fixed indent, added some damping debugging

This commit is contained in:
ZappoMan 2013-12-12 10:59:28 -08:00
parent 5ec8de1bf3
commit e1b3b9d967
3 changed files with 85 additions and 79 deletions

View file

@ -22,7 +22,7 @@ using namespace std;
const float FINGERTIP_VOXEL_SIZE = 0.05;
const int TOY_BALL_HAND = 1;
const float TOY_BALL_RADIUS = 0.05f;
const float TOY_BALL_DAMPING = 0.f;
const float TOY_BALL_DAMPING = 0.99f;
const glm::vec3 TOY_BALL_GRAVITY = glm::vec3(0,-1,0);
const QString TOY_BALL_UPDATE_SCRIPT("");
const float PALM_COLLISION_RADIUS = 0.03f;
@ -39,6 +39,7 @@ Hand::Hand(Avatar* owningAvatar) :
_toyBallPosition(0),
_toyBallVelocity(0),
_toyBallInHand(false),
_hasToyBall(false),
_ballParticleEditHandle(NULL),
_pitchUpdate(0)
{
@ -58,89 +59,92 @@ void Hand::reset() {
}
void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, float deltaTime) {
// Is the controller button being held down....
if (palm.getControllerButtons() & BUTTON_FWD) {
// If grabbing toy ball, add forces to it.
// Is the controller button being held down....
if (palm.getControllerButtons() & BUTTON_FWD) {
// If grabbing toy ball, add forces to it.
// If we don't currently have a ball in hand, then create it...
if (!_toyBallInHand) {
// Test for whether close enough to catch and catch....
// isCaught is also used as "creating" a new ball... for now, this section is the
// create new ball portion of the code...
bool isCaught = true;
if (isCaught) {
_toyBallInHand = true;
// create the ball, call MakeParticle, and use the resulting ParticleEditHandle to
// manage the newly created particle.
// Create a particle on the particle server
xColor color = { 255, 255, 0}; // Slightly different color on server
_ballParticleEditHandle = Application::getInstance()->makeParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
color,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_UPDATE_SCRIPT);
}
}
if (_toyBallInHand) {
// Ball is in hand
_toyBallPosition = fingerTipPosition;
_toyBallVelocity = glm::vec3(0);
xColor color = { 255, 255, 0}; // Slightly different color on server
_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
color,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_UPDATE_SCRIPT);
}
} else {
// If toy ball just released, add velocity to it!
if (_toyBallInHand) {
_toyBallInHand = false;
glm::vec3 handVelocity = palm.getRawVelocity();
glm::vec3 fingerTipVelocity = palm.getTipVelocity();
glm::quat avatarRotation = _owningAvatar->getOrientation();
//printVector(avatarRotation * handVelocity);
_toyBallVelocity += avatarRotation * fingerTipVelocity;
xColor color = { 255, 255, 0}; // Slightly different color on server
_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
color,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_UPDATE_SCRIPT);
// after releasing the ball, we free our ParticleEditHandle so we can't edit it further
// note: deleting the edit handle doesn't effect the actual particle
delete _ballParticleEditHandle;
_ballParticleEditHandle = NULL;
}
}
// Simulate toy ball
_toyBallPosition += _toyBallVelocity * deltaTime;
// If we don't currently have a ball in hand, then create it...
if (!_toyBallInHand) {
_toyBallVelocity += TOY_BALL_GRAVITY * deltaTime;
// Test for whether close enough to catch and catch....
// isCaught is also used as "creating" a new ball... for now, this section is the
// create new ball portion of the code...
bool isCaught = true;
if (isCaught) {
_toyBallInHand = true;
_hasToyBall = true;
// create the ball, call MakeParticle, and use the resulting ParticleEditHandle to
// manage the newly created particle.
// Create a particle on the particle server
xColor color = { 255, 255, 0}; // Slightly different color on server
_ballParticleEditHandle = Application::getInstance()->makeParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
color,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_UPDATE_SCRIPT);
}
}
if (_toyBallPosition.y < 0.f) {
_toyBallPosition.y = 0.f;
_toyBallVelocity.y *= -1.f;
if (_toyBallInHand) {
// Ball is in hand
_toyBallPosition = fingerTipPosition;
_toyBallVelocity = glm::vec3(0);
xColor color = { 255, 255, 0}; // Slightly different color on server
_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
color,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_UPDATE_SCRIPT);
}
_toyBallVelocity -= (_toyBallVelocity * TOY_BALL_DAMPING) * deltaTime;
} else {
// If toy ball just released, add velocity to it!
if (_toyBallInHand) {
_toyBallInHand = false;
glm::vec3 handVelocity = palm.getRawVelocity();
glm::vec3 fingerTipVelocity = palm.getTipVelocity();
glm::quat avatarRotation = _owningAvatar->getOrientation();
//printVector(avatarRotation * handVelocity);
_toyBallVelocity += avatarRotation * fingerTipVelocity;
xColor color = { 255, 255, 0}; // Slightly different color on server
_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
color,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_UPDATE_SCRIPT);
// after releasing the ball, we free our ParticleEditHandle so we can't edit it further
// note: deleting the edit handle doesn't effect the actual particle
delete _ballParticleEditHandle;
_ballParticleEditHandle = NULL;
}
}
// Simulate toy ball
_toyBallPosition += _toyBallVelocity * deltaTime;
if (!_toyBallInHand) {
_toyBallVelocity += TOY_BALL_GRAVITY * deltaTime;
}
if (_toyBallPosition.y < 0.f) {
_toyBallPosition.y = 0.f;
_toyBallVelocity.y *= -1.f;
}
if (_hasToyBall) {
_toyBallVelocity -= (_toyBallVelocity * TOY_BALL_DAMPING) * deltaTime;
//printf("applying damping to TOY_BALL deltaTime=%f\n",deltaTime);
}
}
void Hand::simulate(float deltaTime, bool isMine) {

View file

@ -99,6 +99,7 @@ private:
glm::vec3 _toyBallPosition;
glm::vec3 _toyBallVelocity;
bool _toyBallInHand;
bool _hasToyBall;
ParticleEditHandle* _ballParticleEditHandle;
float _pitchUpdate;

View file

@ -375,6 +375,7 @@ void Particle::update() {
// handle damping
glm::vec3 dampingResistance = _velocity * _damping;
_velocity -= dampingResistance * timeElapsed;
//printf("applying damping to Particle timeElapsed=%f\n",timeElapsed);
_lastUpdated = now;
}