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pulling latest upstream changes to local repo
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commit
6f21592ebd
1 changed files with 10 additions and 10 deletions
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@ -79,7 +79,7 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
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// let the particles run their collision scripts if they have them
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particle->collisionWithVoxel(voxelDetails);
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penetration /= (float)TREE_SCALE;
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penetration /= static_cast<float>(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING);
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@ -101,7 +101,7 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
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particle->collisionWithParticle(penetratedParticle);
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penetratedParticle->collisionWithParticle(particle);
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penetration /= (float)TREE_SCALE;
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penetration /= static_cast<float>(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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// apply a hard collision to both particles of half the penetration each
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@ -156,7 +156,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
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// TODO: dot collidingPalm and hand velocities and skip collision when they are moving apart.
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// apply a hard collision when ball collides with hand
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penetration /= (float)TREE_SCALE;
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penetration /= static_cast<float>(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
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@ -167,11 +167,11 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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addedVelocity = palmVelocity;
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}
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applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity);
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
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} else if (avatar->findSpherePenetration(center, radius, penetration)) {
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// apply hard collision when particle collides with avatar
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penetration /= (float)TREE_SCALE;
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updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY);
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penetration /= static_cast<float>(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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glm::vec3 addedVelocity = avatar->getVelocity();
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
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}
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@ -191,7 +191,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
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// apply a hard collision when ball collides with hand
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penetration /= (float)TREE_SCALE;
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penetration /= static_cast<float>(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
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@ -205,10 +205,10 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
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} else if (avatar->findSpherePenetration(center, radius, penetration)) {
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penetration /= (float)TREE_SCALE;
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updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY);
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penetration /= static_cast<float>(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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glm::vec3 addedVelocity = avatar->getVelocity();
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applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity);
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
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}
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}
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}
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