mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 18:39:23 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into anchers_apply_rotation_and_scale
This commit is contained in:
commit
2839f5207b
16 changed files with 530 additions and 133 deletions
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@ -230,6 +230,9 @@ target_link_libraries(
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"${GNUTLS_LIBRARY}"
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)
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# assume we are using a Qt build without bearer management
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add_definitions(-DQT_NO_BEARERMANAGEMENT)
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if (APPLE)
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# link in required OS X frameworks and include the right GL headers
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find_library(AppKit AppKit)
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|
|
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@ -169,6 +169,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
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_voxelHideShowThread(&_voxels),
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_packetsPerSecond(0),
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_bytesPerSecond(0),
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_nodeBoundsDisplay(this),
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_previousScriptLocation(),
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_runningScriptsWidget(new RunningScriptsWidget(_window)),
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_runningScriptsWidgetWasVisible(false)
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@ -2527,6 +2528,9 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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// restore default, white specular
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glMaterialfv(GL_FRONT, GL_SPECULAR, WHITE_SPECULAR_COLOR);
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_nodeBoundsDisplay.draw();
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}
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bool mirrorMode = (whichCamera.getInterpolatedMode() == CAMERA_MODE_MIRROR);
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@ -2760,6 +2764,7 @@ void Application::displayOverlay() {
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? 80 : 20;
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drawText(_glWidget->width() - 100, _glWidget->height() - timerBottom, 0.30f, 0.0f, 0, frameTimer, WHITE_TEXT);
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}
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_nodeBoundsDisplay.drawOverlay();
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// give external parties a change to hook in
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emit renderingOverlay();
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@ -3417,8 +3422,9 @@ ScriptEngine* Application::loadScript(const QString& scriptName, bool loadScript
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}
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// start the script on a new thread...
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ScriptEngine* scriptEngine = new ScriptEngine(QUrl(scriptName), &_controllerScriptingInterface);
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_scriptEnginesHash.insert(scriptName, scriptEngine);
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QUrl scriptUrl(scriptName);
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ScriptEngine* scriptEngine = new ScriptEngine(scriptUrl, &_controllerScriptingInterface);
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_scriptEnginesHash.insert(scriptUrl.toString(), scriptEngine);
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if (!scriptEngine->hasScript()) {
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qDebug() << "Application::loadScript(), script failed to load...";
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@ -74,6 +74,7 @@
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#include "ui/BandwidthDialog.h"
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#include "ui/BandwidthMeter.h"
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#include "ui/ModelsBrowser.h"
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#include "ui/NodeBounds.h"
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#include "ui/OctreeStatsDialog.h"
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#include "ui/RearMirrorTools.h"
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#include "ui/SnapshotShareDialog.h"
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@ -191,6 +192,8 @@ public:
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bool isMouseHidden() const { return _mouseHidden; }
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const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
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const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
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int getMouseX() const { return _mouseX; }
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int getMouseY() const { return _mouseY; }
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Faceplus* getFaceplus() { return &_faceplus; }
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Faceshift* getFaceshift() { return &_faceshift; }
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Visage* getVisage() { return &_visage; }
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@ -246,7 +249,7 @@ public:
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void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
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float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
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NodeBounds& getNodeBoundsDisplay() { return _nodeBoundsDisplay; }
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VoxelShader& getVoxelShader() { return _voxelShader; }
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PointShader& getPointShader() { return _pointShader; }
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@ -526,6 +529,8 @@ private:
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NodeToOctreeSceneStats _octreeServerSceneStats;
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QReadWriteLock _octreeSceneStatsLock;
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NodeBounds _nodeBoundsDisplay;
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std::vector<VoxelFade> _voxelFades;
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ControllerScriptingInterface _controllerScriptingInterface;
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QPointer<LogDialog> _logDialog;
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@ -42,6 +42,7 @@
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#include "ui/MetavoxelEditor.h"
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#include "ui/ModelsBrowser.h"
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#include "ui/LoginDialog.h"
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#include "ui/NodeBounds.h"
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Menu* Menu::_instance = NULL;
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@ -242,6 +243,19 @@ Menu::Menu() :
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SLOT(setEnable3DTVMode(bool)));
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QMenu* nodeBordersMenu = viewMenu->addMenu("Server Borders");
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NodeBounds& nodeBounds = appInstance->getNodeBoundsDisplay();
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addCheckableActionToQMenuAndActionHash(nodeBordersMenu, MenuOption::ShowBordersVoxelNodes,
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Qt::CTRL | Qt::SHIFT | Qt::Key_1, false,
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&nodeBounds, SLOT(setShowVoxelNodes(bool)));
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addCheckableActionToQMenuAndActionHash(nodeBordersMenu, MenuOption::ShowBordersModelNodes,
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Qt::CTRL | Qt::SHIFT | Qt::Key_2, false,
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&nodeBounds, SLOT(setShowModelNodes(bool)));
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addCheckableActionToQMenuAndActionHash(nodeBordersMenu, MenuOption::ShowBordersParticleNodes,
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Qt::CTRL | Qt::SHIFT | Qt::Key_3, false,
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&nodeBounds, SLOT(setShowParticleNodes(bool)));
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QMenu* avatarSizeMenu = viewMenu->addMenu("Avatar Size");
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addActionToQMenuAndActionHash(avatarSizeMenu,
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|
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@ -367,6 +367,9 @@ namespace MenuOption {
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const QString SettingsExport = "Export Settings";
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const QString SettingsImport = "Import Settings";
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const QString Shadows = "Shadows";
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const QString ShowBordersVoxelNodes = "Show Voxel Nodes";
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const QString ShowBordersModelNodes = "Show Model Nodes";
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const QString ShowBordersParticleNodes = "Show Particle Nodes";
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const QString ShowIKConstraints = "Show IK Constraints";
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const QString Stars = "Stars";
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const QString Stats = "Stats";
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|
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@ -214,37 +214,37 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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renderBody(renderMode, glowLevel);
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}
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if (renderMode != SHADOW_RENDER_MODE &&
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Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) {
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_skeletonModel.updateShapePositions();
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_skeletonModel.renderJointCollisionShapes(0.7f);
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}
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if (renderMode != SHADOW_RENDER_MODE &&
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Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes)) {
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if (shouldRenderHead(cameraPosition, renderMode)) {
