mirror of
https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
Merge branch 'master' of https://github.com/highfidelity/hifi
This commit is contained in:
commit
f45c2a3e56
79 changed files with 2159 additions and 1216 deletions
|
@ -53,7 +53,7 @@ else ()
|
|||
endif ()
|
||||
endif(WIN32)
|
||||
|
||||
if (NOT MSVC12)
|
||||
if ((NOT MSVC12) AND (NOT MSVC14))
|
||||
include(CheckCXXCompilerFlag)
|
||||
CHECK_CXX_COMPILER_FLAG("-std=c++11" COMPILER_SUPPORTS_CXX11)
|
||||
CHECK_CXX_COMPILER_FLAG("-std=c++0x" COMPILER_SUPPORTS_CXX0X)
|
||||
|
|
|
@ -14,12 +14,12 @@ macro(SETUP_EXTERNALS_BINARY_DIR)
|
|||
# get a short name for the generator to use in the path
|
||||
STRING(REGEX REPLACE " " "-" CMAKE_GENERATOR_FOLDER_NAME ${CMAKE_GENERATOR})
|
||||
|
||||
if (MSVC12)
|
||||
if (MSVC12)
|
||||
set(CMAKE_GENERATOR_FOLDER_NAME "vc12")
|
||||
else ()
|
||||
if (CMAKE_GENERATOR_FOLDER_NAME STREQUAL "Unix-Makefiles")
|
||||
set(CMAKE_GENERATOR_FOLDER_NAME "makefiles")
|
||||
endif ()
|
||||
elseif (MSVC14)
|
||||
set(CMAKE_GENERATOR_FOLDER_NAME "vc14")
|
||||
elseif(CMAKE_GENERATOR_FOLDER_NAME STREQUAL "Unix-Makefiles")
|
||||
set(CMAKE_GENERATOR_FOLDER_NAME "makefiles")
|
||||
endif ()
|
||||
|
||||
set(EXTERNALS_BINARY_ROOT_DIR "${CMAKE_CURRENT_BINARY_DIR}/ext")
|
||||
|
|
|
@ -18,3 +18,4 @@ Script.load("notifications.js");
|
|||
Script.load("users.js");
|
||||
Script.load("grab.js");
|
||||
Script.load("pointer.js");
|
||||
Script.load("directory.js");
|
||||
|
|
92
examples/directory.js
Normal file
92
examples/directory.js
Normal file
|
@ -0,0 +1,92 @@
|
|||
//
|
||||
// directory.js
|
||||
// examples
|
||||
//
|
||||
// Created by David Rowe on 8 Jun 2015
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
Script.include("libraries/globals.js");
|
||||
|
||||
var directory = (function () {
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||||
|
||||
var DIRECTORY_URL = "https://metaverse.highfidelity.com/directory",
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||||
directoryWindow,
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||||
DIRECTORY_BUTTON_URL = HIFI_PUBLIC_BUCKET + "images/tools/directory.svg",
|
||||
BUTTON_WIDTH = 50,
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||||
BUTTON_HEIGHT = 50,
|
||||
BUTTON_ALPHA = 0.9,
|
||||
BUTTON_MARGIN = 8,
|
||||
directoryButton,
|
||||
EDIT_TOOLBAR_BUTTONS = 10, // Number of buttons in edit.js toolbar
|
||||
viewport;
|
||||
|
||||
function updateButtonPosition() {
|
||||
Overlays.editOverlay(directoryButton, {
|
||||
x: viewport.x - BUTTON_WIDTH - BUTTON_MARGIN,
|
||||
y: (viewport.y - (EDIT_TOOLBAR_BUTTONS + 1) * (BUTTON_HEIGHT + BUTTON_MARGIN) - BUTTON_MARGIN) / 2 - 1
|
||||
});
|
||||
}
|
||||
|
||||
function onMousePressEvent(event) {
|
||||
var clickedOverlay;
|
||||
|
||||
clickedOverlay = Overlays.getOverlayAtPoint({ x: event.x, y: event.y });
|
||||
|
||||
if (clickedOverlay === directoryButton) {
|
||||
if (directoryWindow.url !== DIRECTORY_URL) {
|
||||
directoryWindow.setURL(DIRECTORY_URL);
|
||||
}
|
||||
directoryWindow.setVisible(true);
|
||||
directoryWindow.raise();
|
||||
}
|
||||
}
|
||||
|
||||
function onDomainChanged() {
|
||||
directoryWindow.setVisible(false);
|
||||
}
|
||||
|
||||
function onScriptUpdate() {
|
||||
var oldViewport = viewport;
|
||||
|
||||
viewport = Controller.getViewportDimensions();
|
||||
|
||||
if (viewport.x !== oldViewport.x || viewport.y !== oldViewport.y) {
|
||||
updateButtonPosition();
|
||||
}
|
||||
}
|
||||
|
||||
function setUp() {
|
||||
viewport = Controller.getViewportDimensions();
|
||||
|
||||
directoryWindow = new WebWindow('Directory', DIRECTORY_URL, 900, 700, false);
|
||||
directoryWindow.setVisible(false);
|
||||
|
||||
directoryButton = Overlays.addOverlay("image", {
|
||||
imageURL: DIRECTORY_BUTTON_URL,
|
||||
width: BUTTON_WIDTH,
|
||||
height: BUTTON_HEIGHT,
|
||||
x: viewport.x - BUTTON_WIDTH - BUTTON_MARGIN,
|
||||
y: BUTTON_MARGIN,
|
||||
alpha: BUTTON_ALPHA,
|
||||
visible: true
|
||||
});
|
||||
|
||||
updateButtonPosition();
|
||||
|
||||
Controller.mousePressEvent.connect(onMousePressEvent);
|
||||
Window.domainChanged.connect(onDomainChanged);
|
||||
|
||||
Script.update.connect(onScriptUpdate);
|
||||
}
|
||||
|
||||
function tearDown() {
|
||||
Overlays.deleteOverlay(directoryButton);
|
||||
}
|
||||
|
||||
setUp();
|
||||
Script.scriptEnding.connect(tearDown);
|
||||
}());
|
96
examples/example/scripts/controllerScriptingExamples.js
Normal file
96
examples/example/scripts/controllerScriptingExamples.js
Normal file
|
@ -0,0 +1,96 @@
|
|||
//
|
||||
// controllerScriptingExamples.js
|
||||
// examples
|
||||
//
|
||||
// Created by Sam Gondelman on 6/2/15
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
// Assumes you only have the default keyboard connected
|
||||
|
||||
// Resets every device to its default key bindings:
|
||||
Controller.resetAllDeviceBindings();
|
||||
|
||||
// Query all actions
|
||||
print("All Actions: \n" + Controller.getAllActions());
|
||||
|
||||
// Each action stores:
|
||||
// action: int representation of enum
|
||||
print("Action 5 int: \n" + Controller.getAllActions()[5].action);
|
||||
|
||||
// actionName: string representation of enum
|
||||
print("Action 5 name: \n" + Controller.getAllActions()[5].actionName);
|
||||
|
||||
// inputChannels: list of all inputchannels that control that action
|
||||
print("Action 5 input channels: \n" + Controller.getAllActions()[5].inputChannels + "\n");
|
||||
|
||||
|
||||
// Each input channel stores:
|
||||
// action: Action that this InputChannel maps to
|
||||
print("Input channel action: \n" + Controller.getAllActions()[5].inputChannels[0].action);
|
||||
|
||||
// scale: sensitivity of input
|
||||
print("Input channel scale: \n" + Controller.getAllActions()[5].inputChannels[0].scale);
|
||||
|
||||
// input and modifier: Inputs
|
||||
print("Input channel input and modifier: \n" + Controller.getAllActions()[5].inputChannels[0].input + "\n" + Controller.getAllActions()[5].inputChannels[0].modifier + "\n");
|
||||
|
||||
|
||||
// Each Input stores:
|
||||
// device: device of input
|
||||
print("Input device: \n" + Controller.getAllActions()[5].inputChannels[0].input.device);
|
||||
|
||||
// channel: channel of input
|
||||
print("Input channel: \n" + Controller.getAllActions()[5].inputChannels[0].input.channel);
|
||||
|
||||
// type: type of input (Unknown, Button, Axis, Joint)
|
||||
print("Input type: \n" + Controller.getAllActions()[5].inputChannels[0].input.type);
|
||||
|
||||
// id: id of input
|
||||
print("Input id: \n" + Controller.getAllActions()[5].inputChannels[0].input.id + "\n");
|
||||
|
||||
|
||||
// You can get the name of a device from its id
|
||||
print("Device 1 name: \n" + Controller.getDeviceName(Controller.getAllActions()[5].inputChannels[0].input.id));
|
||||
|
||||
// You can also get all of a devices input channels
|
||||
print("Device 1's input channels: \n" + Controller.getAllInputsForDevice(1) + "\n");
|
||||
|
||||
|
||||
// Modifying properties:
|
||||
// The following code will switch the "w" and "s" key functionality and adjust their scales
|
||||
var s = Controller.getAllActions()[0].inputChannels[0];
|
||||
var w = Controller.getAllActions()[1].inputChannels[0];
|
||||
|
||||
// You must remove an input controller before modifying it so the old input controller isn't registered anymore
|
||||
// removeInputChannel and addInputChannel return true if successful, false otherwise
|
||||
Controller.removeInputChannel(s);
|
||||
Controller.removeInputChannel(w);
|
||||
print(s.scale);
|
||||
s.action = 1;
|
||||
s.scale = .01;
|
||||
|
||||
w.action = 0;
|
||||
w.scale = 10000;
|
||||
Controller.addInputChannel(s);
|
||||
Controller.addInputChannel(w);
|
||||
print(s.scale);
|
||||
|
||||
// You can get all the available inputs for any device
|
||||
// Each AvailableInput has:
|
||||
// input: the Input itself
|
||||
// inputName: string representing the input
|
||||
var availableInputs = Controller.getAvailableInputs(1);
|
||||
for (i = 0; i < availableInputs.length; i++) {
|
||||
print(availableInputs[i].inputName);
|
||||
}
|
||||
|
||||
// You can modify key bindings by using these avaiable inputs
|
||||
// This will replace e (up) with 6
|
||||
var e = Controller.getAllActions()[5].inputChannels[0];
|
||||
Controller.removeInputChannel(e);
|
||||
e.input = availableInputs[6].input;
|
||||
Controller.addInputChannel(e);
|
100
examples/grab.js
100
examples/grab.js
|
@ -4,7 +4,7 @@
|
|||
// Created by Eric Levin on May 1, 2015
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Grab's physically moveable entities with the mouse, by applying a spring force.
|
||||
// Grab's physically moveable entities with the mouse, by applying a spring force.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
|
@ -20,7 +20,7 @@ var ANGULAR_DAMPING_RATE = 0.40;
|
|||
// NOTE: to improve readability global variable names start with 'g'
|
||||
var gIsGrabbing = false;
|
||||
var gGrabbedEntity = null;
|
||||
var gPrevMouse = {x: 0, y: 0};
|
||||
var gActionID = null;
|
||||
var gEntityProperties;
|
||||
var gStartPosition;
|
||||
var gStartRotation;
|
||||
|
@ -31,20 +31,20 @@ var gPlaneNormal = ZERO_VEC3;
|
|||
// gMaxGrabDistance is a function of the size of the object.
|
||||
var gMaxGrabDistance;
|
||||
|
||||
// gGrabMode defines the degrees of freedom of the grab target positions
|
||||
// relative to gGrabStartPosition options include:
|
||||
// gGrabMode defines the degrees of freedom of the grab target positions
|
||||
// relative to gGrabStartPosition options include:
|
||||
// xzPlane (default)
|
||||
// verticalCylinder (SHIFT)
|
||||
// rotate (CONTROL)
|
||||
// Modes to eventually support?:
|
||||
// xyPlane
|
||||
// yzPlane
|
||||
// xyPlane
|
||||
// yzPlane
|
||||
// polar
|
||||
// elevationAzimuth
|
||||
var gGrabMode = "xzplane";
|
||||
var gGrabMode = "xzplane";
|
||||
|
||||
// gGrabOffset allows the user to grab an object off-center. It points from ray's intersection
|
||||
// with the move-plane to object center (at the moment the grab is initiated). Future target positions
|
||||
// gGrabOffset allows the user to grab an object off-center. It points from ray's intersection
|
||||
// with the move-plane to object center (at the moment the grab is initiated). Future target positions
|
||||
// are relative to the ray's intersection by the same offset.
|
||||
var gGrabOffset = { x: 0, y: 0, z: 0 };
|
||||
|
||||
|
@ -53,13 +53,14 @@ var gTargetRotation;
|
|||
var gLiftKey = false; // SHIFT
|
||||
var gRotateKey = false; // CONTROL
|
||||
|
||||
var gInitialMouse = { x: 0, y: 0 };
|
||||
var gPreviousMouse = { x: 0, y: 0 };
|
||||
var gMouseCursorLocation = { x: 0, y: 0 };
|
||||
var gMouseAtRotateStart = { x: 0, y: 0 };
|
||||
|
||||
var gBeaconHeight = 0.10;
|
||||
|
||||
var gAngularVelocity = ZERO_VEC3;
|
||||
// var gAngularVelocity = ZERO_VEC3;
|
||||
|
||||
// TODO: play sounds again when we aren't leaking AudioInjector threads
|
||||
// var grabSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/CloseClamp.wav");
|
||||
|
@ -140,6 +141,10 @@ function mouseIntersectionWithPlane(pointOnPlane, planeNormal, event) {
|
|||
}
|
||||
|
||||
function computeNewGrabPlane() {
|
||||
if (!gIsGrabbing) {
|
||||
return;
|
||||
}
|
||||
|
||||
var maybeResetMousePosition = false;
|
||||
if (gGrabMode !== "rotate") {
|
||||
gMouseAtRotateStart = gMouseCursorLocation;
|
||||
|
@ -162,7 +167,7 @@ function computeNewGrabPlane() {
|
|||
var xzOffset = Vec3.subtract(gPointOnPlane, Camera.getPosition());
|
||||
xzOffset.y = 0;
|
||||
gXzDistanceToGrab = Vec3.length(xzOffset);
|
||||
|
||||
|
||||
if (gGrabMode !== "rotate" && maybeResetMousePosition) {
|
||||
// we reset the mouse position whenever we stop rotating
|
||||
Window.setCursorPosition(gMouseAtRotateStart.x, gMouseAtRotateStart.y);
|
||||
|
@ -173,6 +178,7 @@ function mousePressEvent(event) {
|
|||
if (!event.isLeftButton) {
|
||||
return;
|
||||
}
|
||||
gInitialMouse = {x: event.x, y: event.y };
|
||||
gPreviousMouse = {x: event.x, y: event.y };
|
||||
|
||||
var pickRay = Camera.computePickRay(event.x, event.y);
|
||||
|
@ -189,12 +195,13 @@ function mousePressEvent(event) {
|
|||
|
||||
var clickedEntity = pickResults.entityID;
|
||||
var entityProperties = Entities.getEntityProperties(clickedEntity)
|
||||
var objectPosition = entityProperties.position;
|
||||
gStartPosition = entityProperties.position;
|
||||
gStartRotation = entityProperties.rotation;
|
||||
var cameraPosition = Camera.getPosition();
|
||||
|
||||
gBeaconHeight = Vec3.length(entityProperties.dimensions);
|
||||
gMaxGrabDistance = gBeaconHeight / MAX_SOLID_ANGLE;
|
||||
if (Vec3.distance(objectPosition, cameraPosition) > gMaxGrabDistance) {
|
||||
if (Vec3.distance(gStartPosition, cameraPosition) > gMaxGrabDistance) {
|
||||
// don't allow grabs of things far away
|
||||
return;
|
||||
}
|
||||
|
@ -205,20 +212,20 @@ function mousePressEvent(event) {
|
|||
gGrabbedEntity = clickedEntity;
|
||||
gCurrentPosition = entityProperties.position;
|
||||
gOriginalGravity = entityProperties.gravity;
|
||||
gTargetPosition = objectPosition;
|
||||
gTargetPosition = gStartPosition;
|
||||
|
||||
// compute the grab point
|
||||
var nearestPoint = Vec3.subtract(objectPosition, cameraPosition);
|
||||
var nearestPoint = Vec3.subtract(gStartPosition, cameraPosition);
|
||||
var distanceToGrab = Vec3.dot(nearestPoint, pickRay.direction);
|
||||
nearestPoint = Vec3.multiply(distanceToGrab, pickRay.direction);
|
||||
gPointOnPlane = Vec3.sum(cameraPosition, nearestPoint);
|
||||
|
||||
// compute the grab offset
|
||||
gGrabOffset = Vec3.subtract(objectPosition, gPointOnPlane);
|
||||
gGrabOffset = Vec3.subtract(gStartPosition, gPointOnPlane);
|
||||
|
||||
computeNewGrabPlane();
|
||||
|
||||
updateDropLine(objectPosition);
|
||||
updateDropLine(gStartPosition);
|
||||
|
||||
// TODO: play sounds again when we aren't leaking AudioInjector threads
|
||||
//Audio.playSound(grabSound, { position: entityProperties.position, volume: VOLUME });
|
||||
|
@ -231,6 +238,8 @@ function mouseReleaseEvent() {
|
|||
}
|
||||
|
||||
gIsGrabbing = false
|
||||
Entities.deleteAction(gGrabbedEntity, gActionID);
|
||||
gActionID = null;
|
||||
|
||||
Overlays.editOverlay(gBeacon, { visible: false });
|
||||
|
||||
|
@ -250,18 +259,24 @@ function mouseMoveEvent(event) {
|
|||
gOriginalGravity = entityProperties.gravity;
|
||||
}
|
||||
|
||||
var actionArgs = {};
|
||||
|
||||
if (gGrabMode === "rotate") {
|
||||
var deltaMouse = { x: 0, y: 0 };
|
||||
var dx = event.x - gPreviousMouse.x;
|
||||
var dy = event.y - gPreviousMouse.y;
|
||||
|
||||
var dx = event.x - gInitialMouse.x;
|
||||
var dy = event.y - gInitialMouse.y;
|
||||
var orientation = Camera.getOrientation();
|
||||
var dragOffset = Vec3.multiply(dx, Quat.getRight(orientation));
|
||||
dragOffset = Vec3.sum(dragOffset, Vec3.multiply(-dy, Quat.getUp(orientation)));
|
||||
var axis = Vec3.cross(dragOffset, Quat.getFront(orientation));
|
||||
var axis = Vec3.normalize(axis);
|
||||
var ROTATE_STRENGTH = 8.0; // magic number tuned by hand
|
||||
gAngularVelocity = Vec3.multiply(ROTATE_STRENGTH, axis);
|
||||
axis = Vec3.normalize(axis);
|
||||
var ROTATE_STRENGTH = 0.4; // magic number tuned by hand
|
||||
var angle = ROTATE_STRENGTH * Math.sqrt((dx * dx) + (dy * dy));
|
||||
var deltaQ = Quat.angleAxis(angle, axis);
|
||||
// var qZero = entityProperties.rotation;
|
||||
var qZero = gStartRotation;
|
||||
var qOne = Quat.multiply(deltaQ, qZero);
|
||||
actionArgs = {targetRotation: qOne, angularTimeScale: 0.1};
|
||||
} else {
|
||||
var newTargetPosition;
|
||||
if (gGrabMode === "verticalCylinder") {
|
||||
|
@ -284,9 +299,18 @@ function mouseMoveEvent(event) {
|
|||
}
|
||||
}
|
||||
gTargetPosition = Vec3.sum(newTargetPosition, gGrabOffset);
|
||||
actionArgs = {targetPosition: gTargetPosition, linearTimeScale: 0.1};
|
||||
}
|
||||
gPreviousMouse = { x: event.x, y: event.y };
|
||||
gMouseCursorLocation = { x: Window.getCursorPositionX(), y: Window.getCursorPositionY() };
|
||||
|
||||
if (!gActionID) {
|
||||
gActionID = Entities.addAction("spring", gGrabbedEntity, actionArgs);
|
||||
} else {
|
||||
Entities.updateAction(gGrabbedEntity, gActionID, actionArgs);
|
||||
}
|
||||
|
||||
updateDropLine(gTargetPosition);
|
||||
}
|
||||
|
||||
function keyReleaseEvent(event) {
|
||||
|
@ -309,38 +333,8 @@ function keyPressEvent(event) {
|
|||
computeNewGrabPlane();
|
||||
}
|
||||
|
||||
function update(deltaTime) {
|
||||
if (!gIsGrabbing) {
|
||||
return;
|
||||
}
|
||||
|
||||
var entityProperties = Entities.getEntityProperties(gGrabbedEntity);
|
||||
gCurrentPosition = entityProperties.position;
|
||||
if (gGrabMode === "rotate") {
|
||||
gAngularVelocity = Vec3.subtract(gAngularVelocity, Vec3.multiply(gAngularVelocity, ANGULAR_DAMPING_RATE));
|
||||
Entities.editEntity(gGrabbedEntity, { angularVelocity: gAngularVelocity, });
|
||||
}
|
||||
|
||||
// always push toward linear grab position, even when rotating
|
||||
var newVelocity = ZERO_VEC3;
|
||||
var dPosition = Vec3.subtract(gTargetPosition, gCurrentPosition);
|
||||
var delta = Vec3.length(dPosition);
|
||||
if (delta > CLOSE_ENOUGH) {
|
||||
var MAX_POSITION_DELTA = 4.0;
|
||||
if (delta > MAX_POSITION_DELTA) {
|
||||
dPosition = Vec3.multiply(dPosition, MAX_POSITION_DELTA / delta);
|
||||
}
|
||||
// desired speed is proportional to displacement by the inverse of timescale
|
||||
// (for critically damped motion)
|
||||
newVelocity = Vec3.multiply(dPosition, INV_MOVE_TIMESCALE);
|
||||
}
|
||||
Entities.editEntity(gGrabbedEntity, { velocity: newVelocity, });
|
||||
updateDropLine(gTargetPosition);
|
||||
}
|
||||
|
||||
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
|
||||
Controller.keyPressEvent.connect(keyPressEvent);
|
||||
Controller.keyReleaseEvent.connect(keyReleaseEvent);
|
||||
Script.update.connect(update);
|
||||
|
|
|
@ -360,6 +360,10 @@
|
|||
var elVoxelVolumeSizeZ = document.getElementById("property-voxel-volume-size-z");
|
||||
var elVoxelSurfaceStyle = document.getElementById("property-voxel-surface-style");
|
||||
|
||||
var elHyperlinkHref = document.getElementById("property-hyperlink-href");
|
||||
var elHyperlinkDescription = document.getElementById("property-hyperlink-description");
|
||||
|
||||
|
||||
|
||||
if (window.EventBridge !== undefined) {
|
||||
EventBridge.scriptEventReceived.connect(function(data) {
|
||||
|
@ -467,6 +471,9 @@
|
|||
elScriptURL.value = properties.script;
|
||||
elUserData.value = properties.userData;
|
||||
|
||||
elHyperlinkHref.value = properties.href;
|
||||
elHyperlinkDescription.value = properties.description;
|
||||
|
||||
for (var i = 0; i < allSections.length; i++) {
|
||||
for (var j = 0; j < allSections[i].length; j++) {
|
||||
allSections[i][j].style.display = 'none';
|
||||
|
@ -612,6 +619,8 @@
|
|||
|
||||
elLocked.addEventListener('change', createEmitCheckedPropertyUpdateFunction('locked'));
|
||||
elName.addEventListener('change', createEmitTextPropertyUpdateFunction('name'));
|
||||
elHyperlinkHref.addEventListener('change', createEmitTextPropertyUpdateFunction('href'));
|
||||
elHyperlinkDescription.addEventListener('change', createEmitTextPropertyUpdateFunction('description'));
|
||||
elVisible.addEventListener('change', createEmitCheckedPropertyUpdateFunction('visible'));
|
||||
|
||||
var positionChangeFunction = createEmitVec3PropertyUpdateFunction(
|
||||
|
@ -850,7 +859,6 @@
|
|||
elVoxelVolumeSizeZ.addEventListener('change', voxelVolumeSizeChangeFunction);
|
||||
elVoxelSurfaceStyle.addEventListener('change', createEmitTextPropertyUpdateFunction('voxelSurfaceStyle'));
|
||||
|
||||
|
||||
elMoveSelectionToGrid.addEventListener("click", function() {
|
||||
EventBridge.emitWebEvent(JSON.stringify({
|
||||
type: "action",
|
||||
|
@ -937,6 +945,18 @@
|
|||
<input type="text" id="property-name"></input>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="property">
|
||||
<div class="label">Hyperlink</div>
|
||||
<div class="input-area">Href<br></div>
|
||||
<div class="value">
|
||||
<input id="property-hyperlink-href" class="url"></input>
|
||||
</div>
|
||||
<div class="input-area">Description<br></div> <div class="value">
|
||||
<input id="property-hyperlink-description" class="url"></input>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="property">
|
||||
<span class="label">Locked</span>
|
||||
<span class="value">
|
||||
|
|
|
@ -304,7 +304,8 @@ SelectionDisplay = (function () {
|
|||
visible: false,
|
||||
dashed: true,
|
||||
lineWidth: 2.0,
|
||||
ignoreRayIntersection: true // this never ray intersects
|
||||
ignoreRayIntersection: true, // this never ray intersects
|
||||
drawInFront: true
|
||||
});
|
||||
|
||||
var selectionBox = Overlays.addOverlay("cube", {
|
||||
|
|
92
examples/stick.js
Normal file
92
examples/stick.js
Normal file
|
@ -0,0 +1,92 @@
|
|||
// stick.js
|
||||
// examples
|
||||
//
|
||||
// Created by Seth Alves on 2015-6-10
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Allow avatar to hold a stick
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
var hand = "left";
|
||||
var nullActionID = "00000000-0000-0000-0000-000000000000";
|
||||
var controllerID;
|
||||
var controllerActive;
|
||||
var stickID = null;
|
||||
var actionID = nullActionID;
|
||||
// sometimes if this is run immediately the stick doesn't get created? use a timer.
