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fixed indent, added some damping debugging
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5ec8de1bf3
commit
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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 float FINGERTIP_VOXEL_SIZE = 0.05;
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const int TOY_BALL_HAND = 1;
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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_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 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 QString TOY_BALL_UPDATE_SCRIPT("");
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const float PALM_COLLISION_RADIUS = 0.03f;
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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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_toyBallPosition(0),
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_toyBallVelocity(0),
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_toyBallVelocity(0),
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_toyBallInHand(false),
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_toyBallInHand(false),
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_hasToyBall(false),
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_ballParticleEditHandle(NULL),
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_ballParticleEditHandle(NULL),
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_pitchUpdate(0)
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_pitchUpdate(0)
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{
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{
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@ -58,7 +59,6 @@ void Hand::reset() {
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}
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}
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void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, float deltaTime) {
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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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// Is the controller button being held down....
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if (palm.getControllerButtons() & BUTTON_FWD) {
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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 grabbing toy ball, add forces to it.
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@ -72,6 +72,7 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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bool isCaught = true;
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bool isCaught = true;
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if (isCaught) {
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if (isCaught) {
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_toyBallInHand = true;
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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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// create the ball, call MakeParticle, and use the resulting ParticleEditHandle to
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// manage the newly created particle.
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// manage the newly created particle.
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@ -139,8 +140,11 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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_toyBallPosition.y = 0.f;
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_toyBallPosition.y = 0.f;
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_toyBallVelocity.y *= -1.f;
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_toyBallVelocity.y *= -1.f;
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}
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}
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_toyBallVelocity -= (_toyBallVelocity * TOY_BALL_DAMPING) * deltaTime;
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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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}
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void Hand::simulate(float deltaTime, bool isMine) {
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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 _toyBallPosition;
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glm::vec3 _toyBallVelocity;
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glm::vec3 _toyBallVelocity;
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bool _toyBallInHand;
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bool _toyBallInHand;
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bool _hasToyBall;
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ParticleEditHandle* _ballParticleEditHandle;
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ParticleEditHandle* _ballParticleEditHandle;
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float _pitchUpdate;
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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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// handle damping
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glm::vec3 dampingResistance = _velocity * _damping;
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glm::vec3 dampingResistance = _velocity * _damping;
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_velocity -= dampingResistance * timeElapsed;
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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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_lastUpdated = now;
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}
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}
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