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////  EntityCollisionSystem.cpp//  libraries/entities/src////  Created by Brad Hefta-Gaub on 9/23/14.//  Copyright 2013-2014 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 "EntityItem.h"#include "EntityCollisionSystem.h"#include "EntityEditPacketSender.h"#include "EntityTree.h"#include "EntityTreeElement.h" const int MAX_COLLISIONS_PER_Entity = 16; EntityCollisionSystem::EntityCollisionSystem(EntityEditPacketSender* packetSender,    EntityTree* Entities, VoxelTree* voxels, AbstractAudioInterface* audio,    AvatarHashMap* avatars) : _collisions(MAX_COLLISIONS_PER_Entity) {    init(packetSender, Entities, voxels, audio, avatars);} void EntityCollisionSystem::init(EntityEditPacketSender* packetSender,    EntityTree* Entities, VoxelTree* voxels, AbstractAudioInterface* audio,    AvatarHashMap* avatars) {    _packetSender = packetSender;    _entities = Entities;    _voxels = voxels;    _audio = audio;    _avatars = avatars;} EntityCollisionSystem::~EntityCollisionSystem() {} void EntityCollisionSystem::update() {    // update all Entities    if (_entities->tryLockForRead()) {        QList<EntityItem*>& movingEntities = _entities->getMovingEntities();        foreach (EntityItem* entity, movingEntities) {            checkEntity(entity);        }        _entities->unlock();    }}  void EntityCollisionSystem::checkEntity(EntityItem* entity) {    updateCollisionWithVoxels(entity);    updateCollisionWithEntities(entity);    updateCollisionWithAvatars(entity);} void EntityCollisionSystem::emitGlobalEntityCollisionWithVoxel(EntityItem* entity,                                             VoxelDetail* voxelDetails, const CollisionInfo& collision) {    EntityItemID entityItemID = entity->getEntityItemID();    emit EntityCollisionWithVoxel(entityItemID, *voxelDetails, collision);} void EntityCollisionSystem::emitGlobalEntityCollisionWithEntity(EntityItem* entityA,                                             EntityItem* entityB, const CollisionInfo& collision) {                                                EntityItemID idA = entityA->getEntityItemID();    EntityItemID idB = entityB->getEntityItemID();    emit EntityCollisionWithEntity(idA, idB, collision);} void EntityCollisionSystem::updateCollisionWithVoxels(EntityItem* entity) {    glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE);    float radius = entity->getRadius() * (float)(TREE_SCALE);    const float ELASTICITY = 0.4f;    const float DAMPING = 0.05f;    CollisionInfo collisionInfo;    collisionInfo._damping = DAMPING;    collisionInfo._elasticity = ELASTICITY;    VoxelDetail* voxelDetails = NULL;    if (_voxels->findSpherePenetration(center, radius, collisionInfo._penetration, (void**)&voxelDetails)) {         // 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.        collisionInfo._contactPoint = (float)TREE_SCALE * (entity->getPosition() + entity->getRadius() * glm::normalize(collisionInfo._penetration));        // let the global script run their collision scripts for Entities if they have them        emitGlobalEntityCollisionWithVoxel(entity, voxelDetails, collisionInfo);         // we must scale back down to the octree reference frame before updating the Entity properties        collisionInfo._penetration /= (float)(TREE_SCALE);        collisionInfo._contactPoint /= (float)(TREE_SCALE);         applyHardCollision(entity, collisionInfo);        delete voxelDetails; // cleanup returned details    }} void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {    glm::vec3 center = entityA->getPosition() * (float)(TREE_SCALE);    float radius = entityA->getRadius() * (float)(TREE_SCALE);    glm::vec3 penetration;    EntityItem* entityB;    if (_entities->findSpherePenetration(center, radius, penetration, (void**)&entityB, Octree::NoLock)) {        // NOTE: 'penetration' is the depth that 'entityA' overlaps 'entityB'.  It points from A into B.        glm::vec3 penetrationInTreeUnits = penetration / (float)(TREE_SCALE);         // Even if the Entities overlap... when the Entities are already moving appart        // we don't want to count this as a collision.        glm::vec3 relativeVelocity = entityA->getVelocity() - entityB->getVelocity();         bool movingTowardEachOther = glm::dot(relativeVelocity, penetrationInTreeUnits) > 0.0f;        bool doCollisions = movingTowardEachOther; // don't do collisions if the entities are moving away from each other         if (doCollisions) {            quint64 now = usecTimestampNow();                    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) * (entityA->getPosition() + entityB->getPosition());            emitGlobalEntityCollisionWithEntity(entityA, entityB, collision);             glm::vec3 axis = glm::normalize(penetration);            glm::vec3 axialVelocity = glm::dot(relativeVelocity, axis) * axis;             float massA = entityA->getMass();            float massB = entityB->getMass();            float