|
||||
Script.setTimeout(function() {
|
||||
stickID = Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx",
|
||||
compoundShapeURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.obj",
|
||||
dimensions: {x: .11, y: .11, z: .59},
|
||||
position: MyAvatar.getRightPalmPosition(), // initial position doesn't matter, as long as it's close
|
||||
rotation: MyAvatar.orientation,
|
||||
damping: .1,
|
||||
collisionsWillMove: true
|
||||
});
|
||||
actionID = Entities.addAction("hold", stickID, {relativePosition: {x: 0.0, y: 0.0, z: -0.9},
|
||||
hand: hand,
|
||||
timeScale: 0.15});
|
||||
}, 3000);
|
||||
|
||||
|
||||
function cleanUp() {
|
||||
Entities.deleteEntity(stickID);
|
||||
}
|
||||
|
||||
|
||||
function positionStick(stickOrientation) {
|
||||
var baseOffset = {x: 0.0, y: 0.0, z: -0.9};
|
||||
var offset = Vec3.multiplyQbyV(stickOrientation, baseOffset);
|
||||
Entities.updateAction(stickID, actionID, {relativePosition: offset,
|
||||
relativeRotation: stickOrientation});
|
||||
}
|
||||
|
||||
|
||||
function mouseMoveEvent(event) {
|
||||
if (!stickID || actionID == nullActionID) {
|
||||
return;
|
||||
}
|
||||
var windowCenterX = Window.innerWidth / 2;
|
||||
var windowCenterY = Window.innerHeight / 2;
|
||||
var mouseXCenterOffset = event.x - windowCenterX;
|
||||
var mouseYCenterOffset = event.y - windowCenterY;
|
||||
var mouseXRatio = mouseXCenterOffset / windowCenterX;
|
||||
var mouseYRatio = mouseYCenterOffset / windowCenterY;
|
||||
|
||||
var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * -90, mouseXRatio * -90, 0);
|
||||
positionStick(stickOrientation);
|
||||
}
|
||||
|
||||
|
||||
function initControls(){
|
||||
if (hand == "right") {
|
||||
controllerID = 3; // right handed
|
||||
} else {
|
||||
controllerID = 4; // left handed
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function update(deltaTime){
|
||||
var palmPosition = Controller.getSpatialControlPosition(controllerID);
|
||||
controllerActive = (Vec3.length(palmPosition) > 0);
|
||||
if(!controllerActive){
|
||||
return;
|
||||
}
|
||||
|
||||
stickOrientation = Controller.getSpatialControlRawRotation(controllerID);
|
||||
var adjustment = Quat.fromPitchYawRollDegrees(180, 0, 0);
|
||||
stickOrientation = Quat.multiply(stickOrientation, adjustment);
|
||||
|
||||
positionStick(stickOrientation);
|
||||
}
|
||||
|
||||
|
||||
Script.scriptEnding.connect(cleanUp);
|
||||
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
||||
Script.update.connect(update);
|
|
@ -100,6 +100,7 @@
|
|||
#include "ModelPackager.h"
|
||||
#include "Util.h"
|
||||
#include "InterfaceLogging.h"
|
||||
#include "InterfaceActionFactory.h"
|
||||
|
||||
#include "avatar/AvatarManager.h"
|
||||
|
||||
|
@ -257,6 +258,7 @@ bool setupEssentials(int& argc, char** argv) {
|
|||
|
||||
DependencyManager::registerInheritance<LimitedNodeList, NodeList>();
|
||||
DependencyManager::registerInheritance<AvatarHashMap, AvatarManager>();
|
||||
DependencyManager::registerInheritance<EntityActionFactoryInterface, InterfaceActionFactory>();
|
||||
|
||||
Setting::init();
|
||||
|
||||
|
@ -293,7 +295,8 @@ bool setupEssentials(int& argc, char** argv) {
|
|||
auto discoverabilityManager = DependencyManager::set<DiscoverabilityManager>();
|
||||
auto sceneScriptingInterface = DependencyManager::set<SceneScriptingInterface>();
|
||||
auto offscreenUi = DependencyManager::set<OffscreenUi>();
|
||||
auto pathUtils = DependencyManager::set<PathUtils>();
|
||||
auto pathUtils = DependencyManager::set<PathUtils>();
|
||||
auto actionFactory = DependencyManager::set<InterfaceActionFactory>();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -524,8 +527,16 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
|
|||
_window->setVisible(true);
|
||||
_glWidget->setFocusPolicy(Qt::StrongFocus);
|
||||
_glWidget->setFocus();
|
||||
#ifdef Q_OS_MAC
|
||||
// OSX doesn't seem to provide for hiding the cursor only on the GL widget
|
||||
_window->setCursor(Qt::BlankCursor);
|
||||
#else
|
||||
// On windows and linux, hiding the top level cursor also means it's invisible
|
||||
// when hovering over the window menu, which is a pain, so only hide it for
|
||||
// the GL surface
|
||||
_glWidget->setCursor(Qt::BlankCursor);
|
||||
|
||||
#endif
|
||||
|
||||
// enable mouse tracking; otherwise, we only get drag events
|
||||
_glWidget->setMouseTracking(true);
|
||||
|
||||
|
|
|
@ -149,6 +149,7 @@ public:
|
|||
static glm::quat getOrientationForPath() { return getInstance()->_myAvatar->getOrientation(); }
|
||||
static glm::vec3 getPositionForAudio() { return getInstance()->_myAvatar->getHead()->getPosition(); }
|
||||
static glm::quat getOrientationForAudio() { return getInstance()->_myAvatar->getHead()->getFinalOrientationInWorldFrame(); }
|
||||
static UserInputMapper* getUserInputMapper() { return &getInstance()->_userInputMapper; }
|
||||
static void initPlugins();
|
||||
static void shutdownPlugins();
|
||||
|
||||
|
|
49
interface/src/InterfaceActionFactory.cpp
Normal file
49
interface/src/InterfaceActionFactory.cpp
Normal file
|
@ -0,0 +1,49 @@
|
|||
//
|
||||
// InterfaceActionFactory.cpp
|
||||
// libraries/entities/src
|
||||
//
|
||||
// Created by Seth Alves on 2015-6-2
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
|
||||
#include <avatar/AvatarActionHold.h>
|
||||
#include <ObjectActionPullToPoint.h>
|
||||
#include <ObjectActionSpring.h>
|
||||
|
||||
#include "InterfaceActionFactory.h"
|
||||
|
||||
|
||||
EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation,
|
||||
EntityActionType type,
|
||||
QUuid id,
|
||||
EntityItemPointer ownerEntity,
|
||||
QVariantMap arguments) {
|
||||
EntityActionPointer action = nullptr;
|
||||
switch (type) {
|
||||
case ACTION_TYPE_NONE:
|
||||
return nullptr;
|
||||
case ACTION_TYPE_PULL_TO_POINT:
|
||||
action = (EntityActionPointer) new ObjectActionPullToPoint(id, ownerEntity);
|
||||
break;
|
||||
case ACTION_TYPE_SPRING:
|
||||
action = (EntityActionPointer) new ObjectActionSpring(id, ownerEntity);
|
||||
break;
|
||||
case ACTION_TYPE_HOLD:
|
||||
action = (EntityActionPointer) new AvatarActionHold(id, ownerEntity);
|
||||
break;
|
||||
}
|
||||
|
||||
bool ok = action->updateArguments(arguments);
|
||||
if (ok) {
|
||||
ownerEntity->addAction(simulation, action);
|
||||
return action;
|
||||
}
|
||||
|
||||
action = nullptr;
|
||||
return action;
|
||||
}
|
28
interface/src/InterfaceActionFactory.h
Normal file
28
interface/src/InterfaceActionFactory.h
Normal file
|
@ -0,0 +1,28 @@
|
|||
//
|
||||
// InterfaceActionFactory.cpp
|
||||
// interface/src/
|
||||
//
|
||||
// Created by Seth Alves on 2015-6-10
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_InterfaceActionFactory_h
|
||||
#define hifi_InterfaceActionFactory_h
|
||||
|
||||
#include "EntityActionFactoryInterface.h"
|
||||
|
||||
class InterfaceActionFactory : public EntityActionFactoryInterface {
|
||||
public:
|
||||
InterfaceActionFactory() : EntityActionFactoryInterface() { }
|
||||
virtual ~InterfaceActionFactory() { }
|
||||
virtual EntityActionPointer factory(EntitySimulation* simulation,
|
||||
EntityActionType type,
|
||||
QUuid id,
|
||||
EntityItemPointer ownerEntity,
|
||||
QVariantMap arguments);
|
||||
};
|
||||
|
||||
#endif // hifi_InterfaceActionFactory_h
|
|
@ -107,6 +107,9 @@ Avatar::Avatar() :
|
|||
}
|
||||
|
||||
Avatar::~Avatar() {
|
||||
for(auto attachment : _unusedAttachments) {
|
||||
delete attachment;
|
||||
}
|
||||
}
|
||||
|
||||
const float BILLBOARD_LOD_DISTANCE = 40.0f;
|
||||
|
@ -298,12 +301,21 @@ bool Avatar::addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene>
|
|||
pendingChanges.resetItem(_renderItemID, avatarPayloadPointer);
|
||||
_skeletonModel.addToScene(scene, pendingChanges);
|
||||
getHead()->getFaceModel().addToScene(scene, pendingChanges);
|
||||
|
||||
for (auto attachmentModel : _attachmentModels) {
|
||||
attachmentModel->addToScene(scene, pendingChanges);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Avatar::removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
|
||||
pendingChanges.removeItem(_renderItemID);
|
||||
_skeletonModel.removeFromScene(scene, pendingChanges);
|
||||
getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
|
||||
for (auto attachmentModel : _attachmentModels) {
|
||||
attachmentModel->removeFromScene(scene, pendingChanges);
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting) {
|
||||
|
@ -516,7 +528,7 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
|
|||
return glm::angleAxis(angle * proportion, axis);
|
||||
}
|
||||
|
||||
void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
|
||||
void Avatar::fixupModelsInScene() {
|
||||
// check to see if when we added our models to the scene they were ready, if they were not ready, then
|
||||
// fix them up in the scene
|
||||
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
|
||||
|
@ -529,8 +541,24 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool
|
|||
getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
|
||||
getHead()->getFaceModel().addToScene(scene, pendingChanges);
|
||||
}
|
||||
for (auto attachmentModel : _attachmentModels) {
|
||||
if (attachmentModel->needsFixupInScene()) {
|
||||
attachmentModel->removeFromScene(scene, pendingChanges);
|
||||
attachmentModel->addToScene(scene, pendingChanges);
|
||||
}
|
||||
}
|
||||
for (auto attachmentModelToRemove : _attachmentsToRemove) {
|
||||
attachmentModelToRemove->removeFromScene(scene, pendingChanges);
|
||||
_unusedAttachments << attachmentModelToRemove;
|
||||
}
|
||||
_attachmentsToRemove.clear();
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
}
|
||||
|
||||
void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
|
||||
|
||||
fixupModelsInScene();
|
||||
|
||||
{
|
||||
Glower glower(renderArgs, glowLevel);
|
||||
|
||||
|
@ -544,10 +572,6 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool
|
|||
|
||||
if (postLighting) {
|
||||
getHand()->render(renderArgs, false);
|
||||
} else {
|
||||
// NOTE: we no longer call this here, because we've added all the model parts as renderable items in the scene
|
||||
//_skeletonModel.render(renderArgs, 1.0f);
|
||||
renderAttachments(renderArgs);
|
||||
}
|
||||
}
|
||||
getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
|
||||
|
@ -571,22 +595,14 @@ void Avatar::simulateAttachments(float deltaTime) {
|
|||
_skeletonModel.getJointCombinedRotation(jointIndex, jointRotation)) {
|
||||
model->setTranslation(jointPosition + jointRotation * attachment.translation * _scale);
|
||||
model->setRotation(jointRotation * attachment.rotation);
|
||||
model->setScaleToFit(true, _scale * attachment.scale);
|
||||
model->setScaleToFit(true, _scale * attachment.scale, true); // hack to force rescale
|
||||
model->setSnapModelToCenter(false); // hack to force resnap
|
||||
model->setSnapModelToCenter(true);
|
||||
model->simulate(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::renderAttachments(RenderArgs* args) {
|
||||
// RenderArgs::RenderMode modelRenderMode = (renderMode == RenderArgs::SHADOW_RENDER_MODE) ?
|
||||
// RenderArgs::SHADOW_RENDER_MODE : RenderArgs::DEFAULT_RENDER_MODE;
|
||||
/*
|
||||
foreach (Model* model, _attachmentModels) {
|
||||
model->render(args, 1.0f);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void Avatar::updateJointMappings() {
|
||||
// no-op; joint mappings come from skeleton model
|
||||
}
|
||||
|
@ -944,12 +960,18 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
|
|||
}
|
||||
// make sure we have as many models as attachments
|
||||
while (_attachmentModels.size() < attachmentData.size()) {
|
||||
Model* model = new Model(this);
|
||||
Model* model = nullptr;
|
||||
if (_unusedAttachments.size() > 0) {
|
||||
model = _unusedAttachments.takeFirst();
|
||||
} else {
|
||||
model = new Model(this);
|
||||
}
|
||||
model->init();
|
||||
_attachmentModels.append(model);
|
||||
}
|
||||
while (_attachmentModels.size() > attachmentData.size()) {
|
||||
delete _attachmentModels.takeLast();
|
||||
auto attachmentModel = _attachmentModels.takeLast();
|
||||
_attachmentsToRemove << attachmentModel;
|
||||
}
|
||||
|
||||
// update the urls
|
||||
|
|
|
@ -195,6 +195,8 @@ protected:
|
|||
SkeletonModel _skeletonModel;
|
||||
glm::vec3 _skeletonOffset;
|
||||
QVector<Model*> _attachmentModels;
|
||||
QVector<Model*> _attachmentsToRemove;
|
||||
QVector<Model*> _unusedAttachments;
|
||||
float _bodyYawDelta;
|
||||
|
||||
// These position histories and derivatives are in the world-frame.
|
||||
|
@ -234,9 +236,9 @@ protected:
|
|||
void renderDisplayName(RenderArgs* renderArgs);
|
||||
virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel = 0.0f);
|
||||
virtual bool shouldRenderHead(const RenderArgs* renderArgs, const glm::vec3& cameraPosition) const;
|
||||
virtual void fixupModelsInScene();
|
||||
|
||||
void simulateAttachments(float deltaTime);
|
||||
virtual void renderAttachments(RenderArgs* args);
|
||||
|
||||
virtual void updateJointMappings();
|
||||
|
||||
|
|
108
interface/src/avatar/AvatarActionHold.cpp
Normal file
108
interface/src/avatar/AvatarActionHold.cpp
Normal file
|
@ -0,0 +1,108 @@
|
|||
//
|
||||
// AvatarActionHold.cpp
|
||||
// interface/src/avatar/
|
||||
//
|
||||
// Created by Seth Alves 2015-6-9
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "avatar/MyAvatar.h"
|
||||
#include "avatar/AvatarManager.h"
|
||||
|
||||
#include "AvatarActionHold.h"
|
||||
|
||||
AvatarActionHold::AvatarActionHold(QUuid id, EntityItemPointer ownerEntity) :
|
||||
ObjectActionSpring(id, ownerEntity) {
|
||||
#if WANT_DEBUG
|
||||
qDebug() << "AvatarActionHold::AvatarActionHold";
|
||||
#endif
|
||||
}
|
||||
|
||||
AvatarActionHold::~AvatarActionHold() {
|
||||
#if WANT_DEBUG
|
||||
qDebug() << "AvatarActionHold::~AvatarActionHold";
|
||||
#endif
|
||||
}
|
||||
|
||||
void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
|
||||
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
|
||||
glm::vec3 palmPosition;
|
||||
if (_hand == "right") {
|
||||
palmPosition = myAvatar->getRightPalmPosition();
|
||||
} else {
|
||||
palmPosition = myAvatar->getLeftPalmPosition();
|
||||
}
|
||||
|
||||
auto rotation = myAvatar->getWorldAlignedOrientation();
|
||||
auto offset = rotation * _relativePosition;
|
||||
auto position = palmPosition + offset;
|
||||
rotation *= _relativeRotation;
|
||||
|
||||
lockForWrite();
|
||||
_positionalTarget = position;
|
||||
_rotationalTarget = rotation;
|
||||
unlock();
|
||||
|
||||
ObjectActionSpring::updateActionWorker(deltaTimeStep);
|
||||
}
|
||||
|
||||
|
||||
bool AvatarActionHold::updateArguments(QVariantMap arguments) {
|
||||
bool rPOk = true;
|
||||
glm::vec3 relativePosition =
|
||||
EntityActionInterface::extractVec3Argument("hold", arguments, "relativePosition", rPOk, false);
|
||||
bool rROk = true;
|
||||
glm::quat relativeRotation =
|
||||
EntityActionInterface::extractQuatArgument("hold", arguments, "relativeRotation", rROk, false);
|
||||
bool tSOk = true;
|
||||
float timeScale =
|
||||
EntityActionInterface::extractFloatArgument("hold", arguments, "timeScale", tSOk, false);
|
||||
bool hOk = true;
|
||||
QString hand =
|
||||
EntityActionInterface::extractStringArgument("hold", arguments, "hand", hOk, false);
|
||||
|
||||
lockForWrite();
|
||||
if (rPOk) {
|
||||
_relativePosition = relativePosition;
|
||||
} else if (!_parametersSet) {
|
||||
_relativePosition = glm::vec3(0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
if (rROk) {
|
||||
_relativeRotation = relativeRotation;
|
||||
} else if (!_parametersSet) {
|
||||
_relativeRotation = glm::quat(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
if (tSOk) {
|
||||
_linearTimeScale = timeScale;
|
||||
_angularTimeScale = timeScale;
|
||||
} else if (!_parametersSet) {
|
||||
_linearTimeScale = 0.2;
|
||||
_angularTimeScale = 0.2;
|
||||
}
|
||||
|
||||
if (hOk) {
|
||||
hand = hand.toLower();
|
||||
if (hand == "left") {
|
||||
_hand = "left";
|
||||
} else if (hand == "right") {
|
||||
_hand = "right";
|
||||
} else {
|
||||
qDebug() << "hold action -- invalid hand argument:" << hand;
|
||||
_hand = "right";
|
||||
}
|
||||
} else if (!_parametersSet) {
|
||||
_hand = "right";
|
||||
}
|
||||
|
||||
_parametersSet = true;
|
||||
_positionalTargetSet = true;
|
||||
_rotationalTargetSet = true;
|
||||
_active = true;
|
||||
unlock();
|
||||
return true;
|
||||
}
|
35
interface/src/avatar/AvatarActionHold.h
Normal file
35
interface/src/avatar/AvatarActionHold.h
Normal file
|
@ -0,0 +1,35 @@
|
|||
//
|
||||
// AvatarActionHold.h
|
||||
// interface/src/avatar/
|
||||
//
|
||||
// Created by Seth Alves 2015-6-9
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_AvatarActionHold_h
|
||||
#define hifi_AvatarActionHold_h
|
||||
|
||||
#include <QUuid>
|
||||
|
||||
#include <EntityItem.h>
|
||||
#include <ObjectActionSpring.h>
|
||||
|
||||
class AvatarActionHold : public ObjectActionSpring {
|
||||
public:
|
||||
AvatarActionHold(QUuid id, EntityItemPointer ownerEntity);
|
||||
virtual ~AvatarActionHold();
|
||||
|
||||
virtual bool updateArguments(QVariantMap arguments);
|
||||
virtual void updateActionWorker(float deltaTimeStep);
|
||||
|
||||
private:
|
||||
glm::vec3 _relativePosition;
|
||||
glm::quat _relativeRotation;
|
||||
QString _hand;
|
||||
bool _parametersSet = false;
|
||||
};
|
||||
|
||||
#endif // hifi_AvatarActionHold_h
|
|
@ -55,7 +55,7 @@ AvatarManager::AvatarManager(QObject* parent) :
|
|||
_avatarFades() {
|
||||
// register a meta type for the weak pointer we'll use for the owning avatar mixer for each avatar
|
||||
qRegisterMetaType<QWeakPointer<Node> >("NodeWeakPointer");
|
||||
_myAvatar = std::shared_ptr<MyAvatar>(new MyAvatar());
|
||||
_myAvatar = std::make_shared<MyAvatar>();
|
||||
}
|
||||
|
||||
void AvatarManager::init() {
|
||||
|
@ -97,9 +97,9 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
|
|||
// simulate avatars
|
||||
AvatarHash::iterator avatarIterator = _avatarHash.begin();
|
||||
while (avatarIterator != _avatarHash.end()) {
|
||||
Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().get());
|
||||
auto avatar = std::dynamic_pointer_cast<Avatar>(avatarIterator.value());
|
||||
|
||||
if (avatar == _myAvatar.get() || !avatar->isInitialized()) {
|
||||
if (avatar == _myAvatar || !avatar->isInitialized()) {
|
||||
// DO NOT update _myAvatar! Its update has already been done earlier in the main loop.
|
||||
// DO NOT update or fade out uninitialized Avatars
|
||||
++avatarIterator;
|
||||
|
@ -121,26 +121,30 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
|
|||
|
||||
const float SHRINK_RATE = 0.9f;
|
||||
const float MIN_FADE_SCALE = 0.001f;
|
||||
|
||||
|
||||
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
|
||||
render::PendingChanges pendingChanges;
|
||||
while (fadingIterator != _avatarFades.end()) {
|
||||
Avatar* avatar = static_cast<Avatar*>(fadingIterator->get());
|
||||
auto avatar = std::static_pointer_cast<Avatar>(*fadingIterator);
|
||||
avatar->setTargetScale(avatar->getScale() * SHRINK_RATE, true);
|
||||
if (avatar->getTargetScale() < MIN_FADE_SCALE) {
|
||||
avatar->removeFromScene(*fadingIterator, scene, pendingChanges);
|
||||
fadingIterator = _avatarFades.erase(fadingIterator);
|
||||
} else {
|
||||
avatar->simulate(deltaTime);
|
||||
++fadingIterator;
|
||||
}
|
||||
}
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
}
|
||||
|
||||
AvatarSharedPointer AvatarManager::newSharedAvatar() {
|
||||
return AvatarSharedPointer(new Avatar());
|
||||
return AvatarSharedPointer(std::make_shared<Avatar>());
|
||||
}
|
||||
|
||||
// virtual
|
||||
AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) {
|
||||
std::shared_ptr<Avatar> avatar = std::dynamic_pointer_cast<Avatar>(AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer));
|
||||
auto avatar = std::dynamic_pointer_cast<Avatar>(AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer));
|
||||
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
|
||||
render::PendingChanges pendingChanges;
|
||||
avatar->addToScene(avatar, scene, pendingChanges);
|
||||
|
@ -171,10 +175,6 @@ void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
|
|||
_avatarFades.push_back(avatarIterator.value());
|
||||
_avatarHash.erase(avatarIterator);
|
||||
}
|
||||
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
|
||||
render::PendingChanges pendingChanges;
|
||||
avatar->removeFromScene(avatar, scene, pendingChanges);
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -182,12 +182,12 @@ void AvatarManager::clearOtherAvatars() {
|
|||
// clear any avatars that came from an avatar-mixer
|
||||
AvatarHash::iterator avatarIterator = _avatarHash.begin();
|
||||
while (avatarIterator != _avatarHash.end()) {
|
||||
Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().get());
|
||||
if (avatar == _myAvatar.get() || !avatar->isInitialized()) {
|
||||
auto avatar = std::static_pointer_cast<Avatar>(avatarIterator.value());
|
||||
if (avatar == _myAvatar || !avatar->isInitialized()) {
|
||||
// don't remove myAvatar or uninitialized avatars from the list
|
||||
++avatarIterator;
|
||||
} else {
|
||||
removeAvatarMotionState(avatar);
|
||||
removeAvatarMotionState(avatar.get());
|
||||
_avatarFades.push_back(avatarIterator.value());
|
||||
avatarIterator = _avatarHash.erase(avatarIterator);
|
||||
}
|
||||
|
@ -250,7 +250,7 @@ void AvatarManager::handleCollisionEvents(CollisionEvents& collisionEvents) {
|
|||
void AvatarManager::updateAvatarPhysicsShape(const QUuid& id) {
|
||||
AvatarHash::iterator avatarItr = _avatarHash.find(id);
|
||||
if (avatarItr != _avatarHash.end()) {
|
||||
Avatar* avatar = static_cast<Avatar*>(avatarItr.value().get());
|
||||
auto avatar = std::static_pointer_cast<Avatar>(avatarItr.value());
|
||||
AvatarMotionState* motionState = avatar->_motionState;
|
||||
if (motionState) {
|
||||
motionState->addDirtyFlags(EntityItem::DIRTY_SHAPE);
|
||||
|
@ -259,7 +259,7 @@ void AvatarManager::updateAvatarPhysicsShape(const QUuid& id) {
|
|||
avatar->computeShapeInfo(shapeInfo);
|
||||
btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
|
||||
if (shape) {
|
||||
AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
|
||||
AvatarMotionState* motionState = new AvatarMotionState(avatar.get(), shape);
|
||||
avatar->_motionState = motionState;
|
||||
_motionStatesToAdd.insert(motionState);
|
||||
_avatarMotionStates.insert(motionState);
|
||||
|
|
|
@ -1178,44 +1178,10 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bo
|
|||
|
||||
// check to see if when we added our models to the scene they were ready, if they were not ready, then
|
||||
// fix them up in the scene
|
||||
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
|
||||
render::PendingChanges pendingChanges;
|
||||
if (_skeletonModel.needsFixupInScene()) {
|
||||
_skeletonModel.removeFromScene(scene, pendingChanges);
|
||||
_skeletonModel.addToScene(scene, pendingChanges);
|
||||
}
|
||||
if (getHead()->getFaceModel().needsFixupInScene()) {
|
||||
getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
|
||||
getHead()->getFaceModel().addToScene(scene, pendingChanges);
|
||||
}
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
fixupModelsInScene();
|
||||
|
||||
Camera *camera = Application::getInstance()->getCamera();
|
||||
const glm::vec3 cameraPos = camera->getPosition();
|
||||
const glm::vec3 cameraPos = Application::getInstance()->getCamera()->getPosition();
|
||||
|
||||
|
||||
// HACK: comment this block which possibly change the near and break the rendering 5/6/2015
|
||||
// Only tweak the frustum near far if it's not shadow
|
||||
/* if (renderMode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
// Set near clip distance according to skeleton model dimensions if first person and there is no separate head model.
|
||||
if (shouldRenderHead(cameraPos, renderMode) || !getHead()->getFaceModel().getURL().isEmpty()) {
|
||||
renderFrustum->setNearClip(DEFAULT_NEAR_CLIP);
|
||||
} else {
|
||||
float clipDistance = _skeletonModel.getHeadClipDistance();
|
||||
clipDistance = glm::length(getEyePosition()
|
||||
+ camera->getOrientation() * glm::vec3(0.0f, 0.0f, -clipDistance) - cameraPos);
|
||||
renderFrustum->setNearClip(clipDistance);
|
||||
}
|
||||
}*/
|
||||
|
||||
// Render the body's voxels and head
|
||||
if (!postLighting) {
|
||||
|
||||
// NOTE: we no longer call this here, because we've added all the model parts as renderable items in the scene
|
||||
//_skeletonModel.render(renderArgs, 1.0f);
|
||||
renderAttachments(renderArgs);
|
||||
}
|
||||
|
||||
// Render head so long as the camera isn't inside it
|
||||
if (shouldRenderHead(renderArgs, cameraPos)) {
|
||||
getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
|
||||
|
@ -1571,27 +1537,6 @@ void MyAvatar::updateMotionBehavior() {
|
|||
_feetTouchFloor = menu->isOptionChecked(MenuOption::ShiftHipsForIdleAnimations);
|
||||
}
|
||||
|
||||
void MyAvatar::renderAttachments(RenderArgs* args) {
|
||||
if (Application::getInstance()->getCamera()->getMode() != CAMERA_MODE_FIRST_PERSON || args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
Avatar::renderAttachments(args);
|
||||
return;
|
||||
}
|
||||
const FBXGeometry& geometry = _skeletonModel.getGeometry()->getFBXGeometry();
|
||||
QString headJointName = (geometry.headJointIndex == -1) ? QString() : geometry.joints.at(geometry.headJointIndex).name;
|
||||
// RenderArgs::RenderMode modelRenderMode = (renderMode == RenderArgs::SHADOW_RENDER_MODE) ?
|
||||
// RenderArgs::SHADOW_RENDER_MODE : RenderArgs::DEFAULT_RENDER_MODE;
|
||||
|
||||
// FIX ME - attachments need to be added to scene too...
