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Merge pull request #2783 from AndrewMeadows/inertia
improved avatar walking on voxels
This commit is contained in:
commit
e59c4a9aa2
14 changed files with 639 additions and 239 deletions
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@ -178,6 +178,10 @@ function disableArtificialGravity() {
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MyAvatar.motionBehaviors = MyAvatar.motionBehaviors & ~AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
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updateButton(3, false);
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}
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// call this immediately so that avatar doesn't fall before voxel data arrives
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// Ideally we would only do this on LOGIN, not when starting the script
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// in the middle of a session.
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disableArtificialGravity();
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function enableArtificialGravity() {
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// NOTE: setting the gravity automatically sets the AVATAR_MOTION_OBEY_LOCAL_GRAVITY behavior bit.
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@ -276,7 +280,6 @@ function update(deltaTime) {
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}
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Script.update.connect(update);
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// we also handle click detection in our mousePressEvent()
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function mousePressEvent(event) {
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var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
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@ -190,7 +190,7 @@ Menu::Menu() :
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addDisabledActionAndSeparator(editMenu, "Physics");
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QObject* avatar = appInstance->getAvatar();
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addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::ObeyEnvironmentalGravity, Qt::SHIFT | Qt::Key_G, true,
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avatar, SLOT(updateMotionBehaviors()));
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avatar, SLOT(updateMotionBehaviorsFromMenu()));
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addAvatarCollisionSubMenu(editMenu);
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@ -13,7 +13,6 @@
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#include <NodeList.h>
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#include <GeometryUtil.h>
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#include <StreamUtils.h>
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#include "Application.h"
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#include "Avatar.h"
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@ -45,7 +45,13 @@ const float PITCH_SPEED = 100.0f; // degrees/sec
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const float COLLISION_RADIUS_SCALAR = 1.2f; // pertains to avatar-to-avatar collisions
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const float COLLISION_RADIUS_SCALE = 0.125f;
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const float DATA_SERVER_LOCATION_CHANGE_UPDATE_MSECS = 5 * 1000;
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const float DATA_SERVER_LOCATION_CHANGE_UPDATE_MSECS = 5.0f * 1000.0f;
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// TODO: normalize avatar speed for standard avatar size, then scale all motion logic
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// to properly follow avatar size.
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float DEFAULT_MOTOR_TIMESCALE = 0.25f;
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float MAX_AVATAR_SPEED = 300.0f;
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float MAX_MOTOR_SPEED = MAX_AVATAR_SPEED;
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MyAvatar::MyAvatar() :
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Avatar(),
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@ -55,13 +61,15 @@ MyAvatar::MyAvatar() :
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_shouldJump(false),
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_gravity(0.0f, -1.0f, 0.0f),
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_distanceToNearestAvatar(std::numeric_limits<float>::max()),
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_lastCollisionPosition(0, 0, 0),
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_speedBrakes(false),
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_wasPushing(false),
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_isPushing(false),
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_thrust(0.0f),
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_isThrustOn(false),
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_thrustMultiplier(1.0f),
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_motionBehaviors(0),
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_motorVelocity(0.0f),
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_motorTimescale(DEFAULT_MOTOR_TIMESCALE),
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_maxMotorSpeed(MAX_MOTOR_SPEED),
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_motionBehaviors(AVATAR_MOTION_DEFAULTS),
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_lastBodyPenetration(0.0f),
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_lastFloorContactPoint(0.0f),
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_lookAtTargetAvatar(),
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_shouldRender(true),
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_billboardValid(false),
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@ -115,130 +123,56 @@ void MyAvatar::update(float deltaTime) {
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void MyAvatar::simulate(float deltaTime) {
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glm::quat orientation = getOrientation();
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if (_scale != _targetScale) {
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float scale = (1.0f - SMOOTHING_RATIO) * _scale + SMOOTHING_RATIO * _targetScale;
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setScale(scale);
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Application::getInstance()->getCamera()->setScale(scale);
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}
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// Collect thrust forces from keyboard and devices
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updateThrust(deltaTime);
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// update the movement of the hand and process handshaking with other avatars...
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updateHandMovementAndTouching(deltaTime);
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// apply gravity
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// For gravity, always move the avatar by the amount driven by gravity, so that the collision
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// routines will detect it and collide every frame when pulled by gravity to a surface
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const float MIN_DISTANCE_AFTER_COLLISION_FOR_GRAVITY = 0.02f;
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if (glm::length(_position - _lastCollisionPosition) > MIN_DISTANCE_AFTER_COLLISION_FOR_GRAVITY) {
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updateOrientation(deltaTime);
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float keyboardInput = fabsf(_driveKeys[FWD] - _driveKeys[BACK]) +
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fabsf(_driveKeys[RIGHT] - _driveKeys[LEFT]) +
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fabsf(_driveKeys[UP] - _driveKeys[DOWN]);
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bool walkingOnFloor = false;
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float gravityLength = glm::length(_gravity);
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if (gravityLength > EPSILON) {
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const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
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glm::vec3 startCap;
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boundingShape.getStartPoint(startCap);
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glm::vec3 bottomOfBoundingCapsule = startCap + (boundingShape.getRadius() / gravityLength) * _gravity;
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float fallThreshold = 2.f * deltaTime * gravityLength;
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walkingOnFloor = (glm::distance(bottomOfBoundingCapsule, _lastFloorContactPoint) < fallThreshold);
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}
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if (keyboardInput > 0.0f || glm::length2(_velocity) > 0.0f || glm::length2(_thrust) > 0.0f ||
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! walkingOnFloor) {
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// apply gravity
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_velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime);
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}
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// update motor and thrust
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updateMotorFromKeyboard(deltaTime, walkingOnFloor);
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applyMotor(deltaTime);
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applyThrust(deltaTime);
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// add thrust to velocity
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_velocity += _thrust * deltaTime;
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// update body yaw by body yaw delta
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orientation = orientation * glm::quat(glm::radians(
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glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
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// decay body rotation momentum
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const float BODY_SPIN_FRICTION = 7.5f;
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float bodySpinMomentum = 1.0f - BODY_SPIN_FRICTION * deltaTime;
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if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
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_bodyPitchDelta *= bodySpinMomentum;
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_bodyYawDelta *= bodySpinMomentum;
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_bodyRollDelta *= bodySpinMomentum;
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float MINIMUM_ROTATION_RATE = 2.0f;
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if (fabs(_bodyYawDelta) < MINIMUM_ROTATION_RATE) { _bodyYawDelta = 0.0f; }
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if (fabs(_bodyRollDelta) < MINIMUM_ROTATION_RATE) { _bodyRollDelta = 0.0f; }
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if (fabs(_bodyPitchDelta) < MINIMUM_ROTATION_RATE) { _bodyPitchDelta = 0.0f; }
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const float MAX_STATIC_FRICTION_SPEED = 0.5f;
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const float STATIC_FRICTION_STRENGTH = _scale * 20.0f;
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applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_SPEED, STATIC_FRICTION_STRENGTH);
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// Damp avatar velocity
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const float LINEAR_DAMPING_STRENGTH = 0.5f;
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const float SPEED_BRAKE_POWER = _scale * 10.0f;
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const float SQUARED_DAMPING_STRENGTH = 0.007f;
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const float SLOW_NEAR_RADIUS = 5.0f;
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float linearDamping = LINEAR_DAMPING_STRENGTH;
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const float NEAR_AVATAR_DAMPING_FACTOR = 50.0f;
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if (_distanceToNearestAvatar < _scale * SLOW_NEAR_RADIUS) {
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linearDamping *= 1.0f + NEAR_AVATAR_DAMPING_FACTOR *
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((SLOW_NEAR_RADIUS - _distanceToNearestAvatar) / SLOW_NEAR_RADIUS);
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}
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if (_speedBrakes) {
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applyDamping(deltaTime, _velocity, linearDamping * SPEED_BRAKE_POWER, SQUARED_DAMPING_STRENGTH * SPEED_BRAKE_POWER);
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} else {
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applyDamping(deltaTime, _velocity, linearDamping, SQUARED_DAMPING_STRENGTH);
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}
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if (OculusManager::isConnected()) {
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// these angles will be in radians
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float yaw, pitch, roll;
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OculusManager::getEulerAngles(yaw, pitch, roll);
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// ... so they need to be converted to degrees before we do math...
