Merge pull request #696 from PhilipRosedale/master

Collision lights and sounds!
This commit is contained in:
ZappoMan 2013-07-17 09:57:44 -07:00
commit b37a5b87ed
9 changed files with 165 additions and 37 deletions

View file

@ -193,6 +193,7 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
_isTouchPressed(false),
_yawFromTouch(0.0f),
_pitchFromTouch(0.0f),
_groundPlaneImpact(0.0f),
_mousePressed(false),
_mouseVoxelScale(1.0f / 1024.0f),
_justEditedVoxel(false),
@ -2523,7 +2524,7 @@ void Application::displaySide(Camera& whichCamera) {
//draw a grid ground plane....
if (_renderGroundPlaneOn->isChecked()) {
drawGroundPlaneGrid(EDGE_SIZE_GROUND_PLANE);
renderGroundPlaneGrid(EDGE_SIZE_GROUND_PLANE, _audio.getCollisionSoundMagnitude());
}
// Draw voxels
if (_renderVoxels->isChecked()) {
@ -2599,6 +2600,9 @@ void Application::displayOverlay() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
// Display a single screen-size quad to
renderCollisionOverlay(_glWidget->width(), _glWidget->height(), _audio.getCollisionSoundMagnitude());
#ifndef _WIN32
_audio.render(_glWidget->width(), _glWidget->height());
if (_oscilloscopeOn->isChecked()) {

View file

@ -85,6 +85,7 @@ public:
const glm::vec3 getMouseVoxelWorldCoordinates(const VoxelDetail _mouseVoxel);
Avatar* getAvatar() { return &_myAvatar; }
Audio* getAudio() { return &_audio; }
Camera* getCamera() { return &_myCamera; }
ViewFrustum* getViewFrustum() { return &_viewFrustum; }
VoxelSystem* getVoxels() { return &_voxels; }
@ -101,6 +102,9 @@ public:
QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
GeometryCache* getGeometryCache() { return &_geometryCache; }
void setGroundPlaneImpact(float groundPlaneImpact) { _groundPlaneImpact = groundPlaneImpact; }
private slots:
void timer();
@ -206,7 +210,7 @@ private:
void deleteVoxelUnderCursor();
void eyedropperVoxelUnderCursor();
void resetSensors();
void setMenuShortcutsEnabled(bool enabled);
void updateCursor();
@ -344,6 +348,8 @@ private:
float _yawFromTouch;
float _pitchFromTouch;
float _groundPlaneImpact;
VoxelDetail _mouseVoxelDragging;
glm::vec3 _voxelThrust;
bool _mousePressed; // true if mouse has been pressed (clear when finished)

