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Improve avatar movement, added Physics.cpp for routines to help with physics calculations
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4ec3bcb365
commit
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3 changed files with 64 additions and 15 deletions
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@ -16,12 +16,14 @@
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#include "Hand.h"
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#include "Head.h"
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#include "Log.h"
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#include "Physics.h"
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#include "ui/TextRenderer.h"
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#include <NodeList.h>
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#include <NodeTypes.h>
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#include <PacketHeaders.h>
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#include <OculusManager.h>
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using namespace std;
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const bool BALLS_ON = false;
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@ -553,21 +555,13 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_bodyYawDelta *= bodySpinMomentum;
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_bodyRollDelta *= bodySpinMomentum;
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// Decay velocity. If velocity is really low, increase decay to simulate static friction
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const float VELOCITY_DECAY_UNDER_THRUST = 0.2;
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const float VELOCITY_FAST_DECAY = 0.6;
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const float VELOCITY_SLOW_DECAY = 3.0;
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const float VELOCITY_FAST_THRESHOLD = 2.0f;
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float decayConstant, decay;
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if (glm::length(_thrust) > 0.f) {
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decayConstant = VELOCITY_DECAY_UNDER_THRUST;
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} else if (glm::length(_velocity) > VELOCITY_FAST_THRESHOLD) {
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decayConstant = VELOCITY_FAST_DECAY;
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} else {
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decayConstant = VELOCITY_SLOW_DECAY;
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}
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decay = glm::clamp(1.0f - decayConstant * deltaTime, 0.0f, 1.0f);
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_velocity *= decay;
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const float MAX_STATIC_FRICTION_VELOCITY = 0.25f;
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const float STATIC_FRICTION_STRENGTH = 20.f;
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applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_VELOCITY, STATIC_FRICTION_STRENGTH);
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const float LINEAR_DAMPING_STRENGTH = 0.2f;
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const float SQUARED_DAMPING_STRENGTH = 0.1f;
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applyDamping(deltaTime, _velocity, LINEAR_DAMPING_STRENGTH, SQUARED_DAMPING_STRENGTH);
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//pitch and roll the body as a function of forward speed and turning delta
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const float BODY_PITCH_WHILE_WALKING = -20.0;
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40
interface/src/Physics.cpp
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40
interface/src/Physics.cpp
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@ -0,0 +1,40 @@
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//
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// Physics.cpp
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// hifi
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//
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// Created by Philip on July 11, 2013
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//
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// Routines to help with doing virtual world physics
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//
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#include <glm/glm.hpp>
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#include <SharedUtil.h>
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#include "Util.h"
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#include "world.h"
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#include "Physics.h"
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//
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// Applies static friction: maxVelocity is the largest velocity for which there
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// there is friction, and strength is the amount of friction force applied to reduce
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// velocity.
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//
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void applyStaticFriction(float deltaTime, glm::vec3& velocity, float maxVelocity, float strength) {
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float v = glm::length(velocity);
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if (v < maxVelocity) {
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velocity *= glm::clamp((1.0f - deltaTime * strength * (1.f - v / maxVelocity)), 0.0f, 1.0f);
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}
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}
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//
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// Applies velocity damping, with a strength value for linear and squared velocity damping
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//
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void applyDamping(float deltaTime, glm::vec3& velocity, float linearStrength, float squaredStrength) {
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if (squaredStrength == 0.f) {
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velocity *= glm::clamp(1.f - deltaTime * linearStrength, 0.f, 1.f);
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} else {
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velocity *= glm::clamp(1.f - deltaTime * (linearStrength + glm::length(velocity) * squaredStrength), 0.f, 1.f);
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}
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}
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15
interface/src/Physics.h
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15
interface/src/Physics.h
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//
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// Balls.h
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// hifi
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//
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// Created by Philip on 4/25/13.
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//
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//
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#ifndef hifi_Physics_h
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#define hifi_Physics_h
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void applyStaticFriction(float deltaTime, glm::vec3& velocity, float maxVelocity, float strength);
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void applyDamping(float deltaTime, glm::vec3& velocity, float linearStrength, float squaredStrength);
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#endif
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