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Merge pull request #5033 from howard-stearns/smooth-initial-crash-volume
Smooth initial crash volume
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commit
08b64666fe
8 changed files with 99 additions and 9 deletions
66
examples/example/soundToys.js
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66
examples/example/soundToys.js
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"use strict";
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// Creates some objects that each play a sound when they are hit (or when they hit something else).
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//
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// Created by Howard Stearns on June 3, 2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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var Camera, Vec3, Quat, Entities, Script; // Globals defined by HiFi, var'ed here to keep jslint happy.
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var HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
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var SOUND_BUCKET = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/";
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var MAX_ANGULAR_SPEED = Math.PI;
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var N_EACH_OBJECTS = 3;
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var ourToys = [];
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function deleteAll() {
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ourToys.forEach(Entities.deleteEntity);
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}
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function makeAll() {
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var currentPosition = Vec3.sum(Camera.getPosition(), Vec3.multiply(4, Quat.getFront(Camera.getOrientation()))),
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right = Vec3.multiply(0.6, Quat.getRight(Camera.getOrientation())),
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currentDimensions,
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data = [
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["models/props/Dice/goldDie.fbx", HIFI_PUBLIC_BUCKET + "sounds/dice/diceCollide.wav"],
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["models/props/Pool/ball_8.fbx", HIFI_PUBLIC_BUCKET + "sounds/Collisions-ballhitsandcatches/billiards/collision1.wav"],
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["eric/models/woodFloor.fbx", SOUND_BUCKET + "67LCollision05.wav"]
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];
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currentPosition = Vec3.sum(currentPosition, Vec3.multiply(-1 * data.length * N_EACH_OBJECTS / 2, right));
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function makeOne(model, sound) {
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var thisEntity;
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function dropOnce() { // Once gravity is added, it will work if picked up and again dropped.
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Entities.editEntity(thisEntity, {gravity: {x: 0, y: -9.8, z: 0}});
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Script.removeEventHandler(thisEntity, 'clickDownOnEntity', dropOnce);
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}
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thisEntity = Entities.addEntity({
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type: "Model",
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modelURL: HIFI_PUBLIC_BUCKET + model,
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collisionSoundURL: sound,
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collisionsWillMove: true,
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shapeType: "box",
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restitution: 0.8,
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dimensions: currentDimensions,
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position: currentPosition,
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angularVelocity: {
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x: Math.random() * MAX_ANGULAR_SPEED,
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y: Math.random() * MAX_ANGULAR_SPEED,
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z: Math.random() * MAX_ANGULAR_SPEED
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}
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});
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ourToys.push(thisEntity);
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Script.addEventHandler(thisEntity, 'clickDownOnEntity', dropOnce);
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currentDimensions = Vec3.multiply(currentDimensions, 2);
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currentPosition = Vec3.sum(currentPosition, right);
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}
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function makeThree(modelSound) {
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var i, model = modelSound[0], sound = modelSound[1];
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currentDimensions = {x: 0.1, y: 0.1, z: 0.1};
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for (i = 0; i < N_EACH_OBJECTS; i++) {
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makeOne(model, sound);
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}
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}
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data.forEach(makeThree);
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}
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makeAll();
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Script.scriptEnding.connect(deleteAll);
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@ -1130,11 +1130,18 @@ void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityT
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return;
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}
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const float mass = entity->computeMass();
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const float COLLISION_PENTRATION_TO_VELOCITY = 50; // as a subsitute for RELATIVE entity->getVelocity()
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const float linearVelocity = glm::length(collision.penetration) * COLLISION_PENTRATION_TO_VELOCITY;
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const float COLLISION_PENETRATION_TO_VELOCITY = 50; // as a subsitute for RELATIVE entity->getVelocity()
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// The collision.penetration is a pretty good indicator of changed velocity AFTER the initial contact,
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// but that first contact depends on exactly where we hit in the physics step.
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// We can get a more consistent initial-contact energy reading by using the changed velocity.