View file

@ -76,9 +76,12 @@ inline void Audio::performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* o
NodeList* nodeList = NodeList::getInstance();
Application* interface = Application::getInstance();
Avatar* interfaceAvatar = interface->getAvatar();
memset(outputLeft, 0, PACKET_LENGTH_BYTES_PER_CHANNEL);
memset(outputRight, 0, PACKET_LENGTH_BYTES_PER_CHANNEL);
// Add Procedural effects to input samples
addProceduralSounds(inputLeft, BUFFER_LENGTH_SAMPLES_PER_CHANNEL);
addProceduralSounds(inputLeft, outputLeft, outputRight, BUFFER_LENGTH_SAMPLES_PER_CHANNEL);
if (nodeList && inputLeft) {
@ -135,12 +138,8 @@ inline void Audio::performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* o
+ leadingBytes);
}
}
memset(outputLeft, 0, PACKET_LENGTH_BYTES_PER_CHANNEL);
memset(outputRight, 0, PACKET_LENGTH_BYTES_PER_CHANNEL);
AudioRingBuffer* ringBuffer = &_ringBuffer;
// if there is anything in the ring buffer, decide what to do:
@ -251,11 +250,11 @@ inline void Audio::performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* o
}
}
#ifndef TEST_AUDIO_LOOPBACK
outputLeft[s] = leftSample;
outputRight[s] = rightSample;
outputLeft[s] += leftSample;
outputRight[s] += rightSample;
#else
outputLeft[s] = inputLeft[s];
outputRight[s] = inputLeft[s];
outputLeft[s] += inputLeft[s];
outputRight[s] += inputLeft[s];
#endif
}
ringBuffer->setNextOutput(ringBuffer->getNextOutput() + PACKET_LENGTH_SAMPLES);
@ -333,7 +332,13 @@ Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples) :
_lastYawMeasuredMaximum(0),
_flangeIntensity(0.0f),
_flangeRate(0.0f),
_flangeWeight(0.0f)
_flangeWeight(0.0f),
_collisionSoundMagnitude(0.0f),
_collisionSoundFrequency(0.0f),
_collisionSoundNoise(0.0f),
_collisionSoundDuration(0.0f),
_proceduralEffectSample(0),
_heartbeatMagnitude(0.0f)
{
outputPortAudioError(Pa_Initialize());
@ -589,7 +594,10 @@ void Audio::lowPassFilter(int16_t* inputBuffer) {
}
// Take a pointer to the acquired microphone input samples and add procedural sounds
void Audio::addProceduralSounds(int16_t* inputBuffer, int numSamples) {
void Audio::addProceduralSounds(int16_t* inputBuffer,
int16_t* outputLeft,
int16_t* outputRight,
int numSamples) {
const float MAX_AUDIBLE_VELOCITY = 6.0;
const float MIN_AUDIBLE_VELOCITY = 0.1;
const int VOLUME_BASELINE = 400;
@ -598,14 +606,48 @@ void Audio::addProceduralSounds(int16_t* inputBuffer, int numSamples) {
float speed = glm::length(_lastVelocity);
float volume = VOLUME_BASELINE * (1.f - speed / MAX_AUDIBLE_VELOCITY);
int sample;
//
// Travelling noise
//
// Add a noise-modulated sinewave with volume that tapers off with speed increasing
if ((speed > MIN_AUDIBLE_VELOCITY) && (speed < MAX_AUDIBLE_VELOCITY)) {
for (int i = 0; i < numSamples; i++) {
inputBuffer[i] += (int16_t)((sinf((float) i / SOUND_PITCH * speed) * randFloat()) * volume * speed);
inputBuffer[i] += (int16_t)(sinf((float) (_proceduralEffectSample + i) / SOUND_PITCH ) * volume * (1.f + randFloat() * 0.25f) * speed);
}
}
const float COLLISION_SOUND_CUTOFF_LEVEL = 0.01f;
const float COLLISION_SOUND_MAX_VOLUME = 1000.f;
const float UP_MAJOR_FIFTH = powf(1.5f, 4.0f);
const float DOWN_TWO_OCTAVES = 4.f;
const float DOWN_FOUR_OCTAVES = 16.f;
float t;
if (_collisionSoundMagnitude > COLLISION_SOUND_CUTOFF_LEVEL) {
for (int i = 0; i < numSamples; i++) {
t = (float) _proceduralEffectSample + (float) i;
sample = sinf(t * _collisionSoundFrequency) +
sinf(t * _collisionSoundFrequency / DOWN_TWO_OCTAVES) +
sinf(t * _collisionSoundFrequency / DOWN_FOUR_OCTAVES * UP_MAJOR_FIFTH);
sample *= _collisionSoundMagnitude * COLLISION_SOUND_MAX_VOLUME;
inputBuffer[i] += sample;
outputLeft[i] += sample;
outputRight[i] += sample;
_collisionSoundMagnitude *= _collisionSoundDuration;
}
}
_proceduralEffectSample += numSamples;
}
//
// Starts a collision sound. magnitude is 0-1, with 1 the loudest possible sound.
//
void Audio::startCollisionSound(float magnitude, float frequency, float noise, float duration) {
_collisionSoundMagnitude = magnitude;
_collisionSoundFrequency = frequency;
_collisionSoundNoise = noise;
_collisionSoundDuration = duration;
}
// -----------------------------------------------------------
// Accoustic ping (audio system round trip time determination)
// -----------------------------------------------------------

View file

@ -42,7 +42,11 @@ public:
int getJitterBufferSamples() { return _jitterBufferSamples; };
void lowPassFilter(int16_t* inputBuffer);
void startCollisionSound(float magnitude, float frequency, float noise, float duration);
float getCollisionSoundMagnitude() { return _collisionSoundMagnitude; };
void ping();
// Call periodically to eventually perform round trip time analysis,
@ -80,7 +84,13 @@ private:
float _flangeIntensity;
float _flangeRate;
float _flangeWeight;
float _collisionSoundMagnitude;
float _collisionSoundFrequency;
float _collisionSoundNoise;
float _collisionSoundDuration;
int _proceduralEffectSample;
float _heartbeatMagnitude;
// Audio callback in class context.
inline void performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* outputRight);
@ -92,7 +102,7 @@ private:
inline void analyzePing();
// Add sounds that we want the user to not hear themselves, by adding on top of mic input signal
void addProceduralSounds(int16_t* inputBuffer, int numSamples);
void addProceduralSounds(int16_t* inputBuffer, int16_t* outputLeft, int16_t* outputRight, int numSamples);
// Audio callback called by portaudio. Calls 'performIO'.

