Pulling latest worklist/hifi into local repo

This commit is contained in:
Andrew Meadows 2014-01-03 16:36:52 -08:00
commit d8e48f8cba
2 changed files with 25 additions and 24 deletions

View file

@ -26,11 +26,11 @@
using namespace std; using namespace std;
const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f); const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f);
const float YAW_MAG = 500.0; const float YAW_MAG = 500.0f;
const float PITCH_MAG = 100.0f; const float PITCH_MAG = 100.0f;
const float COLLISION_RADIUS_SCALAR = 1.2; // pertains to avatar-to-avatar collisions const float COLLISION_RADIUS_SCALAR = 1.2; // pertains to avatar-to-avatar collisions
const float COLLISION_BALL_FORCE = 200.0; // pertains to avatar-to-avatar collisions const float COLLISION_BALL_FORCE = 200.0f; // pertains to avatar-to-avatar collisions
const float COLLISION_BODY_FORCE = 30.0; // pertains to avatar-to-avatar collisions const float COLLISION_BODY_FORCE = 30.0f; // pertains to avatar-to-avatar collisions
const float COLLISION_RADIUS_SCALE = 0.125f; const float COLLISION_RADIUS_SCALE = 0.125f;
const float MOUSE_RAY_TOUCH_RANGE = 0.01f; const float MOUSE_RAY_TOUCH_RANGE = 0.01f;
const bool USING_HEAD_LEAN = false; const bool USING_HEAD_LEAN = false;
@ -779,7 +779,7 @@ void MyAvatar::updateCollisionWithEnvironment(float deltaTime) {
glm::vec3 up = getBodyUpDirection(); glm::vec3 up = getBodyUpDirection();
float radius = _collisionRadius; float radius = _collisionRadius;
const float ENVIRONMENT_SURFACE_ELASTICITY = 1.0f; const float ENVIRONMENT_SURFACE_ELASTICITY = 1.0f;
const float ENVIRONMENT_SURFACE_DAMPING = 0.01; const float ENVIRONMENT_SURFACE_DAMPING = 0.01f;
const float ENVIRONMENT_COLLISION_FREQUENCY = 0.05f; const float ENVIRONMENT_COLLISION_FREQUENCY = 0.05f;
glm::vec3 penetration; glm::vec3 penetration;
if (Application::getInstance()->getEnvironment()->findCapsulePenetration( if (Application::getInstance()->getEnvironment()->findCapsulePenetration(
@ -794,8 +794,8 @@ void MyAvatar::updateCollisionWithEnvironment(float deltaTime) {
void MyAvatar::updateCollisionWithVoxels(float deltaTime) { void MyAvatar::updateCollisionWithVoxels(float deltaTime) {
float radius = _collisionRadius; float radius = _collisionRadius;
const float VOXEL_ELASTICITY = 1.4f; const float VOXEL_ELASTICITY = 0.4f;
const float VOXEL_DAMPING = 0.0; const float VOXEL_DAMPING = 0.0f;
const float VOXEL_COLLISION_FREQUENCY = 0.5f; const float VOXEL_COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration; glm::vec3 penetration;
if (Application::getInstance()->getVoxels()->findCapsulePenetration( if (Application::getInstance()->getVoxels()->findCapsulePenetration(