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getHead()->getFaceModel().updateShapePositions();
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if (renderMode != SHADOW_RENDER_MODE) {
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bool renderSkeleton = Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes);
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bool renderHead = Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes);
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bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
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if (renderSkeleton || renderHead || renderBounding) {
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updateShapePositions();
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}
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if (renderSkeleton) {
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_skeletonModel.renderJointCollisionShapes(0.7f);
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}
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if (renderHead && shouldRenderHead(cameraPosition, renderMode)) {
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getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
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}
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}
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if (renderMode != SHADOW_RENDER_MODE &&
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Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes)) {
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if (shouldRenderHead(cameraPosition, renderMode)) {
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getHead()->getFaceModel().updateShapePositions();
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if (renderBounding && shouldRenderHead(cameraPosition, renderMode)) {
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getHead()->getFaceModel().renderBoundingCollisionShapes(0.7f);
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_skeletonModel.updateShapePositions();
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_skeletonModel.renderBoundingCollisionShapes(0.7f);
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}
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}
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// If this is the avatar being looked at, render a little ball above their head
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if (renderMode != SHADOW_RENDER_MODE &&_isLookAtTarget) {
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const float LOOK_AT_INDICATOR_RADIUS = 0.03f;
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const float LOOK_AT_INDICATOR_HEIGHT = 0.60f;
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const float LOOK_AT_INDICATOR_COLOR[] = { 0.8f, 0.0f, 0.0f, 0.5f };
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glPushMatrix();
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glColor4fv(LOOK_AT_INDICATOR_COLOR);
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glTranslatef(_position.x, _position.y + (getSkeletonHeight() * LOOK_AT_INDICATOR_HEIGHT), _position.z);
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glutSolidSphere(LOOK_AT_INDICATOR_RADIUS, 15, 15);
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glPopMatrix();
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// If this is the avatar being looked at, render a little ball above their head
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if (_isLookAtTarget) {
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const float LOOK_AT_INDICATOR_RADIUS = 0.03f;
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const float LOOK_AT_INDICATOR_HEIGHT = 0.60f;
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const float LOOK_AT_INDICATOR_COLOR[] = { 0.8f, 0.0f, 0.0f, 0.5f };
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glPushMatrix();
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glColor4fv(LOOK_AT_INDICATOR_COLOR);
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glTranslatef(_position.x, _position.y + (getSkeletonHeight() * LOOK_AT_INDICATOR_HEIGHT), _position.z);
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glutSolidSphere(LOOK_AT_INDICATOR_RADIUS, 15, 15);
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glPopMatrix();
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}
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}
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// quick check before falling into the code below:
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@ -585,6 +585,12 @@ void Avatar::updateShapePositions() {
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_skeletonModel.updateShapePositions();
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Model& headModel = getHead()->getFaceModel();
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headModel.updateShapePositions();
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/* KEEP FOR DEBUG: use this in rather than code above to see shapes
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* in their default positions where the bounding shape is computed.
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_skeletonModel.resetShapePositions();
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Model& headModel = getHead()->getFaceModel();
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headModel.resetShapePositions();
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*/
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}
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bool Avatar::findCollisions(const QVector<const Shape*>& shapes, CollisionList& collisions) {
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@ -334,13 +334,11 @@ void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, c
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glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
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glm::quat shoulderRotation;
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getJointRotation(shoulderJointIndex, shoulderRotation, true);
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applyRotationDelta(shoulderJointIndex, rotationBetween(shoulderRotation * forwardVector, elbowPosition - shoulderPosition), false);
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glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
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setJointRotation(shoulderJointIndex, shoulderRotation, true);
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glm::quat elbowRotation;
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getJointRotation(elbowJointIndex, elbowRotation, true);
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applyRotationDelta(elbowJointIndex, rotationBetween(elbowRotation * forwardVector, wristPosition - elbowPosition), false);
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setJointRotation(elbowJointIndex, rotationBetween(shoulderRotation * forwardVector,
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wristPosition - elbowPosition) * shoulderRotation, true);
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setJointRotation(jointIndex, rotation, true);
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}
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@ -39,6 +39,7 @@ Model::Model(QObject* parent) :
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_scaledToFit(false),
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_snapModelToCenter(false),
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_snappedToCenter(false),
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_rootIndex(-1),
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_shapesAreDirty(true),
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_boundingRadius(0.f),
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_boundingShape(),
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@ -128,7 +129,6 @@ QVector<Model::JointState> Model::createJointStates(const FBXGeometry& geometry)
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jointIsSet.fill(false, numJoints);
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int numJointsSet = 0;
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int lastNumJointsSet = -1;
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glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset);
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while (numJointsSet < numJoints && numJointsSet != lastNumJointsSet) {
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lastNumJointsSet = numJointsSet;
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for (int i = 0; i < numJoints; ++i) {
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@ -139,6 +139,8 @@ QVector<Model::JointState> Model::createJointStates(const FBXGeometry& geometry)
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const FBXJoint& joint = geometry.joints[i];
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
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_rootIndex = i;
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glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset);
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glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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state.transform = baseTransform * geometry.offset * glm::translate(state.translation) * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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|
@ -603,66 +605,20 @@ void Model::clearShapes() {
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void Model::rebuildShapes() {
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clearShapes();
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if (!_geometry) {
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if (!_geometry || _rootIndex == -1) {
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return;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (geometry.joints.isEmpty()) {
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return;
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}
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|
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int numJoints = geometry.joints.size();
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QVector<glm::mat4> transforms;
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transforms.fill(glm::mat4(), numJoints);
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QVector<glm::quat> combinedRotations;
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combinedRotations.fill(glm::quat(), numJoints);
|
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QVector<bool> shapeIsSet;
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shapeIsSet.fill(false, numJoints);
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int rootIndex = 0;
|
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|
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// We create the shapes with proper dimensions, but we set their transforms later.