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// The neck is limited in how much it can yaw, so we check its relative
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// yaw from the body and yaw the body if necessary.
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yaw *= DEGREES_PER_RADIAN;
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float bodyToHeadYaw = yaw - _oculusYawOffset;
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const float MAX_NECK_YAW = 85.0f; // degrees
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if ((fabs(bodyToHeadYaw) > 2.0f * MAX_NECK_YAW) && (yaw * _oculusYawOffset < 0.0f)) {
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// We've wrapped around the range for yaw so adjust
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// the measured yaw to be relative to _oculusYawOffset.
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if (yaw > 0.0f) {
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yaw -= 360.0f;
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} else {
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yaw += 360.0f;
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}
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bodyToHeadYaw = yaw - _oculusYawOffset;
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// update position
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if (glm::length2(_velocity) < EPSILON) {
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_velocity = glm::vec3(0.0f);
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} else {
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_position += _velocity * deltaTime;
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}
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float delta = fabs(bodyToHeadYaw) - MAX_NECK_YAW;
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if (delta > 0.0f) {
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yaw = MAX_NECK_YAW;
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if (bodyToHeadYaw < 0.0f) {
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delta *= -1.0f;
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bodyToHeadYaw = -MAX_NECK_YAW;
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} else {
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bodyToHeadYaw = MAX_NECK_YAW;
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}
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// constrain _oculusYawOffset to be within range [-180,180]
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_oculusYawOffset = fmod((_oculusYawOffset + delta) + 180.0f, 360.0f) - 180.0f;
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// We must adjust the body orientation using a delta rotation (rather than
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// doing yaw math) because the body's yaw ranges are not the same
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// as what the Oculus API provides.
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glm::vec3 UP_AXIS = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::quat bodyCorrection = glm::angleAxis(glm::radians(delta), UP_AXIS);
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orientation = orientation * bodyCorrection;
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}
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Head* head = getHead();
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head->setBaseYaw(bodyToHeadYaw);
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head->setBasePitch(pitch * DEGREES_PER_RADIAN);
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head->setBaseRoll(roll * DEGREES_PER_RADIAN);
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}
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// update the euler angles
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setOrientation(orientation);
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// update moving flag based on speed
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const float MOVING_SPEED_THRESHOLD = 0.01f;
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float speed = glm::length(_velocity);
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_moving = speed > MOVING_SPEED_THRESHOLD;
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_moving = glm::length(_velocity) > MOVING_SPEED_THRESHOLD;
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updateChatCircle(deltaTime);
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_position += _velocity * deltaTime;
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// update avatar skeleton and simulate hand and head
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getHand()->collideAgainstOurself();
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getHand()->simulate(deltaTime, true);
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@ -261,9 +195,6 @@ void MyAvatar::simulate(float deltaTime) {
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head->setScale(_scale);
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head->simulate(deltaTime, true);
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// Zero thrust out now that we've added it to velocity in this frame
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_thrust *= glm::vec3(0.0f);
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// now that we're done stepping the avatar forward in time, compute new collisions
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if (_collisionGroups != 0) {
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Camera* myCamera = Application::getInstance()->getCamera();
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@ -633,6 +564,214 @@ bool MyAvatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode rend
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(glm::length(cameraPosition - head->calculateAverageEyePosition()) > RENDER_HEAD_CUTOFF_DISTANCE * _scale);
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}
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void MyAvatar::updateOrientation(float deltaTime) {
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// Gather rotation information from keyboard
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_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
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_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
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getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
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// update body yaw by body yaw delta
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glm::quat orientation = getOrientation() * glm::quat(glm::radians(
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glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
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// decay body rotation momentum
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const float BODY_SPIN_FRICTION = 7.5f;
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float bodySpinMomentum = 1.0f - BODY_SPIN_FRICTION * deltaTime;
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if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
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_bodyPitchDelta *= bodySpinMomentum;
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_bodyYawDelta *= bodySpinMomentum;
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_bodyRollDelta *= bodySpinMomentum;
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float MINIMUM_ROTATION_RATE = 2.0f;
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if (fabs(_bodyYawDelta) < MINIMUM_ROTATION_RATE) { _bodyYawDelta = 0.0f; }
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if (fabs(_bodyRollDelta) < MINIMUM_ROTATION_RATE) { _bodyRollDelta = 0.0f; }
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if (fabs(_bodyPitchDelta) < MINIMUM_ROTATION_RATE) { _bodyPitchDelta = 0.0f; }
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if (OculusManager::isConnected()) {
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// these angles will be in radians
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float yaw, pitch, roll;
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OculusManager::getEulerAngles(yaw, pitch, roll);
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// ... so they need to be converted to degrees before we do math...
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// The neck is limited in how much it can yaw, so we check its relative
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// yaw from the body and yaw the body if necessary.
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yaw *= DEGREES_PER_RADIAN;
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float bodyToHeadYaw = yaw - _oculusYawOffset;
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const float MAX_NECK_YAW = 85.0f; // degrees
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if ((fabs(bodyToHeadYaw) > 2.0f * MAX_NECK_YAW) && (yaw * _oculusYawOffset < 0.0f)) {
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// We've wrapped around the range for yaw so adjust
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// the measured yaw to be relative to _oculusYawOffset.
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if (yaw > 0.0f) {
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yaw -= 360.0f;
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} else {
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yaw += 360.0f;
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}
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bodyToHeadYaw = yaw - _oculusYawOffset;
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}
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float delta = fabs(bodyToHeadYaw) - MAX_NECK_YAW;
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if (delta > 0.0f) {
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yaw = MAX_NECK_YAW;
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if (bodyToHeadYaw < 0.0f) {
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delta *= -1.0f;
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bodyToHeadYaw = -MAX_NECK_YAW;
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} else {
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bodyToHeadYaw = MAX_NECK_YAW;
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}
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// constrain _oculusYawOffset to be within range [-180,180]
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_oculusYawOffset = fmod((_oculusYawOffset + delta) + 180.0f, 360.0f) - 180.0f;
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// We must adjust the body orientation using a delta rotation (rather than
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// doing yaw math) because the body's yaw ranges are not the same
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// as what the Oculus API provides.
