turn down collision sounds

This commit is contained in:
Philip Rosedale 2013-08-01 12:49:10 -07:00
parent ba2c98a3eb
commit bc1ac6b455
4 changed files with 13 additions and 14 deletions

View file

@ -196,7 +196,6 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
_isTouchPressed(false),
_yawFromTouch(0.0f),
_pitchFromTouch(0.0f),
_groundPlaneImpact(0.0f),
_mousePressed(false),
_isHoverVoxel(false),
_isHoverVoxelSounding(false),
@ -2789,8 +2788,12 @@ void Application::displayOverlay() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
// Display a single screen-size quad to
renderCollisionOverlay(_glWidget->width(), _glWidget->height(), _audio.getCollisionSoundMagnitude());
// Display a single screen-size quad to create an alpha blended 'collision' flash
float collisionSoundMagnitude = _audio.getCollisionSoundMagnitude();
const float VISIBLE_COLLISION_SOUND_MAGNITUDE = 0.5f;
if (collisionSoundMagnitude > VISIBLE_COLLISION_SOUND_MAGNITUDE) {
renderCollisionOverlay(_glWidget->width(), _glWidget->height(), _audio.getCollisionSoundMagnitude());
}
#ifndef _WIN32
_audio.render(_glWidget->width(), _glWidget->height());

View file

@ -109,8 +109,6 @@ public slots:
void sendAvatarFaceVideoMessage(int frameCount, const QByteArray& data);
void setGroundPlaneImpact(float groundPlaneImpact) { _groundPlaneImpact = groundPlaneImpact; }
private slots:
@ -371,8 +369,6 @@ private:
float _yawFromTouch;
float _pitchFromTouch;
float _groundPlaneImpact;
VoxelDetail _mouseVoxelDragging;
glm::vec3 _voxelThrust;
bool _mousePressed; // true if mouse has been pressed (clear when finished)

View file

@ -339,6 +339,7 @@ void renderCollisionOverlay(int width, int height, float magnitude) {
}
void renderGroundPlaneGrid(float size, float impact) {
float IMPACT_SOUND_MAGNITUDE_FOR_RECOLOR = 0.3f;
glLineWidth(2.0);
glm::vec4 impactColor(1, 0, 0, 1);
glm::vec3 lineColor(0.4, 0.5, 0.3);
@ -355,7 +356,12 @@ void renderGroundPlaneGrid(float size, float impact) {
}
// Draw the floor, colored for recent impact
glm::vec4 floorColor = impact * impactColor + (1.f - impact) * surfaceColor;
glm::vec4 floorColor;
if (impact > IMPACT_SOUND_MAGNITUDE_FOR_RECOLOR) {
floorColor = impact * impactColor + (1.f - impact) * surfaceColor;
} else {
floorColor = surfaceColor;
}
glColor4fv(&floorColor.x);
glBegin(GL_QUADS);
glVertex3f(0, 0, 0);

View file

@ -892,21 +892,15 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
}
void Avatar::updateCollisionWithEnvironment(float deltaTime) {
glm::vec3 up = getBodyUpDirection();
float radius = _height * 0.125f;
const float ENVIRONMENT_SURFACE_ELASTICITY = 1.0f;
const float ENVIRONMENT_SURFACE_DAMPING = 0.01;
const float ENVIRONMENT_COLLISION_FREQUENCY = 0.05f;
const float VISIBLE_GROUND_COLLISION_VELOCITY = 0.2f;
glm::vec3 penetration;
if (Application::getInstance()->getEnvironment()->findCapsulePenetration(
_position - up * (_pelvisFloatingHeight - radius),
_position + up * (_height - _pelvisFloatingHeight - radius), radius, penetration)) {
float velocityTowardCollision = glm::dot(_velocity, glm::normalize(penetration));
if (velocityTowardCollision > VISIBLE_GROUND_COLLISION_VELOCITY) {
Application::getInstance()->setGroundPlaneImpact(1.0f);
}
_lastCollisionPosition = _position;
updateCollisionSound(penetration, deltaTime, ENVIRONMENT_COLLISION_FREQUENCY);
applyHardCollision(penetration, ENVIRONMENT_SURFACE_ELASTICITY, ENVIRONMENT_SURFACE_DAMPING);