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https://github.com/HifiExperiments/overte.git
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Colliding with ground, voxels makes interesting sounds and flashes your display
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parent
be30a27a4f
commit
192ae63789
8 changed files with 97 additions and 58 deletions
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@ -188,6 +188,7 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_isTouchPressed(false),
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_yawFromTouch(0.0f),
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_pitchFromTouch(0.0f),
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_groundPlaneImpact(0.0f),
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_mousePressed(false),
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_mouseVoxelScale(1.0f / 1024.0f),
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_justEditedVoxel(false),
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@ -2516,7 +2517,7 @@ void Application::displaySide(Camera& whichCamera) {
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//draw a grid ground plane....
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if (_renderGroundPlaneOn->isChecked()) {
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drawGroundPlaneGrid(EDGE_SIZE_GROUND_PLANE);
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renderGroundPlaneGrid(EDGE_SIZE_GROUND_PLANE, _audio.getCollisionSoundMagnitude());
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}
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// Draw voxels
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if (_renderVoxels->isChecked()) {
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@ -2592,6 +2593,9 @@ void Application::displayOverlay() {
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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// Display a single screen-size quad to
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renderCollisionOverlay(_glWidget->width(), _glWidget->height(), _audio.getCollisionSoundMagnitude());
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#ifndef _WIN32
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_audio.render(_glWidget->width(), _glWidget->height());
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if (_oscilloscopeOn->isChecked()) {
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@ -101,6 +101,9 @@ public:
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QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
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GeometryCache* getGeometryCache() { return &_geometryCache; }
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void setGroundPlaneImpact(float groundPlaneImpact) { _groundPlaneImpact = groundPlaneImpact; }
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private slots:
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void timer();
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@ -206,7 +209,7 @@ private:
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void deleteVoxelUnderCursor();
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void eyedropperVoxelUnderCursor();
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void resetSensors();
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void setMenuShortcutsEnabled(bool enabled);
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void updateCursor();
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@ -344,6 +347,8 @@ private:
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float _yawFromTouch;
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float _pitchFromTouch;
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float _groundPlaneImpact;
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VoxelDetail _mouseVoxelDragging;
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glm::vec3 _voxelThrust;
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bool _mousePressed; // true if mouse has been pressed (clear when finished)
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@ -605,11 +605,7 @@ void Audio::addProceduralSounds(int16_t* inputBuffer,
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float speed = glm::length(_lastVelocity);
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float volume = VOLUME_BASELINE * (1.f - speed / MAX_AUDIBLE_VELOCITY);
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// Test tone (should be continuous!)
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/*
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for (int i = 0; i < numSamples; i++) {
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inputBuffer[i] += (int16_t) (_proceduralEffectSample + i)%16 * 10;
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}*/
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int sample;
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//
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// Travelling noise
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@ -617,32 +613,32 @@ void Audio::addProceduralSounds(int16_t* inputBuffer,
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// Add a noise-modulated sinewave with volume that tapers off with speed increasing
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if ((speed > MIN_AUDIBLE_VELOCITY) && (speed < MAX_AUDIBLE_VELOCITY)) {
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for (int i = 0; i < numSamples; i++) {
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//inputBuffer[i] += (int16_t)((sinf((float) (_proceduralEffectSample + i) / SOUND_PITCH * speed) * (1.f + randFloat() * 0.0f)) * volume * speed);
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inputBuffer[i] += (int16_t)(sinf((float) (_proceduralEffectSample + i) / SOUND_PITCH ) * volume * (1.f + randFloat() * 0.25f) * speed);
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}
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}
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const float COLLISION_SOUND_CUTOFF_LEVEL = 5.0f;
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int sample;
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const float COLLISION_SOUND_CUTOFF_LEVEL = 0.01f;
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const float COLLISION_SOUND_MAX_VOLUME = 1000.f;
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const float UP_MAJOR_FIFTH = powf(1.5f, 4.0f);
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float t;
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if (_collisionSoundMagnitude > COLLISION_SOUND_CUTOFF_LEVEL) {
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for (int i = 0; i < numSamples; i++) {
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sample = (int16_t) (((sinf(((float)_proceduralEffectSample + (float)i) * _collisionSoundFrequency) * (1.f - _collisionSoundNoise)
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+ ((randFloat() * 2.f - 1.0f) * _collisionSoundNoise))
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* _collisionSoundMagnitude));
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t = (float) _proceduralEffectSample + (float) i;
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sample = sinf(t * _collisionSoundFrequency) +
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sinf(t * _collisionSoundFrequency / 4.f) +
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sinf(t * _collisionSoundFrequency / 16.f * UP_MAJOR_FIFTH);
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sample *= _collisionSoundMagnitude * COLLISION_SOUND_MAX_VOLUME;
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inputBuffer[i] += sample;
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outputLeft[i] += sample;
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outputRight[i] += sample;
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_collisionSoundMagnitude *= _collisionSoundDuration;
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}
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}
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//if (_heartbeatMagnitude > 0.0f) {
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//
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//}
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_proceduralEffectSample += numSamples;
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}
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//
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// Starts a collision sound. magnitude is 0-1, with 1 the loudest possible sound.
