Calculate convex hulls for scene nodes and use it for collision testing

This commit is contained in:
Arjen Hiemstra 2015-04-24 17:14:04 +02:00
parent 952f7b68ec
commit b58a5456cc

View file

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