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https://github.com/overte-org/overte.git
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Merge pull request #3582 from PhilipRosedale/master
'Ribbons' that are driven by audio loudness and tuned/draped for mask avatars
This commit is contained in:
commit
8372975bad
9 changed files with 46 additions and 224 deletions
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@ -26,7 +26,6 @@
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#include "AudioSourceTone.h"
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#include "AudioSourceNoise.h"
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#include "AudioGain.h"
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#include "AudioPan.h"
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#include "AudioFilter.h"
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#include "AudioFilterBank.h"
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@ -35,7 +35,6 @@ BuckyBalls::BuckyBalls() {
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colors[1] = glm::vec3(0.64f, 0.16f, 0.16f);
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colors[2] = glm::vec3(0.31f, 0.58f, 0.80f);
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qDebug("Creating buckyballs...");
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for (int i = 0; i < NUM_BBALLS; i++) {
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_bballPosition[i] = CORNER_BBALLS + randVector() * RANGE_BBALLS;
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int element = (rand() % NUM_ELEMENTS);
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@ -17,13 +17,13 @@
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const float HAIR_DAMPING = 0.99f;
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const float CONSTRAINT_RELAXATION = 10.0f;
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const float HAIR_ACCELERATION_COUPLING = 0.025f;
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const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.01f;
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const float HAIR_ANGULAR_ACCELERATION_COUPLING = 0.001f;
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const float HAIR_ACCELERATION_COUPLING = 0.045f;
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const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.020f;
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const float HAIR_ANGULAR_ACCELERATION_COUPLING = 0.003f;
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const float HAIR_MAX_LINEAR_ACCELERATION = 4.0f;
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const float HAIR_STIFFNESS = 0.005f;
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const glm::vec3 HAIR_COLOR1(0.98f, 0.92f, 0.843f);
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const glm::vec3 HAIR_COLOR2(0.545f, 0.533f, 0.47f);
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const float HAIR_STIFFNESS = 0.00f;
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const glm::vec3 HAIR_COLOR1(0.98f, 0.76f, 0.075f);
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const glm::vec3 HAIR_COLOR2(0.912f, 0.184f, 0.101f);
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Hair::Hair(int strands,
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int links,
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@ -38,7 +38,8 @@ Hair::Hair(int strands,
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_acceleration(0.0f),
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_angularVelocity(0.0f),
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_angularAcceleration(0.0f),
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_gravity(0.0f)
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_gravity(0.0f),
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_loudness()
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{
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_hairPosition = new glm::vec3[_strands * _links];
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_hairOriginalPosition = new glm::vec3[_strands * _links];
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@ -48,12 +49,15 @@ Hair::Hair(int strands,
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_hairColors = new glm::vec3[_strands * _links];
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_hairIsMoveable = new int[_strands * _links];
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_hairConstraints = new int[_strands * _links * HAIR_CONSTRAINTS]; // Hair can link to two others
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const float FACE_WIDTH = PI / 4.0f;
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glm::vec3 thisVertex;
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for (int strand = 0; strand < _strands; strand++) {
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float strandAngle = randFloat() * PI;
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float azimuth = FACE_WIDTH / 2.0f + (randFloat() * (2.0 * PI - FACE_WIDTH));
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float elevation = PI_OVER_TWO - (randFloat() * 0.75 * PI);
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float azimuth;
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float elevation = PI_OVER_TWO - (randFloat() * 0.10f * PI);
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azimuth = PI_OVER_TWO;
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if (randFloat() < 0.5f) {
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azimuth *= -1.0f;
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}
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glm::vec3 thisStrand(sinf(azimuth) * cosf(elevation), sinf(elevation), -cosf(azimuth) * cosf(elevation));
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thisStrand *= _radius;
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@ -77,7 +81,7 @@ Hair::Hair(int strands,
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_hairOriginalPosition[vertexIndex] = _hairLastPosition[vertexIndex] = _hairPosition[vertexIndex] = thisVertex;
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_hairQuadDelta[vertexIndex] = glm::vec3(cos(strandAngle) * _hairThickness, 0.f, sin(strandAngle) * _hairThickness);
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_hairQuadDelta[vertexIndex] *= 1.f - ((float)link / _links);
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_hairQuadDelta[vertexIndex] *= ((float)link / _links);
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_hairNormals[vertexIndex] = glm::normalize(randVector());
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if (randFloat() < elevation / PI_OVER_TWO) {
