mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 17:16:09 +02:00
merge with upstream master and resolve conflicts
This commit is contained in:
commit
dc11055f8e
8 changed files with 166 additions and 372 deletions
|
@ -126,7 +126,7 @@ void *sendBuffer(void *args)
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int16_t clientMix[BUFFER_LENGTH_SAMPLES_PER_CHANNEL * 2] = {};
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for (AgentList::iterator otherAgent = agentList->begin(); agent != agentList->end(); agent++) {
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for (AgentList::iterator otherAgent = agentList->begin(); otherAgent != agentList->end(); otherAgent++) {
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if (otherAgent != agent || ( otherAgent == agent && agentWantsLoopback)) {
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AudioRingBuffer* otherAgentBuffer = (AudioRingBuffer*) otherAgent->getLinkedData();
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@ -19,6 +19,8 @@
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using namespace std;
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const bool BALLS_ON = false;
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float skinColor[] = {1.0, 0.84, 0.66};
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float lightBlue[] = { 0.7, 0.8, 1.0 };
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float browColor[] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
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@ -129,6 +131,9 @@ Avatar::Avatar(bool isMine) {
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printLog("error %u: %s\n", error, lodepng_error_text(error));
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}
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}
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if (BALLS_ON) { _balls = new Balls(100); }
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else { _balls = NULL; }
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}
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@ -291,6 +296,9 @@ void Avatar::setMousePressed( bool d ) {
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void Avatar::simulate(float deltaTime) {
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// update balls
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if (_balls) { _balls->simulate(deltaTime); }
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// update avatar skeleton
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updateSkeleton();
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@ -616,6 +624,15 @@ void Avatar::render(bool lookingInMirror) {
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}
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}
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// Render the balls
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if (_balls) {
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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_balls->render();
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glPopMatrix();
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}
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if (!_chatMessage.empty()) {
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float width = 0;
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float lastWidth;
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@ -656,7 +673,6 @@ void Avatar::render(bool lookingInMirror) {
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}
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}
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void Avatar::renderHead(bool lookingInMirror) {
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int side = 0;
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@ -23,6 +23,8 @@
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp> //looks like we might not need this
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#include "Balls.h"
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const bool AVATAR_GRAVITY = true;
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const float DECAY = 0.1;
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const float THRUST_MAG = 1200.0;
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@ -265,41 +267,8 @@ private:
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Avatar* _interactingOther;
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bool _interactingOtherIsNearby;
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float _pelvisStandingHeight;
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/*
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private:
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AvatarHead _head;
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bool _isMine;
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glm::vec3 _TEST_bigSpherePosition;
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float _TEST_bigSphereRadius;
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bool _mousePressed;
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float _bodyYawDelta;
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bool _usingBodySprings;
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glm::vec3 _movedHandOffset;
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float _springVelocityDecay;
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float _springForce;
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glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
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AvatarBone _bone[ NUM_AVATAR_BONES ];
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AvatarMode _mode;
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AvatarHandHolding _handHolding;
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glm::vec3 _velocity;
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glm::vec3 _thrust;
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float _speed;
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float _maxArmLength;
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Orientation _orientation;
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int _driveKeys[MAX_DRIVE_KEYS];
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GLUquadric* _sphere;
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float _renderYaw;
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float _renderPitch; // Pitch from view frustum when this is own head
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timeval _transmitterTimer;
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float _transmitterHz;
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int _transmitterPackets;
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Avatar* _interactingOther;
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bool _interactingOtherIsNearby;
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float _pelvisStandingHeight;
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*/
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AvatarTouch _avatarTouch;
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Balls* _balls;
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AvatarTouch _avatarTouch;
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// private methods...