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//
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void Audio::startCollisionSound(float magnitude, float frequency, float noise, float duration) {
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_collisionSoundMagnitude = magnitude;
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_collisionSoundFrequency = frequency;
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@ -43,10 +43,10 @@ public:
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int getJitterBufferSamples() { return _jitterBufferSamples; };
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void lowPassFilter(int16_t* inputBuffer);
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void setCollisionSoundMagnitude(float collisionSoundMagnitude) { _collisionSoundMagnitude = collisionSoundMagnitude; }
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void startCollisionSound(float magnitude, float frequency, float noise, float duration);
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float getCollisionSoundMagnitude() { return _collisionSoundMagnitude; };
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void ping();
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@ -545,8 +545,8 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_position += _scale * _gravity * (GRAVITY_EARTH * deltaTime) * deltaTime;
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}
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updateCollisionWithEnvironment();
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updateCollisionWithVoxels();
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updateCollisionWithEnvironment(deltaTime);
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updateCollisionWithVoxels(deltaTime);
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updateAvatarCollisions(deltaTime);
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}
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@ -867,7 +867,7 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
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}
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}
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void Avatar::updateCollisionWithEnvironment() {
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void Avatar::updateCollisionWithEnvironment(float deltaTime) {
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glm::vec3 up = getBodyUpDirection();
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float radius = _height * 0.125f;
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@ -878,7 +878,12 @@ void Avatar::updateCollisionWithEnvironment() {
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if (Application::getInstance()->getEnvironment()->findCapsulePenetration(
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_position - up * (_pelvisFloatingHeight - radius),
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_position + up * (_height - _pelvisFloatingHeight - radius), radius, penetration)) {
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createCollisionSound(penetration, ENVIRONMENT_COLLISION_FREQUENCY);
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float velocityTowardCollision = glm::dot(_velocity, glm::normalize(penetration));
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if (velocityTowardCollision > 0.2) {
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Application::getInstance()->setGroundPlaneImpact(1.0f);
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}
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updateCollisionSound(penetration, deltaTime, ENVIRONMENT_COLLISION_FREQUENCY);
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applyHardCollision(penetration, ENVIRONMENT_SURFACE_ELASTICITY, ENVIRONMENT_SURFACE_DAMPING);
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@ -886,7 +891,7 @@ void Avatar::updateCollisionWithEnvironment() {
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}
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void Avatar::updateCollisionWithVoxels() {
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void Avatar::updateCollisionWithVoxels(float deltaTime) {
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float radius = _height * 0.125f;
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const float VOXEL_ELASTICITY = 1.4f;
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const float VOXEL_DAMPING = 0.0;
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@ -895,7 +900,7 @@ void Avatar::updateCollisionWithVoxels() {
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if (Application::getInstance()->getVoxels()->findCapsulePenetration(
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_position - glm::vec3(0.0f, _pelvisFloatingHeight - radius, 0.0f),
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_position + glm::vec3(0.0f, _height - _pelvisFloatingHeight - radius, 0.0f), radius, penetration)) {
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createCollisionSound(penetration, VOXEL_COLLISION_FREQUENCY);
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updateCollisionSound(penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
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applyHardCollision(penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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}
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}
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@ -924,26 +929,34 @@ void Avatar::applyHardCollision(const glm::vec3& penetration, float elasticity,
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}
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}
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void Avatar::createCollisionSound(const glm::vec3 &penetration, float frequency) {
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// Push the collision into the audio system for procedural effects
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const float AUDIBLE_COLLISION_THRESHOLD = 0.2f;
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const float COLLISION_VOLUME = 1000.f;
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const float MAX_COLLISION_VOLUME = 15000.f;
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void Avatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTime, float frequency) {
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// consider whether to have the collision make a sound
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const float AUDIBLE_COLLISION_THRESHOLD = 0.02f;
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const float COLLISION_LOUDNESS = 1.f;
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const float DURATION_SCALING = 0.004f;
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float velocityTowardCollision = glm::dot(_velocity, glm::normalize(penetration));
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float velocityTangentToCollision = glm::length(_velocity) - velocityTowardCollision;
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if (velocityTowardCollision > AUDIBLE_COLLISION_THRESHOLD) {
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Application::getInstance()->getAudio()->startCollisionSound(
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fmax(COLLISION_VOLUME * velocityTowardCollision, MAX_COLLISION_VOLUME),
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frequency,
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fmin(velocityTangentToCollision / velocityTowardCollision, 1.f),
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1.f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision);
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const float NOISE_SCALING = 0.1f;
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glm::vec3 velocity = _velocity;
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glm::vec3 gravity = getGravity();
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if (glm::length(gravity) > EPSILON) {
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// If gravity is on, remove the effect of gravity on velocity for this
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// frame, so that we are not constantly colliding with the surface
