Physics test ‘buckyballs’ moved to application.cpp

This commit is contained in:
Philip Rosedale 2014-02-24 00:06:50 -08:00
parent a9849c131f
commit 246bb1fd2d
4 changed files with 20 additions and 4 deletions

View file

@ -1492,6 +1492,8 @@ void Application::idle() {
_idleLoopMeasuredJitter = _idleLoopStdev.getStDev();
_idleLoopStdev.reset();
}
_buckyBalls.simulate(timeSinceLastUpdate / 1000.f, Application::getInstance()->getAvatar()->getHandData());
// After finishing all of the above work, restart the idle timer, allowing 2ms to process events.
idleTimer->start(2);
@ -2809,6 +2811,8 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
"Application::displaySide() ... metavoxels...");
_metavoxels.render();
}
_buckyBalls.render();
// render particles...
_particles.render();

View file

@ -32,6 +32,7 @@
#include "Audio.h"
#include "BandwidthMeter.h"
#include "BuckyBalls.h"
#include "Camera.h"
#include "DatagramProcessor.h"
#include "Environment.h"
@ -378,6 +379,8 @@ private:
bool _justStarted;
Stars _stars;
BuckyBalls _buckyBalls;
VoxelSystem _voxels;
VoxelTree _clipboard; // if I copy/paste

View file

@ -54,9 +54,12 @@ BuckyBalls::BuckyBalls() {
}
}
void BuckyBalls::grab(PalmData& palm, const glm::vec3& fingerTipPosition, glm::quat avatarOrientation, float deltaTime) {
void BuckyBalls::grab(PalmData& palm, float deltaTime) {
float penetration;
glm::vec3 diff;
FingerData& finger = palm.getFingers()[0]; // Sixense has only one finger
glm::vec3 fingerTipPosition = finger.getTipPosition();
if (palm.getControllerButtons() & BUTTON_FWD) {
if (!_bballIsGrabbed[palm.getSixenseID()]) {
// Look for a ball to grab
@ -89,7 +92,13 @@ const float COLLISION_BLEND_RATE = 0.5f;
const float ATTRACTION_BLEND_RATE = 0.9f;
const float ATTRACTION_VELOCITY_BLEND_RATE = 0.10f;
void BuckyBalls::simulate(float deltaTime) {
void BuckyBalls::simulate(float deltaTime, const HandData* handData) {
// First, update the grab behavior from the hand controllers
for (size_t i = 0; i < handData->getNumPalms(); ++i) {
PalmData palm = handData->getPalms()[i];
grab(palm, deltaTime);
}
// Look for collisions
for (int i = 0; i < NUM_BBALLS; i++) {
if (_bballElement[i] != 1) {

View file

@ -26,8 +26,8 @@ const int NUM_BBALLS = 200;
class BuckyBalls {
public:
BuckyBalls();
void grab(PalmData& palm, const glm::vec3& fingerTipPosition, glm::quat avatarOrientation, float deltaTime);
void simulate(float deltaTime);
void grab(PalmData& palm, float deltaTime);
void simulate(float deltaTime, const HandData* handData);
void render();