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Merge pull request #1598 from AndrewMeadows/paddle-fixes-2
Paddle fixes 2
This commit is contained in:
commit
b48ec97f5b
7 changed files with 132 additions and 104 deletions
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@ -32,7 +32,7 @@ void ParticleTreeRenderer::renderElement(OctreeElement* element, RenderArgs* arg
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// we need to iterate the actual particles of the element
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ParticleTreeElement* particleTreeElement = (ParticleTreeElement*)element;
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const std::vector<Particle>& particles = particleTreeElement->getParticles();
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const QList<Particle>& particles = particleTreeElement->getParticles();
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uint16_t numberOfParticles = particles.size();
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@ -474,21 +474,21 @@ void Particle::adjustEditPacketForClockSkew(unsigned char* codeColorBuffer, ssiz
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}
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}
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// MIN_VALID_SPEED is obtained by computing speed gained at one gravity during the shortest expected frame period
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const float MIN_EXPECTED_FRAME_PERIOD = 0.005f; // 1/200th of a second
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const float MIN_VALID_SPEED = 9.8 * MIN_EXPECTED_FRAME_PERIOD / (float)(TREE_SCALE);
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void Particle::update() {
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uint64_t now = usecTimestampNow();
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float elapsed = static_cast<float>(now - _lastUpdated);
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void Particle::update(const uint64_t& now) {
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float timeElapsed = (float)(now - _lastUpdated) / (float)(USECS_PER_SECOND);
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_lastUpdated = now;
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float timeElapsed = elapsed / static_cast<float>(USECS_PER_SECOND);
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// calculate our default shouldDie state... then allow script to change it if it wants...
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float velocityScalar = glm::length(getVelocity());
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const float STILL_MOVING = 0.05f / static_cast<float>(TREE_SCALE);
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bool isStillMoving = (velocityScalar > STILL_MOVING);
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const float REALLY_OLD = 30.0f; // 30 seconds
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bool isReallyOld = (getLifetime() > REALLY_OLD);
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float speed = glm::length(_velocity);
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bool isStopped = (speed < MIN_VALID_SPEED);
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const uint64_t REALLY_OLD = 30 * USECS_PER_SECOND; // 30 seconds
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bool isReallyOld = ((now - _created) > REALLY_OLD);
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bool isInHand = getInHand();
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bool shouldDie = getShouldDie() || (!isInHand && !isStillMoving && isReallyOld);
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bool shouldDie = getShouldDie() || (!isInHand && isStopped && isReallyOld);
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setShouldDie(shouldDie);
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runUpdateScript(); // allow the javascript to alter our state
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@ -117,7 +117,7 @@ public:
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static void adjustEditPacketForClockSkew(unsigned char* codeColorBuffer, ssize_t length, int clockSkew);
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void update();
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void update(const uint64_t& now);
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void collisionWithParticle(Particle* other);
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void collisionWithVoxel(VoxelDetail* voxel);
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@ -11,7 +11,6 @@
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#include <AbstractAudioInterface.h>
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#include <VoxelTree.h>
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#include <AvatarData.h>
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#include <CollisionInfo.h>
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#include <HeadData.h>
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#include <HandData.h>
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@ -43,7 +42,7 @@ bool ParticleCollisionSystem::updateOperation(OctreeElement* element, void* extr
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ParticleTreeElement* particleTreeElement = static_cast<ParticleTreeElement*>(element);
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// iterate the particles...
