higher speed collisions to trigger a bounce sound

This commit is contained in:
Philip Rosedale 2013-12-17 15:36:26 -08:00
parent 82f035c018
commit f08354c853
2 changed files with 3 additions and 3 deletions

View file

@ -24,11 +24,11 @@ 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 = 0.99f;
const float TOY_BALL_DAMPING = 0.999f;
const glm::vec3 NO_VELOCITY = glm::vec3(0,0,0);
const glm::vec3 NO_GRAVITY = glm::vec3(0,0,0);
const float NO_DAMPING = 0.f;
const glm::vec3 TOY_BALL_GRAVITY = glm::vec3(0,-0.5,0);
const glm::vec3 TOY_BALL_GRAVITY = glm::vec3(0,-2.0,0);
const QString TOY_BALL_UPDATE_SCRIPT("");
const float PALM_COLLISION_RADIUS = 0.03f;
const float CATCH_RADIUS = 0.2f;

View file

@ -206,7 +206,7 @@ void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::
void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm::vec3 &penetration, float frequency) {
// consider whether to have the collision make a sound
const float AUDIBLE_COLLISION_THRESHOLD = 0.02f;
const float AUDIBLE_COLLISION_THRESHOLD = 0.1f;
const float COLLISION_LOUDNESS = 1.f;
const float DURATION_SCALING = 0.004f;
const float NOISE_SCALING = 0.1f;