mirror of
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Merge branch 'master' of https://github.com/highfidelity/hifi into rig
This commit is contained in:
commit
66621d31e8
19 changed files with 1171 additions and 137 deletions
288
examples/example/games/satellite.js
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288
examples/example/games/satellite.js
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//
|
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// satellite.js
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// games
|
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//
|
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// Created by Bridget Went 7/1/2015.
|
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// Copyright 2015 High Fidelity, Inc.
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//
|
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// A game to bring a satellite model into orbit around an animated earth model .
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// - Double click to create a new satellite
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// - Click on the satellite, drag a vector arrow to specify initial velocity
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// - Release mouse to launch the active satellite
|
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// - Orbital movement is calculated using equations of gravitational physics
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//
|
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// Distributed under the Apache License, Version 2.0.
|
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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Script.include('../utilities/tools/vector.js');
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var URL = "https://s3.amazonaws.com/hifi-public/marketplace/hificontent/Scripts/planets/";
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SatelliteGame = function() {
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var MAX_RANGE = 50.0;
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var Y_AXIS = {
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x: 0,
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y: 1,
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z: 0
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}
|
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var LIFETIME = 6000;
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var ERROR_THRESH = 20.0;
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// Create the spinning earth model
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var EARTH_SIZE = 20.0;
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var CLOUDS_OFFSET = 0.5;
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var SPIN = 0.1;
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var ZONE_DIM = 100.0;
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var LIGHT_INTENSITY = 1.5;
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|
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Earth = function(position, size) {
|
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this.earth = Entities.addEntity({
|
||||
type: "Model",
|
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shapeType: 'sphere',
|
||||
modelURL: URL + "earth.fbx",
|
||||
position: position,
|
||||
dimensions: {
|
||||
x: size,
|
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y: size,
|
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z: size
|
||||
},
|
||||
rotation: Quat.angleAxis(180, {
|
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x: 1,
|
||||
y: 0,
|
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z: 0
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}),
|
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angularVelocity: {
|
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x: 0.00,
|
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y: 0.5 * SPIN,
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z: 0.00
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},
|
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angularDamping: 0.0,
|
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damping: 0.0,
|
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ignoreCollisions: false,
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lifetime: 6000,
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collisionsWillMove: false,
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visible: true
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});
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||||
|
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this.clouds = Entities.addEntity({
|
||||
type: "Model",
|
||||
shapeType: 'sphere',
|
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modelURL: URL + "clouds.fbx?i=2",
|
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position: position,
|
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dimensions: {
|
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x: size + CLOUDS_OFFSET,
|
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y: size + CLOUDS_OFFSET,
|
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z: size + CLOUDS_OFFSET
|
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},
|
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angularVelocity: {
|
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x: 0.00,
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y: SPIN,
|
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z: 0.00
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},
|
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angularDamping: 0.0,
|
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damping: 0.0,
|
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ignoreCollisions: false,
|
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lifetime: LIFETIME,
|
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collisionsWillMove: false,
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visible: true
|
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});
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|
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this.zone = Entities.addEntity({
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type: "Zone",
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position: position,
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dimensions: {
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x: ZONE_DIM,
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y: ZONE_DIM,
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z: ZONE_DIM
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},
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keyLightDirection: Vec3.normalize(Vec3.subtract(position, Camera.getPosition())),
|
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keyLightIntensity: LIGHT_INTENSITY
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});
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|
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this.cleanup = function() {
|
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Entities.deleteEntity(this.clouds);
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Entities.deleteEntity(this.earth);
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Entities.deleteEntity(this.zone);
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||||
}
|
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}
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// Create earth model
|
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var center = Vec3.sum(Camera.getPosition(), Vec3.multiply(MAX_RANGE, Quat.getFront(Camera.getOrientation())));
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var distance = Vec3.length(Vec3.subtract(center, Camera.getPosition()));
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var earth = new Earth(center, EARTH_SIZE);
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|
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var satellites = [];
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var SATELLITE_SIZE = 2.0;
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var launched = false;
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var activeSatellite;
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|
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var PERIOD = 4.0;
|
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var LARGE_BODY_MASS = 16000.0;
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var SMALL_BODY_MASS = LARGE_BODY_MASS * 0.000000333;
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|
||||
Satellite = function(position, planetCenter) {
|
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// The Satellite class
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|
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this.launched = false;
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this.startPosition = position;
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this.readyToLaunch = false;
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this.radius = Vec3.length(Vec3.subtract(position, planetCenter));
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|
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this.satellite = Entities.addEntity({
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type: "Model",
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modelURL: "https://s3.amazonaws.com/hifi-public/marketplace/hificontent/Scripts/planets/satellite/satellite.fbx",
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position: this.startPosition,
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dimensions: {
