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| 1 | +// | |
| 2 | +// EntityCollisionSystem.cpp | |
| 3 | +// libraries/entities/src | |
| 4 | +// | |
| 5 | +// Created by Brad Hefta-Gaub on 9/23/14. | |
| 6 | +// Copyright 2013-2014 High Fidelity, Inc. | |
| 7 | +// | |
| 8 | +// Distributed under the Apache License, Version 2.0. | |
| 9 | +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html | |
| 10 | +// | |
| 11 | + | |
| 12 | +#include <algorithm> | |
| 13 | +#include <AbstractAudioInterface.h> | |
| 14 | +#include <VoxelTree.h> | |
| 15 | +#include <AvatarData.h> | |
| 16 | +#include <CollisionInfo.h> | |
| 17 | +#include <HeadData.h> | |
| 18 | +#include <HandData.h> | |
| 19 | +#include <PerfStat.h> | |
| 20 | +#include <SphereShape.h> | |
| 21 | + | |
| 22 | +#include "EntityCollisionSystem.h" | |
| 23 | +#include "EntityEditPacketSender.h" | |
| 24 | +#include "EntityItem.h" | |
| 25 | +#include "EntityTreeElement.h" | |
| 26 | +#include "EntityTree.h" | |
| 27 | + | |
| 28 | +const int MAX_COLLISIONS_PER_Entity = 16; | |
| 29 | + | |
| 30 | +EntityCollisionSystem::EntityCollisionSystem() | |
| 31 | + : SimpleEntitySimulation(), | |
| 32 | + _packetSender(NULL), | |
| 33 | + _voxels(NULL), | |
| 34 | + _audio(NULL), | |
| 35 | + _avatars(NULL), | |
| 36 | + _collisions(MAX_COLLISIONS_PER_Entity) { | |
| 37 | +} | |
| 38 | + | |
| 39 | +void EntityCollisionSystem::init(EntityEditPacketSender* packetSender, | |
| 40 | + EntityTree* entities, VoxelTree* voxels, AbstractAudioInterface* audio, | |
| 41 | + AvatarHashMap* avatars) { | |
| 42 | + assert(entities); | |
| 43 | + setEntityTree(entities); | |
| 44 | + _packetSender = packetSender; | |
| 45 | + _voxels = voxels; | |
| 46 | + _audio = audio; | |
| 47 | + _avatars = avatars; | |
| 48 | +} | |
| 49 | + | |
| 50 | +EntityCollisionSystem::~EntityCollisionSystem() { | |
| 51 | +} | |
| 52 | + | |
| 53 | +void EntityCollisionSystem::updateCollisions() { | |
| 54 | + PerformanceTimer perfTimer("collisions"); | |
| 55 | + assert(_entityTree); | |
| 56 | + // update all Entities | |
| 57 | + if (_entityTree->tryLockForRead()) { | |
| 58 | + foreach (EntityItem* entity, _movingEntities) { | |
| 59 | + checkEntity(entity); | |
| 60 | + } | |
| 61 | + _entityTree->unlock(); | |
| 62 | + } | |
| 63 | +} | |
| 64 | + | |
| 65 | + | |
| 66 | +void EntityCollisionSystem::checkEntity(EntityItem* entity) { | |
| 67 | + updateCollisionWithVoxels(entity); | |
| 68 | + updateCollisionWithEntities(entity); | |
| 69 | + updateCollisionWithAvatars(entity); | |
| 70 | +} | |
| 71 | + | |
| 72 | +void EntityCollisionSystem::emitGlobalEntityCollisionWithVoxel(EntityItem* entity, | |
| 73 | + VoxelDetail* voxelDetails, const CollisionInfo& collision) { | |
| 74 | + EntityItemID entityItemID = entity->getEntityItemID(); | |
| 75 | + emit entityCollisionWithVoxel(entityItemID, *voxelDetails, collision); | |
| 76 | +} | |
| 77 | + | |
| 78 | +void EntityCollisionSystem::emitGlobalEntityCollisionWithEntity(EntityItem* entityA, | |
| 79 | + EntityItem* entityB, const CollisionInfo& collision) { | |
| 80 | + | |
| 81 | + EntityItemID idA = entityA->getEntityItemID(); | |
| 82 | + EntityItemID idB = entityB->getEntityItemID(); | |
| 83 | + emit entityCollisionWithEntity(idA, idB, collision); | |