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velocity -= _scale * glm::length(gravity) * GRAVITY_EARTH * deltaTime * glm::normalize(gravity);
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}
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float velocityTowardCollision = glm::dot(velocity, glm::normalize(penetration));
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float velocityTangentToCollision = glm::length(velocity) - velocityTowardCollision;
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if (velocityTowardCollision > AUDIBLE_COLLISION_THRESHOLD) {
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// Volume is proportional to collision velocity
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// Base frequency is modified upward by the angle of the collision
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// Noise is a function of the angle of collision
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// Duration of the sound is a function of both base frequency and velocity of impact
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Application::getInstance()->getAudio()->startCollisionSound(
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fmin(COLLISION_LOUDNESS * velocityTowardCollision, 1.f),
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frequency * (1.f + velocityTangentToCollision / velocityTowardCollision),
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fmin(velocityTangentToCollision / velocityTowardCollision * NOISE_SCALING, 1.f),
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1.f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision);
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}
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//float collisionSoundLevel = penetrationLength * COLLISION_VOLUME;
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//if (collisionSoundLevel > AUDIBLE_COLLISION_THRESHOLD) {
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// Application::getInstance()->getAudio()->setCollisionSoundMagnitude(collisionSoundLevel);
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//}
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}
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void Avatar::updateAvatarCollisions(float deltaTime) {
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@ -159,6 +159,8 @@ public:
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glm::quat getOrientation () const;
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glm::quat getWorldAlignedOrientation() const;
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glm::vec3 getGravity () const { return _gravity; }
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glm::vec3 getUprightHeadPosition() const;
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AvatarVoxelSystem* getVoxels() { return &_voxels; }
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void updateAvatarCollisions(float deltaTime);
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void updateArmIKAndConstraints( float deltaTime );
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void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
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void updateCollisionWithEnvironment();
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void updateCollisionWithVoxels();
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void updateCollisionWithEnvironment(float deltaTime);
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void updateCollisionWithVoxels(float deltaTime);
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void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping);
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void createCollisionSound(const glm::vec3& penetration, float frequency);
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void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
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void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
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void checkForMouseRayTouching();
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};
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@ -326,22 +326,38 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
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glPopMatrix();
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}
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void renderCollisionOverlay(int width, int height, float magnitude) {
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const float MIN_VISIBLE_COLLISION = 0.01f;
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if (magnitude > MIN_VISIBLE_COLLISION) {
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glColor4f(0, 0, 0, magnitude);
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glBegin(GL_QUADS);
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glVertex2f(0, 0);
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glVertex2d(width, 0);
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glVertex2d(width, height);
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glVertex2d(0, height);
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glEnd();
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}
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}
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void drawGroundPlaneGrid(float size) {
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glColor3f(0.4f, 0.5f, 0.3f);
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void renderGroundPlaneGrid(float size, float impact) {
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glLineWidth(2.0);
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glm::vec4 impactColor(1, 0, 0, 1);
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glm::vec3 lineColor(0.4, 0.5, 0.3);
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glm::vec4 surfaceColor(0.5, 0.5, 0.5, 0.4);
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glColor3fv(&lineColor.x);
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for (float x = 0; x <= size; x++) {
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glBegin(GL_LINES);
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glVertex3f(x, 0.0f, 0);
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glVertex3f(x, 0.0f, size);
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glVertex3f(0, 0.0f, x);
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glVertex3f(size, 0.0f, x);
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glVertex3f(x, 0, 0);
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glVertex3f(x, 0, size);
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glVertex3f(0, 0, x);
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glVertex3f(size, 0, x);
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glEnd();
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}
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// Draw a translucent quad just underneath the grid.
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glColor4f(0.5, 0.5, 0.5, 0.4);
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// Draw the floor, colored for recent impact
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glm::vec4 floorColor = impact * impactColor + (1.f - impact) * surfaceColor;
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glColor4fv(&floorColor.x);
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glBegin(GL_QUADS);
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glVertex3f(0, 0, 0);
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glVertex3f(size, 0, 0);
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@ -57,7 +57,10 @@ glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
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double diffclock(timeval *clock1,timeval *clock2);
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void drawGroundPlaneGrid(float size);
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void renderGroundPlaneGrid(float size, float impact);
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void renderCollisionOverlay(int width, int height, float magnitude);
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void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, float darkness);
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