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x: SATELLITE_SIZE,
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y: SATELLITE_SIZE,
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z: SATELLITE_SIZE
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},
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angularDamping: 0.0,
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damping: 0.0,
|
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ignoreCollisions: false,
|
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lifetime: LIFETIME,
|
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collisionsWillMove: false,
|
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});
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this.getProperties = function() {
|
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return Entities.getEntityProperties(this.satellite);
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}
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this.launch = function() {
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var prop = Entities.getEntityProperties(this.satellite);
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var between = Vec3.subtract(planetCenter, prop.position);
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var radius = Vec3.length(between);
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this.gravity = (4.0 * Math.PI * Math.PI * Math.pow(radius, 3.0)) / (LARGE_BODY_MASS * PERIOD * PERIOD);
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var initialVelocity = Vec3.normalize(Vec3.cross(between, Y_AXIS));
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initialVelocity = Vec3.multiply(Math.sqrt((this.gravity * LARGE_BODY_MASS) / radius), initialVelocity);
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initialVelocity = Vec3.multiply(this.arrow.magnitude, initialVelocity);
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initialVelocity = Vec3.multiply(Vec3.length(initialVelocity), this.arrow.direction);
|
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|
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Entities.editEntity(this.satellite, {
|
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velocity: initialVelocity
|
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});
|
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this.launched = true;
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};
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|
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this.update = function(deltaTime) {
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var prop = Entities.getEntityProperties(this.satellite);
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var between = Vec3.subtract(prop.position, planetCenter);
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var radius = Vec3.length(between);
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var acceleration = -(this.gravity * LARGE_BODY_MASS) * Math.pow(radius, (-2.0));
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var speed = acceleration * deltaTime;
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var vel = Vec3.multiply(speed, Vec3.normalize(between));
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var newVelocity = Vec3.sum(prop.velocity, vel);
|
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var newPos = Vec3.sum(prop.position, Vec3.multiply(newVelocity, deltaTime));
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Entities.editEntity(this.satellite, {
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velocity: newVelocity,
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position: newPos
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});
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};
|
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}
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function mouseDoublePressEvent(event) {
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var pickRay = Camera.computePickRay(event.x, event.y);
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var addVector = Vec3.multiply(pickRay.direction, distance);
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var point = Vec3.sum(Camera.getPosition(), addVector);
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// Create a new satellite
|
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activeSatellite = new Satellite(point, center);
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satellites.push(activeSatellite);
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}
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function mousePressEvent(event) {
|
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if (!activeSatellite) {
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||||
return;
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||||
}
|
||||
// Reset label
|
||||
if (activeSatellite.arrow) {
|
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activeSatellite.arrow.deleteLabel();
|
||||
}
|
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var statsPosition = Vec3.sum(Camera.getPosition(), Vec3.multiply(MAX_RANGE * 0.4, Quat.getFront(Camera.getOrientation())));
|
||||
var pickRay = Camera.computePickRay(event.x, event.y)
|
||||
var rayPickResult = Entities.findRayIntersection(pickRay, true);
|
||||
if (rayPickResult.entityID === activeSatellite.satellite) {
|
||||
// Create a draggable vector arrow at satellite position
|
||||
activeSatellite.arrow = new VectorArrow(distance, true, "INITIAL VELOCITY", statsPosition);
|
||||
activeSatellite.arrow.onMousePressEvent(event);
|
||||
activeSatellite.arrow.isDragging = true;
|
||||
}
|
||||
}
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|
||||
function mouseMoveEvent(event) {
|
||||
if (!activeSatellite || !activeSatellite.arrow || !activeSatellite.arrow.isDragging) {
|
||||
return;
|
||||
}
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||||
activeSatellite.arrow.onMouseMoveEvent(event);
|
||||
}
|
||||
|
||||
function mouseReleaseEvent(event) {
|
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if (!activeSatellite || !activeSatellite.arrow || !activeSatellite.arrow.isDragging) {
|
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return;
|
||||
}
|
||||
activeSatellite.arrow.onMouseReleaseEvent(event);
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activeSatellite.launch();
|
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activeSatellite.arrow.cleanup();
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||||
}
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||||
|
||||
var counter = 0.0;
|
||||
var CHECK_ENERGY_PERIOD = 500;
|
||||
|
||||
function update(deltaTime) {
|
||||
if (!activeSatellite) {
|
||||
return;
|
||||
}
|
||||
// Update all satellites
|
||||
for (var i = 0; i < satellites.length; i++) {
|
||||
if (!satellites[i].launched) {
|
||||
continue;
|
||||
}
|
||||
satellites[i].update(deltaTime);
|
||||
}
|
||||
|
||||
counter++;
|
||||
if (counter % CHECK_ENERGY_PERIOD == 0) {
|
||||
var prop = activeSatellite.getProperties();
|
||||
var error = calcEnergyError(prop.position, Vec3.length(prop.velocity));
|
||||
if (Math.abs(error) <= ERROR_THRESH) {
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activeSatellite.arrow.editLabel("Nice job! The satellite has reached a stable orbit.");
|
||||
} else {
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||||
activeSatellite.arrow.editLabel("Try again! The satellite is in an unstable orbit.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.endGame = function() {
|
||||
for (var i = 0; i < satellites.length; i++) {
|
||||
Entities.deleteEntity(satellites[i].satellite);
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||||
satellites[i].arrow.cleanup();
|
||||
}
|
||||
earth.cleanup();
|
||||
}
|
||||
|
||||
|
||||
function calcEnergyError(pos, vel) {
|
||||
//Calculate total energy error for active satellite's orbital motion
|
||||
var radius = activeSatellite.radius;
|
||||
var gravity = (4.0 * Math.PI * Math.PI * Math.pow(radius, 3.0)) / (LARGE_BODY_MASS * PERIOD * PERIOD);
|
||||
var initialVelocityCalculated = Math.sqrt((gravity * LARGE_BODY_MASS) / radius);
|
||||
|
||||
var totalEnergy = 0.5 * LARGE_BODY_MASS * Math.pow(initialVelocityCalculated, 2.0) - ((gravity * LARGE_BODY_MASS * SMALL_BODY_MASS) / radius);
|
||||
var measuredEnergy = 0.5 * LARGE_BODY_MASS * Math.pow(vel, 2.0) - ((gravity * LARGE_BODY_MASS * SMALL_BODY_MASS) / Vec3.length(Vec3.subtract(pos, center)));
|
||||
var error = ((measuredEnergy - totalEnergy) / totalEnergy) * 100;
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||||
return error;
|
||||
}
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||||
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Controller.mouseDoublePressEvent.connect(mouseDoublePressEvent);
|
||||
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
||||
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
|
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Script.update.connect(update);
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Script.scriptEnding.connect(this.endGame);
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|
||||
}
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669
examples/example/solarsystem.js
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669
examples/example/solarsystem.js
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//
|
||||
// solarsystem.js
|
||||
// games
|
||||
//
|
||||
// Created by Bridget Went, 5/28/15.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// The start to a project to build a virtual physics classroom to simulate the solar system, gravity, and orbital physics.
