This commit is contained in:
Andrzej Kapolka 2014-01-02 13:23:39 -08:00
commit 7178147535
13 changed files with 292 additions and 63 deletions

View file

@ -57,6 +57,7 @@
#include "Util.h"
#include "devices/LeapManager.h"
#include "devices/OculusManager.h"
#include "devices/TV3DManager.h"
#include "renderer/ProgramObject.h"
#include "ui/TextRenderer.h"
#include "InfoView.h"
@ -439,7 +440,10 @@ void Application::paintGL() {
if (OculusManager::isConnected()) {
OculusManager::display(whichCamera);
} else if (TV3DManager::isConnected()) {
_glowEffect.prepare();
TV3DManager::display(whichCamera);
_glowEffect.render();
} else {
_glowEffect.prepare();
@ -474,8 +478,10 @@ void Application::paintGL() {
_mirrorCamera.update(1.0f/_fps);
// set the bounds of rear mirror view
glViewport(_mirrorViewRect.x(), _glWidget->height() - _mirrorViewRect.y() - _mirrorViewRect.height(), _mirrorViewRect.width(), _mirrorViewRect.height());
glScissor(_mirrorViewRect.x(), _glWidget->height() - _mirrorViewRect.y() - _mirrorViewRect.height(), _mirrorViewRect.width(), _mirrorViewRect.height());
glViewport(_mirrorViewRect.x(), _glWidget->height() - _mirrorViewRect.y() - _mirrorViewRect.height(),
_mirrorViewRect.width(), _mirrorViewRect.height());
glScissor(_mirrorViewRect.x(), _glWidget->height() - _mirrorViewRect.y() - _mirrorViewRect.height(),
_mirrorViewRect.width(), _mirrorViewRect.height());
bool updateViewFrustum = false;
updateProjectionMatrix(_mirrorCamera, updateViewFrustum);
glEnable(GL_SCISSOR_TEST);
@ -506,7 +512,6 @@ void Application::paintGL() {
// restore absolute translations
_myAvatar.getSkeletonModel().setTranslation(absoluteSkeletonTranslation);
_myAvatar.getHead().getFaceModel().setTranslation(absoluteFaceTranslation);
} else {
displaySide(_mirrorCamera, true);
}
@ -531,7 +536,8 @@ void Application::paintGL() {
void Application::resetCamerasOnResizeGL(Camera& camera, int width, int height) {
if (OculusManager::isConnected()) {
OculusManager::configureCamera(camera, width, height);
} else if (TV3DManager::isConnected()) {
TV3DManager::configureCamera(camera, width, height);
} else {
camera.setAspectRatio((float)width / height);
camera.setFieldOfView(Menu::getInstance()->getFieldOfView());
@ -910,7 +916,9 @@ void Application::keyPressEvent(QKeyEvent* event) {
case Qt::Key_J:
if (isShifted) {
_viewFrustum.setFocalLength(_viewFrustum.getFocalLength() - 0.1f);
if (TV3DManager::isConnected()) {
TV3DManager::configureCamera(_myCamera, _glWidget->width(),_glWidget->height());
}
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(-0.001, 0, 0));
}
@ -920,6 +928,9 @@ void Application::keyPressEvent(QKeyEvent* event) {
case Qt::Key_M:
if (isShifted) {
_viewFrustum.setFocalLength(_viewFrustum.getFocalLength() + 0.1f);
if (TV3DManager::isConnected()) {
TV3DManager::configureCamera(_myCamera, _glWidget->width(),_glWidget->height());
}
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0.001, 0, 0));
@ -1839,6 +1850,13 @@ void Application::init() {
"trigger",
Qt::QueuedConnection);
}
TV3DManager::connect();
if (TV3DManager::isConnected()) {
QMetaObject::invokeMethod(Menu::getInstance()->getActionForOption(MenuOption::Fullscreen),
"trigger",
Qt::QueuedConnection);
}
LeapManager::initialize();
@ -2426,7 +2444,7 @@ void Application::updateCamera(float deltaTime) {
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateCamera()");
if (!OculusManager::isConnected()) {
if (!OculusManager::isConnected() && !TV3DManager::isConnected()) {
if (Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
_myCamera.setMode(CAMERA_MODE_MIRROR);
@ -3811,7 +3829,7 @@ void Application::renderAvatars(bool forceRenderHead, bool selfAvatarOnly) {
return;
}
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... Avatars...");
"Application::renderAvatars()");
if (!selfAvatarOnly) {
// Render avatars of other nodes
@ -4100,7 +4118,7 @@ void Application::resetSensors() {
if (OculusManager::isConnected()) {
OculusManager::reset();
}
QCursor::setPos(_headMouseX, _headMouseY);
_myAvatar.reset();
_myTransmitter.resetLevels();

