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https://github.com/lubosz/overte.git
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Add Collision metatype to JS script system
This commit is contained in:
parent
5e2b8bb2c3
commit
d902580d6f
11 changed files with 82 additions and 46 deletions
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@ -30,9 +30,10 @@ var gravity = {
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var damping = 0.1;
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var scriptA = " " +
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" function collisionWithParticle(other, penetration) { " +
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" function collisionWithParticle(other, collision) { " +
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" print('collisionWithParticle(other.getID()=' + other.getID() + ')...'); " +
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" Vec3.print('penetration=', penetration); " +
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" Vec3.print('penetration=', collision.penetration); " +
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" Vec3.print('contactPoint=', collision.contactPoint); " +
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" print('myID=' + Particle.getID() + '\\n'); " +
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" var colorBlack = { red: 0, green: 0, blue: 0 };" +
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" var otherColor = other.getColor();" +
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@ -46,9 +47,10 @@ var scriptA = " " +
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" ";
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var scriptB = " " +
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" function collisionWithParticle(other, penetration) { " +
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" function collisionWithParticle(other, collision) { " +
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" print('collisionWithParticle(other.getID()=' + other.getID() + ')...'); " +
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" Vec3.print('penetration=', penetration); " +
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" Vec3.print('penetration=', collision.penetration); " +
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" Vec3.print('contactPoint=', collision.contactPoint); " +
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" print('myID=' + Particle.getID() + '\\n'); " +
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" Particle.setScript('Particle.setShouldDie(true);'); " +
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" } " +
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@ -12,18 +12,20 @@
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print("hello...");
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function particleCollisionWithVoxel(particle, voxel, penetration) {
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function particleCollisionWithVoxel(particle, voxel, collision) {
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print("particleCollisionWithVoxel()..");
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print(" particle.getID()=" + particle.id);
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print(" voxel color...=" + voxel.red + ", " + voxel.green + ", " + voxel.blue);
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Vec3.print('penetration=', penetration);
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Vec3.print('penetration=', collision.penetration);
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Vec3.print('contactPoint=', collision.contactPoint);
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}
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function particleCollisionWithParticle(particleA, particleB, penetration) {
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function particleCollisionWithParticle(particleA, particleB, collision) {
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print("particleCollisionWithParticle()..");
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print(" particleA.getID()=" + particleA.id);
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print(" particleB.getID()=" + particleB.id);
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Vec3.print('penetration=', penetration);
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Vec3.print('penetration=', collision.penetration);
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Vec3.print('contactPoint=', collision.contactPoint);
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}
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Particles.particleCollisionWithVoxel.connect(particleCollisionWithVoxel);
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@ -145,24 +145,21 @@ function shootTarget() {
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function particleCollisionWithVoxel(particle, voxel, penetration) {
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function particleCollisionWithVoxel(particle, voxel, collision) {
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var HOLE_SIZE = 0.125;
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var particleProperties = Particles.getParticleProperties(particle);
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var position = particleProperties.position;
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Particles.deleteParticle(particle);
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// Make a hole in this voxel
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Vec3.print("penetration", penetration);
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Vec3.print("position", position);
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var pointOfEntry = Vec3.subtract(position, penetration);
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Vec3.print("pointOfEntry", pointOfEntry);
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Voxels.eraseVoxel(pointOfEntry.x, pointOfEntry.y, pointOfEntry.z, HOLE_SIZE);
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Vec3.print("penetration", collision.penetration);
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Vec3.print("contactPoint", collision.contactPoint);
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Voxels.eraseVoxel(contactPoint.x, contactPoint.y, contactPoint.z, HOLE_SIZE);
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Voxels.eraseVoxel(position.x, position.y, position.z, HOLE_SIZE);
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//audioOptions.position = position;
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audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
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Audio.playSound(impactSound, audioOptions);
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}
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function particleCollisionWithParticle(particle1, particle2) {
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function particleCollisionWithParticle(particle1, particle2, collision) {
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score++;
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if (showScore) {
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Overlays.editOverlay(text, { text: "Score: " + score } );
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@ -174,8 +171,11 @@ function particleCollisionWithParticle(particle1, particle2) {
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var endTime = new Date();
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var msecs = endTime.valueOf() - shotTime.valueOf();
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print("hit, msecs = " + msecs);
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Vec3.print("penetration = ", collision.penetration);
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Vec3.print("contactPoint = ", collision.contactPoint);
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Particles.deleteParticle(particle1);
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Particles.deleteParticle(particle2);
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// play the sound near the camera so the shooter can hear it
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audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
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Audio.playSound(targetHitSound, audioOptions);
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}
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@ -62,9 +62,10 @@ function checkController(deltaTime) {
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// This is the script for the particles that this gun shoots.