|
||||
/*
|
||||
for (int i = 0; i < _attachmentData.size(); i++) {
|
||||
const QString& jointName = _attachmentData.at(i).jointName;
|
||||
if (jointName != headJointName && jointName != "Head") {
|
||||
_attachmentModels.at(i)->render(args, 1.0f);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
//Renders sixense laser pointers for UI selection with controllers
|
||||
void MyAvatar::renderLaserPointers() {
|
||||
const float PALM_TIP_ROD_RADIUS = 0.002f;
|
||||
|
|
|
@ -197,9 +197,6 @@ public slots:
|
|||
signals:
|
||||
void transformChanged();
|
||||
|
||||
protected:
|
||||
virtual void renderAttachments(RenderArgs* args);
|
||||
|
||||
private:
|
||||
|
||||
// These are made private for MyAvatar so that you will use the "use" methods instead
|
||||
|
|
|
@ -159,9 +159,25 @@ void KeyboardMouseDevice::registerToUserInputMapper(UserInputMapper& mapper) {
|
|||
// Grab the current free device ID
|
||||
_deviceID = mapper.getFreeDeviceID();
|
||||
|
||||
auto proxy = UserInputMapper::DeviceProxy::Pointer(new UserInputMapper::DeviceProxy());
|
||||
auto proxy = UserInputMapper::DeviceProxy::Pointer(new UserInputMapper::DeviceProxy("Keyboard"));
|
||||
proxy->getButton = [this] (const UserInputMapper::Input& input, int timestamp) -> bool { return this->getButton(input._channel); };
|
||||
proxy->getAxis = [this] (const UserInputMapper::Input& input, int timestamp) -> float { return this->getAxis(input._channel); };
|
||||
proxy->getAvailabeInputs = [this] () -> QVector<UserInputMapper::InputPair> {
|
||||
QVector<UserInputMapper::InputPair> availableInputs;
|
||||
for (int i = (int) Qt::Key_0; i <= (int) Qt::Key_9; i++) {
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(Qt::Key(i)), QKeySequence(Qt::Key(i)).toString()));
|
||||
}
|
||||
for (int i = (int) Qt::Key_A; i <= (int) Qt::Key_Z; i++) {
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(Qt::Key(i)), QKeySequence(Qt::Key(i)).toString()));
|
||||
}
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(Qt::Key_Space), QKeySequence(Qt::Key_Space).toString()));
|
||||
return availableInputs;
|
||||
};
|
||||
proxy->resetDeviceBindings = [this, &mapper] () -> bool {
|
||||
mapper.removeAllInputChannelsForDevice(_deviceID);
|
||||
this->assignDefaultInputMapping(mapper);
|
||||
return true;
|
||||
};
|
||||
mapper.registerDevice(_deviceID, proxy);
|
||||
}
|
||||
|
||||
|
|
|
@ -28,6 +28,94 @@ ControllerScriptingInterface::ControllerScriptingInterface() :
|
|||
{
|
||||
|
||||
}
|
||||
static int actionMetaTypeId = qRegisterMetaType<UserInputMapper::Action>();
|
||||
static int inputChannelMetaTypeId = qRegisterMetaType<UserInputMapper::InputChannel>();
|
||||
static int inputMetaTypeId = qRegisterMetaType<UserInputMapper::Input>();
|
||||
static int inputPairMetaTypeId = qRegisterMetaType<UserInputMapper::InputPair>();
|
||||
|
||||
QScriptValue inputToScriptValue(QScriptEngine* engine, const UserInputMapper::Input& input);
|
||||
void inputFromScriptValue(const QScriptValue& object, UserInputMapper::Input& input);
|
||||
QScriptValue inputChannelToScriptValue(QScriptEngine* engine, const UserInputMapper::InputChannel& inputChannel);
|
||||
void inputChannelFromScriptValue(const QScriptValue& object, UserInputMapper::InputChannel& inputChannel);
|
||||
QScriptValue actionToScriptValue(QScriptEngine* engine, const UserInputMapper::Action& action);
|
||||
void actionFromScriptValue(const QScriptValue& object, UserInputMapper::Action& action);
|
||||
QScriptValue inputPairToScriptValue(QScriptEngine* engine, const UserInputMapper::InputPair& inputPair);
|
||||
void inputPairFromScriptValue(const QScriptValue& object, UserInputMapper::InputPair& inputPair);
|
||||
|
||||
QScriptValue inputToScriptValue(QScriptEngine* engine, const UserInputMapper::Input& input) {
|
||||
QScriptValue obj = engine->newObject();
|
||||
obj.setProperty("device", input.getDevice());
|
||||
obj.setProperty("channel", input.getChannel());
|
||||
obj.setProperty("type", (unsigned short) input.getType());
|
||||
obj.setProperty("id", input.getID());
|
||||
return obj;
|
||||
}
|
||||
|
||||
void inputFromScriptValue(const QScriptValue& object, UserInputMapper::Input& input) {
|
||||
input.setDevice(object.property("device").toUInt16());
|
||||
input.setChannel(object.property("channel").toUInt16());
|
||||
input.setType(object.property("type").toUInt16());
|
||||
input.setID(object.property("id").toInt32());
|
||||
}
|
||||
|
||||
QScriptValue inputChannelToScriptValue(QScriptEngine* engine, const UserInputMapper::InputChannel& inputChannel) {
|
||||
QScriptValue obj = engine->newObject();
|
||||
obj.setProperty("input", inputToScriptValue(engine, inputChannel.getInput()));
|
||||
obj.setProperty("modifier", inputToScriptValue(engine, inputChannel.getModifier()));
|
||||
obj.setProperty("action", inputChannel.getAction());
|
||||
obj.setProperty("scale", inputChannel.getScale());
|
||||
return obj;
|
||||
}
|
||||
|
||||
void inputChannelFromScriptValue(const QScriptValue& object, UserInputMapper::InputChannel& inputChannel) {
|
||||
UserInputMapper::Input input;
|
||||
UserInputMapper::Input modifier;
|
||||
inputFromScriptValue(object.property("input"), input);
|
||||
inputChannel.setInput(input);
|
||||
inputFromScriptValue(object.property("modifier"), modifier);
|
||||
inputChannel.setModifier(modifier);
|
||||
inputChannel.setAction(UserInputMapper::Action(object.property("action").toVariant().toInt()));
|
||||
inputChannel.setScale(object.property("scale").toVariant().toFloat());
|
||||
}
|
||||
|
||||
QScriptValue actionToScriptValue(QScriptEngine* engine, const UserInputMapper::Action& action) {
|
||||
QScriptValue obj = engine->newObject();
|
||||
QVector<UserInputMapper::InputChannel> inputChannels = Application::getUserInputMapper()->getInputChannelsForAction(action);
|
||||
QScriptValue _inputChannels = engine->newArray(inputChannels.size());
|
||||
for (int i = 0; i < inputChannels.size(); i++) {
|
||||
_inputChannels.setProperty(i, inputChannelToScriptValue(engine, inputChannels[i]));
|
||||
}
|
||||
obj.setProperty("action", (int) action);
|
||||
obj.setProperty("actionName", Application::getUserInputMapper()->getActionName(action));
|
||||
obj.setProperty("inputChannels", _inputChannels);
|
||||
return obj;
|
||||
}
|
||||
|
||||
void actionFromScriptValue(const QScriptValue& object, UserInputMapper::Action& action) {
|
||||
action = UserInputMapper::Action(object.property("action").toVariant().toInt());
|
||||
}
|
||||
|
||||
QScriptValue inputPairToScriptValue(QScriptEngine* engine, const UserInputMapper::InputPair& inputPair) {
|
||||
QScriptValue obj = engine->newObject();
|
||||
obj.setProperty("input", inputToScriptValue(engine, inputPair.first));
|
||||
obj.setProperty("inputName", inputPair.second);
|
||||
return obj;
|
||||
}
|
||||
|
||||
void inputPairFromScriptValue(const QScriptValue& object, UserInputMapper::InputPair& inputPair) {
|
||||
inputFromScriptValue(object.property("input"), inputPair.first);
|
||||
inputPair.second = QString(object.property("inputName").toVariant().toString());
|
||||
}
|
||||
|
||||
void ControllerScriptingInterface::registerControllerTypes(QScriptEngine* engine) {
|
||||
qScriptRegisterSequenceMetaType<QVector<UserInputMapper::Action> >(engine);
|
||||
qScriptRegisterSequenceMetaType<QVector<UserInputMapper::InputChannel> >(engine);
|
||||
qScriptRegisterSequenceMetaType<QVector<UserInputMapper::InputPair> >(engine);
|
||||
qScriptRegisterMetaType(engine, actionToScriptValue, actionFromScriptValue);
|
||||
qScriptRegisterMetaType(engine, inputChannelToScriptValue, inputChannelFromScriptValue);
|
||||
qScriptRegisterMetaType(engine, inputToScriptValue, inputFromScriptValue);
|
||||
qScriptRegisterMetaType(engine, inputPairToScriptValue, inputPairFromScriptValue);
|
||||
}
|
||||
|
||||
void ControllerScriptingInterface::handleMetaEvent(HFMetaEvent* event) {
|
||||
if (event->type() == HFActionEvent::startType()) {
|
||||
|
@ -337,6 +425,37 @@ void ControllerScriptingInterface::updateInputControllers() {
|
|||
}
|
||||
}
|
||||
|
||||
QVector<UserInputMapper::Action> ControllerScriptingInterface::getAllActions() {
|
||||
return Application::getUserInputMapper()->getAllActions();
|
||||
}
|
||||
|
||||
QVector<UserInputMapper::InputChannel> ControllerScriptingInterface::getInputChannelsForAction(UserInputMapper::Action action) {
|
||||
return Application::getUserInputMapper()->getInputChannelsForAction(action);
|
||||
}
|
||||
|
||||
QString ControllerScriptingInterface::getDeviceName(unsigned int device) {
|
||||
return Application::getUserInputMapper()->getDeviceName((unsigned short) device);
|
||||
}
|
||||
|
||||
QVector<UserInputMapper::InputChannel> ControllerScriptingInterface::getAllInputsForDevice(unsigned int device) {
|
||||
return Application::getUserInputMapper()->getAllInputsForDevice(device);
|
||||
}
|
||||
|
||||
bool ControllerScriptingInterface::addInputChannel(UserInputMapper::InputChannel inputChannel) {
|
||||
return Application::getUserInputMapper()->addInputChannel(inputChannel._action, inputChannel._input, inputChannel._modifier, inputChannel._scale);
|
||||
}
|
||||
|
||||
bool ControllerScriptingInterface::removeInputChannel(UserInputMapper::InputChannel inputChannel) {
|
||||
return Application::getUserInputMapper()->removeInputChannel(inputChannel);
|
||||
}
|
||||
|
||||
QVector<UserInputMapper::InputPair> ControllerScriptingInterface::getAvailableInputs(unsigned int device) {
|
||||
return Application::getUserInputMapper()->getAvailableInputs((unsigned short) device);
|
||||
}
|
||||
|
||||
void ControllerScriptingInterface::resetAllDeviceBindings() {
|
||||
Application::getUserInputMapper()->resetAllDeviceBindings();
|
||||
}
|
||||
|
||||
InputController::InputController(int deviceTrackerId, int subTrackerId, QObject* parent) :
|
||||
AbstractInputController(),
|
||||
|
@ -373,4 +492,4 @@ const unsigned int INPUTCONTROLLER_KEY_DEVICE_MASK = 16;
|
|||
|
||||
InputController::Key InputController::getKey() const {
|
||||
return (((_deviceTrackerId & INPUTCONTROLLER_KEY_DEVICE_MASK) << INPUTCONTROLLER_KEY_DEVICE_OFFSET) | _subTrackerId);
|
||||
}
|
||||
}
|
|
@ -14,10 +14,11 @@
|
|||
|
||||
#include <QtCore/QObject>
|
||||
|
||||
#include "ui/UserInputMapper.h"
|
||||
|
||||
#include <AbstractControllerScriptingInterface.h>
|
||||
class PalmData;
|
||||
|
||||
|
||||
class InputController : public AbstractInputController {
|
||||
Q_OBJECT
|
||||
|
||||
|
@ -54,6 +55,9 @@ class ControllerScriptingInterface : public AbstractControllerScriptingInterface
|
|||
|
||||
public:
|
||||
ControllerScriptingInterface();
|
||||
|
||||
virtual void registerControllerTypes(QScriptEngine* engine);
|
||||
|
||||
void emitKeyPressEvent(QKeyEvent* event) { emit keyPressEvent(KeyEvent(*event)); }
|
||||
void emitKeyReleaseEvent(QKeyEvent* event) { emit keyReleaseEvent(KeyEvent(*event)); }
|
||||
|
||||
|
@ -79,6 +83,14 @@ public:
|
|||
void updateInputControllers();
|
||||
|
||||
public slots:
|
||||
Q_INVOKABLE virtual QVector<UserInputMapper::Action> getAllActions();
|
||||
Q_INVOKABLE virtual QVector<UserInputMapper::InputChannel> getInputChannelsForAction(UserInputMapper::Action action);
|
||||
Q_INVOKABLE virtual QString getDeviceName(unsigned int device);
|
||||
Q_INVOKABLE virtual QVector<UserInputMapper::InputChannel> getAllInputsForDevice(unsigned int device);
|
||||
Q_INVOKABLE virtual bool addInputChannel(UserInputMapper::InputChannel inputChannel);
|
||||
Q_INVOKABLE virtual bool removeInputChannel(UserInputMapper::InputChannel inputChannel);
|
||||
Q_INVOKABLE virtual QVector<UserInputMapper::InputPair> getAvailableInputs(unsigned int device);
|
||||
Q_INVOKABLE virtual void resetAllDeviceBindings();
|
||||
virtual bool isPrimaryButtonPressed() const;
|
||||
virtual glm::vec2 getPrimaryJoystickPosition() const;
|
||||
|
||||
|
|
|
@ -31,7 +31,7 @@ WindowScriptingInterface::WindowScriptingInterface() :
|
|||
_formResult(QDialog::Rejected)
|
||||
{
|
||||
const DomainHandler& domainHandler = DependencyManager::get<NodeList>()->getDomainHandler();
|
||||
connect(&domainHandler, &DomainHandler::hostnameChanged, this, &WindowScriptingInterface::domainChanged);
|
||||
connect(&domainHandler, &DomainHandler::connectedToDomain, this, &WindowScriptingInterface::domainChanged);
|
||||
connect(Application::getInstance(), &Application::svoImportRequested, this, &WindowScriptingInterface::svoImportRequested);
|
||||
connect(Application::getInstance(), &Application::domainConnectionRefused, this, &WindowScriptingInterface::domainConnectionRefused);
|
||||
}
|
||||
|
|
|
@ -13,7 +13,15 @@
|
|||
|
||||
|
||||
// UserInputMapper Class
|
||||
|
||||
// Default contruct allocate the poutput size with the current hardcoded action channels
|
||||
UserInputMapper::UserInputMapper() {
|
||||
assignDefaulActionScales();
|
||||
createActionNames();
|
||||
}
|
||||
|
||||
bool UserInputMapper::registerDevice(uint16 deviceID, const DeviceProxy::Pointer& proxy){
|
||||
proxy->_name += " (" + QString::number(deviceID) + ")";
|
||||
_registeredDevices[deviceID] = proxy;
|
||||
return true;
|
||||
}
|
||||
|
@ -27,6 +35,12 @@ UserInputMapper::DeviceProxy::Pointer UserInputMapper::getDeviceProxy(const Inpu
|
|||
}
|
||||
}
|
||||
|
||||
void UserInputMapper::resetAllDeviceBindings() {
|
||||
for (auto device : _registeredDevices) {
|
||||
device.second->resetDeviceBindings();
|
||||
}
|
||||
}
|
||||
|
||||
bool UserInputMapper::addInputChannel(Action action, const Input& input, float scale) {
|
||||
return addInputChannel(action, input, Input(), scale);
|
||||
}
|
||||
|
@ -37,7 +51,7 @@ bool UserInputMapper::addInputChannel(Action action, const Input& input, const I
|
|||
qDebug() << "UserInputMapper::addInputChannel: The input comes from a device #" << input.getDevice() << "is unknown. no inputChannel mapped.";
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
auto inputChannel = InputChannel(input, modifier, action, scale);
|
||||
|
||||
// Insert or replace the input to modifiers
|
||||
|
@ -61,6 +75,37 @@ int UserInputMapper::addInputChannels(const InputChannels& channels) {
|
|||
return nbAdded;
|
||||
}
|
||||
|
||||
bool UserInputMapper::removeInputChannel(InputChannel inputChannel) {
|
||||
// Remove from Input to Modifiers map
|
||||
if (inputChannel.hasModifier()) {
|
||||
_inputToModifiersMap.erase(inputChannel._input.getID());
|
||||
}
|
||||
|
||||
// Remove from Action to Inputs map
|
||||
std::pair<ActionToInputsMap::iterator, ActionToInputsMap::iterator> ret;
|
||||
ret = _actionToInputsMap.equal_range(inputChannel._action);
|
||||
for (ActionToInputsMap::iterator it=ret.first; it!=ret.second; ++it) {
|
||||
if (it->second == inputChannel) {
|
||||
_actionToInputsMap.erase(it);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void UserInputMapper::removeAllInputChannels() {
|
||||
_inputToModifiersMap.clear();
|
||||
_actionToInputsMap.clear();
|
||||
}
|
||||
|
||||
void UserInputMapper::removeAllInputChannelsForDevice(uint16 device) {
|
||||
QVector<InputChannel> channels = getAllInputsForDevice(device);
|
||||
for (auto& channel : channels) {
|
||||
removeInputChannel(channel);
|
||||
}
|
||||
}
|
||||
|
||||
int UserInputMapper::getInputChannels(InputChannels& channels) const {
|
||||
for (auto& channel : _actionToInputsMap) {
|
||||
channels.push_back(channel.second);
|
||||
|
@ -69,6 +114,20 @@ int UserInputMapper::getInputChannels(InputChannels& channels) const {
|
|||
return _actionToInputsMap.size();
|
||||
}
|
||||
|
||||
QVector<UserInputMapper::InputChannel> UserInputMapper::getAllInputsForDevice(uint16 device) {
|
||||
InputChannels allChannels;
|
||||
getInputChannels(allChannels);
|
||||
|
||||
QVector<InputChannel> channels;
|
||||
for (InputChannel inputChannel : allChannels) {
|
||||
if (inputChannel._input._device == device) {
|
||||
channels.push_back(inputChannel);
|
||||
}
|
||||
}
|
||||
|
||||
return channels;
|
||||
}
|
||||
|
||||
void UserInputMapper::update(float deltaTime) {
|
||||
|
||||
// Reset the axis state for next loop
|
||||
|
@ -130,6 +189,24 @@ void UserInputMapper::update(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
QVector<UserInputMapper::Action> UserInputMapper::getAllActions() {
|
||||
QVector<Action> actions;
|
||||
for (auto i = 0; i < NUM_ACTIONS; i++) {
|
||||
actions.append(Action(i));
|
||||
}
|
||||
return actions;
|
||||
}
|
||||
|
||||
QVector<UserInputMapper::InputChannel> UserInputMapper::getInputChannelsForAction(UserInputMapper::Action action) {
|
||||
QVector<InputChannel> inputChannels;
|
||||
std::pair <ActionToInputsMap::iterator, ActionToInputsMap::iterator> ret;
|
||||
ret = _actionToInputsMap.equal_range(action);
|
||||
for (ActionToInputsMap::iterator it=ret.first; it!=ret.second; ++it) {
|
||||
inputChannels.append(it->second);
|
||||
}
|
||||
return inputChannels;
|
||||
}
|
||||
|
||||
void UserInputMapper::assignDefaulActionScales() {
|
||||
_actionScales[LONGITUDINAL_BACKWARD] = 1.0f; // 1m per unit
|
||||
_actionScales[LONGITUDINAL_FORWARD] = 1.0f; // 1m per unit
|
||||
|
@ -144,3 +221,20 @@ void UserInputMapper::assignDefaulActionScales() {
|
|||
_actionScales[BOOM_IN] = 1.0f; // 1m per unit
|
||||
_actionScales[BOOM_OUT] = 1.0f; // 1m per unit
|
||||
}
|
||||
|
||||
// This is only necessary as long as the actions are hardcoded
|
||||
// Eventually you can just add the string when you add the action
|
||||
void UserInputMapper::createActionNames() {
|
||||
_actionNames[LONGITUDINAL_BACKWARD] = "LONGITUDINAL_BACKWARD";
|
||||
_actionNames[LONGITUDINAL_FORWARD] = "LONGITUDINAL_FORWARD";
|
||||
_actionNames[LATERAL_LEFT] = "LATERAL_LEFT";
|
||||
_actionNames[LATERAL_RIGHT] = "LATERAL_RIGHT";
|
||||
_actionNames[VERTICAL_DOWN] = "VERTICAL_DOWN";
|
||||
_actionNames[VERTICAL_UP] = "VERTICAL_UP";
|
||||
_actionNames[YAW_LEFT] = "YAW_LEFT";
|
||||
_actionNames[YAW_RIGHT] = "YAW_RIGHT";
|
||||
_actionNames[PITCH_DOWN] = "PITCH_DOWN";
|
||||
_actionNames[PITCH_UP] = "PITCH_UP";
|
||||
_actionNames[BOOM_IN] = "BOOM_IN";
|
||||
_actionNames[BOOM_OUT] = "BOOM_OUT";
|
||||
}
|
|
@ -21,6 +21,7 @@
|
|||
|
||||
class UserInputMapper : public QObject {
|
||||
Q_OBJECT
|
||||
Q_ENUMS(Action)
|
||||
public:
|
||||
typedef unsigned short uint16;
|
||||
typedef unsigned int uint32;
|
||||
|
@ -51,8 +52,13 @@ public:
|
|||
uint16 getDevice() const { return _device; }
|
||||
uint16 getChannel() const { return _channel; }
|
||||
uint32 getID() const { return _id; }
|
||||
|
||||
ChannelType getType() const { return (ChannelType) _type; }
|
||||
|
||||
void setDevice(uint16 device) { _device = device; }
|
||||
void setChannel(uint16 channel) { _channel = channel; }
|
||||
void setType(uint16 type) { _type = type; }
|
||||
void setID(uint32 ID) { _id = ID; }
|
||||
|
||||
bool isButton() const { return getType() == ChannelType::BUTTON; }
|
||||
bool isAxis() const { return getType() == ChannelType::AXIS; }
|
||||
bool isJoint() const { return getType() == ChannelType::JOINT; }
|
||||
|
@ -64,6 +70,7 @@ public:
|
|||
explicit Input(uint16 device, uint16 channel, ChannelType type) : _device(device), _channel(channel), _type(uint16(type)) {}
|
||||
Input(const Input& src) : _id(src._id) {}
|
||||
Input& operator = (const Input& src) { _id = src._id; return (*this); }
|
||||
bool operator ==(const Input& right) const { return _id == right._id; }
|
||||
bool operator < (const Input& src) const { return _id < src._id; }
|
||||
};
|
||||
|
||||
|
@ -83,22 +90,32 @@ public:
|
|||
typedef std::function<bool (const Input& input, int timestamp)> ButtonGetter;
|
||||
typedef std::function<float (const Input& input, int timestamp)> AxisGetter;
|
||||
typedef std::function<JointValue (const Input& input, int timestamp)> JointGetter;
|
||||
typedef QPair<Input, QString> InputPair;
|
||||
typedef std::function<QVector<InputPair> ()> AvailableInputGetter;
|
||||
typedef std::function<bool ()> ResetBindings;
|
||||
|
||||
typedef QVector<InputPair> AvailableInput;
|
||||
|
||||
class DeviceProxy {
|
||||
public:
|
||||
DeviceProxy() {}
|
||||
|
||||
ButtonGetter getButton = [] (const Input& input, int timestamp) -> bool { return false; };
|
||||
AxisGetter getAxis = [] (const Input& input, int timestamp) -> bool { return 0.0f; };
|
||||
JointGetter getJoint = [] (const Input& input, int timestamp) -> JointValue { return JointValue(); };
|
||||
|
||||
typedef std::shared_ptr<DeviceProxy> Pointer;
|
||||
DeviceProxy(QString name) { _name = name; }
|
||||
|
||||
QString _name;
|
||||
ButtonGetter getButton = [] (const Input& input, int timestamp) -> bool { return false; };
|
||||
AxisGetter getAxis = [] (const Input& input, int timestamp) -> bool { return 0.0f; };
|
||||
JointGetter getJoint = [] (const Input& input, int timestamp) -> JointValue { return JointValue(); };
|
||||
AvailableInputGetter getAvailabeInputs = [] () -> AvailableInput { return QVector<InputPair>(); };
|
||||
ResetBindings resetDeviceBindings = [] () -> bool { return true; };
|
||||
|
||||
typedef std::shared_ptr<DeviceProxy> Pointer;
|
||||
};
|
||||
// GetFreeDeviceID should be called before registering a device to use an ID not used by a different device.
|
||||
uint16 getFreeDeviceID() { return _nextFreeDeviceID++; }
|
||||
bool registerDevice(uint16 deviceID, const DeviceProxy::Pointer& device);
|
||||
DeviceProxy::Pointer getDeviceProxy(const Input& input);
|
||||
|
||||
QString getDeviceName(uint16 deviceID) { return _registeredDevices[deviceID]->_name; }
|
||||
QVector<InputPair> getAvailableInputs(uint16 deviceID) { return _registeredDevices[deviceID]->getAvailabeInputs(); }
|
||||
void resetAllDeviceBindings();
|
||||
|
||||
// Actions are the output channels of the Mapper, that's what the InputChannel map to
|
||||
// For now the Actions are hardcoded, this is bad, but we will fix that in the near future
|
||||
|
@ -123,7 +140,12 @@ public:
|
|||
|
||||
NUM_ACTIONS,
|
||||
};
|
||||
|
||||
std::vector<QString> _actionNames = std::vector<QString>(NUM_ACTIONS);
|
||||
void createActionNames();
|
||||
|
||||
QVector<Action> getAllActions();
|
||||
QString getActionName(Action action) { return UserInputMapper::_actionNames[(int) action]; }
|
||||
float getActionState(Action action) const { return _actionStates[action]; }
|
||||
void assignDefaulActionScales();
|
||||
|
||||
|
@ -140,27 +162,43 @@ public:
|
|||
Input _modifier = Input(); // make it invalid by default, meaning no modifier
|
||||
Action _action = LONGITUDINAL_BACKWARD;
|
||||
float _scale = 0.0f;
|
||||
|
||||
Input getInput() const { return _input; }
|
||||
Input getModifier() const { return _modifier; }
|
||||
Action getAction() const { return _action; }
|
||||
float getScale() const { return _scale; }
|
||||
|
||||
void setInput(Input input) { _input = input; }
|
||||
void setModifier(Input modifier) { _modifier = modifier; }
|
||||
void setAction(Action action) { _action = action; }
|
||||
void setScale(float scale) { _scale = scale; }
|
||||
|
||||
InputChannel() {}
|
||||
InputChannel(const Input& input, const Input& modifier, Action action, float scale = 1.0f) :
|
||||
_input(input), _modifier(modifier), _action(action), _scale(scale) {}
|
||||
InputChannel(const InputChannel& src) : InputChannel(src._input, src._modifier, src._action, src._scale) {}
|
||||
InputChannel& operator = (const InputChannel& src) { _input = src._input; _modifier = src._modifier; _action = src._action; _scale = src._scale; return (*this); }
|
||||
|
||||
bool operator ==(const InputChannel& right) const { return _input == right._input && _modifier == right._modifier && _action == right._action && _scale == right._scale; }
|
||||
bool hasModifier() { return _modifier.isValid(); }
|
||||
};
|
||||
typedef std::vector< InputChannel > InputChannels;
|
||||
|
||||
// Add a bunch of input channels, return the true number of channels that successfully were added
|
||||
int addInputChannels(const InputChannels& channels);
|
||||
// Remove the first found instance of the input channel from the input mapper, true if found
|
||||
bool removeInputChannel(InputChannel channel);
|
||||
void removeAllInputChannels();
|
||||
void removeAllInputChannelsForDevice(uint16 device);
|
||||
//Grab all the input channels currently in use, return the number
|
||||
int getInputChannels(InputChannels& channels) const;
|
||||
QVector<InputChannel> getAllInputsForDevice(uint16 device);
|
||||
QVector<InputChannel> getInputChannelsForAction(UserInputMapper::Action action);
|
||||
std::multimap<Action, InputChannel> getActionToInputsMap() { return _actionToInputsMap; }
|
||||
|
||||
// Update means go grab all the device input channels and update the output channel values
|
||||
void update(float deltaTime);
|
||||
|
||||
// Default contruct allocate the poutput size with the current hardcoded action channels
|
||||
UserInputMapper() { assignDefaulActionScales(); }
|
||||
|
||||
UserInputMapper();
|
||||
|
||||
protected:
|
||||
typedef std::map<int, DeviceProxy::Pointer> DevicesMap;
|
||||
|
@ -177,4 +215,12 @@ protected:
|
|||
std::vector<float> _actionScales = std::vector<float>(NUM_ACTIONS, 1.0f);
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(UserInputMapper::InputPair)
|
||||
Q_DECLARE_METATYPE(QVector<UserInputMapper::InputPair>)
|
||||
Q_DECLARE_METATYPE(UserInputMapper::Input)
|
||||
Q_DECLARE_METATYPE(UserInputMapper::InputChannel)
|
||||
Q_DECLARE_METATYPE(QVector<UserInputMapper::InputChannel>)
|
||||
Q_DECLARE_METATYPE(UserInputMapper::Action)
|
||||
Q_DECLARE_METATYPE(QVector<UserInputMapper::Action>)
|
||||
|
||||
#endif // hifi_UserInputMapper_h
|
||||
|
|
|
@ -123,6 +123,7 @@ protected:
|
|||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const Overlay::Pointer& overlay);
|
||||
template <> const Item::Bound payloadGetBound(const Overlay::Pointer& overlay);
|
||||
template <> int payloadGetLayer(const Overlay::Pointer& overlay);
|
||||
template <> void payloadRender(const Overlay::Pointer& overlay, RenderArgs* args);
|
||||
}
|
||||
|
||||
|
|
|
@ -37,7 +37,7 @@ namespace render {
|
|||
template <> const ItemKey payloadGetKey(const Overlay::Pointer& overlay) {
|
||||
if (overlay->is3D() && !static_cast<Base3DOverlay*>(overlay.get())->getDrawOnHUD()) {
|
||||
if (static_cast<Base3DOverlay*>(overlay.get())->getDrawInFront()) {
|
||||
return ItemKey::Builder().withTypeShape().withNoDepthSort().build();
|
||||
return ItemKey::Builder().withTypeShape().withLayered().build();
|
||||
} else {
|
||||
return ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
|
@ -53,6 +53,17 @@ namespace render {
|
|||
return AABox(glm::vec3(bounds.x(), bounds.y(), 0.0f), glm::vec3(bounds.width(), bounds.height(), 0.1f));
|
||||
}
|
||||
}
|
||||
template <> int payloadGetLayer(const Overlay::Pointer& overlay) {
|
||||
// MAgic number while we are defining the layering mechanism:
|
||||
const int LAYER_2D = 2;
|
||||
const int LAYER_3D_FRONT = 1;
|
||||
const int LAYER_3D = 0;
|
||||
if (overlay->is3D()) {
|
||||
return (static_cast<Base3DOverlay*>(overlay.get())->getDrawInFront() ? LAYER_3D_FRONT : LAYER_3D);
|
||||
} else {
|
||||
return LAYER_2D;
|
||||
}
|
||||
}
|
||||
template <> void payloadRender(const Overlay::Pointer& overlay, RenderArgs* args) {
|
||||
if (args) {
|
||||
glPushMatrix();
|
||||
|
|
|
@ -1012,7 +1012,9 @@ void EntityTreeRenderer::deletingEntity(const EntityItemID& entityID) {
|
|||
void EntityTreeRenderer::addingEntity(const EntityItemID& entityID) {
|
||||
checkAndCallPreload(entityID);
|
||||
auto entity = static_cast<EntityTree*>(_tree)->findEntityByID(entityID);
|
||||
addEntityToScene(entity);
|
||||
if (entity) {
|
||||
addEntityToScene(entity);
|
||||
}
|
||||
}
|
||||
|
||||
void EntityTreeRenderer::addEntityToScene(EntityItemPointer entity) {
|
||||
|
|
|
@ -9,15 +9,18 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "RenderableBoxEntityItem.h"
|
||||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <ObjectMotionState.h>
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "RenderableBoxEntityItem.h"
|
||||
#include "RenderableDebugableEntityItem.h"
|
||||
|
||||
EntityItemPointer RenderableBoxEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
|
||||
return EntityItemPointer(new RenderableBoxEntityItem(entityID, properties));
|
||||
|
@ -27,23 +30,11 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
|
|||
PerformanceTimer perfTimer("RenderableBoxEntityItem::render");
|
||||
Q_ASSERT(getType() == EntityTypes::Box);
|
||||
glm::vec4 cubeColor(toGlm(getXColor()), getLocalRenderAlpha());
|
||||
|
||||
bool debugSimulationOwnership = args->_debugFlags & RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP;
|
||||
bool highlightSimulationOwnership = false;
|
||||
if (debugSimulationOwnership) {
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
const QUuid& myNodeID = nodeList->getSessionUUID();
|
||||
highlightSimulationOwnership = (getSimulatorID() == myNodeID);
|
||||
}
|
||||
|
||||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
batch.setModelTransform(getTransformToCenter());
|
||||
if (highlightSimulationOwnership) {
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
|
||||
} else {
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(batch, 1.0f, cubeColor);
|
||||
}
|
||||
batch.setModelTransform(getTransformToCenter()); // we want to include the scale as well
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(batch, 1.0f, cubeColor);
|
||||
|
||||
RenderableDebugableEntityItem::render(this, args);
|
||||
};
|
||||
|
|
|
@ -13,7 +13,6 @@
|
|||
#define hifi_RenderableBoxEntityItem_h
|
||||
|
||||
#include <BoxEntityItem.h>
|
||||
#include "RenderableDebugableEntityItem.h"
|
||||
#include "RenderableEntityItem.h"
|
||||
|
||||
class RenderableBoxEntityItem : public BoxEntityItem {
|
||||
|
|
|
@ -10,58 +10,54 @@
|
|||
//
|
||||
|
||||
|
||||
#include "RenderableDebugableEntityItem.h"
|
||||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <PhysicsEngine.h>
|
||||
|
||||
#include "RenderableDebugableEntityItem.h"
|
||||
#include <ObjectMotionState.h>
|
||||
|
||||
|
||||
void RenderableDebugableEntityItem::renderBoundingBox(EntityItem* entity, RenderArgs* args,
|
||||
float puffedOut, glm::vec4& color) {
|
||||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
batch.setModelTransform(entity->getTransformToCenter());
|
||||
batch.setModelTransform(entity->getTransformToCenter()); // we want to include the scale as well
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f + puffedOut, color);
|
||||
}
|
||||
|
||||
void RenderableDebugableEntityItem::renderHoverDot(EntityItem* entity, RenderArgs* args) {
|
||||
const int SLICES = 8, STACKS = 8;
|
||||
float radius = 0.05f;
|
||||
glm::vec4 blueColor(0.0f, 0.0f, 1.0f, 1.0f);
|
||||
|
||||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
Transform transform = entity->getTransformToCenter();
|
||||
// Cancel true dimensions and set scale to 2 * radius (diameter)
|
||||
transform.postScale(2.0f * glm::vec3(radius, radius, radius) / entity->getDimensions());
|
||||
batch.setModelTransform(transform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, 0.5f, SLICES, STACKS, blueColor);
|
||||
}
|
||||
|
||||
void RenderableDebugableEntityItem::render(EntityItem* entity, RenderArgs* args) {
|
||||
bool debugSimulationOwnership = args->_debugFlags & RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP;
|
||||
if (args->_debugFlags & RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP) {
|
||||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
|
||||
batch.setModelTransform(entity->getTransformToCenter()); // we want to include the scale as well
|
||||
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
const QUuid& myNodeID = nodeList->getSessionUUID();
|
||||
bool highlightSimulationOwnership = (entity->getSimulatorID() == myNodeID);
|
||||
if (highlightSimulationOwnership) {
|
||||
glm::vec4 greenColor(0.0f, 1.0f, 0.2f, 1.0f);
|
||||
renderBoundingBox(entity, args, 0.08f, greenColor);
|
||||
}
|
||||
|
||||
if (debugSimulationOwnership) {
|
||||
quint64 now = usecTimestampNow();
|
||||
if (now - entity->getLastEditedFromRemote() < 0.1f * USECS_PER_SECOND) {
|
||||
glm::vec4 redColor(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
renderBoundingBox(entity, args, 0.2f, redColor);
|
||||
renderBoundingBox(entity, args, 0.16f, redColor);
|
||||
}
|
||||
|
||||
if (now - entity->getLastBroadcast() < 0.2f * USECS_PER_SECOND) {
|
||||
glm::vec4 yellowColor(1.0f, 1.0f, 0.2f, 1.0f);
|
||||
renderBoundingBox(entity, args, 0.3f, yellowColor);
|
||||
renderBoundingBox(entity, args, 0.24f, yellowColor);
|
||||
}
|
||||
|
||||
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(entity->getPhysicsInfo());
|
||||
if (motionState && motionState->isActive()) {
|
||||
renderHoverDot(entity, args);
|
||||
glm::vec4 blueColor(0.0f, 0.0f, 1.0f, 1.0f);
|
||||
renderBoundingBox(entity, args, 0.32f, blueColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -17,7 +17,6 @@
|
|||
class RenderableDebugableEntityItem {
|
||||
public:
|
||||
static void renderBoundingBox(EntityItem* entity, RenderArgs* args, float puffedOut, glm::vec4& color);
|
||||
static void renderHoverDot(EntityItem* entity, RenderArgs* args);
|
||||
static void render(EntityItem* entity, RenderArgs* args);
|
||||
};
|
||||
|
||||
|
|
|
@ -201,14 +201,6 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
|
|||
glm::vec3 position = getPosition();
|
||||
glm::vec3 dimensions = getDimensions();
|
||||
|
||||
bool debugSimulationOwnership = args->_debugFlags & RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP;
|
||||
bool highlightSimulationOwnership = false;
|
||||
if (debugSimulationOwnership) {
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
const QUuid& myNodeID = nodeList->getSessionUUID();
|
||||
highlightSimulationOwnership = (getSimulatorID() == myNodeID);
|
||||
}
|
||||
|
||||
if (hasModel()) {
|
||||
if (_model) {
|
||||
if (QUrl(getModelURL()) != _model->getURL()) {
|
||||
|
@ -274,11 +266,6 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (highlightSimulationOwnership) {
|
||||
glm::vec4 greenColor(0.0f, 1.0f, 0.0f, 1.0f);
|
||||
RenderableDebugableEntityItem::renderBoundingBox(this, args, 0.0f, greenColor);
|
||||
}
|
||||
} else {
|
||||
glm::vec4 greenColor(0.0f, 1.0f, 0.0f, 1.0f);
|
||||
RenderableDebugableEntityItem::renderBoundingBox(this, args, 0.0f, greenColor);
|
||||
|
|
|
@ -9,6 +9,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "RenderableSphereEntityItem.h"
|
||||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <gpu/GPUConfig.h>
|
||||
|
@ -18,7 +20,7 @@
|
|||
#include <DeferredLightingEffect.h>
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "RenderableSphereEntityItem.h"
|
||||
#include "RenderableDebugableEntityItem.h"
|
||||
|
||||
EntityItemPointer RenderableSphereEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
|
||||
return EntityItemPointer(new RenderableSphereEntityItem(entityID, properties));
|
||||
|
@ -37,6 +39,8 @@ void RenderableSphereEntityItem::render(RenderArgs* args) {
|
|||
|
||||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
batch.setModelTransform(getTransformToCenter());
|
||||
batch.setModelTransform(getTransformToCenter()); // use a transform with scale, rotation, registration point and translation
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, 0.5f, SLICES, STACKS, sphereColor);
|
||||
|
||||
RenderableDebugableEntityItem::render(this, args);
|
||||
};
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include <gpu/GPUConfig.h>
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include <AbstractViewStateInterface.h>
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <DependencyManager.h>
|
||||
#include <GeometryCache.h>
|
||||
|
@ -100,10 +101,17 @@ void RenderableZoneEntityItem::render(RenderArgs* args) {
|
|||
case SHAPE_TYPE_COMPOUND: {
|
||||
PerformanceTimer perfTimer("zone->renderCompound");
|
||||
updateGeometry();
|
||||
|
||||
if (_model && _model->isActive()) {
|
||||
// FIX ME: this is no longer available... we need to switch to payloads
|
||||
//_model->renderInScene(getLocalRenderAlpha(), args);
|
||||
if (_model && _model->needsFixupInScene()) {
|
||||
// check to see if when we added our models to the scene they were ready, if they were not ready, then
|
||||
// fix them up in the scene
|
||||
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
|
||||
render::PendingChanges pendingChanges;
|
||||
_model->removeFromScene(scene, pendingChanges);
|
||||
_model->addToScene(scene, pendingChanges);
|
||||
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
|
||||
_model->setVisibleInScene(getVisible(), scene);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -131,6 +139,15 @@ void RenderableZoneEntityItem::render(RenderArgs* args) {
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ((!_drawZoneBoundaries || getShapeType() != SHAPE_TYPE_COMPOUND) &&
|
||||
_model && !_model->needsFixupInScene()) {
|
||||
// If the model is in the scene but doesn't need to be, remove it.