View file

@ -254,7 +254,6 @@ private slots:
void shrinkMirrorView();
void resetSensors();
private:
void resetCamerasOnResizeGL(Camera& camera, int width, int height);
void updateProjectionMatrix();

View file

@ -232,6 +232,8 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::FirstPerson, Qt::Key_P, true);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Mirror, Qt::SHIFT | Qt::Key_H);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::FullscreenMirror, Qt::Key_H);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Enable3DTVMode, 0, false);
QMenu* avatarSizeMenu = viewMenu->addMenu("Avatar Size");

View file

@ -178,6 +178,7 @@ namespace MenuOption {
const QString FilterSixense = "Smooth Sixense Movement";
const QString DontRenderVoxels = "Don't call _voxels.render()";
const QString DontCallOpenGLForVoxels = "Don't call glDrawRangeElementsEXT() for Voxels";
const QString Enable3DTVMode = "Enable 3DTV Mode";
const QString EnableOcclusionCulling = "Enable Occlusion Culling";
const QString EnableVoxelPacketCompression = "Enable Voxel Packet Compression";
const QString EchoServerAudio = "Echo Server Audio";

View file

@ -127,12 +127,12 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
//printf(">>>>>>> caught... handID:%d particle ID:%d _toyBallInHand[handID] = true\n", handID, closestParticle->getID());
_ballParticleEditHandles[handID] = caughtParticle;
caughtParticle = NULL;
// Play a catch sound!
// set the position of the catch sound to the new position of the ball
_catchInjector.setPosition(targetPosition);
// inject the catch sound to the mixer and play it locally
_catchInjector.injectViaThread(app->getAudio());
app->getAudio()->startDrumSound(1.0, 300, 0.75, 0.015);
}
}

