pulling latest upstream changes to local repo

This commit is contained in:
Andrew Meadows 2014-01-03 16:51:21 -08:00
commit 6f21592ebd

View file

@ -79,7 +79,7 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
// let the particles run their collision scripts if they have them
particle->collisionWithVoxel(voxelDetails);
penetration /= (float)TREE_SCALE;
penetration /= static_cast<float>(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
applyHardCollision(particle, penetration, ELASTICITY, DAMPING);
@ -101,7 +101,7 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
particle->collisionWithParticle(penetratedParticle);
penetratedParticle->collisionWithParticle(particle);
penetration /= (float)TREE_SCALE;
penetration /= static_cast<float>(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
// apply a hard collision to both particles of half the penetration each
@ -156,7 +156,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
// TODO: dot collidingPalm and hand velocities and skip collision when they are moving apart.
// apply a hard collision when ball collides with hand
penetration /= (float)TREE_SCALE;
penetration /= static_cast<float>(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
@ -167,11 +167,11 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
addedVelocity = palmVelocity;
}
applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity);
applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
} else if (avatar->findSpherePenetration(center, radius, penetration)) {
// apply hard collision when particle collides with avatar
penetration /= (float)TREE_SCALE;
updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY);
penetration /= static_cast<float>(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
glm::vec3 addedVelocity = avatar->getVelocity();
applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
}
@ -191,7 +191,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
if (handData->findSpherePenetration(center, radius, penetration, collidingPalm)) {
// apply a hard collision when ball collides with hand
penetration /= (float)TREE_SCALE;
penetration /= static_cast<float>(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
@ -205,10 +205,10 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
} else if (avatar->findSpherePenetration(center, radius, penetration)) {
penetration /= (float)TREE_SCALE;
updateCollisionSound(particle, penetration, VOXEL_COLLISION_FREQUENCY);
penetration /= static_cast<float>(TREE_SCALE);
updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
glm::vec3 addedVelocity = avatar->getVelocity();
applyHardCollision(particle, penetration, VOXEL_ELASTICITY, VOXEL_DAMPING, addedVelocity);
applyHardCollision(particle, penetration, ELASTICITY, DAMPING, addedVelocity);
}
}
}