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// Note that velocityChange is not a good indicator for continuing collisions, because it does not distinguish
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// between bounce and sliding along a surface.
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const float linearVelocity = (collision.type == CONTACT_EVENT_TYPE_START) ?
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glm::length(collision.velocityChange) :
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glm::length(collision.penetration) * COLLISION_PENETRATION_TO_VELOCITY;
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const float energy = mass * linearVelocity * linearVelocity / 2.0f;
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const glm::vec3 position = collision.contactPoint;
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const float COLLISION_ENERGY_AT_FULL_VOLUME = 0.5f;
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const float COLLISION_ENERGY_AT_FULL_VOLUME = (collision.type == CONTACT_EVENT_TYPE_START) ? 150.0f : 5.0f;
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const float COLLISION_MINIMUM_VOLUME = 0.005f;
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const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME);
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if (energyFactorOfFull < COLLISION_MINIMUM_VOLUME) {
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@ -1167,7 +1174,7 @@ void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityT
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soxr_io_spec_t spec = soxr_io_spec(SOXR_INT16_I, SOXR_INT16_I);
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soxr_quality_spec_t qualitySpec = soxr_quality_spec(SOXR_MQ, 0);
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const int channelCount = sound->isStereo() ? 2 : 1;
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const float factor = log(1.0f + (entity->getMaximumAACube().getLargestDimension() / COLLISION_SIZE_FOR_STANDARD_PITCH)) / log(2);
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const float factor = log(1.0f + (entity->getMinimumAACube().getLargestDimension() / COLLISION_SIZE_FOR_STANDARD_PITCH)) / log(2);
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const int standardRate = AudioConstants::SAMPLE_RATE;
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const int resampledRate = standardRate * factor;
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const int nInputSamples = samples.size() / sizeof(int16_t);
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@ -494,6 +494,7 @@ void EntityMotionState::measureBodyAcceleration() {
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float dt = ((float)numSubsteps * PHYSICS_ENGINE_FIXED_SUBSTEP);
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float invDt = 1.0f / dt;
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_lastMeasureStep = thisStep;
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_measuredDeltaTime = dt;
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// Note: the integration equation for velocity uses damping: v1 = (v0 + a * dt) * (1 - D)^dt
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// hence the equation for acceleration is: a = (v1 / (1 - D)^dt - v0) / dt
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@ -502,6 +503,12 @@ void EntityMotionState::measureBodyAcceleration() {
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_lastVelocity = velocity;
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}
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}
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glm::vec3 EntityMotionState::getObjectLinearVelocityChange() const {
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// This is the dampened change in linear velocity, as calculated in measureBodyAcceleration: dv = a * dt
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// It is generally only meaningful during the lifespan of collision. In particular, it is not meaningful
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// when the entity first starts moving via direct user action.
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return _measuredAcceleration * _measuredDeltaTime;
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}
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// virtual
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void EntityMotionState::setMotionType(MotionType motionType) {
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@ -64,6 +64,7 @@ public:
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virtual glm::vec3 getObjectLinearVelocity() const { return _entity->getVelocity(); }
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virtual glm::vec3 getObjectAngularVelocity() const { return _entity->getAngularVelocity(); }
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virtual glm::vec3 getObjectGravity() const { return _entity->getGravity(); }
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virtual glm::vec3 getObjectLinearVelocityChange() const;
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virtual const QUuid& getObjectID() const { return _entity->getID(); }
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@ -101,6 +102,7 @@ protected:
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uint32_t _lastMeasureStep;
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glm::vec3 _lastVelocity;
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glm::vec3 _measuredAcceleration;
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float _measuredDeltaTime;
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quint8 _accelerationNearlyGravityCount;
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bool _candidateForOwnership;
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@ -82,6 +82,9 @@ void ObjectMotionState::setBodyGravity(const glm::vec3& gravity) const {
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glm::vec3 ObjectMotionState::getBodyLinearVelocity() const {
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return bulletToGLM(_body->getLinearVelocity());
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}
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glm::vec3 ObjectMotionState::getObjectLinearVelocityChange() const {
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return glm::vec3(0.0f); // Subclasses override where meaningful.