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glm::vec3 UP_AXIS = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::quat bodyCorrection = glm::angleAxis(glm::radians(delta), UP_AXIS);
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orientation = orientation * bodyCorrection;
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}
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Head* head = getHead();
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head->setBaseYaw(bodyToHeadYaw);
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head->setBasePitch(pitch * DEGREES_PER_RADIAN);
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head->setBaseRoll(roll * DEGREES_PER_RADIAN);
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}
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// update the euler angles
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setOrientation(orientation);
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}
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void MyAvatar::updateMotorFromKeyboard(float deltaTime, bool walking) {
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// Increase motor velocity until its length is equal to _maxMotorSpeed.
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if (!(_motionBehaviors & AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED)) {
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// nothing to do
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return;
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}
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glm::vec3 localVelocity = _velocity;
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if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
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glm::quat orientation = getHead()->getCameraOrientation();
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localVelocity = glm::inverse(orientation) * _velocity;
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}
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// Compute keyboard input
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glm::vec3 front = (_driveKeys[FWD] - _driveKeys[BACK]) * IDENTITY_FRONT;
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glm::vec3 right = (_driveKeys[RIGHT] - _driveKeys[LEFT]) * IDENTITY_RIGHT;
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glm::vec3 up = (_driveKeys[UP] - _driveKeys[DOWN]) * IDENTITY_UP;
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glm::vec3 direction = front + right + up;
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float directionLength = glm::length(direction);
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// Compute motor magnitude
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if (directionLength > EPSILON) {
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direction /= directionLength;
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// the finalMotorSpeed depends on whether we are walking or not
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const float MIN_KEYBOARD_CONTROL_SPEED = 2.0f;
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const float MAX_WALKING_SPEED = 3.0f * MIN_KEYBOARD_CONTROL_SPEED;
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float finalMaxMotorSpeed = walking ? MAX_WALKING_SPEED : _maxMotorSpeed;
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float motorLength = glm::length(_motorVelocity);
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if (motorLength < MIN_KEYBOARD_CONTROL_SPEED) {
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// an active keyboard motor should never be slower than this
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_motorVelocity = MIN_KEYBOARD_CONTROL_SPEED * direction;
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} else {
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float MOTOR_LENGTH_TIMESCALE = 1.5f;
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float tau = glm::clamp(deltaTime / MOTOR_LENGTH_TIMESCALE, 0.0f, 1.0f);
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float INCREASE_FACTOR = 2.0f;
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//_motorVelocity *= 1.0f + tau * INCREASE_FACTOR;
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motorLength *= 1.0f + tau * INCREASE_FACTOR;
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if (motorLength > finalMaxMotorSpeed) {
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motorLength = finalMaxMotorSpeed;
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}
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_motorVelocity = motorLength * direction;
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}
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_isPushing = true;
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} else {
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// motor opposes motion (wants to be at rest)
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_motorVelocity = - localVelocity;
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}
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}
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float MyAvatar::computeMotorTimescale() {
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// The timescale of the motor is the approximate time it takes for the motor to
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// accomplish its intended velocity. A short timescale makes the motor strong,
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// and a long timescale makes it weak. The value of timescale to use depends
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// on what the motor is doing:
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//
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// (1) braking --> short timescale (aggressive motor assertion)
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// (2) pushing --> medium timescale (mild motor assertion)
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// (3) inactive --> long timescale (gentle friction for low speeds)
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//
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// TODO: recover extra braking behavior when flying close to nearest avatar
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||||
float MIN_MOTOR_TIMESCALE = 0.125f;
|
||||
float MAX_MOTOR_TIMESCALE = 0.5f;
|
||||
float MIN_BRAKE_SPEED = 0.4f;
|
||||
|
||||
float timescale = MAX_MOTOR_TIMESCALE;
|
||||
float speed = glm::length(_velocity);
|
||||
bool areThrusting = (glm::length2(_thrust) > EPSILON);
|
||||
|
||||
if (_wasPushing && !(_isPushing || areThrusting) && speed > MIN_BRAKE_SPEED) {
|
||||
// we don't change _wasPushing for this case -->
|
||||
// keeps the brakes on until we go below MIN_BRAKE_SPEED
|
||||
timescale = MIN_MOTOR_TIMESCALE;
|
||||
} else {
|
||||
if (_isPushing) {
|
||||
timescale = _motorTimescale;
|
||||
}
|
||||
_wasPushing = _isPushing || areThrusting;
|
||||
}
|
||||
_isPushing = false;
|
||||
return timescale;
|
||||
}
|
||||
|
||||
void MyAvatar::applyMotor(float deltaTime) {
|
||||
if (!( _motionBehaviors & AVATAR_MOTION_MOTOR_ENABLED)) {
|
||||
// nothing to do --> early exit
|
||||
return;
|
||||
}
|
||||
glm::vec3 targetVelocity = _motorVelocity;
|
||||
if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
|
||||
// rotate _motorVelocity into world frame
|
||||
glm::quat rotation = getOrientation();
|
||||
targetVelocity = rotation * _motorVelocity;
|
||||
}
|
||||
|
||||
glm::vec3 targetDirection(0.f);
|
||||
if (glm::length2(targetVelocity) > EPSILON) {
|
||||
targetDirection = glm::normalize(targetVelocity);
|
||||
}
|
||||
glm::vec3 deltaVelocity = targetVelocity - _velocity;
|
||||
|
||||
if (_motionBehaviors & AVATAR_MOTION_MOTOR_COLLISION_SURFACE_ONLY && glm::length2(_gravity) > EPSILON) {
|
||||
// For now we subtract the component parallel to gravity but what we need to do is:
|
||||
// TODO: subtract the component perp to the local surface normal (motor only pushes in surface plane).
|
||||
glm::vec3 gravityDirection = glm::normalize(_gravity);
|
||||
glm::vec3 parallelDelta = glm::dot(deltaVelocity, gravityDirection) * gravityDirection;
|
||||
if (glm::dot(targetVelocity, _velocity) > 0.0f) {
|
||||
// remove parallel part from deltaVelocity
|
||||
deltaVelocity -= parallelDelta;
|
||||
}
|
||||
}
|
||||
|
||||
// simple critical damping
|
||||
float timescale = computeMotorTimescale();
|
||||
float tau = glm::clamp(deltaTime / timescale, 0.0f, 1.0f);
|
||||
_velocity += tau * deltaVelocity;
|
||||
}
|
||||
|
||||
void MyAvatar::applyThrust(float deltaTime) {
|
||||
_velocity += _thrust * deltaTime;
|
||||
float speed = glm::length(_velocity);
|
||||
// cap the speed that thrust can achieve
|
||||
if (speed > MAX_AVATAR_SPEED) {
|
||||
_velocity *= MAX_AVATAR_SPEED / speed;
|
||||
}
|
||||
// zero thrust so we don't pile up thrust from other sources
|
||||
_thrust = glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
/* Keep this code for the short term as reference in case we need to further tune the new model
|
||||
* to achieve legacy movement response.
