yet again remove the test _balls now that we have a particle server

This commit is contained in:
Philip Rosedale 2013-12-21 18:06:04 -08:00
parent 03d192574d
commit 58a73dfede
5 changed files with 1 additions and 230 deletions

View file

@ -1,147 +0,0 @@
//
// Balls.cpp
// hifi
//
// Created by Philip on 4/25/13.
//
// A cloud of spring-mass spheres to simulate the avatar body/skin. Each ball
// connects to as many as 4 neighbors, and executes motion according to a damped
// spring, while responding physically to other avatars.
//
#include <glm/glm.hpp>
#include <SharedUtil.h>
#include "Balls.h"
#include "InterfaceConfig.h"
#include "Util.h"
#include "world.h"
const float INITIAL_AREA = 0.2f;
const float BALL_RADIUS = 0.016f;
const glm::vec3 INITIAL_COLOR(0.62f, 0.74f, 0.91f);
Balls::Balls(int numberOfBalls) {
_numberOfBalls = numberOfBalls;
_balls = new Ball[_numberOfBalls];
for (unsigned int i = 0; i < _numberOfBalls; ++i) {
_balls[i].position = randVector() * INITIAL_AREA;
_balls[i].targetPosition = _balls[i].position;
_balls[i].velocity = glm::vec3(0, 0, 0);
_balls[i].radius = BALL_RADIUS;
for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
_balls[i].links[j] = 0;
}
}
_color = INITIAL_COLOR;
_origin = glm::vec3(0, 0, 0);
}
Balls::~Balls() {
delete[] _balls;
}
void Balls::moveOrigin(const glm::vec3& newOrigin) {
glm::vec3 delta = newOrigin - _origin;
if (glm::length(delta) > EPSILON) {
_origin = newOrigin;
for (unsigned int i = 0; i < _numberOfBalls; ++i) {
_balls[i].targetPosition += delta;
}
}
}
const bool RENDER_SPRINGS = false;
void Balls::render() {
// Render Balls NOTE: This needs to become something other that GlutSpheres!
glColor3fv(&_color.x);
for (unsigned int i = 0; i < _numberOfBalls; ++i) {
glPushMatrix();
glTranslatef(_balls[i].position.x, _balls[i].position.y, _balls[i].position.z);
glutSolidSphere(_balls[i].radius, 8, 8);
glPopMatrix();
}
// Render springs
if (RENDER_SPRINGS) {
glColor3f(0.74, 0.91, 0.62);
for (unsigned int i = 0; i < _numberOfBalls; ++i) {
glBegin(GL_LINES);
for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
if(_balls[i].links[j] > 0) {
glVertex3f(_balls[i].position.x,
_balls[i].position.y,
_balls[i].position.z);
glVertex3f(_balls[_balls[i].links[j]-1].position.x,
_balls[_balls[i].links[j]-1].position.y,
_balls[_balls[i].links[j]-1].position.z);
}
}
glEnd();
}
}
}
const float CONSTANT_VELOCITY_DAMPING = 1.0f;
const float NOISE_SCALE = 0.06;
const float SPRING_FORCE = 30.0;
const float ORIGIN_DISTANCE = 0.1;
const float SPRING_DAMPING = 1.0;
void Balls::simulate(float deltaTime) {
for (unsigned int i = 0; i < _numberOfBalls; ++i) {
// Move particles
_balls[i].position += _balls[i].velocity * deltaTime;
_balls[i].targetPosition += _balls[i].velocity * deltaTime;
// Drag: decay velocity
_balls[i].velocity *= (1.f - CONSTANT_VELOCITY_DAMPING * deltaTime);
// Add noise
_balls[i].velocity += randVector() * NOISE_SCALE;
// spring force to origin
float separation = glm::distance(_balls[i].position,
_origin);
_balls[i].velocity +=
glm::normalize(_balls[i].position - _origin)
* deltaTime
*
SPRING_FORCE *
(ORIGIN_DISTANCE - separation);
// Approach target position
// for (unsigned int i = 0; i < _numberOfBalls; ++i) {
// _balls[i].position += randFloat() * deltaTime * (_balls[i].targetPosition - _balls[i].position);
// }
// Spring Force
/*
for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
if(_balls[i].links[j] > 0) {
float separation = glm::distance(_balls[i].position,
_balls[_balls[i].links[j]-1].position);
_balls[i].velocity += glm::normalize(_balls[i].position -
_balls[_balls[i].links[j]-1].position) *
deltaTime *
SPRING_FORCE *
(_balls[i].springLength[j] - separation);
//_balls[i].velocity *= (1.f - SPRING_DAMPING*deltaTime);
}
} */
}
}