View file

@ -69,9 +69,9 @@ void ParticleCollisionSystem::checkParticle(Particle* particle) {
void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) { void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE); glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
float radius = particle->getRadius() * 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 ELASTICITY = 0.4f;
const float VOXEL_DAMPING = 0.0f; const float DAMPING = 0.0f;
const float VOXEL_COLLISION_FREQUENCY = 0.5f; const float COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration; glm::vec3 penetration;
VoxelDetail* voxelDetails = NULL; VoxelDetail* voxelDetails = NULL;
if (_voxels->findSpherePenetration(center, radius, penetration, (void**)&voxelDetails)) { if (_voxels->findSpherePenetration(center, radius, penetration, (void**)&voxelDetails)) {
@ -80,8 +80,8 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
particle->collisionWithVoxel(voxelDetails); particle->collisionWithVoxel(voxelDetails);
penetration /= (float)TREE_SCALE; penetration /= (float)TREE_SCALE;
updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY); updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING); applyHardCollision(particle, penetration, ELASTICITY, DAMPING);
delete voxelDetails; // cleanup returned details delete voxelDetails; // cleanup returned details
} }
@ -90,9 +90,9 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) { void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE); glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
float radius = particle->getRadius() * static_cast<float>(TREE_SCALE); float radius = particle->getRadius() * static_cast<float>(TREE_SCALE);
const float VOXEL_ELASTICITY = 1.4f; const float ELASTICITY = 1.4f;
const float VOXEL_DAMPING = 0.0f; const float DAMPING = 0.0f;
const float VOXEL_COLLISION_FREQUENCY = 0.5f; const float COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration; glm::vec3 penetration;
Particle* penetratedParticle; Particle* penetratedParticle;
if (_particles->findSpherePenetration(center, radius, penetration, (void**)&penetratedParticle)) { if (_particles->findSpherePenetration(center, radius, penetration, (void**)&penetratedParticle)) {
@ -102,7 +102,8 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
penetratedParticle->collisionWithParticle(particle); penetratedParticle->collisionWithParticle(particle);
penetration /= (float)TREE_SCALE; penetration /= (float)TREE_SCALE;
updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY); updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
// apply a hard collision to both particles of half the penetration each // apply a hard collision to both particles of half the penetration each
float particleShare, penetratedParticleShare; float particleShare, penetratedParticleShare;
@ -119,8 +120,8 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
particleShare = 0.5f; particleShare = 0.5f;
penetratedParticleShare = -0.5f; penetratedParticleShare = -0.5f;
} }
applyHardCollision(particle, penetration * particleShare, VOXEL_ELASTICITY, VOXEL_DAMPING); applyHardCollision(particle, penetration * particleShare, ELASTICITY, DAMPING);
applyHardCollision(penetratedParticle, penetration * penetratedParticleShare, VOXEL_ELASTICITY, VOXEL_DAMPING); applyHardCollision(penetratedParticle, penetration * penetratedParticleShare, ELASTICITY, DAMPING);
} }
} }
@ -134,9 +135,9 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
//printf("updateCollisionWithAvatars()...\n"); //printf("updateCollisionWithAvatars()...\n");
glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE); glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
float radius = particle->getRadius() * static_cast<float>(TREE_SCALE); float radius = particle->getRadius() * static_cast<float>(TREE_SCALE);
const float VOXEL_ELASTICITY = 1.4f; const float ELASTICITY = 0.4f;
const float VOXEL_DAMPING = 0.0f; const float DAMPING = 0.0f;
const float VOXEL_COLLISION_FREQUENCY = 0.5f; const float COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration; glm::vec3 penetration;
const PalmData* collidingPalm = NULL; const PalmData* collidingPalm = NULL;
@ -156,7 +157,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
// TODO: dot collidingPalm and hand velocities and skip collision when they are moving apart. // TODO: dot collidingPalm and hand velocities and skip collision when they are moving apart.
// apply a hard collision when ball collides with hand // apply a hard collision when ball collides with hand
penetration /= (float)TREE_SCALE; penetration /= (float)TREE_SCALE;
updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY); updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
// determine if the palm that collided was moving, if so, then we add that palm velocity as well... // determine if the palm that collided was moving, if so, then we add that palm velocity as well...
glm::vec3 addedVelocity = NO_ADDED_VELOCITY; glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
@ -172,7 +173,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
penetration /= (float)TREE_SCALE; penetration /= (float)TREE_SCALE;
updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY); updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY);
glm::vec3 addedVelocity = avatar->getVelocity(); glm::vec3 addedVelocity = avatar->getVelocity();
applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity); applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
} }
} }
@ -191,7 +192,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) { if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
// apply a hard collision when ball collides with hand // apply a hard collision when ball collides with hand
penetration /= (float)TREE_SCALE; penetration /= (float)TREE_SCALE;
updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY); updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
// determine if the palm that collided was moving, if so, then we add that palm velocity as well... // determine if the palm that collided was moving, if so, then we add that palm velocity as well...
glm::vec3 addedVelocity = NO_ADDED_VELOCITY; glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
@ -201,7 +202,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
addedVelocity = palmVelocity; addedVelocity = palmVelocity;
} }
applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity); applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
} else if (avatar->findSpherePenetration(center, radius, penetration)) { } else if (avatar->findSpherePenetration(center, radius, penetration)) {
penetration /= (float)TREE_SCALE; penetration /= (float)TREE_SCALE;