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_hairColors[vertexIndex] = HAIR_COLOR1 * ((float)(link + 1) / (float)_links);
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@ -114,9 +118,15 @@ void Hair::simulate(float deltaTime) {
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_hairPosition[vertexIndex] += glm::normalize(_hairPosition[vertexIndex]) *
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(_radius - glm::length(_hairPosition[vertexIndex]));
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}
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// Add random thing driven by loudness
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const float LOUD_BASE = 0.0005f;
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float loudnessFactor = (_loudness > 0.0f) ? logf(_loudness) / 2000.0f : 0.0f;
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_hairPosition[vertexIndex] += randVector() * (LOUD_BASE + loudnessFactor) * ((float)link / (float)_links);
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// Add gravity
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_hairPosition[vertexIndex] += _gravity * deltaTime;
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const float SCALE_GRAVITY = 0.10f;
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_hairPosition[vertexIndex] += _gravity * deltaTime * SCALE_GRAVITY;
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// Add linear acceleration
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_hairPosition[vertexIndex] -= acceleration * HAIR_ACCELERATION_COUPLING * deltaTime;
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@ -179,11 +189,23 @@ void Hair::render() {
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//
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// Before calling this function, translate/rotate to the origin of the owning object
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//
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float loudnessFactor = (_loudness > 0.0f) ? logf(_loudness) / 16.0f : 0.0f;
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const int SPARKLE_EVERY = 5;
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const float HAIR_SETBACK = 0.125f;
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int sparkleIndex = (int) (randFloat() * SPARKLE_EVERY);
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glPushMatrix();
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glTranslatef(0.f, 0.f, HAIR_SETBACK);
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glBegin(GL_QUADS);
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for (int strand = 0; strand < _strands; strand++) {
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for (int link = 0; link < _links - 1; link++) {
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int vertexIndex = strand * _links + link;
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glColor3fv(&_hairColors[vertexIndex].x);
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glm::vec3 thisColor = _hairColors[vertexIndex];
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if (sparkleIndex % SPARKLE_EVERY == 0) {
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thisColor.x += (1.f - thisColor.x) * loudnessFactor;
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thisColor.y += (1.f - thisColor.y) * loudnessFactor;
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thisColor.z += (1.f - thisColor.z) * loudnessFactor;
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}
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glColor3fv(&thisColor.x);
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glNormal3fv(&_hairNormals[vertexIndex].x);
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glVertex3f(_hairPosition[vertexIndex].x - _hairQuadDelta[vertexIndex].x,
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_hairPosition[vertexIndex].y - _hairQuadDelta[vertexIndex].y,
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@ -198,9 +220,11 @@ void Hair::render() {
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glVertex3f(_hairPosition[vertexIndex + 1].x - _hairQuadDelta[vertexIndex].x,
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_hairPosition[vertexIndex + 1].y - _hairQuadDelta[vertexIndex].y,
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_hairPosition[vertexIndex + 1].z - _hairQuadDelta[vertexIndex].z);
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sparkleIndex++;
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}
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}
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glEnd();
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glPopMatrix();
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}
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@ -23,11 +23,11 @@
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const int HAIR_CONSTRAINTS = 2;
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const int DEFAULT_HAIR_STRANDS = 50;
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const int DEFAULT_HAIR_STRANDS = 20;
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const int DEFAULT_HAIR_LINKS = 10;
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const float DEFAULT_HAIR_RADIUS = 0.15f;
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const float DEFAULT_HAIR_LINK_LENGTH = 0.03f;
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const float DEFAULT_HAIR_THICKNESS = 0.015f;
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const float DEFAULT_HAIR_LINK_LENGTH = 0.04f;
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const float DEFAULT_HAIR_THICKNESS = 0.025f;
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class Hair {
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public:
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@ -42,6 +42,7 @@ public:
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void setAngularVelocity(const glm::vec3& angularVelocity) { _angularVelocity = angularVelocity; }
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void setAngularAcceleration(const glm::vec3& angularAcceleration) { _angularAcceleration = angularAcceleration; }
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void setGravity(const glm::vec3& gravity) { _gravity = gravity; }
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void setLoudness(const float loudness) { _loudness = loudness; }
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private:
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int _strands;
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@ -61,7 +62,7 @@ private:
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glm::vec3 _angularVelocity;
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glm::vec3 _angularAcceleration;
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glm::vec3 _gravity;
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float _loudness;
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};
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@ -37,92 +37,7 @@ using namespace std;
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#define WORKAROUND_BROKEN_GLUT_STROKES
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// see http://www.opengl.org/resources/libraries/glut/spec3/node78.html
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void eulerToOrthonormals(glm::vec3 * angles, glm::vec3 * front, glm::vec3 * right, glm::vec3 * up) {
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//
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// Converts from three euler angles to the associated orthonormal vectors
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//
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// Angles contains (pitch, yaw, roll) in radians
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//
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// First, create the quaternion associated with these euler angles
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glm::quat q(glm::vec3(angles->x, -(angles->y), angles->z));
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// Next, create a rotation matrix from that quaternion
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glm::mat4 rotation;
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rotation = glm::mat4_cast(q);
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// Transform the original vectors by the rotation matrix to get the new vectors
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glm::vec4 qup(0,1,0,0);
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glm::vec4 qright(-1,0,0,0);
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glm::vec4 qfront(0,0,1,0);
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glm::vec4 upNew = qup*rotation;
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glm::vec4 rightNew = qright*rotation;
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glm::vec4 frontNew = qfront*rotation;
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// Copy the answers to output vectors
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up->x = upNew.x; up->y = upNew.y; up->z = upNew.z;
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right->x = rightNew.x; right->y = rightNew.y; right->z = rightNew.z;
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front->x = frontNew.x; front->y = frontNew.y; front->z = frontNew.z;
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}
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void printVector(glm::vec3 vec) {
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qDebug("%4.2f, %4.2f, %4.2f", vec.x, vec.y, vec.z);
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}
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// Return the azimuth angle (in radians) between two points.
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float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos) {
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return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z);
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}
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// Return the angle (in radians) between the head and an object in the scene.
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// The value is zero if you are looking right at it.
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// The angle is negative if the object is to your right.
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float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw) {
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return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) + render_yaw + head_yaw;
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}
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// Draw a 3D vector floating in space
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void drawVector(glm::vec3 * vector) {
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glDisable(GL_LIGHTING);
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glEnable(GL_POINT_SMOOTH);
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glPointSize(3.0);
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glLineWidth(2.0);
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// Draw axes
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glBegin(GL_LINES);
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glColor3f(1,0,0);
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glVertex3f(0,0,0);
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glVertex3f(1,0,0);
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glColor3f(0,1,0);
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glVertex3f(0,0,0);
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glVertex3f(0, 1, 0);
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glColor3f(0,0,1);
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glVertex3f(0,0,0);
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glVertex3f(0, 0, 1);
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glEnd();
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// Draw the vector itself
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glBegin(GL_LINES);
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glColor3f(1,1,1);
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glVertex3f(0,0,0);
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glVertex3f(vector->x, vector->y, vector->z);
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glEnd();
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// Draw spheres for magnitude
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glPushMatrix();
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glColor3f(1,0,0);
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glTranslatef(vector->x, 0, 0);
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Application::getInstance()->getGeometryCache()->renderSphere(0.02f, 10, 10);
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glColor3f(0,1,0);
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glTranslatef(-vector->x, vector->y, 0);
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Application::getInstance()->getGeometryCache()->renderSphere(0.02f, 10, 10);
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glColor3f(0,0,1);
