mirror of
https://github.com/overte-org/overte.git
synced 2025-04-22 03:04:33 +02:00
Merge branch 'master' of https://github.com/worklist/hifi into dev4
Conflicts: interface/src/Hand.cpp
This commit is contained in:
commit
f9bfc8af82
13 changed files with 622 additions and 168 deletions
|
@ -178,6 +178,8 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_frameCount(0),
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_fps(120.0f),
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_justStarted(true),
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_particleSystemInitialized(false),
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_coolDemoParticleEmitter(-1),
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_wantToKillLocalVoxels(false),
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_frustumDrawingMode(FRUSTUM_DRAW_MODE_ALL),
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_viewFrustumOffsetYaw(-135.0),
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@ -193,6 +195,7 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_isTouchPressed(false),
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_yawFromTouch(0.0f),
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_pitchFromTouch(0.0f),
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_groundPlaneImpact(0.0f),
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_mousePressed(false),
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_mouseVoxelScale(1.0f / 1024.0f),
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_justEditedVoxel(false),
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@ -1866,9 +1869,10 @@ void Application::init() {
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_palette.addTool(&_swatch);
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_palette.addAction(_colorVoxelMode, 0, 2);
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_palette.addAction(_eyedropperMode, 0, 3);
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_palette.addAction(_selectVoxelMode, 0, 4);
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_palette.addAction(_selectVoxelMode, 0, 4);
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}
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const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
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const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
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const float HEAD_SPHERE_RADIUS = 0.07;
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@ -2081,6 +2085,8 @@ void Application::update(float deltaTime) {
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_myAvatar.simulate(deltaTime, NULL);
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}
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_myAvatar.getHand().simulate(deltaTime, true);
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if (!OculusManager::isConnected()) {
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if (_lookingInMirror->isChecked()) {
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if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
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@ -2129,8 +2135,8 @@ void Application::update(float deltaTime) {
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#endif
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if (TESTING_PARTICLE_SYSTEM) {
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_particleSystem.simulate(deltaTime);
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}
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updateParticleSystem(deltaTime);
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}
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}
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void Application::updateAvatar(float deltaTime) {
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@ -2523,7 +2529,7 @@ void Application::displaySide(Camera& whichCamera) {
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//draw a grid ground plane....
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if (_renderGroundPlaneOn->isChecked()) {
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drawGroundPlaneGrid(EDGE_SIZE_GROUND_PLANE);
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renderGroundPlaneGrid(EDGE_SIZE_GROUND_PLANE, _audio.getCollisionSoundMagnitude());
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}
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// Draw voxels
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if (_renderVoxels->isChecked()) {
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@ -2579,7 +2585,9 @@ void Application::displaySide(Camera& whichCamera) {
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}
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if (TESTING_PARTICLE_SYSTEM) {
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_particleSystem.render();
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if (_particleSystemInitialized) {
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_particleSystem.render();
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}
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}
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// Render the world box
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@ -2599,6 +2607,9 @@ void Application::displayOverlay() {
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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// Display a single screen-size quad to
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renderCollisionOverlay(_glWidget->width(), _glWidget->height(), _audio.getCollisionSoundMagnitude());
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#ifndef _WIN32
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_audio.render(_glWidget->width(), _glWidget->height());
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if (_oscilloscopeOn->isChecked()) {
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@ -3488,3 +3499,76 @@ void Application::exportSettings() {
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}
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void Application::updateParticleSystem(float deltaTime) {
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if (!_particleSystemInitialized) {
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// create a stable test emitter and spit out a bunch of particles
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_coolDemoParticleEmitter = _particleSystem.addEmitter();
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if (_coolDemoParticleEmitter != -1) {
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_particleSystem.setShowingEmitter(_coolDemoParticleEmitter, true);
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glm::vec3 particleEmitterPosition = glm::vec3(5.0f, 1.0f, 5.0f);
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_particleSystem.setEmitterPosition(_coolDemoParticleEmitter, particleEmitterPosition);
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float radius = 0.01f;
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glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
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glm::vec3 velocity(0.0f, 0.1f, 0.0f);
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float lifespan = 100000.0f;
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// determine a collision sphere
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glm::vec3 collisionSpherePosition = glm::vec3( 5.0f, 0.5f, 5.0f );
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float collisionSphereRadius = 0.5f;
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_particleSystem.setCollisionSphere(_coolDemoParticleEmitter, collisionSpherePosition, collisionSphereRadius);
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_particleSystem.emitParticlesNow(_coolDemoParticleEmitter, 1500, radius, color, velocity, lifespan);
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}
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// signal that the particle system has been initialized
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_particleSystemInitialized = true;
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// apply a preset color palette
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_particleSystem.setOrangeBlueColorPalette();
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} else {
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// update the particle system
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static float t = 0.0f;
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t += deltaTime;
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if (_coolDemoParticleEmitter != -1) {
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glm::vec3 tilt = glm::vec3
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(
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30.0f * sinf( t * 0.55f ),
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0.0f,
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30.0f * cosf( t * 0.75f )
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);
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_particleSystem.setEmitterRotation(_coolDemoParticleEmitter, glm::quat(glm::radians(tilt)));
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ParticleSystem::ParticleAttributes attributes;
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attributes.gravity = 0.0f + 0.05f * sinf( t * 0.52f );
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attributes.airFriction = 2.5 + 2.0f * sinf( t * 0.32f );
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attributes.jitter = 0.05f + 0.05f * sinf( t * 0.42f );
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attributes.emitterAttraction = 0.015f + 0.015f * cosf( t * 0.6f );
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attributes.tornadoForce = 0.0f + 0.03f * sinf( t * 0.7f );
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attributes.neighborAttraction = 0.1f + 0.1f * cosf( t * 0.8f );
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attributes.neighborRepulsion = 0.2f + 0.2f * sinf( t * 0.4f );
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attributes.bounce = 1.0f;
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attributes.usingCollisionSphere = true;
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attributes.collisionSpherePosition = glm::vec3( 5.0f, 0.5f, 5.0f );
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attributes.collisionSphereRadius = 0.5f;
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if (attributes.gravity < 0.0f) {
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attributes.gravity = 0.0f;
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}
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_particleSystem.setParticleAttributesForEmitter(_coolDemoParticleEmitter, attributes);
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}
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_particleSystem.setUpDirection(glm::vec3(0.0f, 1.0f, 0.0f));
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_particleSystem.simulate(deltaTime);
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}
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}
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@ -84,7 +84,10 @@ public:
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const glm::vec3 getMouseVoxelWorldCoordinates(const VoxelDetail _mouseVoxel);
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void updateParticleSystem(float deltaTime);
