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add findClosestParticle()
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parent
a80acc6806
commit
1a6f730659
6 changed files with 82 additions and 2 deletions
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@ -141,6 +141,7 @@ public:
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Camera* getCamera() { return &_myCamera; }
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ViewFrustum* getViewFrustum() { return &_viewFrustum; }
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VoxelSystem* getVoxels() { return &_voxels; }
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ParticleTreeRenderer* getParticles() { return &_particles; }
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VoxelSystem* getSharedVoxelSystem() { return &_sharedVoxelSystem; }
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VoxelTree* getClipboard() { return &_clipboard; }
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Environment* getEnvironment() { return &_environment; }
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@ -61,6 +61,16 @@ void Hand::reset() {
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}
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void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, float deltaTime) {
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glm::vec3 targetPosition = fingerTipPosition / (float)TREE_SCALE;
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float targetRadius = (TOY_BALL_RADIUS * 2.0f) / (float)TREE_SCALE;
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const Particle* closestParticle = Application::getInstance()->getParticles()
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->getTree()->findClosestPartice(targetPosition, targetRadius);
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if (closestParticle) {
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printf("potentially caught... particle ID:%d\n", closestParticle->getID());
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}
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// Is the controller button being held down....
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if (palm.getControllerButtons() & BUTTON_FWD) {
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// If grabbing toy ball, add forces to it.
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@ -71,8 +81,10 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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// isCaught is also used as "creating" a new ball... for now, this section is the
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// create new ball portion of the code...
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bool isCaught = true;
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if (isCaught) {
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bool isCaught = false;
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// If we didn't catch something, then create a new ball....
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if (!isCaught) {
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_toyBallInHand = true;
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_hasToyBall = true;
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@ -64,6 +64,57 @@ void ParticleTree::storeParticle(const Particle& particle) {
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_isDirty = true;
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}
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class FindNearPointArgs {
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public:
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glm::vec3 position;
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float targetRadius;
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bool found;
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const Particle* closestParticle;
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float closestParticleDistance;
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};
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bool ParticleTree::findNearPointOperation(OctreeElement* element, void* extraData) {
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FindNearPointArgs* args = static_cast<FindNearPointArgs*>(extraData);
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ParticleTreeElement* particleTreeElement = static_cast<ParticleTreeElement*>(element);
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// If this particleTreeElement contains the point, then search it...
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if (particleTreeElement->getAABox().contains(args->position)) {
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const Particle* thisClosestParticle = particleTreeElement->getClosestParticle(args->position);
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// we may have gotten NULL back, meaning no particle was available
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if (thisClosestParticle) {
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glm::vec3 particlePosition = thisClosestParticle->getPosition();
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float distanceFromPointToParticle = glm::distance(particlePosition, args->position);
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// If we're within our target radius
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if (distanceFromPointToParticle <= args->targetRadius) {
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// we are closer than anything else we've found
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if (distanceFromPointToParticle < args->closestParticleDistance) {
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args->closestParticle = thisClosestParticle;
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args->closestParticleDistance = distanceFromPointToParticle;
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args->found = true;
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}
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}
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}
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// we should be able to optimize this...
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return true; // keep searching in case children have closer particles
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}
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// if this element doesn't contain the point, then none of it's children can contain the point, so stop searching
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return false;
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}
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const Particle* ParticleTree::findClosestPartice(glm::vec3 position, float targetRadius) {
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// First, look for the existing particle in the tree..
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FindNearPointArgs args = { position, targetRadius, false, NULL, FLT_MAX };
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recurseTreeWithOperation(findNearPointOperation, &args);
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return args.closestParticle;
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}
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int ParticleTree::processEditPacketData(PACKET_TYPE packetType, unsigned char* packetData, int packetLength,
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unsigned char* editData, int maxLength, Node* senderNode) {
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@ -43,6 +43,7 @@ public:
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virtual void update();
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void storeParticle(const Particle& particle);
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const Particle* findClosestPartice(glm::vec3 position, float targetRadius);
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void addNewlyCreatedHook(NewlyCreatedParticleHook* hook);
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void removeNewlyCreatedHook(NewlyCreatedParticleHook* hook);
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@ -51,6 +52,7 @@ private:
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static bool updateOperation(OctreeElement* element, void* extraData);
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static bool findAndUpdateOperation(OctreeElement* element, void* extraData);
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static bool findNearPointOperation(OctreeElement* element, void* extraData);
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void notifyNewlyCreatedParticle(const Particle& newParticle, Node* senderNode);
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@ -104,6 +104,19 @@ bool ParticleTreeElement::updateParticle(const Particle& particle) {
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return false;
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}
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const Particle* ParticleTreeElement::getClosestParticle(glm::vec3 position) const {
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const Particle* closestParticle = NULL;
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float closestParticleDistance = FLT_MAX;
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uint16_t numberOfParticles = _particles.size();
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for (uint16_t i = 0; i < numberOfParticles; i++) {
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float distanceToParticle = glm::distance(position, _particles[i].getPosition());
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if (distanceToParticle < closestParticleDistance) {
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closestParticle = &_particles[i];
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}
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}
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return closestParticle;
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}
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int ParticleTreeElement::readElementDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
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ReadBitstreamToTreeParams& args) {
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@ -80,6 +80,7 @@ public:
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bool containsParticle(const Particle& particle) const;
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bool updateParticle(const Particle& particle);
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const Particle* getClosestParticle(glm::vec3 position) const;
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protected:
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void storeParticle(const Particle& particle);
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