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fixed indent, added some damping debugging
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parent
5ec8de1bf3
commit
e1b3b9d967
3 changed files with 85 additions and 79 deletions
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@ -22,7 +22,7 @@ using namespace std;
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const float FINGERTIP_VOXEL_SIZE = 0.05;
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const int TOY_BALL_HAND = 1;
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const float TOY_BALL_RADIUS = 0.05f;
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const float TOY_BALL_DAMPING = 0.f;
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const float TOY_BALL_DAMPING = 0.99f;
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const glm::vec3 TOY_BALL_GRAVITY = glm::vec3(0,-1,0);
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const QString TOY_BALL_UPDATE_SCRIPT("");
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const float PALM_COLLISION_RADIUS = 0.03f;
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@ -39,6 +39,7 @@ Hand::Hand(Avatar* owningAvatar) :
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_toyBallPosition(0),
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_toyBallVelocity(0),
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_toyBallInHand(false),
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_hasToyBall(false),
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_ballParticleEditHandle(NULL),
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_pitchUpdate(0)
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{
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@ -58,89 +59,92 @@ void Hand::reset() {
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}
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void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, float deltaTime) {
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// Is the controller button being held down....
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if (palm.getControllerButtons() & BUTTON_FWD) {
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// If grabbing toy ball, add forces to it.
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// Is the controller button being held down....
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if (palm.getControllerButtons() & BUTTON_FWD) {
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// If grabbing toy ball, add forces to it.
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// If we don't currently have a ball in hand, then create it...
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if (!_toyBallInHand) {
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// Test for whether close enough to catch and catch....
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// isCaught is also used as "creating" a new ball... for now, this section is the
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// create new ball portion of the code...
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bool isCaught = true;
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if (isCaught) {
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_toyBallInHand = true;
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// create the ball, call MakeParticle, and use the resulting ParticleEditHandle to
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// manage the newly created particle.
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// Create a particle on the particle server
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xColor color = { 255, 255, 0}; // Slightly different color on server
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_ballParticleEditHandle = Application::getInstance()->makeParticle(fingerTipPosition / (float)TREE_SCALE,
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TOY_BALL_RADIUS / (float) TREE_SCALE,
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color,
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_toyBallVelocity / (float)TREE_SCALE,
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TOY_BALL_GRAVITY / (float) TREE_SCALE,
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TOY_BALL_DAMPING,
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TOY_BALL_UPDATE_SCRIPT);
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}
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}
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if (_toyBallInHand) {
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// Ball is in hand
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_toyBallPosition = fingerTipPosition;
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_toyBallVelocity = glm::vec3(0);
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xColor color = { 255, 255, 0}; // Slightly different color on server
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_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
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TOY_BALL_RADIUS / (float) TREE_SCALE,
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color,
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_toyBallVelocity / (float)TREE_SCALE,
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TOY_BALL_GRAVITY / (float) TREE_SCALE,
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TOY_BALL_DAMPING,
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TOY_BALL_UPDATE_SCRIPT);
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}
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} else {
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// If toy ball just released, add velocity to it!
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if (_toyBallInHand) {
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_toyBallInHand = false;
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glm::vec3 handVelocity = palm.getRawVelocity();
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glm::vec3 fingerTipVelocity = palm.getTipVelocity();
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glm::quat avatarRotation = _owningAvatar->getOrientation();
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//printVector(avatarRotation * handVelocity);
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_toyBallVelocity += avatarRotation * fingerTipVelocity;
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xColor color = { 255, 255, 0}; // Slightly different color on server
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_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
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TOY_BALL_RADIUS / (float) TREE_SCALE,
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color,
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_toyBallVelocity / (float)TREE_SCALE,
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TOY_BALL_GRAVITY / (float) TREE_SCALE,
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TOY_BALL_DAMPING,
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TOY_BALL_UPDATE_SCRIPT);
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// after releasing the ball, we free our ParticleEditHandle so we can't edit it further
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// note: deleting the edit handle doesn't effect the actual particle
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delete _ballParticleEditHandle;
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_ballParticleEditHandle = NULL;
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}
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}
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// Simulate toy ball
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_toyBallPosition += _toyBallVelocity * deltaTime;
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// If we don't currently have a ball in hand, then create it...