|
||||
// - A sun with oribiting planets is created in front of the user
|
||||
// - UI elements allow for adjusting the period, gravity, trails, and energy recalculations
|
||||
// - Click "PAUSE" to pause the animation and show planet labels
|
||||
// - In this mode, double-click a planet label to zoom in on that planet
|
||||
// -Double-clicking on earth label initiates satellite orbiter game
|
||||
// -Press "TAB" to toggle back to solar system view
|
||||
//
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
Script.include('../utilities/tools/cookies.js');
|
||||
Script.include('games/satellite.js');
|
||||
|
||||
var BASE_URL = "https://s3.amazonaws.com/hifi-public/marketplace/hificontent/Scripts/planets/planets/";
|
||||
|
||||
var NUM_PLANETS = 8;
|
||||
|
||||
var trailsEnabled = true;
|
||||
var energyConserved = true;
|
||||
var planetView = false;
|
||||
var earthView = false;
|
||||
var satelliteGame;
|
||||
|
||||
var PANEL_X = 850;
|
||||
var PANEL_Y = 600;
|
||||
var BUTTON_SIZE = 20;
|
||||
var PADDING = 20;
|
||||
|
||||
var DAMPING = 0.0;
|
||||
var LIFETIME = 6000;
|
||||
var ERROR_THRESH = 2.0;
|
||||
var TIME_STEP = 70.0;
|
||||
|
||||
var MAX_POINTS_PER_LINE = 5;
|
||||
var LINE_DIM = 10;
|
||||
var LINE_WIDTH = 3.0;
|
||||
var line;
|
||||
var planetLines = [];
|
||||
var trails = [];
|
||||
|
||||
var BOUNDS = 200;
|
||||
|
||||
|
||||
// Alert user to move if they are too close to domain bounds
|
||||
if (MyAvatar.position.x < BOUNDS || MyAvatar.position.x > TREE_SCALE - BOUNDS || MyAvatar.position.y < BOUNDS || MyAvatar.position.y > TREE_SCALE - BOUNDS || MyAvatar.position.z < BOUNDS || MyAvatar.position.z > TREE_SCALE - BOUNDS) {
|
||||
Window.alert("Please move at least 200m away from domain bounds.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Save intiial avatar and camera position
|
||||
var startingPosition = MyAvatar.position;
|
||||
var startFrame = Window.location.href;
|
||||
|
||||
// Place the sun
|
||||
var MAX_RANGE = 80.0;
|
||||
var SUN_SIZE = 8.0;
|
||||
var center = Vec3.sum(startingPosition, Vec3.multiply(MAX_RANGE, Quat.getFront(Camera.getOrientation())));
|
||||
|
||||
var theSun = Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: BASE_URL + "sun.fbx",
|
||||
position: center,
|
||||
dimensions: {
|
||||
x: SUN_SIZE,
|
||||
y: SUN_SIZE,
|
||||
z: SUN_SIZE
|
||||
},
|
||||
angularDamping: DAMPING,
|
||||
damping: DAMPING,
|
||||
ignoreCollisions: false,
|
||||
lifetime: LIFETIME,
|
||||
collisionsWillMove: false
|
||||
});
|
||||
|
||||
var planets = [];
|
||||
var planet_properties = [];
|
||||
|
||||
// Reference values
|
||||
var radius = 7.0;
|
||||
var T_ref = 1.0;
|
||||
var size = 1.0;
|
||||
var M = 250.0;
|
||||
var m = M * 0.000000333;
|
||||
var G = (Math.pow(radius, 3.0) / Math.pow((T_ref / (2.0 * Math.PI)), 2.0)) / M;
|
||||
var G_ref = G;
|
||||
|
||||
// Adjust size and distance as number of planets increases
|
||||
var DELTA_RADIUS = 1.8;
|
||||
var DELTA_SIZE = 0.2;
|
||||
|
||||
function initPlanets() {
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
var v0 = Math.sqrt((G * M) / radius);
|
||||
var T = (2.0 * Math.PI) * Math.sqrt(Math.pow(radius, 3.0) / (G * M));
|
||||
|
||||
if (i == 0) {
|
||||
var color = {
|
||||
red: 255,
|
||||
green: 255,
|
||||
blue: 255
|
||||
};
|
||||
} else if (i == 1) {
|
||||
var color = {
|
||||
red: 255,
|
||||
green: 160,
|
||||
blue: 110
|
||||
};
|
||||
} else if (i == 2) {
|
||||
var color = {
|
||||
red: 10,
|
||||
green: 150,
|
||||
blue: 160
|
||||
};
|
||||
} else if (i == 3) {
|
||||
var color = {
|
||||
red: 180,
|
||||
green: 70,
|
||||
blue: 10
|
||||
};
|
||||
} else if (i == 4) {
|
||||
var color = {
|
||||
red: 250,
|
||||
green: 140,
|
||||
blue: 0
|
||||
};
|
||||
} else if (i == 5) {
|
||||
var color = {
|
||||
red: 235,
|
||||
green: 215,
|
||||
blue: 0
|
||||
};
|
||||
} else if (i == 6) {
|
||||
var color = {
|
||||
red: 135,
|
||||
green: 205,
|
||||
blue: 240
|
||||
};
|
||||
} else if (i == 7) {
|
||||
var color = {
|
||||
red: 30,
|
||||
green: 140,
|
||||
blue: 255
|
||||
};
|
||||
}
|
||||
|
||||
var prop = {
|
||||
radius: radius,
|
||||
position: Vec3.sum(center, {
|
||||
x: radius,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
}),
|
||||
lineColor: color,
|
||||
period: T,
|
||||
dimensions: size,
|
||||
velocity: Vec3.multiply(v0, Vec3.normalize({
|
||||
x: 0,
|
||||
y: -0.2,
|
||||
z: 0.9
|
||||
}))
|
||||
};
|
||||
planet_properties.push(prop);
|
||||
|
||||
planets.push(Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: BASE_URL + (i + 1) + ".fbx",
|
||||
position: prop.position,
|
||||
dimensions: {
|
||||
x: prop.dimensions,
|
||||
y: prop.dimensions,
|
||||
z: prop.dimensions
|
||||
},
|
||||
velocity: prop.velocity,
|
||||
angularDamping: DAMPING,
|
||||
damping: DAMPING,
|
||||
ignoreCollisions: false,
|
||||
lifetime: LIFETIME,
|
||||
collisionsWillMove: true,
|
||||
}));
|
||||
|
||||
radius *= DELTA_RADIUS;
|
||||
size += DELTA_SIZE;
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize planets
|
||||
initPlanets();
|
||||
|
||||
|
||||
var labels = [];
|
||||
var labelLines = [];
|
||||
var labelsShowing = false;
|
||||
var LABEL_X = 8.0;
|
||||
var LABEL_Y = 3.0;
|
||||
var LABEL_Z = 1.0;
|
||||
var LABEL_DIST = 8.0;
|
||||
var TEXT_HEIGHT = 1.0;
|
||||
var sunLabel;
|
||||
|
||||
function showLabels() {
|
||||
labelsShowing = true;
|
||||
for (var i = 0; i < NUM_PLANETS; i++) {
|
||||
var properties = planet_properties[i];
|
||||
var text;
|
||||
if (i == 0) {
|
||||
text = "Mercury";
|
||||
} else if (i == 1) {
|
||||
text = "Venus";
|
||||
} else if (i == 2) {
|
||||
text = "Earth";
|
||||
} else if (i == 3) {
|
||||
