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synced 2025-04-21 17:03:58 +02:00
First commit with initial Balls class for avatar sphere cloud
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parent
9e62728c33
commit
1a5f499b45
5 changed files with 20 additions and 321 deletions
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@ -124,6 +124,8 @@ Avatar::Avatar(bool isMine) {
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printLog("error %u: %s\n", error, lodepng_error_text(error));
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}
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}
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_balls = new Balls(10);
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}
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@ -284,6 +286,9 @@ void Avatar::setMousePressed( bool d ) {
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void Avatar::simulate(float deltaTime) {
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// update balls
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if (_balls) { _balls->simulate(deltaTime); }
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// update avatar skeleton
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updateSkeleton();
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@ -647,9 +652,18 @@ void Avatar::render(bool lookingInMirror) {
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glEnd();
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}
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}
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// Render the balls
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if (_balls) {
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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_balls->render();
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glPopMatrix();
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}
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}
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void Avatar::renderHead(bool lookingInMirror) {
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int side = 0;
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@ -22,6 +22,8 @@
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp> //looks like we might not need this
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#include "Balls.h"
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const bool AVATAR_GRAVITY = true;
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const float DECAY = 0.1;
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const float THRUST_MAG = 10.0;
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@ -249,7 +251,8 @@ class Avatar : public AvatarData {
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int _transmitterPackets;
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Avatar* _interactingOther;
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bool _interactingOtherIsNearby;
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Balls* _balls;
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// private methods...
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void initializeSkeleton();
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void updateSkeleton();
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@ -1,244 +0,0 @@
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//
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// Particle.cpp
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// interface
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//
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// Created by Seiji Emery on 9/4/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#include "Particle.h"
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#define NUM_ELEMENTS 4
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glm::vec3 color0(1,0,0); // Motionless particle
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glm::vec3 color1(0,1,0); // Spring force
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glm::vec3 color2(0,0,1);
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glm::vec3 color3(0,1,1);
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float radii[NUM_ELEMENTS] = {0.3f, 0.5f, 0.2f, 0.4f};
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ParticleSystem::ParticleSystem(int num,
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glm::vec3 box,
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int wrap,
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float noiselevel,
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float setscale,
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float setgravity) {
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// Create and initialize particles
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int element;
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bounds = box;
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count = num;
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wrapBounds = false;
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noise = noiselevel;
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gravity = setgravity;
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scale = setscale;
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particles = new Particle[count];
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for (unsigned i = 0; i < count; i++) {
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particles[i].position.x = randFloat()*box.x;
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particles[i].position.y = randFloat()*box.y;
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particles[i].position.z = randFloat()*box.z;
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// Constrain to a small box in center
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//particles[i].position.x = randFloat()+box.x/2.0;
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//particles[i].position.y = randFloat()+box.y/2.0;
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//particles[i].position.z = randFloat()+box.z/2.0;
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particles[i].velocity.x = 0;
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particles[i].velocity.y = 0;
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particles[i].velocity.z = 0;
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particles[i].parent = 0;
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particles[i].link *= 0;
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element = 1; //rand()%NUM_ELEMENTS;
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particles[i].element = element;
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if (element == 0) particles[i].color = color0;
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else if (element == 1) particles[i].color = color1;
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else if (element == 2) particles[i].color = color2;
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else if (element == 3) particles[i].color = color3;
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particles[i].radius = 0.10f; //radii[element]*scale;
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particles[i].isColliding = false;
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}
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}
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bool ParticleSystem::updateHand(glm::vec3 pos, glm::vec3 vel, float radius) {
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handPos = pos;
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handVel = vel;
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handRadius = radius;
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return handIsColliding;
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}
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void ParticleSystem::resetHand() {
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handActive = false;
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handIsColliding = false;
