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Merge pull request #2811 from AndrewMeadows/inertia
prevent avatar from getting trapped in voxel collisions
This commit is contained in:
commit
c6b4b7c250
10 changed files with 100 additions and 76 deletions
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@ -634,8 +634,8 @@ bool Avatar::findParticleCollisions(const glm::vec3& particleCenter, float parti
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penetration)) {
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CollisionInfo* collision = collisions.getNewCollision();
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if (collision) {
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collision->_type = PADDLE_HAND_COLLISION;
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collision->_flags = jointIndex;
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collision->_type = COLLISION_TYPE_PADDLE_HAND;
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collision->_intData = jointIndex;
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collision->_penetration = penetration;
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collision->_addedVelocity = palm->getVelocity();
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collided = true;
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@ -844,11 +844,11 @@ float Avatar::getHeadHeight() const {
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}
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bool Avatar::collisionWouldMoveAvatar(CollisionInfo& collision) const {
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if (!collision._data || collision._type != MODEL_COLLISION) {
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if (!collision._data || collision._type != COLLISION_TYPE_MODEL) {
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return false;
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}
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Model* model = static_cast<Model*>(collision._data);
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int jointIndex = collision._flags;
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int jointIndex = collision._intData;
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if (model == &(_skeletonModel) && jointIndex != -1) {
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// collision response of skeleton is temporarily disabled
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@ -856,7 +856,7 @@ bool Avatar::collisionWouldMoveAvatar(CollisionInfo& collision) const {
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//return _skeletonModel.collisionHitsMoveableJoint(collision);
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}
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if (model == &(getHead()->getFaceModel())) {
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// ATM we always handle MODEL_COLLISIONS against the face.
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// ATM we always handle COLLISION_TYPE_MODEL against the face.
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return true;
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}
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return false;
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@ -21,6 +21,7 @@
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#include <QtCore/QTimer>
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#include <AccountManager.h>
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#include <GeometryUtil.h>
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#include <NodeList.h>
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#include <PacketHeaders.h>
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#include <SharedUtil.h>
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@ -63,6 +64,7 @@ MyAvatar::MyAvatar() :
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_distanceToNearestAvatar(std::numeric_limits<float>::max()),
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_wasPushing(false),
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_isPushing(false),
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_wasStuck(false),
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_thrust(0.0f),
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_motorVelocity(0.0f),
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_motorTimescale(DEFAULT_MOTOR_TIMESCALE),
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@ -212,6 +214,8 @@ void MyAvatar::simulate(float deltaTime) {
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}
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if (_collisionGroups & COLLISION_GROUP_VOXELS) {
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updateCollisionWithVoxels(deltaTime, radius);
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} else {
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_wasStuck = false;
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}
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if (_collisionGroups & COLLISION_GROUP_AVATARS) {
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updateCollisionWithAvatars(deltaTime);
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@ -958,65 +962,48 @@ void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
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static CollisionList myCollisions(64);
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void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
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const float MIN_STUCK_SPEED = 100.0f;
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float speed = glm::length(_velocity);
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if (speed > MIN_STUCK_SPEED) {
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// don't even bother to try to collide against voxles when moving very fast
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return;
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}
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myCollisions.clear();
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const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
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if (Application::getInstance()->getVoxelTree()->findShapeCollisions(&boundingShape, myCollisions)) {
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const float VOXEL_ELASTICITY = 0.0f;
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const float VOXEL_DAMPING = 0.0f;
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float capsuleRadius = boundingShape.getRadius();
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if (glm::length2(_gravity) > EPSILON) {
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if (myCollisions.size() == 1) {
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// trivial case
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CollisionInfo* collision = myCollisions[0];
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applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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_lastFloorContactPoint = collision->_contactPoint - collision->_penetration;
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} else {
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// This is special collision handling for when walking on a voxel field which
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// prevents snagging at corners and seams.