|
||||
void MyAvatar::updateThrust(float deltaTime) {
|
||||
//
|
||||
// Gather thrust information from keyboard and sensors to apply to avatar motion
|
||||
|
@ -678,10 +817,6 @@ void MyAvatar::updateThrust(float deltaTime) {
|
|||
}
|
||||
_lastBodyPenetration = glm::vec3(0.0f);
|
||||
|
||||
_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
|
||||
_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
|
||||
getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
|
||||
|
||||
// If thrust keys are being held down, slowly increase thrust to allow reaching great speeds
|
||||
if (_driveKeys[FWD] || _driveKeys[BACK] || _driveKeys[RIGHT] || _driveKeys[LEFT] || _driveKeys[UP] || _driveKeys[DOWN]) {
|
||||
const float THRUST_INCREASE_RATE = 1.05f;
|
||||
|
@ -712,8 +847,34 @@ void MyAvatar::updateThrust(float deltaTime) {
|
|||
if (_isThrustOn || (_speedBrakes && (glm::length(_velocity) < MIN_SPEED_BRAKE_VELOCITY))) {
|
||||
_speedBrakes = false;
|
||||
}
|
||||
_velocity += _thrust * deltaTime;
|
||||
|
||||
// Zero thrust out now that we've added it to velocity in this frame
|
||||
_thrust = glm::vec3(0.0f);
|
||||
|
||||
// apply linear damping
|
||||
const float MAX_STATIC_FRICTION_SPEED = 0.5f;
|
||||
const float STATIC_FRICTION_STRENGTH = _scale * 20.0f;
|
||||
applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_SPEED, STATIC_FRICTION_STRENGTH);
|
||||
|
||||
const float LINEAR_DAMPING_STRENGTH = 0.5f;
|
||||
const float SPEED_BRAKE_POWER = _scale * 10.0f;
|
||||
const float SQUARED_DAMPING_STRENGTH = 0.007f;
|
||||
|
||||
const float SLOW_NEAR_RADIUS = 5.0f;
|
||||
float linearDamping = LINEAR_DAMPING_STRENGTH;
|
||||
const float NEAR_AVATAR_DAMPING_FACTOR = 50.0f;
|
||||
if (_distanceToNearestAvatar < _scale * SLOW_NEAR_RADIUS) {
|
||||
linearDamping *= 1.0f + NEAR_AVATAR_DAMPING_FACTOR *
|
||||
((SLOW_NEAR_RADIUS - _distanceToNearestAvatar) / SLOW_NEAR_RADIUS);
|
||||
}
|
||||
if (_speedBrakes) {
|
||||
applyDamping(deltaTime, _velocity, linearDamping * SPEED_BRAKE_POWER, SQUARED_DAMPING_STRENGTH * SPEED_BRAKE_POWER);
|
||||
} else {
|
||||
applyDamping(deltaTime, _velocity, linearDamping, SQUARED_DAMPING_STRENGTH);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
void MyAvatar::updateHandMovementAndTouching(float deltaTime) {
|
||||
glm::quat orientation = getOrientation();
|
||||
|
@ -760,7 +921,6 @@ void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
|
|||
if (Application::getInstance()->getEnvironment()->findCapsulePenetration(
|
||||
_position - up * (pelvisFloatingHeight - radius),
|
||||
_position + up * (getSkeletonHeight() - pelvisFloatingHeight + radius), radius, penetration)) {
|
||||
_lastCollisionPosition = _position;
|
||||
updateCollisionSound(penetration, deltaTime, ENVIRONMENT_COLLISION_FREQUENCY);
|
||||
applyHardCollision(penetration, ENVIRONMENT_SURFACE_ELASTICITY, ENVIRONMENT_SURFACE_DAMPING);
|
||||
}
|
||||
|
@ -772,12 +932,59 @@ void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
|
|||
myCollisions.clear();
|
||||
const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
|
||||
if (Application::getInstance()->getVoxelTree()->findShapeCollisions(&boundingShape, myCollisions)) {
|
||||
const float VOXEL_ELASTICITY = 0.4f;
|
||||
const float VOXEL_ELASTICITY = 0.0f;
|
||||
const float VOXEL_DAMPING = 0.0f;
|
||||
for (int i = 0; i < myCollisions.size(); ++i) {
|
||||
CollisionInfo* collision = myCollisions[i];
|
||||
applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
|
||||
|
||||
if (glm::length2(_gravity) > EPSILON) {
|
||||
if (myCollisions.size() == 1) {
|
||||
// trivial case
|
||||
CollisionInfo* collision = myCollisions[0];
|
||||
applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
|
||||
_lastFloorContactPoint = collision->_contactPoint - collision->_penetration;
|
||||
} else {
|
||||
// This is special collision handling for when walking on a voxel field which
|
||||
// prevents snagging at corners and seams.
|
||||
|
||||
// sift through the collisions looking for one against the "floor"
|
||||
int floorIndex = 0;
|
||||
float distanceToFloor = 0.0f;
|
||||
float penetrationWithFloor = 0.0f;
|
||||
for (int i = 0; i < myCollisions.size(); ++i) {
|
||||
CollisionInfo* collision = myCollisions[i];
|
||||
float distance = glm::dot(_gravity, collision->_contactPoint - _position);
|
||||
if (distance > distanceToFloor) {
|
||||
distanceToFloor = distance;
|
||||
penetrationWithFloor = glm::dot(_gravity, collision->_penetration);
|
||||
floorIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
// step through the collisions again and apply each that is not redundant
|
||||
glm::vec3 oldPosition = _position;
|
||||
for (int i = 0; i < myCollisions.size(); ++i) {
|
||||
CollisionInfo* collision = myCollisions[i];
|
||||
if (i == floorIndex) {
|
||||
applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
|
||||
_lastFloorContactPoint = collision->_contactPoint - collision->_penetration;
|
||||
} else {
|
||||
float distance = glm::dot(_gravity, collision->_contactPoint - oldPosition);
|
||||
float penetration = glm::dot(_gravity, collision->_penetration);
|
||||
if (fabsf(distance - distanceToFloor) > penetrationWithFloor || penetration > penetrationWithFloor) {
|
||||
// resolution of the deepest penetration would not resolve this one
|
||||
// so we apply the collision
|
||||
applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// no gravity -- apply all collisions
|
||||
for (int i = 0; i < myCollisions.size(); ++i) {
|
||||
CollisionInfo* collision = myCollisions[i];
|
||||
applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
|
||||
}
|
||||
}
|
||||
|
||||
const float VOXEL_COLLISION_FREQUENCY = 0.5f;
|
||||
updateCollisionSound(myCollisions[0]->_penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
|
||||
}
|
||||
|
@ -1141,8 +1348,7 @@ void MyAvatar::goToLocationFromResponse(const QJsonObject& jsonObject) {
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatar::updateMotionBehaviors() {
|
||||
_motionBehaviors = 0;
|
||||
void MyAvatar::updateMotionBehaviorsFromMenu() {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::ObeyEnvironmentalGravity)) {
|
||||
_motionBehaviors |= AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
|
||||
// Environmental and Local gravities are incompatible. Environmental setting trumps local.