|
||||
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
|
||||
render::PendingChanges pendingChanges;
|
||||
_model->removeFromScene(scene, pendingChanges);
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
}
|
||||
}
|
||||
|
||||
bool RenderableZoneEntityItem::contains(const glm::vec3& point) const {
|
||||
|
@ -145,3 +162,51 @@ bool RenderableZoneEntityItem::contains(const glm::vec3& point) const {
|
|||
|
||||
return false;
|
||||
}
|
||||
|
||||
class RenderableZoneEntityItemMeta {
|
||||
public:
|
||||
RenderableZoneEntityItemMeta(EntityItemPointer entity) : entity(entity){ }
|
||||
typedef render::Payload<RenderableZoneEntityItemMeta> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
EntityItemPointer entity;
|
||||
};
|
||||
|
||||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const RenderableZoneEntityItemMeta::Pointer& payload) {
|
||||
return ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
|
||||
template <> const Item::Bound payloadGetBound(const RenderableZoneEntityItemMeta::Pointer& payload) {
|
||||
if (payload && payload->entity) {
|
||||
return payload->entity->getAABox();
|
||||
}
|
||||
return render::Item::Bound();
|
||||
}
|
||||
template <> void payloadRender(const RenderableZoneEntityItemMeta::Pointer& payload, RenderArgs* args) {
|
||||
if (args) {
|
||||
if (payload && payload->entity) {
|
||||
payload->entity->render(args);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool RenderableZoneEntityItem::addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene,
|
||||
render::PendingChanges& pendingChanges) {
|
||||
_myMetaItem = scene->allocateID();
|
||||
|
||||
auto renderData = RenderableZoneEntityItemMeta::Pointer(new RenderableZoneEntityItemMeta(self));
|
||||
auto renderPayload = render::PayloadPointer(new RenderableZoneEntityItemMeta::Payload(renderData));
|
||||
|
||||
pendingChanges.resetItem(_myMetaItem, renderPayload);
|
||||
return true;
|
||||
}
|
||||
|
||||
void RenderableZoneEntityItem::removeFromScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene,
|
||||
render::PendingChanges& pendingChanges) {
|
||||
pendingChanges.removeItem(_myMetaItem);
|
||||
if (_model) {
|
||||
_model->removeFromScene(scene, pendingChanges);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -35,6 +35,9 @@ public:
|
|||
virtual void render(RenderArgs* args);
|
||||
virtual bool contains(const glm::vec3& point) const;
|
||||
|
||||
virtual bool addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
|
||||
virtual void removeFromScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
|
||||
|
||||
private:
|
||||
Model* getModel();
|
||||
void initialSimulation();
|
||||
|
@ -45,6 +48,8 @@ private:
|
|||
|
||||
Model* _model;
|
||||
bool _needsInitialSimulation;
|
||||
|
||||
render::ItemID _myMetaItem;
|
||||
};
|
||||
|
||||
#endif // hifi_RenderableZoneEntityItem_h
|
||||
|
|
33
libraries/entities/src/EntityActionFactoryInterface.h
Normal file
33
libraries/entities/src/EntityActionFactoryInterface.h
Normal file
|
@ -0,0 +1,33 @@
|
|||
//
|
||||
// EntityActionFactoryInterface.cpp
|
||||
// libraries/entities/src
|
||||
//
|
||||
// Created by Seth Alves on 2015-6-2
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_EntityActionFactoryInterface_h
|
||||
#define hifi_EntityActionFactoryInterface_h
|
||||
|
||||
#include <DependencyManager.h>
|
||||
|
||||
#include "EntityActionInterface.h"
|
||||
|
||||
class EntityActionFactoryInterface : public QObject, public Dependency {
|
||||
Q_OBJECT
|
||||
SINGLETON_DEPENDENCY
|
||||
|
||||
public:
|
||||
EntityActionFactoryInterface() { }
|
||||
virtual ~EntityActionFactoryInterface() { }
|
||||
virtual EntityActionPointer factory(EntitySimulation* simulation,
|
||||
EntityActionType type,
|
||||
QUuid id,
|
||||
EntityItemPointer ownerEntity,
|
||||
QVariantMap arguments) { assert(false); return nullptr; }
|
||||
};
|
||||
|
||||
#endif // hifi_EntityActionFactoryInterface_h
|
|
@ -22,6 +22,12 @@ EntityActionType EntityActionInterface::actionTypeFromString(QString actionTypeS
|
|||
if (normalizedActionTypeString == "pulltopoint") {
|
||||
return ACTION_TYPE_PULL_TO_POINT;
|
||||
}
|
||||
if (normalizedActionTypeString == "spring") {
|
||||
return ACTION_TYPE_SPRING;
|
||||
}
|
||||
if (normalizedActionTypeString == "hold") {
|
||||
return ACTION_TYPE_HOLD;
|
||||
}
|
||||
|
||||
qDebug() << "Warning -- EntityActionInterface::actionTypeFromString got unknown action-type name" << actionTypeString;
|
||||
return ACTION_TYPE_NONE;
|
||||
|
@ -33,31 +39,37 @@ QString EntityActionInterface::actionTypeToString(EntityActionType actionType) {
|
|||
return "none";
|
||||
case ACTION_TYPE_PULL_TO_POINT:
|
||||
return "pullToPoint";
|
||||
case ACTION_TYPE_SPRING:
|
||||
return "spring";
|
||||
case ACTION_TYPE_HOLD:
|
||||
return "hold";
|
||||
}
|
||||
assert(false);
|
||||
return "none";
|
||||
}
|
||||
|
||||
glm::vec3 EntityActionInterface::extractVec3Argument(QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok) {
|
||||
QString argumentName, bool& ok, bool required) {
|
||||
if (!arguments.contains(argumentName)) {
|
||||
qDebug() << objectName << "requires argument:" << argumentName;
|
||||
if (required) {
|
||||
qDebug() << objectName << "requires argument:" << argumentName;
|
||||
}
|
||||
ok = false;
|
||||
return vec3();
|
||||
return glm::vec3();
|
||||
}
|
||||
|
||||
QVariant resultV = arguments[argumentName];
|
||||
if (resultV.type() != (QVariant::Type) QMetaType::QVariantMap) {
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map";
|
||||
ok = false;
|
||||
return vec3();
|
||||
return glm::vec3();
|
||||
}
|
||||
|
||||
QVariantMap resultVM = resultV.toMap();
|
||||
if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z")) {
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z";
|
||||
ok = false;
|
||||
return vec3();
|
||||
return glm::vec3();
|
||||
}
|
||||
|
||||
QVariant xV = resultVM["x"];
|
||||
|
@ -73,17 +85,65 @@ glm::vec3 EntityActionInterface::extractVec3Argument(QString objectName, QVarian
|
|||
if (!xOk || !yOk || !zOk) {
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z and values of type float.";
|
||||
ok = false;
|
||||
return vec3();
|
||||
return glm::vec3();
|
||||
}
|
||||
|
||||
return vec3(x, y, z);
|
||||
return glm::vec3(x, y, z);
|
||||
}
|
||||
|
||||
glm::quat EntityActionInterface::extractQuatArgument(QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok, bool required) {
|
||||
if (!arguments.contains(argumentName)) {
|
||||
if (required) {
|
||||
qDebug() << objectName << "requires argument:" << argumentName;
|
||||
}
|
||||
ok = false;
|
||||
return glm::quat();
|
||||
}
|
||||
|
||||
QVariant resultV = arguments[argumentName];
|
||||
if (resultV.type() != (QVariant::Type) QMetaType::QVariantMap) {
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map, not" << resultV.typeName();
|
||||
ok = false;
|
||||
return glm::quat();
|
||||
}
|
||||
|
||||
QVariantMap resultVM = resultV.toMap();
|
||||
if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z")) {
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z";
|
||||
ok = false;
|
||||
return glm::quat();
|
||||
}
|
||||
|
||||
QVariant xV = resultVM["x"];
|
||||
QVariant yV = resultVM["y"];
|
||||
QVariant zV = resultVM["z"];
|
||||
QVariant wV = resultVM["w"];
|
||||
|
||||
bool xOk = true;
|
||||
bool yOk = true;
|
||||
bool zOk = true;
|
||||
bool wOk = true;
|
||||
float x = xV.toFloat(&xOk);
|
||||
float y = yV.toFloat(&yOk);
|
||||
float z = zV.toFloat(&zOk);
|
||||
float w = wV.toFloat(&wOk);
|
||||
if (!xOk || !yOk || !zOk || !wOk) {
|
||||
qDebug() << objectName << "argument" << argumentName
|
||||
<< "must be a map with keys of x, y, z, w and values of type float.";
|
||||
ok = false;
|
||||
return glm::quat();
|
||||
}
|
||||
|
||||
return glm::quat(w, x, y, z);
|
||||
}
|
||||
|
||||
float EntityActionInterface::extractFloatArgument(QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok) {
|
||||
QString argumentName, bool& ok, bool required) {
|
||||
if (!arguments.contains(argumentName)) {
|
||||
qDebug() << objectName << "requires argument:" << argumentName;
|
||||
if (required) {
|
||||
qDebug() << objectName << "requires argument:" << argumentName;
|
||||
}
|
||||
ok = false;
|
||||
return 0.0f;
|
||||
}
|
||||
|
@ -99,3 +159,18 @@ float EntityActionInterface::extractFloatArgument(QString objectName, QVariantMa
|
|||
|
||||
return v;
|
||||
}
|
||||
|
||||
QString EntityActionInterface::extractStringArgument(QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok, bool required) {
|
||||
if (!arguments.contains(argumentName)) {
|
||||
if (required) {
|
||||
qDebug() << objectName << "requires argument:" << argumentName;
|
||||
}
|
||||
ok = false;
|
||||
return "";
|
||||
}
|
||||
|
||||
QVariant vV = arguments[argumentName];
|
||||
QString v = vV.toString();
|
||||
return v;
|
||||
}
|
||||
|
|
|
@ -14,12 +14,16 @@
|
|||
|
||||
#include <QUuid>
|
||||
|
||||
#include "EntityItem.h"
|
||||
|
||||
class EntitySimulation;
|
||||
|
||||
enum EntityActionType {
|
||||
// keep these synchronized with actionTypeFromString and actionTypeToString
|
||||
ACTION_TYPE_NONE,
|
||||
ACTION_TYPE_PULL_TO_POINT
|
||||
ACTION_TYPE_PULL_TO_POINT,
|
||||
ACTION_TYPE_SPRING,
|
||||
ACTION_TYPE_HOLD
|
||||
};
|
||||
|
||||
|
||||
|
@ -32,18 +36,35 @@ public:
|
|||
virtual const EntityItemPointer& getOwnerEntity() const = 0;
|
||||
virtual void setOwnerEntity(const EntityItemPointer ownerEntity) = 0;
|
||||
virtual bool updateArguments(QVariantMap arguments) = 0;
|
||||
// virtual QByteArray serialize() = 0;
|
||||
// static EntityActionPointer deserialize(EntityItemPointer ownerEntity, QByteArray data);
|
||||
|
||||
static EntityActionType actionTypeFromString(QString actionTypeString);
|
||||
static QString actionTypeToString(EntityActionType actionType);
|
||||
|
||||
protected:
|
||||
virtual glm::vec3 getPosition() = 0;
|
||||
virtual void setPosition(glm::vec3 position) = 0;
|
||||
virtual glm::quat getRotation() = 0;
|
||||
virtual void setRotation(glm::quat rotation) = 0;
|
||||
virtual glm::vec3 getLinearVelocity() = 0;
|
||||
virtual void setLinearVelocity(glm::vec3 linearVelocity) = 0;
|
||||
virtual glm::vec3 getAngularVelocity() = 0;
|
||||
virtual void setAngularVelocity(glm::vec3 angularVelocity) = 0;
|
||||
|
||||
// these look in the arguments map for a named argument. if it's not found or isn't well formed,
|
||||
// ok will be set to false (note that it's never set to true -- set it to true before calling these).
|
||||
// if required is true, failure to extract an argument will cause a warning to be printed.
|
||||
static glm::vec3 extractVec3Argument (QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok, bool required = true);
|
||||
static glm::quat extractQuatArgument (QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok, bool required = true);
|
||||
static float extractFloatArgument(QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok, bool required = true);
|
||||
static QString extractStringArgument(QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok, bool required = true);
|
||||
|
||||
static glm::vec3 extractVec3Argument(QString objectName, QVariantMap arguments, QString argumentName, bool& ok);
|
||||
static float extractFloatArgument(QString objectName, QVariantMap arguments, QString argumentName, bool& ok);
|
||||
};
|
||||
|
||||
|
||||
typedef std::shared_ptr<EntityActionInterface> EntityActionPointer;
|
||||
|
||||
#endif // hifi_EntityActionInterface_h
|
||||
|
|
|
@ -70,7 +70,9 @@ EntityItem::EntityItem(const EntityItemID& entityItemID) :
|
|||
_dirtyFlags(0),
|
||||
_element(nullptr),
|
||||
_physicsInfo(nullptr),
|
||||
_simulated(false)
|
||||
_simulated(false),
|
||||
_href(""),
|
||||
_description("")
|
||||
{
|
||||
quint64 now = usecTimestampNow();
|
||||
_lastSimulated = now;
|
||||
|
@ -117,6 +119,8 @@ EntityPropertyFlags EntityItem::getEntityProperties(EncodeBitstreamParams& param
|
|||
requestedProperties += PROP_MARKETPLACE_ID;
|
||||
requestedProperties += PROP_NAME;
|
||||
requestedProperties += PROP_SIMULATOR_ID;
|
||||
requestedProperties += PROP_HREF;
|
||||
requestedProperties += PROP_DESCRIPTION;
|
||||
|
||||
return requestedProperties;
|
||||
}
|
||||
|
@ -246,6 +250,9 @@ OctreeElement::AppendState EntityItem::appendEntityData(OctreePacketData* packet
|
|||
APPEND_ENTITY_PROPERTY(PROP_MARKETPLACE_ID, getMarketplaceID());
|
||||
APPEND_ENTITY_PROPERTY(PROP_NAME, getName());
|
||||
APPEND_ENTITY_PROPERTY(PROP_COLLISION_SOUND_URL, getCollisionSoundURL());
|
||||
APPEND_ENTITY_PROPERTY(PROP_HREF, getHref());
|
||||
APPEND_ENTITY_PROPERTY(PROP_DESCRIPTION, getDescription());
|
||||
|
||||
|
||||
appendSubclassData(packetData, params, entityTreeElementExtraEncodeData,
|
||||
requestedProperties,
|
||||
|
@ -573,6 +580,9 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
|
|||
|
||||
READ_ENTITY_PROPERTY(PROP_NAME, QString, setName);
|
||||
READ_ENTITY_PROPERTY(PROP_COLLISION_SOUND_URL, QString, setCollisionSoundURL);
|
||||
READ_ENTITY_PROPERTY(PROP_HREF, QString, setHref);
|
||||
READ_ENTITY_PROPERTY(PROP_DESCRIPTION, QString, setDescription);
|
||||
|
||||
bytesRead += readEntitySubclassDataFromBuffer(dataAt, (bytesLeftToRead - bytesRead), args, propertyFlags, overwriteLocalData);
|
||||
|
||||
////////////////////////////////////
|
||||
|
@ -905,6 +915,8 @@ EntityItemProperties EntityItem::getProperties() const {
|
|||
COPY_ENTITY_PROPERTY_TO_PROPERTIES(simulatorID, getSimulatorID);
|
||||
COPY_ENTITY_PROPERTY_TO_PROPERTIES(marketplaceID, getMarketplaceID);
|
||||
COPY_ENTITY_PROPERTY_TO_PROPERTIES(name, getName);
|
||||
COPY_ENTITY_PROPERTY_TO_PROPERTIES(href, getHref);
|
||||
COPY_ENTITY_PROPERTY_TO_PROPERTIES(description, getDescription);
|
||||
|
||||
properties._defaultSettings = false;
|
||||
|
||||
|
@ -963,6 +975,8 @@ bool EntityItem::setProperties(const EntityItemProperties& properties) {
|
|||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(userData, setUserData);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(marketplaceID, setMarketplaceID);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(name, setName);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(href, setHref);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(description, setDescription);
|
||||
|
||||
if (somethingChanged) {
|
||||
uint64_t now = usecTimestampNow();
|
||||
|
|
|
@ -28,13 +28,16 @@
|
|||
#include "EntityItemID.h"
|
||||
#include "EntityItemProperties.h"
|
||||
#include "EntityItemPropertiesDefaults.h"
|
||||
#include "EntityActionInterface.h"
|
||||
#include "EntityTypes.h"
|
||||
|
||||
class EntitySimulation;
|
||||
class EntityTreeElement;
|
||||
class EntityTreeElementExtraEncodeData;
|
||||
|
||||
class EntityActionInterface;
|
||||
typedef std::shared_ptr<EntityActionInterface> EntityActionPointer;
|
||||
|
||||
|
||||
namespace render {
|
||||
class Scene;
|
||||
class PendingChanges;
|
||||
|
@ -203,7 +206,14 @@ public:
|
|||
|
||||
inline const glm::quat& getRotation() const { return _transform.getRotation(); }
|
||||
inline void setRotation(const glm::quat& rotation) { _transform.setRotation(rotation); }
|
||||
|
||||
|
||||
// Hyperlink related getters and setters
|
||||
QString getHref() const { return _href; }
|
||||
void setHref(QString value) { _href = value; }
|
||||
|
||||
QString getDescription() const { return _description; }
|
||||
void setDescription(QString value) { _description = value; }
|
||||
|
||||
/// Dimensions in meters (0.0 - TREE_SCALE)
|
||||
inline const glm::vec3& getDimensions() const { return _transform.getScale(); }
|
||||
virtual void setDimensions(const glm::vec3& value);
|
||||
|
@ -415,6 +425,8 @@ protected:
|
|||
quint64 _simulatorIDChangedTime; // when was _simulatorID last updated?
|
||||
QString _marketplaceID;
|
||||
QString _name;
|
||||
QString _href; //Hyperlink href
|
||||
QString _description; //Hyperlink description
|
||||
|
||||
// NOTE: Damping is applied like this: v *= pow(1 - damping, dt)
|
||||
//
|
||||
|
|
|
@ -347,6 +347,9 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
|
|||
CHECK_PROPERTY_CHANGE(PROP_VOXEL_SURFACE_STYLE, voxelSurfaceStyle);
|
||||
CHECK_PROPERTY_CHANGE(PROP_LINE_WIDTH, lineWidth);
|
||||
CHECK_PROPERTY_CHANGE(PROP_LINE_POINTS, linePoints);
|
||||
CHECK_PROPERTY_CHANGE(PROP_HREF, href);
|
||||
CHECK_PROPERTY_CHANGE(PROP_DESCRIPTION, description);
|
||||
|
||||
changedProperties += _stage.getChangedProperties();
|
||||
changedProperties += _atmosphere.getChangedProperties();
|
||||
changedProperties += _skybox.getChangedProperties();
|
||||
|
@ -439,7 +442,9 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine, bool
|
|||
COPY_PROPERTY_TO_QSCRIPTVALUE(voxelSurfaceStyle);
|
||||
COPY_PROPERTY_TO_QSCRIPTVALUE(lineWidth);
|
||||
COPY_PROPERTY_TO_QSCRIPTVALUE(linePoints);
|
||||
|
||||
COPY_PROPERTY_TO_QSCRIPTVALUE(href);
|
||||
COPY_PROPERTY_TO_QSCRIPTVALUE(description);
|
||||
|
||||
// Sitting properties support
|
||||
if (!skipDefaults) {
|
||||
QScriptValue sittingPoints = engine->newObject();
|
||||
|
@ -548,6 +553,9 @@ void EntityItemProperties::copyFromScriptValue(const QScriptValue& object, bool
|
|||
COPY_PROPERTY_FROM_QSCRIPTVALUE(voxelSurfaceStyle, uint16_t, setVoxelSurfaceStyle);
|
||||
COPY_PROPERTY_FROM_QSCRIPTVALUE(lineWidth, float, setLineWidth);
|
||||
COPY_PROPERTY_FROM_QSCRIPTVALUE(linePoints, qVectorVec3, setLinePoints);
|
||||
COPY_PROPERTY_FROM_QSCRIPTVALUE(href, QString, setHref);
|
||||
COPY_PROPERTY_FROM_QSCRIPTVALUE(description, QString, setDescription);
|
||||
|
||||
|
||||
if (!honorReadOnly) {
|
||||
// this is used by the json reader to set things that we don't want javascript to able to affect.
|
||||
|
@ -712,6 +720,8 @@ bool EntityItemProperties::encodeEntityEditPacket(PacketType command, EntityItem
|
|||
APPEND_ENTITY_PROPERTY(PROP_LOCKED, properties.getLocked());
|
||||
APPEND_ENTITY_PROPERTY(PROP_USER_DATA, properties.getUserData());
|
||||
APPEND_ENTITY_PROPERTY(PROP_SIMULATOR_ID, properties.getSimulatorID());
|
||||
APPEND_ENTITY_PROPERTY(PROP_HREF, properties.getHref());
|
||||
APPEND_ENTITY_PROPERTY(PROP_DESCRIPTION, properties.getDescription());
|
||||
|
||||
if (properties.getType() == EntityTypes::Web) {
|
||||
APPEND_ENTITY_PROPERTY(PROP_SOURCE_URL, properties.getSourceUrl());
|
||||
|
@ -962,6 +972,8 @@ bool EntityItemProperties::decodeEntityEditPacket(const unsigned char* data, int
|
|||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_LOCKED, bool, setLocked);
|
||||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_USER_DATA, QString, setUserData);
|
||||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_SIMULATOR_ID, QUuid, setSimulatorID);
|
||||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_HREF, QString, setHref);
|
||||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_DESCRIPTION, QString, setDescription);
|
||||
|
||||
if (properties.getType() == EntityTypes::Web) {
|
||||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_SOURCE_URL, QString, setSourceUrl);
|
||||
|
@ -1147,6 +1159,9 @@ void EntityItemProperties::markAllChanged() {
|
|||
_lineWidthChanged = true;
|
||||
_linePointsChanged = true;
|
||||
|
||||
_hrefChanged = true;
|
||||
_descriptionChanged = true;
|
||||
|
||||
}
|
||||
|
||||
/// The maximum bounding cube for the entity, independent of it's rotation.