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std::vector<Particle>& particles = particleTreeElement->getParticles();
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QList<Particle>& particles = particleTreeElement->getParticles();
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uint16_t numberOfParticles = particles.size();
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for (uint16_t i = 0; i < numberOfParticles; i++) {
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Particle* particle = &particles[i];
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@ -72,18 +71,18 @@ void ParticleCollisionSystem::updateCollisionWithVoxels(Particle* particle) {
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glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
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float radius = particle->getRadius() * (float)(TREE_SCALE);
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const float ELASTICITY = 0.4f;
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const float DAMPING = 0.0f;
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const float DAMPING = 0.05f;
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const float COLLISION_FREQUENCY = 0.5f;
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glm::vec3 penetration;
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CollisionInfo collisionInfo;
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VoxelDetail* voxelDetails = NULL;
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if (_voxels->findSpherePenetration(center, radius, penetration, (void**)&voxelDetails)) {
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if (_voxels->findSpherePenetration(center, radius, collisionInfo._penetration, (void**)&voxelDetails)) {
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// let the particles run their collision scripts if they have them
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particle->collisionWithVoxel(voxelDetails);
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penetration /= (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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collisionInfo._penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, collisionInfo._penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, ELASTICITY, DAMPING, collisionInfo);
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delete voxelDetails; // cleanup returned details
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}
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@ -136,6 +135,10 @@ void ParticleCollisionSystem::updateCollisionWithParticles(Particle* particleA)
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}
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}
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// MIN_VALID_SPEED is obtained by computing speed gained at one gravity after the shortest expected frame
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const float MIN_EXPECTED_FRAME_PERIOD = 0.0167f; // 1/60th of a second
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const float HALTING_SPEED = 9.8 * MIN_EXPECTED_FRAME_PERIOD / (float)(TREE_SCALE);
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void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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// particles that are in hand, don't collide with avatars
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@ -146,18 +149,18 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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glm::vec3 center = particle->getPosition() * (float)(TREE_SCALE);
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float radius = particle->getRadius() * (float)(TREE_SCALE);
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const float ELASTICITY = 0.9f;
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const float DAMPING = 0.0f;
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const float DAMPING = 0.1f;
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const float COLLISION_FREQUENCY = 0.5f;
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glm::vec3 penetration;
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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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CollisionInfo collision;
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if (avatar->findSphereCollision(center, radius, collision)) {
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collision._addedVelocity /= (float)(TREE_SCALE);
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glm::vec3 relativeVelocity = collision._addedVelocity - particle->getVelocity();
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if (glm::dot(relativeVelocity, collision._penetration) < 0.f) {
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CollisionInfo collisionInfo;
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if (avatar->findSphereCollision(center, radius, collisionInfo)) {
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collisionInfo._addedVelocity /= (float)(TREE_SCALE);
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glm::vec3 relativeVelocity = collisionInfo._addedVelocity - particle->getVelocity();
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if (glm::dot(relativeVelocity, collisionInfo._penetration) < 0.f) {
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// only collide when particle and collision point are moving toward each other
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// (doing this prevents some "collision snagging" when particle penetrates the object)
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@ -165,17 +168,20 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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// NOTE: the physics are wrong (particles cannot roll) but it IS possible to catch a slow moving particle.
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// TODO: make this less hacky when we have more per-collision details
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float elasticity = ELASTICITY;
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float SLOW_PADDLE_SPEED = 5.0e-5f;
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float attenuationFactor = glm::length(collision._addedVelocity) / SLOW_PADDLE_SPEED;
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float attenuationFactor = glm::length(collisionInfo._addedVelocity) / HALTING_SPEED;
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float damping = DAMPING;
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if (attenuationFactor < 1.f) {
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collision._addedVelocity *= attenuationFactor;
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collisionInfo._addedVelocity *= attenuationFactor;
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elasticity *= attenuationFactor;
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// NOTE: the math below keeps the damping piecewise continuous,
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// while ramping it up to 1.0 when attenuationFactor = 0
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damping = DAMPING + (1.f - attenuationFactor) * (1.f - DAMPING);
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}
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// HACK END
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collision._penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, collision._penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, collision._penetration, elasticity, DAMPING, collision._addedVelocity);
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collisionInfo._penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, collisionInfo._penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, elasticity, damping, collisionInfo);
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}
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}
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}
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@ -185,36 +191,37 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
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//qDebug() << "updateCollisionWithAvatars()... node:" << *node << "\n";
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if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
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AvatarData* avatar = static_cast<AvatarData*>(node->getLinkedData());
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CollisionInfo collision;
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if (avatar->findSphereCollision(center, radius, collision)) {
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collision._addedVelocity /= (float)(TREE_SCALE);
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glm::vec3 relativeVelocity = collision._addedVelocity - particle->getVelocity();
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if (glm::dot(relativeVelocity, collision._penetration) < 0.f) {
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CollisionInfo collisionInfo;
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if (avatar->findSphereCollision(center, radius, collisionInfo)) {
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collisionInfo._addedVelocity /= (float)(TREE_SCALE);
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glm::vec3 relativeVelocity = collisionInfo._addedVelocity - particle->getVelocity();
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if (glm::dot(relativeVelocity, collisionInfo._penetration) < 0.f) {
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// HACK BEGIN: to allow paddle hands to "hold" particles we attenuate soft collisions against the avatar.