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glTranslatef(0, -vector->y, vector->z);
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Application::getInstance()->getGeometryCache()->renderSphere(0.02f, 10, 10);
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glPopMatrix();
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}
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void renderWorldBox() {
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// Show edge of world
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@ -201,10 +116,6 @@ int widthText(float scale, int mono, char const* string) {
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return textRenderer(mono)->computeWidth(string) * (scale / 0.10);
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}
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float widthChar(float scale, int mono, char ch) {
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return textRenderer(mono)->computeWidth(ch) * (scale / 0.10);
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}
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void drawText(int x, int y, float scale, float radians, int mono,
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char const* string, const float* color) {
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//
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@ -219,29 +130,6 @@ void drawText(int x, int y, float scale, float radians, int mono,
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glPopMatrix();
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}
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void drawvec3(int x, int y, float scale, float radians, float thick, int mono, glm::vec3 vec, float r, float g, float b) {
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//
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// Draws vec3 on screen as stroked so it can be resized
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//
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char vectext[20];
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sprintf(vectext,"%3.1f,%3.1f,%3.1f", vec.x, vec.y, vec.z);
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int len, i;
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glPushMatrix();
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glTranslatef(static_cast<float>(x), static_cast<float>(y), 0);
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glColor3f(r,g,b);
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glRotated(180.0 + double(radians * DEGREES_PER_RADIAN), 0.0, 0.0, 1.0);
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glRotated(180.0, 0.0, 1.0, 0.0);
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glLineWidth(thick);
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glScalef(scale, scale, 1.f);
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len = (int) strlen(vectext);
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for (i = 0; i < len; i++) {
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if (!mono) glutStrokeCharacter(GLUT_STROKE_ROMAN, int(vectext[i]));
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else glutStrokeCharacter(GLUT_STROKE_MONO_ROMAN, int(vectext[i]));
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}
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glPopMatrix();
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}
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void renderCollisionOverlay(int width, int height, float magnitude, float red, float blue, float green) {
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const float MIN_VISIBLE_COLLISION = 0.01f;
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if (magnitude > MIN_VISIBLE_COLLISION) {
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@ -255,27 +143,6 @@ void renderCollisionOverlay(int width, int height, float magnitude, float red, f
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}
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}
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void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition) {
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glm::vec3 vectorToPosition(glm::normalize(position - cameraPosition));
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glm::vec3 right = glm::cross(vectorToPosition, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::vec3 up = glm::cross(right, vectorToPosition);
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glBegin(GL_LINE_STRIP);
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for (int i=0; i<numSides+1; i++) {
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float r = ((float)i / (float)numSides) * TWO_PI;
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float s = radius * sinf(r);
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float c = radius * cosf(r);
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glVertex3f
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(
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position.x + right.x * s + up.x * c,
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position.y + right.y * s + up.y * c,
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position.z + right.z * s + up.z * c
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);
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}
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glEnd();
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}
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void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides) {
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|
@ -321,54 +188,6 @@ void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistan
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glEnd();
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}
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void renderRoundedCornersRect(int x, int y, int width, int height, int radius, int numPointsCorner) {
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#define MAX_POINTS_CORNER 50
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// At least "2" is needed
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if (numPointsCorner <= 1) {
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return;
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}
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if (numPointsCorner > MAX_POINTS_CORNER) {
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numPointsCorner = MAX_POINTS_CORNER;
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}
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// Precompute sin and cos for [0, PI/2) for the number of points (numPointCorner)