|
||||
|
|
|
@ -148,6 +148,8 @@ public:
|
|||
DEFINE_PROPERTY_REF(PROP_SOURCE_URL, SourceUrl, sourceUrl, QString);
|
||||
DEFINE_PROPERTY(PROP_LINE_WIDTH, LineWidth, lineWidth, float);
|
||||
DEFINE_PROPERTY_REF(LINE_POINTS, LinePoints, linePoints, QVector<glm::vec3>);
|
||||
DEFINE_PROPERTY_REF(PROP_HREF, Href, href, QString);
|
||||
DEFINE_PROPERTY_REF(PROP_DESCRIPTION, Description, description, QString);
|
||||
|
||||
static QString getBackgroundModeString(BackgroundMode mode);
|
||||
|
||||
|
@ -295,6 +297,8 @@ inline QDebug operator<<(QDebug debug, const EntityItemProperties& properties) {
|
|||
DEBUG_PROPERTY_IF_CHANGED(debug, properties, VoxelVolumeSize, voxelVolumeSize, "");
|
||||
DEBUG_PROPERTY_IF_CHANGED(debug, properties, VoxelData, voxelData, "");
|
||||
DEBUG_PROPERTY_IF_CHANGED(debug, properties, VoxelSurfaceStyle, voxelSurfaceStyle, "");
|
||||
DEBUG_PROPERTY_IF_CHANGED(debug, properties, Href, href, "");
|
||||
DEBUG_PROPERTY_IF_CHANGED(debug, properties, Description, description, "");
|
||||
|
||||
properties.getStage().debugDump();
|
||||
properties.getAtmosphere().debugDump();
|
||||
|
|
|
@ -117,6 +117,10 @@ enum EntityPropertyList {
|
|||
//for lines
|
||||
PROP_LINE_WIDTH,
|
||||
PROP_LINE_POINTS,
|
||||
|
||||
// used by hyperlinks
|
||||
PROP_HREF,
|
||||
PROP_DESCRIPTION,
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ATTENTION: add new properties ABOVE this line
|
||||
|
|
|
@ -17,6 +17,8 @@
|
|||
#include "ZoneEntityItem.h"
|
||||
#include "EntitiesLogging.h"
|
||||
#include "EntitySimulation.h"
|
||||
#include "EntityActionInterface.h"
|
||||
#include "EntityActionFactoryInterface.h"
|
||||
|
||||
#include "EntityScriptingInterface.h"
|
||||
|
||||
|
@ -491,12 +493,19 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString,
|
|||
const QUuid& entityID,
|
||||
const QVariantMap& arguments) {
|
||||
QUuid actionID = QUuid::createUuid();
|
||||
auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();
|
||||
bool success = actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
|
||||
// create this action even if the entity doesn't have physics info. it will often be the
|
||||
// case that a script adds an action immediately after an object is created, and the physicsInfo
|
||||
// is computed asynchronously.
|
||||
// if (!entity->getPhysicsInfo()) {
|
||||
// return false;
|
||||
// }
|
||||
EntityActionType actionType = EntityActionInterface::actionTypeFromString(actionTypeString);
|
||||
if (actionType == ACTION_TYPE_NONE) {
|
||||
return false;
|
||||
}
|
||||
if (simulation->actionFactory(actionType, actionID, entity, arguments)) {
|
||||
if (actionFactory->factory(simulation, actionType, actionID, entity, arguments)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -18,6 +18,7 @@
|
|||
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "EntityActionInterface.h"
|
||||
#include "EntityItem.h"
|
||||
#include "EntityTree.h"
|
||||
|
||||
|
@ -56,10 +57,6 @@ public:
|
|||
|
||||
friend class EntityTree;
|
||||
|
||||
virtual EntityActionPointer actionFactory(EntityActionType type,
|
||||
QUuid id,
|
||||
EntityItemPointer ownerEntity,
|
||||
QVariantMap arguments) { return nullptr; }
|
||||
virtual void addAction(EntityActionPointer action) { _actionsToAdd += action; }
|
||||
virtual void removeAction(const QUuid actionID) { _actionsToRemove += actionID; }
|
||||
virtual void removeActions(QList<QUuid> actionIDsToRemove) { _actionsToRemove += actionIDsToRemove; }
|
||||
|
|
|
@ -18,6 +18,7 @@
|
|||
#include "EntityTree.h"
|
||||
#include "EntitiesLogging.h"
|
||||
#include "EntityTreeElement.h"
|
||||
#include "OctreeConstants.h"
|
||||
|
||||
|
||||
|
||||
|
@ -90,8 +91,8 @@ void LineEntityItem::setLinePoints(const QVector<glm::vec3>& points) {
|
|||
for (int i = 0; i < points.size(); i++) {
|
||||
glm::vec3 point = points.at(i);
|
||||
// Make sure all of our points are valid numbers.
|
||||
// Must be greater than 0 because vector component is set to 0 if it is invalid data
|
||||
if (point.x > 0 && point.y > 0 && point.z > 0){
|
||||
// Must be greater than 0 because vector component is set to 0 if it is invalid data. Also should never be greater than TREE_SCALE
|
||||
if ( (point.x > 0 && point.x < TREE_SCALE) && (point.y > 0 && point.y < TREE_SCALE) && (point.z > 0 && point.z < TREE_SCALE) ) {
|
||||
sanitizedPoints << point;
|
||||
} else {
|
||||
++invalidPoints;
|
||||
|
|
|
@ -1902,8 +1902,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
|
|||
} else {
|
||||
material._material->setDiffuse(material.diffuse);
|
||||
}
|
||||
material._material->setSpecular(material.specular);
|
||||
material._material->setShininess(material.shininess);
|
||||
material._material->setMetallic(glm::length(material.specular));
|
||||
material._material->setGloss(material.shininess);
|
||||
|
||||
if (material.opacity <= 0.0f) {
|
||||
material._material->setOpacity(1.0f);
|
||||
|
@ -2646,34 +2646,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
|
|||
}
|
||||
}
|
||||
geometry.palmDirection = parseVec3(mapping.value("palmDirection", "0, -1, 0").toString());
|
||||
|
||||
// process attachments
|
||||
QVariantHash attachments = mapping.value("attach").toHash();
|
||||
for (QVariantHash::const_iterator it = attachments.constBegin(); it != attachments.constEnd(); it++) {
|
||||
FBXAttachment attachment;
|
||||
attachment.jointIndex = modelIDs.indexOf(processID(it.key()));
|
||||
attachment.scale = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||
|
||||
QVariantList properties = it->toList();
|
||||
if (properties.isEmpty()) {
|
||||
attachment.url = it->toString();
|
||||
} else {
|
||||
attachment.url = properties.at(0).toString();
|
||||
|
||||
if (properties.size() >= 2) {
|
||||
attachment.translation = parseVec3(properties.at(1).toString());
|
||||
|
||||
if (properties.size() >= 3) {
|
||||
attachment.rotation = glm::quat(glm::radians(parseVec3(properties.at(2).toString())));
|
||||
|
||||
if (properties.size() >= 4) {
|
||||
attachment.scale = parseVec3(properties.at(3).toString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
geometry.attachments.append(attachment);
|
||||
}
|
||||
|
||||
// Add sitting points
|
||||
QVariantHash sittingPoints = mapping.value("sit").toHash();
|
||||
|
|
|
@ -189,17 +189,6 @@ public:
|
|||
Q_DECLARE_METATYPE(FBXAnimationFrame)
|
||||
Q_DECLARE_METATYPE(QVector<FBXAnimationFrame>)
|
||||
|
||||
/// An attachment to an FBX document.
|
||||
class FBXAttachment {
|
||||
public:
|
||||
|
||||
int jointIndex;
|
||||
QUrl url;
|
||||
glm::vec3 translation;
|
||||
glm::quat rotation;
|
||||
glm::vec3 scale;
|
||||
};
|
||||
|
||||
/// A point where an avatar can sit
|
||||
class SittingPoint {
|
||||
public:
|
||||
|
@ -256,9 +245,7 @@ public:
|
|||
Extents meshExtents;
|
||||
|
||||
QVector<FBXAnimationFrame> animationFrames;
|
||||
|
||||
QVector<FBXAttachment> attachments;
|
||||
|
||||
|
||||
int getJointIndex(const QString& name) const { return jointIndices.value(name) - 1; }
|
||||
QStringList getJointNames() const;
|
||||
|
||||
|
|
|
@ -124,7 +124,9 @@ FSTReader::ModelType FSTReader::getTypeFromName(const QString& name) {
|
|||
_namesToTypes["head"] = HEAD_MODEL ;
|
||||
_namesToTypes["body"] = BODY_ONLY_MODEL;
|
||||
_namesToTypes["body+head"] = HEAD_AND_BODY_MODEL;
|
||||
_namesToTypes["attachment"] = ATTACHMENT_MODEL;
|
||||
|
||||
// NOTE: this is not yet implemented, but will be used to allow you to attach fully independent models to your avatar
|
||||
_namesToTypes["attachment"] = ATTACHMENT_MODEL;
|
||||
}
|
||||
return _namesToTypes[name];
|
||||
}
|
||||
|
|
|
@ -134,8 +134,8 @@ void setMeshPartDefaults(FBXMeshPart& meshPart, QString materialID) {
|
|||
meshPart._material = model::MaterialPointer(new model::Material());
|
||||
meshPart._material->setDiffuse(glm::vec3(1.0, 1.0, 1.0));
|
||||
meshPart._material->setOpacity(1.0);
|
||||
meshPart._material->setSpecular(glm::vec3(1.0, 1.0, 1.0));
|
||||
meshPart._material->setShininess(96.0);
|
||||
meshPart._material->setMetallic(0.0);
|
||||
meshPart._material->setGloss(96.0);
|
||||
meshPart._material->setEmissive(glm::vec3(0.0, 0.0, 0.0));
|
||||
}
|
||||
|
||||
|
@ -481,8 +481,8 @@ FBXGeometry OBJReader::readOBJ(QIODevice* device, const QVariantHash& mapping, Q
|
|||
meshPart.specularTexture.filename = material->specularTextureFilename;
|
||||
// ... and some things are set in the underlying material.
|
||||
meshPart._material->setDiffuse(material->diffuseColor);
|
||||
meshPart._material->setSpecular(material->specularColor);
|
||||
meshPart._material->setShininess(material->shininess);
|
||||
meshPart._material->setMetallic(glm::length(material->specularColor));
|
||||
meshPart._material->setGloss(material->shininess);
|
||||
meshPart._material->setOpacity(material->opacity);
|
||||
}
|
||||
// qCDebug(modelformat) << "OBJ Reader part:" << meshPartCount << "name:" << leadFace.groupName << "material:" << groupMaterialName << "diffuse:" << meshPart._material->getDiffuse() << "faces:" << faceGroup.count() << "triangle indices will start with:" << mesh.vertices.count();
|
||||
|
@ -544,7 +544,6 @@ void fbxDebugDump(const FBXGeometry& fbxgeo) {
|
|||
qCDebug(modelformat) << "---------------- fbxGeometry ----------------";
|
||||
qCDebug(modelformat) << " hasSkeletonJoints =" << fbxgeo.hasSkeletonJoints;
|
||||
qCDebug(modelformat) << " offset =" << fbxgeo.offset;
|
||||
qCDebug(modelformat) << " attachments.count() = " << fbxgeo.attachments.count();
|
||||
qCDebug(modelformat) << " meshes.count() =" << fbxgeo.meshes.count();
|
||||
foreach (FBXMesh mesh, fbxgeo.meshes) {
|
||||
qCDebug(modelformat) << " vertices.count() =" << mesh.vertices.count();
|
||||
|
@ -567,10 +566,10 @@ void fbxDebugDump(const FBXGeometry& fbxgeo) {
|
|||
qCDebug(modelformat) << " quadIndices.count() =" << meshPart.quadIndices.count();
|
||||
qCDebug(modelformat) << " triangleIndices.count() =" << meshPart.triangleIndices.count();
|
||||
qCDebug(modelformat) << " diffuseColor =" << meshPart.diffuseColor << "mat =" << meshPart._material->getDiffuse();
|
||||
qCDebug(modelformat) << " specularColor =" << meshPart.specularColor << "mat =" << meshPart._material->getSpecular();
|
||||
qCDebug(modelformat) << " specularColor =" << meshPart.specularColor << "mat =" << meshPart._material->getMetallic();
|
||||
qCDebug(modelformat) << " emissiveColor =" << meshPart.emissiveColor << "mat =" << meshPart._material->getEmissive();
|
||||
qCDebug(modelformat) << " emissiveParams =" << meshPart.emissiveParams;
|
||||
qCDebug(modelformat) << " shininess =" << meshPart.shininess << "mat =" << meshPart._material->getShininess();
|
||||
qCDebug(modelformat) << " gloss =" << meshPart.shininess << "mat =" << meshPart._material->getGloss();
|
||||
qCDebug(modelformat) << " opacity =" << meshPart.opacity << "mat =" << meshPart._material->getOpacity();
|
||||
qCDebug(modelformat) << " materialID =" << meshPart.materialID;
|
||||
qCDebug(modelformat) << " diffuse texture =" << meshPart.diffuseTexture.filename;
|
||||
|
|
|
@ -437,6 +437,8 @@ public:
|
|||
|
||||
explicit operator bool() const { return bool(_texture); }
|
||||
bool operator !() const { return (!_texture); }
|
||||
|
||||
bool isValid() const { return bool(_texture); }
|
||||
};
|
||||
typedef std::vector<TextureView> TextureViews;
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@ using namespace model;
|
|||
using namespace gpu;
|
||||
|
||||
Material::Material() :
|
||||
_flags(0),
|
||||
_key(0),
|
||||
_schemaBuffer(),
|
||||
_textureMap() {
|
||||
|
||||
|
@ -26,13 +26,13 @@ Material::Material() :
|
|||
}
|
||||
|
||||
Material::Material(const Material& material) :
|
||||
_flags(material._flags),
|
||||
_key(material._key),
|
||||
_schemaBuffer(material._schemaBuffer),
|
||||
_textureMap(material._textureMap) {
|
||||
}
|
||||
|
||||
Material& Material::operator= (const Material& material) {
|
||||
_flags = (material._flags);
|
||||
_key = (material._key);
|
||||
_schemaBuffer = (material._schemaBuffer);
|
||||
_textureMap = (material._textureMap);
|
||||
|
||||
|
@ -43,52 +43,32 @@ Material::~Material() {
|
|||
}
|
||||
|
||||
void Material::setDiffuse(const Color& diffuse) {
|
||||
if (glm::any(glm::greaterThan(diffuse, Color(0.0f)))) {
|
||||
_flags.set(DIFFUSE_BIT);
|
||||
} else {
|
||||
_flags.reset(DIFFUSE_BIT);
|
||||
}
|
||||
_key.setDiffuse(glm::any(glm::greaterThan(diffuse, Color(0.0f))));
|
||||
_schemaBuffer.edit<Schema>()._diffuse = diffuse;
|
||||
}
|
||||
|
||||
void Material::setSpecular(const Color& specular) {
|
||||
if (glm::any(glm::greaterThan(specular, Color(0.0f)))) {
|
||||
_flags.set(SPECULAR_BIT);
|
||||
} else {
|
||||
_flags.reset(SPECULAR_BIT);
|
||||
}
|
||||
_schemaBuffer.edit<Schema>()._specular = specular;
|
||||
void Material::setMetallic(float metallic) {
|
||||
_key.setMetallic(metallic > 0.0f);
|
||||
_schemaBuffer.edit<Schema>()._metallic = glm::vec3(metallic);
|
||||
}
|
||||
|
||||
void Material::setEmissive(const Color& emissive) {
|
||||
if (glm::any(glm::greaterThan(emissive, Color(0.0f)))) {
|
||||
_flags.set(EMISSIVE_BIT);
|
||||
} else {
|
||||
_flags.reset(EMISSIVE_BIT);
|
||||
}
|
||||
_key.setEmissive(glm::any(glm::greaterThan(emissive, Color(0.0f))));
|
||||
_schemaBuffer.edit<Schema>()._emissive = emissive;
|
||||
}
|
||||
|
||||
void Material::setShininess(float shininess) {
|
||||
if (shininess > 0.0f) {
|
||||
_flags.set(SHININESS_BIT);
|
||||
} else {
|
||||
_flags.reset(SHININESS_BIT);
|
||||
}
|
||||
_schemaBuffer.edit<Schema>()._shininess = shininess;
|
||||
void Material::setGloss(float gloss) {
|
||||
_key.setGloss((gloss > 0.0f));
|
||||
_schemaBuffer.edit<Schema>()._gloss = gloss;
|
||||
}
|
||||
|
||||
void Material::setOpacity(float opacity) {
|
||||
if (opacity >= 1.0f) {
|
||||
_flags.reset(TRANSPARENT_BIT);
|
||||
} else {
|
||||
_flags.set(TRANSPARENT_BIT);
|
||||
}
|
||||
_key.setTransparent((opacity < 1.0f));
|
||||
_schemaBuffer.edit<Schema>()._opacity = opacity;
|
||||
}
|
||||
|
||||
void Material::setTextureView(MapChannel channel, const gpu::TextureView& view) {
|
||||
_flags.set(DIFFUSE_MAP_BIT + channel);
|
||||
_key.setMapChannel(channel, (view.isValid()));
|
||||
_textureMap[channel] = view;
|
||||
}
|
||||
|
||||
|
|
|
@ -23,6 +23,177 @@
|
|||
|
||||
namespace model {
|
||||
|
||||
// Material Key is a coarse trait description of a material used to classify the materials
|
||||
class MaterialKey {
|
||||
public:
|
||||
enum FlagBit {
|
||||
EMISSIVE_VAL_BIT = 0,
|
||||
DIFFUSE_VAL_BIT,
|
||||
METALLIC_VAL_BIT,
|
||||
GLOSS_VAL_BIT,
|
||||
TRANSPARENT_VAL_BIT,
|
||||
|
||||
EMISSIVE_MAP_BIT,
|
||||
DIFFUSE_MAP_BIT,
|
||||
METALLIC_MAP_BIT,
|
||||
GLOSS_MAP_BIT,
|
||||
TRANSPARENT_MAP_BIT,
|
||||
NORMAL_MAP_BIT,
|
||||
|
||||
NUM_FLAGS,
|
||||
};
|
||||
typedef std::bitset<NUM_FLAGS> Flags;
|
||||
|
||||
enum MapChannel {
|
||||
EMISSIVE_MAP = 0,
|
||||
DIFFUSE_MAP,
|
||||
METALLIC_MAP,
|
||||
GLOSS_MAP,
|
||||
TRANSPARENT_MAP,
|
||||
NORMAL_MAP,
|
||||
|
||||
NUM_MAP_CHANNELS,
|
||||
};
|
||||
|
||||
// The signature is the Flags
|
||||
Flags _flags;
|
||||
|
||||
MaterialKey() : _flags(0) {}
|
||||
MaterialKey(const Flags& flags) : _flags(flags) {}
|
||||
|
||||
class Builder {
|
||||
Flags _flags{ 0 };
|
||||
public:
|
||||
Builder() {}
|
||||
|
||||
MaterialKey build() const { return MaterialKey(_flags); }
|
||||
|
||||
Builder& withEmissive() { _flags.set(EMISSIVE_VAL_BIT); return (*this); }
|
||||
Builder& withDiffuse() { _flags.set(DIFFUSE_VAL_BIT); return (*this); }
|
||||
Builder& withMetallic() { _flags.set(METALLIC_VAL_BIT); return (*this); }
|
||||
Builder& withGloss() { _flags.set(GLOSS_VAL_BIT); return (*this); }
|
||||
Builder& withTransparent() { _flags.set(TRANSPARENT_VAL_BIT); return (*this); }
|
||||
|
||||
Builder& withEmissiveMap() { _flags.set(EMISSIVE_MAP_BIT); return (*this); }
|
||||
Builder& withDiffuseMap() { _flags.set(DIFFUSE_MAP_BIT); return (*this); }
|
||||
Builder& withMetallicMap() { _flags.set(METALLIC_MAP_BIT); return (*this); }
|
||||
Builder& withGlossMap() { _flags.set(GLOSS_MAP_BIT); return (*this); }
|
||||
Builder& withTransparentMap() { _flags.set(TRANSPARENT_MAP_BIT); return (*this); }
|
||||
|
||||
Builder& withNormalMap() { _flags.set(NORMAL_MAP_BIT); return (*this); }
|
||||
|
||||
// Convenient standard keys that we will keep on using all over the place
|
||||
static MaterialKey opaqueDiffuse() { return Builder().withDiffuse().build(); }
|
||||
};
|
||||
|
||||
void setEmissive(bool value) { _flags.set(EMISSIVE_VAL_BIT, value); }
|
||||
bool isEmissive() const { return _flags[EMISSIVE_VAL_BIT]; }
|
||||
|
||||
void setEmissiveMap(bool value) { _flags.set(EMISSIVE_MAP_BIT, value); }
|
||||
bool isEmissiveMap() const { return _flags[EMISSIVE_MAP_BIT]; }
|
||||
|
||||
void setDiffuse(bool value) { _flags.set(DIFFUSE_VAL_BIT, value); }
|
||||
bool isDiffuse() const { return _flags[DIFFUSE_VAL_BIT]; }
|
||||
|
||||
void setDiffuseMap(bool value) { _flags.set(DIFFUSE_MAP_BIT, value); }
|
||||
bool isDiffuseMap() const { return _flags[DIFFUSE_MAP_BIT]; }
|
||||
|
||||
void setMetallic(bool value) { _flags.set(METALLIC_VAL_BIT, value); }
|
||||
bool isMetallic() const { return _flags[METALLIC_VAL_BIT]; }
|
||||
|
||||
void setMetallicMap(bool value) { _flags.set(METALLIC_MAP_BIT, value); }
|
||||
bool isMetallicMap() const { return _flags[METALLIC_MAP_BIT]; }
|
||||
|
||||
void setGloss(bool value) { _flags.set(GLOSS_VAL_BIT, value); }
|
||||
bool isGloss() const { return _flags[GLOSS_VAL_BIT]; }
|
||||
|
||||
void setGlossMap(bool value) { _flags.set(GLOSS_MAP_BIT, value); }
|
||||
bool isGlossMap() const { return _flags[GLOSS_MAP_BIT]; }
|
||||
|
||||
void setTransparent(bool value) { _flags.set(TRANSPARENT_VAL_BIT, value); }
|
||||
bool isTransparent() const { return _flags[TRANSPARENT_VAL_BIT]; }
|
||||
bool isOpaque() const { return !_flags[TRANSPARENT_VAL_BIT]; }
|
||||
|
||||
void setTransparentMap(bool value) { _flags.set(TRANSPARENT_MAP_BIT, value); }
|
||||
bool isTransparentMap() const { return _flags[TRANSPARENT_MAP_BIT]; }
|
||||
|
||||
void setNormalMap(bool value) { _flags.set(NORMAL_MAP_BIT, value); }
|
||||
bool isNormalMap() const { return _flags[NORMAL_MAP_BIT]; }
|
||||
|
||||
void setMapChannel(MapChannel channel, bool value) { _flags.set(EMISSIVE_MAP_BIT + channel, value); }
|
||||
bool isMapChannel(MapChannel channel) const { return _flags[EMISSIVE_MAP_BIT + channel]; }
|
||||
|
||||
};
|
||||
|
||||
|
||||
class MaterialFilter {
|
||||
public:
|
||||
MaterialKey::Flags _value{ 0 };
|
||||
MaterialKey::Flags _mask{ 0 };
|
||||
|
||||
|
||||
MaterialFilter(const MaterialKey::Flags& value = MaterialKey::Flags(0), const MaterialKey::Flags& mask = MaterialKey::Flags(0)) : _value(value), _mask(mask) {}
|
||||
|
||||
class Builder {
|
||||
MaterialKey::Flags _value{ 0 };
|
||||
MaterialKey::Flags _mask{ 0 };
|
||||
public:
|
||||
Builder() {}
|
||||
|
||||
MaterialFilter build() const { return MaterialFilter(_value, _mask); }
|
||||
|
||||
Builder& withoutEmissive() { _value.reset(MaterialKey::EMISSIVE_VAL_BIT); _mask.set(MaterialKey::EMISSIVE_VAL_BIT); return (*this); }
|
||||
Builder& withEmissive() { _value.set(MaterialKey::EMISSIVE_VAL_BIT); _mask.set(MaterialKey::EMISSIVE_VAL_BIT); return (*this); }
|
||||
|
||||
Builder& withoutEmissiveMap() { _value.reset(MaterialKey::EMISSIVE_MAP_BIT); _mask.set(MaterialKey::EMISSIVE_MAP_BIT); return (*this); }
|
||||
Builder& withEmissiveMap() { _value.set(MaterialKey::EMISSIVE_MAP_BIT); _mask.set(MaterialKey::EMISSIVE_MAP_BIT); return (*this); }
|
||||
|
||||
Builder& withoutDiffuse() { _value.reset(MaterialKey::DIFFUSE_VAL_BIT); _mask.set(MaterialKey::DIFFUSE_VAL_BIT); return (*this); }
|
||||
Builder& withDiffuse() { _value.set(MaterialKey::DIFFUSE_VAL_BIT); _mask.set(MaterialKey::DIFFUSE_VAL_BIT); return (*this); }
|
||||
|
||||
Builder& withoutDiffuseMap() { _value.reset(MaterialKey::DIFFUSE_MAP_BIT); _mask.set(MaterialKey::DIFFUSE_MAP_BIT); return (*this); }
|
||||
Builder& withDiffuseMap() { _value.set(MaterialKey::DIFFUSE_MAP_BIT); _mask.set(MaterialKey::DIFFUSE_MAP_BIT); return (*this); }
|
||||
|
||||
Builder& withoutMetallic() { _value.reset(MaterialKey::METALLIC_VAL_BIT); _mask.set(MaterialKey::METALLIC_VAL_BIT); return (*this); }
|
||||
Builder& withMetallic() { _value.set(MaterialKey::METALLIC_VAL_BIT); _mask.set(MaterialKey::METALLIC_VAL_BIT); return (*this); }
|
||||
|
||||
Builder& withoutMetallicMap() { _value.reset(MaterialKey::METALLIC_MAP_BIT); _mask.set(MaterialKey::METALLIC_MAP_BIT); return (*this); }
|
||||
Builder& withMetallicMap() { _value.set(MaterialKey::METALLIC_MAP_BIT); _mask.set(MaterialKey::METALLIC_MAP_BIT); return (*this); }
|
||||
|
||||
Builder& withoutGloss() { _value.reset(MaterialKey::GLOSS_VAL_BIT); _mask.set(MaterialKey::GLOSS_VAL_BIT); return (*this); }
|
||||
Builder& withGloss() { _value.set(MaterialKey::GLOSS_VAL_BIT); _mask.set(MaterialKey::GLOSS_VAL_BIT); return (*this); }
|
||||
|
||||
Builder& withoutGlossMap() { _value.reset(MaterialKey::GLOSS_MAP_BIT); _mask.set(MaterialKey::GLOSS_MAP_BIT); return (*this); }
|
||||
Builder& withGlossMap() { _value.set(MaterialKey::GLOSS_MAP_BIT); _mask.set(MaterialKey::GLOSS_MAP_BIT); return (*this); }
|
||||
|
||||
Builder& withoutTransparent() { _value.reset(MaterialKey::TRANSPARENT_VAL_BIT); _mask.set(MaterialKey::TRANSPARENT_VAL_BIT); return (*this); }
|
||||
Builder& withTransparent() { _value.set(MaterialKey::TRANSPARENT_VAL_BIT); _mask.set(MaterialKey::TRANSPARENT_VAL_BIT); return (*this); }
|
||||
|
||||
Builder& withoutTransparentMap() { _value.reset(MaterialKey::TRANSPARENT_MAP_BIT); _mask.set(MaterialKey::TRANSPARENT_MAP_BIT); return (*this); }
|
||||
Builder& withTransparentMap() { _value.set(MaterialKey::TRANSPARENT_MAP_BIT); _mask.set(MaterialKey::TRANSPARENT_MAP_BIT); return (*this); }
|
||||
|
||||
Builder& withoutNormalMap() { _value.reset(MaterialKey::NORMAL_MAP_BIT); _mask.set(MaterialKey::NORMAL_MAP_BIT); return (*this); }
|
||||
Builder& withNormalMap() { _value.set(MaterialKey::NORMAL_MAP_BIT); _mask.set(MaterialKey::NORMAL_MAP_BIT); return (*this); }
|
||||
|
||||
// Convenient standard keys that we will keep on using all over the place
|
||||
static MaterialFilter opaqueDiffuse() { return Builder().withDiffuse().withoutTransparent().build(); }
|
||||
};
|
||||
|
||||
// Item Filter operator testing if a key pass the filter
|
||||
bool test(const MaterialKey& key) const { return (key._flags & _mask) == (_value & _mask); }
|
||||
|
||||
class Less {
|
||||
public:
|
||||
bool operator() (const MaterialFilter& left, const MaterialFilter& right) const {
|
||||
if (left._value.to_ulong() == right._value.to_ulong()) {
|
||||
return left._mask.to_ulong() < right._mask.to_ulong();
|
||||
} else {
|
||||
return left._value.to_ulong() < right._value.to_ulong();
|
||||
}
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
class Material {
|
||||
public:
|
||||
typedef gpu::BufferView UniformBufferView;
|
||||
|
@ -30,52 +201,27 @@ public:
|
|||
|
||||
typedef glm::vec3 Color;
|
||||
|
||||
enum MapChannel {
|
||||
DIFFUSE_MAP = 0,
|
||||
SPECULAR_MAP,
|
||||
SHININESS_MAP,
|
||||
EMISSIVE_MAP,
|
||||
OPACITY_MAP,
|
||||
NORMAL_MAP,
|
||||
|
||||
NUM_MAPS,
|
||||
};
|
||||
typedef MaterialKey::MapChannel MapChannel;
|
||||
typedef std::map<MapChannel, TextureView> TextureMap;
|
||||
typedef std::bitset<NUM_MAPS> MapFlags;
|
||||
|
||||
enum FlagBit {
|
||||
DIFFUSE_BIT = 0,
|
||||
SPECULAR_BIT,
|
||||
SHININESS_BIT,
|
||||
EMISSIVE_BIT,
|
||||
TRANSPARENT_BIT,
|
||||
|
||||
DIFFUSE_MAP_BIT,
|
||||
SPECULAR_MAP_BIT,
|
||||
SHININESS_MAP_BIT,
|
||||
EMISSIVE_MAP_BIT,
|
||||
OPACITY_MAP_BIT,
|
||||
NORMAL_MAP_BIT,
|
||||
|
||||
NUM_FLAGS,
|
||||
};
|
||||
typedef std::bitset<NUM_FLAGS> Flags;
|
||||
typedef std::bitset<MaterialKey::NUM_MAP_CHANNELS> MapFlags;
|
||||
|
||||
Material();
|
||||
Material(const Material& material);
|
||||
Material& operator= (const Material& material);
|
||||
virtual ~Material();
|
||||
|
||||
const MaterialKey& getKey() const { return _key; }
|
||||
|
||||
const Color& getEmissive() const { return _schemaBuffer.get<Schema>()._emissive; }
|
||||
const Color& getDiffuse() const { return _schemaBuffer.get<Schema>()._diffuse; }
|
||||
const Color& getSpecular() const { return _schemaBuffer.get<Schema>()._specular; }
|
||||
float getShininess() const { return _schemaBuffer.get<Schema>()._shininess; }
|
||||
float getMetallic() const { return _schemaBuffer.get<Schema>()._metallic.x; }
|
||||
float getGloss() const { return _schemaBuffer.get<Schema>()._gloss; }
|
||||
float getOpacity() const { return _schemaBuffer.get<Schema>()._opacity; }
|
||||
|
||||
void setDiffuse(const Color& diffuse);
|
||||
void setSpecular(const Color& specular);
|
||||
void setEmissive(const Color& emissive);
|
||||
void setShininess(float shininess);
|
||||
void setDiffuse(const Color& diffuse);
|
||||
void setMetallic(float metallic);
|
||||
void setGloss(float gloss);
|
||||
void setOpacity(float opacity);
|
||||
|
||||
// Schema to access the attribute values of the material