| 84 | +} | |
| 85 | + | |
| 86 | +void EntityCollisionSystem::updateCollisionWithVoxels(EntityItem* entity) { | |
| 87 | + | |
| 88 | + if (entity->getIgnoreForCollisions() || !entity->getCollisionsWillMove()) { | |
| 89 | + return; // bail early if this entity is to be ignored or wont move | |
| 90 | + } | |
| 91 | + | |
| 92 | + glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE); | |
| 93 | + float radius = entity->getRadius() * (float)(TREE_SCALE); | |
| 94 | + const float ELASTICITY = 0.4f; | |
| 95 | + const float DAMPING = 0.05f; | |
| 96 | + CollisionInfo collisionInfo; | |
| 97 | + collisionInfo._damping = DAMPING; | |
| 98 | + collisionInfo._elasticity = ELASTICITY; | |
| 99 | + VoxelDetail* voxelDetails = NULL; | |
| 100 | + if (_voxels->findSpherePenetration(center, radius, collisionInfo._penetration, (void**)&voxelDetails)) { | |
| 101 | + | |
| 102 | + // findSpherePenetration() only computes the penetration but we also want some other collision info | |
| 103 | + // so we compute it ourselves here. Note that we must multiply scale by TREE_SCALE when feeding | |
| 104 | + // the results to systems outside of this octree reference frame. | |
| 105 | + collisionInfo._contactPoint = (float)TREE_SCALE * (entity->getPosition() + entity->getRadius() * glm::normalize(collisionInfo._penetration)); | |
| 106 | + // let the global script run their collision scripts for Entities if they have them | |
| 107 | + emitGlobalEntityCollisionWithVoxel(entity, voxelDetails, collisionInfo); | |
| 108 | + | |
| 109 | + // we must scale back down to the octree reference frame before updating the Entity properties | |
| 110 | + collisionInfo._penetration /= (float)(TREE_SCALE); | |
| 111 | + collisionInfo._contactPoint /= (float)(TREE_SCALE); | |
| 112 | + | |
| 113 | + applyHardCollision(entity, collisionInfo); | |
| 114 | + delete voxelDetails; // cleanup returned details | |
| 115 | + } | |
| 116 | +} | |
| 117 | + | |
| 118 | +void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) { | |
| 119 | + | |
| 120 | + if (entityA->getIgnoreForCollisions()) { | |
| 121 | + return; // bail early if this entity is to be ignored... | |
| 122 | + } | |
| 123 | + | |
| 124 | + // don't collide entities with unknown IDs, | |
| 125 | + if (!entityA->isKnownID()) { | |
| 126 | + return; | |
| 127 | + } | |
| 128 | + | |
| 129 | + glm::vec3 penetration; | |
| 130 | + EntityItem* entityB = NULL; | |
| 131 | + | |
| 132 | + const int MAX_COLLISIONS_PER_ENTITY = 32; | |
| 133 | + CollisionList collisions(MAX_COLLISIONS_PER_ENTITY); | |
| 134 | + bool shapeCollisionsAccurate = false; | |
| 135 | + | |
| 136 | + bool shapeCollisions = _entityTree->findShapeCollisions(&entityA->getCollisionShapeInMeters(), | |
| 137 | + collisions, Octree::NoLock, &shapeCollisionsAccurate); | |
| 138 | + | |
| 139 | + if (shapeCollisions) { | |
| 140 | + for(int i = 0; i < collisions.size(); i++) { | |
| 141 | + | |
| 142 | + CollisionInfo* collision = collisions[i]; | |
| 143 | + penetration = collision->_penetration; | |
| 144 | + entityB = static_cast<EntityItem*>(collision->_extraData); | |
| 145 | + | |
| 146 | + // don't collide entities with unknown IDs, | |
| 147 | + if (!entityB->isKnownID()) { | |
| 148 | + continue; // skip this loop pass if the entity has an unknown ID | |
| 149 | + } | |
| 150 | + | |
| 151 | + // NOTE: 'penetration' is the depth that 'entityA' overlaps 'entityB'. It points from A into B. | |
| 152 | + glm::vec3 penetrationInTreeUnits = penetration / (float)(TREE_SCALE); | |
| 153 | + | |
| 154 | + // Even if the Entities overlap... when the Entities are already moving appart | |
| 155 | + // we don't want to count this as a collision. | |
| 156 | + glm::vec3 relativeVelocity = entityA->getVelocity() - entityB->getVelocity(); | |
| 157 | + | |
| 158 | + bool fullyEnclosedCollision = glm::length(penetrationInTreeUnits) > entityA->getLargestDimension(); | |
| 159 | + | |
| 160 | + bool wantToMoveA = entityA->getCollisionsWillMove(); | |
| 161 | + bool wantToMoveB = entityB->getCollisionsWillMove(); | |
| 162 | + bool movingTowardEachOther = glm::dot(relativeVelocity, penetrationInTreeUnits) > 0.0f; | |
| 163 | + | |
| 164 | + // only do collisions if the entities are moving toward each other and one or the other | |
| 165 | + // of the entities are movable from collisions | |
| 166 | + bool doCollisions = !fullyEnclosedCollision && movingTowardEachOther && (wantToMoveA || wantToMoveB); | |
| 167 | + | |
| 168 | + if (doCollisions) { | |
| 169 | + | |
| 170 | + quint64 now = usecTimestampNow(); | |
| 171 | + | |
| 172 | + CollisionInfo collision; | |
| 173 | + collision._penetration = penetration; | |
| 174 | + // for now the contactPoint is the average between the the two paricle centers | |
| 175 | + collision._contactPoint = (0.5f * (float)TREE_SCALE) * (entityA->getPosition() + entityB->getPosition()); | |
| 176 | + emitGlobalEntityCollisionWithEntity(entityA, entityB, collision); | |
| 177 | + | |
| 178 | + glm::vec3 axis = glm::normalize(penetration); | |
| 179 | + glm::vec3 axialVelocity = glm::dot(relativeVelocity, axis) * axis; | |
| 180 | + | |
| 181 | + float massA = entityA->getMass(); | |
| 182 | + float massB = entityB->getMass(); | |
| 183 | + float totalMass = massA + massB; | |
| 184 | + float massRatioA = (2.0f * massB / totalMass); | |
| 185 | + float massRatioB = (2.0f * massA / totalMass); | |
| 186 | + | |
| 187 | + // in the event that one of our entities is non-moving, then fix up these ratios | |
| 188 | + if (wantToMoveA && !wantToMoveB) { | |
| 189 | + massRatioA = 2.0f; | |
| 190 | + massRatioB = 0.0f; | |
| 191 | + } | |
| 192 | + | |
| 193 | + if (!wantToMoveA && wantToMoveB) { | |
| 194 | + massRatioA = 0.0f; | |
| 195 | + massRatioB = 2.0f; | |
| 196 | + } | |
| 197 | + | |
| 198 | + // unless the entity is configured to not be moved by collision, calculate it's new position | |
| 199 | + // and velocity and apply it | |
| 200 | + if (wantToMoveA) { | |
| 201 | + // handle Entity A | |
| 202 | + glm::vec3 newVelocityA = entityA->getVelocity() - axialVelocity * massRatioA; | |
| 203 | + glm::vec3 newPositionA = entityA->getPosition() - 0.5f * penetrationInTreeUnits; | |
| 204 | + | |
| 205 | + EntityItemProperties propertiesA = entityA->getProperties(); | |
| 206 | + EntityItemID idA(entityA->getID()); | |
| 207 | + propertiesA.setVelocity(newVelocityA * (float)TREE_SCALE); | |
| 208 | + propertiesA.setPosition(newPositionA * (float)TREE_SCALE); | |
| 209 | + propertiesA.setLastEdited(now); | |
| 210 | + | |