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// sift through the collisions looking for one against the "floor"
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int floorIndex = 0;
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float distanceToFloor = 0.0f;
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float penetrationWithFloor = 0.0f;
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for (int i = 0; i < myCollisions.size(); ++i) {
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CollisionInfo* collision = myCollisions[i];
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float distance = glm::dot(_gravity, collision->_contactPoint - _position);
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if (distance > distanceToFloor) {
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distanceToFloor = distance;
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penetrationWithFloor = glm::dot(_gravity, collision->_penetration);
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floorIndex = i;
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}
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}
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// step through the collisions again and apply each that is not redundant
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glm::vec3 oldPosition = _position;
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for (int i = 0; i < myCollisions.size(); ++i) {
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CollisionInfo* collision = myCollisions[i];
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if (i == floorIndex) {
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applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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_lastFloorContactPoint = collision->_contactPoint - collision->_penetration;
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} else {
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float distance = glm::dot(_gravity, collision->_contactPoint - oldPosition);
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float penetration = glm::dot(_gravity, collision->_penetration);
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if (fabsf(distance - distanceToFloor) > penetrationWithFloor || penetration > penetrationWithFloor) {
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// resolution of the deepest penetration would not resolve this one
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// so we apply the collision
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applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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}
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glm::vec3 totalPenetration(0.0f);
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bool isStuck = false;
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for (int i = 0; i < myCollisions.size(); ++i) {
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CollisionInfo* collision = myCollisions[i];
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float depth = glm::length(collision->_penetration);
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if (depth > capsuleRadius) {
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isStuck = true;
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if (_wasStuck) {
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glm::vec3 cubeCenter = collision->_vecData;
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float cubeSide = collision->_floatData;
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float distance = glm::dot(boundingShape.getPosition() - cubeCenter, _worldUpDirection);
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if (distance < 0.0f) {
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distance = fabsf(distance) + 0.5f * cubeSide;
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}
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distance += capsuleRadius + boundingShape.getHalfHeight();
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totalPenetration = addPenetrations(totalPenetration, - distance * _worldUpDirection);
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continue;
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}
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}
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} else {
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// no gravity -- apply all collisions
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for (int i = 0; i < myCollisions.size(); ++i) {
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CollisionInfo* collision = myCollisions[i];
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applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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}
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totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
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}
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applyHardCollision(totalPenetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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_wasStuck = isStuck;
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const float VOXEL_COLLISION_FREQUENCY = 0.5f;
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updateCollisionSound(myCollisions[0]->_penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
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}
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} else {
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_wasStuck = false;
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}
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}
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void MyAvatar::applyHardCollision(const glm::vec3& penetration, float elasticity, float damping) {
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@ -125,6 +125,7 @@ private:
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bool _wasPushing;
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bool _isPushing;
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bool _wasStuck;
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glm::vec3 _thrust; // final acceleration from outside sources for the current frame
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glm::vec3 _motorVelocity; // intended velocity of avatar motion
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@ -789,9 +789,9 @@ bool Model::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadi
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}
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if (ShapeCollider::collideShapes(&sphere, _jointShapes[i], collisions)) {
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CollisionInfo* collision = collisions.getLastCollision();
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collision->_type = MODEL_COLLISION;
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collision->_type = COLLISION_TYPE_MODEL;
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collision->_data = (void*)(this);
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collision->_flags = i;