|
||||
|
@ -84,8 +230,8 @@ public:
|
|||
|
||||
Color _diffuse{0.5f};
|
||||
float _opacity{1.f};
|
||||
Color _specular{0.03f};
|
||||
float _shininess{0.1f};
|
||||
Color _metallic{0.03f};
|
||||
float _gloss{0.1f};
|
||||
Color _emissive{0.0f};
|
||||
float _spare0{0.0f};
|
||||
glm::vec4 _spareVec4{0.0f}; // for alignment beauty, Material size == Mat4x4
|
||||
|
@ -100,7 +246,7 @@ public:
|
|||
|
||||
protected:
|
||||
|
||||
Flags _flags;
|
||||
MaterialKey _key;
|
||||
UniformBufferView _schemaBuffer;
|
||||
TextureMap _textureMap;
|
||||
|
||||
|
|
|
@ -44,70 +44,73 @@ void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
|
|||
|
||||
void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Skybox& skybox) {
|
||||
|
||||
if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
|
||||
if (skybox.getCubemap()) {
|
||||
if (skybox.getCubemap()->isDefined()) {
|
||||
|
||||
static gpu::PipelinePointer thePipeline;
|
||||
static gpu::BufferPointer theBuffer;
|
||||
static gpu::Stream::FormatPointer theFormat;
|
||||
static gpu::BufferPointer theConstants;
|
||||
int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
|
||||
if (!thePipeline) {
|
||||
auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
|
||||
auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag)));
|
||||
auto skyShader = gpu::ShaderPointer(gpu::Shader::createProgram(skyVS, skyFS));
|
||||
static gpu::PipelinePointer thePipeline;
|
||||
static gpu::BufferPointer theBuffer;
|
||||
static gpu::Stream::FormatPointer theFormat;
|
||||
static gpu::BufferPointer theConstants;
|
||||
int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
|
||||
if (!thePipeline) {
|
||||
auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
|
||||
auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag)));
|
||||
auto skyShader = gpu::ShaderPointer(gpu::Shader::createProgram(skyVS, skyFS));
|
||||
|
||||
gpu::Shader::BindingSet bindings;
|
||||
bindings.insert(gpu::Shader::Binding(std::string("cubeMap"), 0));
|
||||
if (!gpu::Shader::makeProgram(*skyShader, bindings)) {
|
||||
gpu::Shader::BindingSet bindings;
|
||||
bindings.insert(gpu::Shader::Binding(std::string("cubeMap"), 0));
|
||||
if (!gpu::Shader::makeProgram(*skyShader, bindings)) {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
SKYBOX_CONSTANTS_SLOT = skyShader->getBuffers().findLocation("skyboxBuffer");
|
||||
if (SKYBOX_CONSTANTS_SLOT == gpu::Shader::INVALID_LOCATION) {
|
||||
SKYBOX_CONSTANTS_SLOT = skyShader->getUniforms().findLocation("skyboxBuffer");
|
||||
}
|
||||
SKYBOX_CONSTANTS_SLOT = skyShader->getBuffers().findLocation("skyboxBuffer");
|
||||
if (SKYBOX_CONSTANTS_SLOT == gpu::Shader::INVALID_LOCATION) {
|
||||
SKYBOX_CONSTANTS_SLOT = skyShader->getUniforms().findLocation("skyboxBuffer");
|
||||
}
|
||||
|
||||
auto skyState = gpu::StatePointer(new gpu::State());
|
||||
auto skyState = gpu::StatePointer(new gpu::State());
|
||||
|
||||
thePipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, skyState));
|
||||
thePipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, skyState));
|
||||
|
||||
const float CLIP = 1.0;
|
||||
const glm::vec2 vertices[4] = { {-CLIP, -CLIP}, {CLIP, -CLIP}, {-CLIP, CLIP}, {CLIP, CLIP}};
|
||||
theBuffer.reset(new gpu::Buffer(sizeof(vertices), (const gpu::Byte*) vertices));
|
||||
const float CLIP = 1.0;
|
||||
const glm::vec2 vertices[4] = { {-CLIP, -CLIP}, {CLIP, -CLIP}, {-CLIP, CLIP}, {CLIP, CLIP}};
|
||||
theBuffer.reset(new gpu::Buffer(sizeof(vertices), (const gpu::Byte*) vertices));
|
||||
|
||||
theFormat.reset(new gpu::Stream::Format());
|
||||
theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
|
||||
theFormat.reset(new gpu::Stream::Format());
|
||||
theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
|
||||
|
||||
auto color = glm::vec4(1.0f);
|
||||
theConstants.reset(new gpu::Buffer(sizeof(color), (const gpu::Byte*) &color));
|
||||
auto color = glm::vec4(1.0f);
|
||||
theConstants.reset(new gpu::Buffer(sizeof(color), (const gpu::Byte*) &color));
|
||||
}
|
||||
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
|
||||
Transform viewTransform;
|
||||
viewFrustum.evalViewTransform(viewTransform);
|
||||
|
||||
if (glm::all(glm::equal(skybox.getColor(), glm::vec3(0.0f)))) {
|
||||
auto color = glm::vec4(1.0f);
|
||||
theConstants->setSubData(0, sizeof(color), (const gpu::Byte*) &color);
|
||||
} else {
|
||||
theConstants->setSubData(0, sizeof(Color), (const gpu::Byte*) &skybox.getColor());
|
||||
}
|
||||
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewTransform);
|
||||
batch.setModelTransform(Transform()); // only for Mac
|
||||
batch.setPipeline(thePipeline);
|
||||
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
|
||||
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize());
|
||||
batch.setInputFormat(theFormat);
|
||||
batch.setUniformTexture(0, skybox.getCubemap());
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
}
|
||||
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
|
||||
Transform viewTransform;
|
||||
viewFrustum.evalViewTransform(viewTransform);
|
||||
|
||||
if (glm::all(glm::equal(skybox.getColor(), glm::vec3(0.0f)))) {
|
||||
auto color = glm::vec4(1.0f);
|
||||
theConstants->setSubData(0, sizeof(color), (const gpu::Byte*) &color);
|
||||
} else {
|
||||
theConstants->setSubData(0, sizeof(Color), (const gpu::Byte*) &skybox.getColor());
|
||||
}
|
||||
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewTransform);
|
||||
batch.setModelTransform(Transform()); // only for Mac
|
||||
batch.setPipeline(thePipeline);
|
||||
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
|
||||
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize());
|
||||
batch.setInputFormat(theFormat);
|
||||
batch.setUniformTexture(0, skybox.getCubemap());
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
} else {
|
||||
// skybox has no cubemap, just clear the color buffer
|
||||
auto color = skybox.getColor();
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(color, 1.0f), 0.f, 0);
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(color, 0.0f), 0.f, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -24,7 +24,7 @@ typedef glm::vec3 Color;
|
|||
class TextureUsage {
|
||||
public:
|
||||
gpu::Texture::Type _type{ gpu::Texture::TEX_2D };
|
||||
Material::MapFlags _materialUsage{ Material::DIFFUSE_MAP };
|
||||
Material::MapFlags _materialUsage{ MaterialKey::DIFFUSE_MAP };
|
||||
|
||||
int _environmentUsage = 0;
|
||||
};
|
||||
|
|
|
@ -180,10 +180,6 @@ btCollisionShape* EntityMotionState::computeNewShape() {
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
// RELIABLE_SEND_HACK: until we have truly reliable resends of non-moving updates
|
||||
// we alwasy resend packets for objects that have stopped moving up to some max limit.
|
||||
const int MAX_NUM_NON_MOVING_UPDATES = 5;
|
||||
|
||||
bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const {
|
||||
if (!_body || !_entity) {
|
||||
return false;
|
||||
|
@ -495,6 +491,10 @@ void EntityMotionState::measureBodyAcceleration() {
|
|||
glm::vec3 velocity = bulletToGLM(_body->getLinearVelocity());
|
||||
_measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt;
|
||||
_lastVelocity = velocity;
|
||||
if (numSubsteps > PHYSICS_ENGINE_MAX_NUM_SUBSTEPS && !_candidateForOwnership) {
|
||||
_loopsSinceOwnershipBid = 0;
|
||||
_loopsWithoutOwner = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
glm::vec3 EntityMotionState::getObjectLinearVelocityChange() const {
|
||||
|
|
|
@ -24,7 +24,14 @@ ObjectAction::~ObjectAction() {
|
|||
}
|
||||
|
||||
void ObjectAction::updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep) {
|
||||
qDebug() << "ObjectAction::updateAction called";
|
||||
if (!_active) {
|
||||
return;
|
||||
}
|
||||
if (!_ownerEntity) {
|
||||
qDebug() << "ObjectActionPullToPoint::updateAction no owner entity";
|
||||
return;
|
||||
}
|
||||
updateActionWorker(deltaTimeStep);
|
||||
}
|
||||
|
||||
void ObjectAction::debugDraw(btIDebugDraw* debugDrawer) {
|
||||
|
@ -33,3 +40,87 @@ void ObjectAction::debugDraw(btIDebugDraw* debugDrawer) {
|
|||
void ObjectAction::removeFromSimulation(EntitySimulation* simulation) const {
|
||||
simulation->removeAction(_id);
|
||||
}
|
||||
|
||||
btRigidBody* ObjectAction::getRigidBody() {
|
||||
if (!_ownerEntity) {
|
||||
return nullptr;
|
||||
}
|
||||
void* physicsInfo = _ownerEntity->getPhysicsInfo();
|
||||
if (!physicsInfo) {
|
||||
return nullptr;
|
||||
}
|
||||
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
|
||||
return motionState->getRigidBody();
|
||||
}
|
||||
|
||||
glm::vec3 ObjectAction::getPosition() {
|
||||
auto rigidBody = getRigidBody();
|
||||
if (!rigidBody) {
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
return bulletToGLM(rigidBody->getCenterOfMassPosition());
|
||||
}
|
||||
|
||||
void ObjectAction::setPosition(glm::vec3 position) {
|
||||
auto rigidBody = getRigidBody();
|
||||
if (!rigidBody) {
|
||||
return;
|
||||
}
|
||||
// XXX
|
||||
// void setWorldTransform (const btTransform &worldTrans)
|
||||
assert(false);
|
||||
rigidBody->activate();
|
||||
}
|
||||
|
||||
glm::quat ObjectAction::getRotation() {
|
||||
auto rigidBody = getRigidBody();
|
||||
if (!rigidBody) {
|
||||
return glm::quat(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
return bulletToGLM(rigidBody->getOrientation());
|
||||
}
|
||||
|
||||
void ObjectAction::setRotation(glm::quat rotation) {
|
||||
auto rigidBody = getRigidBody();
|
||||
if (!rigidBody) {
|
||||
return;
|
||||
}
|
||||
// XXX
|
||||
// void setWorldTransform (const btTransform &worldTrans)
|
||||
assert(false);
|
||||
rigidBody->activate();
|
||||
}
|
||||
|
||||
glm::vec3 ObjectAction::getLinearVelocity() {
|
||||
auto rigidBody = getRigidBody();
|
||||
if (!rigidBody) {
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
return bulletToGLM(rigidBody->getLinearVelocity());
|
||||
}
|
||||
|
||||
void ObjectAction::setLinearVelocity(glm::vec3 linearVelocity) {
|
||||
auto rigidBody = getRigidBody();
|
||||
if (!rigidBody) {
|
||||
return;
|
||||
}
|
||||
rigidBody->setLinearVelocity(glmToBullet(glm::vec3(0.0f)));
|
||||
rigidBody->activate();
|
||||
}
|
||||
|
||||
glm::vec3 ObjectAction::getAngularVelocity() {
|
||||
auto rigidBody = getRigidBody();
|
||||
if (!rigidBody) {
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
return bulletToGLM(rigidBody->getAngularVelocity());
|
||||
}
|
||||
|
||||
void ObjectAction::setAngularVelocity(glm::vec3 angularVelocity) {
|
||||
auto rigidBody = getRigidBody();
|
||||
if (!rigidBody) {
|
||||
return;
|
||||
}
|
||||
rigidBody->setAngularVelocity(glmToBullet(angularVelocity));
|
||||
rigidBody->activate();
|
||||
}
|
||||
|
|
|
@ -13,12 +13,17 @@
|
|||
#ifndef hifi_ObjectAction_h
|
||||
#define hifi_ObjectAction_h
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
|
||||
#include <QUuid>
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
|
||||
#include <EntityItem.h>
|
||||
|
||||
#include "ObjectMotionState.h"
|
||||
#include "BulletUtil.h"
|
||||
#include "EntityActionInterface.h"
|
||||
|
||||
|
||||
class ObjectAction : public btActionInterface, public EntityActionInterface {
|
||||
public:
|
||||
ObjectAction(QUuid id, EntityItemPointer ownerEntity);
|
||||
|
@ -30,6 +35,9 @@ public:
|
|||
virtual void setOwnerEntity(const EntityItemPointer ownerEntity) { _ownerEntity = ownerEntity; }
|
||||
virtual bool updateArguments(QVariantMap arguments) { return false; }
|
||||
|
||||
// this is called from updateAction and should be overridden by subclasses
|
||||
virtual void updateActionWorker(float deltaTimeStep) {}
|
||||
|
||||
// these are from btActionInterface
|
||||
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep);
|
||||
virtual void debugDraw(btIDebugDraw* debugDrawer);
|
||||
|
@ -39,6 +47,16 @@ private:
|
|||
QReadWriteLock _lock;
|
||||
|
||||
protected:
|
||||
virtual btRigidBody* getRigidBody();
|
||||
virtual glm::vec3 getPosition();
|
||||
virtual void setPosition(glm::vec3 position);
|
||||
virtual glm::quat getRotation();
|
||||
virtual void setRotation(glm::quat rotation);
|
||||
virtual glm::vec3 getLinearVelocity();
|
||||
virtual void setLinearVelocity(glm::vec3 linearVelocity);
|
||||
virtual glm::vec3 getAngularVelocity();
|
||||
virtual void setAngularVelocity(glm::vec3 angularVelocity);
|
||||
|
||||
bool tryLockForRead() { return _lock.tryLockForRead(); }
|
||||
void lockForWrite() { _lock.lockForWrite(); }
|
||||
void unlock() { _lock.unlock(); }
|
||||
|
|
|
@ -9,9 +9,6 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "ObjectMotionState.h"
|
||||
#include "BulletUtil.h"
|
||||
|
||||
#include "ObjectActionPullToPoint.h"
|
||||
|
||||
ObjectActionPullToPoint::ObjectActionPullToPoint(QUuid id, EntityItemPointer ownerEntity) :
|
||||
|
@ -27,28 +24,34 @@ ObjectActionPullToPoint::~ObjectActionPullToPoint() {
|
|||
#endif
|
||||
}
|
||||
|
||||
void ObjectActionPullToPoint::updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep) {
|
||||
void ObjectActionPullToPoint::updateActionWorker(btScalar deltaTimeStep) {
|
||||
if (!tryLockForRead()) {
|
||||
// don't risk hanging the thread running the physics simulation
|
||||
return;
|
||||
}
|
||||
void* physicsInfo = _ownerEntity->getPhysicsInfo();
|
||||
|
||||
if (_active && physicsInfo) {
|
||||
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
|
||||
btRigidBody* rigidBody = motionState->getRigidBody();
|
||||
if (rigidBody) {
|
||||
glm::vec3 offset = _target - bulletToGLM(rigidBody->getCenterOfMassPosition());
|
||||
float offsetLength = glm::length(offset);
|
||||
if (offsetLength > IGNORE_POSITION_DELTA) {
|
||||
glm::vec3 newVelocity = glm::normalize(offset) * _speed;
|
||||
rigidBody->setLinearVelocity(glmToBullet(newVelocity));
|
||||
rigidBody->activate();
|
||||
} else {
|
||||
rigidBody->setLinearVelocity(glmToBullet(glm::vec3()));
|
||||
}
|
||||
}
|
||||
void* physicsInfo = _ownerEntity->getPhysicsInfo();
|
||||
if (!physicsInfo) {
|
||||
unlock();
|
||||
return;
|
||||
}
|
||||
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
|
||||
btRigidBody* rigidBody = motionState->getRigidBody();
|
||||
if (!rigidBody) {
|
||||
unlock();
|
||||
return;
|
||||
}
|
||||
|
||||
glm::vec3 offset = _target - bulletToGLM(rigidBody->getCenterOfMassPosition());
|
||||
float offsetLength = glm::length(offset);
|
||||
if (offsetLength > IGNORE_POSITION_DELTA) {
|
||||
glm::vec3 newVelocity = glm::normalize(offset) * _speed;
|
||||
rigidBody->setLinearVelocity(glmToBullet(newVelocity));
|
||||
rigidBody->activate();
|
||||
} else {
|
||||
rigidBody->setLinearVelocity(glmToBullet(glm::vec3()));
|
||||
}
|
||||
|
||||
unlock();
|
||||
}
|
||||
|
||||
|
|
|
@ -23,7 +23,7 @@ public:
|
|||
virtual ~ObjectActionPullToPoint();
|
||||
|
||||
virtual bool updateArguments(QVariantMap arguments);
|
||||
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep);
|
||||
virtual void updateActionWorker(float deltaTimeStep);
|
||||
|
||||
private:
|
||||
|
||||
|
|
144
libraries/physics/src/ObjectActionSpring.cpp
Normal file
144
libraries/physics/src/ObjectActionSpring.cpp
Normal file
|
@ -0,0 +1,144 @@
|
|||
//
|
||||
// ObjectActionSpring.cpp
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Seth Alves 2015-6-5
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "ObjectActionSpring.h"
|
||||
|
||||
ObjectActionSpring::ObjectActionSpring(QUuid id, EntityItemPointer ownerEntity) :
|
||||
ObjectAction(id, ownerEntity) {
|
||||
#if WANT_DEBUG
|
||||
qDebug() << "ObjectActionSpring::ObjectActionSpring";
|
||||
#endif
|
||||
}
|
||||
|
||||
ObjectActionSpring::~ObjectActionSpring() {
|
||||
#if WANT_DEBUG
|
||||
qDebug() << "ObjectActionSpring::~ObjectActionSpring";
|
||||
#endif
|
||||
}
|
||||
|
||||
void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
|
||||
if (!tryLockForRead()) {
|
||||
// don't risk hanging the thread running the physics simulation
|
||||
qDebug() << "ObjectActionSpring::updateActionWorker lock failed";
|
||||
return;
|
||||
}
|
||||
|
||||
void* physicsInfo = _ownerEntity->getPhysicsInfo();
|
||||
if (!physicsInfo) {
|
||||
unlock();
|
||||
return;
|
||||
}
|
||||
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
|
||||
btRigidBody* rigidBody = motionState->getRigidBody();
|
||||
if (!rigidBody) {
|
||||
unlock();
|
||||
qDebug() << "ObjectActionSpring::updateActionWorker no rigidBody";
|
||||
return;
|
||||
}
|
||||
|
||||
// handle the linear part
|
||||
if (_positionalTargetSet) {
|
||||
glm::vec3 offset = _positionalTarget - bulletToGLM(rigidBody->getCenterOfMassPosition());
|
||||
float offsetLength = glm::length(offset);
|
||||
float speed = offsetLength / _linearTimeScale;
|
||||
|
||||
if (offsetLength > IGNORE_POSITION_DELTA) {
|
||||
glm::vec3 newVelocity = glm::normalize(offset) * speed;
|
||||
rigidBody->setLinearVelocity(glmToBullet(newVelocity));
|
||||
rigidBody->activate();
|
||||
} else {
|
||||
rigidBody->setLinearVelocity(glmToBullet(glm::vec3(0.0f)));
|
||||
}
|
||||
}
|
||||
|
||||
// handle rotation
|
||||
if (_rotationalTargetSet) {
|
||||
glm::quat bodyRotation = bulletToGLM(rigidBody->getOrientation());
|
||||
// if qZero and qOne are too close to each other, we can get NaN for angle.
|
||||
auto alignmentDot = glm::dot(bodyRotation, _rotationalTarget);
|
||||
const float almostOne = 0.99999f;
|
||||
if (glm::abs(alignmentDot) < almostOne) {
|
||||
glm::quat target = _rotationalTarget;
|
||||
if (alignmentDot < 0) {
|
||||
target = -target;
|
||||
}
|
||||
glm::quat qZeroInverse = glm::inverse(bodyRotation);
|
||||
glm::quat deltaQ = target * qZeroInverse;
|
||||
glm::vec3 axis = glm::axis(deltaQ);
|
||||
float angle = glm::angle(deltaQ);
|
||||
assert(!isNaN(angle));
|
||||
glm::vec3 newAngularVelocity = (angle / _angularTimeScale) * glm::normalize(axis);
|
||||
rigidBody->setAngularVelocity(glmToBullet(newAngularVelocity));
|
||||
rigidBody->activate();
|
||||
} else {
|
||||
rigidBody->setAngularVelocity(glmToBullet(glm::vec3(0.0f)));
|
||||
}
|
||||
}
|
||||
|
||||
unlock();
|
||||
}
|
||||
|
||||
|
||||
bool ObjectActionSpring::updateArguments(QVariantMap arguments) {
|
||||
// targets are required, spring-constants are optional
|
||||
bool ptOk = true;
|
||||
glm::vec3 positionalTarget =
|
||||
EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ptOk, false);
|
||||
bool pscOk = true;
|
||||
float linearTimeScale =
|
||||
EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", pscOk, false);
|
||||
if (ptOk && pscOk && linearTimeScale <= 0.0f) {
|
||||
qDebug() << "spring action -- linearTimeScale must be greater than zero.";
|
||||
return false;
|
||||
}
|
||||
|
||||
bool rtOk = true;
|
||||
glm::quat rotationalTarget =
|
||||
EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", rtOk, false);
|
||||
bool rscOk = true;
|
||||
float angularTimeScale =
|
||||
EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", rscOk, false);
|
||||
|
||||
if (!ptOk && !rtOk) {
|
||||
qDebug() << "spring action requires either targetPosition or targetRotation argument";
|
||||
return false;
|
||||
}
|
||||
|
||||
lockForWrite();
|
||||
|
||||
_positionalTargetSet = _rotationalTargetSet = false;
|
||||
|
||||
if (ptOk) {
|
||||
_positionalTarget = positionalTarget;
|
||||
_positionalTargetSet = true;
|
||||
|
||||
if (pscOk) {
|
||||
_linearTimeScale = linearTimeScale;
|
||||
} else {
|
||||
_linearTimeScale = 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
if (rtOk) {
|
||||
_rotationalTarget = rotationalTarget;
|
||||
_rotationalTargetSet = true;
|
||||
|
||||
if (rscOk) {
|
||||
_angularTimeScale = angularTimeScale;
|
||||
} else {
|
||||
_angularTimeScale = 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
_active = true;
|
||||
unlock();
|
||||
return true;
|
||||
}
|
39
libraries/physics/src/ObjectActionSpring.h
Normal file
39
libraries/physics/src/ObjectActionSpring.h
Normal file
|
@ -0,0 +1,39 @@
|
|||
//
|
||||
// ObjectActionSpring.h
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Seth Alves 2015-6-5
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_ObjectActionSpring_h
|
||||
#define hifi_ObjectActionSpring_h
|
||||
|
||||
#include <QUuid>
|
||||
|
||||
#include <EntityItem.h>
|
||||
#include "ObjectAction.h"
|
||||
|
||||
class ObjectActionSpring : public ObjectAction {
|
||||
public:
|
||||
ObjectActionSpring(QUuid id, EntityItemPointer ownerEntity);
|
||||
virtual ~ObjectActionSpring();
|
||||
|
||||
virtual bool updateArguments(QVariantMap arguments);
|
||||
virtual void updateActionWorker(float deltaTimeStep);
|
||||
|
||||
protected:
|
||||
|
||||
glm::vec3 _positionalTarget;
|
||||
float _linearTimeScale;
|
||||
bool _positionalTargetSet;
|
||||
|
||||
glm::quat _rotationalTarget;
|
||||
float _angularTimeScale;
|
||||
bool _rotationalTargetSet;
|
||||
};
|
||||
|
||||
#endif // hifi_ObjectActionSpring_h
|
|
@ -53,8 +53,6 @@ const uint32_t OUTGOING_DIRTY_PHYSICS_FLAGS = EntityItem::DIRTY_TRANSFORM | Enti
|
|||
class OctreeEditPacketSender;
|
||||
class PhysicsEngine;
|
||||
|
||||
extern const int MAX_NUM_NON_MOVING_UPDATES;
|
||||
|
||||
class ObjectMotionState : public btMotionState {
|
||||
public:
|
||||
// These poroperties of the PhysicsEngine are "global" within the context of all ObjectMotionStates
|
||||
|
|
|
@ -9,10 +9,11 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
|
||||
#include "PhysicsHelpers.h"
|
||||
#include "PhysicsLogging.h"
|
||||
#include "ShapeManager.h"
|
||||
#include "ObjectActionPullToPoint.h"
|
||||
|
||||
#include "PhysicalEntitySimulation.h"
|
||||
|
||||
|
@ -234,29 +235,6 @@ void PhysicalEntitySimulation::handleCollisionEvents(CollisionEvents& collisionE
|
|||
}
|
||||
}
|
||||
|
||||
EntityActionPointer PhysicalEntitySimulation::actionFactory(EntityActionType type,
|
||||
QUuid id,
|
||||
EntityItemPointer ownerEntity,
|
||||
QVariantMap arguments) {
|
||||
EntityActionPointer action = nullptr;
|
||||
switch (type) {
|
||||
case ACTION_TYPE_NONE:
|
||||
return nullptr;
|
||||
case ACTION_TYPE_PULL_TO_POINT:
|
||||
action = (EntityActionPointer) new ObjectActionPullToPoint(id, ownerEntity);
|
||||
break;
|
||||
}
|
||||
|
||||
bool ok = action->updateArguments(arguments);
|
||||
if (ok) {
|
||||
ownerEntity->addAction(this, action);
|
||||
return action;
|
||||
}
|
||||
|
||||
action = nullptr;
|
||||
return action;
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::applyActionChanges() {
|
||||
if (_physicsEngine) {
|
||||
foreach (EntityActionPointer actionToAdd, _actionsToAdd) {
|
||||
|
|
|
@ -32,10 +32,6 @@ public:
|
|||
|
||||
void init(EntityTree* tree, PhysicsEngine* engine, EntityEditPacketSender* packetSender);
|
||||
|
||||
virtual EntityActionPointer actionFactory(EntityActionType type,
|
||||
QUuid id,
|
||||
EntityItemPointer ownerEntity,
|
||||
QVariantMap arguments);
|
||||
virtual void applyActionChanges();
|
||||
|
||||
protected: // only called by EntitySimulation
|
||||
|
|
|
@ -227,8 +227,7 @@ void PhysicsEngine::stepSimulation() {
|
|||
// (3) synchronize outgoing motion states
|
||||
// (4) send outgoing packets
|
||||
|
||||
const int MAX_NUM_SUBSTEPS = 4;
|
||||
const float MAX_TIMESTEP = (float)MAX_NUM_SUBSTEPS * PHYSICS_ENGINE_FIXED_SUBSTEP;
|
||||
const float MAX_TIMESTEP = (float)PHYSICS_ENGINE_MAX_NUM_SUBSTEPS * PHYSICS_ENGINE_FIXED_SUBSTEP;
|
||||
float dt = 1.0e-6f * (float)(_clock.getTimeMicroseconds());
|
||||
_clock.reset();
|
||||
float timeStep = btMin(dt, MAX_TIMESTEP);
|
||||
|
@ -245,7 +244,7 @@ void PhysicsEngine::stepSimulation() {
|
|||
_characterController->preSimulation(timeStep);
|
||||
}
|
||||
|
||||
int numSubsteps = _dynamicsWorld->stepSimulation(timeStep, MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
|
||||
int numSubsteps = _dynamicsWorld->stepSimulation(timeStep, PHYSICS_ENGINE_MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
|
||||
if (numSubsteps > 0) {
|
||||
BT_PROFILE("postSimulation");
|
||||
_numSubsteps += (uint32_t)numSubsteps;
|
||||
|
|
|
@ -405,9 +405,6 @@ void Model::reset() {
|
|||
if (_jointStates.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
foreach (Model* attachment, _attachments) {
|
||||
attachment->reset();
|
||||
}
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
_jointStates[i].setRotationInConstrainedFrame(geometry.joints.at(i).rotation, 0.0f);
|
||||
|
@ -419,14 +416,7 @@ void Model::reset() {
|
|||
}
|
||||
|
||||
bool Model::updateGeometry() {
|
||||
// NOTE: this is a recursive call that walks all attachments, and their attachments
|
||||
bool needFullUpdate = false;
|
||||
for (int i = 0; i < _attachments.size(); i++) {
|
||||
Model* model = _attachments.at(i);
|
||||
if (model->updateGeometry()) {
|
||||
needFullUpdate = true;
|
||||
}
|
||||
}
|
||||
|
||||
bool needToRebuild = false;
|
||||
if (_nextGeometry) {
|
||||
|
@ -445,6 +435,7 @@ bool Model::updateGeometry() {
|
|||
|
||||
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
|
||||
if (_geometry != geometry) {
|
||||
|
||||
// NOTE: it is theoretically impossible to reach here after passing through the applyNextGeometry() call above.
