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312 lines
15 KiB
C++
312 lines
15 KiB
C++
//
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// ParticleCollisionSystem.cpp
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// hifi
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//
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// Created by Brad Hefta-Gaub on 12/4/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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//
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#include <algorithm>
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#include <AbstractAudioInterface.h>
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#include <VoxelTree.h>
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#include <AvatarData.h>
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#include <HeadData.h>
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#include <HandData.h>
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#include "Particle.h"
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#include "ParticleCollisionSystem.h"
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#include "ParticleEditPacketSender.h"
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#include "ParticleTree.h"
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ParticleCollisionSystem::ParticleCollisionSystem(ParticleEditPacketSender* packetSender,
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ParticleTree* particles, VoxelTree* voxels, AbstractAudioInterface* audio, AvatarData* selfAvatar) {
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init(packetSender, particles, voxels, audio, selfAvatar);
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}
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void ParticleCollisionSystem::init(ParticleEditPacketSender* packetSender,
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ParticleTree* particles, VoxelTree* voxels, AbstractAudioInterface* audio, AvatarData* selfAvatar) {
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_packetSender = packetSender;
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_particles = particles;
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_voxels = voxels;
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_audio = audio;
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_selfAvatar = selfAvatar;
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}
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ParticleCollisionSystem::~ParticleCollisionSystem() {
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}
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bool ParticleCollisionSystem::updateOperation(OctreeElement* element, void* extraData) {
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ParticleCollisionSystem* system = static_cast<ParticleCollisionSystem*>(extraData);
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ParticleTreeElement* particleTreeElement = static_cast<ParticleTreeElement*>(element);
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// iterate the particles...
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QList<Particle>& particles = particleTreeElement->getParticles();
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uint16_t numberOfParticles = particles.size();
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for (uint16_t i = 0; i < numberOfParticles; i++) {
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Particle* particle = &particles[i];
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system->checkParticle(particle);
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}
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return true;
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}
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void ParticleCollisionSystem::update() {
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// update all particles
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_particles->lockForWrite();
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_particles->recurseTreeWithOperation(updateOperation, this);
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_particles->unlock();
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}
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void ParticleCollisionSystem::checkParticle(Particle* particle) {
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updateCollisionWithVoxels(particle);
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updateCollisionWithParticles(particle);
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updateCollisionWithAvatars(particle);
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}
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void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
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glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
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float radius = particle->getRadius() * (float)(TREE_SCALE);
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const float ELASTICITY = 0.4f;
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const float DAMPING = 0.05f;
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const float COLLISION_FREQUENCY = 0.5f;
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CollisionInfo collisionInfo;
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VoxelDetail* voxelDetails = NULL;
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if (_voxels->findSpherePenetration(center, radius, collisionInfo._penetration, (void**)&voxelDetails)) {
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// let the particles run their collision scripts if they have them
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particle->collisionWithVoxel(voxelDetails);
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collisionInfo._penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, collisionInfo._penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, ELASTICITY, DAMPING, collisionInfo);
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delete voxelDetails; // cleanup returned details
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}
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}
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void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particleA) {
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glm::vec3 center = particleA->getPosition() * (float)(TREE_SCALE);
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float radius = particleA->getRadius() * (float)(TREE_SCALE);
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//const float ELASTICITY = 0.4f;
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//const float DAMPING = 0.0f;
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const float COLLISION_FREQUENCY = 0.5f;
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glm::vec3 penetration;
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Particle* particleB;
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if (_particles->findSpherePenetration(center, radius, penetration, (void**)&particleB)) {
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// NOTE: 'penetration' is the depth that 'particleA' overlaps 'particleB'.
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// That is, it points from A into B.
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// Even if the particles overlap... when the particles are already moving appart
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// we don't want to count this as a collision.
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glm::vec3 relativeVelocity = particleA->getVelocity() - particleB->getVelocity();
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if (glm::dot(relativeVelocity, penetration) > 0.0f) {
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particleA->collisionWithParticle(particleB);
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particleB->collisionWithParticle(particleA);
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glm::vec3 axis = glm::normalize(penetration);
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glm::vec3 axialVelocity = glm::dot(relativeVelocity, axis) * axis;
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// particles that are in hand are assigned an ureasonably large mass for collisions
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// which effectively makes them immovable but allows the other ball to reflect correctly.