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float uniformScale = extractUniformScale(_scale);
|
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int numShapesSet = 0;
|
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int lastNumShapesSet = -1;
|
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while (numShapesSet < numJoints && numShapesSet != lastNumShapesSet) {
|
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lastNumShapesSet = numShapesSet;
|
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for (int i = 0; i < numJoints; ++i) {
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if (shapeIsSet[i]) {
|
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continue;
|
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}
|
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const FBXJoint& joint = geometry.joints[i];
|
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
|
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rootIndex = i;
|
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glm::mat4 baseTransform = glm::mat4_cast(_rotation) * uniformScale * glm::translate(_offset);
|
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glm::quat combinedRotation = joint.preRotation * joint.rotation * joint.postRotation;
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transforms[i] = baseTransform * geometry.offset * glm::translate(joint.translation) * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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combinedRotations[i] = _rotation * combinedRotation;
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++numShapesSet;
|
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shapeIsSet[i] = true;
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} else if (shapeIsSet[parentIndex]) {
|
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glm::quat combinedRotation = joint.preRotation * joint.rotation * joint.postRotation;
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transforms[i] = transforms[parentIndex] * glm::translate(joint.translation) * joint.preTransform *
|
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glm::mat4_cast(combinedRotation) * joint.postTransform;
|
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combinedRotations[i] = combinedRotations[parentIndex] * combinedRotation;
|
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++numShapesSet;
|
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shapeIsSet[i] = true;
|
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}
|
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}
|
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}
|
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|
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// joint shapes
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Extents totalExtents;
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totalExtents.reset();
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for (int i = 0; i < _jointStates.size(); i++) {
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const FBXJoint& joint = geometry.joints[i];
|
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|
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glm::vec3 worldPosition = extractTranslation(transforms[i]);
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Extents shapeExtents;
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shapeExtents.reset();
|
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|
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float radius = uniformScale * joint.boneRadius;
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float halfHeight = 0.5f * uniformScale * joint.distanceToParent;
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Shape::Type type = joint.shapeType;
|
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|
@ -672,47 +628,150 @@ void Model::rebuildShapes() {
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}
|
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if (type == Shape::CAPSULE_SHAPE) {
|
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CapsuleShape* capsule = new CapsuleShape(radius, halfHeight);
|
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capsule->setPosition(worldPosition);
|
||||
capsule->setRotation(combinedRotations[i] * joint.shapeRotation);
|
||||
_jointShapes.push_back(capsule);
|
||||
|
||||
// add the two furthest surface points of the capsule
|
||||
glm::vec3 axis;
|
||||
capsule->computeNormalizedAxis(axis);
|
||||
axis = halfHeight * axis + glm::vec3(radius);
|
||||
shapeExtents.addPoint(worldPosition + axis);
|
||||
shapeExtents.addPoint(worldPosition - axis);
|
||||
|
||||
totalExtents.addExtents(shapeExtents);
|
||||
} else if (type == Shape::SPHERE_SHAPE) {
|
||||
SphereShape* sphere = new SphereShape(radius, worldPosition);
|
||||
SphereShape* sphere = new SphereShape(radius, glm::vec3(0.0f));
|
||||
_jointShapes.push_back(sphere);
|
||||
|
||||
glm::vec3 axis = glm::vec3(radius);
|
||||
shapeExtents.addPoint(worldPosition + axis);
|
||||
shapeExtents.addPoint(worldPosition - axis);
|
||||
totalExtents.addExtents(shapeExtents);
|
||||
} else {
|
||||
// this shape type is not handled and the joint shouldn't collide,
|
||||
// however we must have a shape for each joint,
|
||||
// so we make a bogus sphere with zero radius.
|
||||
// TODO: implement collision groups for more control over what collides with what
|
||||
SphereShape* sphere = new SphereShape(0.f, worldPosition);
|
||||
SphereShape* sphere = new SphereShape(0.f, glm::vec3(0.0f));
|
||||
_jointShapes.push_back(sphere);
|
||||
}
|
||||
}
|
||||
|
||||
// bounding shape
|
||||
// NOTE: we assume that the longest side of totalExtents is the yAxis
|
||||
// This method moves the shapes to their default positions in Model frame
|
||||
// which is where we compute the bounding shape's parameters.