|
||||
|
@ -1162,8 +1368,14 @@ void MyAvatar::setCollisionGroups(quint32 collisionGroups) {
|
|||
menu->setIsOptionChecked(MenuOption::CollideWithParticles, (bool)(_collisionGroups & COLLISION_GROUP_PARTICLES));
|
||||
}
|
||||
|
||||
void MyAvatar::setMotionBehaviors(quint32 flags) {
|
||||
_motionBehaviors = flags;
|
||||
void MyAvatar::setMotionBehaviorsByScript(quint32 flags) {
|
||||
// start with the defaults
|
||||
_motionBehaviors = AVATAR_MOTION_DEFAULTS;
|
||||
|
||||
// add the set scriptable bits
|
||||
_motionBehaviors += flags & AVATAR_MOTION_SCRIPTABLE_BITS;
|
||||
|
||||
// reconcile incompatible settings from menu (if any)
|
||||
Menu* menu = Menu::getInstance();
|
||||
menu->setIsOptionChecked(MenuOption::ObeyEnvironmentalGravity, (bool)(_motionBehaviors & AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY));
|
||||
// Environmental and Local gravities are incompatible. Environmental setting trumps local.
|
||||
|
|
|
@ -28,7 +28,7 @@ enum AvatarHandState
|
|||
class MyAvatar : public Avatar {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
|
||||
Q_PROPERTY(quint32 motionBehaviors READ getMotionBehaviors WRITE setMotionBehaviors)
|
||||
Q_PROPERTY(quint32 motionBehaviors READ getMotionBehaviorsForScript WRITE setMotionBehaviorsByScript)
|
||||
Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setLocalGravity)
|
||||
|
||||
public:
|
||||
|
@ -90,8 +90,9 @@ public:
|
|||
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
|
||||
|
||||
virtual void setCollisionGroups(quint32 collisionGroups);
|
||||
void setMotionBehaviors(quint32 flags);
|
||||
quint32 getMotionBehaviors() const { return _motionBehaviors; }
|
||||
|
||||
void setMotionBehaviorsByScript(quint32 flags);
|
||||
quint32 getMotionBehaviorsForScript() const { return _motionBehaviors & AVATAR_MOTION_SCRIPTABLE_BITS; }
|
||||
|
||||
void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration);
|
||||
|
||||
|
@ -109,7 +110,7 @@ public slots:
|
|||
glm::vec3 getThrust() { return _thrust; };
|
||||
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
|
||||
|
||||
void updateMotionBehaviors();
|
||||
void updateMotionBehaviorsFromMenu();
|
||||
|
||||
signals:
|
||||
void transformChanged();
|
||||
|
@ -123,17 +124,18 @@ private:
|
|||
glm::vec3 _gravity;
|
||||
glm::vec3 _environmentGravity;
|
||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||
|
||||
// motion stuff
|
||||
glm::vec3 _lastCollisionPosition;
|
||||
bool _speedBrakes;
|
||||
glm::vec3 _thrust; // final acceleration for the current frame
|
||||
bool _isThrustOn;
|
||||
float _thrustMultiplier;
|
||||
|
||||
bool _wasPushing;
|
||||
bool _isPushing;
|
||||
glm::vec3 _thrust; // final acceleration from outside sources for the current frame
|
||||
|
||||
glm::vec3 _motorVelocity; // intended velocity of avatar motion
|
||||
float _motorTimescale; // timescale for avatar motor to achieve its desired velocity
|
||||
float _maxMotorSpeed;
|
||||
quint32 _motionBehaviors;
|
||||
|
||||
glm::vec3 _lastBodyPenetration;
|
||||
glm::vec3 _lastFloorContactPoint;
|
||||
QWeakPointer<AvatarData> _lookAtTargetAvatar;
|
||||
glm::vec3 _targetAvatarPosition;
|
||||
bool _shouldRender;
|
||||
|
@ -141,7 +143,11 @@ private:
|
|||
float _oculusYawOffset;
|
||||
|
||||
// private methods
|
||||
void updateThrust(float deltaTime);
|
||||
void updateOrientation(float deltaTime);
|
||||
void updateMotorFromKeyboard(float deltaTime, bool walking);
|
||||
float computeMotorTimescale();
|
||||
void applyMotor(float deltaTime);
|
||||
void applyThrust(float deltaTime);
|
||||
void updateHandMovementAndTouching(float deltaTime);
|
||||
void updateCollisionWithAvatars(float deltaTime);
|
||||
void updateCollisionWithEnvironment(float deltaTime, float radius);
|
||||
|
|
|
@ -592,18 +592,10 @@ void Model::rebuildShapes() {
|
|||
capsule->setRotation(combinedRotations[i] * joint.shapeRotation);
|
||||
_jointShapes.push_back(capsule);
|
||||
|
||||
glm::vec3 endPoint;
|
||||
capsule->getEndPoint(endPoint);
|
||||
glm::vec3 startPoint;
|
||||
capsule->getStartPoint(startPoint);
|
||||
|
||||
// add some points that bound a sphere at the center of the capsule
|
||||
glm::vec3 axis = glm::vec3(radius);
|
||||
shapeExtents.addPoint(worldPosition + axis);
|
||||
shapeExtents.addPoint(worldPosition - axis);
|
||||
|
||||
// add the two furthest surface points of the capsule
|
||||
axis = (halfHeight + radius) * glm::normalize(endPoint - startPoint);
|
||||
glm::vec3 axis;
|
||||
capsule->computeNormalizedAxis(axis);
|
||||
axis = halfHeight * axis + glm::vec3(radius);
|
||||
shapeExtents.addPoint(worldPosition + axis);
|
||||
shapeExtents.addPoint(worldPosition - axis);
|
||||
|
||||
|
@ -637,7 +629,7 @@ void Model::rebuildShapes() {
|
|||
glm::quat inverseRotation = glm::inverse(_rotation);
|
||||
glm::vec3 rootPosition = extractTranslation(transforms[rootIndex]);
|
||||
_boundingShapeLocalOffset = inverseRotation * (0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition);
|
||||
_boundingShape.setPosition(_translation - _rotation * _boundingShapeLocalOffset);
|
||||
_boundingShape.setPosition(_translation + _rotation * _boundingShapeLocalOffset);
|
||||
_boundingShape.setRotation(_rotation);
|
||||
}
|
||||
|
||||
|
|
|
@ -51,8 +51,24 @@ typedef unsigned long long quint64;
|
|||
#include "HandData.h"
|
||||
|
||||
// avatar motion behaviors
|
||||
const quint32 AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY = 1U << 0;
|
||||
const quint32 AVATAR_MOTION_OBEY_LOCAL_GRAVITY = 1U << 1;
|
||||
const quint32 AVATAR_MOTION_MOTOR_ENABLED = 1U << 0;
|
||||
const quint32 AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED = 1U << 1;
|
||||
const quint32 AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME = 1U << 2;
|
||||
const quint32 AVATAR_MOTION_MOTOR_COLLISION_SURFACE_ONLY = 1U << 3;
|
||||
|
||||
const quint32 AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY = 1U << 4;
|
||||
const quint32 AVATAR_MOTION_OBEY_LOCAL_GRAVITY = 1U << 5;
|
||||
|
||||
const quint32 AVATAR_MOTION_DEFAULTS =
|
||||
AVATAR_MOTION_MOTOR_ENABLED |
|
||||
AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED |
|
||||
AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME;
|
||||
|
||||
// these bits will be expanded as features are exposed
|
||||
const quint32 AVATAR_MOTION_SCRIPTABLE_BITS =