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handPos = glm::vec3(0,0,0);
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handVel = glm::vec3(0,0,0);
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handRadius = 0;
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}
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void ParticleSystem::render() {
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for (unsigned int i = 0; i < count; ++i) {
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glPushMatrix();
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glTranslatef(particles[i].position.x, particles[i].position.y, particles[i].position.z);
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if (particles[i].numSprung == 0) glColor3f(1,1,1);
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else if (particles[i].numSprung == 1) glColor3f(0,1,0);
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else if (particles[i].numSprung == 2) glColor3f(1,1,0);
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else if (particles[i].numSprung >= 3) glColor3f(1,0,0);
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glutSolidSphere(particles[i].radius, 15, 15);
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glPopMatrix();
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}
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}
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void ParticleSystem::link(int child, int parent) {
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particles[child].parent = parent;
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particles[child].velocity *= 0.5;
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particles[parent].velocity += particles[child].velocity;
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particles[child].velocity *= 0.0;
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particles[child].color = glm::vec3(1,1,0);
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particles[child].link = particles[parent].position - particles[child].position;
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}
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void ParticleSystem::simulate (float deltaTime) {
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unsigned int i, j;
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for (i = 0; i < count; ++i) {
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if (particles[i].element != 0) {
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if (particles[i].parent == 0) {
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// Move particles
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particles[i].position += particles[i].velocity * deltaTime;
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// Add gravity
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particles[i].velocity.y -= gravity*deltaTime;
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// Drag: decay velocity
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const float CONSTANT_DAMPING = 0.1f;
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particles[i].velocity *= (1.f - CONSTANT_DAMPING*deltaTime);
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// Add velocity from field
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//Field::addTo(particles[i].velocity);
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//particles[i].velocity += Field::valueAt(particles[i].position);
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// Add noise
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const float RAND_VEL = 0.05f;
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if (noise) {
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if (1) {
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particles[i].velocity += glm::vec3((randFloat() - 0.5)*RAND_VEL,
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(randFloat() - 0.5)*RAND_VEL,
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(randFloat() - 0.5)*RAND_VEL);
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}
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if (randFloat() < noise*deltaTime) {
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particles[i].velocity += glm::vec3((randFloat() - 0.5)*RAND_VEL*100,
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(randFloat() - 0.5)*RAND_VEL*100,
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(randFloat() - 0.5)*RAND_VEL*100);
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}
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}
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} else {
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particles[i].position = particles[particles[i].parent].position + particles[i].link;
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}
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// Check for collision with manipulator hand
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particles[i].isColliding = (glm::vec3(particles[i].position - handPos).length() <
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(radius + handRadius));
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// Check for collision with other balls
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float separation;
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const float HARD_SPHERE_FORCE = 100.0;
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const float SPRING_FORCE = 10.0;
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const float SPRING_DAMPING = 0.5;
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float spring_length = 0.5; //2*radii[1];
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float spring_range = spring_length * 1.2f;
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float contact;
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particles[i].isColliding = false;
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particles[i].numSprung = 0;
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for (j = 0; j < count; j++) {
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if ((j != i) &&
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(!particles[i].parent)) {
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separation = glm::distance(particles[i].position, particles[j].position);
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contact = particles[i].radius + particles[j].radius;
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// Hard Sphere Scattering
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if (separation < contact) {
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particles[i].velocity += glm::normalize(particles[i].position - particles[j].position)*deltaTime*HARD_SPHERE_FORCE*(contact - separation);
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particles[i].isColliding = true;
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}
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// Spring Action
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if ((particles[i].element == 1) && (separation < spring_range)) {
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particles[i].velocity += glm::normalize(particles[i].position - particles[j].position)*deltaTime*SPRING_FORCE*(spring_length - separation);
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particles[i].velocity *= (1.f - SPRING_DAMPING*deltaTime);
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particles[i].numSprung++;
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}
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// Link!
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if ((particles[i].parent == 0) &&
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(particles[j].parent != i) &&
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(separation > 0.9*(particles[j].radius + particles[i].radius)) &&
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(separation < 1.0*(particles[j].radius + particles[i].radius)) ) {
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// Link i to j!!
