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https://github.com/overte-org/overte.git
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change particle update to support full script engine
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parent
909663fe96
commit
7ce774da70
2 changed files with 34 additions and 32 deletions
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@ -509,33 +509,35 @@ void Particle::update() {
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void Particle::runUpdateScript() {
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if (!_script.isEmpty()) {
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ScriptEngine engine(_script); // no menu or controller interface...
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QScriptEngine engine;
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// register meta-type for glm::vec3 and rgbColor conversions
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registerMetaTypes(&engine);
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if (_voxelEditSender) {
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engine.getVoxelsScriptingInterface()->setPacketSender(_voxelEditSender);
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}
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if (_particleEditSender) {
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engine.getParticlesScriptingInterface()->setPacketSender(_particleEditSender);
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}
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// Add the Particle object
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ParticleScriptObject particleScriptable(this);
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QScriptValue particleValue = engine.newQObject(&particleScriptable);
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engine.globalObject().setProperty("Particle", particleValue);
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engine.registerGlobalObject("Particle", &particleScriptable);
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QScriptValue treeScaleValue = engine.newVariant(QVariant(TREE_SCALE));
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engine.globalObject().setProperty("TREE_SCALE", TREE_SCALE);
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QScriptValue result = engine.evaluate(_script);
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// init and evaluate the script, but return so we can emit the collision
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engine.evaluate();
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particleScriptable.emitUpdate();
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if (engine.hasUncaughtException()) {
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int line = engine.uncaughtExceptionLineNumber();
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qDebug() << "Uncaught exception at line" << line << ":" << result.toString() << "\n";
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if (_voxelEditSender) {
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_voxelEditSender->releaseQueuedMessages();
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}
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if (_particleEditSender) {
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_particleEditSender->releaseQueuedMessages();
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}
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}
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}
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void Particle::collisionWithParticle(Particle* other) {
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if (!_script.isEmpty()) {
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ScriptEngine engine(_script); // no menu or controller interface...
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if (_voxelEditSender) {
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@ -19,12 +19,12 @@
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#include "ParticleEditPacketSender.h"
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#include "ParticleTree.h"
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ParticleCollisionSystem::ParticleCollisionSystem(ParticleEditPacketSender* packetSender,
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ParticleCollisionSystem::ParticleCollisionSystem(ParticleEditPacketSender* packetSender,
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ParticleTree* particles, VoxelTree* voxels, AbstractAudioInterface* audio, AvatarData* selfAvatar) {
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init(packetSender, particles, voxels, audio, selfAvatar);
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}
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void ParticleCollisionSystem::init(ParticleEditPacketSender* packetSender,
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void ParticleCollisionSystem::init(ParticleEditPacketSender* packetSender,
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ParticleTree* particles, VoxelTree* voxels, AbstractAudioInterface* audio, AvatarData* selfAvatar) {
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_packetSender = packetSender;
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_particles = particles;
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@ -82,7 +82,7 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
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penetration /= static_cast<float>(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, penetration, ELASTICITY, DAMPING);
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delete voxelDetails; // cleanup returned details
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}
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}
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@ -96,16 +96,16 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particle) {
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glm::vec3 penetration;
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Particle* penetratedParticle;
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if (_particles->findSpherePenetration(center, radius, penetration, (void**)&penetratedParticle)) {
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// let the particles run their collision scripts if they have them
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particle->collisionWithParticle(penetratedParticle);
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penetratedParticle->collisionWithParticle(particle);
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penetration /= static_cast<float>(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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// apply a hard collision to both particles of half the penetration each
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float particleShare, penetratedParticleShare;
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if (particle->getInHand() && penetratedParticle->getInHand()) {
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particleShare = 0.5f;
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@ -140,7 +140,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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const float COLLISION_FREQUENCY = 0.5f;
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glm::vec3 penetration;
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const PalmData* collidingPalm = NULL;
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// first check the selfAvatar if set...
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if (_selfAvatar) {
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AvatarData* avatar = (AvatarData*)_selfAvatar;
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@ -158,7 +158,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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// apply a hard collision when ball collides with hand
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penetration /= static_cast<float>(TREE_SCALE);
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updateCollisionSound(particle, penetration, COLLISION_FREQUENCY);
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// determine if the palm that collided was moving, if so, then we add that palm velocity as well...
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glm::vec3 addedVelocity = NO_ADDED_VELOCITY;
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if (collidingPalm) {
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@ -185,7 +185,7 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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// TODO: dot collidingPalm and hand velocities and skip collision when they are moving apart.
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AvatarData* avatar = static_cast<AvatarData*>(node->getLinkedData());
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//printf("updateCollisionWithAvatars()...avatar=%p\n", avatar);
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// check hands...
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const HandData* handData = avatar->getHandData();
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@ -215,15 +215,15 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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}
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void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::vec3& penetration,
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void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::vec3& penetration,
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float elasticity, float damping, const glm::vec3& addedVelocity) {
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//
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// Update the particle in response to a hard collision. Position will be reset exactly
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// to outside the colliding surface. Velocity will be modified according to elasticity.
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//
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// if elasticity = 0.0, collision is inelastic (vel normal to collision is lost)
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// if elasticity = 1.0, collision is 100% elastic.
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//
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// if elasticity = 1.0, collision is 100% elastic.
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//
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glm::vec3 position = particle->getPosition();
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glm::vec3 velocity = particle->getVelocity();
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@ -249,15 +249,15 @@ void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::
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printf("ParticleCollisionSystem::applyHardCollision() particle id:%d new velocity:%f,%f,%f inHand:%s\n",
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particle->getID(), velocity.x, velocity.y, velocity.z, debug::valueOf(particle->getInHand()));
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}
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ParticleEditHandle particleEditHandle(_packetSender, _particles, particle->getID());
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particleEditHandle.updateParticle(position, particle->getRadius(), particle->getXColor(), velocity,
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particle->getGravity(), particle->getDamping(), particle->getInHand(), particle->getScript());
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}
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void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm::vec3 &penetration, float frequency) {
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// consider whether to have the collision make a sound
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const float AUDIBLE_COLLISION_THRESHOLD = 0.1f;
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const float COLLISION_LOUDNESS = 1.f;
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@ -269,16 +269,16 @@ void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm
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// how do we want to handle this??
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//
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glm::vec3 gravity = particle->getGravity() * static_cast<float>(TREE_SCALE);
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if (glm::length(gravity) > EPSILON) {
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// If gravity is on, remove the effect of gravity on velocity for this
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// frame, so that we are not constantly colliding with the surface
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// frame, so that we are not constantly colliding with the surface
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velocity -= _scale * glm::length(gravity) * GRAVITY_EARTH * deltaTime * glm::normalize(gravity);
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}
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*/
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float velocityTowardCollision = glm::dot(velocity, glm::normalize(penetration));
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float velocityTangentToCollision = glm::length(velocity) - velocityTowardCollision;
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if (velocityTowardCollision > AUDIBLE_COLLISION_THRESHOLD) {
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// Volume is proportional to collision velocity
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// Base frequency is modified upward by the angle of the collision
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