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Avatar* getAvatar() { return &_myAvatar; }
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Audio* getAudio() { return &_audio; }
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Camera* getCamera() { return &_myCamera; }
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ViewFrustum* getViewFrustum() { return &_viewFrustum; }
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VoxelSystem* getVoxels() { return &_voxels; }
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@ -101,6 +104,9 @@ public:
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QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
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GeometryCache* getGeometryCache() { return &_geometryCache; }
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void setGroundPlaneImpact(float groundPlaneImpact) { _groundPlaneImpact = groundPlaneImpact; }
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private slots:
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void timer();
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@ -206,7 +212,7 @@ private:
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void deleteVoxelUnderCursor();
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void eyedropperVoxelUnderCursor();
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void resetSensors();
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void setMenuShortcutsEnabled(bool enabled);
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void updateCursor();
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@ -286,6 +292,8 @@ private:
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timeval _timerStart, _timerEnd;
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timeval _lastTimeUpdated;
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bool _justStarted;
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bool _particleSystemInitialized;
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int _coolDemoParticleEmitter;
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Stars _stars;
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@ -344,6 +352,8 @@ private:
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float _yawFromTouch;
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float _pitchFromTouch;
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float _groundPlaneImpact;
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VoxelDetail _mouseVoxelDragging;
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glm::vec3 _voxelThrust;
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bool _mousePressed; // true if mouse has been pressed (clear when finished)
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|
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@ -76,9 +76,12 @@ inline void Audio::performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* o
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NodeList* nodeList = NodeList::getInstance();
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Application* interface = Application::getInstance();
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Avatar* interfaceAvatar = interface->getAvatar();
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memset(outputLeft, 0, PACKET_LENGTH_BYTES_PER_CHANNEL);
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memset(outputRight, 0, PACKET_LENGTH_BYTES_PER_CHANNEL);
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// Add Procedural effects to input samples
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addProceduralSounds(inputLeft, BUFFER_LENGTH_SAMPLES_PER_CHANNEL);
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addProceduralSounds(inputLeft, outputLeft, outputRight, BUFFER_LENGTH_SAMPLES_PER_CHANNEL);
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if (nodeList && inputLeft) {
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@ -135,12 +138,8 @@ inline void Audio::performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* o
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+ leadingBytes);
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}
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}
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memset(outputLeft, 0, PACKET_LENGTH_BYTES_PER_CHANNEL);
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memset(outputRight, 0, PACKET_LENGTH_BYTES_PER_CHANNEL);
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AudioRingBuffer* ringBuffer = &_ringBuffer;
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// if there is anything in the ring buffer, decide what to do:
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@ -251,11 +250,11 @@ inline void Audio::performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* o
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}
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}
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#ifndef TEST_AUDIO_LOOPBACK
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outputLeft[s] = leftSample;
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outputRight[s] = rightSample;
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outputLeft[s] += leftSample;
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outputRight[s] += rightSample;
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#else
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outputLeft[s] = inputLeft[s];
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outputRight[s] = inputLeft[s];
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outputLeft[s] += inputLeft[s];
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outputRight[s] += inputLeft[s];
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#endif
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}
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ringBuffer->setNextOutput(ringBuffer->getNextOutput() + PACKET_LENGTH_SAMPLES);
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@ -333,7 +332,13 @@ Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples) :
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_lastYawMeasuredMaximum(0),
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_flangeIntensity(0.0f),
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_flangeRate(0.0f),
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_flangeWeight(0.0f)
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_flangeWeight(0.0f),
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_collisionSoundMagnitude(0.0f),
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_collisionSoundFrequency(0.0f),
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_collisionSoundNoise(0.0f),
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_collisionSoundDuration(0.0f),
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_proceduralEffectSample(0),
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_heartbeatMagnitude(0.0f)
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{
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outputPortAudioError(Pa_Initialize());
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@ -589,7 +594,10 @@ void Audio::lowPassFilter(int16_t* inputBuffer) {
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}
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// Take a pointer to the acquired microphone input samples and add procedural sounds
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void Audio::addProceduralSounds(int16_t* inputBuffer, int numSamples) {
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void Audio::addProceduralSounds(int16_t* inputBuffer,
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int16_t* outputLeft,
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int16_t* outputRight,
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int numSamples) {
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const float MAX_AUDIBLE_VELOCITY = 6.0;
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const float MIN_AUDIBLE_VELOCITY = 0.1;
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const int VOLUME_BASELINE = 400;
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|
@ -598,14 +606,48 @@ void Audio::addProceduralSounds(int16_t* inputBuffer, int numSamples) {
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float speed = glm::length(_lastVelocity);
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float volume = VOLUME_BASELINE * (1.f - speed / MAX_AUDIBLE_VELOCITY);
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int sample;
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//
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// Travelling noise
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//
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// Add a noise-modulated sinewave with volume that tapers off with speed increasing
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if ((speed > MIN_AUDIBLE_VELOCITY) && (speed < MAX_AUDIBLE_VELOCITY)) {
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for (int i = 0; i < numSamples; i++) {
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inputBuffer[i] += (int16_t)((sinf((float) i / SOUND_PITCH * speed) * randFloat()) * volume * speed);
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inputBuffer[i] += (int16_t)(sinf((float) (_proceduralEffectSample + i) / SOUND_PITCH ) * volume * (1.f + randFloat() * 0.25f) * speed);
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}
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}
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const float COLLISION_SOUND_CUTOFF_LEVEL = 0.01f;
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const float COLLISION_SOUND_MAX_VOLUME = 1000.f;
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const float UP_MAJOR_FIFTH = powf(1.5f, 4.0f);
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const float DOWN_TWO_OCTAVES = 4.f;
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const float DOWN_FOUR_OCTAVES = 16.f;
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float t;
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if (_collisionSoundMagnitude > COLLISION_SOUND_CUTOFF_LEVEL) {
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for (int i = 0; i < numSamples; i++) {
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t = (float) _proceduralEffectSample + (float) i;
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sample = sinf(t * _collisionSoundFrequency) +
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sinf(t * _collisionSoundFrequency / DOWN_TWO_OCTAVES) +
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sinf(t * _collisionSoundFrequency / DOWN_FOUR_OCTAVES * UP_MAJOR_FIFTH);
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sample *= _collisionSoundMagnitude * COLLISION_SOUND_MAX_VOLUME;
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inputBuffer[i] += sample;
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outputLeft[i] += sample;
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outputRight[i] += sample;
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_collisionSoundMagnitude *= _collisionSoundDuration;
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}
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}
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_proceduralEffectSample += numSamples;
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}
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//
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// Starts a collision sound. magnitude is 0-1, with 1 the loudest possible sound.