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//link(i, j);
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}
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}
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}
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if (!particles[i].parent) {
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if (wrapBounds) {
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// wrap around bounds
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if (particles[i].position.x > bounds.x)
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particles[i].position.x -= bounds.x;
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else if (particles[i].position.x < 0.0f)
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particles[i].position.x += bounds.x;
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if (particles[i].position.y > bounds.y)
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particles[i].position.y -= bounds.y;
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else if (particles[i].position.y < 0.0f)
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particles[i].position.y += bounds.y;
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if (particles[i].position.z > bounds.z)
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particles[i].position.z -= bounds.z;
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else if (particles[i].position.z < 0.0f)
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particles[i].position.z += bounds.z;
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} else {
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// Bounce at bounds
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if (particles[i].position.x > bounds.x
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|| particles[i].position.x < 0.f) {
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if (particles[i].position.x > bounds.x) particles[i].position.x = bounds.x;
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else particles[i].position.x = 0.f;
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particles[i].velocity.x *= -1;
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}
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if (particles[i].position.y > bounds.y
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|| particles[i].position.y < 0.f) {
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if (particles[i].position.y > bounds.y) particles[i].position.y = bounds.y;
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else particles[i].position.y = 0.f;
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particles[i].velocity.y *= -1;
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}
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if (particles[i].position.z > bounds.z
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|| particles[i].position.z < 0.f) {
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if (particles[i].position.z > bounds.z) particles[i].position.z = bounds.z;
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else particles[i].position.z = 0.f;
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particles[i].velocity.z *= -1;
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}
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}
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}
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}
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}
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}
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@ -1,62 +0,0 @@
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//
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// Particle.h
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// interface
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//
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// Created by Seiji Emery on 9/4/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__Particle__
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#define __interface__Particle__
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#include <glm/glm.hpp>
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#include "Util.h"
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#include "world.h"
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#include "InterfaceConfig.h"
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class ParticleSystem {
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public:
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ParticleSystem(int num,
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glm::vec3 box,
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int wrap,
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float noiselevel,
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float setscale,
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float setgravity);
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void simulate(float deltaTime);
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void render();
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bool updateHand(glm::vec3 pos, glm::vec3 vel, float radius);
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private:
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struct Particle {
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glm::vec3 position, velocity, color, link;
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int element;
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int parent;
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float radius;
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bool isColliding;
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int numSprung;
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} *particles;
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unsigned int count;
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glm::vec3 bounds;
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float radius;
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bool wrapBounds;
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float noise;
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float gravity;
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float scale;
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glm::vec3 color;
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void link(int child, int parent);
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// Manipulator from outside
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void resetHand();
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bool handActive;
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bool handIsColliding;
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glm::vec3 handPos;
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glm::vec3 handVel;
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float handRadius;
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};
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#endif
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@ -65,7 +65,6 @@
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#include "Menu.h"
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#include "Camera.h"
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#include "Avatar.h"
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#include "Particle.h"
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#include "Texture.h"
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#include "Cloud.h"
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#include <AgentList.h>
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@ -120,14 +119,6 @@ bool showingVoxels = true;
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glm::vec3 box(WORLD_SIZE,WORLD_SIZE,WORLD_SIZE);
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ParticleSystem balls(0,
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box,
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false, // Wrap?
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0.02f, // Noise
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0.3f, // Size scale
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0.0 // Gravity
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);
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Cloud cloud(0, // Particles
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box, // Bounding Box
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false // Wrap
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@ -918,9 +909,7 @@ void display(void)
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avatar->render(0);
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}
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}
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if ( !::lookingInMirror ) balls.render();
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// Render the world box
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if (!::lookingInMirror && ::statsOn) { render_world_box(); }
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@ -1508,7 +1497,6 @@ void idle(void) {
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field.simulate (deltaTime);
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myAvatar.simulate(deltaTime);
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balls.simulate (deltaTime);
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cloud.simulate (deltaTime);
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glutPostRedisplay();
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