overte/libraries/particles/src/ParticleCollisionSystem.cpp
2014-07-15 10:41:29 -07:00

278 lines
13 KiB
C++

//
// ParticleCollisionSystem.cpp
// libraries/particles/src
//
// Created by Brad Hefta-Gaub on 12/4/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <algorithm>
#include <AbstractAudioInterface.h>
#include <VoxelTree.h>
#include <AvatarData.h>
#include <HeadData.h>
#include <HandData.h>
#include "Particle.h"
#include "ParticleCollisionSystem.h"
#include "ParticleEditPacketSender.h"
#include "ParticleTree.h"
const int MAX_COLLISIONS_PER_PARTICLE = 16;
ParticleCollisionSystem::ParticleCollisionSystem(ParticleEditPacketSender* packetSender,
ParticleTree* particles, VoxelTree* voxels, AbstractAudioInterface* audio,
AvatarHashMap* avatars) : _collisions(MAX_COLLISIONS_PER_PARTICLE) {
init(packetSender, particles, voxels, audio, avatars);
}
void ParticleCollisionSystem::init(ParticleEditPacketSender* packetSender,
ParticleTree* particles, VoxelTree* voxels, AbstractAudioInterface* audio,
AvatarHashMap* avatars) {
_packetSender = packetSender;
_particles = particles;
_voxels = voxels;
_audio = audio;
_avatars = avatars;
}
ParticleCollisionSystem::~ParticleCollisionSystem() {
}
bool ParticleCollisionSystem::updateOperation(OctreeElement* element, void* extraData) {
ParticleCollisionSystem* system = static_cast<ParticleCollisionSystem*>(extraData);
ParticleTreeElement* particleTreeElement = static_cast<ParticleTreeElement*>(element);
// iterate the particles...
QList<Particle>& particles = particleTreeElement->getParticles();
uint16_t numberOfParticles = particles.size();
for (uint16_t i = 0; i < numberOfParticles; i++) {
Particle* particle = &particles[i];
system->checkParticle(particle);
}
return true;
}
void ParticleCollisionSystem::update() {
// update all particles
if (_particles->tryLockForRead()) {
_particles->recurseTreeWithOperation(updateOperation, this);
_particles->unlock();
}
}
void ParticleCollisionSystem::checkParticle(Particle* particle) {
updateCollisionWithVoxels(particle);
updateCollisionWithParticles(particle);
updateCollisionWithAvatars(particle);
}
void ParticleCollisionSystem::emitGlobalParticleCollisionWithVoxel(Particle* particle,
VoxelDetail* voxelDetails, const CollisionInfo& collision) {
ParticleID particleID = particle->getParticleID();
emit particleCollisionWithVoxel(particleID, *voxelDetails, collision);
}
void ParticleCollisionSystem::emitGlobalParticleCollisionWithParticle(Particle* particleA,
Particle* particleB, const CollisionInfo& collision) {
ParticleID idA = particleA->getParticleID();
ParticleID idB = particleB->getParticleID();
emit particleCollisionWithParticle(idA, idB, collision);
}
void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
float radius = particle->getRadius() * (float)(TREE_SCALE);
const float ELASTICITY = 0.4f;
const float DAMPING = 0.05f;
const float COLLISION_FREQUENCY = 0.5f;
CollisionInfo collisionInfo;
collisionInfo._damping = DAMPING;
collisionInfo._elasticity = ELASTICITY;
VoxelDetail* voxelDetails = NULL;
if (_voxels->findSpherePenetration(center, radius, collisionInfo._penetration, (void**)&voxelDetails)) {
// let the particles run their collision scripts if they have them
particle->collisionWithVoxel(voxelDetails, collisionInfo._penetration);
// findSpherePenetration() only computes the penetration but we also want some other collision info
// so we compute it ourselves here. Note that we must multiply scale by TREE_SCALE when feeding
// the results to systems outside of this octree reference frame.