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//
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void Audio::startCollisionSound(float magnitude, float frequency, float noise, float duration) {
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_collisionSoundMagnitude = magnitude;
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_collisionSoundFrequency = frequency;
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_collisionSoundNoise = noise;
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_collisionSoundDuration = duration;
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}
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// -----------------------------------------------------------
|
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// Accoustic ping (audio system round trip time determination)
|
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// -----------------------------------------------------------
|
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|
|
|
@ -42,7 +42,11 @@ public:
|
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int getJitterBufferSamples() { return _jitterBufferSamples; };
|
||||
|
||||
void lowPassFilter(int16_t* inputBuffer);
|
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|
||||
|
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void startCollisionSound(float magnitude, float frequency, float noise, float duration);
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float getCollisionSoundMagnitude() { return _collisionSoundMagnitude; };
|
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|
||||
|
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void ping();
|
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|
||||
// Call periodically to eventually perform round trip time analysis,
|
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|
@ -80,7 +84,13 @@ private:
|
|||
float _flangeIntensity;
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float _flangeRate;
|
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float _flangeWeight;
|
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|
||||
float _collisionSoundMagnitude;
|
||||
float _collisionSoundFrequency;
|
||||
float _collisionSoundNoise;
|
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float _collisionSoundDuration;
|
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int _proceduralEffectSample;
|
||||
float _heartbeatMagnitude;
|
||||
|
||||
// Audio callback in class context.
|
||||
inline void performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* outputRight);
|
||||
|
||||
|
@ -92,7 +102,7 @@ private:
|
|||
inline void analyzePing();
|
||||
|
||||
// Add sounds that we want the user to not hear themselves, by adding on top of mic input signal
|
||||
void addProceduralSounds(int16_t* inputBuffer, int numSamples);
|
||||
void addProceduralSounds(int16_t* inputBuffer, int16_t* outputLeft, int16_t* outputRight, int numSamples);
|
||||
|
||||
|
||||
// Audio callback called by portaudio. Calls 'performIO'.
|
||||
|
|
|
@ -546,8 +546,8 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
_position += _scale * _gravity * (GRAVITY_EARTH * deltaTime) * deltaTime;
|
||||
}
|
||||
|
||||
updateCollisionWithEnvironment();
|
||||
updateCollisionWithVoxels();
|
||||
updateCollisionWithEnvironment(deltaTime);
|
||||
updateCollisionWithVoxels(deltaTime);
|
||||
updateAvatarCollisions(deltaTime);
|
||||
}
|
||||
|
||||
|
@ -874,29 +874,41 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
|
|||
}
|
||||
}
|
||||
|
||||
void Avatar::updateCollisionWithEnvironment() {
|
||||
void Avatar::updateCollisionWithEnvironment(float deltaTime) {
|
||||
|
||||
glm::vec3 up = getBodyUpDirection();
|
||||
float radius = _height * 0.125f;
|
||||
const float ENVIRONMENT_SURFACE_ELASTICITY = 1.0f;
|
||||
const float ENVIRONMENT_SURFACE_DAMPING = 0.01;
|
||||
const float ENVIRONMENT_COLLISION_FREQUENCY = 0.05f;
|
||||
const float VISIBLE_GROUND_COLLISION_VELOCITY = 0.2f;
|
||||
glm::vec3 penetration;
|
||||
if (Application::getInstance()->getEnvironment()->findCapsulePenetration(
|
||||
_position - up * (_pelvisFloatingHeight - radius),
|
||||
_position + up * (_height - _pelvisFloatingHeight - radius), radius, penetration)) {
|
||||
float velocityTowardCollision = glm::dot(_velocity, glm::normalize(penetration));
|
||||
if (velocityTowardCollision > VISIBLE_GROUND_COLLISION_VELOCITY) {
|
||||
Application::getInstance()->setGroundPlaneImpact(1.0f);
|
||||
}
|
||||
updateCollisionSound(penetration, deltaTime, ENVIRONMENT_COLLISION_FREQUENCY);
|
||||
|
||||
applyHardCollision(penetration, ENVIRONMENT_SURFACE_ELASTICITY, ENVIRONMENT_SURFACE_DAMPING);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Avatar::updateCollisionWithVoxels() {
|
||||
void Avatar::updateCollisionWithVoxels(float deltaTime) {
|
||||
float radius = _height * 0.125f;
|
||||
const float VOXEL_ELASTICITY = 1.4f;
|
||||
const float VOXEL_DAMPING = 0.0;
|
||||
const float VOXEL_COLLISION_FREQUENCY = 0.5f;
|
||||
glm::vec3 penetration;
|
||||
if (Application::getInstance()->getVoxels()->findCapsulePenetration(
|
||||
_position - glm::vec3(0.0f, _pelvisFloatingHeight - radius, 0.0f),
|
||||
_position + glm::vec3(0.0f, _height - _pelvisFloatingHeight - radius, 0.0f), radius, penetration)) {
|
||||
updateCollisionSound(penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
|
||||
applyHardCollision(penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
|
||||
}
|
||||
}
|
||||
|
@ -925,6 +937,36 @@ void Avatar::applyHardCollision(const glm::vec3& penetration, float elasticity,
|
|||
}
|
||||
}
|
||||
|
||||
void Avatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTime, float frequency) {
|
||||
// consider whether to have the collision make a sound
|
||||
const float AUDIBLE_COLLISION_THRESHOLD = 0.02f;
|
||||
const float COLLISION_LOUDNESS = 1.f;
|
||||
const float DURATION_SCALING = 0.004f;
|
||||
const float NOISE_SCALING = 0.1f;
|
||||
glm::vec3 velocity = _velocity;
|
||||
glm::vec3 gravity = getGravity();
|
||||
|
||||
if (glm::length(gravity) > EPSILON) {
|
||||