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// NOTE: the physics are wrong (particles cannot roll) but it IS possible to catch a slow moving particle.
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// TODO: make this less hacky when we have more per-collision details
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float elasticity = ELASTICITY;
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float SLOW_PADDLE_SPEED = 5.0e-5f;
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float attenuationFactor = glm::length(collision._addedVelocity) / SLOW_PADDLE_SPEED;
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float attenuationFactor = glm::length(collisionInfo._addedVelocity) / HALTING_SPEED;
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float damping = DAMPING;
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if (attenuationFactor < 1.f) {
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collision._addedVelocity *= attenuationFactor;
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collisionInfo._addedVelocity *= attenuationFactor;
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elasticity *= attenuationFactor;
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// NOTE: the math below keeps the damping piecewise continuous,
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// while ramping it up to 1.0 when attenuationFactor = 0
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damping = DAMPING + (1.f - attenuationFactor) * (1.f - DAMPING);
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}
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// HACK END
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collision._penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, collision._penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, collision._penetration, ELASTICITY, DAMPING, collision._addedVelocity);
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collisionInfo._penetration /= (float)(TREE_SCALE);
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updateCollisionSound(particle, collisionInfo._penetration, COLLISION_FREQUENCY);
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applyHardCollision(particle, ELASTICITY, damping, collisionInfo);
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}
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}
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}
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}
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}
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// TODO: convert applyHardCollision() to take a CollisionInfo& instead of penetration + addedVelocity
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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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void ParticleCollisionSystem::applyHardCollision(Particle* particle, float elasticity, float damping, const CollisionInfo& collisionInfo) {
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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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@ -226,20 +233,19 @@ void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::
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glm::vec3 velocity = particle->getVelocity();
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const float EPSILON = 0.0f;
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float velocityDotPenetration = glm::dot(velocity, penetration);
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if (velocityDotPenetration > EPSILON) {
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position -= penetration;
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static float HALTING_VELOCITY = 0.2f / (float)(TREE_SCALE);
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// cancel out the velocity component in the direction of penetration
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glm::vec3 relativeVelocity = collisionInfo._addedVelocity - velocity;
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float velocityDotPenetration = glm::dot(relativeVelocity, collisionInfo._penetration);
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if (velocityDotPenetration < EPSILON) {
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// particle is moving into collision surface
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position -= collisionInfo._penetration;
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float penetrationLength = glm::length(penetration);
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glm::vec3 direction = penetration / penetrationLength;
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velocity -= (glm::dot(velocity, direction) * (1.0f + elasticity)) * direction;
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velocity += addedVelocity;
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velocity *= glm::clamp(1.f - damping, 0.0f, 1.0f);
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if (glm::length(velocity) < HALTING_VELOCITY) {
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// If moving really slowly after a collision, and not applying forces, stop altogether
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velocity *= 0.f;
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if (glm::length(relativeVelocity) < HALTING_SPEED) {
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// static friction kicks in and particle moves with colliding object
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velocity = collisionInfo._addedVelocity;
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} else {
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glm::vec3 direction = glm::normalize(collisionInfo._penetration);
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velocity += glm::dot(relativeVelocity, direction) * (1.0f + elasticity) * direction; // dynamic reflection
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velocity += glm::clamp(damping, 0.0f, 1.0f) * (relativeVelocity - glm::dot(relativeVelocity, direction) * direction); // dynamic friction
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}
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}
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const bool wantDebug = false;
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@ -16,6 +16,7 @@
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#include <QtScript/QScriptEngine>
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#include <QtCore/QObject>
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#include <CollisionInfo.h>
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#include <SharedUtil.h>
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#include <OctreePacketData.h>
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@ -46,8 +47,7 @@ public:
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void updateCollisionWithVoxels(Particle* particle);
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void updateCollisionWithParticles(Particle* particle);