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void initializeSkeleton();
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@ -317,22 +286,6 @@ private:
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glm::vec3 collisionUpVector,
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float deltaTime
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);
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/*
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void initializeSkeleton();
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void updateSkeleton();
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void initializeBodySprings();
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void updateBodySprings( float deltaTime );
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void calculateBoneLengths();
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void readSensors();
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void renderBoneAsBlock( AvatarBoneID b );
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void updateAvatarCollisionDetectionAndResponse(glm::vec3 collisionPosition,
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float collisionGirth,
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float collisionHeight,
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glm::vec3 collisionUpVector,
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float deltaTime);
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*/
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};
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#endif
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106
interface/src/Balls.cpp
Normal file
106
interface/src/Balls.cpp
Normal file
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@ -0,0 +1,106 @@
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//
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// Balls.cpp
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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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// A cloud of spring-mass spheres to simulate the avatar body/skin. Each ball
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// connects to as many as 4 neighbors, and executes motion according to a damped
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// spring, while responding physically to other avatars.
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//
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#include "Balls.h"
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Balls::Balls(int numberOfBalls) {
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_numberOfBalls = numberOfBalls;
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_balls = new Ball[_numberOfBalls];
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for (unsigned int i = 0; i < _numberOfBalls; ++i) {
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_balls[i].position = glm::vec3(1.0 + randFloat()*0.5,
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0.5 + randFloat()*0.5,
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1.0 + randFloat()*0.5);
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_balls[i].radius = 0.02 + randFloat()*0.06;
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for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
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_balls[i].links[j] = rand() % (numberOfBalls + 1);
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if (_balls[i].links[j]-1 == i) { _balls[i].links[j] = 0; }
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_balls[i].springLength[j] = 0.5;
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}
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}
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}
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const bool RENDER_SPRINGS = true;
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void Balls::render() {
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// Render Balls NOTE: This needs to become something other that GlutSpheres!
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glColor3f(0.62,0.74,0.91);
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for (unsigned int i = 0; i < _numberOfBalls; ++i) {
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glPushMatrix();
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glTranslatef(_balls[i].position.x, _balls[i].position.y, _balls[i].position.z);
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glutSolidSphere(_balls[i].radius, 15, 15);
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glPopMatrix();
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}
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// Render springs
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if (RENDER_SPRINGS) {
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glColor3f(0.74,0.91,0.62);
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for (unsigned int i = 0; i < _numberOfBalls; ++i) {
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glBegin(GL_LINES);
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for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
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if(_balls[i].links[j] > 0) {
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glVertex3f(_balls[i].position.x,
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_balls[i].position.y,
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_balls[i].position.z);
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glVertex3f(_balls[_balls[i].links[j]-1].position.x,
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_balls[_balls[i].links[j]-1].position.y,
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_balls[_balls[i].links[j]-1].position.z);
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}
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}
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glEnd();
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}
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}
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}
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const float CONSTANT_VELOCITY_DAMPING = 1.0f;
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const float NOISE_SCALE = 0.00;
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const float SPRING_FORCE = 1.0;
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const float SPRING_DAMPING = 1.0;
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void Balls::simulate(float deltaTime) {
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for (unsigned int i = 0; i < _numberOfBalls; ++i) {
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// Move particles
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_balls[i].position += _balls[i].velocity * deltaTime;
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// Drag: decay velocity
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_balls[i].velocity *= (1.f - CONSTANT_VELOCITY_DAMPING*deltaTime);
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// Add noise
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_balls[i].velocity += glm::vec3((randFloat() - 0.5) * NOISE_SCALE,
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(randFloat() - 0.5) * NOISE_SCALE,
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(randFloat() - 0.5) * NOISE_SCALE);
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// Spring Force
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for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
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if(_balls[i].links[j] > 0) {
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float separation = glm::distance(_balls[i].position,
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_balls[_balls[i].links[j]-1].position);
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_balls[i].velocity += glm::normalize(_balls[i].position -
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_balls[_balls[i].links[j]-1].position) *
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deltaTime *
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SPRING_FORCE *
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(_balls[i].springLength[j] - separation);
