Hand-face collisions now work (sorta).

This commit is contained in:
Andrew Meadows 2014-02-13 12:21:28 -08:00
parent 312bc7521f
commit d9b50359a6
3 changed files with 52 additions and 3 deletions

View file

@ -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 {

View file

@ -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<Avatar*>(_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();

View file

@ -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