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higher speed collisions to trigger a bounce sound
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2 changed files with 3 additions and 3 deletions
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@ -24,11 +24,11 @@ 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 = 0.99f;
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const float TOY_BALL_DAMPING = 0.999f;
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const glm::vec3 NO_VELOCITY = glm::vec3(0,0,0);
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const glm::vec3 NO_GRAVITY = glm::vec3(0,0,0);
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const float NO_DAMPING = 0.f;
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const glm::vec3 TOY_BALL_GRAVITY = glm::vec3(0,-0.5,0);
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const glm::vec3 TOY_BALL_GRAVITY = glm::vec3(0,-2.0,0);
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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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const float CATCH_RADIUS = 0.2f;
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@ -206,7 +206,7 @@ void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::
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void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm::vec3 &penetration, float frequency) {
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// consider whether to have the collision make a sound
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const float AUDIBLE_COLLISION_THRESHOLD = 0.02f;
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const float AUDIBLE_COLLISION_THRESHOLD = 0.1f;
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const float COLLISION_LOUDNESS = 1.f;
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const float DURATION_SCALING = 0.004f;
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const float NOISE_SCALING = 0.1f;
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