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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 <HeadData.h> | |
| 17 | +#include <HandData.h> | |
| 18 | + | |
| 19 | +#include "EntityItem.h" | |
| 20 | +#include "EntityCollisionSystem.h" | |
| 21 | +#include "EntityEditPacketSender.h" | |
| 22 | +#include "EntityTree.h" | |
| 23 | +#include "EntityTreeElement.h" | |
| 24 | + | |
| 25 | +const int MAX_COLLISIONS_PER_Entity = 16; | |
| 26 | + | |
| 27 | +EntityCollisionSystem::EntityCollisionSystem(EntityEditPacketSender* packetSender, | |
| 28 | + EntityTree* Entities, VoxelTree* voxels, AbstractAudioInterface* audio, | |
| 29 | + AvatarHashMap* avatars) : _collisions(MAX_COLLISIONS_PER_Entity) { | |
| 30 | + init(packetSender, Entities, voxels, audio, avatars); | |
| 31 | +} | |
| 32 | + | |
| 33 | +void EntityCollisionSystem::init(EntityEditPacketSender* packetSender, | |
| 34 | + EntityTree* Entities, VoxelTree* voxels, AbstractAudioInterface* audio, | |
| 35 | + AvatarHashMap* avatars) { | |
| 36 | + _packetSender = packetSender; | |
| 37 | + _entities = Entities; | |
| 38 | + _voxels = voxels; | |
| 39 | + _audio = audio; | |
| 40 | + _avatars = avatars; | |
| 41 | +} | |
| 42 | + | |
| 43 | +EntityCollisionSystem::~EntityCollisionSystem() { | |
| 44 | +} | |
| 45 | + | |
| 46 | +bool EntityCollisionSystem::updateOperation(OctreeElement* element, void* extraData) { | |
| 47 | + EntityCollisionSystem* system = static_cast<EntityCollisionSystem*>(extraData); | |
| 48 | + EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element); | |
| 49 | + | |
| 50 | + // iterate the Entities... | |
| 51 | + QList<EntityItem*>& entities = entityTreeElement->getEntities(); | |
| 52 | + uint16_t numberOfEntities = entities.size(); | |
| 53 | + for (uint16_t i = 0; i < numberOfEntities; i++) { | |
| 54 | + EntityItem* entity = entities[i]; | |
| 55 | + system->checkEntity(entity); | |
| 56 | + } | |
| 57 | + | |
| 58 | + return true; | |
| 59 | +} | |
| 60 | + | |
| 61 | + | |
| 62 | +void EntityCollisionSystem::update() { | |
| 63 | + // update all Entities | |
| 64 | + if (_entities->tryLockForRead()) { | |
| 65 | + _entities->recurseTreeWithOperation(updateOperation, this); | |
| 66 | + _entities->unlock(); | |
| 67 | + } | |
| 68 | +} | |
| 69 | + | |
| 70 | + | |
| 71 | +void EntityCollisionSystem::checkEntity(EntityItem* entity) { | |
| 72 | + updateCollisionWithVoxels(entity); | |
| 73 | + updateCollisionWithEntities(entity); | |
| 74 | + updateCollisionWithAvatars(entity); | |
| 75 | +} | |
| 76 | + | |
| 77 | +void EntityCollisionSystem::emitGlobalEntityCollisionWithVoxel(EntityItem* entity, | |
| 78 | + VoxelDetail* voxelDetails, const CollisionInfo& collision) { | |
| 79 | + EntityItemID entityItemID = entity->getEntityItemID(); | |
| 80 | + emit EntityCollisionWithVoxel(entityItemID, *voxelDetails, collision); | |
| 81 | +} | |
| 82 | + | |
| 83 | +void EntityCollisionSystem::emitGlobalEntityCollisionWithEntity(EntityItem* entityA, | |
| 84 | + EntityItem* entityB, const CollisionInfo& collision) { | |
| 85 | + | |
| 86 | + EntityItemID idA = entityA->getEntityItemID(); | |
| 87 | + EntityItemID idB = entityB->getEntityItemID(); | |
| 88 | + emit EntityCollisionWithEntity(idA, idB, collision); | |
| 89 | +} | |
| 90 | + | |
| 91 | +void EntityCollisionSystem::updateCollisionWithVoxels(EntityItem* entity) { | |
| 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 | + const float COLLISION_FREQUENCY = 0.5f; | |
| 97 | + CollisionInfo collisionInfo; | |
| 98 | + collisionInfo._damping = DAMPING; | |
| 99 | + collisionInfo._elasticity = ELASTICITY; | |
