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145 lines
No EOL
5.8 KiB
C++
145 lines
No EOL
5.8 KiB
C++
//
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// ParticleCollisionSystem.cpp
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// hifi
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//
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// Created by Brad Hefta-Gaub on 12/4/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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//
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#include <AbstractAudioInterface.h>
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#include <VoxelTree.h>
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#include "Particle.h"
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#include "ParticleCollisionSystem.h"
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#include "ParticleEditHandle.h"
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#include "ParticleEditPacketSender.h"
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#include "ParticleTree.h"
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ParticleCollisionSystem::ParticleCollisionSystem(ParticleEditPacketSender* packetSender,
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ParticleTree* particles, VoxelTree* voxels, AbstractAudioInterface* audio) {
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init(packetSender, particles, voxels, audio);
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}
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void ParticleCollisionSystem::init(ParticleEditPacketSender* packetSender,
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ParticleTree* particles, VoxelTree* voxels, AbstractAudioInterface* audio) {
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_packetSender = packetSender;
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_particles = particles;
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_voxels = voxels;
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_audio = audio;
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}
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ParticleCollisionSystem::~ParticleCollisionSystem() {
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}
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bool ParticleCollisionSystem::updateOperation(OctreeElement* element, void* extraData) {
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ParticleCollisionSystem* system = static_cast<ParticleCollisionSystem*>(extraData);
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ParticleTreeElement* particleTreeElement = static_cast<ParticleTreeElement*>(element);
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// iterate the particles...
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std::vector<Particle>& particles = particleTreeElement->getParticles();
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uint16_t numberOfParticles = particles.size();
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for (uint16_t i = 0; i < numberOfParticles; i++) {
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Particle* particle = &particles[i];
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system->checkParticle(particle);
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}
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return true;
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}
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void ParticleCollisionSystem::update() {
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// update all particles
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_particles->lockForWrite();
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_particles->recurseTreeWithOperation(updateOperation, this);
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_particles->unlock();
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}
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void ParticleCollisionSystem::checkParticle(Particle* particle) {
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updateCollisionWithVoxels(particle);
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}
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void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
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glm::vec3 center = particle->getPosition() * (float)TREE_SCALE;
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float radius = particle->getRadius() * (float)TREE_SCALE;
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const float VOXEL_ELASTICITY = 1.4f;
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const float VOXEL_DAMPING = 0.0;
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const float VOXEL_COLLISION_FREQUENCY = 0.5f;
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glm::vec3 penetration;
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OctreeElement* penetratedVoxel;
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if (_voxels->findSpherePenetration(center, radius, penetration, &penetratedVoxel)) {
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penetration /= (float)TREE_SCALE;
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updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY);
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applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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}
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}
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void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::vec3& penetration,
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float elasticity, float damping) {
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//
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// Update the avatar in response to a hard collision. Position will be reset exactly
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// to outside the colliding surface. Velocity will be modified according to elasticity.
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//
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// if elasticity = 1.0, collision is inelastic.
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// if elasticity > 1.0, collision is elastic.
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//
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glm::vec3 position = particle->getPosition();
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glm::vec3 velocity = particle->getVelocity();
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position -= penetration;
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static float HALTING_VELOCITY = 0.2f / (float) TREE_SCALE;
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// cancel out the velocity component in the direction of penetration
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float penetrationLength = glm::length(penetration);
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const float EPSILON = 0.0f;
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if (penetrationLength > EPSILON) {
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glm::vec3 direction = penetration / penetrationLength;
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velocity -= glm::dot(velocity, direction) * direction * elasticity;
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velocity *= glm::clamp(1.f - damping, 0.0f, 1.0f);
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if (glm::length(velocity) < HALTING_VELOCITY) {
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// If moving really slowly after a collision, and not applying forces, stop altogether
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velocity *= 0.f;
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}
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}
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ParticleEditHandle particleEditHandle(_packetSender, _particles, particle->getID());
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particleEditHandle.updateParticle(position, particle->getRadius(), particle->getColor(), velocity,
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particle->getGravity(), particle->getDamping(), particle->getUpdateScript());
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}
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void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm::vec3 &penetration, 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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const float NOISE_SCALING = 0.1f;
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glm::vec3 velocity = particle->getVelocity() * (float)TREE_SCALE;
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/*
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// how do we want to handle this??
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//
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glm::vec3 gravity = particle->getGravity() * (float)TREE_SCALE;
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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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*/
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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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_audio->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, true);
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}
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} |