|
||||
AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY |
|
||||
AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
|
||||
|
||||
|
||||
// First bitset
|
||||
const int KEY_STATE_START_BIT = 0; // 1st and 2nd bits
|
||||
|
|
|
@ -34,6 +34,7 @@ CapsuleShape::CapsuleShape(float radius, float halfHeight, const glm::vec3& posi
|
|||
CapsuleShape::CapsuleShape(float radius, const glm::vec3& startPoint, const glm::vec3& endPoint) :
|
||||
Shape(Shape::CAPSULE_SHAPE), _radius(radius), _halfHeight(0.0f) {
|
||||
glm::vec3 axis = endPoint - startPoint;
|
||||
_position = 0.5f * (endPoint + startPoint);
|
||||
float height = glm::length(axis);
|
||||
if (height > EPSILON) {
|
||||
_halfHeight = 0.5f * height;
|
||||
|
@ -50,12 +51,12 @@ CapsuleShape::CapsuleShape(float radius, const glm::vec3& startPoint, const glm:
|
|||
|
||||
/// \param[out] startPoint is the center of start cap
|
||||
void CapsuleShape::getStartPoint(glm::vec3& startPoint) const {
|
||||
startPoint = getPosition() - _rotation * glm::vec3(0.0f, _halfHeight, 0.0f);
|
||||
startPoint = _position - _rotation * glm::vec3(0.0f, _halfHeight, 0.0f);
|
||||
}
|
||||
|
||||
/// \param[out] endPoint is the center of the end cap
|
||||
void CapsuleShape::getEndPoint(glm::vec3& endPoint) const {
|
||||
endPoint = getPosition() + _rotation * glm::vec3(0.0f, _halfHeight, 0.0f);
|
||||
endPoint = _position + _rotation * glm::vec3(0.0f, _halfHeight, 0.0f);
|
||||
}
|
||||
|
||||
void CapsuleShape::computeNormalizedAxis(glm::vec3& axis) const {
|
||||
|
|
|
@ -14,7 +14,6 @@
|
|||
|
||||
#include "Shape.h"
|
||||
|
||||
// adebug bookmark TODO: convert to new world-frame approach
|
||||
// default axis of CapsuleShape is Y-axis
|
||||
|
||||
class CapsuleShape : public Shape {
|
||||
|
|
|
@ -23,6 +23,12 @@ CollisionInfo* CollisionList::getNewCollision() {
|
|||
return (_size < _maxSize) ? &(_collisions[_size++]) : NULL;
|
||||
}
|
||||
|
||||
void CollisionList::deleteLastCollision() {
|
||||
if (_size > 0) {
|
||||
--_size;
|
||||
}
|
||||
}
|
||||
|
||||
CollisionInfo* CollisionList::getCollision(int index) {
|
||||
return (index > -1 && index < _size) ? &(_collisions[index]) : NULL;
|
||||
}
|
||||
|
|
|
@ -81,6 +81,9 @@ public:
|
|||
/// \return pointer to next collision. NULL if list is full.
|
||||
CollisionInfo* getNewCollision();
|
||||
|
||||
/// \forget about collision at the end
|
||||
void deleteLastCollision();
|
||||
|
||||
/// \return pointer to collision by index. NULL if index out of bounds.
|
||||
CollisionInfo* getCollision(int index);
|
||||
|
||||
|
|
|
@ -591,7 +591,95 @@ bool listList(const ListShape* listA, const ListShape* listB, CollisionList& col
|
|||
}
|
||||
|
||||
// helper function
|
||||
bool sphereAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions) {
|
||||
bool sphereAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& cubeCenter,
|
||||
float cubeSide, CollisionList& collisions) {
|
||||
// sphere is A
|
||||
// cube is B
|
||||
// BA = B - A = from center of A to center of B
|
||||
float halfCubeSide = 0.5f * cubeSide;
|
||||
glm::vec3 BA = cubeCenter - sphereCenter;
|
||||
float distance = glm::length(BA);
|
||||
if (distance > EPSILON) {
|
||||
float maxBA = glm::max(glm::max(glm::abs(BA.x), glm::abs(BA.y)), glm::abs(BA.z));
|
||||
if (maxBA > halfCubeSide + sphereRadius) {
|
||||
// sphere misses cube entirely
|
||||
return false;
|
||||
}
|
||||
CollisionInfo* collision = collisions.getNewCollision();
|
||||
if (!collision) {
|
||||
return false;
|
||||
}
|
||||
if (maxBA > halfCubeSide) {
|
||||
// sphere hits cube but its center is outside cube
|
||||
|
||||
// compute contact anti-pole on cube (in cube frame)
|
||||
glm::vec3 cubeContact = glm::abs(BA);
|
||||
if (cubeContact.x > halfCubeSide) {
|
||||
cubeContact.x = halfCubeSide;
|
||||
}
|
||||
if (cubeContact.y > halfCubeSide) {
|
||||
cubeContact.y = halfCubeSide;
|
||||
}
|
||||
if (cubeContact.z > halfCubeSide) {
|
||||
cubeContact.z = halfCubeSide;
|
||||
}
|
||||
glm::vec3 signs = glm::sign(BA);
|
||||
cubeContact.x *= signs.x;
|
||||
cubeContact.y *= signs.y;
|
||||
cubeContact.z *= signs.z;
|
||||
|
||||
// compute penetration direction
|
||||
glm::vec3 direction = BA - cubeContact;
|
||||
float lengthDirection = glm::length(direction);
|
||||
if (lengthDirection < EPSILON) {
|
||||
// sphereCenter is touching cube surface, so we can't use the difference between those two
|
||||
// points to compute the penetration direction. Instead we use the unitary components of
|
||||
// cubeContact.
|
||||
direction = cubeContact / halfCubeSide;
|
||||
glm::modf(BA, direction);
|
||||
lengthDirection = glm::length(direction);
|
||||
} else if (lengthDirection > sphereRadius) {
|
||||
collisions.deleteLastCollision();
|
||||
return false;
|
||||
}
|
||||
direction /= lengthDirection;
|
||||
|
||||
// compute collision details
|
||||
collision->_contactPoint = sphereCenter + sphereRadius * direction;
|
||||
collision->_penetration = sphereRadius * direction - (BA - cubeContact);
|
||||
} else {
|
||||
// sphere center is inside cube
|
||||
// --> push out nearest face
|
||||
glm::vec3 direction;
|
||||
BA /= maxBA;
|
||||
glm::modf(BA, direction);
|
||||
direction = glm::normalize(direction);
|
||||
|
||||
// compute collision details
|
||||
collision->_penetration = (halfCubeSide + sphereRadius - distance * glm::dot(BA, direction)) * direction;
|
||||
collision->_contactPoint = sphereCenter + sphereRadius * direction;
|
||||
}
|
||||
return true;
|
||||
} else if (sphereRadius + halfCubeSide > distance) {
|
||||
// NOTE: for cocentric approximation we collide sphere and cube as two spheres which means
|
||||
// this algorithm will probably be wrong when both sphere and cube are very small (both ~EPSILON)
|
||||
CollisionInfo* collision = collisions.getNewCollision();
|
||||
if (collision) {
|
||||
// the penetration and contactPoint are undefined, so we pick a penetration direction (-yAxis)
|
||||
collision->_penetration = (sphereRadius + halfCubeSide) * glm::vec3(0.0f, -1.0f, 0.0f);
|
||||
// contactPoint is on surface of A
|
||||
collision->_contactPoint = sphereCenter + collision->_penetration;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// helper function
|
||||
/* KEEP THIS CODE -- this is how to collide the cube with stark face normals (no rounding).