// If gravity is on, remove the effect of gravity on velocity for this
|
||||
// frame, so that we are not constantly colliding with the surface
|
||||
velocity -= _scale * glm::length(gravity) * GRAVITY_EARTH * deltaTime * glm::normalize(gravity);
|
||||
}
|
||||
float velocityTowardCollision = glm::dot(velocity, glm::normalize(penetration));
|
||||
float velocityTangentToCollision = glm::length(velocity) - velocityTowardCollision;
|
||||
|
||||
if (velocityTowardCollision > AUDIBLE_COLLISION_THRESHOLD) {
|
||||
// Volume is proportional to collision velocity
|
||||
// Base frequency is modified upward by the angle of the collision
|
||||
// Noise is a function of the angle of collision
|
||||
// Duration of the sound is a function of both base frequency and velocity of impact
|
||||
Application::getInstance()->getAudio()->startCollisionSound(
|
||||
fmin(COLLISION_LOUDNESS * velocityTowardCollision, 1.f),
|
||||
frequency * (1.f + velocityTangentToCollision / velocityTowardCollision),
|
||||
fmin(velocityTangentToCollision / velocityTowardCollision * NOISE_SCALING, 1.f),
|
||||
1.f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision);
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::updateAvatarCollisions(float deltaTime) {
|
||||
|
||||
// Reset detector for nearest avatar
|
||||
|
|
|
@ -162,6 +162,8 @@ public:
|
|||
glm::quat getOrientation () const;
|
||||
glm::quat getWorldAlignedOrientation() const;
|
||||
|
||||
glm::vec3 getGravity () const { return _gravity; }
|
||||
|
||||
glm::vec3 getUprightHeadPosition() const;
|
||||
|
||||
AvatarVoxelSystem* getVoxels() { return &_voxels; }
|
||||
|
@ -262,9 +264,10 @@ private:
|
|||
void updateAvatarCollisions(float deltaTime);
|
||||
void updateArmIKAndConstraints( float deltaTime );
|
||||
void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
|
||||
void updateCollisionWithEnvironment();
|
||||
void updateCollisionWithVoxels();
|
||||
void updateCollisionWithEnvironment(float deltaTime);
|
||||
void updateCollisionWithVoxels(float deltaTime);
|
||||
void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping);
|
||||
void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
|
||||
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
|
||||
void checkForMouseRayTouching();
|
||||
};
|
||||
|
|
|
@ -21,8 +21,13 @@ Hand::Hand(Avatar* owningAvatar) :
|
|||
_owningAvatar(owningAvatar),
|
||||
_renderAlpha(1.0),
|
||||
_lookingInMirror(false),
|
||||
_ballColor(0.0, 0.0, 0.4)
|
||||
_ballColor(0.0, 0.0, 0.4),
|
||||
_particleSystemInitialized(false)
|
||||
{
|
||||
// initialize all finger particle emitters with an invalid id as default
|
||||
for (int f = 0; f< NUM_FINGERS_PER_HAND; f ++ ) {
|
||||
_fingerParticleEmitter[f] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
void Hand::init() {
|
||||
|
@ -38,13 +43,16 @@ void Hand::reset() {
|
|||
}
|
||||
|
||||
void Hand::simulate(float deltaTime, bool isMine) {
|
||||
if (_isRaveGloveActive) {
|
||||
updateFingerParticles(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
void Hand::calculateGeometry() {
|
||||
glm::vec3 offset(0.2, -0.2, -0.3); // place the hand in front of the face where we can see it
|
||||
|
||||
glm::vec3 handOffset(0.2, -0.2, -0.3); // place the hand in front of the face where we can see it
|
||||
Head& head = _owningAvatar->getHead();
|
||||
_basePosition = head.getPosition() + head.getOrientation() * handOffset;
|
||||
_basePosition = head.getPosition() + head.getOrientation() * offset;
|
||||
_baseOrientation = head.getOrientation();
|
||||
|
||||
int numLeapBalls = _fingerTips.size();
|
||||
|
@ -61,15 +69,20 @@ void Hand::calculateGeometry() {
|
|||
|
||||
|
||||
void Hand::render(bool lookingInMirror) {
|
||||
|
||||
|
||||
_renderAlpha = 1.0;
|
||||
_lookingInMirror = lookingInMirror;
|
||||
|
||||
calculateGeometry();
|
||||
|
||||
if (_isRaveGloveActive)
|
||||
if (_isRaveGloveActive) {
|
||||
renderRaveGloveStage();
|
||||
|
||||
if (_particleSystemInitialized) {
|
||||
_particleSystem.render();
|
||||
}
|
||||
}
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_RESCALE_NORMAL);
|
||||
|
||||
|
@ -156,3 +169,52 @@ void Hand::setLeapHands(const std::vector<glm::vec3>& handPositions,
|
|||
}
|
||||
|
||||
|
||||
void Hand::updateFingerParticles(float deltaTime) {
|
||||
|
||||
if (!_particleSystemInitialized) {
|
||||
for ( int f = 0; f< NUM_FINGERS_PER_HAND; f ++ ) {
|
||||
_fingerParticleEmitter[f] = _particleSystem.addEmitter();
|
||||
_particleSystem.setShowingEmitter(_fingerParticleEmitter[f], true);
|
||||
}
|
||||
_particleSystemInitialized = true;
|
||||
} else {
|
||||
// update the particles
|
||||
|
||||
static float t = 0.0f;
|
||||
t += deltaTime;
|
||||
|
||||
for ( int f = 0; f< _fingerTips.size(); f ++ ) {
|
||||
|
||||
if (_fingerParticleEmitter[f] != -1) {
|
||||
|
||||
glm::vec3 particleEmitterPosition = leapPositionToWorldPosition(_fingerTips[f]);
|
||||
|
||||
// this aspect is still being designed....
|
||||
|
||||
glm::vec3 tilt = glm::vec3
|
||||
(
|
||||
30.0f * sinf( t * 0.55f ),
|
||||
0.0f,
|
||||
30.0f * cosf( t * 0.75f )
|
||||
);
|
||||
|
||||
glm::quat particleEmitterRotation = glm::quat(glm::radians(tilt));
|
||||
|
||||
_particleSystem.setEmitterPosition(_fingerParticleEmitter[0], particleEmitterPosition);
|
||||
_particleSystem.setEmitterRotation(_fingerParticleEmitter[0], particleEmitterRotation);
|
||||
|
||||
float radius = 0.005f;
|
||||
glm::vec4 color(1.0f, 0.6f, 0.0f, 0.5f);
|
||||
glm::vec3 velocity(0.0f, 0.005f, 0.0f);
|
||||
float lifespan = 0.3f;
|
||||
_particleSystem.emitParticlesNow(_fingerParticleEmitter[0], 1, radius, color, velocity, lifespan);
|
||||
}
|
||||
}
|
||||
|
||||
_particleSystem.setUpDirection(glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
_particleSystem.simulate(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -15,9 +15,11 @@
|
|||
#include "world.h"
|
||||
#include "InterfaceConfig.h"
|
||||
#include "SerialInterface.h"
|
||||
#include "ParticleSystem.h"
|
||||
#include <SharedUtil.h>
|
||||
#include <vector>
|
||||
|
||||
const int NUM_FINGERS_PER_HAND = 5;
|
||||
|
||||
class Avatar;
|
||||
