diff --git a/examples/cameraExample.js b/examples/cameraExample.js index d42c3c1b0e..d55f376b76 100644 --- a/examples/cameraExample.js +++ b/examples/cameraExample.js @@ -69,6 +69,12 @@ function checkCamera() { var viewJoystickPosition = Controller.getJoystickPosition(VIEW_CONTROLLER); yaw -= viewJoystickPosition.x * JOYSTICK_YAW_MAG * deltaTime; pitch += viewJoystickPosition.y * JOYSTICK_PITCH_MAG * deltaTime; + if (yaw > 360) { + yaw -= 360; + } + if (yaw < -360) { + yaw += 360; + } var orientation = Quat.fromPitchYawRoll(pitch, yaw, roll); Camera.setOrientation(orientation); } diff --git a/examples/hydraMove.js b/examples/hydraMove.js new file mode 100644 index 0000000000..6ce0ad884e --- /dev/null +++ b/examples/hydraMove.js @@ -0,0 +1,210 @@ +// +// hydraMove.js +// hifi +// +// Created by Brad Hefta-Gaub on 2/10/14. +// Copyright (c) 2014 HighFidelity, Inc. All rights reserved. +// +// This is an example script that demonstrates use of the Controller and MyAvatar classes to implement +// avatar flying through the hydra/controller joysticks +// +// + +var damping = 0.9; +var position = { x: MyAvatar.position.x, y: MyAvatar.position.y, z: MyAvatar.position.z }; +var joysticksCaptured = false; +var THRUST_CONTROLLER = 0; +var VIEW_CONTROLLER = 1; +var INITIAL_THRUST_MULTPLIER = 1.0; +var THRUST_INCREASE_RATE = 1.05; +var MAX_THRUST_MULTIPLIER = 75.0; +var thrustMultiplier = INITIAL_THRUST_MULTPLIER; +var grabDelta = { x: 0, y: 0, z: 0}; +var grabDeltaVelocity = { x: 0, y: 0, z: 0}; +var grabStartRotation = { x: 0, y: 0, z: 0, w: 1}; +var grabCurrentRotation = { x: 0, y: 0, z: 0, w: 1}; +var grabbingWithRightHand = false; +var wasGrabbingWithRightHand = false; +var grabbingWithLeftHand = false; +var wasGrabbingWithLeftHand = false; +var EPSILON = 0.000001; +var velocity = { x: 0, y: 0, z: 0}; +var deltaTime = 1/60; // approximately our FPS - maybe better to be elapsed time since last call +var THRUST_MAG_UP = 800.0; +var THRUST_MAG_DOWN = 300.0; +var THRUST_MAG_FWD = 500.0; +var THRUST_MAG_BACK = 300.0; +var THRUST_MAG_LATERAL = 250.0; +var THRUST_JUMP = 120.0; + +var YAW_MAG = 500.0; +var PITCH_MAG = 100.0; +var THRUST_MAG_HAND_JETS = THRUST_MAG_FWD; +var JOYSTICK_YAW_MAG = YAW_MAG; +var JOYSTICK_PITCH_MAG = PITCH_MAG * 0.5; + + +var LEFT_PALM = 0; +var LEFT_BUTTON_4 = 4; +var RIGHT_PALM = 2; +var RIGHT_BUTTON_4 = 10; + +// Used by handleGrabBehavior() for managing the grab position changes +function getAndResetGrabDelta() { + var HAND_GRAB_SCALE_DISTANCE = 2.0; + var delta = Vec3.multiply(grabDelta, (MyAvatar.scale * HAND_GRAB_SCALE_DISTANCE)); + grabDelta = { x: 0, y: 0, z: 0}; + var avatarRotation = MyAvatar.orientation; + var result = Vec3.multiplyQbyV(avatarRotation, Vec3.multiply(delta, -1)); + return result; +} + +// Used by handleGrabBehavior() for managing the grab velocity feature +function getAndResetGrabDeltaVelocity() { + var HAND_GRAB_SCALE_VELOCITY = 50.0; + var delta = Vec3.multiply(grabDeltaVelocity, (MyAvatar.scale * HAND_GRAB_SCALE_VELOCITY)); + grabDeltaVelocity = { x: 0, y: 0, z: 0}; + var avatarRotation = MyAvatar.orientation; + var result = Quat.multiply(avatarRotation, Vec3.multiply(delta, -1)); + return result; +} + +// Used by handleGrabBehavior() for managing the grab rotation feature +function getAndResetGrabRotation() { + var quatDiff = Quat.multiply(grabCurrentRotation, Quat.inverse(grabStartRotation)); + grabStartRotation = grabCurrentRotation; + return quatDiff; +} + +// handles