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//_balls[i].velocity *= (1.f - SPRING_DAMPING*deltaTime);
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}
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}
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}
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}
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37
interface/src/Balls.h
Normal file
37
interface/src/Balls.h
Normal file
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@ -0,0 +1,37 @@
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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_Balls_h
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#define hifi_Balls_h
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#include <glm/glm.hpp>
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#include "Util.h"
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#include "world.h"
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#include "InterfaceConfig.h"
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const int NUMBER_SPRINGS = 4;
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class Balls {
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public:
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Balls(int numberOfBalls);
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void simulate(float deltaTime);
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void render();
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private:
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struct Ball {
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glm::vec3 position, velocity;
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int links[NUMBER_SPRINGS];
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float springLength[NUMBER_SPRINGS];
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float radius;
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} *_balls;
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int _numberOfBalls;
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};
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#endif
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@ -1,244 +0,0 @@
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//
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// Particle.cpp
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// interface
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//
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// Created by Seiji Emery on 9/4/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#include "Particle.h"
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#define NUM_ELEMENTS 4
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glm::vec3 color0(1,0,0); // Motionless particle
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glm::vec3 color1(0,1,0); // Spring force
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glm::vec3 color2(0,0,1);
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glm::vec3 color3(0,1,1);
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float radii[NUM_ELEMENTS] = {0.3f, 0.5f, 0.2f, 0.4f};
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ParticleSystem::ParticleSystem(int num,
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glm::vec3 box,
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int wrap,
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float noiselevel,
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float setscale,
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float setgravity) {
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// Create and initialize particles
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int element;
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bounds = box;
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count = num;
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wrapBounds = false;
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noise = noiselevel;
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gravity = setgravity;
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scale = setscale;
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particles = new Particle[count];
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for (unsigned i = 0; i < count; i++) {
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particles[i].position.x = randFloat()*box.x;
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particles[i].position.y = randFloat()*box.y;
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particles[i].position.z = randFloat()*box.z;
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// Constrain to a small box in center
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//particles[i].position.x = randFloat()+box.x/2.0;
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//particles[i].position.y = randFloat()+box.y/2.0;
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//particles[i].position.z = randFloat()+box.z/2.0;
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particles[i].velocity.x = 0;
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particles[i].velocity.y = 0;
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particles[i].velocity.z = 0;
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particles[i].parent = 0;
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particles[i].link *= 0;
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element = 1; //rand()%NUM_ELEMENTS;
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particles[i].element = element;
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if (element == 0) particles[i].color = color0;
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else if (element == 1) particles[i].color = color1;
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else if (element == 2) particles[i].color = color2;
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else if (element == 3) particles[i].color = color3;
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particles[i].radius = 0.10f; //radii[element]*scale;
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particles[i].isColliding = false;
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}
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}
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bool ParticleSystem::updateHand(glm::vec3 pos, glm::vec3 vel, float radius) {
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handPos = pos;
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handVel = vel;
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handRadius = radius;
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return handIsColliding;
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}
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void ParticleSystem::resetHand() {
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handActive = false;
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handIsColliding = false;
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handPos = glm::vec3(0,0,0);
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handVel = glm::vec3(0,0,0);
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handRadius = 0;
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}
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void ParticleSystem::render() {
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for (unsigned int i = 0; i < count; ++i) {
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glPushMatrix();
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glTranslatef(particles[i].position.x, particles[i].position.y, particles[i].position.z);
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if (particles[i].numSprung == 0) glColor3f(1,1,1);
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else if (particles[i].numSprung == 1) glColor3f(0,1,0);
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else if (particles[i].numSprung == 2) glColor3f(1,1,0);
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else if (particles[i].numSprung >= 3) glColor3f(1,0,0);
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glutSolidSphere(particles[i].radius, 15, 15);
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glPopMatrix();
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}
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}