View file

@ -0,0 +1,132 @@
//
// TV3DManager.cpp
// hifi
//
// Created by Brad Hefta-Gaub on 12/24/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#include <QOpenGLFramebufferObject>
#include <glm/glm.hpp>
#include "Application.h"
#include "InterfaceConfig.h"
#include "TV3DManager.h"
#include "Menu.h"
int TV3DManager::_screenWidth = 1;
int TV3DManager::_screenHeight = 1;
double TV3DManager::_aspect = 1.0;
eyeFrustum TV3DManager::_leftEye;
eyeFrustum TV3DManager::_rightEye;
bool TV3DManager::isConnected() {
return Menu::getInstance()->isOptionChecked(MenuOption::Enable3DTVMode);
}
void TV3DManager::connect() {
Application* app = Application::getInstance();
int width = app->getGLWidget()->width();
int height = app->getGLWidget()->height();
Camera& camera = *app->getCamera();
configureCamera(camera, width, height);
}
// The basic strategy of this stereoscopic rendering is explained here:
// http://www.orthostereo.com/geometryopengl.html
void TV3DManager::setFrustum(Camera& whichCamera) {
const double DTR = 0.0174532925; // degree to radians
const double IOD = 0.05; //intraocular distance
double fovy = whichCamera.getFieldOfView(); // field of view in y-axis
double nearZ = whichCamera.getNearClip(); // near clipping plane
double screenZ = Application::getInstance()->getViewFrustum()->getFocalLength(); // screen projection plane
double top = nearZ * tan(DTR * fovy / 2); //sets top of frustum based on fovy and near clipping plane
double right = _aspect * top; // sets right of frustum based on aspect ratio
double frustumshift = (IOD / 2) * nearZ / screenZ;
_leftEye.top = top;
_leftEye.bottom = -top;
_leftEye.left = -right + frustumshift;
_leftEye.right = right + frustumshift;
_leftEye.modelTranslation = IOD / 2;
_rightEye.top = top;
_rightEye.bottom = -top;
_rightEye.left = -right - frustumshift;
_rightEye.right = right - frustumshift;
_rightEye.modelTranslation = -IOD / 2;
}
void TV3DManager::configureCamera(Camera& whichCamera, int screenWidth, int screenHeight) {
if (screenHeight == 0) {
screenHeight = 1; // prevent divide by 0
}
_screenWidth = screenWidth;
_screenHeight = screenHeight;
_aspect= (double)_screenWidth / (double)_screenHeight;
setFrustum(whichCamera);
glViewport (0, 0, _screenWidth, _screenHeight); // sets drawing viewport
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void TV3DManager::display(Camera& whichCamera) {
double nearZ = whichCamera.getNearClip(); // near clipping plane
double farZ = whichCamera.getFarClip(); // far clipping plane
// left eye portal
int portalX = 0;
int portalY = 0;
int portalW = Application::getInstance()->getGLWidget()->width() / 2;
int portalH = Application::getInstance()->getGLWidget()->height();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
// render left side view
glViewport(portalX, portalY, portalW, portalH);
glScissor(portalX, portalY, portalW, portalH);
glPushMatrix();
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // reset projection matrix
glFrustum(_leftEye.left, _leftEye.right, _leftEye.bottom, _leftEye.top, nearZ, farZ); // set left view frustum
glTranslatef(_leftEye.modelTranslation, 0.0, 0.0); // translate to cancel parallax
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Application::getInstance()->displaySide(whichCamera);
}
glPopMatrix();
glDisable(GL_SCISSOR_TEST);
// render right side view
portalX = Application::getInstance()->getGLWidget()->width() / 2;
glEnable(GL_SCISSOR_TEST);
// render left side view
glViewport(portalX, portalY, portalW, portalH);
glScissor(portalX, portalY, portalW, portalH);
glPushMatrix();
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // reset projection matrix
glFrustum(_rightEye.left, _rightEye.right, _rightEye.bottom, _rightEye.top, nearZ, farZ); // set left view frustum
glTranslatef(_rightEye.modelTranslation, 0.0, 0.0); // translate to cancel parallax
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Application::getInstance()->displaySide(whichCamera);
}
glPopMatrix();
glDisable(GL_SCISSOR_TEST);
// reset the viewport to how we started
glViewport(0, 0, Application::getInstance()->getGLWidget()->width(), Application::getInstance()->getGLWidget()->height());
}

View file

@ -0,0 +1,41 @@
//
// TV3DManager.h
// hifi
//
// Created by Brad Hefta-Gaub on 12/24/2013
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __hifi__TV3DManager__
#define __hifi__TV3DManager__
#include <iostream>
class Camera;
struct eyeFrustum {
double left;
double right;
double bottom;
double top;
float modelTranslation;
};
/// Handles interaction with 3D TVs
class TV3DManager {
public:
static void connect();
static bool isConnected();
static void configureCamera(Camera& camera, int screenWidth, int screenHeight);
static void display(Camera& whichCamera);
private:
static void setFrustum(Camera& whichCamera);
static int _screenWidth;
static int _screenHeight;
static double _aspect;
static eyeFrustum _leftEye;
static eyeFrustum _rightEye;
};
#endif /* defined(__hifi__TV3DManager__) */