updateCollisionSound(particle, collisionInfo._penetration, COLLISION_FREQUENCY);
collisionInfo._contactPoint = (float)TREE_SCALE * (particle->getPosition() + particle->getRadius() * glm::normalize(collisionInfo._penetration));
// let the global script run their collision scripts for particles if they have them
emitGlobalParticleCollisionWithVoxel(particle, voxelDetails, collisionInfo);
// we must scale back down to the octree reference frame before updating the particle properties
collisionInfo._penetration /= (float)(TREE_SCALE);
collisionInfo._contactPoint /= (float)(TREE_SCALE);
particle->applyHardCollision(collisionInfo);
queueParticlePropertiesUpdate(particle);
delete voxelDetails; // cleanup returned details
}
}
void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particleA) {
glm::vec3 center = particleA->getPosition() * (float)(TREE_SCALE);
float radius = particleA->getRadius() * (float)(TREE_SCALE);
//const float ELASTICITY = 0.4f;
//const float DAMPING = 0.0f;
const float COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration;
Particle* particleB;
if (_particles->findSpherePenetration(center, radius, penetration, (void**)&particleB, Octree::NoLock)) {
// NOTE: 'penetration' is the depth that 'particleA' overlaps 'particleB'. It points from A into B.
// Even if the particles overlap... when the particles are already moving appart
// we don't want to count this as a collision.
glm::vec3 relativeVelocity = particleA->getVelocity() - particleB->getVelocity();
if (glm::dot(relativeVelocity, penetration) > 0.0f) {
particleA->collisionWithParticle(particleB, penetration);
particleB->collisionWithParticle(particleA, penetration * -1.0f); // the penetration is reversed
CollisionInfo collision;
collision._penetration = penetration;
// for now the contactPoint is the average between the the two paricle centers
collision._contactPoint = (0.5f * (float)TREE_SCALE) * (particleA->getPosition() + particleB->getPosition());
emitGlobalParticleCollisionWithParticle(particleA, particleB, collision);
glm::vec3 axis = glm::normalize(penetration);
glm::vec3 axialVelocity = glm::dot(relativeVelocity, axis) * axis;
// particles that are in hand are assigned an ureasonably large mass for collisions
// which effectively makes them immovable but allows the other ball to reflect correctly.
const float MAX_MASS = 1.0e6f;
float massA = (particleA->getInHand()) ? MAX_MASS : particleA->getMass();
float massB = (particleB->getInHand()) ? MAX_MASS : particleB->getMass();
float totalMass = massA + massB;
// handle particle A
particleA->setVelocity(particleA->getVelocity() - axialVelocity * (2.0f * massB / totalMass));
particleA->setPosition(particleA->getPosition() - 0.5f * penetration);
ParticleProperties propertiesA;
ParticleID idA(particleA->getID());
propertiesA.copyFromParticle(*particleA);
propertiesA.setVelocity(particleA->getVelocity() * (float)TREE_SCALE);
propertiesA.setPosition(particleA->getPosition() * (float)TREE_SCALE);
_packetSender->queueParticleEditMessage(PacketTypeParticleAddOrEdit, idA, propertiesA);
// handle particle B
particleB->setVelocity(particleB->getVelocity() + axialVelocity * (2.0f * massA / totalMass));
particleA->setPosition(particleB->getPosition() + 0.5f * penetration);
ParticleProperties propertiesB;
ParticleID idB(particleB->getID());
propertiesB.copyFromParticle(*particleB);
propertiesB.setVelocity(particleB->getVelocity() * (float)TREE_SCALE);
propertiesB.setPosition(particleB->getPosition() * (float)TREE_SCALE);
_packetSender->queueParticleEditMessage(PacketTypeParticleAddOrEdit, idB, propertiesB);
_packetSender->releaseQueuedMessages();
updateCollisionSound(particleA, penetration, COLLISION_FREQUENCY);
}
}
}
void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