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void updateCollisionWithAvatars(Particle* particle);
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void applyHardCollision(Particle* particle, const glm::vec3& penetration, float elasticity, float damping,
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const glm::vec3& addedVelocity = NO_ADDED_VELOCITY);
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void applyHardCollision(Particle* particle, float elasticity, float damping, const CollisionInfo& collisionInfo);
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void updateCollisionSound(Particle* particle, const glm::vec3 &penetration, float frequency);
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private:
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@ -11,12 +11,14 @@
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#include "ParticleTree.h"
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#include "ParticleTreeElement.h"
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ParticleTreeElement::ParticleTreeElement(unsigned char* octalCode) : OctreeElement() {
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ParticleTreeElement::ParticleTreeElement(unsigned char* octalCode) : OctreeElement(), _particles(NULL) {
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init(octalCode);
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};
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ParticleTreeElement::~ParticleTreeElement() {
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_voxelMemoryUsage -= sizeof(ParticleTreeElement);
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delete _particles;
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_particles = NULL;
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}
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// This will be called primarily on addChildAt(), which means we're adding a child of our
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@ -31,6 +33,7 @@ OctreeElement* ParticleTreeElement::createNewElement(unsigned char* octalCode) c
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void ParticleTreeElement::init(unsigned char* octalCode) {
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OctreeElement::init(octalCode);
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_particles = new QList<Particle>;
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_voxelMemoryUsage += sizeof(ParticleTreeElement);
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}
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@ -45,12 +48,12 @@ bool ParticleTreeElement::appendElementData(OctreePacketData* packetData) const
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bool success = true; // assume the best...
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// write our particles out...
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uint16_t numberOfParticles = _particles.size();
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uint16_t numberOfParticles = _particles->size();
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success = packetData->appendValue(numberOfParticles);
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if (success) {
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for (uint16_t i = 0; i < numberOfParticles; i++) {
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const Particle& particle = _particles[i];
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const Particle& particle = (*_particles)[i];
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success = particle.appendParticleData(packetData);
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if (!success) {
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break;
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@ -62,35 +65,42 @@ bool ParticleTreeElement::appendElementData(OctreePacketData* packetData) const
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void ParticleTreeElement::update(ParticleTreeUpdateArgs& args) {
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markWithChangedTime();
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// TODO: early exit when _particles is empty
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// update our contained particles
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uint16_t numberOfParticles = _particles.size();
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for (uint16_t i = 0; i < numberOfParticles; i++) {
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_particles[i].update();
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QList<Particle>::iterator particleItr = _particles->begin();
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while(particleItr != _particles->end()) {
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Particle& particle = (*particleItr);
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particle.update(_lastChanged);
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// If the particle wants to die, or if it's left our bounding box, then move it
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// into the arguments moving particles. These will be added back or deleted completely
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if (_particles[i].getShouldDie() || !_box.contains(_particles[i].getPosition())) {
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args._movingParticles.push_back(_particles[i]);
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if (particle.getShouldDie() || !_box.contains(particle.getPosition())) {
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args._movingParticles.push_back(particle);
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// erase this particle
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_particles.erase(_particles.begin()+i);
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// reduce our index since we just removed this item
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i--;
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numberOfParticles--;
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particleItr = _particles->erase(particleItr);
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}
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else
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{
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++particleItr;
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}
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}
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// TODO: if _particles is empty after while loop consider freeing memory in _particles if
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// internal array is too big (QList internal array does not decrease size except in dtor and
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// assignment operator). Otherwise _particles could become a "resource leak" for large
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// roaming piles of particles.