|
||||
computeBoundingShape(geometry);
|
||||
|
||||
// finally sync shapes to joint positions
|
||||
_shapesAreDirty = true;
|
||||
updateShapePositions();
|
||||
}
|
||||
|
||||
void Model::computeBoundingShape(const FBXGeometry& geometry) {
|
||||
// compute default joint transforms and rotations
|
||||
// (in local frame, ignoring Model translation and rotation)
|
||||
int numJoints = geometry.joints.size();
|
||||
QVector<glm::mat4> transforms;
|
||||
transforms.fill(glm::mat4(), numJoints);
|
||||
QVector<glm::quat> finalRotations;
|
||||
finalRotations.fill(glm::quat(), numJoints);
|
||||
|
||||
QVector<bool> shapeIsSet;
|
||||
shapeIsSet.fill(false, numJoints);
|
||||
int numShapesSet = 0;
|
||||
int lastNumShapesSet = -1;
|
||||
glm::vec3 rootOffset(0.0f);
|
||||
while (numShapesSet < numJoints && numShapesSet != lastNumShapesSet) {
|
||||
lastNumShapesSet = numShapesSet;
|
||||
for (int i = 0; i < numJoints; i++) {
|
||||
const FBXJoint& joint = geometry.joints.at(i);
|
||||
int parentIndex = joint.parentIndex;
|
||||
|
||||
if (parentIndex == -1) {
|
||||
glm::mat4 baseTransform = glm::scale(_scale) * glm::translate(_offset);
|
||||
glm::quat combinedRotation = joint.preRotation * joint.rotation * joint.postRotation;
|
||||
transforms[i] = baseTransform * geometry.offset * glm::translate(joint.translation)
|
||||
* joint.preTransform * glm::mat4_cast(combinedRotation) * joint.postTransform;
|
||||
rootOffset = extractTranslation(transforms[i]);
|
||||
finalRotations[i] = combinedRotation;
|
||||
++numShapesSet;
|
||||
shapeIsSet[i] = true;
|
||||
} else if (shapeIsSet[parentIndex]) {
|
||||
glm::quat combinedRotation = joint.preRotation * joint.rotation * joint.postRotation;
|
||||
transforms[i] = transforms[parentIndex] * glm::translate(joint.translation)
|
||||
* joint.preTransform * glm::mat4_cast(combinedRotation) * joint.postTransform;
|
||||
finalRotations[i] = finalRotations[parentIndex] * combinedRotation;
|
||||
++numShapesSet;
|
||||
shapeIsSet[i] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// sync shapes to joints
|
||||
_boundingRadius = 0.0f;
|
||||
float uniformScale = extractUniformScale(_scale);
|
||||
for (int i = 0; i < _jointShapes.size(); i++) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
glm::vec3 jointToShapeOffset = uniformScale * (finalRotations[i] * joint.shapePosition);
|
||||
glm::vec3 localPosition = extractTranslation(transforms[i]) + jointToShapeOffset- rootOffset;
|
||||
Shape* shape = _jointShapes[i];
|
||||
shape->setPosition(localPosition);
|
||||
shape->setRotation(finalRotations[i] * joint.shapeRotation);
|
||||
float distance = glm::length(localPosition) + shape->getBoundingRadius();
|
||||
if (distance > _boundingRadius) {
|
||||
_boundingRadius = distance;
|
||||
}
|
||||
}
|
||||
|
||||
// compute bounding box
|
||||
Extents totalExtents;
|
||||
totalExtents.reset();
|
||||
for (int i = 0; i < _jointShapes.size(); i++) {
|
||||
Extents shapeExtents;
|
||||
shapeExtents.reset();
|
||||
|
||||
Shape* shape = _jointShapes[i];
|
||||
glm::vec3 localPosition = shape->getPosition();
|
||||
int type = shape->getType();
|
||||
if (type == Shape::CAPSULE_SHAPE) {
|
||||
// add the two furthest surface points of the capsule
|
||||
CapsuleShape* capsule = static_cast<CapsuleShape*>(shape);
|
||||
glm::vec3 axis;
|
||||
capsule->computeNormalizedAxis(axis);
|
||||
float radius = capsule->getRadius();
|
||||
float halfHeight = capsule->getHalfHeight();
|
||||
axis = halfHeight * axis + glm::vec3(radius);
|
||||
|
||||
shapeExtents.addPoint(localPosition + axis);
|
||||
shapeExtents.addPoint(localPosition - axis);
|
||||
totalExtents.addExtents(shapeExtents);
|
||||
} else if (type == Shape::SPHERE_SHAPE) {
|
||||
float radius = shape->getBoundingRadius();
|
||||
glm::vec3 axis = glm::vec3(radius);
|
||||
shapeExtents.addPoint(localPosition + axis);
|
||||
shapeExtents.addPoint(localPosition - axis);
|
||||
totalExtents.addExtents(shapeExtents);
|
||||
}
|
||||
}
|
||||
|
||||
// compute bounding shape parameters
|
||||
// NOTE: we assume that the longest side of totalExtents is the yAxis...