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var script =
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" function collisionWithVoxel(voxel, penetration) { " +
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" function collisionWithVoxel(voxel, collision) { " +
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" print('collisionWithVoxel(voxel)... '); " +
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" Vec3.print('penetration=', penetration); " +
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" Vec3.print('penetration=', collision.penetration); " +
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" Vec3.print('contactPoint=', collision.contactPoint); " +
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" print('myID=' + Particle.getID() + '\\n'); " +
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" var voxelColor = { red: voxel.red, green: voxel.green, blue: voxel.blue };" +
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" var voxelAt = { x: voxel.x, y: voxel.y, z: voxel.z };" +
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@ -392,9 +392,10 @@ function deleteIfInvader(possibleInvaderParticle) {
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}
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}
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function particleCollisionWithParticle(particleA, particleB, penetration) {
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function particleCollisionWithParticle(particleA, particleB, collision) {
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print("particleCollisionWithParticle() a.id="+particleA.id + " b.id=" + particleB.id);
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Vec3.print('particleCollisionWithParticle() penetration=', penetration);
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Vec3.print('particleCollisionWithParticle() penetration=', collision.penetration);
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Vec3.print('particleCollisionWithParticle() contactPoint=', collision.contactPoint);
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if (missileFired) {
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myMissile = Particles.identifyParticle(myMissile);
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if (myMissile.id == particleA.id) {
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@ -1565,14 +1565,14 @@ void Application::init() {
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// connect the _particleCollisionSystem to our script engine's ParticleScriptingInterface
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connect(&_particleCollisionSystem,
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SIGNAL(particleCollisionWithVoxel(const ParticleID&, const VoxelDetail&, const glm::vec3&)),
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SIGNAL(particleCollisionWithVoxel(const ParticleID&, const VoxelDetail&, const CollisionInfo&)),
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ScriptEngine::getParticlesScriptingInterface(),
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SIGNAL(particleCollisionWithVoxels(const ParticleID&, const VoxelDetail&, const glm::vec3&)));
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SIGNAL(particleCollisionWithVoxels(const ParticleID&, const VoxelDetail&, const CollisionInfo&)));
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connect(&_particleCollisionSystem,
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SIGNAL(particleCollisionWithParticle(const ParticleID&, const ParticleID&, const glm::vec3&)),
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SIGNAL(particleCollisionWithParticle(const ParticleID&, const ParticleID&, const CollisionInfo&)),
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ScriptEngine::getParticlesScriptingInterface(),
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SIGNAL(particleCollisionWithParticle(const ParticleID&, const ParticleID&, const glm::vec3&)));
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SIGNAL(particleCollisionWithParticle(const ParticleID&, const ParticleID&, const CollisionInfo&)));
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_audio.init(_glWidget);
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@ -72,17 +72,17 @@ void ParticleCollisionSystem::checkParticle(Particle* particle) {
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}
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void ParticleCollisionSystem::emitGlobalParticleCollisionWithVoxel(Particle* particle,
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VoxelDetail* voxelDetails, const glm::vec3& penetration) {
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VoxelDetail* voxelDetails, const CollisionInfo& collision) {
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ParticleID particleID = particle->getParticleID();
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emit particleCollisionWithVoxel(particleID, *voxelDetails, penetration);
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emit particleCollisionWithVoxel(particleID, *voxelDetails, collision);
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}
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void ParticleCollisionSystem::emitGlobalParticleCollisionWithParticle(Particle* particleA,
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Particle* particleB, const glm::vec3& penetration) {
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Particle* particleB, const CollisionInfo& collision) {
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ParticleID idA = particleA->getParticleID();
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ParticleID idB = particleB->getParticleID();
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emit particleCollisionWithParticle(idA, idB, penetration);
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emit particleCollisionWithParticle(idA, idB, collision);
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}
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void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
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@ -100,11 +100,17 @@ 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, collisionInfo._penetration);
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// let the global script run their collision scripts for particles if they have them
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emitGlobalParticleCollisionWithVoxel(particle, voxelDetails, collisionInfo._penetration);
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// findSpherePenetration() only computes the penetration but we also want some other collision info
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// so we compute it ourselves here. Note that we must multiply scale by TREE_SCALE when feeding
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// the results to systems outside of this octree reference frame.