View file

@ -41,6 +41,8 @@ enum KeyState
DELETE_KEY_DOWN
};
const glm::vec3 vec3Zero(0.0f);
class JointData;
class AvatarData : public NodeData {
@ -103,6 +105,17 @@ public:
void setHeadData(HeadData* headData) { _headData = headData; }
void setHandData(HandData* handData) { _handData = handData; }
virtual const glm::vec3& getVelocity() const { return vec3Zero; }
/// Checks for penetration between the described sphere and the avatar.
/// \param penetratorCenter the center of the penetration test sphere
/// \param penetratorRadius the radius of the penetration test sphere
/// \param penetration[out] the vector in which to store the penetration
/// \param skeletonSkipIndex if not -1, the index of a joint to skip (along with its descendents) in the skeleton model
/// \return whether or not the sphere penetrated
virtual bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
glm::vec3& penetration, int skeletonSkipIndex = -1) { return false; }
protected:
QUuid _uuid;

View file

@ -572,7 +572,7 @@ bool findRayIntersectionOp(OctreeElement* node, void* extraData) {
bool Octree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElement*& node, float& distance, BoxFace& face) {
RayArgs args = { origin / (float)TREE_SCALE, direction, node, distance, face };
RayArgs args = { origin / static_cast<float>(TREE_SCALE), direction, node, distance, face };
recurseTreeWithOperation(findRayIntersectionOp, &args);
return args.found;
}
@ -600,7 +600,7 @@ bool findSpherePenetrationOp(OctreeElement* element, void* extraData) {
if (element->hasContent()) {
glm::vec3 elementPenetration;
if (element->findSpherePenetration(args->center, args->radius, elementPenetration, &args->penetratedObject)) {
args->penetration = addPenetrations(args->penetration, elementPenetration * (float)TREE_SCALE);
args->penetration = addPenetrations(args->penetration, elementPenetration * static_cast<float>(TREE_SCALE));
args->found = true;
}
}
@ -610,7 +610,12 @@ bool findSpherePenetrationOp(OctreeElement* element, void* extraData) {
bool Octree::findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration,
void** penetratedObject) {
SphereArgs args = { center / (float)TREE_SCALE, radius / TREE_SCALE, penetration, false, NULL };
SphereArgs args = {
center / static_cast<float>(TREE_SCALE),
radius / static_cast<float>(TREE_SCALE),
penetration,
false,
NULL };
penetration = glm::vec3(0.0f, 0.0f, 0.0f);
recurseTreeWithOperation(findSpherePenetrationOp, &args);
if (penetratedObject) {
@ -642,7 +647,7 @@ bool findCapsulePenetrationOp(OctreeElement* node, void* extraData) {
if (node->hasContent()) {
glm::vec3 nodePenetration;
if (box.findCapsulePenetration(args->start, args->end, args->radius, nodePenetration)) {
args->penetration = addPenetrations(args->penetration, nodePenetration * (float)TREE_SCALE);
args->penetration = addPenetrations(args->penetration, nodePenetration * static_cast<float>(TREE_SCALE));
args->found = true;
}
}
@ -650,7 +655,11 @@ bool findCapsulePenetrationOp(OctreeElement* node, void* extraData) {
}
bool Octree::findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) {
CapsuleArgs args = { start / (float)TREE_SCALE, end / (float)TREE_SCALE, radius / TREE_SCALE, penetration };
CapsuleArgs args = {
start / static_cast<float>(TREE_SCALE),
end / static_cast<float>(TREE_SCALE),
radius / static_cast<float>(TREE_SCALE),
penetration };
penetration = glm::vec3(0.0f, 0.0f, 0.0f);
recurseTreeWithOperation(findCapsulePenetrationOp, &args);
return args.found;
@ -719,8 +728,8 @@ int Octree::encodeTreeBitstream(OctreeElement* node,
// if childBytesWritten == 1 then something went wrong... that's not possible
assert(childBytesWritten != 1);
// if includeColor and childBytesWritten == 2, then it can only mean that the lower level trees don't exist or for some reason
// couldn't be written... so reset them here... This isn't true for the non-color included case
// if includeColor and childBytesWritten == 2, then it can only mean that the lower level trees don't exist or for some
// reason couldn't be written... so reset them here... This isn't true for the non-color included case
if (params.includeColor && childBytesWritten == 2) {
childBytesWritten = 0;
//params.stopReason = EncodeBitstreamParams::UNKNOWN; // possibly should be DIDNT_FIT...
@ -887,9 +896,10 @@ int Octree::encodeTreeBitstreamRecursion(OctreeElement* node,
bool keepDiggingDeeper = true; // Assuming we're in view we have a great work ethic, we're always ready for more!
// At any given point in writing the bitstream, the largest minimum we might need to flesh out the current level
// is 1 byte for child colors + 3*NUMBER_OF_CHILDREN bytes for the actual colors + 1 byte for child trees. There could be sub trees
// below this point, which might take many more bytes, but that's ok, because we can always mark our subtrees as
// not existing and stop the packet at this point, then start up with a new packet for the remaining sub trees.
// is 1 byte for child colors + 3*NUMBER_OF_CHILDREN bytes for the actual colors + 1 byte for child trees.
// There could be sub trees below this point, which might take many more bytes, but that's ok, because we can
// always mark our subtrees as not existing and stop the packet at this point, then start up with a new packet
// for the remaining sub trees.
unsigned char childrenExistInTreeBits = 0;
unsigned char childrenExistInPacketBits = 0;
unsigned char childrenColoredBits = 0;
@ -943,7 +953,6 @@ int Octree::encodeTreeBitstreamRecursion(OctreeElement* node,
if (params.stats && childNode) {
params.stats->traversed(childNode);
}
}
// for each child node in Distance sorted order..., check to see if they exist, are colored, and in view, and if so
@ -1066,7 +1075,6 @@ int Octree::encodeTreeBitstreamRecursion(OctreeElement* node,
params.stats->skippedNoChange(childNode);
}
}
}
}
}

