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https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
cleanup of avatar collisions, prep for more ragdoll collisions
removal of paddle hands particles use general sphere collision path against avatars temp removal of skeleton self collision
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parent
7f25c3e011
commit
ca77eb9d1e
7 changed files with 10 additions and 102 deletions
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@ -579,8 +579,8 @@ bool Avatar::findRayIntersection(const glm::vec3& origin, const glm::vec3& direc
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return false;
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}
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bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius,
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CollisionList& collisions, int skeletonSkipIndex) {
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bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius, CollisionList& collisions) {
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int skeletonSkipIndex = -1;
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return _skeletonModel.findSphereCollisions(penetratorCenter, penetratorRadius, collisions, skeletonSkipIndex);
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// Temporarily disabling collisions against the head because most of its collision proxies are bad.
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//return getHead()->getFaceModel().findSphereCollisions(penetratorCenter, penetratorRadius, collisions);
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@ -613,69 +613,6 @@ bool Avatar::findCollisions(const QVector<const Shape*>& shapes, CollisionList&
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return collided;
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}
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bool Avatar::findParticleCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions) {
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if (_collisionGroups & COLLISION_GROUP_PARTICLES) {
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return false;
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}
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bool collided = false;
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// first do the hand collisions
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const HandData* handData = getHandData();
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if (handData) {
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for (int i = 0; i < NUM_HANDS; i++) {
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const PalmData* palm = handData->getPalm(i);
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if (palm && palm->hasPaddle()) {
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// create a disk collision proxy where the hand is
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int jointIndex = -1;
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glm::vec3 handPosition;
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if (i == 0) {
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_skeletonModel.getLeftHandPosition(handPosition);
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jointIndex = _skeletonModel.getLeftHandJointIndex();
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}
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else {
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_skeletonModel.getRightHandPosition(handPosition);
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jointIndex = _skeletonModel.getRightHandJointIndex();
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}
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glm::vec3 fingerAxis = palm->getFingerDirection();
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glm::vec3 diskCenter = handPosition + HAND_PADDLE_OFFSET * fingerAxis;
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glm::vec3 diskNormal = palm->getNormal();
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const float DISK_THICKNESS = 0.08f;
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// collide against the disk
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glm::vec3 penetration;
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if (findSphereDiskPenetration(particleCenter, particleRadius,
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diskCenter, HAND_PADDLE_RADIUS, DISK_THICKNESS, diskNormal,
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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 = 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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} else {
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// collisions are full, so we might as well bail now
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return collided;
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}
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}
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}
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}
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}
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// then collide against the models
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int preNumCollisions = collisions.size();
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if (_skeletonModel.findSphereCollisions(particleCenter, particleRadius, collisions)) {
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// the Model doesn't have velocity info, so we have to set it for each new collision
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int postNumCollisions = collisions.size();
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for (int i = preNumCollisions; i < postNumCollisions; ++i) {
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CollisionInfo* collision = collisions.getCollision(i);
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collision->_penetration /= (float)(TREE_SCALE);
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collision->_addedVelocity = getVelocity();
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}
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collided = true;
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}
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return collided;
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}
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glm::quat Avatar::getJointRotation(int index) const {
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if (QThread::currentThread() != thread()) {
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return AvatarData::getJointRotation(index);
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@ -101,14 +101,12 @@ public:
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/// \return true if at least one shape collided with avatar
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bool findCollisions(const QVector<const Shape*>& shapes, CollisionList& collisions);
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/// Checks for penetration between the described sphere and the avatar.
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/// Checks for penetration between the a sphere and the avatar's models.
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/// \param penetratorCenter the center of the penetration test sphere
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/// \param penetratorRadius the radius of the penetration test sphere
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/// \param collisions[out] a list to which collisions get appended
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/// \param skeletonSkipIndex if not -1, the index of a joint to skip (along with its descendents) in the skeleton model
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/// \return whether or not the sphere penetrated
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bool findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius,
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CollisionList& collisions, int skeletonSkipIndex = -1);
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bool findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius, CollisionList& collisions);
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/// Checks for penetration between the described plane and the avatar.
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/// \param plane the penetration plane
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@ -116,13 +114,6 @@ public:
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/// \return whether or not the plane penetrated
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bool findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions);
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/// Checks for collision between the a spherical particle and the avatar (including paddle hands)
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/// \param collisionCenter the center of particle's bounding sphere
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/// \param collisionRadius the radius of particle's bounding sphere
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/// \param collisions[out] a list to which collisions get appended
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/// \return whether or not the particle collided
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bool findParticleCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions);
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virtual bool isMyAvatar() { return false; }
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virtual glm::quat getJointRotation(int index) const;
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@ -95,6 +95,7 @@ void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
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}
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void Hand::collideAgainstOurself() {
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/* TODO: Andrew to re-implement this
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if (!Menu::getInstance()->isOptionChecked(MenuOption::HandsCollideWithSelf)) {
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return;
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}
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@ -125,6 +126,7 @@ void Hand::collideAgainstOurself() {
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palm.addToPenetration(totalPenetration);
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}
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}
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*/
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}
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void Hand::resolvePenetrations() {
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@ -223,7 +223,7 @@ public:
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virtual const glm::vec3& getVelocity() const { return vec3Zero; }
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virtual bool findParticleCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions) {
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virtual bool findSphereCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions) {
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return false;
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}
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@ -202,14 +202,13 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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foreach (const AvatarSharedPointer& avatarPointer, _avatars->getAvatarHash()) {
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AvatarData* avatar = avatarPointer.data();
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// use a very generous bounding radius since the arms can stretch
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float totalRadius = 2.f * avatar->getBoundingRadius() + radius;
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float totalRadius = avatar->getBoundingRadius() + radius;
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glm::vec3 relativePosition = center - avatar->getPosition();
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if (glm::dot(relativePosition, relativePosition) > (totalRadius * totalRadius)) {
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continue;
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}
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if (avatar->findParticleCollisions(center, radius, _collisions)) {
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if (avatar->findSphereCollisions(center, radius, _collisions)) {
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int numCollisions = _collisions.size();
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for (int i = 0; i < numCollisions; ++i) {
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CollisionInfo* collision = _collisions.getCollision(i);
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@ -222,25 +221,6 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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if (glm::dot(relativeVelocity, collision->_penetration) <= 0.f) {
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// only collide when particle and collision point are moving toward each other
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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 == 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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float attenuationFactor = glm::length(collision->_addedVelocity) / HALTING_SPEED;
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float damping = DAMPING;
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if (attenuationFactor < 1.f) {
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collision->_addedVelocity *= attenuationFactor;
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elasticity *= attenuationFactor;
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// NOTE: the math below keeps the damping piecewise continuous,
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// while ramping it up to 1 when attenuationFactor = 0
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damping = DAMPING + (1.f - attenuationFactor) * (1.f - DAMPING);
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}
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collision->_damping = damping;
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}
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// HACK END
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updateCollisionSound(particle, collision->_penetration, COLLISION_FREQUENCY);
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collision->_penetration /= (float)(TREE_SCALE);
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particle->applyHardCollision(*collision);
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@ -38,8 +38,7 @@ 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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// we rely on the external context to properly set or clear the data members of CollisionInfos
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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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@ -19,7 +19,6 @@
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enum CollisionType {
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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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