text = "Mars";
|
||||
} else if (i == 4) {
|
||||
text = "Jupiter";
|
||||
} else if (i == 5) {
|
||||
text = "Saturn";
|
||||
} else if (i == 6) {
|
||||
text = "Uranus";
|
||||
} else if (i == 7) {
|
||||
text = "Neptune";
|
||||
}
|
||||
|
||||
text = text + " Speed: " + Vec3.length(properties.velocity).toFixed(2);
|
||||
|
||||
var labelPos = Vec3.sum(planet_properties[i].position, {
|
||||
x: 0.0,
|
||||
y: LABEL_DIST,
|
||||
z: LABEL_DIST
|
||||
});
|
||||
var linePos = planet_properties[i].position;
|
||||
labelLines.push(Entities.addEntity({
|
||||
type: "Line",
|
||||
position: linePos,
|
||||
dimensions: {
|
||||
x: 20,
|
||||
y: 20,
|
||||
z: 20
|
||||
},
|
||||
lineWidth: 3.0,
|
||||
color: {
|
||||
red: 255,
|
||||
green: 255,
|
||||
blue: 255
|
||||
},
|
||||
linePoints: [{
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0
|
||||
}, computeLocalPoint(linePos, labelPos)]
|
||||
}));
|
||||
|
||||
labels.push(Entities.addEntity({
|
||||
type: "Text",
|
||||
text: text,
|
||||
lineHeight: TEXT_HEIGHT,
|
||||
dimensions: {
|
||||
x: LABEL_X,
|
||||
y: LABEL_Y,
|
||||
z: LABEL_Z
|
||||
},
|
||||
position: labelPos,
|
||||
backgroundColor: {
|
||||
red: 10,
|
||||
green: 10,
|
||||
blue: 10
|
||||
},
|
||||
textColor: {
|
||||
red: 255,
|
||||
green: 255,
|
||||
blue: 255
|
||||
},
|
||||
faceCamera: true
|
||||
}));
|
||||
}
|
||||
}
|
||||
|
||||
function hideLabels() {
|
||||
labelsShowing = false;
|
||||
Entities.deleteEntity(sunLabel);
|
||||
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
Entities.deleteEntity(labelLines[i]);
|
||||
Entities.deleteEntity(labels[i]);
|
||||
}
|
||||
labels = [];
|
||||
labelLines = [];
|
||||
}
|
||||
|
||||
var time = 0.0;
|
||||
var elapsed;
|
||||
var counter = 0;
|
||||
var dt = 1.0 / TIME_STEP;
|
||||
|
||||
function update(deltaTime) {
|
||||
if (paused) {
|
||||
return;
|
||||
}
|
||||
deltaTime = dt;
|
||||
time++;
|
||||
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
var properties = planet_properties[i];
|
||||
var between = Vec3.subtract(properties.position, center);
|
||||
var speed = getAcceleration(properties.radius) * deltaTime;
|
||||
var vel = Vec3.multiply(speed, Vec3.normalize(between));
|
||||
|
||||
// Update velocity and position
|
||||
properties.velocity = Vec3.sum(properties.velocity, vel);
|
||||
properties.position = Vec3.sum(properties.position, Vec3.multiply(properties.velocity, deltaTime));
|
||||
Entities.editEntity(planets[i], {
|
||||
velocity: properties.velocity,
|
||||
position: properties.position
|
||||
});
|
||||
|
||||
|
||||
// Create new or update current trail
|
||||
if (trailsEnabled) {
|
||||
var lineStack = planetLines[i];
|
||||
var point = properties.position;
|
||||
var prop = Entities.getEntityProperties(lineStack[lineStack.length - 1]);
|
||||
var linePos = prop.position;
|
||||
|
||||
trails[i].push(computeLocalPoint(linePos, point));
|
||||
|
||||
Entities.editEntity(lineStack[lineStack.length - 1], {
|
||||
linePoints: trails[i]
|
||||
});
|
||||
if (trails[i].length === MAX_POINTS_PER_LINE) {
|
||||
trails[i] = newLine(lineStack, point, properties.period, properties.lineColor);
|
||||
}
|
||||
}
|
||||
|
||||
// Measure total energy every 10 updates, recalibrate velocity if necessary
|
||||
if (energyConserved) {
|
||||
if (counter % 10 === 0) {
|
||||
var error = calcEnergyError(planets[i], properties.radius, properties.v0, properties.velocity, properties.position);
|
||||
if (Math.abs(error) >= ERROR_THRESH) {
|
||||
var speed = adjustVelocity(planets[i], properties.position);
|
||||
properties.velocity = Vec3.multiply(speed, Vec3.normalize(properties.velocity));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
counter++;
|
||||
if (time % TIME_STEP == 0) {
|
||||
elapsed++;
|
||||
}
|
||||
}
|
||||
|
||||
function computeLocalPoint(linePos, worldPoint) {
|
||||
var localPoint = Vec3.subtract(worldPoint, linePos);
|
||||
return localPoint;
|
||||
}
|
||||
|
||||
function getAcceleration(radius) {
|
||||
var acc = -(G * M) * Math.pow(radius, (-2.0));
|
||||
return acc;
|
||||
}
|
||||
|
||||
// Create a new trail
|
||||
function resetTrails(planetIndex) {
|
||||
elapsed = 0.0;
|
||||
var properties = planet_properties[planetIndex];
|
||||
|
||||
var trail = [];
|
||||
var lineStack = [];
|
||||
|
||||
//add the first line to both the line entity stack and the trail
|
||||
trails.push(newLine(lineStack, properties.position, properties.period, properties.lineColor));
|
||||
planetLines.push(lineStack);
|
||||
}
|
||||
|
||||
// Create a new line
|
||||
function newLine(lineStack, point, period, color) {
|
||||
if (elapsed < period) {
|
||||
var line = Entities.addEntity({
|
||||
position: point,
|
||||
type: "Line",
|
||||
color: color,
|
||||
dimensions: {
|
||||
x: LINE_DIM,
|
||||
y: LINE_DIM,
|
||||
z: LINE_DIM
|
||||
},
|
||||
lifetime: LIFETIME,
|
||||
lineWidth: LINE_WIDTH
|
||||
});
|
||||
lineStack.push(line);
|
||||
} else {
|
||||
// Begin overwriting first lines after one full revolution (one period)
|
||||
var firstLine = lineStack.shift();
|
||||
Entities.editEntity(firstLine, {
|
||||
position: point,
|
||||
linePoints: [{
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
}]
|
||||
});
|
||||
lineStack.push(firstLine);
|
||||
|
||||
}
|
||||
var points = [];
|
||||
points.push(computeLocalPoint(point, point));
|
||||
return points;
|
||||
}
|
||||
|
||||
// Measure energy error, recalculate velocity to return to initial net energy
|
||||
var totalEnergy;
|
||||
var measuredEnergy;
|
||||
var measuredPE;
|
||||
|
||||
function calcEnergyError(planet, radius, v0, v, pos) {
|
||||
totalEnergy = 0.5 * M * Math.pow(v0, 2.0) - ((G * M * m) / radius);
|
||||
