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Merge pull request #14592 from huffman/fix/myavatar-collisions
Fix MyAvatar::collisionWithEntity not firing
This commit is contained in:
commit
2c247bc3df
1 changed files with 40 additions and 36 deletions
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@ -28,7 +28,6 @@
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#pragma GCC diagnostic pop
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#endif
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#include <shared/QtHelpers.h>
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#include <AvatarData.h>
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#include <PerfStat.h>
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@ -529,6 +528,7 @@ void AvatarManager::handleChangedMotionStates(const VectorOfMotionStates& motion
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}
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void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents) {
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bool playedCollisionSound { false };
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for (Collision collision : collisionEvents) {
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// TODO: The plan is to handle MOTIONSTATE_TYPE_AVATAR, and then MOTIONSTATE_TYPE_MYAVATAR. As it is, other
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// people's avatars will have an id that doesn't match any entities, and one's own avatar will have
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@ -536,43 +536,47 @@ void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents
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// my avatar. (Other user machines will make a similar analysis and inject sound for their collisions.)
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if (collision.idA.isNull() || collision.idB.isNull()) {
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auto myAvatar = getMyAvatar();
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auto collisionSound = myAvatar->getCollisionSound();
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if (collisionSound) {
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const auto characterController = myAvatar->getCharacterController();
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const float avatarVelocityChange = (characterController ? glm::length(characterController->getVelocityChange()) : 0.0f);
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const float velocityChange = glm::length(collision.velocityChange) + avatarVelocityChange;
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const float MIN_AVATAR_COLLISION_ACCELERATION = 2.4f; // walking speed
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const bool isSound = (collision.type == CONTACT_EVENT_TYPE_START) && (velocityChange > MIN_AVATAR_COLLISION_ACCELERATION);
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myAvatar->collisionWithEntity(collision);
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if (!isSound) {
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return; // No sense iterating for others. We only have one avatar.
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if (!playedCollisionSound) {
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playedCollisionSound = true;
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auto collisionSound = myAvatar->getCollisionSound();
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if (collisionSound) {
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const auto characterController = myAvatar->getCharacterController();
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const float avatarVelocityChange =
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(characterController ? glm::length(characterController->getVelocityChange()) : 0.0f);
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const float velocityChange = glm::length(collision.velocityChange) + avatarVelocityChange;
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const float MIN_AVATAR_COLLISION_ACCELERATION = 2.4f; // walking speed
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const bool isSound =
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(collision.type == CONTACT_EVENT_TYPE_START) && (velocityChange > MIN_AVATAR_COLLISION_ACCELERATION);
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if (!isSound) {
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return; // No sense iterating for others. We only have one avatar.
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}
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// Your avatar sound is personal to you, so let's say the "mass" part of the kinetic energy is already accounted for.
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const float energy = velocityChange * velocityChange;
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const float COLLISION_ENERGY_AT_FULL_VOLUME = 10.0f;
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const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME);
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// For general entity collisionSoundURL, playSound supports changing the pitch for the sound based on the size of the object,
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// but most avatars are roughly the same size, so let's not be so fancy yet.
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const float AVATAR_STRETCH_FACTOR = 1.0f;
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_collisionInjectors.remove_if(
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[](const AudioInjectorPointer& injector) { return !injector || injector->isFinished(); });
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static const int MAX_INJECTOR_COUNT = 3;
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if (_collisionInjectors.size() < MAX_INJECTOR_COUNT) {
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AudioInjectorOptions options;
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options.stereo = collisionSound->isStereo();
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options.position = myAvatar->getWorldPosition();
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options.volume = energyFactorOfFull;
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options.pitch = 1.0f / AVATAR_STRETCH_FACTOR;
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auto injector = AudioInjector::playSoundAndDelete(collisionSound, options);
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_collisionInjectors.emplace_back(injector);
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}
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}
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// Your avatar sound is personal to you, so let's say the "mass" part of the kinetic energy is already accounted for.
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const float energy = velocityChange * velocityChange;
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const float COLLISION_ENERGY_AT_FULL_VOLUME = 10.0f;
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const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME);
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// For general entity collisionSoundURL, playSound supports changing the pitch for the sound based on the size of the object,
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// but most avatars are roughly the same size, so let's not be so fancy yet.
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const float AVATAR_STRETCH_FACTOR = 1.0f;
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_collisionInjectors.remove_if([](const AudioInjectorPointer& injector) {
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return !injector || injector->isFinished();
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});
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static const int MAX_INJECTOR_COUNT = 3;
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if (_collisionInjectors.size() < MAX_INJECTOR_COUNT) {
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AudioInjectorOptions options;
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options.stereo = collisionSound->isStereo();
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options.position = myAvatar->getWorldPosition();
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options.volume = energyFactorOfFull;
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options.pitch = 1.0f / AVATAR_STRETCH_FACTOR;
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auto injector = AudioInjector::playSoundAndDelete(collisionSound, options);
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_collisionInjectors.emplace_back(injector);
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}
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myAvatar->collisionWithEntity(collision);
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return;
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}
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}
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}
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