|
||||
* We might want to use this code later for sealing boundaries between adjacent voxels.
|
||||
bool sphereAACube_StarkAngles(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& cubeCenter,
|
||||
float cubeSide, CollisionList& collisions) {
|
||||
glm::vec3 BA = cubeCenter - sphereCenter;
|
||||
float distance = glm::length(BA);
|
||||
if (distance > EPSILON) {
|
||||
|
@ -606,50 +694,16 @@ bool sphereAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm::
|
|||
if (glm::dot(surfaceAB, BA) > 0.f) {
|
||||
CollisionInfo* collision = collisions.getNewCollision();
|
||||
if (collision) {
|
||||
/* KEEP THIS CODE -- this is how to collide the cube with stark face normals (no rounding).
|
||||
* We might want to use this code later for sealing boundaries between adjacent voxels.
|
||||
// penetration is parallel to box side direction
|
||||
BA /= maxBA;
|
||||
glm::vec3 direction;
|
||||
glm::modf(BA, direction);
|
||||
direction = glm::normalize(direction);
|
||||
*/
|
||||
|
||||
// For rounded normals at edges and corners:
|
||||
// At this point imagine that sphereCenter touches a "normalized" cube with rounded edges.
|
||||
// This cube has a sidelength of 2 and its smoothing radius is sphereRadius/maxBA.
|
||||
// We're going to try to compute the "negative normal" (and hence direction of penetration)
|
||||
// of this surface.
|
||||
|
||||
float radius = sphereRadius / (distance * maxBA); // normalized radius
|
||||
float shortLength = maxBA - radius;
|
||||
glm::vec3 direction = BA;
|
||||
if (shortLength > 0.0f) {
|
||||
direction = glm::abs(BA) - glm::vec3(shortLength);
|
||||
// Set any negative components to zero, and adopt the sign of the original BA component.
|
||||
// Unfortunately there isn't an easy way to make this fast.
|
||||
if (direction.x < 0.0f) {
|
||||
direction.x = 0.f;
|
||||
} else if (BA.x < 0.f) {
|
||||
direction.x = -direction.x;
|
||||
}
|
||||
if (direction.y < 0.0f) {
|
||||
direction.y = 0.f;
|
||||
} else if (BA.y < 0.f) {
|
||||
direction.y = -direction.y;
|
||||
}
|
||||
if (direction.z < 0.0f) {
|
||||
direction.z = 0.f;
|
||||
} else if (BA.z < 0.f) {
|
||||
direction.z = -direction.z;
|
||||
}
|
||||
}
|
||||
direction = glm::normalize(direction);
|
||||
|
||||
// penetration is the projection of surfaceAB on direction
|
||||
collision->_penetration = glm::dot(surfaceAB, direction) * direction;
|
||||
// contactPoint is on surface of A
|
||||
collision->_contactPoint = sphereCenter - sphereRadius * direction;
|
||||
collision->_contactPoint = sphereCenter + sphereRadius * direction;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -667,6 +721,7 @@ bool sphereAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm::
|
|||
}
|
||||
return false;
|
||||
}
|
||||
*/
|
||||
|
||||
bool sphereAACube(const SphereShape* sphereA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions) {
|
||||
return sphereAACube(sphereA->getPosition(), sphereA->getRadius(), cubeCenter, cubeSide, collisions);
|
||||
|
|
|
@ -681,58 +681,164 @@ void ShapeColliderTests::capsuleTouchesCapsule() {
|
|||
}
|
||||
}
|
||||
|
||||
void ShapeColliderTests::sphereTouchesAACube() {
|
||||
void ShapeColliderTests::sphereTouchesAACubeFaces() {
|
||||
CollisionList collisions(16);
|
||||
|
||||
glm::vec3 cubeCenter(1.23f, 4.56f, 7.89f);
|
||||
float cubeSide = 2.34f;
|
||||
|
||||
float sphereRadius = 1.13f;
|
||||
glm::vec3 sphereCenter(0.0f);
|
||||
SphereShape sphere(sphereRadius, sphereCenter);
|
||||
|
||||
QVector<glm::vec3> axes;
|
||||
axes.push_back(xAxis);
|
||||
axes.push_back(-xAxis);
|
||||
axes.push_back(yAxis);
|
||||
axes.push_back(-yAxis);
|
||||
axes.push_back(zAxis);
|
||||
axes.push_back(-zAxis);
|
||||
|
||||
for (int i = 0; i < axes.size(); ++i) {
|
||||
glm::vec3 axis = axes[i];
|
||||
// outside
|
||||
{
|
||||
collisions.clear();
|
||||
float overlap = 0.25f;
|
||||
float sphereOffset = 0.5f * cubeSide + sphereRadius - overlap;
|
||||
sphereCenter = cubeCenter + sphereOffset * axis;
|
||||
sphere.setPosition(sphereCenter);
|
||||
|
||||
if (!ShapeCollider::sphereAACube(&sphere, cubeCenter, cubeSide, collisions)){
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide with cube. axis = " << axis << std::endl;
|
||||
}
|
||||
CollisionInfo* collision = collisions[0];
|
||||
if (!collision) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: no CollisionInfo. axis = " << axis << std::endl;
|
||||
}
|
||||
|
||||
glm::vec3 expectedPenetration = - overlap * axis;
|
||||
if (glm::distance(expectedPenetration, collision->_penetration) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: penetration = " << collision->_penetration
|
||||
<< " expected " << expectedPenetration
|
||||
<< " axis = " << axis
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
glm::vec3 expectedContact = sphereCenter - sphereRadius * axis;
|
||||
if (glm::distance(expectedContact, collision->_contactPoint) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: contactaPoint = " << collision->_contactPoint
|
||||
<< " expected " << expectedContact
|
||||
<< " axis = " << axis
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// inside
|
||||
{
|
||||
collisions.clear();
|
||||
float overlap = 1.25f * sphereRadius;
|
||||
float sphereOffset = 0.5f * cubeSide + sphereRadius - overlap;
|
||||
sphereCenter = cubeCenter + sphereOffset * axis;
|
||||
sphere.setPosition(sphereCenter);
|
||||
|
||||
if (!ShapeCollider::sphereAACube(&sphere, cubeCenter, cubeSide, collisions)){
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide with cube."
|
||||
<< " axis = " << axis
|
||||
<< std::endl;
|
||||
}
|
||||
CollisionInfo* collision = collisions[0];
|
||||
if (!collision) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: no CollisionInfo on y-axis."