class ProgramObject;
|
||||
|
@ -46,8 +48,10 @@ public:
|
|||
const std::vector<glm::vec3>& fingerRoots);
|
||||
void setLeapHands (const std::vector<glm::vec3>& handPositions,
|
||||
const std::vector<glm::vec3>& handNormals);
|
||||
void updateFingerParticles(float deltaTime);
|
||||
void setRaveGloveActive(bool active) { _isRaveGloveActive = active; }
|
||||
|
||||
|
||||
// getters
|
||||
const glm::vec3& getLeapBallPosition (int ball) const { return _leapBalls[ball].position;}
|
||||
bool isRaveGloveActive () const { return _isRaveGloveActive; }
|
||||
|
@ -56,6 +60,8 @@ private:
|
|||
// disallow copies of the Hand, copy of owning Avatar is disallowed too
|
||||
Hand(const Hand&);
|
||||
Hand& operator= (const Hand&);
|
||||
|
||||
ParticleSystem _particleSystem;
|
||||
|
||||
Avatar* _owningAvatar;
|
||||
float _renderAlpha;
|
||||
|
@ -66,6 +72,9 @@ private:
|
|||
// glm::quat _orientation;
|
||||
std::vector<HandBall> _leapBalls;
|
||||
|
||||
bool _particleSystemInitialized;
|
||||
int _fingerParticleEmitter[NUM_FINGERS_PER_HAND];
|
||||
|
||||
// private methods
|
||||
void renderRaveGloveStage();
|
||||
void renderHandSpheres();
|
||||
|
|
|
@ -227,7 +227,8 @@ void Head::simulate(float deltaTime, bool isMine) {
|
|||
const float CAMERA_FOLLOW_HEAD_RATE_MAX = 0.5f;
|
||||
const float CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE = 1.05f;
|
||||
const float CAMERA_STOP_TOLERANCE_DEGREES = 0.1f;
|
||||
const float CAMERA_START_TOLERANCE_DEGREES = 2.0f;
|
||||
const float CAMERA_PITCH_START_TOLERANCE_DEGREES = 10.0f;
|
||||
const float CAMERA_YAW_START_TOLERANCE_DEGREES = 3.0f;
|
||||
float cameraHeadAngleDifference = glm::length(glm::vec2(_pitch - _cameraPitch, _yaw - _cameraYaw));
|
||||
if (_isCameraMoving) {
|
||||
_cameraFollowHeadRate = glm::clamp(_cameraFollowHeadRate * CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE,
|
||||
|
@ -240,7 +241,8 @@ void Head::simulate(float deltaTime, bool isMine) {
|
|||
_isCameraMoving = false;
|
||||
}
|
||||
} else {
|
||||
if (cameraHeadAngleDifference > CAMERA_START_TOLERANCE_DEGREES) {
|
||||
if ((fabs(_pitch - _cameraPitch) > CAMERA_PITCH_START_TOLERANCE_DEGREES) ||
|
||||
(fabs(_yaw - _cameraYaw) > CAMERA_YAW_START_TOLERANCE_DEGREES)) {
|
||||
_isCameraMoving = true;
|
||||
_cameraFollowHeadRate = CAMERA_FOLLOW_HEAD_RATE_START;
|
||||
}
|
||||
|
|
|
@ -8,74 +8,157 @@
|
|||
#include <glm/glm.hpp>
|
||||
#include "InterfaceConfig.h"
|
||||
#include <SharedUtil.h>
|
||||
|
||||
#include "ParticleSystem.h"
|
||||
#include "Application.h"
|
||||
|
||||
const float DEFAULT_PARTICLE_BOUNCE = 1.0f;
|
||||
const float DEFAULT_PARTICLE_AIR_FRICTION = 2.0f;
|
||||
|
||||
ParticleSystem::ParticleSystem() {
|
||||
|
||||
_numberOfParticles = 1500;
|
||||
assert(_numberOfParticles <= MAX_PARTICLES);
|
||||
_timer = 0.0f;
|
||||
_numEmitters = 0;
|
||||
_numParticles = 0;
|
||||
_upDirection = glm::vec3(0.0f, 1.0f, 0.0f); // default
|
||||
|
||||
for (unsigned int e = 0; e < MAX_EMITTERS; e++) {
|
||||
_emitter[e].position = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_emitter[e].rotation = glm::quat();
|
||||
_emitter[e].right = IDENTITY_RIGHT;
|
||||
_emitter[e].up = IDENTITY_UP;
|
||||
_emitter[e].front = IDENTITY_FRONT;
|
||||
_emitter[e].showingEmitter = false;
|
||||
_emitter[e].particleAttributes.bounce = DEFAULT_PARTICLE_BOUNCE;
|
||||
_emitter[e].particleAttributes.airFriction = DEFAULT_PARTICLE_AIR_FRICTION;
|
||||
_emitter[e].particleAttributes.gravity = 0.0f;
|
||||
_emitter[e].particleAttributes.jitter = 0.0f;
|
||||
_emitter[e].particleAttributes.emitterAttraction = 0.0f;
|
||||
_emitter[e].particleAttributes.tornadoForce = 0.0f;
|
||||
_emitter[e].particleAttributes.neighborAttraction = 0.0f;
|
||||
_emitter[e].particleAttributes.neighborRepulsion = 0.0f;
|
||||
_emitter[e].particleAttributes.collisionSphereRadius = 0.0f;
|
||||
_emitter[e].particleAttributes.collisionSpherePosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_emitter[e].particleAttributes.usingCollisionSphere = false;
|
||||
};
|
||||
|
||||
_bounce = 0.9f;
|
||||
_timer = 0.0f;
|
||||
_airFriction = 6.0f;
|
||||
_jitter = 0.1f;
|
||||
_homeAttraction = 0.0f;
|
||||
_tornadoForce = 0.0f;
|
||||
_neighborAttraction = 0.02f;
|
||||
_neighborRepulsion = 0.9f;
|
||||
_tornadoAxis = glm::normalize(glm::vec3(0.1f, 1.0f, 0.1f));
|
||||
_home = glm::vec3(5.0f, 1.0f, 5.0f);
|
||||
|
||||
_TEST_bigSphereRadius = 0.5f;
|
||||
_TEST_bigSpherePosition = glm::vec3( 5.0f, _TEST_bigSphereRadius, 5.0f);
|
||||
|
||||
for (unsigned int p = 0; p < _numberOfParticles; p++) {
|
||||
_particle[p].position = _home;
|
||||
_particle[p].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
float radian = ((float)p / (float)_numberOfParticles) * PI_TIMES_TWO;
|
||||
float wave = sinf(radian);
|
||||
|
||||
float red = 0.5f + 0.5f * wave;
|
||||
float green = 0.3f + 0.3f * wave;
|
||||
float blue = 0.2f - 0.2f * wave;
|
||||
|
||||
_particle[p].color = glm::vec3(red, green, blue);
|
||||
_particle[p].age = 0.0f;
|
||||
_particle[p].radius = 0.01f;
|
||||
}
|
||||
for (unsigned int p = 0; p < MAX_PARTICLES; p++) {
|
||||
_particle[p].alive = false;
|
||||
_particle[p].age = 0.0f;
|
||||
_particle[p].lifespan = 0.0f;
|
||||
_particle[p].radius = 0.0f;
|
||||
_particle[p].emitterIndex = 0;
|
||||
_particle[p].position = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_particle[p].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int ParticleSystem::addEmitter() {
|
||||
|
||||
_numEmitters ++;
|
||||
|
||||
if (_numEmitters > MAX_EMITTERS) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
return _numEmitters - 1;
|
||||
}
|
||||
|
||||
|
||||
void ParticleSystem::simulate(float deltaTime) {
|
||||
|
||||
runSpecialEffectsTest(deltaTime);
|
||||
|
||||
for (unsigned int p = 0; p < _numberOfParticles; p++) {
|
||||
updateParticle(p, deltaTime);
|
||||
// update emitters
|
||||
for (unsigned int e = 0; e < _numEmitters; e++) {
|
||||
updateEmitter(e, deltaTime);
|
||||
}
|
||||
|
||||
// update particles
|
||||
for (unsigned int p = 0; p < _numParticles; p++) {
|
||||
if (_particle[p].alive) {
|
||||