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}
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bool ParticleTreeElement::findSpherePenetration(const glm::vec3& center, float radius,
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glm::vec3& penetration, void** penetratedObject) const {
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uint16_t numberOfParticles = _particles.size();
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for (uint16_t i = 0; i < numberOfParticles; i++) {
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glm::vec3 particleCenter = _particles[i].getPosition();
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float particleRadius = _particles[i].getRadius();
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QList<Particle>::iterator particleItr = _particles->begin();
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QList<Particle>::const_iterator particleEnd = _particles->end();
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while(particleItr != particleEnd) {
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Particle& particle = (*particleItr);
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glm::vec3 particleCenter = particle.getPosition();
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float particleRadius = particle.getRadius();
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// don't penetrate yourself
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if (particleCenter == center && particleRadius == radius) {
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@ -102,23 +112,28 @@ bool ParticleTreeElement::findSpherePenetration(const glm::vec3& center, float r
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const bool IN_HAND_PARTICLES_DONT_COLLIDE = false;
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if (IN_HAND_PARTICLES_DONT_COLLIDE) {
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// don't penetrate if the particle is "inHand" -- they don't collide
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if (_particles[i].getInHand()) {
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return false;
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if (particle.getInHand()) {
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++particleItr;
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continue;
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}
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}
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if (findSphereSpherePenetration(center, radius, particleCenter, particleRadius, penetration)) {
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*penetratedObject = (void*)&_particles[i];
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// return true on first valid particle penetration
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*penetratedObject = (void*)(&particle);
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return true;
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}
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++particleItr;
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}
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||||
return false;
|
||||
}
|
||||
|
||||
bool ParticleTreeElement::containsParticle(const Particle& particle) const {
|
||||
uint16_t numberOfParticles = _particles.size();
|
||||
// TODO: remove this method and force callers to use getParticleWithID() instead
|
||||
uint16_t numberOfParticles = _particles->size();
|
||||
uint32_t particleID = particle.getID();
|
||||
for (uint16_t i = 0; i < numberOfParticles; i++) {
|
||||
if (_particles[i].getID() == particle.getID()) {
|
||||
if ((*_particles)[i].getID() == particleID) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -126,13 +141,17 @@ bool ParticleTreeElement::containsParticle(const Particle& particle) const {
|
|||
}
|
||||
|
||||
bool ParticleTreeElement::updateParticle(const Particle& particle) {
|
||||
// NOTE: this method must first lookup the particle by ID, hence it is O(N)
|
||||
// and "particle is not found" is worst-case (full N) but maybe we don't care?
|
||||
// (guaranteed that num particles per elemen is small?)
|
||||
const bool wantDebug = false;
|
||||
uint16_t numberOfParticles = _particles.size();
|
||||
uint16_t numberOfParticles = _particles->size();
|
||||
for (uint16_t i = 0; i < numberOfParticles; i++) {
|
||||
if (_particles[i].getID() == particle.getID()) {
|
||||
int difference = _particles[i].getLastUpdated() - particle.getLastUpdated();
|
||||
bool changedOnServer = _particles[i].getLastEdited() < particle.getLastEdited();
|
||||
bool localOlder = _particles[i].getLastUpdated() < particle.getLastUpdated();
|
||||
Particle& thisParticle = (*_particles)[i];
|
||||
if (thisParticle.getID() == particle.getID()) {
|
||||
int difference = thisParticle.getLastUpdated() - particle.getLastUpdated();
|
||||
bool changedOnServer = thisParticle.getLastEdited() < particle.getLastEdited();
|
||||
bool localOlder = thisParticle.getLastUpdated() < particle.getLastUpdated();
|
||||
if (changedOnServer || localOlder) {
|
||||
if (wantDebug) {
|
||||
printf("local particle [id:%d] %s and %s than server particle by %d, particle.isNewlyCreated()=%s\n",
|
||||
|
@ -140,7 +159,7 @@ bool ParticleTreeElement::updateParticle(const Particle& particle) {
|
|||
(localOlder ? "OLDER" : "NEWER"),
|
||||
difference, debug::valueOf(particle.isNewlyCreated()) );
|
||||
}
|
||||
_particles[i].copyChangedProperties(particle);
|
||||
thisParticle.copyChangedProperties(particle);
|
||||
} else {
|
||||
if (wantDebug) {
|
||||
printf(">>> IGNORING SERVER!!! Would've caused jutter! <<< "
|
||||
|
@ -159,22 +178,23 @@ bool ParticleTreeElement::updateParticle(const Particle& particle) {
|
|||
const Particle* ParticleTreeElement::getClosestParticle(glm::vec3 position) const {
|
||||
const Particle* closestParticle = NULL;
|
||||
float closestParticleDistance = FLT_MAX;
|
||||
uint16_t numberOfParticles = _particles.size();
|
||||
uint16_t numberOfParticles = _particles->size();
|
||||
for (uint16_t i = 0; i < numberOfParticles; i++) {
|
||||
float distanceToParticle = glm::distance(position, _particles[i].getPosition());
|
||||
float distanceToParticle = glm::distance(position, (*_particles)[i].getPosition());
|
||||
if (distanceToParticle < closestParticleDistance) {
|
||||
closestParticle = &_particles[i];
|
||||
closestParticle = &(*_particles)[i];
|
||||
}
|
||||
}
|
||||
return closestParticle;
|
||||
}
|
||||
|
||||
const Particle* ParticleTreeElement::getParticleWithID(uint32_t id) const {
|
||||
// NOTE: this lookup is O(N) but maybe we don't care? (guaranteed that num particles per elemen is small?)