| 211 | + _entityTree->updateEntity(idA, propertiesA); | |
| 212 | + _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idA, propertiesA); | |
| 213 | + } | |
| 214 | + | |
| 215 | + // unless the entity is configured to not be moved by collision, calculate it's new position | |
| 216 | + // and velocity and apply it | |
| 217 | + if (wantToMoveB) { | |
| 218 | + glm::vec3 newVelocityB = entityB->getVelocity() + axialVelocity * massRatioB; | |
| 219 | + glm::vec3 newPositionB = entityB->getPosition() + 0.5f * penetrationInTreeUnits; | |
| 220 | + | |
| 221 | + EntityItemProperties propertiesB = entityB->getProperties(); | |
| 222 | + | |
| 223 | + EntityItemID idB(entityB->getID()); | |
| 224 | + propertiesB.setVelocity(newVelocityB * (float)TREE_SCALE); | |
| 225 | + propertiesB.setPosition(newPositionB * (float)TREE_SCALE); | |
| 226 | + propertiesB.setLastEdited(now); | |
| 227 | + | |
| 228 | + _entityTree->updateEntity(idB, propertiesB); | |
| 229 | + _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idB, propertiesB); | |
| 230 | + } | |
| 231 | + } | |
| 232 | + } | |
| 233 | + } | |
| 234 | +} | |
| 235 | + | |
| 236 | +void EntityCollisionSystem::updateCollisionWithAvatars(EntityItem* entity) { | |
| 237 | + | |
| 238 | + // Entities that are in hand, don't collide with avatars | |
| 239 | + if (!_avatars) { | |
| 240 | + return; | |
| 241 | + } | |
| 242 | + | |
| 243 | + if (entity->getIgnoreForCollisions() || !entity->getCollisionsWillMove()) { | |
| 244 | + return; // bail early if this entity is to be ignored or wont move | |
| 245 | + } | |
| 246 | + | |
| 247 | + glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE); | |
| 248 | + float radius = entity->getRadius() * (float)(TREE_SCALE); | |
| 249 | + const float ELASTICITY = 0.9f; | |
| 250 | + const float DAMPING = 0.1f; | |
| 251 | + glm::vec3 penetration; | |
| 252 | + | |
| 253 | + _collisions.clear(); | |
| 254 | + foreach (const AvatarSharedPointer& avatarPointer, _avatars->getAvatarHash()) { | |
| 255 | + AvatarData* avatar = avatarPointer.data(); | |
| 256 | + | |
| 257 | + float totalRadius = avatar->getBoundingRadius() + radius; | |
| 258 | + glm::vec3 relativePosition = center - avatar->getPosition(); | |
| 259 | + if (glm::dot(relativePosition, relativePosition) > (totalRadius * totalRadius)) { | |
| 260 | + continue; | |
| 261 | + } | |
| 262 | + | |
| 263 | + if (avatar->findSphereCollisions(center, radius, _collisions)) { | |
| 264 | + int numCollisions = _collisions.size(); | |
| 265 | + for (int i = 0; i < numCollisions; ++i) { | |
| 266 | + CollisionInfo* collision = _collisions.getCollision(i); | |
| 267 | + collision->_damping = DAMPING; | |
| 268 | + collision->_elasticity = ELASTICITY; | |
| 269 | + | |
| 270 | + collision->_addedVelocity /= (float)(TREE_SCALE); | |
| 271 | + glm::vec3 relativeVelocity = collision->_addedVelocity - entity->getVelocity(); | |
| 272 | + | |
| 273 | + if (glm::dot(relativeVelocity, collision->_penetration) <= 0.0f) { | |
| 274 | + // only collide when Entity and collision point are moving toward each other | |
| 275 | + // (doing this prevents some "collision snagging" when Entity penetrates the object) | |
| 276 | + collision->_penetration /= (float)(TREE_SCALE); | |
| 277 | + applyHardCollision(entity, *collision); | |
| 278 | + } | |
