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Moving "play slaps" code into its own method.
Cleaning up hand collision code in prep for more correct collisions.
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parent
4b58d04c17
commit
490b9149fa
2 changed files with 43 additions and 34 deletions
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@ -125,6 +125,41 @@ void Hand::simulate(float deltaTime, bool isMine) {
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}
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}
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void Hand::playSlaps(PalmData& palm, Avatar* avatar)
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{
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// Check for palm collisions
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glm::vec3 myPalmPosition = palm.getPosition();
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float palmCollisionDistance = 0.1f;
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bool wasColliding = palm.getIsCollidingWithPalm();
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palm.setIsCollidingWithPalm(false);
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// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
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for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) {
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PalmData& otherPalm = avatar->getHand().getPalms()[j];
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if (!otherPalm.isActive()) {
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continue;
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}
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glm::vec3 otherPalmPosition = otherPalm.getPosition();
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if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
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palm.setIsCollidingWithPalm(true);
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if (!wasColliding) {
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const float PALM_COLLIDE_VOLUME = 1.f;
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const float PALM_COLLIDE_FREQUENCY = 1000.f;
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const float PALM_COLLIDE_DURATION_MAX = 0.75f;
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const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
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Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
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PALM_COLLIDE_FREQUENCY,
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PALM_COLLIDE_DURATION_MAX,
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PALM_COLLIDE_DECAY_PER_SAMPLE);
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// If the other person's palm is in motion, move mine downward to show I was hit
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const float MIN_VELOCITY_FOR_SLAP = 0.05f;
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if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
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// add slapback here
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}
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}
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}
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}
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}
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// We create a static CollisionList that is recycled for each collision test.
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const float MAX_COLLISIONS_PER_AVATAR = 32;
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static CollisionList handCollisions(MAX_COLLISIONS_PER_AVATAR);
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@ -139,41 +174,12 @@ void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
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PalmData& palm = getPalms()[i];
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if (!palm.isActive()) {
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continue;
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}
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glm::vec3 totalPenetration;
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if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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// Check for palm collisions
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glm::vec3 myPalmPosition = palm.getPosition();
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float palmCollisionDistance = 0.1f;
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bool wasColliding = palm.getIsCollidingWithPalm();
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palm.setIsCollidingWithPalm(false);
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// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
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for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) {
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PalmData& otherPalm = avatar->getHand().getPalms()[j];
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if (!otherPalm.isActive()) {
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continue;
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}
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glm::vec3 otherPalmPosition = otherPalm.getPosition();
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if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
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palm.setIsCollidingWithPalm(true);
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if (!wasColliding) {
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const float PALM_COLLIDE_VOLUME = 1.f;
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const float PALM_COLLIDE_FREQUENCY = 1000.f;
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const float PALM_COLLIDE_DURATION_MAX = 0.75f;
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const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
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Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
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PALM_COLLIDE_FREQUENCY,
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PALM_COLLIDE_DURATION_MAX,
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PALM_COLLIDE_DECAY_PER_SAMPLE);
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// If the other person's palm is in motion, move mine downward to show I was hit
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const float MIN_VELOCITY_FOR_SLAP = 0.05f;
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if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
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// add slapback here
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}
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}
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}
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}
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}
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if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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playSlaps(palm, avatar);
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}
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glm::vec3 totalPenetration;
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handCollisions.clear();
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if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, handCollisions)) {
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for (int j = 0; j < handCollisions.size(); ++j) {
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@ -61,6 +61,9 @@ public:
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void collideAgainstAvatar(Avatar* avatar, bool isMyHand);
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void collideAgainstOurself();
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private:
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void playSlaps(PalmData& palm, Avatar* avatar);
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private:
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// disallow copies of the Hand, copy of owning Avatar is disallowed too
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Hand(const Hand&);
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