|
||||
const Particle* foundParticle = NULL;
|
||||
uint16_t numberOfParticles = _particles.size();
|
||||
uint16_t numberOfParticles = _particles->size();
|
||||
for (uint16_t i = 0; i < numberOfParticles; i++) {
|
||||
if (_particles[i].getID() == id) {
|
||||
foundParticle = &_particles[i];
|
||||
if ((*_particles)[i].getID() == id) {
|
||||
foundParticle = &(*_particles)[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -229,7 +249,7 @@ bool ParticleTreeElement::collapseChildren() {
|
|||
|
||||
|
||||
void ParticleTreeElement::storeParticle(const Particle& particle, Node* senderNode) {
|
||||
_particles.push_back(particle);
|
||||
_particles->push_back(particle);
|
||||
markWithChangedTime();
|
||||
}
|
||||
|
||||
|
|
|
@ -10,9 +10,10 @@
|
|||
#ifndef __hifi__ParticleTreeElement__
|
||||
#define __hifi__ParticleTreeElement__
|
||||
|
||||
#include <vector>
|
||||
//#include <vector>
|
||||
|
||||
#include <OctreeElement.h>
|
||||
#include <QList>
|
||||
|
||||
#include "Particle.h"
|
||||
#include "ParticleTree.h"
|
||||
|
@ -22,7 +23,7 @@ class ParticleTreeElement;
|
|||
|
||||
class ParticleTreeUpdateArgs {
|
||||
public:
|
||||
std::vector<Particle> _movingParticles;
|
||||
QList<Particle> _movingParticles;
|
||||
};
|
||||
|
||||
class ParticleTreeElement : public OctreeElement {
|
||||
|
@ -34,7 +35,6 @@ class ParticleTreeElement : public OctreeElement {
|
|||
|
||||
public:
|
||||
virtual ~ParticleTreeElement();
|
||||
virtual void init(unsigned char * octalCode);
|
||||
|
||||
// type safe versions of OctreeElement methods
|
||||
ParticleTreeElement* getChildAtIndex(int index) { return (ParticleTreeElement*)OctreeElement::getChildAtIndex(index); }
|
||||
|
@ -79,9 +79,9 @@ public:
|
|||
virtual bool findSpherePenetration(const glm::vec3& center, float radius,
|
||||
glm::vec3& penetration, void** penetratedObject) const;
|
||||
|
||||
const std::vector<Particle>& getParticles() const { return _particles; }
|
||||
std::vector<Particle>& getParticles() { return _particles; }
|
||||
bool hasParticles() const { return _particles.size() > 0; }
|
||||
const QList<Particle>& getParticles() const { return *_particles; }
|
||||
QList<Particle>& getParticles() { return *_particles; }
|
||||
bool hasParticles() const { return _particles->size() > 0; }
|
||||
|
||||
void update(ParticleTreeUpdateArgs& args);
|
||||
void setTree(ParticleTree* tree) { _myTree = tree; }
|
||||
|
@ -93,10 +93,12 @@ public:
|
|||
|
||||
|
||||
protected:
|
||||
virtual void init(unsigned char * octalCode);
|
||||
|
||||
void storeParticle(const Particle& particle, Node* senderNode = NULL);
|
||||
|
||||
ParticleTree* _myTree;
|
||||
std::vector<Particle> _particles;
|
||||
QList<Particle>* _particles;
|
||||
};
|
||||
|
||||
#endif /* defined(__hifi__ParticleTreeElement__) */
|
||||
|
|
Loading…
Reference in a new issue