measuredEnergy = 0.5 * M * Math.pow(v, 2.0) - ((G * M * m) / Vec3.length(Vec3.subtract(center, pos)));
|
||||
var error = ((measuredEnergy - totalEnergy) / totalEnergy) * 100;
|
||||
return error;
|
||||
}
|
||||
|
||||
function adjustVelocity(planet, pos) {
|
||||
var measuredPE = -(G * M * m) / Vec3.length(Vec3.subtract(center, pos));
|
||||
return Math.sqrt(2 * (totalEnergy - measuredPE) / M);
|
||||
}
|
||||
|
||||
|
||||
// Allow user to toggle pausing the model, switch to planet view
|
||||
var pauseButton = Overlays.addOverlay("text", {
|
||||
backgroundColor: {
|
||||
red: 200,
|
||||
green: 200,
|
||||
blue: 255
|
||||
},
|
||||
text: "Pause",
|
||||
x: PANEL_X,
|
||||
y: PANEL_Y - 30,
|
||||
width: 70,
|
||||
height: 20,
|
||||
alpha: 1.0,
|
||||
backgroundAlpha: 0.5,
|
||||
visible: true
|
||||
});
|
||||
|
||||
var paused = false;
|
||||
|
||||
function mousePressEvent(event) {
|
||||
var clickedOverlay = Overlays.getOverlayAtPoint({
|
||||
x: event.x,
|
||||
y: event.y
|
||||
});
|
||||
if (clickedOverlay == pauseButton) {
|
||||
paused = !paused;
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
Entities.editEntity(planets[i], {
|
||||
velocity: {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
}
|
||||
});
|
||||
}
|
||||
if (paused && !labelsShowing) {
|
||||
Overlays.editOverlay(pauseButton, {
|
||||
text: "Paused",
|
||||
backgroundColor: {
|
||||
red: 255,
|
||||
green: 50,
|
||||
blue: 50
|
||||
}
|
||||
});
|
||||
showLabels();
|
||||
}
|
||||
if (paused == false && labelsShowing) {
|
||||
Overlays.editOverlay(pauseButton, {
|
||||
text: "Pause",
|
||||
backgroundColor: {
|
||||
red: 200,
|
||||
green: 200,
|
||||
blue: 255
|
||||
}
|
||||
});
|
||||
hideLabels();
|
||||
}
|
||||
planetView = false;
|
||||
}
|
||||
}
|
||||
|
||||
function keyPressEvent(event) {
|
||||
// Jump back to solar system view
|
||||
if (event.text == "TAB" && planetView) {
|
||||
if (earthView) {
|
||||
satelliteGame.endGame();
|
||||
earthView = false;
|
||||
}
|
||||
MyAvatar.position = startingPosition;
|
||||
}
|
||||
}
|
||||
|
||||
function mouseDoublePressEvent(event) {
|
||||
if (earthView) {
|
||||
return;
|
||||
}
|
||||
var pickRay = Camera.computePickRay(event.x, event.y)
|
||||
var rayPickResult = Entities.findRayIntersection(pickRay, true);
|
||||
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
if (rayPickResult.entityID === labels[i]) {
|
||||
planetView = true;
|
||||
if (i == 2) {
|
||||
MyAvatar.position = Vec3.sum(center, {
|
||||
x: 200,
|
||||
y: 200,
|
||||
z: 200
|
||||
});
|
||||
Camera.setPosition(Vec3.sum(center, {
|
||||
x: 200,
|
||||
y: 200,
|
||||
z: 200
|
||||
}));
|
||||
earthView = true;
|
||||
satelliteGame = new SatelliteGame();
|
||||
|
||||
} else {
|
||||
MyAvatar.position = Vec3.sum({
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 3.0
|
||||
}, planet_properties[i].position);
|
||||
Camera.lookAt(planet_properties[i].position);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Create UI panel
|
||||
var panel = new Panel(PANEL_X, PANEL_Y);
|
||||
var panelItems = [];
|
||||
|
||||
var g_multiplier = 1.0;
|
||||
panelItems.push(panel.newSlider("Adjust Gravitational Force: ", 0.1, 5.0,
|
||||
function(value) {
|
||||
g_multiplier = value;
|
||||
G = G_ref * g_multiplier;
|
||||
},
|
||||
|
||||
function() {
|
||||
return g_multiplier;
|
||||
},
|
||||
function(value) {
|
||||
return value.toFixed(1) + "x";
|
||||
}));
|
||||
|
||||
var period_multiplier = 1.0;
|
||||
var last_alpha = period_multiplier;
|
||||
panelItems.push(panel.newSlider("Adjust Orbital Period: ", 0.1, 3.0,
|
||||
function(value) {
|
||||
period_multiplier = value;
|
||||
changePeriod(period_multiplier);
|
||||
},
|
||||
function() {
|
||||
return period_multiplier;
|
||||
},
|
||||
function(value) {
|
||||
return (value).toFixed(2) + "x";
|
||||
}));
|
||||
|
||||
panelItems.push(panel.newCheckbox("Leave Trails: ",
|
||||
function(value) {
|
||||
trailsEnabled = value;
|
||||
if (trailsEnabled) {
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
resetTrails(i);
|
||||
}
|
||||
//if trails are off and we've already created trails, remove existing trails
|
||||
} else if (planetLines.length != 0) {
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
for (var j = 0; j < planetLines[i].length; ++j) {
|
||||
Entities.deleteEntity(planetLines[i][j]);
|
||||
}
|
||||
planetLines[i] = [];
|
||||
}
|
||||
}
|
||||
},
|
||||
function() {
|
||||
return trailsEnabled;
|
||||
},
|
||||
function(value) {
|
||||
return value;
|
||||
}));
|
||||
|
||||
panelItems.push(panel.newCheckbox("Energy Error Calculations: ",
|
||||
function(value) {
|
||||
energyConserved = value;
|
||||
},
|
||||
function() {
|
||||
return energyConserved;
|
||||
},
|
||||
function(value) {
|
||||
return value;
|
||||
}));
|
||||
|
||||
// Update global G constant, period, poke velocity to new value
|
||||
function changePeriod(alpha) {
|
||||
var ratio = last_alpha / alpha;
|
||||
G = Math.pow(ratio, 2.0) * G;
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
var properties = planet_properties[i];
|
||||
properties.period = ratio * properties.period;
|
||||
properties.velocity = Vec3.multiply(ratio, properties.velocity);
|
||||
|
||||
}
|
||||
last_alpha = alpha;
|
||||
}
|
||||
|
||||
|
||||
// Clean up models, UI panels, lines, and button overlays
|
||||
function scriptEnding() {
|
||||
|
||||
satelliteGame.endGame();
|
||||
|
||||
Entities.deleteEntity(theSun);
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
Entities.deleteEntity(planets[i]);
|
||||
}
|
||||
Menu.removeMenu("Developer > Scene");
|
||||
panel.destroy();
|
||||
Overlays.deleteOverlay(pauseButton);
|
||||
|
||||