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collision->_intData = i;
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collided = true;
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}
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outerContinue: ;
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@ -805,9 +805,9 @@ bool Model::findPlaneCollisions(const glm::vec4& plane, CollisionList& collision
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for (int i = 0; i < _jointShapes.size(); i++) {
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if (ShapeCollider::collideShapes(&planeShape, _jointShapes[i], collisions)) {
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CollisionInfo* collision = collisions.getLastCollision();
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collision->_type = MODEL_COLLISION;
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collision->_type = COLLISION_TYPE_MODEL;
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collision->_data = (void*)(this);
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collision->_flags = i;
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collision->_intData = i;
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collided = true;
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}
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}
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@ -1256,15 +1256,15 @@ void Model::renderBoundingCollisionShapes(float alpha) {
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}
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bool Model::collisionHitsMoveableJoint(CollisionInfo& collision) const {
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if (collision._type == MODEL_COLLISION) {
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if (collision._type == COLLISION_TYPE_MODEL) {
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// the joint is pokable by a collision if it exists and is free to move
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const FBXJoint& joint = _geometry->getFBXGeometry().joints[collision._flags];
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const FBXJoint& joint = _geometry->getFBXGeometry().joints[collision._intData];
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if (joint.parentIndex == -1 || _jointStates.isEmpty()) {
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return false;
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}
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// an empty freeLineage means the joint can't move
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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int jointIndex = collision._flags;
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int jointIndex = collision._intData;
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const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
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return !freeLineage.isEmpty();
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}
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@ -1272,12 +1272,12 @@ bool Model::collisionHitsMoveableJoint(CollisionInfo& collision) const {
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}
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void Model::applyCollision(CollisionInfo& collision) {
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if (collision._type != MODEL_COLLISION) {
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if (collision._type != COLLISION_TYPE_MODEL) {
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return;
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}
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glm::vec3 jointPosition(0.f);
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int jointIndex = collision._flags;
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int jointIndex = collision._intData;
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if (getJointPosition(jointIndex, jointPosition)) {
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const FBXJoint& joint = _geometry->getFBXGeometry().joints[jointIndex];
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if (joint.parentIndex != -1) {
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@ -23,6 +23,7 @@
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#include <NodeList.h>
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#include <PacketHeaders.h>
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#include <SharedUtil.h>
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#include <StreamUtils.h>
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#include <UUID.h>
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#include <VoxelConstants.h>
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@ -45,7 +45,6 @@ typedef unsigned long long quint64;
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#include <CollisionInfo.h>
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#include <RegisteredMetaTypes.h>
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#include <StreamUtils.h>
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#include <Node.h>
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@ -224,7 +224,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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// (doing this prevents some "collision snagging" when particle penetrates the object)
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// HACK BEGIN: to allow paddle hands to "hold" particles we attenuate soft collisions against them.
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if (collision->_type == PADDLE_HAND_COLLISION) {
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if (collision->_type == COLLISION_TYPE_PADDLE_HAND) {
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// NOTE: the physics are wrong (particles cannot roll) but it IS possible to catch a slow moving particle.
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// TODO: make this less hacky when we have more per-collision details
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float elasticity = ELASTICITY;
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@ -38,19 +38,24 @@ CollisionInfo* CollisionList::getLastCollision() {
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}
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void CollisionList::clear() {
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// we rely on the external context to properly set or clear the data members of a collision
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// whenever it is used.
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/*
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for (int i = 0; i < _size; ++i) {
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// we only clear the important stuff
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CollisionInfo& collision = _collisions[i];
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collision._type = BASE_COLLISION;
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collision._data = NULL; // CollisionInfo does not own whatever this points to.