// particles that are in hand, don't collide with avatars
if (!_avatars || particle->getInHand()) {
return;
}
glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
float radius = particle->getRadius() * (float)(TREE_SCALE);
const float ELASTICITY = 0.9f;
const float DAMPING = 0.1f;
const float COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration;
_collisions.clear();
foreach (const AvatarSharedPointer& avatarPointer, _avatars->getAvatarHash()) {
AvatarData* avatar = avatarPointer.data();
float totalRadius = avatar->getBoundingRadius() + radius;
glm::vec3 relativePosition = center - avatar->getPosition();
if (glm::dot(relativePosition, relativePosition) > (totalRadius * totalRadius)) {
continue;
}
if (avatar->findSphereCollisions(center, radius, _collisions)) {
int numCollisions = _collisions.size();
for (int i = 0; i < numCollisions; ++i) {
CollisionInfo* collision = _collisions.getCollision(i);
collision->_damping = DAMPING;
collision->_elasticity = ELASTICITY;
collision->_addedVelocity /= (float)(TREE_SCALE);
glm::vec3 relativeVelocity = collision->_addedVelocity - particle->getVelocity();
if (glm::dot(relativeVelocity, collision->_penetration) <= 0.f) {
// only collide when particle and collision point are moving toward each other
// (doing this prevents some "collision snagging" when particle penetrates the object)
updateCollisionSound(particle, collision->_penetration, COLLISION_FREQUENCY);
collision->_penetration /= (float)(TREE_SCALE);
particle->applyHardCollision(*collision);
queueParticlePropertiesUpdate(particle);
}
}
}
}
}
void ParticleCollisionSystem::queueParticlePropertiesUpdate(Particle* particle) {
// queue the result for sending to the particle server
ParticleProperties properties;
ParticleID particleID(particle->getID());
properties.copyFromParticle(*particle);
properties.setPosition(particle->getPosition() * (float)TREE_SCALE);
properties.setVelocity(particle->getVelocity() * (float)TREE_SCALE);
_packetSender->queueParticleEditMessage(PacketTypeParticleAddOrEdit, particleID, properties);
}
void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm::vec3 &penetration, float frequency) {
// consider whether to have the collision make a sound
const float AUDIBLE_COLLISION_THRESHOLD = 0.3f;
const float COLLISION_LOUDNESS = 1.f;
const float DURATION_SCALING = 0.004f;
const float NOISE_SCALING = 0.1f;
glm::vec3 velocity = particle->getVelocity() * (float)(TREE_SCALE);
/*
// how do we want to handle this??
//
glm::vec3 gravity = particle->getGravity() * (float)(TREE_SCALE);
if (glm::length(gravity) > EPSILON) {
// If gravity is on, remove the effect of gravity on velocity for this
// frame, so that we are not constantly colliding with the surface
velocity -= _scale * glm::length(gravity) * GRAVITY_EARTH * deltaTime * glm::normalize(gravity);
}
*/
float normalSpeed = glm::dot(velocity, glm::normalize(penetration));
// NOTE: it is possible for normalSpeed to be NaN at this point
// (sometimes the average penetration of a bunch of voxels is a zero length vector which cannot be normalized)
// however the check below will fail (NaN comparisons always fail) and everything will be fine.
if (normalSpeed > AUDIBLE_COLLISION_THRESHOLD) {
// Volume is proportional to collision velocity
// Base frequency is modified upward by the angle of the collision
// Noise is a function of the angle of collision
// Duration of the sound is a function of both base frequency and velocity of impact
float tangentialSpeed = glm::length(velocity) - normalSpeed;
_audio->startCollisionSound( std::min(COLLISION_LOUDNESS * normalSpeed, 1.f),
frequency * (1.f + tangentialSpeed / normalSpeed),
std::min(tangentialSpeed / normalSpeed * NOISE_SCALING, 1.f),
1.f - DURATION_SCALING * powf(frequency, 0.5f) / normalSpeed, false);
}
}