var e = Entities.findEntities(MyAvatar.position, 16000);
|
||||
for (i = 0; i < e.length; i++) {
|
||||
var props = Entities.getEntityProperties(e[i]);
|
||||
if (props.type === "Line" || props.type === "Text") {
|
||||
Entities.deleteEntity(e[i]);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
Controller.mouseMoveEvent.connect(function panelMouseMoveEvent(event) {
|
||||
return panel.mouseMoveEvent(event);
|
||||
});
|
||||
Controller.mousePressEvent.connect(function panelMousePressEvent(event) {
|
||||
return panel.mousePressEvent(event);
|
||||
});
|
||||
Controller.mouseDoublePressEvent.connect(function panelMouseDoublePressEvent(event) {
|
||||
return panel.mouseDoublePressEvent(event);
|
||||
});
|
||||
Controller.mouseReleaseEvent.connect(function(event) {
|
||||
return panel.mouseReleaseEvent(event);
|
||||
});
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Controller.mouseDoublePressEvent.connect(mouseDoublePressEvent);
|
||||
Controller.keyPressEvent.connect(keyPressEvent);
|
||||
|
||||
Script.scriptEnding.connect(scriptEnding);
|
||||
Script.update.connect(update);
|
|
@ -141,7 +141,7 @@ CameraManager = function() {
|
|||
|
||||
// Pick a point INITIAL_ZOOM_DISTANCE in front of the camera to use as a focal point
|
||||
that.zoomDistance = INITIAL_ZOOM_DISTANCE;
|
||||
that.targetZoomDistance = that.zoomDistance;
|
||||
that.targetZoomDistance = that.zoomDistance + 3.0;
|
||||
var focalPoint = Vec3.sum(Camera.getPosition(),
|
||||
Vec3.multiply(that.zoomDistance, Quat.getFront(Camera.getOrientation())));
|
||||
|
||||
|
@ -150,6 +150,7 @@ CameraManager = function() {
|
|||
var xzDist = Math.sqrt(dPos.x * dPos.x + dPos.z * dPos.z);
|
||||
|
||||
that.targetPitch = -Math.atan2(dPos.y, xzDist) * 180 / Math.PI;
|
||||
that.targetPitch += (90 - that.targetPitch) / 3.0; // Swing camera "up" to look down at the focal point
|
||||
that.targetYaw = Math.atan2(dPos.x, dPos.z) * 180 / Math.PI;
|
||||
that.pitch = that.targetPitch;
|
||||
that.yaw = that.targetYaw;
|
||||
|
|
186
examples/utilities/tools/vector.js
Normal file
186
examples/utilities/tools/vector.js
Normal file
|
@ -0,0 +1,186 @@
|
|||
//
|
||||
// vector.js
|
||||
// examples
|
||||
//
|
||||
// Created by Bridget Went on 7/1/15.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// A template for creating vector arrows using line entities. A VectorArrow object creates a
|
||||
// draggable vector arrow where the user clicked at a specified distance from the viewer.
|
||||
// The relative magnitude and direction of the vector may be displayed.
|
||||
//
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
//
|
||||
|
||||
var LINE_DIMENSIONS = 100;
|
||||
var LIFETIME = 6000;
|
||||
var RAD_TO_DEG = 180.0 / Math.PI;
|
||||
|
||||
var LINE_WIDTH = 4;
|
||||
var ARROW_WIDTH = 6;
|
||||
var line, linePosition;
|
||||
var arrow1, arrow2;
|
||||
|
||||
var SCALE = 0.15;
|
||||
var ANGLE = 150.0;
|
||||
|
||||
|
||||
VectorArrow = function(distance, showStats, statsTitle, statsPosition) {
|
||||
this.magnitude = 0;
|
||||
this.direction = {x: 0, y: 0, z: 0};
|
||||
|
||||
this.showStats = showStats;
|
||||
this.isDragging = false;
|
||||
|
||||
this.newLine = function(position) {
|
||||
linePosition = position;
|
||||
var points = [];
|
||||
|
||||
line = Entities.addEntity({
|
||||
position: linePosition,
|
||||
type: "Line",
|
||||
color: {red: 255, green: 255, blue: 255},
|
||||
dimensions: {
|
||||
x: LINE_DIMENSIONS,
|
||||
y: LINE_DIMENSIONS,
|
||||
z: LINE_DIMENSIONS
|
||||
},
|
||||
lineWidth: LINE_WIDTH,
|
||||
lifetime: LIFETIME,
|
||||
linePoints: []
|
||||
});
|
||||
|
||||
arrow1 = Entities.addEntity({
|
||||
position: {x: 0, y: 0, z: 0},
|
||||
type: "Line",
|
||||
dimensions: {
|
||||
x: LINE_DIMENSIONS,
|
||||
y: LINE_DIMENSIONS,
|
||||
z: LINE_DIMENSIONS
|
||||
},
|
||||
color: {red: 255, green: 255, blue: 255},
|
||||
lineWidth: ARROW_WIDTH,
|
||||
linePoints: [],
|
||||
});
|
||||
|
||||
arrow2 = Entities.addEntity({
|
||||
position: {x: 0, y: 0, z: 0},
|
||||
type: "Line",
|
||||
dimensions: {
|
||||
x: LINE_DIMENSIONS,
|
||||
y: LINE_DIMENSIONS,
|
||||
z: LINE_DIMENSIONS
|
||||
},
|
||||
color: {red: 255, green: 255, blue: 255},
|
||||
lineWidth: ARROW_WIDTH,
|
||||
linePoints: [],
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
|
||||
var STATS_DIMENSIONS = {
|
||||
x: 4.0,
|
||||
y: 1.5,
|
||||
z: 0.1
|
||||
};
|
||||
var TEXT_HEIGHT = 0.3;
|
||||
|
||||
this.onMousePressEvent = function(event) {
|
||||
|
||||
this.newLine(computeWorldPoint(event));
|
||||
|
||||
if (this.showStats) {
|
||||
this.label = Entities.addEntity({
|
||||
type: "Text",
|
||||
position: statsPosition,
|
||||
dimensions: STATS_DIMENSIONS,
|
||||
lineHeight: TEXT_HEIGHT,
|
||||
faceCamera: true
|
||||
});
|
||||
}
|
||||
|
||||
this.isDragging = true;
|
||||
|
||||
}
|
||||
|
||||
|
||||
this.onMouseMoveEvent = function(event) {
|
||||
|
||||
if (!this.isDragging) {
|
||||
return;
|
||||
}
|
||||
|
||||
var worldPoint = computeWorldPoint(event);
|
||||
var localPoint = computeLocalPoint(event, linePosition);
|
||||
points = [{x: 0, y: 0, z: 0}, localPoint];
|
||||
Entities.editEntity(line, { linePoints: points });
|
||||
|
||||
var nextOffset = Vec3.multiply(SCALE, localPoint);
|
||||
var normOffset = Vec3.normalize(localPoint);
|
||||
var axis = Vec3.cross(normOffset, Quat.getFront(Camera.getOrientation()) );
|
||||
axis = Vec3.cross(axis, normOffset);
|
||||
var rotate1 = Quat.angleAxis(ANGLE, axis);
|
||||
var rotate2 = Quat.angleAxis(-ANGLE, axis);
|
||||
|
||||
// Rotate arrow head to follow direction of the line
|
||||
Entities.editEntity(arrow1, {
|
||||
visible: true,
|
||||
position: worldPoint,
|
||||
