvatarHashMap.cpp index 72ada7d421..82485691c5 100644 --- a/libraries/avatars/src/AvatarHashMap.cpp +++ b/libraries/avatars/src/AvatarHashMap.cpp @@ -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. // From 50d864901e742ba3cb7e0b338855474dbf13af10 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 13 Feb 2014 14:02:25 -0800 Subject: [PATCH 10/10] Improved comment about limitation of collision check. --- interface/src/renderer/Model.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/interface/src/renderer/Model.cpp b/interface/src/renderer/Model.cpp index ce11ee3d71..7686b1ac7f 100644 --- a/interface/src/renderer/Model.cpp +++ b/interface/src/renderer/Model.cpp @@ -477,7 +477,10 @@ 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: ;