|
||||
// Which means we don't need to worry about calling deleteGeometry() below immediately after creating new geometry.
|
||||
|
||||
|
@ -499,12 +490,6 @@ bool Model::updateGeometry() {
|
|||
}
|
||||
_blendedVertexBuffers.push_back(buffer);
|
||||
}
|
||||
foreach (const FBXAttachment& attachment, fbxGeometry.attachments) {
|
||||
Model* model = new Model(this);
|
||||
model->init();
|
||||
model->setURL(attachment.url);
|
||||
_attachments.append(model);
|
||||
}
|
||||
needFullUpdate = true;
|
||||
}
|
||||
return needFullUpdate;
|
||||
|
@ -827,70 +812,43 @@ void Model::renderSetup(RenderArgs* args) {
|
|||
}
|
||||
|
||||
|
||||
class TransparentMeshPart {
|
||||
class MeshPartPayload {
|
||||
public:
|
||||
TransparentMeshPart(Model* model, int meshIndex, int partIndex) : model(model), meshIndex(meshIndex), partIndex(partIndex) { }
|
||||
typedef render::Payload<TransparentMeshPart> Payload;
|
||||
MeshPartPayload(bool transparent, Model* model, int meshIndex, int partIndex) :
|
||||
transparent(transparent), model(model), url(model->getURL()), meshIndex(meshIndex), partIndex(partIndex) { }
|
||||
typedef render::Payload<MeshPartPayload> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
Model* model;
|
||||
bool transparent;
|
||||
Model* model;
|
||||
QUrl url;
|
||||
int meshIndex;
|
||||
int partIndex;
|
||||
};
|
||||
|
||||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const TransparentMeshPart::Pointer& payload) {
|
||||
template <> const ItemKey payloadGetKey(const MeshPartPayload::Pointer& payload) {
|
||||
if (!payload->model->isVisible()) {
|
||||
return ItemKey::Builder().withInvisible().build();
|
||||
}
|
||||
return ItemKey::Builder::transparentShape();
|
||||
return payload->transparent ? ItemKey::Builder::transparentShape() : ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
|
||||
template <> const Item::Bound payloadGetBound(const TransparentMeshPart::Pointer& payload) {
|
||||
template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload) {
|
||||
if (payload) {
|
||||
return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
|
||||
}
|
||||
return render::Item::Bound();
|
||||
}
|
||||
template <> void payloadRender(const TransparentMeshPart::Pointer& payload, RenderArgs* args) {
|
||||
template <> void payloadRender(const MeshPartPayload::Pointer& payload, RenderArgs* args) {
|
||||
if (args) {
|
||||
return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, true);
|
||||
return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, payload->transparent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class OpaqueMeshPart {
|
||||
public:
|
||||
OpaqueMeshPart(Model* model, int meshIndex, int partIndex) : model(model), meshIndex(meshIndex), partIndex(partIndex) { }
|
||||
typedef render::Payload<OpaqueMeshPart> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
Model* model;
|
||||
int meshIndex;
|
||||
int partIndex;
|
||||
};
|
||||
|
||||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const OpaqueMeshPart::Pointer& payload) {
|
||||
if (!payload->model->isVisible()) {
|
||||
return ItemKey::Builder().withInvisible().build();
|
||||
}
|
||||
return ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
|
||||
template <> const Item::Bound payloadGetBound(const OpaqueMeshPart::Pointer& payload) {
|
||||
if (payload) {
|
||||
Item::Bound result = payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
|
||||
//qDebug() << "payloadGetBound(OpaqueMeshPart) " << result;
|
||||
return result;
|
||||
}
|
||||
return render::Item::Bound();
|
||||
}
|
||||
template <> void payloadRender(const OpaqueMeshPart::Pointer& payload, RenderArgs* args) {
|
||||
if (args) {
|
||||
return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, false);
|
||||
}
|
||||
}
|
||||
/* template <> const model::MaterialKey& shapeGetMaterialKey(const MeshPartPayload::Pointer& payload) {
|
||||
return payload->model->getPartMaterial(payload->meshIndex, payload->partIndex);
|
||||
}*/
|
||||
}
|
||||
|
||||
void Model::setVisibleInScene(bool newValue, std::shared_ptr<render::Scene> scene) {
|
||||
|
@ -913,24 +871,19 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
|
|||
|
||||
bool somethingAdded = false;
|
||||
|
||||
// allow the attachments to add to scene
|
||||
foreach (Model* attachment, _attachments) {
|
||||
bool attachementSomethingAdded = attachment->addToScene(scene, pendingChanges);
|
||||
somethingAdded = somethingAdded || attachementSomethingAdded;
|
||||
}
|
||||
|
||||
foreach (auto renderItem, _transparentRenderItems) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = TransparentMeshPart::Pointer(renderItem);
|
||||
auto renderPayload = render::PayloadPointer(new TransparentMeshPart::Payload(renderData));
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = render::PayloadPointer(new MeshPartPayload::Payload(renderData));
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
}
|
||||
|
||||
foreach (auto renderItem, _opaqueRenderItems) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = OpaqueMeshPart::Pointer(renderItem);
|
||||
auto renderPayload = render::PayloadPointer(new OpaqueMeshPart::Payload(renderData));
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = render::PayloadPointer(new MeshPartPayload::Payload(renderData));
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
|
@ -942,11 +895,6 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
|
|||
}
|
||||
|
||||
void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
|
||||
// allow the attachments to remove to scene
|
||||
foreach (Model* attachment, _attachments) {
|
||||
attachment->removeFromScene(scene, pendingChanges);
|
||||
}
|
||||
|
||||
foreach (auto item, _renderItems.keys()) {
|
||||
pendingChanges.removeItem(item);
|
||||
}
|
||||
|
@ -954,210 +902,6 @@ void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::Pendin
|
|||
_readyWhenAdded = false;
|
||||
}
|
||||
|
||||
bool Model::render(RenderArgs* renderArgs, float alpha) {
|
||||
return true; //
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
|
||||
// render the attachments
|
||||
foreach (Model* attachment, _attachments) {
|
||||
attachment->render(renderArgs, alpha);
|
||||
}
|
||||
if (_meshStates.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
renderSetup(renderArgs);
|
||||
return renderCore(renderArgs, alpha);
|
||||
}
|
||||
|
||||
bool Model::renderCore(RenderArgs* args, float alpha) {
|
||||
return true;
|
||||
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
if (!_viewState) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto mode = args->_renderMode;
|
||||
|
||||
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
|
||||
_renderBatch.clear();
|
||||
gpu::Batch& batch = _renderBatch;
|
||||
|
||||
// Setup the projection matrix
|
||||
if (args && args->_viewFrustum) {
|
||||
glm::mat4 proj;
|
||||
// If for easier debug depending on the pass
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
args->_viewFrustum->evalProjectionMatrix(proj);
|
||||
} else {
|
||||
args->_viewFrustum->evalProjectionMatrix(proj);
|
||||
}
|
||||
batch.setProjectionTransform(proj);
|
||||
}
|
||||
|
||||
// Capture the view matrix once for the rendering of this model
|
||||
if (_transforms.empty()) {
|
||||
_transforms.push_back(Transform());
|
||||
}
|
||||
|
||||
_transforms[0] = _viewState->getViewTransform();
|
||||
|
||||
// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
|
||||
_transforms[0].preTranslate(-_translation);
|
||||
|
||||
batch.setViewTransform(_transforms[0]);
|
||||
|
||||
/*DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE,
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE,
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE);
|
||||
*/
|
||||
/*if (mode != RenderArgs::SHADOW_RENDER_MODE)*/ {
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
}
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
}
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
|
||||
}
|
||||
|
||||
const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
|
||||
|
||||
|
||||
//renderMeshes(batch, mode, translucent, alphaThreshold, hasTangents, hasSpecular, isSkinned, args, forceRenderMeshes);
|
||||
int opaqueMeshPartsRendered = 0;
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, false, args, true);
|
||||
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, false, args, true);
|
||||
|
||||
// render translucent meshes afterwards
|
||||
//DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(false, true, true);
|
||||
{
|
||||
GLenum buffers[2];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
int translucentMeshPartsRendered = 0;
|
||||
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, false, args, true);
|
||||
|
||||
{
|
||||
GLenum buffers[1];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryTransparentFramebuffer());
|
||||
|
||||
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, false, args, true);
|
||||
|
||||
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
|
||||
}
|
||||
|
||||
GLBATCH(glDepthMask)(true);
|
||||
GLBATCH(glDepthFunc)(GL_LESS);
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_BACK);
|
||||
}
|
||||
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 1);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 2);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 3);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
// deactivate vertex arrays after drawing
|
||||
GLBATCH(glDisableClientState)(GL_NORMAL_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_VERTEX_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_COLOR_ARRAY);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::TANGENT);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_INDEX);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_WEIGHT);
|
||||
|
||||
// bind with 0 to switch back to normal operation
|
||||
GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
// Back to no program
|
||||
GLBATCH(glUseProgram)(0);
|
||||
|
||||
// Render!
|
||||
{
|
||||
PROFILE_RANGE("render Batch");
|
||||
|
||||
#if defined(ANDROID)
|
||||
#else
|
||||
glPushMatrix();
|
||||
#endif
|
||||
|
||||
::gpu::GLBackend::renderBatch(batch, true); // force sync with gl state here
|
||||
|
||||
#if defined(ANDROID)
|
||||
#else
|
||||
glPopMatrix();
|
||||
#endif
|
||||
}
|
||||
|
||||
// restore all the default material settings
|
||||
_viewState->setupWorldLight();
|
||||
|
||||
#ifdef WANT_DEBUG_MESHBOXES
|
||||
renderDebugMeshBoxes();
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Model::renderDebugMeshBoxes() {
|
||||
int colorNdx = 0;
|
||||
_mutex.lock();
|
||||
|
@ -1264,12 +1008,12 @@ Extents Model::calculateScaledOffsetExtents(const Extents& extents) const {
|
|||
|
||||
Extents translatedExtents = { rotatedExtents.minimum + _translation,
|
||||
rotatedExtents.maximum + _translation };
|
||||
|
||||
return translatedExtents;
|
||||
}
|
||||
|
||||
/// Returns the world space equivalent of some box in model space.
|
||||
AABox Model::calculateScaledOffsetAABox(const AABox& box) const {
|
||||
|
||||
return AABox(calculateScaledOffsetExtents(Extents(box)));
|
||||
}
|
||||
|
||||
|
@ -1338,9 +1082,10 @@ void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bo
|
|||
if (_url == url && _geometry && _geometry->getURL() == url) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
_readyWhenAdded = false; // reset out render items.
|
||||
_needsReload = true;
|
||||
invalidCalculatedMeshBoxes();
|
||||
|
||||
_url = url;
|
||||
|
||||
|
@ -1529,7 +1274,7 @@ void Model::setScaleToFit(bool scaleToFit, const glm::vec3& dimensions) {
|
|||
}
|
||||
}
|
||||
|
||||
void Model::setScaleToFit(bool scaleToFit, float largestDimension) {
|
||||
void Model::setScaleToFit(bool scaleToFit, float largestDimension, bool forceRescale) {
|
||||
// NOTE: if the model is not active, then it means we don't actually know the true/natural dimensions of the
|
||||
// mesh, and so we can't do the needed calculations for scaling to fit to a single largest dimension. In this
|
||||
// case we will record that we do want to do this, but we will stick our desired single dimension into the
|
||||
|
@ -1542,7 +1287,7 @@ void Model::setScaleToFit(bool scaleToFit, float largestDimension) {
|
|||
return;
|
||||
}
|
||||
|
||||
if (_scaleToFit != scaleToFit || glm::length(_scaleToFitDimensions) != largestDimension) {
|
||||
if (forceRescale || _scaleToFit != scaleToFit || glm::length(_scaleToFitDimensions) != largestDimension) {
|
||||
_scaleToFit = scaleToFit;
|
||||
|
||||
// we only need to do this work if we're "turning on" scale to fit.
|
||||
|
@ -1552,7 +1297,7 @@ void Model::setScaleToFit(bool scaleToFit, float largestDimension) {
|
|||
float maxScale = largestDimension / maxDimension;
|
||||
glm::vec3 modelMeshDimensions = modelMeshExtents.maximum - modelMeshExtents.minimum;
|
||||
glm::vec3 dimensions = modelMeshDimensions * maxScale;
|
||||
|
||||
|
||||
_scaleToFitDimensions = dimensions;
|
||||
_scaledToFit = false; // force rescaling
|
||||
}
|
||||
|
@ -1623,7 +1368,6 @@ void Model::simulate(float deltaTime, bool fullUpdate) {
|
|||
}
|
||||
|
||||
void Model::simulateInternal(float deltaTime) {
|
||||
// NOTE: this is a recursive call that walks all attachments, and their attachments
|
||||
// update the world space transforms for all joints
|
||||
|
||||
// update animations
|
||||
|
@ -1640,31 +1384,7 @@ void Model::simulateInternal(float deltaTime) {
|
|||
|
||||
_shapesAreDirty = !_shapes.isEmpty();
|
||||
|
||||
// update the attachment transforms and simulate them
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _attachments.size(); i++) {
|
||||
const FBXAttachment& attachment = geometry.attachments.at(i);
|
||||
Model* model = _attachments.at(i);
|
||||
|
||||
glm::vec3 jointTranslation = _translation;
|
||||
glm::quat jointRotation = _rotation;
|
||||
if (_showTrueJointTransforms) {
|
||||
getJointPositionInWorldFrame(attachment.jointIndex, jointTranslation);
|
||||
getJointRotationInWorldFrame(attachment.jointIndex, jointRotation);
|
||||
} else {
|
||||
getVisibleJointPositionInWorldFrame(attachment.jointIndex, jointTranslation);
|
||||
getVisibleJointRotationInWorldFrame(attachment.jointIndex, jointRotation);
|
||||
}
|
||||
|
||||
model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale);
|
||||
model->setRotation(jointRotation * attachment.rotation);
|
||||
model->setScale(_scale * attachment.scale);
|
||||
|
||||
if (model->isActive()) {
|
||||
model->simulateInternal(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 modelToWorld = glm::mat4_cast(_rotation);
|
||||
for (int i = 0; i < _meshStates.size(); i++) {
|
||||
MeshState& state = _meshStates[i];
|
||||
|
@ -2002,10 +1722,6 @@ void Model::applyNextGeometry() {
|
|||
}
|
||||
|
||||
void Model::deleteGeometry() {
|
||||
foreach (Model* attachment, _attachments) {
|
||||
delete attachment;
|
||||
}
|
||||
_attachments.clear();
|
||||
_blendedVertexBuffers.clear();
|
||||
_jointStates.clear();
|
||||
_meshStates.clear();
|
||||
|
@ -2079,7 +1795,6 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
glm::mat4 scale = glm::scale(partBounds.getDimensions());
|
||||
glm::mat4 modelToWorldMatrix = translation * scale;
|
||||
batch.setModelTransform(modelToWorldMatrix);
|
||||
//qDebug() << "partBounds:" << partBounds;
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
|
||||
}
|
||||
#endif //def DEBUG_BOUNDING_PARTS
|
||||
|
@ -2169,16 +1884,18 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
|
||||
// guard against partially loaded meshes
|
||||
if (partIndex >= networkMesh.parts.size() || partIndex >= mesh.parts.size()) {
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
const NetworkMeshPart& networkPart = networkMesh.parts.at(partIndex);
|
||||
const FBXMeshPart& part = mesh.parts.at(partIndex);
|
||||
model::MaterialPointer material = part._material;
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
if (material == nullptr) {
|
||||
// qCDebug(renderutils) << "WARNING: material == nullptr!!!";
|
||||
qCDebug(renderutils) << "WARNING: material == nullptr!!!";
|
||||
}
|
||||
#endif
|
||||
|
||||
if (material != nullptr) {
|
||||
|
||||
|
@ -2280,8 +1997,6 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
}
|
||||
|
||||
void Model::segregateMeshGroups() {
|
||||
_renderBuckets.clear();
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
|
||||
|
||||
|
@ -2291,6 +2006,9 @@ void Model::segregateMeshGroups() {
|
|||
qDebug() << "WARNING!!!! Mesh Sizes don't match! We will not segregate mesh groups yet.";
|
||||
return;
|
||||
}
|
||||
|
||||
_transparentRenderItems.clear();
|
||||
_opaqueRenderItems.clear();
|
||||
|
||||
// Run through all of the meshes, and place them into their segregated, but unsorted buckets
|
||||
for (int i = 0; i < networkMeshes.size(); i++) {
|
||||
|
@ -2315,62 +2033,15 @@ void Model::segregateMeshGroups() {
|
|||
for (int partIndex = 0; partIndex < totalParts; partIndex++) {
|
||||
// this is a good place to create our renderPayloads
|
||||
if (translucentMesh) {
|
||||
_transparentRenderItems << std::shared_ptr<TransparentMeshPart>(new TransparentMeshPart(this, i, partIndex));
|
||||
_transparentRenderItems << std::shared_ptr<MeshPartPayload>(new MeshPartPayload(true, this, i, partIndex));
|
||||
} else {
|
||||
_opaqueRenderItems << std::shared_ptr<OpaqueMeshPart>(new OpaqueMeshPart(this, i, partIndex));
|
||||
_opaqueRenderItems << std::shared_ptr<MeshPartPayload>(new MeshPartPayload(false, this, i, partIndex));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
QString materialID;
|
||||
|
||||
// create a material name from all the parts. If there's one part, this will be a single material and its
|
||||
// true name. If however the mesh has multiple parts the name will be all the part's materials mashed together
|
||||
// which will result in those parts being sorted away from single material parts.
|
||||
QString lastPartMaterialID;
|
||||
foreach(FBXMeshPart part, mesh.parts) {
|
||||
if (part.materialID != lastPartMaterialID) {
|
||||
materialID += part.materialID;
|
||||
}
|
||||
lastPartMaterialID = part.materialID;
|
||||
}
|
||||
const bool wantDebug = false;
|
||||
if (wantDebug) {
|
||||
qCDebug(renderutils) << "materialID:" << materialID << "parts:" << mesh.parts.size();
|
||||
}
|
||||
|
||||
RenderKey key(translucentMesh, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe);
|
||||
|
||||
// reuse or create the bucket corresponding to that key and insert the mesh as unsorted
|
||||
_renderBuckets[key.getRaw()]._unsortedMeshes.insertMulti(materialID, i);
|
||||
}
|
||||
|
||||
for(auto& b : _renderBuckets) {
|
||||
foreach(auto i, b.second._unsortedMeshes) {
|
||||
b.second._meshes.append(i);
|
||||
}
|
||||
b.second._unsortedMeshes.clear();
|
||||
}
|
||||
|
||||
_meshGroupsKnown = true;
|
||||
}
|
||||
|
||||
QVector<int>* Model::pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
|
||||
// depending on which parameters we were called with, pick the correct mesh group to render
|
||||
QVector<int>* whichList = NULL;
|
||||
|
||||
RenderKey key(translucent, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
|
||||
|
||||
auto bucket = _renderBuckets.find(key.getRaw());
|
||||
if (bucket != _renderBuckets.end()) {
|
||||
whichList = &(*bucket).second._meshes;
|
||||
}
|
||||
|
||||
return whichList;
|
||||
}
|
||||
|
||||
void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
|
||||
Locations*& locations) {
|
||||
|
@ -2399,212 +2070,6 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
|
|||
}
|
||||
}
|
||||
|
||||
int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
|
||||
bool forceRenderSomeMeshes) {
|
||||
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
int meshPartsRendered = 0;
|
||||
|
||||
//Pick the mesh list with the requested render flags
|
||||
QVector<int>* whichList = pickMeshList(translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
|
||||
if (!whichList) {
|
||||
return 0;
|
||||
}
|
||||
QVector<int>& list = *whichList;
|
||||
|
||||
// If this list has nothing to render, then don't bother proceeding. This saves us on binding to programs
|
||||
if (list.empty()) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
Locations* locations = nullptr;
|
||||
pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe,
|
||||
args, locations);
|
||||
meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold,
|
||||
args, locations, forceRenderSomeMeshes);
|
||||
|
||||
return meshPartsRendered;
|
||||
}
|
||||
|
||||
|
||||
int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, RenderArgs* args,
|
||||
Locations* locations, bool forceRenderMeshes) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
|
||||
QString lastMaterialID;
|
||||
int meshPartsRendered = 0;
|
||||
updateVisibleJointStates();
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
|
||||
|
||||
// i is the "index" from the original networkMeshes QVector...
|
||||
foreach (int i, list) {
|
||||
|
||||
// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
|
||||
// to false to rebuild out mesh groups.
|
||||
|
||||
if (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {
|
||||
_meshGroupsKnown = false; // regenerate these lists next time around.
|
||||
_readyWhenAdded = false; // in case any of our users are using scenes
|
||||
invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
|
||||
continue;
|
||||
}
|
||||
|
||||
// exit early if the translucency doesn't match what we're drawing
|
||||
const NetworkMesh& networkMesh = networkMeshes.at(i);
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
|
||||
batch.setIndexBuffer(gpu::UINT32, (networkMesh._indexBuffer), 0);
|
||||
int vertexCount = mesh.vertices.size();
|
||||
if (vertexCount == 0) {
|
||||
// sanity check
|
||||
continue;
|
||||
}
|
||||
|
||||
// if we got here, then check to see if this mesh is in view
|
||||
if (args) {
|
||||
bool shouldRender = true;
|
||||
if (args->_viewFrustum) {
|
||||
|
||||
shouldRender = forceRenderMeshes ||
|
||||
args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
|
||||
|
||||
if (shouldRender && !forceRenderMeshes) {
|
||||
float distance = args->_viewFrustum->distanceToCamera(_calculatedMeshBoxes.at(i).calcCenter());
|
||||
shouldRender = !_viewState ? false : _viewState->shouldRenderMesh(_calculatedMeshBoxes.at(i).getLargestDimension(),
|
||||
distance);
|
||||
}
|
||||
}
|
||||
|
||||
if (!shouldRender) {
|
||||
continue; // skip this mesh
|
||||
}
|
||||
}
|
||||
|
||||
const MeshState& state = _meshStates.at(i);
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
GLBATCH(glUniformMatrix4fv)(locations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
(const float*)state.clusterMatrices.constData());
|
||||
batch.setModelTransform(Transform());
|
||||
} else {
|
||||
batch.setModelTransform(Transform(state.clusterMatrices[0]));
|
||||
}
|
||||
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
batch.setInputFormat(networkMesh._vertexFormat);
|
||||
batch.setInputStream(0, *networkMesh._vertexStream);
|
||||
} else {
|
||||
batch.setInputFormat(networkMesh._vertexFormat);
|
||||
batch.setInputBuffer(0, _blendedVertexBuffers[i], 0, sizeof(glm::vec3));
|
||||
batch.setInputBuffer(1, _blendedVertexBuffers[i], vertexCount * sizeof(glm::vec3), sizeof(glm::vec3));
|
||||
batch.setInputStream(2, *networkMesh._vertexStream);
|
||||
}
|
||||
|
||||
if (mesh.colors.isEmpty()) {
|
||||
GLBATCH(glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
||||
qint64 offset = 0;
|
||||
for (int j = 0; j < networkMesh.parts.size(); j++) {
|
||||
const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
|
||||
const FBXMeshPart& part = mesh.parts.at(j);
|
||||
model::MaterialPointer material = part._material;
|
||||
if ((networkPart.isTranslucent() || part.opacity != 1.0f) != translucent) {
|
||||
offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
|
||||
continue;
|
||||
}
|
||||
|
||||
// apply material properties
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
/// GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
} else {
|
||||
if (lastMaterialID != part.materialID) {
|
||||
const bool wantDebug = false;
|
||||
if (wantDebug) {
|
||||
qCDebug(renderutils) << "Material Changed ---------------------------------------------";
|
||||
qCDebug(renderutils) << "part INDEX:" << j;
|
||||
qCDebug(renderutils) << "NEW part.materialID:" << part.materialID;
|
||||
}
|
||||
|
||||
if (locations->materialBufferUnit >= 0) {
|
||||
batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
|
||||
}
|
||||
|
||||
Texture* diffuseMap = networkPart.diffuseTexture.data();
|
||||
if (mesh.isEye && diffuseMap) {
|
||||
diffuseMap = (_dilatedTextures[i][j] =
|
||||
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
|
||||
}
|
||||
static bool showDiffuse = true;
|
||||
if (showDiffuse && diffuseMap) {
|
||||
batch.setUniformTexture(0, diffuseMap->getGPUTexture());
|
||||
|
||||
} else {
|
||||
batch.setUniformTexture(0, textureCache->getWhiteTexture());
|
||||
}
|
||||
|
||||
if (locations->texcoordMatrices >= 0) {
|
||||
glm::mat4 texcoordTransform[2];
|
||||
if (!part.diffuseTexture.transform.isIdentity()) {
|
||||
part.diffuseTexture.transform.getMatrix(texcoordTransform[0]);
|
||||
}
|
||||
if (!part.emissiveTexture.transform.isIdentity()) {
|
||||
part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);
|
||||
}
|
||||
GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
|
||||
}
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
batch.setUniformTexture(1, !normalMap ?
|
||||
textureCache->getBlueTexture() : normalMap->getGPUTexture());
|
||||
|
||||
}
|
||||
|
||||
if (locations->specularTextureUnit >= 0) {
|
||||
Texture* specularMap = networkPart.specularTexture.data();
|
||||
batch.setUniformTexture(locations->specularTextureUnit, !specularMap ?
|
||||
textureCache->getWhiteTexture() : specularMap->getGPUTexture());
|
||||
}
|
||||
}
|
||||
|
||||
// HACK: For unkwon reason (yet!) this code that should be assigned only if the material changes need to be called for every
|
||||
// drawcall with an emissive, so let's do it for now.
|
||||
if (locations->emissiveTextureUnit >= 0) {
|
||||
// assert(locations->emissiveParams >= 0); // we should have the emissiveParams defined in the shader
|
||||
float emissiveOffset = part.emissiveParams.x;
|
||||
float emissiveScale = part.emissiveParams.y;
|
||||
GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
|
||||
|
||||
Texture* emissiveMap = networkPart.emissiveTexture.data();
|
||||
batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ?
|
||||
textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
|
||||
}
|
||||
|
||||
lastMaterialID = part.materialID;
|
||||
}
|
||||
|
||||
meshPartsRendered++;
|
||||
|
||||
if (part.quadIndices.size() > 0) {
|
||||
batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
if (part.triangleIndices.size() > 0) {
|
||||
batch.drawIndexed(gpu::TRIANGLES, part.triangleIndices.size(), offset);
|
||||
offset += part.triangleIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return meshPartsRendered;
|
||||
}
|
||||
|
||||
ModelBlender::ModelBlender() :
|
||||
_pendingBlenders(0) {
|
||||
|
|
|
@ -51,17 +51,11 @@ namespace render {
|
|||
class PendingChanges;
|
||||
typedef unsigned int ItemID;
|
||||
}
|
||||
class OpaqueMeshPart;
|
||||
class TransparentMeshPart;
|
||||
class MeshPartPayload;
|
||||
|
||||
inline uint qHash(const std::shared_ptr<TransparentMeshPart>& a, uint seed) {
|
||||
inline uint qHash(const std::shared_ptr<MeshPartPayload>& a, uint seed) {
|
||||
return qHash(a.get(), seed);
|
||||
}
|
||||
inline uint qHash(const std::shared_ptr<OpaqueMeshPart>& a, uint seed) {
|
||||
return qHash(a.get(), seed);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// A generic 3D model displaying geometry loaded from a URL.