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double radiusTimesSin[MAX_POINTS_CORNER];
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double radiusTimesCos[MAX_POINTS_CORNER];
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int i = 0;
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for (int i = 0; i < numPointsCorner; i++) {
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double t = (double)i * (double)PI_OVER_TWO / (double)(numPointsCorner - 1);
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radiusTimesSin[i] = radius * sin(t);
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radiusTimesCos[i] = radius * cos(t);
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}
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glm::dvec2 cornerCenter;
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glBegin(GL_POINTS);
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// Top left corner
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cornerCenter = glm::vec2(x + radius, y + height - radius);
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for (i = 0; i < numPointsCorner; i++) {
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glVertex2d(cornerCenter.x - radiusTimesCos[i], cornerCenter.y + radiusTimesSin[i]);
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}
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// Top rigth corner
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cornerCenter = glm::vec2(x + width - radius, y + height - radius);
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for (i = 0; i < numPointsCorner; i++) {
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glVertex2d(cornerCenter.x + radiusTimesSin[i], cornerCenter.y + radiusTimesCos[i]);
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}
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// Bottom right
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cornerCenter = glm::vec2(x + width - radius, y + radius);
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for (i = 0; i < numPointsCorner; i++) {
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glVertex2d(cornerCenter.x + radiusTimesCos[i], cornerCenter.y - radiusTimesSin[i]);
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}
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// Bottom left
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cornerCenter = glm::vec2(x + radius, y + radius);
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for (i = 0; i < numPointsCorner; i++) {
|
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glVertex2d(cornerCenter.x - radiusTimesSin[i], cornerCenter.y - radiusTimesCos[i]);
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}
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glEnd();
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}
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||||
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void renderOrientationDirections(glm::vec3 position, const glm::quat& orientation, float size) {
|
||||
|
@ -395,12 +214,6 @@ void renderOrientationDirections(glm::vec3 position, const glm::quat& orientatio
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glEnd();
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}
|
||||
|
||||
bool closeEnoughForGovernmentWork(float a, float b) {
|
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float distance = std::abs(a-b);
|
||||
//qDebug("closeEnoughForGovernmentWork() a=%1.10f b=%1.10f distance=%1.10f\n",a,b,distance);
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return (distance < 0.00001f);
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||||
}
|
||||
|
||||
// Do some basic timing tests and report the results
|
||||
void runTimingTests() {
|
||||
// How long does it take to make a call to get the time?
|
||||
|
|
|
@ -16,35 +16,20 @@
|
|||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <QSettings>
|
||||
|
||||
void eulerToOrthonormals(glm::vec3 * angles, glm::vec3 * fwd, glm::vec3 * left, glm::vec3 * up);
|
||||
|
||||
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);
|
||||
float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw);
|
||||
|
||||
float randFloat();
|
||||
const glm::vec3 randVector();
|
||||
|
||||
void renderWorldBox();
|
||||
int widthText(float scale, int mono, char const* string);
|
||||
float widthChar(float scale, int mono, char ch);
|
||||
|
||||
void drawText(int x, int y, float scale, float radians, int mono,
|
||||
char const* string, const float* color);
|
||||
|
||||
void drawvec3(int x, int y, float scale, float radians, float thick, int mono, glm::vec3 vec,
|
||||
float r=1.0, float g=1.0, float b=1.0);
|
||||
|
||||
void drawVector(glm::vec3* vector);
|
||||
|
||||
void printVector(glm::vec3 vec);
|
||||
|
||||
void renderCollisionOverlay(int width, int height, float magnitude, float red = 0, float blue = 0, float green = 0);
|
||||
|
||||
void renderOrientationDirections( glm::vec3 position, const glm::quat& orientation, float size );
|
||||
|
||||
void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition);
|
||||
void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides );
|
||||
void renderRoundedCornersRect(int x, int y, int width, int height, int radius, int numPointsCorner);
|
||||
|
||||
void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance);
|
||||
|
||||
void runTimingTests();
|
||||
|
|
|
@ -192,6 +192,7 @@ void Avatar::simulate(float deltaTime) {
|
|||
_hair.setAngularVelocity((getAngularVelocity() + getHead()->getAngularVelocity()) * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setAngularAcceleration(getAngularAcceleration() * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()) * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setLoudness((float) getHeadData()->getAudioLoudness());
|
||||
_hair.simulate(deltaTime);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -218,6 +218,7 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
_hair.setAngularVelocity((getAngularVelocity() + getHead()->getAngularVelocity()) * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setAngularAcceleration(getAngularAcceleration() * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()) * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setLoudness((float)getHeadData()->getAudioLoudness());
|
||||
_hair.simulate(deltaTime);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,6 +13,5 @@
|
|||
#define hifi_world_h
|
||||
|
||||
const float GRAVITY_EARTH = 9.80665f;
|
||||
const float EDGE_SIZE_GROUND_PLANE = 20.f;
|
||||
|
||||
#endif // hifi_world_h
|
||||
|
|
Loading…
Reference in a new issue