make balls for both hands, allow you to change color, remove red wire simulation

This commit is contained in:
ZappoMan 2013-12-13 11:58:12 -08:00
parent 7a4f9cf722
commit 38d928fa4e
3 changed files with 60 additions and 63 deletions

View file

@ -24,11 +24,20 @@ const int TOY_BALL_HAND = 1;
const float TOY_BALL_RADIUS = 0.05f;
const float TOY_BALL_DAMPING = 0.99f;
const glm::vec3 NO_GRAVITY = glm::vec3(0,0,0);
const glm::vec3 NO_VELOCITY = glm::vec3(0,0,0);
const glm::vec3 TOY_BALL_GRAVITY = glm::vec3(0,-1,0);
const QString TOY_BALL_UPDATE_SCRIPT("");
const QString TOY_BALL_DONT_DIE_SCRIPT("Particle.setShouldDie(false);");
const float PALM_COLLISION_RADIUS = 0.03f;
const xColor TOY_BALL_ON_SERVER_COLOR = { 255, 255, 0 };
const xColor TOY_BALL_ON_SERVER_COLOR[] =
{
{ 255, 0, 0 },
{ 0, 255, 0 },
{ 0, 0, 255 },
{ 255, 255, 0 },
{ 0, 255, 255 },
{ 255, 0, 255 },
};
Hand::Hand(Avatar* owningAvatar) :
HandData((AvatarData*)owningAvatar),
@ -39,13 +48,14 @@ Hand::Hand(Avatar* owningAvatar) :
_collisionCenter(0,0,0),
_collisionAge(0),
_collisionDuration(0),
_toyBallPosition(0),
_toyBallVelocity(0),
_toyBallInHand(false),
_hasToyBall(false),
_ballParticleEditHandle(NULL),
_pitchUpdate(0)
{
for (int i = 0; i < MAX_HANDS; i++) {
_toyBallInHand[i] = false;
_ballParticleEditHandles[i] = NULL;
_whichBallColor[i] = 0;
}
_lastControllerButtons = 0;
}
void Hand::init() {
@ -77,13 +87,25 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
// but make sure you clean it up, when you're done
delete caughtParticle;
}
int handID = palm.getSixenseID();
// If there's a ball in hand, and the user presses the skinny button, then change the color of the ball
int currentControllerButtons = palm.getControllerButtons();
printf("currentControllerButtons=%d\n",currentControllerButtons);
if (currentControllerButtons != _lastControllerButtons && (currentControllerButtons & BUTTON_0)) {
_whichBallColor[handID]++;
if (_whichBallColor[handID] >= sizeof(TOY_BALL_ON_SERVER_COLOR)/sizeof(TOY_BALL_ON_SERVER_COLOR[0])) {
_whichBallColor[handID] = 0;
}
}
// Is the controller button being held down....
if (palm.getControllerButtons() & BUTTON_FWD) {
// If grabbing toy ball, add forces to it.
// If we don't currently have a ball in hand, then create it...
if (!_toyBallInHand) {
if (!_toyBallInHand[handID]) {
// Test for whether close enough to catch and catch....
// isCaught is also used as "creating" a new ball... for now, this section is the
@ -92,75 +114,60 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
// If we didn't catch something, then create a new ball....
if (!isCaught) {
_toyBallInHand = true;
_hasToyBall = true;
_toyBallInHand[handID] = true;
// create the ball, call MakeParticle, and use the resulting ParticleEditHandle to
// manage the newly created particle.
// Create a particle on the particle server
_ballParticleEditHandle = Application::getInstance()->makeParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
TOY_BALL_ON_SERVER_COLOR,
_toyBallVelocity / (float)TREE_SCALE,
NO_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_DONT_DIE_SCRIPT);
_ballParticleEditHandles[handID] = Application::getInstance()->makeParticle(
fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
TOY_BALL_ON_SERVER_COLOR[_whichBallColor[handID]],
NO_VELOCITY / (float)TREE_SCALE,
NO_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_DONT_DIE_SCRIPT);
}
}
if (_toyBallInHand) {
} else {
// Ball is in hand
_toyBallPosition = fingerTipPosition;
_toyBallVelocity = glm::vec3(0);
_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
_ballParticleEditHandles[handID]->updateParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