all the grab related behavior: position (crawl), velocity (flick), and rotate (twist) +function handleGrabBehavior() { + // check for and handle grab behaviors + grabbingWithRightHand = Controller.isButtonPressed(RIGHT_BUTTON_4); + grabbingWithLeftHand = Controller.isButtonPressed(LEFT_BUTTON_4); + stoppedGrabbingWithLeftHand = false; + stoppedGrabbingWithRightHand = false; + + if (grabbingWithRightHand && !wasGrabbingWithRightHand) { + // Just starting grab, capture starting rotation + grabStartRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM); + } + if (grabbingWithRightHand) { + grabDelta = Vec3.sum(grabDelta, Vec3.multiply(Controller.getSpatialControlVelocity(RIGHT_PALM), deltaTime)); + grabCurrentRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM); + } + if (!grabbingWithRightHand && wasGrabbingWithRightHand) { + // Just ending grab, capture velocity + grabDeltaVelocity = Controller.getSpatialControlVelocity(RIGHT_PALM); + stoppedGrabbingWithRightHand = true; + } + + if (grabbingWithLeftHand && !wasGrabbingWithLeftHand) { + // Just starting grab, capture starting rotation + grabStartRotation = Controller.getSpatialControlRawRotation(LEFT_PALM); + } + + if (grabbingWithLeftHand) { + grabDelta = Vec3.sum(grabDelta, Vec3.multiply(Controller.getSpatialControlVelocity(LEFT_PALM), deltaTime)); + grabCurrentRotation = Controller.getSpatialControlRawRotation(LEFT_PALM); + } + if (!grabbingWithLeftHand && wasGrabbingWithLeftHand) { + // Just ending grab, capture velocity + grabDeltaVelocity = Controller.getSpatialControlVelocity(LEFT_PALM); + stoppedGrabbingWithLeftHand = true; + } + + grabbing = grabbingWithRightHand || grabbingWithLeftHand; + stoppedGrabbing = stoppedGrabbingWithRightHand || stoppedGrabbingWithLeftHand; + + if (grabbing) { + + // move position + var moveFromGrab = getAndResetGrabDelta(); + if (Vec3.length(moveFromGrab) > EPSILON) { + MyAvatar.position = Vec3.sum(MyAvatar.position, moveFromGrab); + velocity = { x: 0, y: 0, z: 0}; + } + + // add some rotation... + var deltaRotation = getAndResetGrabRotation(); + var GRAB_CONTROLLER_TURN_SCALING = 0.5; + var euler = Vec3.multiply(Quat.safeEulerAngles(deltaRotation), GRAB_CONTROLLER_TURN_SCALING); + + // Adjust body yaw by yaw from controller + var orientation = Quat.multiply(Quat.angleAxis(-euler.y, {x:0, y: 1, z:0}), MyAvatar.orientation); + MyAvatar.orientation = orientation; + + // Adjust head pitch from controller + MyAvatar.headPitch = MyAvatar.headPitch - euler.x; + } + + // add some velocity... + if (stoppedGrabbing) { + velocity = Vec3.sum(velocity, getAndResetGrabDeltaVelocity()); + } + + // handle residual velocity + if(Vec3.length(velocity) > EPSILON) { + MyAvatar.position = Vec3.sum(MyAvatar.position, Vec3.multiply(velocity, deltaTime)); + // damp velocity + velocity = Vec3.multiply(velocity, damping); + } + + + wasGrabbingWithRightHand = grabbingWithRightHand; + wasGrabbingWithLeftHand = grabbingWithLeftHand; +} + +// Main update function that handles flying and grabbing behaviort +function flyWithHydra() { + var thrustJoystickPosition = Controller.getJoystickPosition(THRUST_CONTROLLER); + + if (thrustJoystickPosition.x != 0 || thrustJoystickPosition.y != 0) { + if (thrustMultiplier < MAX_THRUST_MULTIPLIER) { + thrustMultiplier *= 1 + (deltaTime * THRUST_INCREASE_RATE); + } + var currentOrientation = MyAvatar.orientation; + + var front = Quat.getFront(currentOrientation); + var right = Quat.getRight(currentOrientation); + var up = Quat.getUp(currentOrientation); + + var thrustFront = Vec3.multiply(front, MyAvatar.scale * THRUST_MAG_HAND_JETS * + thrustJoystickPosition.y * thrustMultiplier * deltaTime); + MyAvatar.addThrust(thrustFront); + var thrustRight = Vec3.multiply(right, MyAvatar.scale * THRUST_MAG_HAND_JETS * + thrustJoystickPosition.x * thrustMultiplier * deltaTime); + MyAvatar.addThrust(thrustRight); + } else { + thrustMultiplier = INITIAL_THRUST_MULTPLIER; + } + + // View Controller + var viewJoystickPosition = Controller.getJoystickPosition(VIEW_CONTROLLER); + if (viewJoystickPosition.x != 0 || viewJoystickPosition.y != 0) { + + // change the body yaw based on our x controller + var orientation = MyAvatar.orientation; + var deltaOrientation = Quat.fromPitchYawRoll(0, (-1 * viewJoystickPosition.x * JOYSTICK_YAW_MAG * deltaTime), 0); + MyAvatar.orientation = Quat.multiply(orientation, deltaOrientation); + + // change the headPitch based on our x controller + //pitch += viewJoystickPosition.y * JOYSTICK_PITCH_MAG * deltaTime; + var newPitch = MyAvatar.headPitch + (viewJoystickPosition.y * JOYSTICK_PITCH_MAG * deltaTime); + MyAvatar.headPitch = newPitch; + } + handleGrabBehavior(); +} + +Script.willSendVisualDataCallback.connect(flyWithHydra); +Controller.captureJoystick(THRUST_CONTROLLER); +Controller.captureJoystick(VIEW_CONTROLLER); + +// Map keyPress and mouse move events to our callbacks +function scriptEnding() { + // re-enabled the standard application for touch events + Controller.releaseJoystick(THRUST_CONTROLLER); + Controller.releaseJoystick(VIEW_CONTROLLER); +} +Script.scriptEnding.connect(scriptEnding); + diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index bd64ba205b..eeb9d4a73a 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -4059,7 +4059,7 @@ void Application::loadScript(const QString& fileNameString) { scriptEngine->getParticlesScriptingInterface()->setParticleTree(_particles.getTree()); // hook our avatar object into this script engine - scriptEngine->setAvatarData( static_cast(_myAvatar), "MyAvatar"); + scriptEngine->setAvatarData(_myAvatar, "MyAvatar"); // leave it as a MyAvatar class to expose thrust features CameraScriptableObject* cameraScriptable = new CameraScriptableObject(&_myCamera, &_viewFrustum); scriptEngine->registerGlobalObject("Camera", cameraScriptable); diff --git a/interface/src/ControllerScriptingInterface.cpp b/interface/src/ControllerScriptingInterface.cpp index 8716116877..b3d6170bff 100644 --- a/interface/src/ControllerScriptingInterface.cpp +++ b/interface/src/ControllerScriptingInterface.cpp @@ -172,6 +172,21 @@ glm::vec3 ControllerScriptingInterface::getSpatialControlVelocity(int controlInd return glm::vec3(0); // bad index } +glm::quat ControllerScriptingInterface::getSpatialControlRawRotation(int controlIndex) const { + int palmIndex = controlIndex / NUMBER_OF_SPATIALCONTROLS_PER_PALM; + int controlOfPalm = controlIndex % NUMBER_OF_SPATIALCONTROLS_PER_PALM; + const PalmData* palmData = getActivePalm(palmIndex); + if (palmData) { + switch (controlOfPalm) { + case PALM_SPATIALCONTROL: + return palmData->getRawRotation(); + case TIP_SPATIALCONTROL: + return palmData->getRawRotation(); // currently the tip doesn't have a unique rotation, use the palm rotation + } + } + return glm::quat(); // bad index +} + glm::vec3 ControllerScriptingInterface::getSpatialControlNormal(int controlIndex) const { int palmIndex = controlIndex / NUMBER_OF_SPATIALCONTROLS_PER_PALM; int controlOfPalm = controlIndex % NUMBER_OF_SPATIALCONTROLS_PER_PALM; diff --git a/interface/src/ControllerScriptingInterface.h b/interface/src/ControllerScriptingInterface.h index e9fbd2d6d3..f0a50559f9 100644 --- a/interface/src/ControllerScriptingInterface.h +++ b/interface/src/ControllerScriptingInterface.h @@ -58,7 +58,7 @@ public slots: virtual glm::vec3 getSpatialControlPosition(int controlIndex) const; virtual glm::vec3 getSpatialControlVelocity(int controlIndex) const; virtual glm::vec3 getSpatialControlNormal(int controlIndex) const; - + virtual glm::quat getSpatialControlRawRotation(int controlIndex) const; virtual void captureKeyEvents(const KeyEvent& event); virtual void releaseKeyEvents(const KeyEvent& event); diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 761ed59db9..5b2a142ac2 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -445,9 +445,16 @@ float Avatar::getHeight() const { return extents.maximum.y - extents.minimum.y; } -bool Avatar::poke(ModelCollisionInfo& collision) { - // ATM poke() can only affect the Skeleton (not the head) +bool Avatar::isPokeable(ModelCollisionInfo& collision) const { + // ATM only the Skeleton is pokeable // TODO: make poke affect head + if (collision._model == &_skeletonModel && collision._jointIndex != -1) { + return _skeletonModel.isPokeable(collision); + } + return false; +} + +bool Avatar::poke(ModelCollisionInfo& collision) { if (collision._model == &_skeletonModel && collision._jointIndex != -1) { return _skeletonModel.poke(collision); } diff --git a/interface/src/avatar/Avatar.h b/interface/src/avatar/Avatar.h index 8290115240..7e8a1d8f64 100755 --- a/interface/src/avatar/Avatar.h +++ b/interface/src/avatar/Avatar.h @@ -128,6 +128,9 @@ public: float getHeight() const; + /// \return true if we expect the avatar would move as a result of the collision + bool isPokeable(ModelCollisionInfo& collision) const; + /// \param collision a data structure for storing info about collisions against Models /// \return true if the collision affects the Avatar models bool poke(ModelCollisionInfo& collision); diff --git a/interface/src/avatar/Hand.cpp b/interface/src/avatar/Hand.cpp index c2ea3f8f31..8edb455a75 100644 --- a/interface/src/avatar/Hand.cpp +++ b/interface/src/avatar/Hand.cpp @@ -32,12 +32,7 @@ Hand::Hand(Avatar* owningAvatar) : _ballColor(0.0, 0.0, 0.4), _collisionCenter(0,0,0), _collisionAge(0), - _collisionDuration(0), - _pitchUpdate(0), - _grabDelta(0, 0, 0), - _grabDeltaVelocity(0, 0, 0), - _grabStartRotation(0, 0, 0, 1), - _grabCurrentRotation(0, 0, 0, 1) + _collisionDuration(0) { } @@ -54,28 +49,6 @@ void Hand::init() { void Hand::reset() { } -glm::vec3 Hand::getAndResetGrabDelta() { - const float HAND_GRAB_SCALE_DISTANCE = 2.f; - glm::vec3 delta = _grabDelta * _owningAvatar->getScale() * HAND_GRAB_SCALE_DISTANCE; - _grabDelta = glm::vec3(0,0,0); - glm::quat avatarRotation = _owningAvatar->getOrientation(); - return avatarRotation * -delta; -} - -glm::vec3 Hand::getAndResetGrabDeltaVelocity() { - const float HAND_GRAB_SCALE_VELOCITY = 5.f; - glm::vec3 delta = _grabDeltaVelocity * _owningAvatar->getScale() * HAND_GRAB_SCALE_VELOCITY; - _grabDeltaVelocity = glm::vec3(0,0,0); - glm::quat avatarRotation = _owningAvatar->getOrientation(); - return avatarRotation * -delta; - -} -glm::quat Hand::getAndResetGrabRotation() { - glm::quat diff = _grabCurrentRotation * glm::inverse(_grabStartRotation); - _grabStartRotation = _grabCurrentRotation; - return diff; -} - void Hand::simulate(float deltaTime, bool isMine) { if (_collisionAge > 0.f) { @@ -99,19 +72,6 @@ void Hand::simulate(float deltaTime, bool isMine) { _buckyBalls.grab(palm, fingerTipPosition, _owningAvatar->getOrientation(), deltaTime); - if (palm.getControllerButtons() & BUTTON_4) { - _grabDelta += palm.getRawVelocity() * deltaTime; - _grabCurrentRotation = palm.getRawRotation(); - } - if ((palm.getLastControllerButtons() & BUTTON_4) && !