| 100 | + VoxelDetail* voxelDetails = NULL; | |
| 101 | + if (_voxels->findSpherePenetration(center, radius, collisionInfo._penetration, (void**)&voxelDetails)) { | |
| 102 | + | |
| 103 | + // let the Entities run their collision scripts if they have them | |
| 104 | + //entity->collisionWithVoxel(voxelDetails, collisionInfo._penetration); | |
| 105 | + | |
| 106 | + // findSpherePenetration() only computes the penetration but we also want some other collision info | |
| 107 | + // so we compute it ourselves here. Note that we must multiply scale by TREE_SCALE when feeding | |
| 108 | + // the results to systems outside of this octree reference frame. | |
| 109 | + updateCollisionSound(entity, collisionInfo._penetration, COLLISION_FREQUENCY); | |
| 110 | + collisionInfo._contactPoint = (float)TREE_SCALE * (entity->getPosition() + entity->getRadius() * glm::normalize(collisionInfo._penetration)); | |
| 111 | + // let the global script run their collision scripts for Entities if they have them | |
| 112 | + emitGlobalEntityCollisionWithVoxel(entity, voxelDetails, collisionInfo); | |
| 113 | + | |
| 114 | + // we must scale back down to the octree reference frame before updating the Entity properties | |
| 115 | + collisionInfo._penetration /= (float)(TREE_SCALE); | |
| 116 | + collisionInfo._contactPoint /= (float)(TREE_SCALE); | |
| 117 | + entity->applyHardCollision(collisionInfo); | |
| 118 | + queueEntityPropertiesUpdate(entity); | |
| 119 | + | |
| 120 | + delete voxelDetails; // cleanup returned details | |
| 121 | + } | |
| 122 | +} | |
| 123 | + | |
| 124 | +void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) { | |
| 125 | + glm::vec3 center = entityA->getPosition() * (float)(TREE_SCALE); | |
| 126 | + float radius = entityA->getRadius() * (float)(TREE_SCALE); | |
| 127 | + //const float ELASTICITY = 0.4f; | |
| 128 | + //const float DAMPING = 0.0f; | |
| 129 | + const float COLLISION_FREQUENCY = 0.5f; | |
| 130 | + glm::vec3 penetration; | |
| 131 | + EntityItem* entityB; | |
| 132 | + if (_entities->findSpherePenetration(center, radius, penetration, (void**)&entityB, Octree::NoLock)) { | |
| 133 | + // NOTE: 'penetration' is the depth that 'entityA' overlaps 'entityB'. It points from A into B. | |
| 134 | + | |
| 135 | +qDebug() << "penetration:" << penetration << "in meters"; | |
| 136 | + | |
| 137 | + glm::vec3 penetrationInTreeUnits = penetration / (float)(TREE_SCALE); | |
| 138 | + | |
| 139 | +qDebug() << "penetrationInTreeUnits:" << penetrationInTreeUnits; | |
| 140 | + | |
| 141 | + // Even if the Entities overlap... when the Entities are already moving appart | |
| 142 | + // we don't want to count this as a collision. | |
| 143 | + glm::vec3 relativeVelocity = entityA->getVelocity() - entityB->getVelocity(); | |
| 144 | + | |
| 145 | +qDebug() << "A old velocity:" << entityA->getVelocity() * (float)TREE_SCALE << "in meters"; | |
| 146 | +qDebug() << "B old velocity:" << entityB->getVelocity() * (float)TREE_SCALE << "in meters"; | |
| 147 | +qDebug() << "relativeVelocity:" << relativeVelocity * (float)TREE_SCALE << "in meters"; | |
| 148 | + | |
| 149 | + bool movingTowardEachOther = glm::dot(relativeVelocity, penetrationInTreeUnits) > 0.0f; | |
| 150 | + bool doCollisions = true; | |
| 151 | + | |
| 152 | + if (doCollisions) { | |
| 153 | + //entityA->collisionWithEntity(entityB, penetration); | |
| 154 | + //entityB->collisionWithEntity(entityA, penetration * -1.0f); // the penetration is reversed | |
| 155 | + | |
| 156 | + CollisionInfo collision; | |
| 157 | + collision._penetration = penetration; | |
| 158 | + // for now the contactPoint is the average between the the two paricle centers | |