| 279 | + } | |
| 280 | + } | |
| 281 | + } | |
| 282 | +} | |
| 283 | + | |
| 284 | +void EntityCollisionSystem::applyHardCollision(EntityItem* entity, const CollisionInfo& collisionInfo) { | |
| 285 | + | |
| 286 | + // don't collide entities with unknown IDs, | |
| 287 | + if (!entity->isKnownID()) { | |
| 288 | + return; | |
| 289 | + } | |
| 290 | + | |
| 291 | + // HALTING_* params are determined using expected acceleration of gravity over some timescale. | |
| 292 | + // This is a HACK for entities that bounce in a 1.0 gravitational field and should eventually be made more universal. | |
| 293 | + const float HALTING_ENTITY_PERIOD = 0.0167f; // ~1/60th of a second | |
| 294 | + const float HALTING_ENTITY_SPEED = 9.8 * HALTING_ENTITY_PERIOD / (float)(TREE_SCALE); | |
| 295 | + | |
| 296 | + // | |
| 297 | + // Update the entity in response to a hard collision. Position will be reset exactly | |
| 298 | + // to outside the colliding surface. Velocity will be modified according to elasticity. | |
| 299 | + // | |
| 300 | + // if elasticity = 0.0, collision is inelastic (vel normal to collision is lost) | |
| 301 | + // if elasticity = 1.0, collision is 100% elastic. | |
| 302 | + // | |
| 303 | + glm::vec3 position = entity->getPosition(); | |
| 304 | + glm::vec3 velocity = entity->getVelocity(); | |
| 305 | + | |
| 306 | + const float EPSILON = 0.0f; | |
| 307 | + glm::vec3 relativeVelocity = collisionInfo._addedVelocity - velocity; | |
| 308 | + float velocityDotPenetration = glm::dot(relativeVelocity, collisionInfo._penetration); | |
| 309 | + if (velocityDotPenetration < EPSILON) { | |
| 310 | + // entity is moving into collision surface | |
| 311 | + // | |
| 312 | + // TODO: do something smarter here by comparing the mass of the entity vs that of the other thing | |
| 313 | + // (other's mass could be stored in the Collision Info). The smaller mass should surrender more | |
| 314 | + // position offset and should slave more to the other's velocity in the static-friction case. | |
| 315 | + position -= collisionInfo._penetration; | |
| 316 | + | |
| 317 | + if (glm::length(relativeVelocity) < HALTING_ENTITY_SPEED) { | |
| 318 | + // static friction kicks in and entities moves with colliding object | |
| 319 | + velocity = collisionInfo._addedVelocity; | |
| 320 | + } else { | |
| 321 | + glm::vec3 direction = glm::normalize(collisionInfo._penetration); | |
| 322 | + velocity += glm::dot(relativeVelocity, direction) * (1.0f + collisionInfo._elasticity) * direction; // dynamic reflection | |
| 323 | + velocity += glm::clamp(collisionInfo._damping, 0.0f, 1.0f) * (relativeVelocity - glm::dot(relativeVelocity, direction) * direction); // dynamic friction | |
| 324 | + } | |
| 325 | + } | |
| 326 | + | |
| 327 | + EntityItemProperties properties = entity->getProperties(); | |
| 328 | + EntityItemID entityItemID(entity->getID()); | |
| 329 | + | |
| 330 | + properties.setPosition(position * (float)TREE_SCALE); | |
| 331 | + properties.setVelocity(velocity * (float)TREE_SCALE); | |
| 332 | + properties.setLastEdited(usecTimestampNow()); | |
| 333 | + | |
| 334 | + _entityTree->updateEntity(entityItemID, properties); | |
| 335 | + _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, entityItemID, properties); | |
| 336 | +} | |