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if (!_toyBallInHand) {
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_toyBallVelocity += TOY_BALL_GRAVITY * deltaTime;
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// Test for whether close enough to catch and catch....
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// isCaught is also used as "creating" a new ball... for now, this section is the
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// create new ball portion of the code...
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bool isCaught = true;
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if (isCaught) {
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_toyBallInHand = true;
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_hasToyBall = true;
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// create the ball, call MakeParticle, and use the resulting ParticleEditHandle to
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// manage the newly created particle.
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// Create a particle on the particle server
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xColor color = { 255, 255, 0}; // Slightly different color on server
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_ballParticleEditHandle = Application::getInstance()->makeParticle(fingerTipPosition / (float)TREE_SCALE,
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TOY_BALL_RADIUS / (float) TREE_SCALE,
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color,
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_toyBallVelocity / (float)TREE_SCALE,
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TOY_BALL_GRAVITY / (float) TREE_SCALE,
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TOY_BALL_DAMPING,
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TOY_BALL_UPDATE_SCRIPT);
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}
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}
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if (_toyBallPosition.y < 0.f) {
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_toyBallPosition.y = 0.f;
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_toyBallVelocity.y *= -1.f;
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if (_toyBallInHand) {
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// Ball is in hand
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_toyBallPosition = fingerTipPosition;
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_toyBallVelocity = glm::vec3(0);
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xColor color = { 255, 255, 0}; // Slightly different color on server
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_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
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TOY_BALL_RADIUS / (float) TREE_SCALE,
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color,
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_toyBallVelocity / (float)TREE_SCALE,
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TOY_BALL_GRAVITY / (float) TREE_SCALE,
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TOY_BALL_DAMPING,
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TOY_BALL_UPDATE_SCRIPT);
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}
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_toyBallVelocity -= (_toyBallVelocity * TOY_BALL_DAMPING) * deltaTime;
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} else {
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// If toy ball just released, add velocity to it!
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if (_toyBallInHand) {
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_toyBallInHand = false;
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glm::vec3 handVelocity = palm.getRawVelocity();
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glm::vec3 fingerTipVelocity = palm.getTipVelocity();
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glm::quat avatarRotation = _owningAvatar->getOrientation();
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//printVector(avatarRotation * handVelocity);
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_toyBallVelocity += avatarRotation * fingerTipVelocity;
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xColor color = { 255, 255, 0}; // Slightly different color on server
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_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
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TOY_BALL_RADIUS / (float) TREE_SCALE,
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color,
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_toyBallVelocity / (float)TREE_SCALE,
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TOY_BALL_GRAVITY / (float) TREE_SCALE,
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TOY_BALL_DAMPING,
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TOY_BALL_UPDATE_SCRIPT);
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// after releasing the ball, we free our ParticleEditHandle so we can't edit it further
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// note: deleting the edit handle doesn't effect the actual particle
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delete _ballParticleEditHandle;
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_ballParticleEditHandle = NULL;
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}
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}
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// Simulate toy ball
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_toyBallPosition += _toyBallVelocity * deltaTime;
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if (!_toyBallInHand) {
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_toyBallVelocity += TOY_BALL_GRAVITY * deltaTime;
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}
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if (_toyBallPosition.y < 0.f) {
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_toyBallPosition.y = 0.f;
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_toyBallVelocity.y *= -1.f;
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}
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if (_hasToyBall) {
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_toyBallVelocity -= (_toyBallVelocity * TOY_BALL_DAMPING) * deltaTime;
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//printf("applying damping to TOY_BALL deltaTime=%f\n",deltaTime);
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}
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}
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void Hand::simulate(float deltaTime, bool isMine) {
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@ -99,6 +99,7 @@ private:
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glm::vec3 _toyBallPosition;
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glm::vec3 _toyBallVelocity;
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bool _toyBallInHand;
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bool _hasToyBall;
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ParticleEditHandle* _ballParticleEditHandle;
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float _pitchUpdate;
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@ -375,6 +375,7 @@ void Particle::update() {
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// handle damping
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glm::vec3 dampingResistance = _velocity * _damping;
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_velocity -= dampingResistance * timeElapsed;
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//printf("applying damping to Particle timeElapsed=%f\n",timeElapsed);
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_lastUpdated = now;
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}
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