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collision._flags = 0;
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// we rely on the consumer to properly overwrite these fields when the collision is "created"
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collision._type = COLLISION_TYPE_UNKNOWN;
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//collision._data = NULL;
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//collision._intData = 0;
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//collision._floatDAta = 0.0f;
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//collision._vecData = glm::vec3(0.0f);
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//collision._damping;
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//collision._elasticity;
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//collision._contactPoint;
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//collision._penetration;
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//collision._addedVelocity;
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}
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*/
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_size = 0;
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}
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@ -18,9 +18,14 @@
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#include <QVector>
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enum CollisionType {
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BASE_COLLISION = 0,
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PADDLE_HAND_COLLISION,
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MODEL_COLLISION,
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COLLISION_TYPE_UNKNOWN = 0,
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COLLISION_TYPE_PADDLE_HAND,
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COLLISION_TYPE_MODEL,
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// _data = pointer to Model that owns joint
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// _intData = joint index
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COLLISION_TYPE_AACUBE,
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// _floatData = cube side
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// _vecData = cube center
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};
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const quint32 COLLISION_GROUP_ENVIRONMENT = 1U << 0;
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@ -39,7 +44,7 @@ public:
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CollisionInfo()
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: _type(0),
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_data(NULL),
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_flags(0),
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_intData(0),
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_damping(0.f),
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_elasticity(1.f),
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_contactPoint(0.f),
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@ -50,7 +55,7 @@ public:
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CollisionInfo(qint32 type)
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: _type(type),
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_data(NULL),
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_flags(0),
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_intData(0),
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_damping(0.f),
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_elasticity(1.f),
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_contactPoint(0.f),
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@ -60,9 +65,13 @@ public:
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~CollisionInfo() {}
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qint32 _type; // type of Collision (will determine what is supposed to be in _data and _flags)
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void* _data; // pointer to user supplied data
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quint32 _flags; // 32 bits for whatever
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int _type; // type of Collision
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// the value of the *Data fields depend on the type
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void* _data;
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int _intData;
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float _floatData;
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glm::vec3 _vecData;
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float _damping; // range [0,1] of friction coeficient
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float _elasticity; // range [0,1] of energy conservation
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@ -132,6 +132,7 @@ bool sphereSphere(const SphereShape* sphereA, const SphereShape* sphereB, Collis
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// penetration points from A into B
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CollisionInfo* collision = collisions.getNewCollision();
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if (collision) {
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collision->_type = COLLISION_TYPE_UNKNOWN;
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collision->_penetration = BA * (totalRadius - distance);
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// contactPoint is on surface of A
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collision->_contactPoint = sphereA->getPosition() + sphereA->getRadius() * BA;
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@ -179,6 +180,7 @@ bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, Col
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collision->_penetration = (totalRadius - radialDistance) * radialAxis; // points from A into B
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// contactPoint is on surface of sphereA
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collision->_contactPoint = sphereA->getPosition() + sphereA->getRadius() * radialAxis;
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collision->_type = COLLISION_TYPE_UNKNOWN;
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} else {
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// A is on B's axis, so the penetration is undefined...
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if (absAxialDistance > capsuleB->getHalfHeight()) {
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@ -200,6 +202,7 @@ bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, Col
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collision->_penetration = (sign * (totalRadius + capsuleB->getHalfHeight() - absAxialDistance)) * capsuleAxis;
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// contactPoint is on surface of sphereA
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collision->_contactPoint = sphereA->getPosition() + (sign * sphereA->getRadius()) * capsuleAxis;
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collision->_type = COLLISION_TYPE_UNKNOWN;
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}
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return true;
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}
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@ -215,6 +218,7 @@ bool spherePlane(const SphereShape* sphereA, const PlaneShape* planeB, Collision
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}
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collision->_penetration = penetration;
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collision->_contactPoint = sphereA->getPosition() + sphereA->getRadius() * glm::normalize(penetration);
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collision->_type = COLLISION_TYPE_UNKNOWN;
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return true;
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}
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return false;
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@ -264,6 +268,7 @@ bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, Col
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collision->_penetration = (radialDistance - totalRadius) * radialAxis; // points from A into B
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// contactPoint is on surface of capsuleA
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collision->_contactPoint = closestApproach - capsuleA->getRadius() * radialAxis;
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collision->_type = COLLISION_TYPE_UNKNOWN;
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} else {
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// A is on B's axis, so the penetration is undefined...