View file

@ -546,8 +546,8 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
_position += _scale * _gravity * (GRAVITY_EARTH * deltaTime) * deltaTime;
}
updateCollisionWithEnvironment();
updateCollisionWithVoxels();
updateCollisionWithEnvironment(deltaTime);
updateCollisionWithVoxels(deltaTime);
updateAvatarCollisions(deltaTime);
}
@ -874,29 +874,41 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
}
}
void Avatar::updateCollisionWithEnvironment() {
void Avatar::updateCollisionWithEnvironment(float deltaTime) {
glm::vec3 up = getBodyUpDirection();
float radius = _height * 0.125f;
const float ENVIRONMENT_SURFACE_ELASTICITY = 1.0f;
const float ENVIRONMENT_SURFACE_DAMPING = 0.01;
const float ENVIRONMENT_COLLISION_FREQUENCY = 0.05f;
const float VISIBLE_GROUND_COLLISION_VELOCITY = 0.2f;
glm::vec3 penetration;
if (Application::getInstance()->getEnvironment()->findCapsulePenetration(
_position - up * (_pelvisFloatingHeight - radius),
_position + up * (_height - _pelvisFloatingHeight - radius), radius, penetration)) {
float velocityTowardCollision = glm::dot(_velocity, glm::normalize(penetration));
if (velocityTowardCollision > VISIBLE_GROUND_COLLISION_VELOCITY) {
Application::getInstance()->setGroundPlaneImpact(1.0f);
}
updateCollisionSound(penetration, deltaTime, ENVIRONMENT_COLLISION_FREQUENCY);
applyHardCollision(penetration, ENVIRONMENT_SURFACE_ELASTICITY, ENVIRONMENT_SURFACE_DAMPING);
}
}
void Avatar::updateCollisionWithVoxels() {
void Avatar::updateCollisionWithVoxels(float deltaTime) {
float radius = _height * 0.125f;
const float VOXEL_ELASTICITY = 1.4f;
const float VOXEL_DAMPING = 0.0;
const float VOXEL_COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration;
if (Application::getInstance()->getVoxels()->findCapsulePenetration(
_position - glm::vec3(0.0f, _pelvisFloatingHeight - radius, 0.0f),
_position + glm::vec3(0.0f, _height - _pelvisFloatingHeight - radius, 0.0f), radius, penetration)) {
updateCollisionSound(penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
applyHardCollision(penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
}
}
@ -925,6 +937,36 @@ void Avatar::applyHardCollision(const glm::vec3& penetration, float elasticity,
}
}
void Avatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTime, float frequency) {
// consider whether to have the collision make a sound
const float AUDIBLE_COLLISION_THRESHOLD = 0.02f;
const float COLLISION_LOUDNESS = 1.f;
const float DURATION_SCALING = 0.004f;
const float NOISE_SCALING = 0.1f;
glm::vec3 velocity = _velocity;
glm::vec3 gravity = getGravity();
if (glm::length(gravity) > EPSILON) {
// If gravity is on, remove the effect of gravity on velocity for this
// frame, so that we are not constantly colliding with the surface
velocity -= _scale * glm::length(gravity) * GRAVITY_EARTH * deltaTime * glm::normalize(gravity);
}
float velocityTowardCollision = glm::dot(velocity, glm::normalize(penetration));
float velocityTangentToCollision = glm::length(velocity) - velocityTowardCollision;
if (velocityTowardCollision > AUDIBLE_COLLISION_THRESHOLD) {
// Volume is proportional to collision velocity
// Base frequency is modified upward by the angle of the collision
// Noise is a function of the angle of collision
// Duration of the sound is a function of both base frequency and velocity of impact
Application::getInstance()->getAudio()->startCollisionSound(
fmin(COLLISION_LOUDNESS * velocityTowardCollision, 1.f),
frequency * (1.f + velocityTangentToCollision / velocityTowardCollision),
fmin(velocityTangentToCollision / velocityTowardCollision * NOISE_SCALING, 1.f),
1.f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision);
}
}
void Avatar::updateAvatarCollisions(float deltaTime) {
// Reset detector for nearest avatar