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updateCollisionSound(particle, collisionInfo._penetration, COLLISION_FREQUENCY);
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collisionInfo._contactPoint = (float)TREE_SCALE * (particle->getPosition() + particle->getRadius() * glm::normalize(collisionInfo._penetration));
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// let the global script run their collision scripts for particles if they have them
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emitGlobalParticleCollisionWithVoxel(particle, voxelDetails, collisionInfo);
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// we must scale back down to the octree reference frame before updating the particle properties
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collisionInfo._penetration /= (float)(TREE_SCALE);
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collisionInfo._contactPoint /= (float)(TREE_SCALE);
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particle->applyHardCollision(collisionInfo);
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queueParticlePropertiesUpdate(particle);
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@ -121,8 +127,7 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particleA)
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glm::vec3 penetration;
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Particle* particleB;
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if (_particles->findSpherePenetration(center, radius, penetration, (void**)&particleB, Octree::NoLock)) {
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// NOTE: 'penetration' is the depth that 'particleA' overlaps 'particleB'.
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// That is, it points from A into B.
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// NOTE: 'penetration' is the depth that 'particleA' overlaps 'particleB'. It points from A into B.
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// Even if the particles overlap... when the particles are already moving appart
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// we don't want to count this as a collision.
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@ -130,7 +135,12 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particleA)
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if (glm::dot(relativeVelocity, penetration) > 0.0f) {
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particleA->collisionWithParticle(particleB, penetration);
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particleB->collisionWithParticle(particleA, penetration * -1.0f); // the penetration is reversed
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emitGlobalParticleCollisionWithParticle(particleA, particleB, penetration);
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CollisionInfo collision;
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collision._penetration = penetration;
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// for now the contactPoint is the average between the the two paricle centers
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collision._contactPoint = (0.5f * (float)TREE_SCALE) * (particleA->getPosition() + particleB->getPosition());
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emitGlobalParticleCollisionWithParticle(particleA, particleB, collision);
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glm::vec3 axis = glm::normalize(penetration);
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glm::vec3 axialVelocity = glm::dot(relativeVelocity, axis) * axis;
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@ -142,25 +152,25 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particleA)
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float massB = (particleB->getInHand()) ? MAX_MASS : particleB->getMass();
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float totalMass = massA + massB;
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// handle A particle
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// handle particle A
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particleA->setVelocity(particleA->getVelocity() - axialVelocity * (2.0f * massB / totalMass));
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particleA->setPosition(particleA->getPosition() - 0.5f * penetration);
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ParticleProperties propertiesA;
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ParticleID particleAid(particleA->getID());
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ParticleID idA(particleA->getID());
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propertiesA.copyFromParticle(*particleA);
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propertiesA.setVelocity(particleA->getVelocity() * (float)TREE_SCALE);
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propertiesA.setPosition(particleA->getPosition() * (float)TREE_SCALE);
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_packetSender->queueParticleEditMessage(PacketTypeParticleAddOrEdit, particleAid, propertiesA);
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_packetSender->queueParticleEditMessage(PacketTypeParticleAddOrEdit, idA, propertiesA);
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// handle B particle
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// handle particle B
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particleB->setVelocity(particleB->getVelocity() + axialVelocity * (2.0f * massA / totalMass));
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particleA->setPosition(particleB->getPosition() + 0.5f * penetration);
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ParticleProperties propertiesB;
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ParticleID particleBid(particleB->getID());
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ParticleID idB(particleB->getID());
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propertiesB.copyFromParticle(*particleB);
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propertiesB.setVelocity(particleB->getVelocity() * (float)TREE_SCALE);
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propertiesB.setPosition(particleB->getPosition() * (float)TREE_SCALE);
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_packetSender->queueParticleEditMessage(PacketTypeParticleAddOrEdit, particleBid, propertiesB);
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_packetSender->queueParticleEditMessage(PacketTypeParticleAddOrEdit, idB, propertiesB);
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_packetSender->releaseQueuedMessages();
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@ -53,13 +53,13 @@ public:
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void updateCollisionSound(Particle* particle, const glm::vec3 &penetration, float frequency);
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signals:
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void particleCollisionWithVoxel(const ParticleID& particleID, const VoxelDetail& voxel, const glm::vec3& penetration);