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}
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glm::vec3 ObjectMotionState::getBodyAngularVelocity() const {
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return bulletToGLM(_body->getAngularVelocity());
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@ -90,6 +90,7 @@ public:
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glm::vec3 getBodyLinearVelocity() const;
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glm::vec3 getBodyAngularVelocity() const;
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virtual glm::vec3 getObjectLinearVelocityChange() const;
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virtual uint32_t getAndClearIncomingDirtyFlags() = 0;
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@ -317,6 +317,8 @@ CollisionEvents& PhysicsEngine::getCollisionEvents() {
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if(type != CONTACT_EVENT_TYPE_CONTINUE || _numSubsteps % CONTINUE_EVENT_FILTER_FREQUENCY == 0) {
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ObjectMotionState* A = static_cast<ObjectMotionState*>(contactItr->first._a);
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ObjectMotionState* B = static_cast<ObjectMotionState*>(contactItr->first._b);
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glm::vec3 velocityChange = (A ? A->getObjectLinearVelocityChange() : glm::vec3(0.0f)) +
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(B ? B->getObjectLinearVelocityChange() : glm::vec3(0.0f));
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if (A && A->getType() == MOTIONSTATE_TYPE_ENTITY) {
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QUuid idA = A->getObjectID();
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}
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glm::vec3 position = bulletToGLM(contact.getPositionWorldOnB()) + _originOffset;
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glm::vec3 penetration = bulletToGLM(contact.distance * contact.normalWorldOnB);
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_collisionEvents.push_back(Collision(type, idA, idB, position, penetration));
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_collisionEvents.push_back(Collision(type, idA, idB, position, penetration, velocityChange));
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} else if (B && B->getType() == MOTIONSTATE_TYPE_ENTITY) {
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QUuid idB = B->getObjectID();
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glm::vec3 position = bulletToGLM(contact.getPositionWorldOnA()) + _originOffset;
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// NOTE: we're flipping the order of A and B (so that the first objectID is never NULL)
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// hence we must negate the penetration.
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glm::vec3 penetration = - bulletToGLM(contact.distance * contact.normalWorldOnB);
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_collisionEvents.push_back(Collision(type, idB, QUuid(), position, penetration));
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_collisionEvents.push_back(Collision(type, idB, QUuid(), position, penetration, velocityChange));
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}
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}
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@ -78,15 +78,17 @@ enum ContactEventType {
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class Collision {
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public:
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Collision() : type(CONTACT_EVENT_TYPE_START), idA(), idB(), contactPoint(0.0f), penetration(0.0f) { }
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Collision(ContactEventType cType, const QUuid& cIdA, const QUuid& cIdB, const glm::vec3& cPoint, const glm::vec3& cPenetration)
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: type(cType), idA(cIdA), idB(cIdB), contactPoint(cPoint), penetration(cPenetration) { }
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Collision() : type(CONTACT_EVENT_TYPE_START), idA(), idB(), contactPoint(0.0f), penetration(0.0f), velocityChange(0.0f) { }
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Collision(ContactEventType cType, const QUuid& cIdA, const QUuid& cIdB, const glm::vec3& cPoint,
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const glm::vec3& cPenetration, const glm::vec3& velocityChange)
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: type(cType), idA(cIdA), idB(cIdB), contactPoint(cPoint), penetration(cPenetration), velocityChange(velocityChange) { }
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ContactEventType type;
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QUuid idA;
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QUuid idB;
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glm::vec3 contactPoint;
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glm::vec3 penetration;
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glm::vec3 velocityChange;
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};
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Q_DECLARE_METATYPE(Collision)
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QScriptValue collisionToScriptValue(QScriptEngine* engine, const Collision& collision);
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