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synced 2025-04-22 03:04:33 +02:00
capsule projection and distance tests now work for non-vertical capsules
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commit
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4 changed files with 39 additions and 37 deletions
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@ -2300,16 +2300,11 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
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}
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void MyAvatar::FollowHelper::postPhysicsUpdate(MyAvatar& myAvatar) {
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// get HMD position from sensor space into world space, and back into rig space
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glm::mat4 worldHMDMat = myAvatar.getSensorToWorldMatrix() * myAvatar.getHMDSensorMatrix();
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glm::mat4 rigToWorld = createMatFromQuatAndPos(myAvatar.getRotation() * Quaternions::Y_180, myAvatar.getPosition());
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glm::mat4 worldToRig = glm::inverse(rigToWorld);
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glm::mat4 rigHMDMat = worldToRig * worldHMDMat;
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glm::vec3 rigHMDPosition = extractTranslation(rigHMDMat);
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// detect if the rig head position is too far from the avatar's position.
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_isOutOfBody = !pointIsInsideCapsule(rigHMDPosition, TRUNCATE_IK_CAPSULE_POSITION, TRUNCATE_IK_CAPSULE_LENGTH, TRUNCATE_IK_CAPSULE_RADIUS);
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glm::vec3 worldHMDPosition = extractTranslation(worldHMDMat);
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glm::vec3 capsuleStart = myAvatar.getPosition() + Vectors::UNIT_Y * (TRUNCATE_IK_CAPSULE_LENGTH / 2.0f);
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glm::vec3 capsuleEnd = myAvatar.getPosition() - Vectors::UNIT_Y * (TRUNCATE_IK_CAPSULE_LENGTH / 2.0f);
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_isOutOfBody = !pointIsInsideCapsule(worldHMDPosition, capsuleStart, capsuleEnd, TRUNCATE_IK_CAPSULE_RADIUS);
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}
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float MyAvatar::getAccelerationEnergy() {
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@ -124,10 +124,12 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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hmdPositionInRigSpace = extractTranslation(rigHMDMat);
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glm::vec3 capsuleStart = Vectors::UNIT_Y * (TRUNCATE_IK_CAPSULE_LENGTH / 2.0f);
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glm::vec3 capsuleEnd = -Vectors::UNIT_Y * (TRUNCATE_IK_CAPSULE_LENGTH / 2.0f);
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// truncate head IK target if it's out of body
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if (myAvatar->isOutOfBody()) {
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truncatedHMDPositionInRigSpace = projectPointOntoCapsule(hmdPositionInRigSpace, TRUNCATE_IK_CAPSULE_POSITION,
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TRUNCATE_IK_CAPSULE_LENGTH, TRUNCATE_IK_CAPSULE_RADIUS);
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truncatedHMDPositionInRigSpace = projectPointOntoCapsule(hmdPositionInRigSpace, capsuleStart, capsuleEnd, TRUNCATE_IK_CAPSULE_RADIUS);
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} else {
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truncatedHMDPositionInRigSpace = hmdPositionInRigSpace;
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}
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@ -579,33 +579,37 @@ float coneSphereAngle(const glm::vec3& coneCenter, const glm::vec3& coneDirectio
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return glm::max(0.0f, theta - phi);
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}
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bool pointIsInsideCapsule(const glm::vec3& point, const glm::vec3& capsulePosition, float capsuleLength, float capsuleRadius) {
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glm::vec3 top = capsulePosition.y + glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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glm::vec3 bottom = capsulePosition.y - glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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if (point.y > top.y + capsuleRadius) {
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return false;
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} else if (point.y > top.y) {
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return glm::length(point - top) < capsuleRadius;
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} else if (point.y < bottom.y - capsuleRadius) {
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return false;
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} else if (point.y < bottom.y) {
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return glm::length(point - bottom) < capsuleRadius;
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glm::vec3 nearestPointOnLineSegment(const glm::vec3& point, const glm::vec3& segmentStart, const glm::vec3& segmentEnd) {
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glm::vec3 n = segmentEnd - segmentStart;
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float len = glm::length(n);
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if (len < EPSILON) {
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return segmentStart;
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} else {
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return glm::length(glm::vec2(point.x, point.z) - glm::vec2(capsulePosition.x, capsulePosition.z)) < capsuleRadius;
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n /= len;
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float projection = glm::dot(point - segmentStart, n);
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projection = glm::clamp(projection, 0.0f, len);
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return segmentStart + n * projection;
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}
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}
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glm::vec3 projectPointOntoCapsule(const glm::vec3& point, const glm::vec3& capsulePosition, float capsuleLength, float capsuleRadius) {
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glm::vec3 top = capsulePosition.y + glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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glm::vec3 bottom = capsulePosition.y - glm::vec3(0.0f, capsuleLength / 2.0f, 0.0f);
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if (point.y > top.y) {
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return capsuleRadius * glm::normalize(point - top) + top;
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} else if (point.y < bottom.y) {
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return capsuleRadius * glm::normalize(point - bottom) + bottom;
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float distanceFromLineSegment(const glm::vec3& point, const glm::vec3& segmentStart, const glm::vec3& segmentEnd) {
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return glm::length(point - nearestPointOnLineSegment(point, segmentStart, segmentEnd));
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}
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bool pointIsInsideCapsule(const glm::vec3& point, const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius) {
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return distanceFromLineSegment(point, capsuleStart, capsuleEnd) < capsuleRadius;
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}
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glm::vec3 projectPointOntoCapsule(const glm::vec3& point, const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius) {
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glm::vec3 nearestPoint = nearestPointOnLineSegment(point, capsuleStart, capsuleEnd);
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glm::vec3 d = point - nearestPoint;
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float dLen = glm::length(d);
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if (dLen > EPSILON) {
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return nearestPoint; // TODO: maybe we should pick a point actually on the surface...
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} else {
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glm::vec2 capsulePosition2D(capsulePosition.x, capsulePosition.z);
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glm::vec2 point2D(point.x, point.z);
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glm::vec2 projectedPoint2D = capsuleRadius * glm::normalize(point2D - capsulePosition2D) + capsulePosition2D;
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return glm::vec3(projectedPoint2D.x, point.y, projectedPoint2D.y);
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return nearestPoint + d * (capsuleRadius / dLen);
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}
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}
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@ -160,8 +160,9 @@ private:
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static void copyCleanArray(int& lengthA, glm::vec2* vertexArrayA, int& lengthB, glm::vec2* vertexArrayB);
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};
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// vertical capsule
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bool pointIsInsideCapsule(const glm::vec3& point, const glm::vec3& capsulePosition, float capsuleLength, float capsuleRadius);
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glm::vec3 projectPointOntoCapsule(const glm::vec3& point, const glm::vec3& capsulePosition, float capsuleLength, float capsuleRadius);
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glm::vec3 nearestPointOnLineSegment(const glm::vec3& point, const glm::vec3& segmentStart, const glm::vec3& segmentEnd);
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float distanceFromLineSegment(const glm::vec3& point, const glm::vec3& segmentStart, const glm::vec3& segmentEnd);
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bool pointIsInsideCapsule(const glm::vec3& point, const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius);
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glm::vec3 projectPointOntoCapsule(const glm::vec3& point, const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius);
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#endif // hifi_GeometryUtil_h
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