View file

@ -466,15 +466,14 @@ void Particle::adjustEditPacketForClockSkew(unsigned char* codeColorBuffer, ssiz
void Particle::update() {
uint64_t now = usecTimestampNow();
int elapsed = now - _lastUpdated; // making this signed slightly improves clock skew behavior
float timeElapsed = (float)((float)elapsed/(float)USECS_PER_SECOND);
float elapsed = static_cast<float>(now - _lastUpdated);
_lastUpdated = now;
float timeElapsed = elapsed / static_cast<float>(USECS_PER_SECOND);
// calculate our default shouldDie state... then allow script to change it if it wants...
float velocityScalar = glm::length(getVelocity());
const float STILL_MOVING = 0.05 / TREE_SCALE;
const float STILL_MOVING = 0.05f / static_cast<float>(TREE_SCALE);
bool isStillMoving = (velocityScalar > STILL_MOVING);
const float REALLY_OLD = 30.0f; // 30 seconds
bool isReallyOld = (getLifetime() > REALLY_OLD);
@ -510,8 +509,6 @@ void Particle::update() {
_velocity -= dampingResistance * timeElapsed;
//printf("applying damping to Particle timeElapsed=%f\n",timeElapsed);
}
_lastUpdated = now;
}
void Particle::runUpdateScript() {

View file

@ -79,8 +79,8 @@ public:
uint64_t getLastEdited() const { return _lastEdited; }
/// lifetime of the particle in seconds
float getLifetime() const { return (float)(usecTimestampNow() - _created) / (float)USECS_PER_SECOND; }
float getEditedAgo() const { return (float)(usecTimestampNow() - _lastEdited) / (float)USECS_PER_SECOND; }
float getLifetime() const { return static_cast<float>(usecTimestampNow() - _created) / static_cast<float>(USECS_PER_SECOND); }
float getEditedAgo() const { return static_cast<float>(usecTimestampNow() - _lastEdited) / static_cast<float>(USECS_PER_SECOND); }
uint32_t getID() const { return _id; }
bool getShouldDie() const { return _shouldDie; }
QString getScript() const { return _script; }