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@ -1,37 +0,0 @@
//
// Balls.h
// hifi
//
// Created by Philip on 4/25/13.
//
//
#ifndef hifi_Balls_h
#define hifi_Balls_h
const int NUMBER_SPRINGS = 4;
class Balls {
public:
Balls(int numberOfBalls);
~Balls();
void simulate(float deltaTime);
void render();
void setColor(const glm::vec3& c) { _color = c; };
void moveOrigin(const glm::vec3& newOrigin);
private:
struct Ball {
glm::vec3 position, targetPosition, velocity;
int links[NUMBER_SPRINGS];
float springLength[NUMBER_SPRINGS];
float radius;
} *_balls;
int _numberOfBalls;
glm::vec3 _origin;
glm::vec3 _color;
};
#endif

View file

@ -118,18 +118,12 @@ Avatar::Avatar(Node* owningNode) :
_pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight();
_pelvisToHeadLength = _skeleton.getPelvisToHeadLength();
if (BALLS_ON) {
_balls = new Balls(100);
} else {
_balls = NULL;
}
}
Avatar::~Avatar() {
_headData = NULL;
_handData = NULL;
delete _balls;
}
void Avatar::deleteOrDeleteLater() {
@ -180,18 +174,6 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
// copy velocity so we can use it later for acceleration
glm::vec3 oldVelocity = getVelocity();
// update balls
if (_balls) {
_balls->moveOrigin(_position);
glm::vec3 lookAt = _head.getLookAtPosition();
if (glm::length(lookAt) > EPSILON) {
_balls->moveOrigin(lookAt);
} else {
_balls->moveOrigin(_position);
}
_balls->simulate(deltaTime);
}
// update torso rotation based on head lean
_skeleton.joint[AVATAR_JOINT_TORSO].rotation = glm::quat(glm::radians(glm::vec3(
_head.getLeanForward(), 0.0f, _head.getLeanSideways())));
@ -288,13 +270,7 @@ void Avatar::render(bool forceRenderHead) {
}
}
// Render the balls
if (_balls) {
glPushMatrix();
_balls->render();
glPopMatrix();
}
if (!_chatMessage.empty()) {
int width = 0;
int lastWidth = 0;

View file

@ -214,7 +214,6 @@ protected:
float _pelvisToHeadLength;
float _scale;
float _height;
Balls* _balls;
glm::vec3 _worldUpDirection;
glm::vec3 _mouseRayOrigin;
glm::vec3 _mouseRayDirection;

View file

@ -111,18 +111,6 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
// calculate speed
_speed = glm::length(_velocity);
// update balls
if (_balls) {
_balls->moveOrigin(_position);
glm::vec3 lookAt = _head.getLookAtPosition();
if (glm::length(lookAt) > EPSILON) {
_balls->moveOrigin(lookAt);
} else {
_balls->moveOrigin(_position);
}
_balls->simulate(deltaTime);
}
// update torso rotation based on head lean
_skeleton.joint[AVATAR_JOINT_TORSO].rotation = glm::quat(glm::radians(glm::vec3(
_head.getLeanForward(), 0.0f, _head.getLeanSideways())));
@ -455,17 +443,9 @@ void MyAvatar::render(bool forceRenderHead) {
// render body
renderBody(forceRenderHead);
// Render the balls
if (_balls) {
glPushMatrix();
_balls->render();
glPopMatrix();
}
//renderDebugBodyPoints();
if (!_chatMessage.empty()) {
int width = 0;
int lastWidth = 0;