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const float MAX_MASS = 1.0e6f;
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float massA = (particleA->getInHand()) ? MAX_MASS : particleA->getMass();
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float massB = (particleB->getInHand()) ? MAX_MASS : particleB->getMass();
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float totalMass = massA + massB;
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// handle A particle
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particleA->setVelocity(particleA->getVelocity() - axialVelocity * (2.0f * massB / totalMass));
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particleA->setPosition(particleA->getPosition() - 0.5f * penetration);
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ParticleProperties propertiesA;
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ParticleID particleAid(particleA->getID());
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propertiesA.copyFromParticle(*particleA);
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propertiesA.setVelocity(particleA->getVelocity() * (float)TREE_SCALE);
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propertiesA.setPosition(particleA->getPosition() * (float)TREE_SCALE);
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_packetSender->queueParticleEditMessage(PACKET_TYPE_PARTICLE_ADD_OR_EDIT, particleAid, propertiesA);
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// handle B particle
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particleB->setVelocity(particleB->getVelocity() + axialVelocity * (2.0f * massA / totalMass));
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particleA->setPosition(particleB->getPosition() + 0.5f * penetration);
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ParticleProperties propertiesB;
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ParticleID particleBid(particleB->getID());
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propertiesB.copyFromParticle(*particleB);
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propertiesB.setVelocity(particleB->getVelocity() * (float)TREE_SCALE);
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propertiesB.setPosition(particleB->getPosition() * (float)TREE_SCALE);
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_packetSender->queueParticleEditMessage(PACKET_TYPE_PARTICLE_ADD_OR_EDIT, particleBid, propertiesB);
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_packetSender->releaseQueuedMessages();
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updateCollisionSound(particleA, penetration, COLLISION_FREQUENCY);
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}
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}
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}
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// MIN_VALID_SPEED is obtained by computing speed gained at one gravity after the shortest expected frame
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const float MIN_EXPECTED_FRAME_PERIOD = 0.0167f; // 1/60th of a second
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const float HALTING_SPEED = 9.8 * MIN_EXPECTED_FRAME_PERIOD / (float)(TREE_SCALE);
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void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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// particles that are in hand, don't collide with avatars
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if (particle->getInHand()) {
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return;
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}
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glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
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float radius = particle->getRadius() * (float)(TREE_SCALE);
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const float ELASTICITY = 0.9f;
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const float DAMPING = 0.1f;
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const float COLLISION_FREQUENCY = 0.5f;
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glm::vec3 penetration;
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// first check the selfAvatar if set...
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if (_selfAvatar) {
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CollisionInfo collisionInfo;
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if (_selfAvatar->findSphereCollision(center, radius, collisionInfo)) {
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collisionInfo._addedVelocity /= (float)(TREE_SCALE);
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glm::vec3 relativeVelocity = collisionInfo._addedVelocity - particle->getVelocity();
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if (glm::dot(relativeVelocity, collisionInfo._penetration) < 0.f) {
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// only collide when particle and collision point are moving toward each other
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// (doing this prevents some "collision snagging" when particle penetrates the object)
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// HACK BEGIN: to allow paddle hands to "hold" particles we attenuate soft collisions against the avatar.
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// NOTE: the physics are wrong (particles cannot roll) but it IS possible to catch a slow moving particle.
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// TODO: make this less hacky when we have more per-collision details
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float elasticity = ELASTICITY;
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float attenuationFactor = glm::length(collisionInfo._addedVelocity) / HALTING_SPEED;
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float damping = DAMPING;
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if (attenuationFactor < 1.f) {
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collisionInfo._addedVelocity *= attenuationFactor;
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elasticity *= attenuationFactor;
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// NOTE: the math below keeps the damping piecewise continuous,
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// while ramping it up to 1.0 when attenuationFactor = 0
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damping = DAMPING + (1.f - attenuationFactor) * (1.f - DAMPING);
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}
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// HACK END
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collisionInfo._penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, collisionInfo._penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, elasticity, damping, collisionInfo);
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}
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}
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}
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// loop through all the other avatars for potential interactions...
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foreach (const SharedNodePointer& node, NodeList::getInstance()->getNodeHash()) {
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//qDebug() << "updateCollisionWithAvatars()... node:" << *node << "\n";
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if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
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AvatarData* avatar = static_cast<AvatarData*>(node->getLinkedData());
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CollisionInfo collisionInfo;
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if (avatar->findSphereCollision(center, radius, collisionInfo)) {
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collisionInfo._addedVelocity /= (float)(TREE_SCALE);
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glm::vec3 relativeVelocity = collisionInfo._addedVelocity - particle->getVelocity();
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if (glm::dot(relativeVelocity, collisionInfo._penetration) < 0.f) {
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// HACK BEGIN: to allow paddle hands to "hold" particles we attenuate soft collisions against the avatar.
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// NOTE: the physics are wrong (particles cannot roll) but it IS possible to catch a slow moving particle.