updateParticle(p, deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ParticleSystem::updateEmitter(int e, float deltaTime) {
|
||||
|
||||
_emitter[e].front = _emitter[e].rotation * IDENTITY_FRONT;
|
||||
_emitter[e].right = _emitter[e].rotation * IDENTITY_RIGHT;
|
||||
_emitter[e].up = _emitter[e].rotation * IDENTITY_UP;
|
||||
}
|
||||
|
||||
|
||||
void ParticleSystem::emitParticlesNow(int e, int num, float radius, glm::vec4 color, glm::vec3 velocity, float lifespan) {
|
||||
|
||||
for (unsigned int p = 0; p < num; p++) {
|
||||
createParticle(e, _emitter[e].position, velocity, radius, color, lifespan);
|
||||
}
|
||||
}
|
||||
|
||||
void ParticleSystem::createParticle(int e, glm::vec3 position, glm::vec3 velocity, float radius, glm::vec4 color, float lifespan) {
|
||||
|
||||
for (unsigned int p = 0; p < MAX_PARTICLES; p++) {
|
||||
if (!_particle[p].alive) {
|
||||
|
||||
_particle[p].emitterIndex = e;
|
||||
_particle[p].lifespan = lifespan;
|
||||
_particle[p].alive = true;
|
||||
_particle[p].age = 0.0f;
|
||||
_particle[p].position = position;
|
||||
_particle[p].velocity = velocity;
|
||||
_particle[p].radius = radius;
|
||||
_particle[p].color = color;
|
||||
|
||||
_numParticles ++;
|
||||
|
||||
assert(_numParticles <= MAX_PARTICLES);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ParticleSystem::killParticle(int p) {
|
||||
|
||||
assert( p >= 0);
|
||||
assert( p < MAX_PARTICLES);
|
||||
assert( _numParticles > 0);
|
||||
|
||||
_particle[p].alive = false;
|
||||
_numParticles --;
|
||||
}
|
||||
|
||||
|
||||
void ParticleSystem::setOrangeBlueColorPalette() {
|
||||
|
||||
for (unsigned int p = 0; p < _numParticles; p++) {
|
||||
|
||||
float radian = ((float)p / (float)_numParticles) * PI_TIMES_TWO;
|
||||
float wave = sinf(radian);
|
||||
|
||||
float red = 0.5f + 0.5f * wave;
|
||||
float green = 0.3f + 0.3f * wave;
|
||||
float blue = 0.2f - 0.2f * wave;
|
||||
float alpha = 1.0f;
|
||||
|
||||
_particle[p].color = glm::vec4(red, green, blue, alpha);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ParticleSystem::setParticleAttributesForEmitter(int emitterIndex, ParticleAttributes attributes) {
|
||||
|
||||
void ParticleSystem::runSpecialEffectsTest(float deltaTime) {
|
||||
|
||||
_timer += deltaTime;
|
||||
|
||||
_gravity = 0.01f + 0.01f * sinf( _timer * 0.52f );
|
||||
_airFriction = 3.0f + 2.0f * sinf( _timer * 0.32f );
|
||||
_jitter = 0.05f + 0.05f * sinf( _timer * 0.42f );
|
||||
_homeAttraction = 0.01f + 0.01f * cosf( _timer * 0.6f );
|
||||
_tornadoForce = 0.0f + 0.03f * sinf( _timer * 0.7f );
|
||||
_neighborAttraction = 0.1f + 0.1f * cosf( _timer * 0.8f );
|
||||
_neighborRepulsion = 0.4f + 0.3f * sinf( _timer * 0.4f );
|
||||
|
||||
_tornadoAxis = glm::vec3
|
||||
(
|
||||
0.0f + 0.5f * sinf( _timer * 0.55f ),
|
||||
1.0f,
|
||||
0.0f + 0.5f * cosf( _timer * 0.75f )
|
||||
);
|
||||
_emitter[emitterIndex].particleAttributes.bounce = attributes.bounce;
|
||||
_emitter[emitterIndex].particleAttributes.gravity = attributes.gravity;
|
||||
_emitter[emitterIndex].particleAttributes.airFriction = attributes.airFriction;
|
||||
_emitter[emitterIndex].particleAttributes.jitter = attributes.jitter;
|
||||
_emitter[emitterIndex].particleAttributes.emitterAttraction = attributes.emitterAttraction;
|
||||
_emitter[emitterIndex].particleAttributes.tornadoForce = attributes.tornadoForce;
|
||||
_emitter[emitterIndex].particleAttributes.neighborAttraction = attributes.neighborAttraction;
|
||||
_emitter[emitterIndex].particleAttributes.neighborRepulsion = attributes.neighborRepulsion;
|
||||
_emitter[emitterIndex].particleAttributes.usingCollisionSphere = attributes.usingCollisionSphere;
|
||||
_emitter[emitterIndex].particleAttributes.collisionSpherePosition = attributes.collisionSpherePosition;
|
||||
_emitter[emitterIndex].particleAttributes.collisionSphereRadius = attributes.collisionSphereRadius;
|
||||
}
|
||||
|
||||
|
||||
|
@ -83,41 +166,49 @@ void ParticleSystem::runSpecialEffectsTest(float deltaTime) {
|
|||
void ParticleSystem::updateParticle(int p, float deltaTime) {
|
||||
|
||||
_particle[p].age += deltaTime;
|
||||
|
||||
if (_particle[p].age > _particle[p].lifespan) {
|
||||
killParticle(p);
|
||||
}
|
||||
|
||||
Emitter myEmitter = _emitter[_particle[p].emitterIndex];
|
||||
|
||||
// apply random jitter
|
||||
_particle[p].velocity +=
|
||||
glm::vec3
|
||||
(
|
||||
-_jitter * ONE_HALF + _jitter * randFloat(),
|
||||
-_jitter * ONE_HALF + _jitter * randFloat(),
|
||||
-_jitter * ONE_HALF + _jitter * randFloat()
|
||||
-myEmitter.particleAttributes.jitter * ONE_HALF + myEmitter.particleAttributes.jitter * randFloat(),
|
||||
-myEmitter.particleAttributes.jitter * ONE_HALF + myEmitter.particleAttributes.jitter * randFloat(),
|
||||
-myEmitter.particleAttributes.jitter * ONE_HALF + myEmitter.particleAttributes.jitter * randFloat()
|
||||
) * deltaTime;
|
||||
|
||||
|
||||
// apply attraction to home position
|
||||
glm::vec3 vectorToHome = _home - _particle[p].position;
|
||||
_particle[p].velocity += vectorToHome * _homeAttraction * deltaTime;
|
||||
glm::vec3 vectorToHome = myEmitter.position - _particle[p].position;
|
||||
_particle[p].velocity += vectorToHome * myEmitter.particleAttributes.emitterAttraction * deltaTime;
|
||||
|
||||
// apply neighbor attraction
|
||||
int neighbor = p + 1;
|
||||
if (neighbor == _numberOfParticles ) {
|
||||
if (neighbor == _numParticles ) {
|
||||
neighbor = 0;
|
||||
}
|
||||
glm::vec3 vectorToNeighbor = _particle[p].position - _particle[neighbor].position;
|
||||
|
||||
_particle[p].velocity -= vectorToNeighbor * _neighborAttraction * deltaTime;
|
||||
if ( _particle[neighbor].emitterIndex == _particle[p].emitterIndex) {
|
||||
glm::vec3 vectorToNeighbor = _particle[p].position - _particle[neighbor].position;
|
||||
|
||||
_particle[p].velocity -= vectorToNeighbor * myEmitter.particleAttributes.neighborAttraction * deltaTime;
|
||||
|
||||
float distanceToNeighbor = glm::length(vectorToNeighbor);
|
||||
if (distanceToNeighbor > 0.0f) {
|
||||
_particle[neighbor].velocity += (vectorToNeighbor / ( 1.0f + distanceToNeighbor * distanceToNeighbor)) * _neighborRepulsion * deltaTime;