|
||||
glm::vec3 diagonal = totalExtents.maximum - totalExtents.minimum;
|
||||
// the radius is half the RMS of the X and Z sides:
|
||||
// ... and assume the radius is half the RMS of the X and Z sides:
|
||||
float capsuleRadius = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
|
||||
_boundingShape.setRadius(capsuleRadius);
|
||||
_boundingShape.setHalfHeight(0.5f * diagonal.y - capsuleRadius);
|
||||
_boundingShapeLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum);
|
||||
}
|
||||
|
||||
glm::quat inverseRotation = glm::inverse(_rotation);
|
||||
glm::vec3 rootPosition = extractTranslation(transforms[rootIndex]);
|
||||
_boundingShapeLocalOffset = inverseRotation * (0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition);
|
||||
void Model::resetShapePositions() {
|
||||
// DEBUG method.
|
||||
// Moves shapes to the joint default locations for debug visibility into
|
||||
// how the bounding shape is computed.
|
||||
|
||||
if (!_geometry || _rootIndex == -1) {
|
||||
// geometry or joints have not yet been created
|
||||
return;
|
||||
}
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
if (geometry.joints.isEmpty() || _jointShapes.size() != geometry.joints.size()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// The shapes are moved to their default positions in computeBoundingShape().
|
||||
computeBoundingShape(geometry);
|
||||
|
||||
// Then we move them into world frame for rendering at the Model's location.
|
||||
for (int i = 0; i < _jointShapes.size(); i++) {
|
||||
Shape* shape = _jointShapes[i];
|
||||
shape->setPosition(_translation + _rotation * shape->getPosition());
|
||||
shape->setRotation(_rotation * shape->getRotation());
|
||||
}
|
||||
_boundingShape.setPosition(_translation + _rotation * _boundingShapeLocalOffset);
|
||||
_boundingShape.setRotation(_rotation);
|
||||
}
|
||||
|
@ -728,17 +787,17 @@ void Model::updateShapePositions() {
|
|||
// shape position and rotation need to be in world-frame
|
||||
glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i].combinedRotation * joint.shapePosition);
|
||||
glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation;
|
||||
_jointShapes[i]->setPosition(worldPosition);
|
||||
_jointShapes[i]->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
|
||||
float distance2 = glm::distance2(worldPosition, _translation);
|
||||
if (distance2 > _boundingRadius) {
|
||||
_boundingRadius = distance2;
|
||||
Shape* shape = _jointShapes[i];
|
||||
shape->setPosition(worldPosition);
|
||||
shape->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
|
||||
float distance = glm::distance(worldPosition, _translation) + shape->getBoundingRadius();
|
||||
if (distance > _boundingRadius) {
|
||||
_boundingRadius = distance;
|
||||
}
|
||||
if (joint.parentIndex == -1) {
|
||||
rootPosition = worldPosition;
|
||||
}
|
||||
}
|
||||
_boundingRadius = sqrtf(_boundingRadius);
|
||||
_shapesAreDirty = false;
|
||||
_boundingShape.setPosition(rootPosition + _rotation * _boundingShapeLocalOffset);
|
||||
_boundingShape.setRotation(_rotation);
|
||||
|
|
|
@ -187,6 +187,7 @@ public:
|
|||
|
||||
void clearShapes();
|
||||
void rebuildShapes();
|
||||
void resetShapePositions();
|
||||
void updateShapePositions();
|
||||
void renderJointCollisionShapes(float alpha);
|
||||
void renderBoundingCollisionShapes(float alpha);
|
||||
|
@ -234,6 +235,7 @@ protected:
|
|||
|
||||
bool _snapModelToCenter; /// is the model's offset automatically adjusted to center around 0,0,0 in model space
|
||||
bool _snappedToCenter; /// are we currently snapped to center
|
||||
int _rootIndex;
|
||||
|
||||
class JointState {
|
||||
public:
|
||||
|
@ -293,6 +295,8 @@ protected:
|
|||
|
||||
void applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain = true);
|
||||
|
||||
void computeBoundingShape(const FBXGeometry& geometry);
|
||||
|
||||
private:
|
||||
|
||||
void applyNextGeometry();
|
||||
|
|
239
interface/src/ui/NodeBounds.cpp
Normal file
239
interface/src/ui/NodeBounds.cpp
Normal file
|
@ -0,0 +1,239 @@
|
|||
//
|
||||
// NodeBounds.cpp
|
||||
// interface/src/ui
|
||||
//
|
||||
// Created by Ryan Huffman on 05/14/14.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// This class draws a border around the different Voxel, Model, and Particle nodes on the current domain,
|
||||
// and a semi-transparent cube around the currently mouse-overed node.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "Application.h"
|
||||
#include "Util.h"
|
||||
|
||||
#include "NodeBounds.h"
|
||||
|
||||
NodeBounds::NodeBounds(QObject* parent) :
|
||||
QObject(parent),
|
||||
_showVoxelNodes(false),
|
||||
_showModelNodes(false),
|
||||
_showParticleNodes(false),
|
||||
_overlayText() {
|
||||
|
||||
}
|
||||
|
||||
void NodeBounds::draw() {
|
||||
if (!(_showVoxelNodes || _showModelNodes || _showParticleNodes)) {
|
||||
_overlayText[0] = '\0';
|
||||
return;
|
||||
}
|
||||
|
||||
NodeToJurisdictionMap& voxelServerJurisdictions = Application::getInstance()->getVoxelServerJurisdictions();
|
||||
NodeToJurisdictionMap& modelServerJurisdictions = Application::getInstance()->getModelServerJurisdictions();
|
||||
NodeToJurisdictionMap& particleServerJurisdictions = Application::getInstance()->getParticleServerJurisdictions();
|
||||
NodeToJurisdictionMap* serverJurisdictions;
|
||||
|
||||
// Compute ray to find selected nodes later on. We can't use the pre-computed ray in Application because it centers
|
||||
// itself after the cursor disappears.
|
||||
Application* application = Application::getInstance();
|
||||
QGLWidget* glWidget = application->getGLWidget();
|
||||
float mouseX = application->getMouseX() / (float)glWidget->width();
|
||||
float mouseY = application->getMouseY() / (float)glWidget->height();
|
||||
glm::vec3 mouseRayOrigin;
|
||||
glm::vec3 mouseRayDirection;
|
||||
application->getViewFrustum()->computePickRay(mouseX, mouseY, mouseRayOrigin, mouseRayDirection);
|
||||
|
||||
// Variables to keep track of the selected node and properties to draw the cube later if needed
|
||||
Node* selectedNode = NULL;
|
||||
float selectedDistance = FLT_MAX;
|
||||
bool selectedIsInside = true;
|
||||
glm::vec3 selectedCenter;
|
||||
float selectedScale = 0;
|
||||
|
||||
NodeList* nodeList = NodeList::getInstance();
|
||||
|
||||
foreach (const SharedNodePointer& node, nodeList->getNodeHash()) {
|
||||
NodeType_t nodeType = node->getType();
|
||||
|
||||
if (nodeType == NodeType::VoxelServer && _showVoxelNodes) {
|
||||
serverJurisdictions = &voxelServerJurisdictions;
|
||||
} else if (nodeType == NodeType::ModelServer && _showModelNodes) {
|
||||
serverJurisdictions = &modelServerJurisdictions;
|
||||
} else if (nodeType == NodeType::ParticleServer && _showParticleNodes) {
|
||||
serverJurisdictions = &particleServerJurisdictions;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
QUuid nodeUUID = node->getUUID();
|
||||
if (serverJurisdictions->find(nodeUUID) != serverJurisdictions->end()) {
|
||||
const JurisdictionMap& map = serverJurisdictions->value(nodeUUID);
|
||||
|
||||
unsigned char* rootCode = map.getRootOctalCode();
|
||||
|
||||
if (rootCode) {
|
||||
VoxelPositionSize rootDetails;
|
||||
voxelDetailsForCode(rootCode, rootDetails);
|
||||
glm::vec3 location(rootDetails.x, rootDetails.y, rootDetails.z);
|
||||
location *= (float)TREE_SCALE;
|
||||
|
||||
AABox serverBounds(location, rootDetails.s * TREE_SCALE);
|
||||
|
||||
glm::vec3 center = serverBounds.getVertex(BOTTOM_RIGHT_NEAR)
|
||||
+ ((serverBounds.getVertex(TOP_LEFT_FAR) - serverBounds.getVertex(BOTTOM_RIGHT_NEAR)) / 2.0f);
|
||||
|
||||
const float VOXEL_NODE_SCALE = 1.00f;
|
||||
const float MODEL_NODE_SCALE = 0.99f;
|
||||
const float PARTICLE_NODE_SCALE = 0.98f;
|
||||
|
||||
float scaleFactor = rootDetails.s * TREE_SCALE;
|
||||
|
||||
// Scale by 0.92 - 1.00 depending on the scale of the node. This allows smaller nodes to scale in
|
||||
// a bit and not overlap larger nodes.
|
||||
scaleFactor *= 0.92 + (rootDetails.s * 0.08);
|
||||
|
||||
// Scale different node types slightly differently because it's common for them to overlap.
|
||||
if (nodeType == NodeType::VoxelServer) {
|
||||
scaleFactor *= VOXEL_NODE_SCALE;
|
||||
} else if (nodeType == NodeType::ModelServer) {
|
||||
scaleFactor *= MODEL_NODE_SCALE;
|
||||
} else {
|
||||
scaleFactor *= PARTICLE_NODE_SCALE;
|
||||
}
|
||||
|
||||
float red, green, blue;
|
||||
getColorForNodeType(nodeType, red, green, blue);
|
||||
drawNodeBorder(center, scaleFactor, red, green, blue);
|
||||
|
||||
float distance;
|
||||
BoxFace face;
|
||||
bool inside = serverBounds.contains(mouseRayOrigin);
|
||||
bool colliding = serverBounds.findRayIntersection(mouseRayOrigin, mouseRayDirection, distance, face);
|
||||
|
||||
// If the camera is inside a node it will be "selected" if you don't have your cursor over another node
|
||||
// that you aren't inside.
|
||||
if (colliding && (!selectedNode || (!inside && (distance < selectedDistance || selectedIsInside)))) {
|
||||
selectedNode = node.data();
|
||||
selectedDistance = distance;
|
||||
selectedIsInside = inside;
|
||||
selectedCenter = center;
|
||||
selectedScale = scaleFactor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedNode) {
|
||||
glPushMatrix();
|
||||
|
||||
glTranslatef(selectedCenter.x, selectedCenter.y, selectedCenter.z);
|
||||
glScalef(selectedScale, selectedScale, selectedScale);
|
||||
|
||||
NodeType_t selectedNodeType = selectedNode->getType();
|
||||
float red, green, blue;
|
||||
getColorForNodeType(selectedNode->getType(), red, green, blue);
|
||||
|
||||
glColor4f(red, green, blue, 0.2);
|
||||
glutSolidCube(1.0);
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
HifiSockAddr addr = selectedNode->getPublicSocket();
|
||||
QString overlay = QString("%1:%2 %3ms")
|
||||
.arg(addr.getAddress().toString())
|
||||
.arg(addr.getPort())
|
||||
.arg(selectedNode->getPingMs())
|
||||
.left(MAX_OVERLAY_TEXT_LENGTH);
|
||||
|
||||
// Ideally we'd just use a QString, but I ran into weird blinking issues using
|
||||
// constData() directly, as if the data was being overwritten.
|
||||
strcpy(_overlayText, overlay.toLocal8Bit().constData());
|
||||
} else {
|
||||
_overlayText[0] = '\0';
|
||||
}
|
||||
}
|
||||
|
||||
void NodeBounds::drawNodeBorder(const glm::vec3& center, float scale, float red, float green, float blue) {
|
||||
glPushMatrix();
|
||||
|
||||
glTranslatef(center.x, center.y, center.z);
|
||||
glScalef(scale, scale, scale);
|
||||
|
||||
glLineWidth(2.5);
|
||||
glColor3f(red, green, blue);
|
||||
glBegin(GL_LINES);
|
||||
|
||||
glVertex3f(-0.5, -0.5, -0.5);
|
||||
glVertex3f( 0.5, -0.5, -0.5);
|
||||
|
||||
glVertex3f(-0.5, -0.5, -0.5);
|
||||
glVertex3f(-0.5, 0.5, -0.5);
|
||||
|
||||
glVertex3f(-0.5, -0.5, -0.5);
|
||||
glVertex3f(-0.5, -0.5, 0.5);
|
||||
|
||||
glVertex3f(-0.5, 0.5, -0.5);
|
||||
glVertex3f( 0.5, 0.5, -0.5);
|
||||
|
||||
glVertex3f(-0.5, 0.5, -0.5);
|
||||
glVertex3f(-0.5, 0.5, 0.5);
|
||||
|
||||
glVertex3f( 0.5, 0.5, 0.5);
|
||||
glVertex3f(-0.5, 0.5, 0.5);
|
||||
|
||||
glVertex3f( 0.5, 0.5, 0.5);
|
||||
glVertex3f( 0.5, -0.5, 0.5);
|
||||
|
||||
glVertex3f( 0.5, 0.5, 0.5);
|
||||
glVertex3f( 0.5, 0.5, -0.5);
|
||||
|
||||
glVertex3f( 0.5, -0.5, 0.5);
|
||||
glVertex3f(-0.5, -0.5, 0.5);
|
||||
|
||||
glVertex3f( 0.5, -0.5, 0.5);
|
||||
glVertex3f( 0.5, -0.5, -0.5);
|
||||
|
||||
glVertex3f( 0.5, 0.5, -0.5);
|
||||
glVertex3f( 0.5, -0.5, -0.5);
|
||||
|
||||
glVertex3f(-0.5, 0.5, 0.5);
|
||||
glVertex3f(-0.5, -0.5, 0.5);
|
||||
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void NodeBounds::getColorForNodeType(NodeType_t nodeType, float& red, float& green, float& blue) {
|
||||
red = nodeType == NodeType::VoxelServer ? 1.0 : 0.0;
|
||||
green = nodeType == NodeType::ParticleServer ? 1.0 : 0.0;
|
||||
blue = nodeType == NodeType::ModelServer ? 1.0 : 0.0;
|
||||
}
|
||||
|
||||
void NodeBounds::drawOverlay() {
|
||||
if (strlen(_overlayText) > 0) {
|
||||
Application* application = Application::getInstance();
|
||||
|
||||
const float TEXT_COLOR[] = { 0.90f, 0.90f, 0.90f };
|
||||
const float TEXT_SCALE = 0.1f;
|
||||
const int TEXT_HEIGHT = 10;
|
||||
const float ROTATION = 0.0f;
|
||||
const int FONT = 2;
|
||||
const int PADDING = 10;
|
||||
const int MOUSE_OFFSET = 10;
|
||||
const int BACKGROUND_OFFSET_Y = -20;
|
||||
const int BACKGROUND_BEVEL = 3;
|
||||
|
||||
int mouseX = application->getMouseX(),
|
||||
mouseY = application->getMouseY(),
|
||||
textWidth = widthText(TEXT_SCALE, 0, _overlayText);
|
||||
glColor4f(0.4, 0.4, 0.4, 0.6);
|
||||
renderBevelCornersRect(mouseX + MOUSE_OFFSET, mouseY - TEXT_HEIGHT - PADDING,
|
||||
textWidth + (2 * PADDING), TEXT_HEIGHT + (2 * PADDING), BACKGROUND_BEVEL);
|
||||
drawText(mouseX + MOUSE_OFFSET + PADDING, mouseY, TEXT_SCALE, ROTATION, FONT, _overlayText, TEXT_COLOR);
|
||||
}
|
||||
}
|
50
interface/src/ui/NodeBounds.h
Normal file
50
interface/src/ui/NodeBounds.h
Normal file
|
@ -0,0 +1,50 @@
|
|||
//
|
||||
// NodeBounds.h
|
||||
// interface/src/ui
|
||||
//
|
||||
// Created by Ryan Huffman on 05/14/14.