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// TODO: make this less hacky when we have more per-collision details
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float elasticity = ELASTICITY;
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float attenuationFactor = glm::length(collisionInfo._addedVelocity) / HALTING_SPEED;
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float damping = DAMPING;
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if (attenuationFactor < 1.f) {
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collisionInfo._addedVelocity *= attenuationFactor;
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elasticity *= attenuationFactor;
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// NOTE: the math below keeps the damping piecewise continuous,
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// while ramping it up to 1.0 when attenuationFactor = 0
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damping = DAMPING + (1.f - attenuationFactor) * (1.f - DAMPING);
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}
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// HACK END
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collisionInfo._penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, collisionInfo._penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, ELASTICITY, damping, collisionInfo);
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}
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}
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}
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}
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}
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// TODO: convert applyHardCollision() to take a CollisionInfo& instead of penetration + addedVelocity
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void ParticleCollisionSystem::applyHardCollision(Particle* particle, float elasticity, float damping, const CollisionInfo& collisionInfo) {
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//
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// Update the particle in response to a hard collision. Position will be reset exactly
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// to outside the colliding surface. Velocity will be modified according to elasticity.
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//
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// if elasticity = 0.0, collision is inelastic (vel normal to collision is lost)
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// if elasticity = 1.0, collision is 100% elastic.
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//
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glm::vec3 position = particle->getPosition();
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glm::vec3 velocity = particle->getVelocity();
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const float EPSILON = 0.0f;
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glm::vec3 relativeVelocity = collisionInfo._addedVelocity - velocity;
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float velocityDotPenetration = glm::dot(relativeVelocity, collisionInfo._penetration);
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if (velocityDotPenetration < EPSILON) {
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// particle is moving into collision surface
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position -= collisionInfo._penetration;
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if (glm::length(relativeVelocity) < HALTING_SPEED) {
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// static friction kicks in and particle moves with colliding object
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velocity = collisionInfo._addedVelocity;
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} else {
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glm::vec3 direction = glm::normalize(collisionInfo._penetration);
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velocity += glm::dot(relativeVelocity, direction) * (1.0f + elasticity) * direction; // dynamic reflection
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velocity += glm::clamp(damping, 0.0f, 1.0f) * (relativeVelocity - glm::dot(relativeVelocity, direction) * direction); // dynamic friction
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}
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}
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const bool wantDebug = false;
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if (wantDebug) {
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printf("ParticleCollisionSystem::applyHardCollision() particle id:%d new velocity:%f,%f,%f inHand:%s\n",
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particle->getID(), velocity.x, velocity.y, velocity.z, debug::valueOf(particle->getInHand()));
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}
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// send off the result to the particle server
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ParticleProperties properties;
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ParticleID particleID(particle->getID());
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properties.copyFromParticle(*particle);
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properties.setPosition(position * (float)TREE_SCALE);
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properties.setVelocity(velocity * (float)TREE_SCALE);
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_packetSender->queueParticleEditMessage(PACKET_TYPE_PARTICLE_ADD_OR_EDIT, particleID, properties);
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// change the local particle too...
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particle->setPosition(position);
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particle->setVelocity(velocity);
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}
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void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm::vec3 &penetration, float frequency) {
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// consider whether to have the collision make a sound
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const float AUDIBLE_COLLISION_THRESHOLD = 0.3f;
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const float COLLISION_LOUDNESS = 1.f;
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const float DURATION_SCALING = 0.004f;
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const float NOISE_SCALING = 0.1f;
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glm::vec3 velocity = particle->getVelocity() * (float)(TREE_SCALE);
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/*
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// how do we want to handle this??
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//
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glm::vec3 gravity = particle->getGravity() * (float)(TREE_SCALE);
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if (glm::length(gravity) > EPSILON) {
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// If gravity is on, remove the effect of gravity on velocity for this
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// frame, so that we are not constantly colliding with the surface
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velocity -= _scale * glm::length(gravity) * GRAVITY_EARTH * deltaTime * glm::normalize(gravity);
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}
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*/
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float velocityTowardCollision = glm::dot(velocity, glm::normalize(penetration));
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float velocityTangentToCollision = glm::length(velocity) - velocityTowardCollision;
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if (velocityTowardCollision > AUDIBLE_COLLISION_THRESHOLD) {
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// Volume is proportional to collision velocity
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// Base frequency is modified upward by the angle of the collision
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// Noise is a function of the angle of collision
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// Duration of the sound is a function of both base frequency and velocity of impact
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_audio->startCollisionSound(
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std::min(COLLISION_LOUDNESS * velocityTowardCollision, 1.f),
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frequency * (1.f + velocityTangentToCollision / velocityTowardCollision),
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std::min(velocityTangentToCollision / velocityTowardCollision * NOISE_SCALING, 1.f),
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1.f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision, false);
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}
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}
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