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if (absAxialDistance > capsuleA->getHalfHeight()) {
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@ -284,6 +289,7 @@ bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, Col
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collision->_penetration = (sign * (totalRadius + capsuleA->getHalfHeight() - absAxialDistance)) * capsuleAxis;
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// contactPoint is on surface of sphereA
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collision->_contactPoint = closestApproach + (sign * capsuleA->getRadius()) * capsuleAxis;
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collision->_type = COLLISION_TYPE_UNKNOWN;
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}
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}
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return true;
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@ -355,6 +361,7 @@ bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB,
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collision->_penetration = BA * (totalRadius - distance);
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// contactPoint is on surface of A
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collision->_contactPoint = centerA + distanceA * axisA + capsuleA->getRadius() * BA;
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collision->_type = COLLISION_TYPE_UNKNOWN;
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return true;
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}
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} else {
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@ -420,6 +427,7 @@ bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB,
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// average the internal pair, and then do the math from centerB
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collision->_contactPoint = centerB + (0.5f * (points[1] + points[2])) * axisB
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+ (capsuleA->getRadius() - distance) * BA;
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collision->_type = COLLISION_TYPE_UNKNOWN;
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return true;
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}
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}
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@ -439,6 +447,7 @@ bool capsulePlane(const CapsuleShape* capsuleA, const PlaneShape* planeB, Collis
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collision->_penetration = penetration;
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glm::vec3 deepestEnd = (glm::dot(start, glm::vec3(plane)) < glm::dot(end, glm::vec3(plane))) ? start : end;
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collision->_contactPoint = deepestEnd + capsuleA->getRadius() * glm::normalize(penetration);
|
||||
collision->_type = COLLISION_TYPE_UNKNOWN;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -454,6 +463,7 @@ bool planeSphere(const PlaneShape* planeA, const SphereShape* sphereB, Collision
|
|||
collision->_penetration = -penetration;
|
||||
collision->_contactPoint = sphereB->getPosition() +
|
||||
(sphereB->getRadius() / glm::length(penetration) - 1.0f) * penetration;
|
||||
collision->_type = COLLISION_TYPE_UNKNOWN;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -472,6 +482,7 @@ bool planeCapsule(const PlaneShape* planeA, const CapsuleShape* capsuleB, Collis
|
|||
collision->_penetration = -penetration;
|
||||
glm::vec3 deepestEnd = (glm::dot(start, glm::vec3(plane)) < glm::dot(end, glm::vec3(plane))) ? start : end;
|
||||
collision->_contactPoint = deepestEnd + (capsuleB->getRadius() / glm::length(penetration) - 1.0f) * penetration;
|
||||
collision->_type = COLLISION_TYPE_UNKNOWN;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -653,12 +664,19 @@ bool sphereAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm::
|
|||
glm::vec3 direction;
|
||||
BA /= maxBA;
|
||||
glm::modf(BA, direction);
|
||||
direction = glm::normalize(direction);
|
||||
float lengthDirection = glm::length(direction);
|
||||
direction /= lengthDirection;
|
||||
|
||||
// compute collision details
|
||||
collision->_penetration = (halfCubeSide + sphereRadius - distance * glm::dot(BA, direction)) * direction;
|
||||
collision->_type = COLLISION_TYPE_AACUBE;
|
||||
collision->_floatData = cubeSide;
|
||||
collision->_vecData = cubeCenter;
|
||||
collision->_penetration = (halfCubeSide * lengthDirection + sphereRadius - maxBA * glm::dot(BA, direction)) * direction;
|
||||
collision->_contactPoint = sphereCenter + sphereRadius * direction;
|
||||
}
|
||||
collision->_type = COLLISION_TYPE_AACUBE;
|
||||
collision->_floatData = cubeSide;
|
||||
collision->_vecData = cubeCenter;
|
||||
return true;
|
||||
} else if (sphereRadius + halfCubeSide > distance) {
|
||||
// NOTE: for cocentric approximation we collide sphere and cube as two spheres which means
|
||||
|
@ -669,6 +687,10 @@ bool sphereAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm::
|
|||
collision->_penetration = (sphereRadius + halfCubeSide) * glm::vec3(0.0f, -1.0f, 0.0f);
|
||||
// contactPoint is on surface of A
|
||||
collision->_contactPoint = sphereCenter + collision->_penetration;
|
||||
|
||||
collision->_type = COLLISION_TYPE_AACUBE;
|
||||
collision->_floatData = cubeSide;
|
||||
collision->_vecData = cubeCenter;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue