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Calculate convex hulls for scene nodes and use it for collision testing
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1 changed files with 39 additions and 5 deletions
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@ -9,6 +9,7 @@ from UM.Math.AxisAlignedBox import AxisAlignedBox
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from UM.Application import Application
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from PlatformPhysicsOperation import PlatformPhysicsOperation
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from ConvexHullJob import ConvexHullJob
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import time
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import threading
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@ -19,7 +20,6 @@ class PlatformPhysics:
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self._controller = controller
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self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
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self._build_volume = volume
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self._signal_source = None
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self._change_timer = QTimer()
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self._change_timer.setInterval(100)
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@ -39,13 +39,47 @@ class PlatformPhysics:
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if not bbox or not bbox.isValid():
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continue
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# Mark the node as outside the build volume if the bounding box test fails.
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if self._build_volume.getBoundingBox().intersectsBox(bbox) != AxisAlignedBox.IntersectionResult.FullIntersection:
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node._outside_buildarea = True
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else:
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node._outside_buildarea = False
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# Move the node upwards if the bottom is below the build platform.
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move_vector = Vector()
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if not Float.fuzzyCompare(bbox.bottom, 0.0):
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self._signal_source = node
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op = PlatformPhysicsOperation(node, Vector(0, -bbox.bottom, 0))
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Application.getInstance().getOperationStack().push(op)
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self._signal_source = None
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move_vector.setY(-bbox.bottom)
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# If there is no convex hull for the node, start calculating it and continue.
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if not hasattr(node, '_convex_hull'):
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if not hasattr(node, '_convex_hull_job'):
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job = ConvexHullJob(node)
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job.start()
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node._convex_hull_job = job
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else:
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# Check for collisions between convex hulls
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for other_node in BreadthFirstIterator(root):
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# Ignore root, ourselves and anything that is not a normal SceneNode.
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if other_node is root or type(other_node) is not SceneNode or other_node is node:
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continue
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# Ignore nodes that do not have the right properties set.
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if not hasattr(other_node, '_convex_hull') or not other_node.getBoundingBox():
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continue
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# Check to see if the bounding boxes intersect. If not, we can ignore the node as there is no way the hull intersects.
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if node.getBoundingBox().intersectsBox(other_node.getBoundingBox()) == AxisAlignedBox.IntersectionResult.NoIntersection:
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continue
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# Get the overlap distance for both convex hulls. If this returns None, there is no intersection.
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overlap = node._convex_hull.intersectsPolygon(other_node._convex_hull)
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if overlap is None:
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continue
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print(overlap)
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move_vector.setX(-overlap[0])
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move_vector.setZ(-overlap[1])
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if move_vector != Vector():
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op = PlatformPhysicsOperation(node, move_vector)
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op.push()
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