View file

@ -67,10 +67,10 @@ void ParticleCollisionSystem::checkParticle(Particle* particle) {
}
void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
glm::vec3 center = particle->getPosition() * (float)TREE_SCALE;
float radius = particle->getRadius() * (float)TREE_SCALE;
const float VOXEL_ELASTICITY = 1.4f;
const float VOXEL_DAMPING = 0.0;
glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
float radius = particle->getRadius() * static_cast<float>(TREE_SCALE);
const float VOXEL_ELASTICITY = 0.4f; // fraction of momentum conserved at collision
const float VOXEL_DAMPING = 0.0f;
const float VOXEL_COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration;
VoxelDetail* voxelDetails = NULL;
@ -88,10 +88,10 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
}
void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
glm::vec3 center = particle->getPosition() * (float)TREE_SCALE;
float radius = particle->getRadius() * (float)TREE_SCALE;
glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
float radius = particle->getRadius() * static_cast<float>(TREE_SCALE);
const float VOXEL_ELASTICITY = 1.4f;
const float VOXEL_DAMPING = 0.0;
const float VOXEL_DAMPING = 0.0f;
const float VOXEL_COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration;
Particle* penetratedParticle;
@ -132,10 +132,10 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
}
//printf("updateCollisionWithAvatars()...\n");
glm::vec3 center = particle->getPosition() * (float)TREE_SCALE;
float radius = particle->getRadius() * (float)TREE_SCALE;
glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
float radius = particle->getRadius() * static_cast<float>(TREE_SCALE);
const float VOXEL_ELASTICITY = 1.4f;
const float VOXEL_DAMPING = 0.0;
const float VOXEL_DAMPING = 0.0f;
const float VOXEL_COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration;
const PalmData* collidingPalm = NULL;
@ -144,23 +144,34 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
if (_selfAvatar) {
AvatarData* avatar = (AvatarData*)_selfAvatar;
//printf("updateCollisionWithAvatars()..._selfAvatar=%p\n", avatar);
// check hands...
const HandData* handData = avatar->getHandData();
// if the particle penetrates the hand, then apply a hard collision
// TODO: combine hand and collision check into one. Note: would need to supply
// CollisionInfo class rather than just vec3 (penetration) so we can get back
// added velocity.
if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
// TODO: dot collidingPalm and hand velocities and skip collision when they are moving apart.
// apply a hard collision when ball collides with hand
penetration /= (float)TREE_SCALE;
updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY);
// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
if (collidingPalm) {
glm::vec3 palmVelocity = collidingPalm->getVelocity() / (float)TREE_SCALE;
glm::vec3 palmVelocity = collidingPalm->getVelocity() / static_cast<float>(TREE_SCALE);
//printf("collidingPalm Velocity=%f,%f,%f\n", palmVelocity.x, palmVelocity.y, palmVelocity.z);
addedVelocity = palmVelocity;
}
applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity);
} else if (avatar->findSpherePenetration(center, radius, penetration)) {
// apply hard collision when particle collides with avatar
penetration /= (float)TREE_SCALE;
updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY);
glm::vec3 addedVelocity = avatar->getVelocity();
applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity);
}
}
@ -170,27 +181,33 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
//qDebug() << "updateCollisionWithAvatars()... node:" << *node << "\n";
if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
AvatarData* avatar = (AvatarData*)node->getLinkedData();
// TODO: dot collidingPalm and hand velocities and skip collision when they are moving apart.
AvatarData* avatar = static_cast<AvatarData*>(node->getLinkedData());
//printf("updateCollisionWithAvatars()...avatar=%p\n", avatar);
// check hands...