|
||||
<< " axis = " << axis
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
glm::vec3 expectedPenetration = - overlap * axis;
|
||||
if (glm::distance(expectedPenetration, collision->_penetration) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: penetration = " << collision->_penetration
|
||||
<< " expected " << expectedPenetration
|
||||
<< " axis = " << axis
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
glm::vec3 expectedContact = sphereCenter - sphereRadius * axis;
|
||||
if (glm::distance(expectedContact, collision->_contactPoint) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: contactaPoint = " << collision->_contactPoint
|
||||
<< " expected " << expectedContact
|
||||
<< " axis = " << axis
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeColliderTests::sphereTouchesAACubeEdges() {
|
||||
CollisionList collisions(20);
|
||||
|
||||
glm::vec3 cubeCenter(0.0f, 0.0f, 0.0f);
|
||||
float cubeSide = 2.0f;
|
||||
|
||||
float sphereRadius = 1.0f;
|
||||
glm::vec3 sphereCenter(0.0f);
|
||||
SphereShape sphere(sphereRadius, sphereCenter);
|
||||
|
||||
float sphereOffset = (0.5f * cubeSide + sphereRadius - 0.25f);
|
||||
QVector<glm::vec3> axes;
|
||||
// edges
|
||||
axes.push_back(glm::vec3(0.0f, 1.0f, 1.0f));
|
||||
axes.push_back(glm::vec3(0.0f, 1.0f, -1.0f));
|
||||
axes.push_back(glm::vec3(0.0f, -1.0f, 1.0f));
|
||||
axes.push_back(glm::vec3(0.0f, -1.0f, -1.0f));
|
||||
axes.push_back(glm::vec3(1.0f, 1.0f, 0.0f));
|
||||
axes.push_back(glm::vec3(1.0f, -1.0f, 0.0f));
|
||||
axes.push_back(glm::vec3(-1.0f, 1.0f, 0.0f));
|
||||
axes.push_back(glm::vec3(-1.0f, -1.0f, 0.0f));
|
||||
axes.push_back(glm::vec3(1.0f, 0.0f, 1.0f));
|
||||
axes.push_back(glm::vec3(1.0f, 0.0f, -1.0f));
|
||||
axes.push_back(glm::vec3(-1.0f, 0.0f, 1.0f));
|
||||
axes.push_back(glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
// and corners
|
||||
axes.push_back(glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
axes.push_back(glm::vec3(1.0f, 1.0f, -1.0f));
|
||||
axes.push_back(glm::vec3(1.0f, -1.0f, 1.0f));
|
||||
axes.push_back(glm::vec3(1.0f, -1.0f, -1.0f));
|
||||
axes.push_back(glm::vec3(-1.0f, 1.0f, 1.0f));
|
||||
axes.push_back(glm::vec3(-1.0f, 1.0f, -1.0f));
|
||||
axes.push_back(glm::vec3(-1.0f, -1.0f, 1.0f));
|
||||
axes.push_back(glm::vec3(-1.0f, -1.0f, -1.0f));
|
||||
|
||||
// top
|
||||
sphereCenter = cubeCenter + sphereOffset * yAxis;
|
||||
sphere.setPosition(sphereCenter);
|
||||
if (!ShapeCollider::sphereAACube(&sphere, cubeCenter, cubeSide, collisions)){
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide with cube" << std::endl;
|
||||
}
|
||||
for (int i =0; i < axes.size(); ++i) {
|
||||
glm::vec3 axis = axes[i];
|
||||
float lengthAxis = glm::length(axis);
|
||||
axis /= lengthAxis;
|
||||
float overlap = 0.25f;
|
||||
|
||||
// bottom
|
||||
sphereCenter = cubeCenter - sphereOffset * yAxis;
|
||||
sphere.setPosition(sphereCenter);
|
||||
if (!ShapeCollider::sphereAACube(&sphere, cubeCenter, cubeSide, collisions)){
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide with cube" << std::endl;
|
||||
}
|
||||
|
||||
// left
|
||||
sphereCenter = cubeCenter + sphereOffset * xAxis;
|
||||
sphere.setPosition(sphereCenter);
|
||||
if (!ShapeCollider::sphereAACube(&sphere, cubeCenter, cubeSide, collisions)){
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide with cube" << std::endl;
|
||||
}
|
||||
|
||||
// right
|
||||
sphereCenter = cubeCenter - sphereOffset * xAxis;
|
||||
sphere.setPosition(sphereCenter);
|
||||
if (!ShapeCollider::sphereAACube(&sphere, cubeCenter, cubeSide, collisions)){
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide with cube" << std::endl;
|
||||
}
|
||||
|
||||
// forward
|
||||
sphereCenter = cubeCenter + sphereOffset * zAxis;
|
||||
sphere.setPosition(sphereCenter);
|
||||
if (!ShapeCollider::sphereAACube(&sphere, cubeCenter, cubeSide, collisions)){
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide with cube" << std::endl;
|
||||
}
|
||||
|
||||
// back
|
||||
sphereCenter = cubeCenter - sphereOffset * zAxis;
|
||||
sphere.setPosition(sphereCenter);
|
||||
if (!ShapeCollider::sphereAACube(&sphere, cubeCenter, cubeSide, collisions)){
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide with cube" << std::endl;
|
||||
sphereCenter = cubeCenter + (lengthAxis * 0.5f * cubeSide + sphereRadius - overlap) * axis;
|
||||
sphere.setPosition(sphereCenter);
|
||||
|
||||
if (!ShapeCollider::sphereAACube(&sphere, cubeCenter, cubeSide, collisions)){
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide with cube. axis = " << axis << std::endl;
|
||||
}
|
||||
CollisionInfo* collision = collisions[i];
|
||||
if (!collision) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: no CollisionInfo. axis = " << axis << std::endl;
|
||||
}
|
||||
|
||||
glm::vec3 expectedPenetration = - overlap * axis;
|
||||
if (glm::distance(expectedPenetration, collision->_penetration) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: penetration = " << collision->_penetration
|
||||
<< " expected " << expectedPenetration
|
||||
<< " axis = " << axis
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
glm::vec3 expectedContact = sphereCenter - sphereRadius * axis;
|
||||
if (glm::distance(expectedContact, collision->_contactPoint) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: contactaPoint = " << collision->_contactPoint
|
||||
<< " expected " << expectedContact
|
||||
<< " axis = " << axis
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -802,6 +908,7 @@ void ShapeColliderTests::runAllTests() {
|
|||
capsuleMissesCapsule();
|
||||
capsuleTouchesCapsule();
|
||||
|
||||
sphereTouchesAACube();
|
||||
sphereTouchesAACubeFaces();
|
||||
sphereTouchesAACubeEdges();
|
||||
sphereMissesAACube();
|
||||
}
|
||||
|
|
|
@ -23,7 +23,8 @@ namespace ShapeColliderTests {
|
|||
void capsuleMissesCapsule();
|
||||
void capsuleTouchesCapsule();
|
||||
|
||||
void sphereTouchesAACube();
|
||||
void sphereTouchesAACubeFaces();
|
||||
void sphereTouchesAACubeEdges();
|
||||
void sphereMissesAACube();
|
||||
|
||||
void runAllTests();
|
||||
|
|
Loading…
Reference in a new issue