linePoints: [{x: 0, y: 0, z: 0}, nextOffset],
|
||||
rotation: rotate1
|
||||
});
|
||||
Entities.editEntity(arrow2, {
|
||||
visible: true,
|
||||
position: worldPoint,
|
||||
linePoints: [{x: 0, y: 0, z: 0}, nextOffset],
|
||||
rotation: rotate2
|
||||
});
|
||||
|
||||
this.magnitude = Vec3.length(localPoint) * 0.1;
|
||||
this.direction = Vec3.normalize(Vec3.subtract(worldPoint, linePosition));
|
||||
|
||||
if (this.showStats) {
|
||||
this.editLabel(statsTitle + " Magnitude " + this.magnitude.toFixed(2) + ", Direction: " +
|
||||
this.direction.x.toFixed(2) + ", " + this.direction.y.toFixed(2) + ", " + this.direction.z.toFixed(2));
|
||||
}
|
||||
}
|
||||
|
||||
this.onMouseReleaseEvent = function() {
|
||||
this.isDragging = false;
|
||||
}
|
||||
|
||||
this.cleanup = function() {
|
||||
Entities.deleteEntity(line);
|
||||
Entities.deleteEntity(arrow1);
|
||||
Entities.deleteEntity(arrow2);
|
||||
}
|
||||
|
||||
this.deleteLabel = function() {
|
||||
Entities.deleteEntity(this.label);
|
||||
}
|
||||
|
||||
this.editLabel = function(str) {
|
||||
if(!this.showStats) {
|
||||
return;
|
||||
}
|
||||
Entities.editEntity(this.label, {
|
||||
text: str
|
||||
});
|
||||
}
|
||||
|
||||
function computeWorldPoint(event) {
|
||||
var pickRay = Camera.computePickRay(event.x, event.y);
|
||||
var addVector = Vec3.multiply(pickRay.direction, distance);
|
||||
return Vec3.sum(Camera.getPosition(), addVector);
|
||||
}
|
||||
|
||||
function computeLocalPoint(event, linePosition) {
|
||||
var localPoint = Vec3.subtract(computeWorldPoint(event), linePosition);
|
||||
return localPoint;
|
||||
}
|
||||
|
||||
}
|
|
@ -3381,7 +3381,7 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi
|
|||
// This was removed in commit 71e59cfa88c6563749594e25494102fe01db38e9 but could be further
|
||||
// investigated in order to adapt the technique while fixing the head rendering issue,
|
||||
// but the complexity of the hack suggests that a better approach
|
||||
_mirrorCamera.setPosition(_myAvatar->getHead()->getEyePosition() +
|
||||
_mirrorCamera.setPosition(_myAvatar->getDefaultEyePosition() +
|
||||
_myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_REARVIEW_DISTANCE * _myAvatar->getScale());
|
||||
}
|
||||
_mirrorCamera.setProjection(glm::perspective(glm::radians(fov), aspect, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP));
|
||||
|
|
|
@ -9,13 +9,16 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "BulletUtilTests.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
//#include "PhysicsTestUtil.h"
|
||||
#include <BulletUtil.h>
|
||||
#include <NumericalConstants.h>
|
||||
|
||||
#include "BulletUtilTests.h"
|
||||
// Add additional qtest functionality (the include order is important!)
|
||||
#include "GlmTestUtils.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
// Constants
|
||||
const glm::vec3 origin(0.0f);
|
||||
|
|
|
@ -13,9 +13,6 @@
|
|||
#define hifi_BulletUtilTests_h
|
||||
|
||||
#include <QtTest/QtTest>
|
||||
// Add additional qtest functionality (the include order is important!)
|
||||
#include "GlmTestUtils.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
class BulletUtilTests : public QObject {
|
||||
Q_OBJECT
|
||||
|
|
|
@ -1,70 +0,0 @@
|
|||
//
|
||||
// CollisionInfoTests.cpp
|
||||
// tests/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows on 2/21/2014.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <CollisionInfo.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <StreamUtils.h>
|
||||
|
||||
#include "CollisionInfoTests.h"
|
||||
|
||||
|
||||
|
||||
QTEST_MAIN(CollisionInfoTests)
|
||||
/*
|
||||
static glm::vec3 xAxis(1.0f, 0.0f, 0.0f);
|
||||
static glm::vec3 xZxis(0.0f, 1.0f, 0.0f);
|
||||
static glm::vec3 xYxis(0.0f, 0.0f, 1.0f);
|
||||
|
||||
void CollisionInfoTests::rotateThenTranslate() {
|
||||
CollisionInfo collision;
|
||||
collision._penetration = xAxis;
|
||||
collision._contactPoint = xYxis;
|
||||
collision._addedVelocity = xAxis + xYxis + xZxis;
|
||||
|
||||
glm::quat rotation = glm::angleAxis(PI_OVER_TWO, zAxis);
|
||||
float distance = 3.0f;
|
||||
glm::vec3 translation = distance * xYxis;
|
||||
|
||||
collision.rotateThenTranslate(rotation, translation);
|
||||
QCOMPARE(collision._penetration, xYxis);
|
||||
|
||||
glm::vec3 expectedContactPoint = -xAxis + translation;
|
||||
QCOMPARE(collision._contactPoint, expectedContactPoint);
|
||||
|
||||
glm::vec3 expectedAddedVelocity = xYxis - xAxis + xZxis;
|
||||
QCOMPARE(collision._addedVelocity, expectedAddedVelocity);
|
||||
}
|
||||
|
||||
void CollisionInfoTests::translateThenRotate() {
|
||||
CollisionInfo collision;
|
||||
collision._penetration = xAxis;
|
||||
collision._contactPoint = xYxis;
|
||||
collision._addedVelocity = xAxis + xYxis + xZxis;
|
||||
|
||||
glm::quat rotation = glm::angleAxis( -PI_OVER_TWO, zAxis);
|
||||
float distance = 3.0f;
|
||||
glm::vec3 translation = distance * xYxis;
|
||||
|
||||
collision.translateThenRotate(translation, rotation);
|
||||
QCOMPARE(collision._penetration, -xYxis);
|
||||
|
||||
glm::vec3 expectedContactPoint = (1.0f + distance) * xAxis;
|
||||
QCOMPARE(collision._contactPoint, expectedContactPoint);
|
||||
|
||||
glm::vec3 expectedAddedVelocity = - xYxis + xAxis + xYxis;
|
||||
QCOMPARE(collision._addedVelocity, expectedAddedVelocity);
|
||||
}*/
|
||||
|
|
@ -1,29 +0,0 @@
|
|||
//
|
||||
// CollisionInfoTests.h
|
||||
// tests/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows on 2/21/2014.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_CollisionInfoTests_h
|
||||
#define hifi_CollisionInfoTests_h
|
||||
|
||||
#include <QtTest/QtTest>
|
||||
|
||||
// Add additional qtest functionality (the include order is important!)