|
||||
float distanceToNeighbor = glm::length(vectorToNeighbor);
|
||||
if (distanceToNeighbor > 0.0f) {
|
||||
_particle[neighbor].velocity += (vectorToNeighbor / ( 1.0f + distanceToNeighbor * distanceToNeighbor)) * myEmitter.particleAttributes.neighborRepulsion * deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
// apply tornado force
|
||||
glm::vec3 tornadoDirection = glm::cross(vectorToHome, _tornadoAxis);
|
||||
_particle[p].velocity += tornadoDirection * _tornadoForce * deltaTime;
|
||||
glm::vec3 tornadoDirection = glm::cross(vectorToHome, myEmitter.up);
|
||||
_particle[p].velocity += tornadoDirection * myEmitter.particleAttributes.tornadoForce * deltaTime;
|
||||
|
||||
// apply air friction
|
||||
float drag = 1.0 - _airFriction * deltaTime;
|
||||
float drag = 1.0 - myEmitter.particleAttributes.airFriction * deltaTime;
|
||||
if (drag < 0.0f) {
|
||||
_particle[p].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
} else {
|
||||
|
@ -125,7 +216,7 @@ void ParticleSystem::updateParticle(int p, float deltaTime) {
|
|||
}
|
||||
|
||||
// apply gravity
|
||||
_particle[p].velocity.y -= _gravity * deltaTime;
|
||||
_particle[p].velocity -= _upDirection * myEmitter.particleAttributes.gravity * deltaTime;
|
||||
|
||||
// update position by velocity
|
||||
_particle[p].position += _particle[p].velocity;
|
||||
|
@ -135,49 +226,98 @@ void ParticleSystem::updateParticle(int p, float deltaTime) {
|
|||
_particle[p].position.y = _particle[p].radius;
|
||||
|
||||
if (_particle[p].velocity.y < 0.0f) {
|
||||
_particle[p].velocity.y *= -_bounce;
|
||||
_particle[p].velocity.y *= -myEmitter.particleAttributes.bounce;
|
||||
}
|
||||
}
|
||||
|
||||
// collision with sphere
|
||||
glm::vec3 vectorToSphereCenter = _TEST_bigSpherePosition - _particle[p].position;
|
||||
float distanceToSphereCenter = glm::length(vectorToSphereCenter);
|
||||
float combinedRadius = _TEST_bigSphereRadius + _particle[p].radius;
|
||||
if (distanceToSphereCenter < combinedRadius) {
|
||||
|
||||
if (distanceToSphereCenter > 0.0f){
|
||||
glm::vec3 directionToSphereCenter = vectorToSphereCenter / distanceToSphereCenter;
|
||||
_particle[p].position = _TEST_bigSpherePosition - directionToSphereCenter * combinedRadius;
|
||||
if (myEmitter.particleAttributes.usingCollisionSphere) {
|
||||
glm::vec3 vectorToSphereCenter = myEmitter.particleAttributes.collisionSpherePosition - _particle[p].position;
|
||||
float distanceToSphereCenter = glm::length(vectorToSphereCenter);
|
||||
float combinedRadius = myEmitter.particleAttributes.collisionSphereRadius + _particle[p].radius;
|
||||
if (distanceToSphereCenter < combinedRadius) {
|
||||
|
||||
if (distanceToSphereCenter > 0.0f){
|
||||
glm::vec3 directionToSphereCenter = vectorToSphereCenter / distanceToSphereCenter;
|
||||
_particle[p].position = myEmitter.particleAttributes.collisionSpherePosition - directionToSphereCenter * combinedRadius;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ParticleSystem::setCollisionSphere(int e, glm::vec3 position, float radius) {
|
||||
_emitter[e].particleAttributes.usingCollisionSphere = true;
|
||||
_emitter[e].particleAttributes.collisionSpherePosition = position;
|
||||
_emitter[e].particleAttributes.collisionSphereRadius = radius;
|
||||
}
|
||||
|
||||
void ParticleSystem::render() {
|
||||
|
||||
for (unsigned int p = 0; p < _numberOfParticles; p++) {
|
||||
glColor3f(_particle[p].color.x, _particle[p].color.y, _particle[p].color.z);
|
||||
glPushMatrix();
|
||||
glTranslatef(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z);
|
||||
glutSolidSphere(_particle[p].radius, 6, 6);
|
||||
glPopMatrix();
|
||||
|
||||
// render velocity lines
|
||||
glColor4f( _particle[p].color.x, _particle[p].color.y, _particle[p].color.z, 0.5f);
|
||||
glm::vec3 end = _particle[p].position - _particle[p].velocity * 2.0f;
|
||||
glBegin(GL_LINES);
|
||||
glVertex3f(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z);
|
||||
glVertex3f(end.x, end.y, end.z);
|
||||
|
||||
glEnd();
|
||||
|
||||
// render the emitters
|
||||
for (unsigned int e = 0; e < _numEmitters; e++) {
|
||||
if (_emitter[e].showingEmitter) {
|
||||
renderEmitter(e, 0.2f);
|
||||
}
|
||||
};
|
||||
|
||||
// render the particles
|
||||
for (unsigned int p = 0; p < _numParticles; p++) {
|
||||
if (_particle[p].alive) {
|
||||
renderParticle(p);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ParticleSystem::renderParticle(int p) {
|
||||
|
||||
glColor4f(_particle[p].color.r, _particle[p].color.g, _particle[p].color.b, _particle[p].color.a );
|
||||
glPushMatrix();
|
||||
glTranslatef(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z);
|
||||
glutSolidSphere(_particle[p].radius, 6, 6);
|
||||
glPopMatrix();
|
||||
|
||||
// render velocity lines
|
||||
glColor4f( _particle[p].color.x, _particle[p].color.y, _particle[p].color.z, 0.5f);
|
||||
glm::vec3 end = _particle[p].position - _particle[p].velocity * 2.0f;
|
||||
glBegin(GL_LINES);
|
||||
glVertex3f(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z);
|
||||
glVertex3f(end.x, end.y, end.z);
|
||||
|
||||
glEnd();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ParticleSystem::renderEmitter(int e, float size) {
|
||||
|
||||
glm::vec3 r = _emitter[e].right * size;
|
||||
glm::vec3 u = _emitter[e].up * size;
|
||||
glm::vec3 f = _emitter[e].front * size;
|
||||
|
||||
glLineWidth(2.0f);
|
||||
|
||||
glColor3f(0.8f, 0.4, 0.4);
|
||||
glBegin(GL_LINES);
|
||||
glVertex3f(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z);
|
||||
glVertex3f(_emitter[e].position.x + r.x, _emitter[e].position.y + r.y, _emitter[e].position.z + r.z);
|
||||
glEnd();
|
||||
|
||||
glColor3f(0.4f, 0.8, 0.4);
|
||||
glBegin(GL_LINES);
|
||||
glVertex3f(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z);
|
||||
glVertex3f(_emitter[e].position.x + u.x, _emitter[e].position.y + u.y, _emitter[e].position.z + u.z);
|
||||
glEnd();
|
||||
|
||||
glColor3f(0.4f, 0.4, 0.8);
|
||||
glBegin(GL_LINES);
|
||||
glVertex3f(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z);
|
||||
