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make casts float match coding standard
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parent
61d3f63f9c
commit
03794f7218
1 changed files with 17 additions and 17 deletions
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@ -67,8 +67,8 @@ void ParticleCollisionSystem::checkParticle(Particle* particle) {
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}
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}
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void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
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void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
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glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
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glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
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float radius = particle->getRadius() * static_cast<float>(TREE_SCALE);
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float radius = particle->getRadius() * (float)(TREE_SCALE);
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const float ELASTICITY = 0.4f;
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const float ELASTICITY = 0.4f;
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const float DAMPING = 0.0f;
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const float DAMPING = 0.0f;
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const float COLLISION_FREQUENCY = 0.5f;
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const float COLLISION_FREQUENCY = 0.5f;
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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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// let the particles run their collision scripts if they have them
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particle->collisionWithVoxel(voxelDetails);
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particle->collisionWithVoxel(voxelDetails);
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penetration /= static_cast<float>(TREE_SCALE);
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penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING);
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING);
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@ -88,8 +88,8 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
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}
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}
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void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
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void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
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glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
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glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
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float radius = particle->getRadius() * static_cast<float>(TREE_SCALE);
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float radius = particle->getRadius() * (float)(TREE_SCALE);
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const float ELASTICITY = 1.4f;
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const float ELASTICITY = 1.4f;
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const float DAMPING = 0.0f;
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const float DAMPING = 0.0f;
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const float COLLISION_FREQUENCY = 0.5f;
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const float COLLISION_FREQUENCY = 0.5f;
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@ -101,7 +101,7 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
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particle->collisionWithParticle(penetratedParticle);
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particle->collisionWithParticle(penetratedParticle);
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penetratedParticle->collisionWithParticle(particle);
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penetratedParticle->collisionWithParticle(particle);
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penetration /= static_cast<float>(TREE_SCALE);
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penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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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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// apply a hard collision to both particles of half the penetration each
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@ -133,8 +133,8 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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}
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}
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//printf("updateCollisionWithAvatars()...\n");
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//printf("updateCollisionWithAvatars()...\n");
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glm::vec3 center = particle->getPosition() * static_cast<float>(TREE_SCALE);
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glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
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float radius = particle->getRadius() * static_cast<float>(TREE_SCALE);
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float radius = particle->getRadius() * (float)(TREE_SCALE);
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const float ELASTICITY = 0.4f;
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const float ELASTICITY = 0.4f;
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const float DAMPING = 0.0f;
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const float DAMPING = 0.0f;
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const float COLLISION_FREQUENCY = 0.5f;
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const float COLLISION_FREQUENCY = 0.5f;
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@ -156,13 +156,13 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
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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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// 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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// apply a hard collision when ball collides with hand
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penetration /= static_cast<float>(TREE_SCALE);
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penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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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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// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
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glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
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glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
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if (collidingPalm) {
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if (collidingPalm) {
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glm::vec3 palmVelocity = collidingPalm->getVelocity() / static_cast<float>(TREE_SCALE);
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glm::vec3 palmVelocity = collidingPalm->getVelocity() / (float)(TREE_SCALE);
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//printf("collidingPalm Velocity=%f,%f,%f\n", palmVelocity.x, palmVelocity.y, palmVelocity.z);
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//printf("collidingPalm Velocity=%f,%f,%f\n", palmVelocity.x, palmVelocity.y, palmVelocity.z);
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addedVelocity = palmVelocity;
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addedVelocity = palmVelocity;
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}
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}
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@ -170,7 +170,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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applyHardCollision(particle, penetration, ELASTICITY, 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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} else if (avatar->findSpherePenetration(center, radius, penetration)) {
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// apply hard collision when particle collides with avatar
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// apply hard collision when particle collides with avatar
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penetration /= static_cast<float>(TREE_SCALE);
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penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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glm::vec3 addedVelocity = avatar->getVelocity();
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glm::vec3 addedVelocity = avatar->getVelocity();
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
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@ -191,13 +191,13 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
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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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// apply a hard collision when ball collides with hand
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penetration /= static_cast<float>(TREE_SCALE);
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penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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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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// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
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glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
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glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
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if (collidingPalm) {
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if (collidingPalm) {
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glm::vec3 palmVelocity = collidingPalm->getVelocity() / static_cast<float>(TREE_SCALE);
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glm::vec3 palmVelocity = collidingPalm->getVelocity() / (float)(TREE_SCALE);
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//printf("collidingPalm Velocity=%f,%f,%f\n", palmVelocity.x, palmVelocity.y, palmVelocity.z);
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//printf("collidingPalm Velocity=%f,%f,%f\n", palmVelocity.x, palmVelocity.y, palmVelocity.z);
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addedVelocity = palmVelocity;
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addedVelocity = palmVelocity;
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}
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}
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@ -205,7 +205,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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applyHardCollision(particle, penetration, ELASTICITY, 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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} else if (avatar->findSpherePenetration(center, radius, penetration)) {
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penetration /= static_cast<float>(TREE_SCALE);
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penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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glm::vec3 addedVelocity = avatar->getVelocity();
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glm::vec3 addedVelocity = avatar->getVelocity();
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
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@ -231,7 +231,7 @@ void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::
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float velocityDotPenetration = glm::dot(velocity, penetration);
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float velocityDotPenetration = glm::dot(velocity, penetration);
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if (velocityDotPenetration > EPSILON) {
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if (velocityDotPenetration > EPSILON) {
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position -= penetration;
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position -= penetration;
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static float HALTING_VELOCITY = 0.2f / static_cast<float>(TREE_SCALE);
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static float HALTING_VELOCITY = 0.2f / (float)(TREE_SCALE);
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// cancel out the velocity component in the direction of penetration
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// cancel out the velocity component in the direction of penetration
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float penetrationLength = glm::length(penetration);
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float penetrationLength = glm::length(penetration);
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@ -263,12 +263,12 @@ void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm
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const float COLLISION_LOUDNESS = 1.f;
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const float COLLISION_LOUDNESS = 1.f;
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const float DURATION_SCALING = 0.004f;
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const float DURATION_SCALING = 0.004f;
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const float NOISE_SCALING = 0.1f;
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const float NOISE_SCALING = 0.1f;
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glm::vec3 velocity = particle->getVelocity() * static_cast<float>(TREE_SCALE);
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glm::vec3 velocity = particle->getVelocity() * (float)(TREE_SCALE);
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/*
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/*
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// how do we want to handle this??
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// how do we want to handle this??
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//
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//
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glm::vec3 gravity = particle->getGravity() * static_cast<float>(TREE_SCALE);
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glm::vec3 gravity = particle->getGravity() * (float)(TREE_SCALE);
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if (glm::length(gravity) > EPSILON) {
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if (glm::length(gravity) > EPSILON) {
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// If gravity is on, remove the effect of gravity on velocity for this
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// If gravity is on, remove the effect of gravity on velocity for this
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