|
||||
#include "GlmTestUtils.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
class CollisionInfoTests : public QObject {
|
||||
Q_OBJECT
|
||||
|
||||
private slots:
|
||||
// void rotateThenTranslate();
|
||||
// void translateThenRotate();
|
||||
};
|
||||
|
||||
#endif // hifi_CollisionInfoTests_h
|
|
@ -9,11 +9,15 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "MeshMassPropertiesTests.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
#include <MeshMassProperties.h>
|
||||
|
||||
#include "MeshMassPropertiesTests.h"
|
||||
// Add additional qtest functionality (the include order is important!)
|
||||
#include "BulletTestUtils.h"
|
||||
#include "GlmTestUtils.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
const btScalar acceptableRelativeError(1.0e-5f);
|
||||
const btScalar acceptableAbsoluteError(1.0e-4f);
|
||||
|
|
|
@ -13,12 +13,6 @@
|
|||
#define hifi_MeshMassPropertiesTests_h
|
||||
|
||||
#include <QtTest/QtTest>
|
||||
#include <QtGlobal>
|
||||
|
||||
// Add additional qtest functionality (the include order is important!)
|
||||
#include "BulletTestUtils.h"
|
||||
#include "GlmTestUtils.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
// Relative error macro (see errorTest in BulletTestUtils.h)
|
||||
#define QCOMPARE_WITH_RELATIVE_ERROR(actual, expected, relativeError) \
|
||||
|
|
|
@ -9,12 +9,15 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "ShapeColliderTests.h"
|
||||
|
||||
//#include <stdio.h>
|
||||
#include <iostream>
|
||||
#include <math.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
#include <QtGlobal>
|
||||
|
||||
#include <AACubeShape.h>
|
||||
#include <CapsuleShape.h>
|
||||
|
@ -25,7 +28,10 @@
|
|||
#include <SphereShape.h>
|
||||
#include <StreamUtils.h>
|
||||
|
||||
#include "ShapeColliderTests.h"
|
||||
// Add additional qtest functionality (the include order is important!)
|
||||
#include "BulletTestUtils.h"
|
||||
#include "GlmTestUtils.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
|
||||
const glm::vec3 origin(0.0f);
|
||||
|
@ -1553,8 +1559,6 @@ void ShapeColliderTests::rayHitsCapsule() {
|
|||
intersection._rayDirection = - xAxis;
|
||||
QCOMPARE(capsule.findRayIntersection(intersection), true);
|
||||
float expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
// float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
// for edge cases we allow a LOT of error
|
||||
QCOMPARE_WITH_ABS_ERROR(intersection._hitDistance, expectedDistance, startDistance * EDGE_CASE_SLOP_FACTOR * EPSILON);
|
||||
}
|
||||
|
||||
|
@ -1564,8 +1568,6 @@ void ShapeColliderTests::rayHitsCapsule() {
|
|||
intersection._rayDirection = - xAxis;
|
||||
QCOMPARE(capsule.findRayIntersection(intersection), true);
|
||||
float expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
// float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
// for edge cases we allow a LOT of error
|
||||
QCOMPARE_WITH_ABS_ERROR(intersection._hitDistance, expectedDistance, startDistance * EPSILON * EDGE_CASE_SLOP_FACTOR);
|
||||
}
|
||||
|
||||
|
@ -1575,8 +1577,6 @@ void ShapeColliderTests::rayHitsCapsule() {
|
|||
intersection._rayDirection = - xAxis;
|
||||
QCOMPARE(capsule.findRayIntersection(intersection), true);
|
||||
float expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
float relativeError = fabsf(intersection._hitDistance - expectedDistance) / startDistance;
|
||||
// for edge cases we allow a LOT of error
|
||||
QCOMPARE_WITH_ABS_ERROR(intersection._hitDistance, expectedDistance, startDistance * EPSILON * EDGE_CASE_SLOP_FACTOR);
|
||||
}
|
||||
// TODO: test at steep angles near cylinder/cap junction
|
||||
|
|
|
@ -13,13 +13,6 @@
|
|||
#define hifi_ShapeColliderTests_h
|
||||
|
||||
#include <QtTest/QtTest>
|
||||
#include <QtGlobal>
|
||||
|
||||
// Add additional qtest functionality (the include order is important!)
|
||||
#include "BulletTestUtils.h"
|
||||
#include "GlmTestUtils.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
|
||||
class ShapeColliderTests : public QObject {
|
||||
Q_OBJECT
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include <StreamUtils.h>
|
||||
|
||||
#include "AngularConstraintTests.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
// Computes the error value between two quaternions (using glm::dot)
|
||||
float getErrorDifference(const glm::quat& a, const glm::quat& b) {
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#ifndef hifi_AngularConstraintTests_h
|
||||
#define hifi_AngularConstraintTests_h
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <QtTest/QtTest>
|
||||
|
||||
class AngularConstraintTests : public QObject {
|
||||
|
@ -21,10 +22,6 @@ private slots:
|
|||
void testConeRollerConstraint();
|
||||
};
|
||||
|
||||
// Use QCOMPARE_WITH_ABS_ERROR and define it for glm::quat
|
||||
#include <glm/glm.hpp>
|
||||
float getErrorDifference (const glm::quat& a, const glm::quat& b);
|
||||
QTextStream & operator << (QTextStream& stream, const glm::quat& q);
|
||||
#include "../QTestExtensions.h"
|
||||
float getErrorDifference(const glm::quat& a, const glm::quat& b);
|
||||
|
||||
#endif // hifi_AngularConstraintTests_h
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
|
||||
#include <limits>
|
||||
#include <qqueue.h>
|
||||
#include <../QTestExtensions.h>
|
||||
|
||||
QTEST_MAIN(MovingPercentileTests)
|
||||
|
||||
|
|
|
@ -13,7 +13,6 @@
|
|||
#define hifi_MovingPercentileTests_h
|
||||
|
||||
#include <QtTest/QtTest>
|
||||
#include <../QTestExtensions.h>
|
||||
|
||||
class MovingPercentileTests : public QObject {
|
||||
Q_OBJECT
|
||||
|
|
|
@ -8,10 +8,12 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "TransformTests.h"
|
||||
|
||||
#include <Transform.h>
|
||||
|
||||
#include "TransformTests.h"
|
||||
#include "SharedLogging.h"
|
||||
#include <../QTestExtensions.h>
|
||||
|
||||
using namespace glm;
|
||||
|
||||
|
|
|
@ -40,8 +40,6 @@ inline QTextStream& operator<< (QTextStream& stream, const glm::mat4& matrix) {
|
|||
return stream;
|
||||
}
|
||||
|
||||
#include <../QTestExtensions.h>
|
||||
|
||||
class TransformTests : public QObject {
|
||||
Q_OBJECT
|
||||
private slots:
|
||||
|
|
Loading…
Reference in a new issue