glVertex3f(_emitter[e].position.x + f.x, _emitter[e].position.y + f.y, _emitter[e].position.z + f.z);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -9,51 +9,82 @@
|
|||
#ifndef hifi_ParticleSystem_h
|
||||
#define hifi_ParticleSystem_h
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
const int MAX_PARTICLES = 5000;
|
||||
const int MAX_EMITTERS = 10;
|
||||
const int MAX_EMITTERS = 20;
|
||||
|
||||
class ParticleSystem {
|
||||
public:
|
||||
|
||||
struct ParticleAttributes {
|
||||
float bounce;
|
||||
float gravity;
|
||||
float airFriction;
|
||||
float jitter;
|
||||
float emitterAttraction;
|
||||
float tornadoForce;
|
||||
float neighborAttraction;
|
||||
float neighborRepulsion;
|
||||
bool usingCollisionSphere;
|
||||
glm::vec3 collisionSpherePosition;
|
||||
float collisionSphereRadius;
|
||||
};
|
||||
|
||||
ParticleSystem();
|
||||
|
||||
int addEmitter(); // add (create) an emitter and get its unique id
|
||||
void emitParticlesNow(int e, int numParticles, float radius, glm::vec4 color, glm::vec3 velocity, float lifespan);
|
||||
void simulate(float deltaTime);
|
||||
void render();
|
||||
|
||||
void setParticleAttributesForEmitter(int emitterIndex, ParticleAttributes attributes);
|
||||
void setOrangeBlueColorPalette(); // apply a nice preset color palette to the particles
|
||||
void setUpDirection(glm::vec3 upDirection) {_upDirection = upDirection;} // tell particle system which direction is up
|
||||
|
||||
void setCollisionSphere(int emitterIndex, glm::vec3 position, float radius); // specify a sphere for the particles to collide with
|
||||
void setEmitterPosition(int emitterIndex, glm::vec3 position) { _emitter[emitterIndex].position = position; } // set position of emitter
|
||||
void setEmitterRotation(int emitterIndex, glm::quat rotation) { _emitter[emitterIndex].rotation = rotation; } // set rotation of emitter
|
||||
void setShowingEmitter (int emitterIndex, bool showing ) { _emitter[emitterIndex].showingEmitter = showing; } // set its visibiity
|
||||
|
||||
private:
|
||||
|
||||
struct Emitter {
|
||||
glm::vec3 position;
|
||||
glm::quat rotation;
|
||||
glm::vec3 right;
|
||||
glm::vec3 up;
|
||||
glm::vec3 front;
|
||||
bool showingEmitter;
|
||||
ParticleAttributes particleAttributes;
|
||||
};
|
||||
|
||||
struct Particle {
|
||||
glm::vec3 position;
|
||||
glm::vec3 velocity;
|
||||
glm::vec3 color;
|
||||
float age;
|
||||
float radius;
|
||||
bool alive; // is the particle active?
|
||||
glm::vec3 position; // position
|
||||
glm::vec3 velocity; // velocity
|
||||
glm::vec4 color; // color (rgba)
|
||||
float age; // age in seconds
|
||||
float radius; // radius
|
||||
float lifespan; // how long this particle stays alive (in seconds)
|
||||
int emitterIndex; // which emitter created this particle?
|
||||
};
|
||||
|
||||
struct Emitter {
|
||||
glm::vec3 position;
|
||||
glm::vec3 direction;
|
||||
};
|
||||
|
||||
float _bounce;
|
||||
float _gravity;
|
||||
|
||||
glm::vec3 _upDirection;
|
||||
float _timer;
|
||||
Emitter _emitter[MAX_EMITTERS];
|
||||
Particle _particle[MAX_PARTICLES];
|
||||
int _numberOfParticles;
|
||||
glm::vec3 _home;
|
||||
glm::vec3 _tornadoAxis;
|
||||
float _airFriction;
|
||||
float _jitter;
|
||||
float _homeAttraction;
|
||||
float _tornadoForce;
|
||||
float _neighborAttraction;
|
||||
float _neighborRepulsion;
|
||||
float _TEST_bigSphereRadius;
|
||||
glm::vec3 _TEST_bigSpherePosition;
|
||||
int _numParticles;
|
||||
int _numEmitters;
|
||||
|
||||
// private methods
|
||||
void updateEmitter(int e, float deltaTime);
|
||||
void updateParticle(int index, float deltaTime);
|
||||
void runSpecialEffectsTest(float deltaTime);
|
||||
void createParticle(int e, glm::vec3 position, glm::vec3 velocity, float radius, glm::vec4 color, float lifespan);
|
||||
//void runSpecialEffectsTest(int e, float deltaTime); // for debugging and artistic exploration
|
||||
void killParticle(int p);
|
||||
void renderEmitter(int emitterIndex, float size);
|
||||
void renderParticle(int p);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -325,22 +325,38 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
|
|||
glPopMatrix();
|
||||
}
|
||||
|
||||
void renderCollisionOverlay(int width, int height, float magnitude) {
|
||||
const float MIN_VISIBLE_COLLISION = 0.01f;
|
||||
if (magnitude > MIN_VISIBLE_COLLISION) {
|
||||
glColor4f(0, 0, 0, magnitude);
|
||||
glBegin(GL_QUADS);
|
||||
glVertex2f(0, 0);
|
||||
glVertex2d(width, 0);
|
||||
glVertex2d(width, height);
|
||||
glVertex2d(0, height);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
void drawGroundPlaneGrid(float size) {
|
||||
glColor3f(0.4f, 0.5f, 0.3f);
|
||||
void renderGroundPlaneGrid(float size, float impact) {
|
||||
glLineWidth(2.0);
|
||||
|
||||
glm::vec4 impactColor(1, 0, 0, 1);
|
||||
glm::vec3 lineColor(0.4, 0.5, 0.3);
|
||||
glm::vec4 surfaceColor(0.5, 0.5, 0.5, 0.4);
|
||||
|
||||
glColor3fv(&lineColor.x);
|
||||
for (float x = 0; x <= size; x++) {
|
||||
glBegin(GL_LINES);
|
||||
glVertex3f(x, 0.0f, 0);
|
||||
glVertex3f(x, 0.0f, size);
|
||||
glVertex3f(0, 0.0f, x);
|
||||
glVertex3f(size, 0.0f, x);
|
||||
glVertex3f(x, 0, 0);
|
||||
glVertex3f(x, 0, size);
|
||||
glVertex3f(0, 0, x);
|
||||
glVertex3f(size, 0, x);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
// Draw a translucent quad just underneath the grid.
|
||||
glColor4f(0.5, 0.5, 0.5, 0.4);
|
||||
// Draw the floor, colored for recent impact
|
||||
glm::vec4 floorColor = impact * impactColor + (1.f - impact) * surfaceColor;
|
||||
glColor4fv(&floorColor.x);
|
||||
glBegin(GL_QUADS);
|
||||
glVertex3f(0, 0, 0);
|
||||
glVertex3f(size, 0, 0);
|
||||
|
|
|
@ -57,7 +57,10 @@ glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
|
|||
|
||||
double diffclock(timeval *clock1,timeval *clock2);
|
||||
|
||||
void drawGroundPlaneGrid(float size);
|
||||
void renderGroundPlaneGrid(float size, float impact);
|
||||
|
||||
void renderCollisionOverlay(int width, int height, float magnitude);
|
||||
|
||||
|
||||
void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, float darkness);
|
||||
|
||||
|
|
Loading…
Reference in a new issue