| 159 | + collision._contactPoint = (0.5f * (float)TREE_SCALE) * (entityA->getPosition() + entityB->getPosition()); | |
| 160 | + //emitGlobalEntityCollisionWithEntity(entityA, entityB, collision); | |
| 161 | + | |
| 162 | + glm::vec3 axis = glm::normalize(penetration); | |
| 163 | + glm::vec3 axialVelocity = glm::dot(relativeVelocity, axis) * axis; | |
| 164 | + | |
| 165 | + float massA = entityA->getMass(); | |
| 166 | + float massB = entityB->getMass(); | |
| 167 | + float totalMass = massA + massB; | |
| 168 | +qDebug() << "massA:" << massA; | |
| 169 | +qDebug() << "massB:" << massB; | |
| 170 | +qDebug() << "totalMass:" << totalMass; | |
| 171 | + | |
| 172 | + // handle Entity A | |
| 173 | + | |
| 174 | +qDebug() << "OLD - VALUES - entityA ----"; | |
| 175 | +qDebug() << "entityA->getVelocity():" << entityA->getVelocity() << "no scaling"; | |
| 176 | +qDebug() << "entityA->getVelocity():" << entityA->getVelocity() * (float)TREE_SCALE << "in meters"; | |
| 177 | +qDebug() << "entityA->getPosition():" << entityA->getPosition() * (float)TREE_SCALE << "in meters"; | |
| 178 | + | |
| 179 | + | |
| 180 | + glm::vec3 newVelocity = entityA->getVelocity() - axialVelocity * (2.0f * massB / totalMass); | |
| 181 | + glm::vec3 newPosition = entityA->getPosition() - 0.5f * penetrationInTreeUnits; | |
| 182 | + | |
| 183 | +qDebug() << "A new Velocity:" << newVelocity * (float)TREE_SCALE << "in meters"; | |
| 184 | +qDebug() << "A new Position:" << newPosition * (float)TREE_SCALE << "in meters"; | |
| 185 | + | |
| 186 | + EntityItemProperties propertiesA = entityA->getProperties(); | |
| 187 | + | |
| 188 | +qDebug() << "propertiesA = entityA->getProperties() --- BEFORE SETTING ----"; | |
| 189 | +qDebug() << " propertiesA.getPosition():" << propertiesA.getPosition() << "in meters"; | |
| 190 | +qDebug() << " propertiesA.getVelocity():" << propertiesA.getVelocity() << "in meters"; | |
| 191 | +qDebug() << " propertiesA.getMaximumAACubeInTreeUnits():" << propertiesA.getMaximumAACubeInTreeUnits(); | |
| 192 | + | |
| 193 | + EntityItemID idA(entityA->getID()); | |
| 194 | + propertiesA.setVelocity(newVelocity * (float)TREE_SCALE); | |
| 195 | + propertiesA.setPosition(newPosition * (float)TREE_SCALE); | |
| 196 | + | |
| 197 | +qDebug() << "updateEntity(idA, propertiesA)...."; | |
| 198 | +qDebug() << " idA:" << idA; | |
| 199 | +qDebug() << " propertiesA.getPosition():" << propertiesA.getPosition() << "in meters"; | |
| 200 | +qDebug() << " propertiesA.getVelocity():" << propertiesA.getVelocity() << "in meters"; | |
| 201 | +qDebug() << " propertiesA.getMaximumAACubeInTreeUnits():" << propertiesA.getMaximumAACubeInTreeUnits(); | |
| 202 | + | |
| 203 | + _entities->updateEntity(idA, propertiesA); | |
| 204 | + | |
| 205 | +qDebug() << "AFTER updateEntity()...."; | |
| 206 | +qDebug() << " entityA->getVelocity():" << entityA->getVelocity() << "no scaling"; | |
| 207 | +qDebug() << " entityA->getPosition():" << entityA->getPosition() * (float)TREE_SCALE << "in meters"; | |
| 208 | + | |
| 209 | + | |
| 210 | + _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idA, propertiesA); | |
| 211 | + //queueEntityMessage(PacketTypeEntityAddOrEdit, entityID, properties); | |
| 212 | + | |
| 213 | +qDebug() << "OLD - VALUES - entityB ----"; | |
| 214 | +qDebug() << " entityB->getVelocity():" << entityB->getVelocity() << "no scaling"; | |
| 215 | +qDebug() << " entityB->getPosition():" << entityB->getPosition() * (float)TREE_SCALE << "in meters"; | |
| 216 | + | |
| 217 | + glm::vec3 newVelocityB = entityB->getVelocity() + axialVelocity * (2.0f * massA / totalMass); | |