totalMass = massA + massB;             // handle Entity A            glm::vec3 newVelocityA = entityA->getVelocity() - axialVelocity * (2.0f * massB / totalMass);            glm::vec3 newPositionA = entityA->getPosition() - 0.5f * penetrationInTreeUnits;             EntityItemProperties propertiesA = entityA->getProperties();            EntityItemID idA(entityA->getID());            propertiesA.setVelocity(newVelocityA * (float)TREE_SCALE);            propertiesA.setPosition(newPositionA * (float)TREE_SCALE);            propertiesA.setLastEdited(now);                        _entities->updateEntity(idA, propertiesA);            _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idA, propertiesA);             glm::vec3 newVelocityB = entityB->getVelocity() + axialVelocity * (2.0f * massA / totalMass);            glm::vec3 newPositionB = entityB->getPosition() + 0.5f * penetrationInTreeUnits;             EntityItemProperties propertiesB = entityB->getProperties();             EntityItemID idB(entityB->getID());            propertiesB.setVelocity(newVelocityB * (float)TREE_SCALE);            propertiesB.setPosition(newPositionB * (float)TREE_SCALE);            propertiesB.setLastEdited(now);             _entities->updateEntity(idB, propertiesB);            _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idB, propertiesB);                        // TODO: Do we need this?            //_packetSender->releaseQueuedMessages();        }    }} void EntityCollisionSystem::updateCollisionWithAvatars(EntityItem* entity) {        // Entities that are in hand, don't collide with avatars    if (!_avatars) {        return;    }     glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE);    float radius = entity->getRadius() * (float)(TREE_SCALE);    const float ELASTICITY = 0.9f;    const float DAMPING = 0.1f;    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 - entity->getVelocity();                    if (glm::dot(relativeVelocity, collision->_penetration) <= 0.f) {                    // only collide when Entity and collision point are moving toward each other                    // (doing this prevents some "collision snagging" when Entity penetrates the object)                    collision->_penetration /= (float)(TREE_SCALE);                    applyHardCollision(entity, *collision);                }            }        }    }} void EntityCollisionSystem::applyHardCollision(EntityItem* entity, const CollisionInfo& collisionInfo) {    // HALTING_* params are determined using expected acceleration of gravity over some timescale.      // This is a HACK for entities that bounce in a 1.0 gravitational field and should eventually be made more universal.    const float HALTING_ENTITY_PERIOD = 0.0167f;  // ~1/60th of a second    const float HALTING_ENTITY_SPEED = 9.8 * HALTING_ENTITY_PERIOD / (float)(TREE_SCALE);     //    //  Update the entity in response to a hard collision.  Position will be reset exactly    //  to outside the colliding surface.  Velocity will be modified according to elasticity.    //    //  if elasticity = 0.0, collision is inelastic (vel normal to collision is lost)    //  if elasticity = 1.0, collision is 100% elastic.    //    glm::vec3 position = entity->getPosition();    glm::vec3 velocity = entity->getVelocity();     const float EPSILON = 0.0f;    glm::vec3 relativeVelocity = collisionInfo._addedVelocity - velocity;    float velocityDotPenetration = glm::dot(relativeVelocity, collisionInfo._penetration);    if (velocityDotPenetration < EPSILON) {        // entity is moving into collision surface        //        // TODO: do something smarter here by comparing the mass of the entity vs that of the other thing         // (other's mass could be stored in the Collision Info).  The smaller mass should surrender more         // position offset and should slave more to the other's velocity in the static-friction case.        position -= collisionInfo._penetration;         if (glm::length(relativeVelocity) < HALTING_ENTITY_SPEED) {            // static friction kicks in and entities moves with colliding object            velocity = collisionInfo._addedVelocity;        } else {            glm::vec3 direction = glm::normalize(collisionInfo._penetration);            velocity += glm::dot(relativeVelocity, direction) * (1.0f + collisionInfo._elasticity) * direction;    // dynamic reflection            velocity += glm::clamp(collisionInfo._damping, 0.0f, 1.0f) * (relativeVelocity - glm::dot(relativeVelocity, direction) * direction);   // dynamic friction        }    }     EntityItemProperties properties = entity->getProperties();    EntityItemID entityItemID(entity->getID());     properties.setPosition(position * (float)TREE_SCALE);    properties.setVelocity(velocity * (float)TREE_SCALE);    properties.setLastEdited(usecTimestampNow());     _entities->updateEntity(entityItemID, properties);    _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, entityItemID, properties);}