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void particleCollisionWithParticle(const ParticleID& idA, const ParticleID& idB, const glm::vec3& penetration);
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void particleCollisionWithVoxel(const ParticleID& particleID, const VoxelDetail& voxel, const CollisionInfo& penetration);
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void particleCollisionWithParticle(const ParticleID& idA, const ParticleID& idB, const CollisionInfo& penetration);
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private:
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static bool updateOperation(OctreeElement* element, void* extraData);
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void emitGlobalParticleCollisionWithVoxel(Particle* particle, VoxelDetail* voxelDetails, const glm::vec3& penetration);
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void emitGlobalParticleCollisionWithParticle(Particle* particleA, Particle* particleB, const glm::vec3& penetration);
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void emitGlobalParticleCollisionWithVoxel(Particle* particle, VoxelDetail* voxelDetails, const CollisionInfo& penetration);
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void emitGlobalParticleCollisionWithParticle(Particle* particleA, Particle* particleB, const CollisionInfo& penetration);
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ParticleEditPacketSender* _packetSender;
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ParticleTree* _particles;
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@ -11,6 +11,8 @@
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#include <QtCore/QObject>
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#include <CollisionInfo.h>
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#include <OctreeScriptingInterface.h>
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#include "ParticleEditPacketSender.h"
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@ -55,8 +57,8 @@ public slots:
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QVector<ParticleID> findParticles(const glm::vec3& center, float radius) const;
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signals:
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void particleCollisionWithVoxel(const ParticleID& particleID, const VoxelDetail& voxel, const glm::vec3& penetration);
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void particleCollisionWithParticle(const ParticleID& idA, const ParticleID& idB, const glm::vec3& penetration);
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void particleCollisionWithVoxel(const ParticleID& particleID, const VoxelDetail& voxel, const CollisionInfo& collision);
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void particleCollisionWithParticle(const ParticleID& idA, const ParticleID& idB, const CollisionInfo& collision);
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private:
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void queueParticleMessage(PacketType packetType, ParticleID particleID, const ParticleProperties& properties);
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@ -16,6 +16,7 @@ static int vec2MetaTypeId = qRegisterMetaType<glm::vec2>();
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static int quatMetaTypeId = qRegisterMetaType<glm::quat>();
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static int xColorMetaTypeId = qRegisterMetaType<xColor>();
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static int pickRayMetaTypeId = qRegisterMetaType<PickRay>();
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static int collisionMetaTypeId = qRegisterMetaType<CollisionInfo>();
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void registerMetaTypes(QScriptEngine* engine) {
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qScriptRegisterMetaType(engine, vec4toScriptValue, vec4FromScriptValue);
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@ -24,6 +25,7 @@ void registerMetaTypes(QScriptEngine* engine) {
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qScriptRegisterMetaType(engine, quatToScriptValue, quatFromScriptValue);
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qScriptRegisterMetaType(engine, xColorToScriptValue, xColorFromScriptValue);
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qScriptRegisterMetaType(engine, pickRayToScriptValue, pickRayFromScriptValue);
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qScriptRegisterMetaType(engine, collisionToScriptValue, collisionFromScriptValue);
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}
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QScriptValue vec4toScriptValue(QScriptEngine* engine, const glm::vec4& vec4) {
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@ -122,3 +124,14 @@ void pickRayFromScriptValue(const QScriptValue& object, PickRay& pickRay) {
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}
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}
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QScriptValue collisionToScriptValue(QScriptEngine* engine, const CollisionInfo& collision) {
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QScriptValue obj = engine->newObject();
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obj.setProperty("penetration", vec3toScriptValue(engine, collision._penetration));
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obj.setProperty("contactPoint", vec3toScriptValue(engine, collision._contactPoint));
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return obj;
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}
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void collisionFromScriptValue(const QScriptValue &object, CollisionInfo& collision) {
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// TODO: implement this when we know what it means to accept collision events from JS
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}
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@ -15,6 +15,7 @@
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#include <QtScript/QScriptEngine>
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#include "CollisionInfo.h"
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#include "SharedUtil.h"
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Q_DECLARE_METATYPE(glm::vec4)
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QScriptValue pickRayToScriptValue(QScriptEngine* engine, const PickRay& pickRay);
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void pickRayFromScriptValue(const QScriptValue& object, PickRay& pickRay);
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Q_DECLARE_METATYPE(CollisionInfo)
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QScriptValue collisionToScriptValue(QScriptEngine* engine, const CollisionInfo& collision);
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void collisionFromScriptValue(const QScriptValue &object, CollisionInfo& collision);
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#endif
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