|
||||
class Model : public QObject, public PhysicsEntity {
|
||||
|
@ -77,7 +71,7 @@ public:
|
|||
virtual ~Model();
|
||||
|
||||
/// enables/disables scale to fit behavior, the model will be automatically scaled to the specified largest dimension
|
||||
void setScaleToFit(bool scaleToFit, float largestDimension = 0.0f);
|
||||
void setScaleToFit(bool scaleToFit, float largestDimension = 0.0f, bool forceRescale = false);
|
||||
bool getScaleToFit() const { return _scaleToFit; } /// is scale to fit enabled
|
||||
bool getIsScaledToFit() const { return _scaledToFit; } /// is model scaled to fit
|
||||
const glm::vec3& getScaleToFitDimensions() const { return _scaleToFitDimensions; } /// the dimensions model is scaled to
|
||||
|
@ -350,8 +344,6 @@ private:
|
|||
|
||||
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
|
||||
|
||||
QVector<Model*> _attachments;
|
||||
|
||||
QSet<WeakAnimationHandlePointer> _animationHandles;
|
||||
|
||||
QList<AnimationHandlePointer> _runningAnimations;
|
||||
|
@ -401,18 +393,8 @@ private:
|
|||
int _debugMeshBoxesID = GeometryCache::UNKNOWN_ID;
|
||||
|
||||
// helper functions used by render() or renderInScene()
|
||||
bool renderCore(RenderArgs* args, float alpha);
|
||||
int renderMeshes(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args = NULL,
|
||||
bool forceRenderMeshes = false);
|
||||
|
||||
|
||||
void setupBatchTransform(gpu::Batch& batch, RenderArgs* args);
|
||||
QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe);
|
||||
|
||||
int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
RenderArgs* args, Locations* locations,
|
||||
bool forceRenderSomeMeshes = false);
|
||||
|
||||
static void pickPrograms(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
|
||||
Locations*& locations);
|
||||
|
@ -523,35 +505,15 @@ private:
|
|||
};
|
||||
static RenderPipelineLib _renderPipelineLib;
|
||||
|
||||
|
||||
class RenderBucket {
|
||||
public:
|
||||
QVector<int> _meshes;
|
||||
QMap<QString, int> _unsortedMeshes;
|
||||
};
|
||||
typedef std::unordered_map<int, RenderBucket> BaseRenderBucketMap;
|
||||
class RenderBucketMap : public BaseRenderBucketMap {
|
||||
public:
|
||||
typedef RenderKey Key;
|
||||
};
|
||||
RenderBucketMap _renderBuckets;
|
||||
|
||||
bool _renderCollisionHull;
|
||||
|
||||
|
||||
QSet<std::shared_ptr<TransparentMeshPart>> _transparentRenderItems;
|
||||
QSet<std::shared_ptr<OpaqueMeshPart>> _opaqueRenderItems;
|
||||
QSet<std::shared_ptr<MeshPartPayload>> _transparentRenderItems;
|
||||
QSet<std::shared_ptr<MeshPartPayload>> _opaqueRenderItems;
|
||||
QMap<render::ItemID, render::PayloadPointer> _renderItems;
|
||||
bool _readyWhenAdded = false;
|
||||
bool _needsReload = true;
|
||||
|
||||
|
||||
private:
|
||||
// FIX ME - We want to get rid of this interface for rendering...
|
||||
// right now the only remaining user are Avatar attachments.
|
||||
// that usage has been temporarily disabled...
|
||||
bool render(RenderArgs* renderArgs, float alpha = 1.0f);
|
||||
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(QPointer<Model>)
|
||||
|
|
|
@ -44,12 +44,13 @@ template <> void render::jobRun(const ResolveDeferred& job, const SceneContextPo
|
|||
RenderDeferredTask::RenderDeferredTask() : Task() {
|
||||
_jobs.push_back(Job(PrepareDeferred()));
|
||||
_jobs.push_back(Job(DrawBackground()));
|
||||
_jobs.push_back(Job(DrawOpaque()));
|
||||
_jobs.push_back(Job(DrawOpaqueDeferred()));
|
||||
_jobs.push_back(Job(DrawLight()));
|
||||
_jobs.push_back(Job(ResetGLState()));
|
||||
_jobs.push_back(Job(RenderDeferred()));
|
||||
_jobs.push_back(Job(ResolveDeferred()));
|
||||
_jobs.push_back(Job(DrawTransparentDeferred()));
|
||||
_jobs.push_back(Job(DrawPostLayered()));
|
||||
_jobs.push_back(Job(ResetGLState()));
|
||||
}
|
||||
|
||||
|
@ -78,6 +79,84 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
|
|||
|
||||
|
||||
|
||||
template <> void render::jobRun(const DrawOpaqueDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawOpaqueDeferred");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
// render opaques
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape().withoutLayered());
|
||||
auto& renderDetails = renderContext->args->_details;
|
||||
|
||||
ItemIDsBounds inItems;
|
||||
inItems.reserve(items.size());
|
||||
for (auto id : items) {
|
||||
inItems.emplace_back(ItemIDAndBounds(id));
|
||||
}
|
||||
ItemIDsBounds& renderedItems = inItems;
|
||||
|
||||
renderContext->_numFeedOpaqueItems = renderedItems.size();
|
||||
|
||||
ItemIDsBounds culledItems;
|
||||
culledItems.reserve(inItems.size());
|
||||
if (renderContext->_cullOpaque) {
|
||||
renderDetails.pointTo(RenderDetails::OPAQUE_ITEM);
|
||||
cullItems(sceneContext, renderContext, renderedItems, culledItems);
|
||||
renderDetails.pointTo(RenderDetails::OTHER_ITEM);
|
||||
renderedItems = culledItems;
|
||||
}
|
||||
|
||||
renderContext->_numDrawnOpaqueItems = renderedItems.size();
|
||||
|
||||
|
||||
ItemIDsBounds sortedItems;
|
||||
sortedItems.reserve(culledItems.size());
|
||||
if (renderContext->_sortOpaque) {
|
||||
depthSortItems(sceneContext, renderContext, true, renderedItems, sortedItems); // Sort Front to back opaque items!
|
||||
renderedItems = sortedItems;
|
||||
}
|
||||
|
||||
// ItemIDsBounds sortedItems;
|
||||
/* ItemMaterialBucketMap stateSortedItems;
|
||||
stateSortedItems.allocateStandardMaterialBuckets();
|
||||
if (true) {
|
||||
for (auto& itemIDAndBound : renderedItems) {
|
||||
stateSortedItems.insert(itemIDAndBound.id, scene->getItem(itemIDAndBound.id).getMaterialKey());
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
if (renderContext->_renderOpaque) {
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
|
||||
renderContext->args->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
}
|
||||
|
||||
renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnOpaqueItems);
|
||||
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
template <> void render::jobRun(const DrawTransparentDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawTransparentDeferred");
|
||||
assert(renderContext->args);
|
||||
|
@ -85,7 +164,7 @@ template <> void render::jobRun(const DrawTransparentDeferred& job, const SceneC
|
|||
|
||||
// render transparents
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::transparentShape());
|
||||
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::transparentShape().withoutLayered());
|
||||
auto& renderDetails = renderContext->args->_details;
|
||||
|
||||
ItemIDsBounds inItems;
|
||||
|
|
|
@ -35,6 +35,14 @@ namespace render {
|
|||
template <> void jobRun(const ResolveDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
|
||||
|
||||
class DrawOpaqueDeferred {
|
||||
public:
|
||||
};
|
||||
namespace render {
|
||||
template <> void jobRun(const DrawOpaqueDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
|
||||
class DrawTransparentDeferred {
|
||||
public:
|
||||
};
|
||||
|
|
|
@ -192,7 +192,6 @@ void render::renderItems(const SceneContextPointer& sceneContext, const RenderCo
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void addClearStateCommands(gpu::Batch& batch) {
|
||||
batch._glDepthMask(true);
|
||||
batch._glDepthFunc(GL_LESS);
|
||||
|
@ -445,3 +444,60 @@ template <> void render::jobRun(const DrawBackground& job, const SceneContextPoi
|
|||
// Force the context sync
|
||||
args->_context->syncCache();
|
||||
}
|
||||
|
||||
template <> void render::jobRun(const DrawPostLayered& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawPostLayered");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
// render backgrounds
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape().withLayered());
|
||||
|
||||
|
||||
ItemIDsBounds inItems;
|
||||
inItems.reserve(items.size());
|
||||
for (auto id : items) {
|
||||
auto& item = scene->getItem(id);
|
||||
if (item.getKey().isVisible() && (item.getLayer() > 0)) {
|
||||
inItems.emplace_back(id);
|
||||
}
|
||||
}
|
||||
if (inItems.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);
|
||||
|
||||
renderItems(sceneContext, renderContext, inItems);
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
|
||||
// Force the context sync
|
||||
args->_context->syncCache();
|
||||
}
|
||||
|
||||
|
||||
void ItemMaterialBucketMap::insert(const ItemID& id, const model::MaterialKey& key) {
|
||||
// Insert the itemID in every bucket where it filters true
|
||||
for (auto& bucket : (*this)) {
|
||||
if (bucket.first.test(key)) {
|
||||
bucket.second.push_back(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ItemMaterialBucketMap::allocateStandardMaterialBuckets() {
|
||||
(*this)[model::MaterialFilter::Builder::opaqueDiffuse()];
|
||||
}
|
||||
|
|
|
@ -62,6 +62,10 @@ void depthSortItems(const SceneContextPointer& sceneContext, const RenderContext
|
|||
void renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, int maxDrawnItems = -1);
|
||||
|
||||
|
||||
|
||||
void materialSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
|
||||
|
||||
|
||||
class DrawOpaque {
|
||||
public:
|
||||
};
|
||||
|
@ -83,6 +87,14 @@ public:
|
|||
};
|
||||
template <> void jobRun(const DrawBackground& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
|
||||
class DrawPostLayered {
|
||||
public:
|
||||
};
|
||||
template <> void jobRun(const DrawPostLayered& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
|
||||
|
||||
class ResetGLState {
|
||||
public:
|
||||
};
|
||||
|
@ -101,6 +113,20 @@ public:
|
|||
|
||||
};
|
||||
|
||||
|
||||
// A map of ItemIDs allowing to create bucket lists of SHAPE type items which are filtered by their
|
||||
// Material
|
||||
class ItemMaterialBucketMap : public std::map<model::MaterialFilter, ItemIDs, model::MaterialFilter::Less> {
|
||||
public:
|
||||
|
||||
ItemMaterialBucketMap() {}
|
||||
|
||||
void insert(const ItemID& id, const model::MaterialKey& key);
|
||||
|
||||
// standard builders allocating the main buckets
|
||||
void allocateStandardMaterialBuckets();
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // hifi_render_Task_h
|
||||
|
|
|
@ -45,10 +45,12 @@ void ItemBucketMap::reset(const ItemID& id, const ItemKey& oldKey, const ItemKey
|
|||
}
|
||||
|
||||
void ItemBucketMap::allocateStandardOpaqueTranparentBuckets() {
|
||||
(*this)[ItemFilter::Builder::opaqueShape()];
|
||||
(*this)[ItemFilter::Builder::transparentShape()];
|
||||
(*this)[ItemFilter::Builder::opaqueShape().withoutLayered()];
|
||||
(*this)[ItemFilter::Builder::transparentShape().withoutLayered()];
|
||||
(*this)[ItemFilter::Builder::light()];
|
||||
(*this)[ItemFilter::Builder::background()];
|
||||
(*this)[ItemFilter::Builder::opaqueShape().withLayered()];
|
||||
(*this)[ItemFilter::Builder::transparentShape().withLayered()];
|
||||
}
|
||||
|
||||
|
||||
|
@ -61,11 +63,6 @@ void Item::resetPayload(const PayloadPointer& payload) {
|
|||
}
|
||||
}
|
||||
|
||||
void Item::kill() {
|
||||
_payload.reset();
|
||||
_key._flags.reset();
|
||||
}
|
||||
|
||||
void PendingChanges::resetItem(ItemID id, const PayloadPointer& payload) {
|
||||
_resetItems.push_back(id);
|
||||
_resetPayloads.push_back(payload);
|
||||
|
@ -164,27 +161,3 @@ void Scene::updateItems(const ItemIDs& ids, UpdateFunctors& functors) {
|
|||
_items[(*updateID)].update((*updateFunctor));
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::registerObserver(ObserverPointer& observer) {
|
||||
// make sure it's a valid observer
|
||||
if (observer && (observer->getScene() == nullptr)) {
|
||||
// Then register the observer
|
||||
_observers.push_back(observer);
|
||||
|
||||
// And let it do what it wants to do
|
||||
observer->registerScene(this);
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::unregisterObserver(ObserverPointer& observer) {
|
||||
// make sure it's a valid observer currently registered
|
||||
if (observer && (observer->getScene() == this)) {
|
||||
// let it do what it wants to do
|
||||
observer->unregisterScene();
|
||||
|
||||
// Then unregister the observer
|
||||
auto it = std::find(_observers.begin(), _observers.end(), observer);
|
||||
_observers.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -24,6 +24,8 @@
|
|||
#include <AABox.h>
|
||||
#include <RenderArgs.h>
|
||||
|
||||
#include "model/Material.h"
|
||||
|
||||
namespace render {
|
||||
|
||||
class Context;
|
||||
|
@ -34,7 +36,6 @@ public:
|
|||
enum FlagBit {
|
||||
TYPE_SHAPE = 0, // Item is a Shape
|
||||
TYPE_LIGHT, // Item is a Light
|
||||
TYPE_BACKGROUND, // Item is a Background
|
||||
TRANSLUCENT, // Transparent and not opaque, for some odd reason TRANSPARENCY doesn't work...
|
||||
VIEW_SPACE, // Transformed in view space, and not in world space
|
||||
DYNAMIC, // Dynamic and bound will change unlike static item
|
||||
|
@ -42,7 +43,7 @@ public:
|
|||
INVISIBLE, // Visible or not? could be just here to cast shadow
|
||||
SHADOW_CASTER, // Item cast shadows
|
||||
PICKABLE, // Item can be picked/selected
|
||||
NO_DEPTH_SORT, // Item should not be depth sorted
|
||||
LAYERED, // Item belongs to one of the layers different from the default layer
|
||||
|
||||
NUM_FLAGS, // Not a valid flag
|
||||
};
|
||||
|
@ -55,6 +56,7 @@ public:
|
|||
ItemKey(const Flags& flags) : _flags(flags) {}
|
||||
|
||||
class Builder {
|
||||
friend class ItemKey;
|
||||
Flags _flags{ 0 };
|
||||
public:
|
||||
Builder() {}
|
||||
|
@ -63,7 +65,6 @@ public:
|
|||
|
||||
Builder& withTypeShape() { _flags.set(TYPE_SHAPE); return (*this); }
|
||||
Builder& withTypeLight() { _flags.set(TYPE_LIGHT); return (*this); }
|
||||
Builder& withTypeBackground() { _flags.set(TYPE_BACKGROUND); return (*this); }
|
||||
Builder& withTransparent() { _flags.set(TRANSLUCENT); return (*this); }
|
||||
Builder& withViewSpace() { _flags.set(VIEW_SPACE); return (*this); }
|
||||
Builder& withDynamic() { _flags.set(DYNAMIC); return (*this); }
|
||||
|
@ -71,14 +72,15 @@ public:
|
|||
Builder& withInvisible() { _flags.set(INVISIBLE); return (*this); }
|
||||
Builder& withShadowCaster() { _flags.set(SHADOW_CASTER); return (*this); }
|
||||
Builder& withPickable() { _flags.set(PICKABLE); return (*this); }
|
||||
Builder& withNoDepthSort() { _flags.set(NO_DEPTH_SORT); return (*this); }
|
||||
Builder& withLayered() { _flags.set(LAYERED); return (*this); }
|
||||
|
||||
// Convenient standard keys that we will keep on using all over the place
|
||||
static ItemKey opaqueShape() { return Builder().withTypeShape().build(); }
|
||||
static ItemKey transparentShape() { return Builder().withTypeShape().withTransparent().build(); }
|
||||
static ItemKey light() { return Builder().withTypeLight().build(); }
|
||||
static ItemKey background() { return Builder().withTypeBackground().build(); }
|
||||
static Builder opaqueShape() { return Builder().withTypeShape(); }
|
||||
static Builder transparentShape() { return Builder().withTypeShape().withTransparent(); }
|
||||
static Builder light() { return Builder().withTypeLight(); }
|
||||
static Builder background() { return Builder().withViewSpace().withLayered(); }
|
||||
};
|
||||
ItemKey(const Builder& builder) : ItemKey(builder._flags) {}
|
||||
|
||||
bool isOpaque() const { return !_flags[TRANSLUCENT]; }
|
||||
bool isTransparent() const { return _flags[TRANSLUCENT]; }
|
||||
|
@ -99,8 +101,7 @@ public:
|
|||
|
||||
bool isPickable() const { return _flags[PICKABLE]; }
|
||||
|
||||
bool isDepthSort() const { return !_flags[NO_DEPTH_SORT]; }
|
||||
bool isNoDepthSort() const { return _flags[NO_DEPTH_SORT]; }
|
||||
bool isLayered() const { return _flags[LAYERED]; }
|
||||
};
|
||||
|
||||
inline QDebug operator<<(QDebug debug, const ItemKey& itemKey) {
|
||||
|
@ -120,6 +121,7 @@ public:
|
|||
ItemFilter(const ItemKey::Flags& value = ItemKey::Flags(0), const ItemKey::Flags& mask = ItemKey::Flags(0)) : _value(value), _mask(mask) {}
|
||||
|
||||
class Builder {
|
||||
friend class ItemFilter;
|
||||
ItemKey::Flags _value{ 0 };
|
||||
ItemKey::Flags _mask{ 0 };
|
||||
public:
|
||||
|
@ -129,7 +131,6 @@ public:
|
|||
|
||||
Builder& withTypeShape() { _value.set(ItemKey::TYPE_SHAPE); _mask.set(ItemKey::TYPE_SHAPE); return (*this); }
|
||||
Builder& withTypeLight() { _value.set(ItemKey::TYPE_LIGHT); _mask.set(ItemKey::TYPE_LIGHT); return (*this); }
|
||||
Builder& withTypeBackground() { _value.set(ItemKey::TYPE_BACKGROUND); _mask.set(ItemKey::TYPE_BACKGROUND); return (*this); }
|
||||
|
||||
Builder& withOpaque() { _value.reset(ItemKey::TRANSLUCENT); _mask.set(ItemKey::TRANSLUCENT); return (*this); }
|
||||
Builder& withTransparent() { _value.set(ItemKey::TRANSLUCENT); _mask.set(ItemKey::TRANSLUCENT); return (*this); }
|
||||
|
@ -151,16 +152,18 @@ public:
|
|||
|
||||
Builder& withPickable() { _value.set(ItemKey::PICKABLE); _mask.set(ItemKey::PICKABLE); return (*this); }
|
||||
|
||||
Builder& withDepthSort() { _value.reset(ItemKey::NO_DEPTH_SORT); _mask.set(ItemKey::NO_DEPTH_SORT); return (*this); }
|
||||
Builder& withNotDepthSort() { _value.set(ItemKey::NO_DEPTH_SORT); _mask.set(ItemKey::NO_DEPTH_SORT); return (*this); }
|
||||
Builder& withoutLayered() { _value.reset(ItemKey::LAYERED); _mask.set(ItemKey::LAYERED); return (*this); }
|
||||
Builder& withLayered() { _value.set(ItemKey::LAYERED); _mask.set(ItemKey::LAYERED); return (*this); }
|
||||
|
||||
// Convenient standard keys that we will keep on using all over the place
|
||||
static ItemFilter opaqueShape() { return Builder().withTypeShape().withOpaque().withWorldSpace().build(); }
|
||||
static ItemFilter transparentShape() { return Builder().withTypeShape().withTransparent().withWorldSpace().build(); }
|
||||
static ItemFilter light() { return Builder().withTypeLight().build(); }
|
||||
static ItemFilter background() { return Builder().withTypeBackground().build(); }
|
||||
static Builder opaqueShape() { return Builder().withTypeShape().withOpaque().withWorldSpace(); }
|
||||
static Builder transparentShape() { return Builder().withTypeShape().withTransparent().withWorldSpace(); }
|
||||
static Builder light() { return Builder().withTypeLight(); }
|
||||
static Builder background() { return Builder().withViewSpace().withLayered(); }
|
||||
};
|
||||
|
||||
ItemFilter(const Builder& builder) : ItemFilter(builder._value, builder._mask) {}
|
||||
|
||||
// Item Filter operator testing if a key pass the filter
|
||||
bool test(const ItemKey& key) const { return (key._flags & _mask) == (_value & _mask); }
|
||||
|
||||
|
@ -177,7 +180,7 @@ public:
|
|||
};
|
||||
|
||||
inline QDebug operator<<(QDebug debug, const ItemFilter& me) {
|
||||
debug << "[ItemFilter: opaqueShape:" << me.test(ItemKey::Builder::opaqueShape())
|
||||
debug << "[ItemFilter: opaqueShape:" << me.test(ItemKey::Builder::opaqueShape().build())
|
||||
<< "]";
|
||||
return debug;
|
||||
}
|
||||
|
@ -212,33 +215,43 @@ public:
|
|||
public:
|
||||
virtual const ItemKey getKey() const = 0;
|
||||
virtual const Bound getBound() const = 0;
|
||||
virtual int getLayer() const = 0;
|
||||
|
||||
virtual void render(RenderArgs* args) = 0;
|
||||
|
||||
virtual void update(const UpdateFunctorPointer& functor) = 0;
|
||||
virtual const model::MaterialKey getMaterialKey() const = 0;
|
||||
|
||||
~PayloadInterface() {}
|
||||
protected:
|
||||
friend class Item;
|
||||
virtual void update(const UpdateFunctorPointer& functor) = 0;
|
||||
};
|
||||
|
||||
|
||||
|
||||
typedef std::shared_ptr<PayloadInterface> PayloadPointer;
|
||||
|
||||
|
||||
|
||||
Item() {}
|
||||
~Item() {}
|
||||
|
||||
// Main scene / item managment interface Reset/Update/Kill
|
||||
void resetPayload(const PayloadPointer& payload);
|
||||
void kill();
|
||||
void update(const UpdateFunctorPointer& updateFunctor) { _payload->update(updateFunctor); } // Communicate update to the payload
|
||||
void kill() { _payload.reset(); _key._flags.reset(); } // Kill means forget the payload and key
|
||||
|
||||
// Check heuristic key
|
||||
const ItemKey& getKey() const { return _key; }
|
||||
|
||||
// Payload Interface
|
||||
|
||||
// Get the bound of the item expressed in world space (or eye space depending on the key.isWorldSpace())
|
||||
const Bound getBound() const { return _payload->getBound(); }
|
||||
|
||||
// Get the layer where the item belongs. 0 by default meaning NOT LAYERED
|
||||
int getLayer() const { return _payload->getLayer(); }
|
||||
|
||||
// Render call for the item
|
||||
void render(RenderArgs* args) { _payload->render(args); }
|
||||
void update(const UpdateFunctorPointer& updateFunctor) { _payload->update(updateFunctor); }
|
||||
|
||||
// Shape Type Interface
|
||||
const model::MaterialKey getMaterialKey() const { return _payload->getMaterialKey(); }
|
||||
|
||||
protected:
|
||||
PayloadPointer _payload;
|
||||
|
@ -273,22 +286,36 @@ inline QDebug operator<<(QDebug debug, const Item& item) {
|
|||
// of the Payload interface
|
||||
template <class T> const ItemKey payloadGetKey(const std::shared_ptr<T>& payloadData) { return ItemKey(); }
|
||||
template <class T> const Item::Bound payloadGetBound(const std::shared_ptr<T>& payloadData) { return Item::Bound(); }
|
||||
template <class T> int payloadGetLayer(const std::shared_ptr<T>& payloadData) { return 0; }
|
||||
template <class T> void payloadRender(const std::shared_ptr<T>& payloadData, RenderArgs* args) { }
|
||||
|
||||
// Shape type interface
|
||||
template <class T> const model::MaterialKey shapeGetMaterialKey(const std::shared_ptr<T>& payloadData) { return model::MaterialKey(); }
|
||||
|
||||
template <class T> class Payload : public Item::PayloadInterface {
|
||||
public:
|
||||
typedef std::shared_ptr<T> DataPointer;
|
||||
typedef UpdateFunctor<T> Updater;
|
||||
|
||||
Payload(const DataPointer& data) : _data(data) {}
|
||||
|
||||
// Payload general interface
|
||||
virtual const ItemKey getKey() const { return payloadGetKey<T>(_data); }
|
||||
virtual const Item::Bound getBound() const { return payloadGetBound<T>(_data); }
|
||||
virtual void render(RenderArgs* args) { payloadRender<T>(_data, args); }
|
||||
|
||||
virtual void update(const UpdateFunctorPointer& functor) { static_cast<Updater*>(functor.get())->_func((*_data)); }
|
||||
virtual int getLayer() const { return payloadGetLayer<T>(_data); }
|
||||
|
||||
|
||||
virtual void render(RenderArgs* args) { payloadRender<T>(_data, args); }
|
||||
|
||||
// Shape Type interface
|
||||
virtual const model::MaterialKey getMaterialKey() const { return shapeGetMaterialKey<T>(_data); }
|
||||
|
||||
Payload(const DataPointer& data) : _data(data) {}
|
||||
protected:
|
||||
DataPointer _data;
|
||||
|
||||
// Update mechanics
|
||||
virtual void update(const UpdateFunctorPointer& functor) { static_cast<Updater*>(functor.get())->_func((*_data)); }
|
||||
friend class Item;
|
||||
};
|
||||
|
||||
// Let's show how to make a simple FooPayload example:
|
||||
|
@ -344,6 +371,7 @@ public:
|
|||
|
||||
typedef std::vector< ItemIDAndBounds > ItemIDsBounds;
|
||||
|
||||
|
||||
// A map of ItemIDSets allowing to create bucket lists of items which are filtering correctly
|
||||
class ItemBucketMap : public std::map<ItemFilter, ItemIDSet, ItemFilter::Less> {
|
||||
public:
|
||||
|
@ -360,8 +388,6 @@ public:
|
|||
};
|
||||
|
||||
class Engine;
|
||||
class Observer;
|
||||
|
||||
|
||||
class PendingChanges {
|
||||
public:
|
||||
|
@ -397,36 +423,6 @@ typedef std::queue<PendingChanges> PendingChangesQueue;
|
|||
// Items are notified accordingly on any update message happening
|
||||
class Scene {
|
||||
public:
|
||||
|
||||
class Observer {
|
||||
public:
|
||||
Observer(Scene* scene) {
|
||||
|
||||
}
|
||||
~Observer() {}
|
||||
|
||||
const Scene* getScene() const { return _scene; }
|
||||
Scene* editScene() { return _scene; }
|
||||
|
||||
protected:
|
||||
Scene* _scene = nullptr;
|
||||
virtual void onRegisterScene() {}
|
||||
virtual void onUnregisterScene() {}
|
||||
|
||||
friend class Scene;
|
||||
void registerScene(Scene* scene) {
|
||||
_scene = scene;
|
||||
onRegisterScene();
|
||||
}
|
||||
|
||||
void unregisterScene() {
|
||||
onUnregisterScene();
|
||||
_scene = 0;
|
||||
}
|
||||
};
|
||||
typedef std::shared_ptr< Observer > ObserverPointer;
|
||||
typedef std::vector< ObserverPointer > Observers;
|
||||
|
||||
Scene();
|
||||
~Scene() {}
|
||||
|
||||
|
@ -436,11 +432,6 @@ public:
|
|||
/// Enqueue change batch to the scene
|
||||
void enqueuePendingChanges(const PendingChanges& pendingChanges);
|
||||
|
||||
/// Scene Observer listen to any change and get notified
|
||||
void registerObserver(ObserverPointer& observer);
|
||||
void unregisterObserver(ObserverPointer& observer);
|
||||
|
||||
|
||||
/// Access the main bucketmap of items
|
||||
const ItemBucketMap& getMasterBucket() const { return _masterBucketMap; }
|
||||
|
||||
|
@ -469,10 +460,6 @@ protected:
|
|||
void removeItems(const ItemIDs& ids);
|
||||
void updateItems(const ItemIDs& ids, UpdateFunctors& functors);
|
||||
|
||||
|
||||
// The scene context listening for any change to the database
|
||||
Observers _observers;
|
||||
|
||||
friend class Engine;
|
||||
};
|
||||
|
||||
|
|
|
@ -52,6 +52,8 @@ class AbstractControllerScriptingInterface : public QObject {
|
|||
Q_OBJECT
|
||||
|
||||
public slots:
|
||||
virtual void registerControllerTypes(QScriptEngine* engine) = 0;
|
||||
|
||||
virtual bool isPrimaryButtonPressed() const = 0;
|
||||
virtual glm::vec2 getPrimaryJoystickPosition() const = 0;
|
||||
|
||||
|
|
|
@ -317,6 +317,7 @@ void ScriptEngine::init() {
|
|||
registerAnimationTypes(this);
|
||||
registerAvatarTypes(this);
|
||||
registerAudioMetaTypes(this);
|
||||
_controllerScriptingInterface->registerControllerTypes(this);
|
||||
|
||||
qScriptRegisterMetaType(this, EntityItemPropertiesToScriptValue, EntityItemPropertiesFromScriptValueHonorReadOnly);
|
||||
qScriptRegisterMetaType(this, EntityItemIDtoScriptValue, EntityItemIDfromScriptValue);
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
const int PHYSICS_ENGINE_MAX_NUM_SUBSTEPS = 4;
|
||||
const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 60.0f;
|
||||
|
||||
// return incremental rotation (Bullet-style) caused by angularVelocity over timeStep
|
||||
|
|
Loading…
Reference in a new issue