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void ParticleSystem::link(int child, int parent) {
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particles[child].parent = parent;
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particles[child].velocity *= 0.5;
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particles[parent].velocity += particles[child].velocity;
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particles[child].velocity *= 0.0;
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particles[child].color = glm::vec3(1,1,0);
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particles[child].link = particles[parent].position - particles[child].position;
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}
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void ParticleSystem::simulate (float deltaTime) {
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unsigned int i, j;
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for (i = 0; i < count; ++i) {
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if (particles[i].element != 0) {
|
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|
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if (particles[i].parent == 0) {
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// Move particles
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particles[i].position += particles[i].velocity * deltaTime;
|
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// Add gravity
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particles[i].velocity.y -= gravity*deltaTime;
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|
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// Drag: decay velocity
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const float CONSTANT_DAMPING = 0.1f;
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particles[i].velocity *= (1.f - CONSTANT_DAMPING*deltaTime);
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// Add velocity from field
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//Field::addTo(particles[i].velocity);
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//particles[i].velocity += Field::valueAt(particles[i].position);
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// Add noise
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const float RAND_VEL = 0.05f;
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if (noise) {
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if (1) {
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particles[i].velocity += glm::vec3((randFloat() - 0.5)*RAND_VEL,
|
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(randFloat() - 0.5)*RAND_VEL,
|
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(randFloat() - 0.5)*RAND_VEL);
|
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}
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if (randFloat() < noise*deltaTime) {
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particles[i].velocity += glm::vec3((randFloat() - 0.5)*RAND_VEL*100,
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(randFloat() - 0.5)*RAND_VEL*100,
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(randFloat() - 0.5)*RAND_VEL*100);
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||||
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||||
}
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||||
}
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||||
} else {
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particles[i].position = particles[particles[i].parent].position + particles[i].link;
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||||
}
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||||
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||||
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||||
// Check for collision with manipulator hand
|
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particles[i].isColliding = (glm::vec3(particles[i].position - handPos).length() <
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||||
(radius + handRadius));
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|
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// Check for collision with other balls
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float separation;
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const float HARD_SPHERE_FORCE = 100.0;
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const float SPRING_FORCE = 10.0;
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const float SPRING_DAMPING = 0.5;
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float spring_length = 0.5; //2*radii[1];
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float spring_range = spring_length * 1.2f;
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float contact;
|
||||
|
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particles[i].isColliding = false;
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||||
particles[i].numSprung = 0;
|
||||
|
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for (j = 0; j < count; j++) {
|
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if ((j != i) &&
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(!particles[i].parent)) {
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separation = glm::distance(particles[i].position, particles[j].position);
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contact = particles[i].radius + particles[j].radius;
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// Hard Sphere Scattering
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|
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if (separation < contact) {
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particles[i].velocity += glm::normalize(particles[i].position - particles[j].position)*deltaTime*HARD_SPHERE_FORCE*(contact - separation);
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||||
particles[i].isColliding = true;
|
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}
|
||||
|
||||
// Spring Action
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if ((particles[i].element == 1) && (separation < spring_range)) {
|
||||
particles[i].velocity += glm::normalize(particles[i].position - particles[j].position)*deltaTime*SPRING_FORCE*(spring_length - separation);
|
||||
particles[i].velocity *= (1.f - SPRING_DAMPING*deltaTime);
|
||||
particles[i].numSprung++;
|
||||
}
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||||
|
||||
// Link!
|
||||
if ((particles[i].parent == 0) &&
|
||||
(particles[j].parent != i) &&
|
||||
(separation > 0.9*(particles[j].radius + particles[i].radius)) &&
|
||||
(separation < 1.0*(particles[j].radius + particles[i].radius)) ) {
|
||||
// Link i to j!!
|
||||
//link(i, j);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (!particles[i].parent) {
|
||||
if (wrapBounds) {
|
||||
// wrap around bounds
|
||||
if (particles[i].position.x > bounds.x)
|
||||
particles[i].position.x -= bounds.x;
|
||||
else if (particles[i].position.x < 0.0f)
|
||||
particles[i].position.x += bounds.x;
|
||||
|
||||
if (particles[i].position.y > bounds.y)
|
||||
particles[i].position.y -= bounds.y;
|
||||
else if (particles[i].position.y < 0.0f)
|
||||
particles[i].position.y += bounds.y;
|
||||
|
||||
if (particles[i].position.z > bounds.z)
|
||||
particles[i].position.z -= bounds.z;
|
||||
else if (particles[i].position.z < 0.0f)
|
||||
particles[i].position.z += bounds.z;
|
||||
} else {
|
||||
// Bounce at bounds
|
||||
if (particles[i].position.x > bounds.x
|
||||
|| particles[i].position.x < 0.f) {
|
||||
if (particles[i].position.x > bounds.x) particles[i].position.x = bounds.x;
|
||||
else particles[i].position.x = 0.f;
|
||||
particles[i].velocity.x *= -1;
|
||||
}
|
||||
if (particles[i].position.y > bounds.y
|
||||
|| particles[i].position.y < 0.f) {
|
||||
if (particles[i].position.y > bounds.y) particles[i].position.y = bounds.y;
|
||||
else particles[i].position.y = 0.f;
|
||||
particles[i].velocity.y *= -1;
|
||||
}
|
||||
if (particles[i].position.z > bounds.z
|
||||
|| particles[i].position.z < 0.f) {
|
||||
if (particles[i].position.z > bounds.z) particles[i].position.z = bounds.z;
|
||||
else particles[i].position.z = 0.f;
|
||||
particles[i].velocity.z *= -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -1,62 +0,0 @@
|
|||
//
|
||||
// Particle.h
|
||||
// interface
|
||||
//
|
||||
// Created by Seiji Emery on 9/4/12.