| 218 | + glm::vec3 newPositionB = entityB->getPosition() + 0.5f * penetrationInTreeUnits; | |
| 219 | + | |
| 220 | +qDebug() << "B new Velocity:" << newVelocityB << "no scaling"; | |
| 221 | +qDebug() << "B new Position:" << newPositionB * (float)TREE_SCALE << "in meters"; | |
| 222 | + | |
| 223 | + EntityItemProperties propertiesB = entityB->getProperties(); | |
| 224 | + | |
| 225 | +qDebug() << "propertiesB = entityB->getProperties()"; | |
| 226 | +qDebug() << " propertiesB.getPosition():" << propertiesB.getPosition() << "not scaled, should be meters"; | |
| 227 | +qDebug() << " propertiesB.getVelocity():" << propertiesB.getVelocity() << "not scaled, should be ???"; | |
| 228 | +qDebug() << " propertiesB.getMaximumAACubeInTreeUnits():" << propertiesB.getMaximumAACubeInTreeUnits(); | |
| 229 | + | |
| 230 | + EntityItemID idB(entityB->getID()); | |
| 231 | + propertiesB.setVelocity(newVelocityB * (float)TREE_SCALE); | |
| 232 | + propertiesB.setPosition(newPositionB * (float)TREE_SCALE); | |
| 233 | + | |
| 234 | +qDebug() << "updateEntity(idB, propertiesB)...."; | |
| 235 | +qDebug() << " idB:" << idB; | |
| 236 | +qDebug() << " propertiesB.getPosition():" << propertiesB.getPosition(); | |
| 237 | +qDebug() << " propertiesB.getVelocity():" << propertiesB.getVelocity(); | |
| 238 | +qDebug() << " propertiesB.getMaximumAACubeInTreeUnits():" << propertiesB.getMaximumAACubeInTreeUnits(); | |
| 239 | + | |
| 240 | + _entities->updateEntity(idB, propertiesB); | |
| 241 | + | |
| 242 | +qDebug() << "AFTER updateEntity()...."; | |
| 243 | +qDebug() << " entityB->getVelocity():" << entityB->getVelocity() << "no scaling"; | |
| 244 | +qDebug() << " entityB->getPosition():" << entityB->getPosition() * (float)TREE_SCALE << "in meters"; | |
| 245 | + | |
| 246 | + _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idB, propertiesB); | |
| 247 | + //_packetSender->releaseQueuedMessages(); | |
| 248 | + | |
| 249 | + //updateCollisionSound(entityA, penetration, COLLISION_FREQUENCY); | |
| 250 | + } | |
| 251 | + } | |
| 252 | +} | |
| 253 | + | |
| 254 | +void EntityCollisionSystem::updateCollisionWithAvatars(EntityItem* entity) { | |
| 255 | + | |
| 256 | +#if 0 | |
| 257 | + // Entities that are in hand, don't collide with avatars | |
| 258 | + if (!_avatars) { | |
| 259 | + return; | |
| 260 | + } | |
| 261 | + | |
| 262 | + glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE); | |
| 263 | + float radius = entity->getRadius() * (float)(TREE_SCALE); | |
| 264 | + const float ELASTICITY = 0.9f; | |
| 265 | + const float DAMPING = 0.1f; | |
| 266 | + const float COLLISION_FREQUENCY = 0.5f; | |
| 267 | + glm::vec3 penetration; | |
| 268 | + | |
| 269 | + _collisions.clear(); | |
| 270 | + foreach (const AvatarSharedPointer& avatarPointer, _avatars->getAvatarHash()) { | |
| 271 | + AvatarData* avatar = avatarPointer.data(); | |
| 272 | + | |
| 273 | + float totalRadius = avatar->getBoundingRadius() + radius; | |
| 274 | + glm::vec3 relativePosition = center - avatar->getPosition(); | |
| 275 | + if (glm::dot(relativePosition, relativePosition) > (totalRadius * totalRadius)) { | |
| 276 | + continue; | |
| 277 | + } | |
| 278 | + | |
| 279 | + if (avatar->findSphereCollisions(center, radius, _collisions)) { | |
| 280 | + int numCollisions = _collisions.size(); | |
| 281 | + for (int i = 0; i < numCollisions; ++i) { | |
| 282 | + CollisionInfo* collision = _collisions.getCollision(i); | |
| 283 | + collision->_damping = DAMPING; | |
| 284 | + collision->_elasticity = ELASTICITY; | |
| 285 | + | |
| 286 | + collision->_addedVelocity /= (float)(TREE_SCALE); | |