(palm.getControllerButtons() & BUTTON_4)) { - // Just ending grab, capture velocity - _grabDeltaVelocity = palm.getRawVelocity(); - } - if (!(palm.getLastControllerButtons() & BUTTON_4) && (palm.getControllerButtons() & BUTTON_4)) { - // Just starting grab, capture starting rotation - _grabStartRotation = palm.getRawRotation(); - } - if (palm.getControllerButtons() & BUTTON_1) { if (glm::length(fingerTipPosition - _lastFingerAddVoxel) > (FINGERTIP_VOXEL_SIZE / 2.f)) { QColor paintColor = Menu::getInstance()->getActionForOption(MenuOption::VoxelPaintColor)->data().value(); @@ -223,8 +183,9 @@ void Hand::updateCollisions() { } } if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) { - for (size_t j = 0; j < collisions.size(); ++j) { - if (!avatar->poke(collisions[j])) { + for (int j = 0; j < collisions.size(); ++j) { + // we don't resolve penetrations that would poke the other avatar + if (!avatar->isPokeable(collisions[j])) { totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); } } @@ -240,7 +201,7 @@ void Hand::updateCollisions() { skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() : (i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1))); if (_owningAvatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions, skipIndex)) { - for (size_t j = 0; j < collisions.size(); ++j) { + for (int j = 0; j < collisions.size(); ++j) { totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); } } diff --git a/interface/src/avatar/Hand.h b/interface/src/avatar/Hand.h index 3c8ec2d562..c2f49a15e5 100755 --- a/interface/src/avatar/Hand.h +++ b/interface/src/avatar/Hand.h @@ -58,15 +58,6 @@ public: const glm::vec3& getLeapFingerTipBallPosition (int ball) const { return _leapFingerTipBalls [ball].position;} const glm::vec3& getLeapFingerRootBallPosition(int ball) const { return _leapFingerRootBalls[ball].position;} - // Pitch from controller input to view - const float getPitchUpdate() const { return _pitchUpdate; } - void setPitchUpdate(float pitchUpdate) { _pitchUpdate = pitchUpdate; } - - // Get the drag distance to move - glm::vec3 getAndResetGrabDelta(); - glm::vec3 getAndResetGrabDeltaVelocity(); - glm::quat getAndResetGrabRotation(); - private: // disallow copies of the Hand, copy of owning Avatar is disallowed too Hand(const Hand&); @@ -100,13 +91,6 @@ private: void calculateGeometry(); void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime); - - float _pitchUpdate; - - glm::vec3 _grabDelta; - glm::vec3 _grabDeltaVelocity; - glm::quat _grabStartRotation; - glm::quat _grabCurrentRotation; }; #endif diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 5628740770..0e2625bf0f 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -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); } } @@ -328,21 +326,6 @@ void MyAvatar::simulate(float deltaTime) { updateChatCircle(deltaTime); - // Get any position, velocity, or rotation update from Grab Drag controller - glm::vec3 moveFromGrab = _hand.getAndResetGrabDelta(); - if (glm::length(moveFromGrab) > EPSILON) { - _position += moveFromGrab; - _velocity = glm::vec3(0, 0, 0); - } - _velocity += _hand.getAndResetGrabDeltaVelocity(); - glm::quat deltaRotation = _hand.getAndResetGrabRotation(); - const float GRAB_CONTROLLER_TURN_SCALING = 0.5f; - glm::vec3 euler = safeEulerAngles(deltaRotation) * GRAB_CONTROLLER_TURN_SCALING; - // Adjust body yaw by yaw from controller - setOrientation(glm::angleAxis(-euler.y, glm::vec3(0, 1, 0)) * getOrientation()); - // Adjust head pitch from controller - getHead().setPitch(getHead().getPitch() - euler.x); - _position += _velocity * deltaTime; // update avatar skeleton and simulate hand and head @@ -807,39 +790,6 @@ void MyAvatar::updateThrust(float deltaTime) { up; } } - // Add thrust and rotation from hand controllers - const float THRUST_MAG_HAND_JETS = THRUST_MAG_FWD; - const float JOYSTICK_YAW_MAG = YAW_MAG; - const float JOYSTICK_PITCH_MAG = PITCH_MAG * 0.5f; - const int THRUST_CONTROLLER = 0; - const int VIEW_CONTROLLER = 1; - for (size_t i = 0; i < getHand().getPalms().size(); ++i) { - PalmData& palm = getHand().getPalms()[i]; - - // If the script hasn't captured this joystick, then let the default behavior work - if (!Application::getInstance()->getControllerScriptingInterface()->isJoystickCaptured(palm.getSixenseID())) { - if (palm.isActive() && (palm.getSixenseID() == THRUST_CONTROLLER)) { - if (palm.getJoystickY() != 0.f) { - FingerData& finger = palm.getFingers()[0]; - if (finger.isActive()) { - } - _thrust += front * _scale * THRUST_MAG_HAND_JETS * palm.getJoystickY() * _thrustMultiplier * deltaTime; - } - if (palm.getJoystickX() != 0.f) { - _thrust += right * _scale * THRUST_MAG_HAND_JETS * palm.getJoystickX() * _thrustMultiplier * deltaTime; - } - } else if (palm.isActive() && (palm.getSixenseID() == VIEW_CONTROLLER)) { - if (palm.getJoystickX() != 0.f) { - _bodyYawDelta -= palm.getJoystickX() * JOYSTICK_YAW_MAG * deltaTime; - } - if (palm.getJoystickY() != 0.f) { - getHand().setPitchUpdate(getHand().getPitchUpdate() + - (palm.getJoystickY() * JOYSTICK_PITCH_MAG * deltaTime)); - } - } - } - - } // Update speed brake status const float MIN_SPEED_BRAKE_VELOCITY = _scale * 0.4f; @@ -974,7 +924,43 @@ 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 +970,14 @@ 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 +990,20 @@ 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; + } } } } diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index b912f6b0a7..8f4f96ffcf 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -45,7 +45,6 @@ public: // setters void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; } - void setThrust(glm::vec3 newThrust) { _thrust = newThrust; } void setVelocity(const glm::vec3 velocity) { _velocity = velocity; } void setLeanScale(float scale) { _leanScale = scale; } void setGravity(glm::vec3 gravity); @@ -78,9 +77,6 @@ public: static void sendKillAvatar(); - // Set/Get update the thrust that will move the avatar around - void addThrust(glm::vec3 newThrust) { _thrust += newThrust; }; - glm::vec3 getThrust() { return _thrust; }; void orbit(const glm::vec3& position, int deltaX, int deltaY); @@ -94,9 +90,13 @@ public slots: void increaseSize(); void decreaseSize(); void resetSize(); - void sendIdentityPacket(); + // Set/Get update the thrust that will move the avatar around + void addThrust(glm::vec3 newThrust) { _thrust += newThrust; }; + glm::vec3 getThrust() { return _thrust; }; + void setThrust(glm::vec3 newThrust) { _thrust = newThrust; } + private: bool _mousePressed; float _bodyPitchDelta; diff --git a/interface/src/renderer/FBXReader.cpp b/interface/src/renderer/FBXReader.cpp index b4e7c4abc5..702b84ecda 100644 --- a/interface/src/renderer/FBXReader.cpp +++ b/interface/src/renderer/FBXReader.cpp @@ -1274,6 +1274,8 @@ 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"); @@ -1430,6 +1432,8 @@ 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++) { @@ -1447,6 +1451,11 @@ 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 diff --git a/interface/src/renderer/FBXReader.h b/interface/src/renderer/FBXReader.h index d700439460..eb4c5bac41 100644 --- a/interface/src/renderer/FBXReader.h +++ b/interface/src/renderer/FBXReader.h @@ -159,6 +159,7 @@ public: glm::vec3 neckPivot; Extents bindExtents; + Extents staticExtents; QVector attachments; }; diff --git a/interface/src/renderer/Model.cpp b/interface/src/renderer/Model.cpp index b14ed1036d..cce4382dbe 100644 --- a/interface/src/renderer/Model.cpp +++ b/interface/src/renderer/Model.cpp @@ -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; } @@ -713,6 +722,18 @@ void Model::renderCollisionProxies(float alpha) { glPopMatrix(); } +bool Model::isPokeable(ModelCollisionInfo& collision) const { + // the joint is pokable by a collision if it exists and is free to move + const FBXJoint& joint = _geometry->getFBXGeometry().joints[collision._jointIndex]; + if (joint.parentIndex == -1 || _jointStates.isEmpty()) { + return false; + } + // an empty freeLineage means the joint can't move + const FBXGeometry& geometry = _geometry->getFBXGeometry(); + const QVector& freeLineage = geometry.joints.at(collision._jointIndex).freeLineage; + return !freeLineage.isEmpty(); +} + bool Model::poke(ModelCollisionInfo& collision) { // This needs work. At the moment it can wiggle joints that are free to move (such as arms) // but unmovable joints (such as torso) cannot be influenced at all. diff --git a/interface/src/renderer/Model.h b/interface/src/renderer/Model.h index 423b2a4c81..003cdfe3e5 100644 --- a/interface/src/renderer/Model.h +++ b/interface/src/renderer/Model.h @@ -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& getGeometry() const { return _geometry; } @@ -164,6 +167,9 @@ public: void renderCollisionProxies(float alpha); + /// \return true if the collision would move the model + bool isPokeable(ModelCollisionInfo& collision) const; + /// \param collisionInfo info about the collision /// \return true if collision affects the Model bool poke(ModelCollisionInfo& collisionInfo); diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h index 46d92c0f2e..08604a95f1 100755 --- a/libraries/avatars/src/AvatarData.h +++ b/libraries/avatars/src/AvatarData.h @@ -67,6 +67,7 @@ class AvatarData : public NodeData { Q_OBJECT Q_PROPERTY(glm::vec3 position READ getPosition WRITE setPosition) + Q_PROPERTY(float scale READ getTargetScale WRITE setTargetScale) Q_PROPERTY(glm::vec3 handPosition READ getHandPosition WRITE setHandPosition) Q_PROPERTY(float bodyYaw READ getBodyYaw WRITE setBodyYaw) Q_PROPERTY(float bodyPitch READ getBodyPitch WRITE setBodyPitch) diff --git a/libraries/script-engine/src/AbstractControllerScriptingInterface.h b/libraries/script-engine/src/AbstractControllerScriptingInterface.h index 4fad5f6edc..d9878d0b71 100644 --- a/libraries/script-engine/src/AbstractControllerScriptingInterface.h +++ b/libraries/script-engine/src/AbstractControllerScriptingInterface.h @@ -12,6 +12,7 @@ #include #include +#include #include "EventTypes.h" @@ -37,6 +38,7 @@ public slots: virtual glm::vec3 getSpatialControlPosition(int controlIndex) const = 0; virtual glm::vec3 getSpatialControlVelocity(int controlIndex) const = 0; virtual glm::vec3 getSpatialControlNormal(int controlIndex) const = 0; + virtual glm::quat getSpatialControlRawRotation(int controlIndex) const = 0; virtual void captureKeyEvents(const KeyEvent& event) = 0; virtual void releaseKeyEvents(const KeyEvent& event) = 0; diff --git a/libraries/script-engine/src/Quat.cpp b/libraries/script-engine/src/Quat.cpp index a197d59aeb..2f1c39f9e3 100644 --- a/libraries/script-engine/src/Quat.cpp +++ b/libraries/script-engine/src/Quat.cpp @@ -9,7 +9,10 @@ // // +#include + #include +#include #include "Quat.h" glm::quat Quat::multiply(const glm::quat& q1, const glm::quat& q2) { @@ -24,6 +27,11 @@ glm::quat Quat::fromPitchYawRoll(float pitch, float yaw, float roll) { return glm::quat(glm::radians(glm::vec3(pitch, yaw, roll))); } +glm::quat Quat::inverse(const glm::quat& q) { + return glm::inverse(q); +} + + glm::vec3 Quat::getFront(const glm::quat& orientation) { return orientation * IDENTITY_FRONT; } @@ -35,3 +43,12 @@ glm::vec3 Quat::getRight(const glm::quat& orientation) { glm::vec3 Quat::getUp(const glm::quat& orientation) { return orientation * IDENTITY_UP; } + +glm::vec3 Quat::safeEulerAngles(const glm::quat& orientation) { + return ::safeEulerAngles(orientation); +} + +glm::quat Quat::angleAxis(float angle, const glm::vec3& v) { + return glm::angleAxis(angle, v); +} + diff --git a/libraries/script-engine/src/Quat.h b/libraries/script-engine/src/Quat.h index 72fec6d6dc..867069d6d6 100644 --- a/libraries/script-engine/src/Quat.h +++ b/libraries/script-engine/src/Quat.h @@ -23,11 +23,12 @@ public slots: glm::quat multiply(const glm::quat& q1, const glm::quat& q2); glm::quat fromVec3(const glm::vec3& vec3); glm::quat fromPitchYawRoll(float pitch, float yaw, float roll); + glm::quat inverse(const glm::quat& q); glm::vec3 getFront(const glm::quat& orientation); glm::vec3 getRight(const glm::quat& orientation); glm::vec3 getUp(const glm::quat& orientation); + glm::vec3 safeEulerAngles(const glm::quat& orientation); + glm::quat angleAxis(float angle, const glm::vec3& v); }; - - #endif /* defined(__hifi__Quat__) */ diff --git a/libraries/script-engine/src/Vec3.cpp b/libraries/script-engine/src/Vec3.cpp index 87b1b510a4..2d6a5b2316 100644 --- a/libraries/script-engine/src/Vec3.cpp +++ b/libraries/script-engine/src/Vec3.cpp @@ -19,6 +19,14 @@ glm::vec3 Vec3::multiply(const glm::vec3& v1, float f) { return v1 * f; } +glm::vec3 Vec3::multiplyQbyV(const glm::quat& q, const glm::vec3& v) { + return q * v; +} + glm::vec3 Vec3::sum(const glm::vec3& v1, const glm::vec3& v2) { return v1 + v2; } + +float Vec3::length(const glm::vec3& v) { + return glm::length(v); +} diff --git a/libraries/script-engine/src/Vec3.h b/libraries/script-engine/src/Vec3.h index 1cc44f3061..bf883f3e5a 100644 --- a/libraries/script-engine/src/Vec3.h +++ b/libraries/script-engine/src/Vec3.h @@ -23,7 +23,9 @@ class Vec3 : public QObject { public slots: glm::vec3 multiply(const glm::vec3& v1, const glm::vec3& v2); glm::vec3 multiply(const glm::vec3& v1, float f); + glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v); glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2); + float length(const glm::vec3& v); };