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Hand-face collisions now work (sorta).
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parent
312bc7521f
commit
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3 changed files with 52 additions and 3 deletions
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@ -162,6 +162,7 @@ void Avatar::render(bool forceRenderHead) {
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// render body
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
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_skeletonModel.renderCollisionProxies(1.f);
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//_head.getFaceModel().renderCollisionProxies(0.5f);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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@ -276,11 +277,14 @@ bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penet
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bool didPenetrate = false;
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glm::vec3 skeletonPenetration;
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ModelCollisionInfo collisionInfo;
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/* Temporarily disabling collisions against the skeleton because the collision proxies up
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* near the neck are bad and prevent the hand from hitting the face.
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if (_skeletonModel.findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo, 1.0f, skeletonSkipIndex)) {
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collisionInfo._model = &_skeletonModel;
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collisions.push_back(collisionInfo);
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didPenetrate = true;
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}
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*/
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if (_head.getFaceModel().findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo)) {
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collisionInfo._model = &(_head.getFaceModel());
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collisions.push_back(collisionInfo);
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@ -448,16 +452,31 @@ float Avatar::getHeight() const {
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bool Avatar::collisionWouldMoveAvatar(ModelCollisionInfo& collision) const {
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// ATM only the Skeleton is pokeable
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// TODO: make poke affect head
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if (!collision._model) {
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return false;
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}
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if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
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return _skeletonModel.collisionHitsMoveableJoint(collision);
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// collision response of skeleton is temporarily disabled
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return false;
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//return _skeletonModel.collisionHitsMoveableJoint(collision);
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}
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if (collision._model == &(_head.getFaceModel())) {
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return true;
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}
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return false;
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}
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void Avatar::applyCollision(ModelCollisionInfo& collision) {
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if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
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_skeletonModel.applyCollision(collision);
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if (!collision._model) {
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return;
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}
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if (collision._model == &(_head.getFaceModel())) {
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_head.applyCollision(collision);
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}
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// TODO: make skeleton respond to collisions
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//if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
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// _skeletonModel.applyCollision(collision);
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//}
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}
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float Avatar::getPelvisFloatingHeight() const {
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@ -219,6 +219,34 @@ float Head::getTweakedRoll() const {
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return glm::clamp(_roll + _tweakedRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
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}
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void Head::applyCollision(ModelCollisionInfo& collisionInfo) {
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// HACK: the collision proxies for the FaceModel are bad. As a temporary workaround
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// we collide against a hard coded collision proxy.
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// TODO: get a better collision proxy here.
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const float HEAD_RADIUS = 0.15f;
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const glm::vec3 HEAD_CENTER = _position;
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// collide the contactPoint against the collision proxy to obtain a new penetration
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// NOTE: that penetration is in opposite direction (points the way out for the point, not the sphere)
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glm::vec3 penetration;
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if (findPointSpherePenetration(collisionInfo._contactPoint, HEAD_CENTER, HEAD_RADIUS, penetration)) {
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// compute lean angles
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Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
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glm::quat bodyRotation = owningAvatar->getOrientation();
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glm::vec3 neckPosition;
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if (owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
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glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f);
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glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f);
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float neckLength = glm::length(_position - neckPosition);
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if (neckLength > 0.f) {
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float forward = glm::dot(collisionInfo._penetration, zAxis) / neckLength;
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float sideways = - glm::dot(collisionInfo._penetration, xAxis) / neckLength;
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addLean(sideways, forward);
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}
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}
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}
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}
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void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
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Application::getInstance()->getGlowEffect()->begin();
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@ -79,6 +79,8 @@ public:
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float getTweakedPitch() const;
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float getTweakedYaw() const;
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float getTweakedRoll() const;
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void applyCollision(ModelCollisionInfo& collisionInfo);
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private:
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// disallow copies of the Head, copy of owning Avatar is disallowed too
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