|
||||
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef __interface__Particle__
|
||||
#define __interface__Particle__
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include "Util.h"
|
||||
#include "world.h"
|
||||
#include "InterfaceConfig.h"
|
||||
|
||||
class ParticleSystem {
|
||||
public:
|
||||
ParticleSystem(int num,
|
||||
glm::vec3 box,
|
||||
int wrap,
|
||||
float noiselevel,
|
||||
float setscale,
|
||||
float setgravity);
|
||||
|
||||
void simulate(float deltaTime);
|
||||
void render();
|
||||
bool updateHand(glm::vec3 pos, glm::vec3 vel, float radius);
|
||||
|
||||
private:
|
||||
struct Particle {
|
||||
glm::vec3 position, velocity, color, link;
|
||||
int element;
|
||||
int parent;
|
||||
float radius;
|
||||
bool isColliding;
|
||||
int numSprung;
|
||||
} *particles;
|
||||
unsigned int count;
|
||||
|
||||
glm::vec3 bounds;
|
||||
|
||||
float radius;
|
||||
bool wrapBounds;
|
||||
float noise;
|
||||
float gravity;
|
||||
float scale;
|
||||
glm::vec3 color;
|
||||
|
||||
void link(int child, int parent);
|
||||
|
||||
// Manipulator from outside
|
||||
void resetHand();
|
||||
bool handActive;
|
||||
bool handIsColliding;
|
||||
glm::vec3 handPos;
|
||||
glm::vec3 handVel;
|
||||
float handRadius;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
|
@ -66,7 +66,6 @@
|
|||
#include "Camera.h"
|
||||
#include "ChatEntry.h"
|
||||
#include "Avatar.h"
|
||||
#include "Particle.h"
|
||||
#include "Texture.h"
|
||||
#include "Cloud.h"
|
||||
#include <AgentList.h>
|
||||
|
@ -124,14 +123,6 @@ bool showingVoxels = true;
|
|||
|
||||
glm::vec3 box(WORLD_SIZE,WORLD_SIZE,WORLD_SIZE);
|
||||
|
||||
ParticleSystem balls(0,
|
||||
box,
|
||||
false, // Wrap?
|
||||
0.02f, // Noise
|
||||
0.3f, // Size scale
|
||||
0.0 // Gravity
|
||||
);
|
||||
|
||||
Cloud cloud(0, // Particles
|
||||
box, // Bounding Box
|
||||
false // Wrap
|
||||
|
@ -956,9 +947,7 @@ void display(void)
|
|||
avatar->render(0);
|
||||
}
|
||||
}
|
||||
|
||||
if ( !::lookingInMirror ) balls.render();
|
||||
|
||||
|
||||
// Render the world box
|
||||
if (!::lookingInMirror && ::statsOn) { render_world_box(); }
|
||||
|
||||
|
@ -1580,7 +1569,6 @@ void idle(void) {
|
|||
|
||||
field.simulate (deltaTime);
|
||||
myAvatar.simulate(deltaTime);
|
||||
balls.simulate (deltaTime);
|
||||
cloud.simulate (deltaTime);
|
||||
|
||||
glutPostRedisplay();
|
||||
|
|
Loading…
Reference in a new issue