change toy ball to use ParicleEditHandle class

This commit is contained in:
ZappoMan 2013-12-12 10:26:55 -08:00
parent 82b5c53551
commit 5d9b7c7f75
4 changed files with 64 additions and 18 deletions

View file

@ -236,6 +236,11 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
// Tell our voxel edit sender about our known jurisdictions
_voxelEditSender.setVoxelServerJurisdictions(&_voxelServerJurisdictions);
_particleEditSender.setServerJurisdictions(&_particleServerJurisdictions);
// For now we're going to set the PPS for outbound packets to be super high, this is
// probably not the right long term solution. But for now, we're going to do this to
// allow you to move a particle around in your hand
_particleEditSender.setPacketsPerSecond(3000); // super high!!
}
Application::~Application() {

View file

@ -22,8 +22,9 @@ using namespace std;
const float FINGERTIP_VOXEL_SIZE = 0.05;
const int TOY_BALL_HAND = 1;
const float TOY_BALL_RADIUS = 0.05f;
const glm::vec3 TOYBALL_GRAVITY (0, -1, 0);
float TOYBALL_DAMPING = 1.f;
const float TOY_BALL_DAMPING = 0.f;
const glm::vec3 TOY_BALL_GRAVITY = glm::vec3(0,-1,0);
const QString TOY_BALL_UPDATE_SCRIPT("");
const float PALM_COLLISION_RADIUS = 0.03f;
Hand::Hand(Avatar* owningAvatar) :
@ -38,8 +39,9 @@ Hand::Hand(Avatar* owningAvatar) :
_toyBallPosition(0),
_toyBallVelocity(0),
_toyBallInHand(false),
_ballParticleEditHandle(NULL),
_pitchUpdate(0)
{
{
}
void Hand::init() {
@ -56,54 +58,88 @@ void Hand::reset() {
}
void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, float deltaTime) {
// Is the controller button being held down....
if (palm.getControllerButtons() & BUTTON_FWD) {
// If grabbing toy ball, add forces to it
// If grabbing toy ball, add forces to it.
// If we don't currently have a ball in hand, then create it...
if (!_toyBallInHand) {
// Test for whether close enough to catch and catch
// Test for whether close enough to catch and catch....
// isCaught is also used as "creating" a new ball... for now, this section is the
// create new ball portion of the code...
bool isCaught = true;
if (isCaught) {
_toyBallInHand = true;
// create the ball, call MakeParticle, and use the resulting ParticleEditHandle to
// manage the newly created particle.
// Create a particle on the particle server
xColor color = { 255, 255, 0}; // Slightly different color on server
_ballParticleEditHandle = Application::getInstance()->makeParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
color,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_UPDATE_SCRIPT);
}
}
if (_toyBallInHand) {
// Ball is in hand
_toyBallPosition = fingerTipPosition;
_toyBallVelocity = glm::vec3(0);
xColor color = { 255, 255, 0}; // Slightly different color on server
_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
color,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_UPDATE_SCRIPT);
}
} else {
// If toy ball just released, add velocity to it!
if (_toyBallInHand) {
_toyBallInHand = false;
glm::vec3 handVelocity = palm.getRawVelocity();
glm::vec3 fingerTipVelocity = palm.getTipVelocity();
glm::quat avatarRotation = _owningAvatar->getOrientation();
//printVector(avatarRotation * handVelocity);
_toyBallVelocity += avatarRotation * fingerTipVelocity;
// Create a particle on the particle server
xColor color = { 255, 255, 0}; // Slightly different color on server
glm::vec3 gravity = glm::vec3(0, -1, 0);
float damping = 0.99f;
QString updateScript("");
Application::getInstance()->makeParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
color,
_toyBallVelocity / (float)TREE_SCALE,
gravity / (float) TREE_SCALE, damping, updateScript);
_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
color,
_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;
}
}
// Simulate toy ball
_toyBallPosition += _toyBallVelocity * deltaTime;
if (!_toyBallInHand) {
_toyBallVelocity += TOYBALL_GRAVITY * deltaTime;
_toyBallVelocity += TOY_BALL_GRAVITY * deltaTime;
}
if (_toyBallPosition.y < 0.f) {
_toyBallPosition.y = 0.f;
_toyBallVelocity.y *= -1.f;
}
_toyBallVelocity -= (_toyBallVelocity * TOYBALL_DAMPING) * deltaTime;
_toyBallVelocity -= (_toyBallVelocity * TOY_BALL_DAMPING) * deltaTime;
}

View file

@ -18,6 +18,7 @@
#include <AvatarData.h>
#include <HandData.h>
#include <ParticleEditHandle.h>
#include "Balls.h"
#include "InterfaceConfig.h"
@ -26,9 +27,11 @@
#include "devices/SerialInterface.h"
#include "VoxelSystem.h"
class Avatar;
class ProgramObject;
class Hand : public HandData {
public:
Hand(Avatar* owningAvatar);
@ -95,7 +98,8 @@ private:
glm::vec3 _toyBallPosition;
glm::vec3 _toyBallVelocity;
bool _toyBallInHand;
bool _toyBallInHand;
ParticleEditHandle* _ballParticleEditHandle;
float _pitchUpdate;

View file

@ -85,6 +85,7 @@ void ParticleEditHandle::handleAddResponse(unsigned char* packetData , int packe
if (_allHandles.find(creatorTokenID) != _allHandles.end()) {
ParticleEditHandle* theHandle = _allHandles[creatorTokenID];
theHandle->_id = particleID;
theHandle->_isKnownID = true;
printf("handleAddResponse() for creatorTokenID=%u theHandle->_id=%u\n",creatorTokenID, particleID);
}
}