Adding avatar body-body collisions to prevent near-clipping.

This commit is contained in:
Andrew Meadows 2014-02-11 13:48:48 -08:00
parent 887fa0c938
commit d0f9b78710
5 changed files with 81 additions and 7 deletions

View file

@ -225,8 +225,6 @@ void MyAvatar::simulate(float deltaTime) {
updateCollisionWithVoxels(deltaTime, radius);
}
if (_collisionFlags & COLLISION_GROUP_AVATARS) {
// Note, hand-vs-avatar collisions are done elsewhere
// This is where we avatar-vs-avatar bounding capsule
updateCollisionWithAvatars(deltaTime);
}
}
@ -974,7 +972,43 @@ void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTim
}
}
const float DEFAULT_HAND_RADIUS = 0.1f;
bool findAvatarAvatarPenetration(const glm::vec3 positionA, float radiusA, float heightA,
const glm::vec3 positionB, float radiusB, float heightB, glm::vec3& penetration) {
glm::vec3 positionBA = positionB - positionA;
float xzDistance = sqrt(positionBA.x * positionBA.x + positionBA.z * positionBA.z);
if (xzDistance < (radiusA + radiusB)) {
float yDistance = fabs(positionBA.y);
float halfHeights = 0.5 * (heightA + heightB);
if (yDistance < halfHeights) {
// cylinders collide
if (xzDistance > 0.f) {
positionBA.y = 0.f;
// note, penetration should point from A into B
penetration = positionBA * ((radiusA + radiusB - xzDistance) / xzDistance);
return true;
} else {
// exactly coaxial -- we'll return false for this case
return false;
}
} else if (yDistance < halfHeights + radiusA + radiusB) {
// caps collide
if (positionBA.y < 0.f) {
// A is above B
positionBA.y += halfHeights;
float BA = glm::length(positionBA);
penetration = positionBA * (radiusA + radiusB - BA) / BA;
return true;
} else {
// A is below B
positionBA.y -= halfHeights;
float BA = glm::length(positionBA);
penetration = positionBA * (radiusA + radiusB - BA) / BA;
return true;
}
}
}
return false;
}
void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
// Reset detector for nearest avatar
@ -984,7 +1018,14 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
// no need to compute a bunch of stuff if we have one or fewer avatars
return;
}
float myRadius = getHeight();
float myBoundingRadius = 0.5f * getHeight();
// HACK: body-body collision uses two coaxial capsules with axes parallel to y-axis
// TODO: make the collision work without assuming avatar orientation
Extents myStaticExtents = _skeletonModel.getStaticExtents();
glm::vec3 staticScale = myStaticExtents.maximum - myStaticExtents.minimum;
float myCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
float myCapsuleHeight = staticScale.y;
CollisionInfo collisionInfo;
foreach (const AvatarSharedPointer& avatarPointer, avatars) {
@ -997,9 +1038,20 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
if (_distanceToNearestAvatar > distance) {
_distanceToNearestAvatar = distance;
}
float theirRadius = avatar->getHeight();
if (distance < myRadius + theirRadius) {
// TODO: Andrew to make avatar-avatar capsule collisions work here
float theirBoundingRadius = 0.5f * avatar->getHeight();
if (distance < myBoundingRadius + theirBoundingRadius) {
Extents theirStaticExtents = _skeletonModel.getStaticExtents();
glm::vec3 staticScale = theirStaticExtents.maximum - theirStaticExtents.minimum;
float theirCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
float theirCapsuleHeight = staticScale.y;
glm::vec3 penetration(0.f);
if (findAvatarAvatarPenetration(_position, myCapsuleRadius, myCapsuleHeight,
avatar->getPosition(), theirCapsuleRadius, theirCapsuleHeight, penetration)) {
// move the avatar out by half the penetration
setPosition(_position - 0.5f * penetration);
glm::vec3 pushOut = 0.5f * penetration;
}
}
}
}

View file

@ -1268,6 +1268,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
geometry.bindExtents.minimum = glm::vec3(FLT_MAX, FLT_MAX, FLT_MAX);
geometry.bindExtents.maximum = glm::vec3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
geometry.staticExtents.minimum = glm::vec3(FLT_MAX, FLT_MAX, FLT_MAX);
geometry.staticExtents.maximum = glm::vec3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
QVariantHash springs = mapping.value("spring").toHash();
QVariant defaultSpring = springs.value("default");
@ -1424,6 +1426,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
boneDirection /= boneLength;
}
}
bool jointIsStatic = joint.freeLineage.isEmpty();
glm::vec3 jointTranslation = extractTranslation(geometry.offset * joint.bindTransform);
float radiusScale = extractUniformScale(joint.transform * fbxCluster.inverseBindMatrix);
float totalWeight = 0.0f;
for (int j = 0; j < cluster.indices.size(); j++) {
@ -1441,6 +1445,11 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
joint.boneRadius = glm::max(joint.boneRadius, radiusScale * glm::distance(
vertex, boneEnd + boneDirection * proj));
}
if (jointIsStatic) {
// expand the extents of static (nonmovable) joints
geometry.staticExtents.minimum = glm::min(geometry.staticExtents.minimum, vertex + jointTranslation);
geometry.staticExtents.maximum = glm::max(geometry.staticExtents.maximum, vertex + jointTranslation);
}
}
// look for an unused slot in the weights vector

View file

@ -159,6 +159,7 @@ public:
glm::vec3 neckPivot;
Extents bindExtents;
Extents staticExtents;
QVector<FBXAttachment> attachments;
};

View file

@ -305,6 +305,15 @@ Extents Model::getBindExtents() const {
return scaledExtents;
}
Extents Model::getStaticExtents() const {
if (!isActive()) {
return Extents();
}
const Extents& staticExtents = _geometry->getFBXGeometry().staticExtents;
Extents scaledExtents = { staticExtents.minimum * _scale, staticExtents.maximum * _scale };
return scaledExtents;
}
int Model::getParentJointIndex(int jointIndex) const {
return (isActive() && jointIndex != -1) ? _geometry->getFBXGeometry().joints.at(jointIndex).parentIndex : -1;
}

View file

@ -66,6 +66,9 @@ public:
/// Returns the extents of the model in its bind pose.
Extents getBindExtents() const;
/// Returns the extents of the unmovable joints of the model.
Extents getStaticExtents() const;
/// Returns a reference to the shared geometry.
const QSharedPointer<NetworkGeometry>& getGeometry() const { return _geometry; }