| 287 | + glm::vec3 relativeVelocity = collision->_addedVelocity - entity->getVelocity(); | |
| 288 | + | |
| 289 | + if (glm::dot(relativeVelocity, collision->_penetration) <= 0.f) { | |
| 290 | + // only collide when Entity and collision point are moving toward each other | |
| 291 | + // (doing this prevents some "collision snagging" when Entity penetrates the object) | |
| 292 | + updateCollisionSound(entity, collision->_penetration, COLLISION_FREQUENCY); | |
| 293 | + collision->_penetration /= (float)(TREE_SCALE); | |
| 294 | + entity->applyHardCollision(*collision); | |
| 295 | + queueEntityPropertiesUpdate(entity); | |
| 296 | + } | |
| 297 | + } | |
| 298 | + } | |
| 299 | + } | |
| 300 | + | |
| 301 | +#endif | |
| 302 | +} | |
| 303 | + | |
| 304 | +void EntityCollisionSystem::queueEntityPropertiesUpdate(EntityItem* entity) { | |
| 305 | + // queue the result for sending to the Entity server | |
| 306 | + EntityItemProperties properties = entity->getProperties(); | |
| 307 | + EntityItemID entityItemID(entity->getID()); | |
| 308 | + | |
| 309 | + properties.setPosition(entity->getPosition() * (float)TREE_SCALE); | |
| 310 | + properties.setVelocity(entity->getVelocity() * (float)TREE_SCALE); | |
| 311 | + _packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, entityItemID, properties); | |
| 312 | +} | |
| 313 | + | |
| 314 | + | |
| 315 | +void EntityCollisionSystem::updateCollisionSound(EntityItem* Entity, const glm::vec3 &penetration, float frequency) { | |
| 316 | + | |
| 317 | + // consider whether to have the collision make a sound | |
| 318 | + const float AUDIBLE_COLLISION_THRESHOLD = 0.3f; | |
| 319 | + const float COLLISION_LOUDNESS = 1.f; | |
| 320 | + const float DURATION_SCALING = 0.004f; | |
| 321 | + const float NOISE_SCALING = 0.1f; | |
| 322 | + glm::vec3 velocity = Entity->getVelocity() * (float)(TREE_SCALE); | |
| 323 | + | |
| 324 | + /* | |
| 325 | + // how do we want to handle this?? | |
| 326 | + // | |
| 327 | + glm::vec3 gravity = Entity->getGravity() * (float)(TREE_SCALE); | |
| 328 | + | |
| 329 | + if (glm::length(gravity) > EPSILON) { | |
| 330 | + // If gravity is on, remove the effect of gravity on velocity for this | |
| 331 | + // frame, so that we are not constantly colliding with the surface | |
| 332 | + velocity -= _scale * glm::length(gravity) * GRAVITY_EARTH * deltaTime * glm::normalize(gravity); | |
| 333 | + } | |
| 334 | + */ | |
| 335 | + float normalSpeed = glm::dot(velocity, glm::normalize(penetration)); | |
| 336 | + // NOTE: it is possible for normalSpeed to be NaN at this point | |
| 337 | + // (sometimes the average penetration of a bunch of voxels is a zero length vector which cannot be normalized) | |
| 338 | + // however the check below will fail (NaN comparisons always fail) and everything will be fine. | |
| 339 | + | |
| 340 | + if (normalSpeed > AUDIBLE_COLLISION_THRESHOLD) { | |
| 341 | + // Volume is proportional to collision velocity | |
| 342 | + // Base frequency is modified upward by the angle of the collision | |
| 343 | + // Noise is a function of the angle of collision | |
| 344 | + // Duration of the sound is a function of both base frequency and velocity of impact | |
| 345 | + float tangentialSpeed = glm::length(velocity) - normalSpeed; | |
| 346 | + _audio->startCollisionSound( std::min(COLLISION_LOUDNESS * normalSpeed, 1.f), | |
| 347 | + frequency * (1.f + tangentialSpeed / normalSpeed), | |
| 348 | + std::min(tangentialSpeed / normalSpeed * NOISE_SCALING, 1.f), | |
| 349 | + 1.f - DURATION_SCALING * powf(frequency, 0.5f) / normalSpeed, false); | |
| 350 | + } | |
| 351 | +} | |