View file

@ -162,6 +162,8 @@ public:
glm::quat getOrientation () const;
glm::quat getWorldAlignedOrientation() const;
glm::vec3 getGravity () const { return _gravity; }
glm::vec3 getUprightHeadPosition() const;
AvatarVoxelSystem* getVoxels() { return &_voxels; }
@ -262,9 +264,10 @@ private:
void updateAvatarCollisions(float deltaTime);
void updateArmIKAndConstraints( float deltaTime );
void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
void updateCollisionWithEnvironment();
void updateCollisionWithVoxels();
void updateCollisionWithEnvironment(float deltaTime);
void updateCollisionWithVoxels(float deltaTime);
void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping);
void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
void checkForMouseRayTouching();
};

View file

@ -227,7 +227,8 @@ void Head::simulate(float deltaTime, bool isMine) {
const float CAMERA_FOLLOW_HEAD_RATE_MAX = 0.5f;
const float CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE = 1.05f;
const float CAMERA_STOP_TOLERANCE_DEGREES = 0.1f;
const float CAMERA_START_TOLERANCE_DEGREES = 2.0f;
const float CAMERA_PITCH_START_TOLERANCE_DEGREES = 10.0f;
const float CAMERA_YAW_START_TOLERANCE_DEGREES = 3.0f;
float cameraHeadAngleDifference = glm::length(glm::vec2(_pitch - _cameraPitch, _yaw - _cameraYaw));
if (_isCameraMoving) {
_cameraFollowHeadRate = glm::clamp(_cameraFollowHeadRate * CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE,
@ -240,7 +241,8 @@ void Head::simulate(float deltaTime, bool isMine) {
_isCameraMoving = false;
}
} else {
if (cameraHeadAngleDifference > CAMERA_START_TOLERANCE_DEGREES) {
if ((fabs(_pitch - _cameraPitch) > CAMERA_PITCH_START_TOLERANCE_DEGREES) ||
(fabs(_yaw - _cameraYaw) > CAMERA_YAW_START_TOLERANCE_DEGREES)) {
_isCameraMoving = true;
_cameraFollowHeadRate = CAMERA_FOLLOW_HEAD_RATE_START;
}

View file

@ -325,22 +325,38 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
glPopMatrix();
}
void renderCollisionOverlay(int width, int height, float magnitude) {
const float MIN_VISIBLE_COLLISION = 0.01f;
if (magnitude > MIN_VISIBLE_COLLISION) {
glColor4f(0, 0, 0, magnitude);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2d(width, 0);
glVertex2d(width, height);
glVertex2d(0, height);
glEnd();
}
}
void drawGroundPlaneGrid(float size) {
glColor3f(0.4f, 0.5f, 0.3f);
void renderGroundPlaneGrid(float size, float impact) {
glLineWidth(2.0);
glm::vec4 impactColor(1, 0, 0, 1);
glm::vec3 lineColor(0.4, 0.5, 0.3);
glm::vec4 surfaceColor(0.5, 0.5, 0.5, 0.4);
glColor3fv(&lineColor.x);
for (float x = 0; x <= size; x++) {
glBegin(GL_LINES);
glVertex3f(x, 0.0f, 0);
glVertex3f(x, 0.0f, size);
glVertex3f(0, 0.0f, x);
glVertex3f(size, 0.0f, x);
glVertex3f(x, 0, 0);
glVertex3f(x, 0, size);
glVertex3f(0, 0, x);
glVertex3f(size, 0, x);
glEnd();
}
// Draw a translucent quad just underneath the grid.
glColor4f(0.5, 0.5, 0.5, 0.4);
// Draw the floor, colored for recent impact
glm::vec4 floorColor = impact * impactColor + (1.f - impact) * surfaceColor;
glColor4fv(&floorColor.x);
glBegin(GL_QUADS);
glVertex3f(0, 0, 0);
glVertex3f(size, 0, 0);

View file

@ -57,7 +57,10 @@ glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
double diffclock(timeval *clock1,timeval *clock2);
void drawGroundPlaneGrid(float size);
void renderGroundPlaneGrid(float size, float impact);
void renderCollisionOverlay(int width, int height, float magnitude);
void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, float darkness);