TOY_BALL_ON_SERVER_COLOR,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_ON_SERVER_COLOR[_whichBallColor[handID]],
NO_VELOCITY / (float)TREE_SCALE,
NO_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_DONT_DIE_SCRIPT);
}
} else {
// If toy ball just released, add velocity to it!
if (_toyBallInHand) {
if (_toyBallInHand[handID]) {
_toyBallInHand = false;
_toyBallInHand[handID] = false;
glm::vec3 handVelocity = palm.getRawVelocity();
glm::vec3 fingerTipVelocity = palm.getTipVelocity();
glm::quat avatarRotation = _owningAvatar->getOrientation();
//printVector(avatarRotation * handVelocity);
_toyBallVelocity += avatarRotation * fingerTipVelocity;
glm::vec3 toyBallVelocity = avatarRotation * fingerTipVelocity;
// ball is no longer in hand...
_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
_ballParticleEditHandles[handID]->updateParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
TOY_BALL_ON_SERVER_COLOR,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_ON_SERVER_COLOR[_whichBallColor[handID]],
toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_UPDATE_SCRIPT);
// after releasing the ball, we free our ParticleEditHandle so we can't edit it further
// note: deleting the edit handle doesn't effect the actual particle
delete _ballParticleEditHandle;
_ballParticleEditHandle = NULL;
delete _ballParticleEditHandles[handID];
_ballParticleEditHandles[handID] = NULL;
}
}
// Simulate toy ball
_toyBallPosition += _toyBallVelocity * deltaTime;
if (!_toyBallInHand) {
_toyBallVelocity += TOY_BALL_GRAVITY * deltaTime;
}
if (_toyBallPosition.y < 0.f) {
_toyBallPosition.y = 0.f;
_toyBallVelocity.y *= -1.f;
}
if (_hasToyBall) {
_toyBallVelocity -= (_toyBallVelocity * TOY_BALL_DAMPING) * deltaTime;
//printf("applying damping to TOY_BALL deltaTime=%f\n",deltaTime);
// remember the last pressed button state
if (currentControllerButtons != 0) {
_lastControllerButtons = currentControllerButtons;
}
}
@ -192,9 +199,7 @@ void Hand::simulate(float deltaTime, bool isMine) {
FingerData& finger = palm.getFingers()[0]; // Sixense has only one finger
glm::vec3 fingerTipPosition = finger.getTipPosition();
if (palm.getSixenseID() == TOY_BALL_HAND) {
simulateToyBall(palm, fingerTipPosition, deltaTime);
}
simulateToyBall(palm, fingerTipPosition, deltaTime);
if (palm.getControllerButtons() & BUTTON_1) {
if (glm::length(fingerTipPosition - _lastFingerAddVoxel) > (FINGERTIP_VOXEL_SIZE / 2.f)) {
@ -376,15 +381,6 @@ void Hand::render( bool isMine) {
renderLeapHands();
}
// Render toy ball
if (isMine && _hasToyBall) {
glPushMatrix();
glColor3f(1, 0, 0);
glTranslatef(_toyBallPosition.x, _toyBallPosition.y, _toyBallPosition.z);
glutWireSphere(TOY_BALL_RADIUS, 10, 10);
glPopMatrix();
}
if (isMine) {
// If hand/voxel collision has happened, render a little expanding sphere
if (_collisionAge > 0.f) {

View file

@ -96,11 +96,11 @@ private:
void simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, float deltaTime);
glm::vec3 _toyBallPosition;
glm::vec3 _toyBallVelocity;
bool _toyBallInHand;
bool _hasToyBall;
ParticleEditHandle* _ballParticleEditHandle;
#define MAX_HANDS 2
bool _toyBallInHand[MAX_HANDS];
int _whichBallColor[MAX_HANDS];
ParticleEditHandle* _ballParticleEditHandles[MAX_HANDS];
int _lastControllerButtons;
float _pitchUpdate;

View file

@ -26,6 +26,7 @@ const int NUM_FINGERS = NUM_HANDS * NUM_FINGERS_PER_HAND;
const int LEAPID_INVALID = -1;
const int SIXENSEID_INVALID = -1;
const int BUTTON_0 = 1; // the skinny button between 1 and 2
const int BUTTON_1 = 32;
const int BUTTON_2 = 64;
const int BUTTON_3 = 8;