const HandData* handData = avatar->getHandData();
// if the particle penetrates the hand, then apply a hard collision
if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
// apply a hard collision when ball collides with hand
penetration /= (float)TREE_SCALE;
updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY);
// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
if (collidingPalm) {
glm::vec3 palmVelocity = collidingPalm->getVelocity() / (float)TREE_SCALE;
glm::vec3 palmVelocity = collidingPalm->getVelocity() / static_cast<float>(TREE_SCALE);
//printf("collidingPalm Velocity=%f,%f,%f\n", palmVelocity.x, palmVelocity.y, palmVelocity.z);
addedVelocity = palmVelocity;
}
applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity);
} else if (avatar->findSpherePenetration(center, radius, penetration)) {
penetration /= (float)TREE_SCALE;
updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY);
glm::vec3 addedVelocity = avatar->getVelocity();
applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity);
}
}
}
@ -203,21 +220,22 @@ void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::
// Update the particle in response to a hard collision. Position will be reset exactly
// to outside the colliding surface. Velocity will be modified according to elasticity.
//
// if elasticity = 1.0, collision is inelastic.
// if elasticity > 1.0, collision is elastic.
// if elasticity = 0.0, collision is inelastic (vel normal to collision is lost)
// if elasticity = 1.0, collision is 100% elastic.
//
glm::vec3 position = particle->getPosition();
glm::vec3 velocity = particle->getVelocity();
position -= penetration;
static float HALTING_VELOCITY = 0.2f / (float) TREE_SCALE;
// cancel out the velocity component in the direction of penetration
float penetrationLength = glm::length(penetration);
const float EPSILON = 0.0f;
float velocityDotPenetration = glm::dot(velocity, penetration);
if (velocityDotPenetration > EPSILON) {
position -= penetration;
static float HALTING_VELOCITY = 0.2f / static_cast<float>(TREE_SCALE);
// cancel out the velocity component in the direction of penetration
if (penetrationLength > EPSILON) {
float penetrationLength = glm::length(penetration);
glm::vec3 direction = penetration / penetrationLength;
velocity -= glm::dot(velocity, direction) * direction * elasticity;
velocity -= (glm::dot(velocity, direction) * (1.0f + elasticity)) * direction;
velocity += addedVelocity;
velocity *= glm::clamp(1.f - damping, 0.0f, 1.0f);
if (glm::length(velocity) < HALTING_VELOCITY) {
@ -235,7 +253,7 @@ void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::
particleEditHandle.updateParticle(position, particle->getRadius(), particle->getXColor(), velocity,
particle->getGravity(), particle->getDamping(), particle->getInHand(), particle->getScript());
}
void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm::vec3 &penetration, float frequency) {
@ -244,12 +262,12 @@ void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm
const float COLLISION_LOUDNESS = 1.f;
const float DURATION_SCALING = 0.004f;
const float NOISE_SCALING = 0.1f;
glm::vec3 velocity = particle->getVelocity() * (float)TREE_SCALE;
glm::vec3 velocity = particle->getVelocity() * static_cast<float>(TREE_SCALE);
/*
// how do we want to handle this??
//
glm::vec3 gravity = particle->getGravity() * (float)TREE_SCALE;
glm::vec3 gravity = particle->getGravity() * static_cast<float>(TREE_SCALE);
if (glm::length(gravity) > EPSILON) {
// If gravity is on, remove the effect of gravity on velocity for this
@ -271,4 +289,4 @@ void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm
fmin(velocityTangentToCollision / velocityTowardCollision * NOISE_SCALING, 1.f),
1.f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision, false);
}
}
}

View file

@ -294,9 +294,9 @@ void NodeList::clear() {
Node* node = nodeBucket[i % NODES_PER_BUCKET];
node->lock();
delete node;
notifyHooksOfKilledNode(&*node);
node = NULL;
delete node;
}
_numNodes = 0;