|
||||
// Copyright 2014 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_NodeBounds_h
|
||||
#define hifi_NodeBounds_h
|
||||
|
||||
#include <QObject>
|
||||
|
||||
#include <NodeList.h>
|
||||
|
||||
const int MAX_OVERLAY_TEXT_LENGTH = 64;
|
||||
|
||||
class NodeBounds : public QObject {
|
||||
Q_OBJECT
|
||||
public:
|
||||
NodeBounds(QObject* parent = NULL);
|
||||
|
||||
bool getShowVoxelNodes() { return _showVoxelNodes; }
|
||||
bool getShowModelNodes() { return _showModelNodes; }
|
||||
bool getShowParticleNodes() { return _showParticleNodes; }
|
||||
|
||||
void draw();
|
||||
void drawOverlay();
|
||||
|
||||
public slots:
|
||||
void setShowVoxelNodes(bool value) { _showVoxelNodes = value; }
|
||||
void setShowModelNodes(bool value) { _showModelNodes = value; }
|
||||
void setShowParticleNodes(bool value) { _showParticleNodes = value; }
|
||||
|
||||
protected:
|
||||
void drawNodeBorder(const glm::vec3& center, float scale, float red, float green, float blue);
|
||||
void getColorForNodeType(NodeType_t nodeType, float& red, float& green, float& blue);
|
||||
|
||||
private:
|
||||
bool _showVoxelNodes;
|
||||
bool _showModelNodes;
|
||||
bool _showParticleNodes;
|
||||
char _overlayText[MAX_OVERLAY_TEXT_LENGTH + 1];
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_NodeBounds_h
|
|
@ -714,6 +714,7 @@ void ModelItem::mapJoints(const QStringList& modelJointNames) {
|
|||
|
||||
if (!_jointMappingCompleted) {
|
||||
QStringList animationJointNames = myAnimation->getJointNames();
|
||||
|
||||
if (modelJointNames.size() > 0 && animationJointNames.size() > 0) {
|
||||
_jointMapping.resize(modelJointNames.size());
|
||||
for (int i = 0; i < modelJointNames.size(); i++) {
|
||||
|
@ -729,13 +730,17 @@ QVector<glm::quat> ModelItem::getAnimationFrame() {
|
|||
if (hasAnimation() && _jointMappingCompleted) {
|
||||
Animation* myAnimation = getAnimation(_animationURL);
|
||||
QVector<FBXAnimationFrame> frames = myAnimation->getFrames();
|
||||
int animationFrameIndex = (int)std::floor(_animationFrameIndex) % frames.size();
|
||||
QVector<glm::quat> rotations = frames[animationFrameIndex].rotations;
|
||||
frameData.resize(_jointMapping.size());
|
||||
for (int j = 0; j < _jointMapping.size(); j++) {
|
||||
int rotationIndex = _jointMapping[j];
|
||||
if (rotationIndex != -1 && rotationIndex < rotations.size()) {
|
||||
frameData[j] = rotations[rotationIndex];
|
||||
int frameCount = frames.size();
|
||||
|
||||
if (frameCount > 0) {
|
||||
int animationFrameIndex = (int)glm::floor(_animationFrameIndex) % frameCount;
|
||||
QVector<glm::quat> rotations = frames[animationFrameIndex].rotations;
|
||||
frameData.resize(_jointMapping.size());
|
||||
for (int j = 0; j < _jointMapping.size(); j++) {
|
||||
int rotationIndex = _jointMapping[j];
|
||||
if (rotationIndex != -1 && rotationIndex < rotations.size()) {
|
||||
frameData[j] = rotations[rotationIndex];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -108,6 +108,7 @@ bool FindAndUpdateModelOperator::PostRecursion(OctreeElement* element) {
|
|||
return !_found; // if we haven't yet found it, keep looking
|
||||
}
|
||||
|
||||
// TODO: improve this to not use multiple recursions
|
||||
void ModelTree::storeModel(const ModelItem& model, const SharedNodePointer& senderNode) {
|
||||
// First, look for the existing model in the tree..
|
||||
FindAndUpdateModelOperator theOperator(model);
|
||||
|
@ -118,8 +119,13 @@ void ModelTree::storeModel(const ModelItem& model, const SharedNodePointer& send
|
|||
AABox modelBox = model.getAABox();
|
||||
ModelTreeElement* element = (ModelTreeElement*)getOrCreateChildElementContaining(model.getAABox());
|
||||
element->storeModel(model);
|
||||
|
||||
// In the case where we stored it, we also need to mark the entire "path" down to the model as
|
||||
// having changed. Otherwise viewers won't see this change. So we call this recursion now that
|
||||
// we know it will be found, this find/update will correctly mark the tree as changed.
|
||||
recurseTreeWithOperator(&theOperator);
|
||||
}
|
||||
// what else do we need to do here to get reaveraging to work
|
||||
|
||||
_isDirty = true;
|
||||
}
|
||||
|
||||
|
|
|
@ -1389,6 +1389,7 @@ int Octree::encodeTreeBitstreamRecursion(OctreeElement* element,
|
|||
keepDiggingDeeper = (inViewNotLeafCount > 0);
|
||||
|
||||
if (continueThisLevel && keepDiggingDeeper) {
|
||||
|
||||
// at this point, we need to iterate the children who are in view, even if not colored
|
||||
// and we need to determine if there's a deeper tree below them that we care about.
|
||||
//
|
||||
|
@ -1433,7 +1434,12 @@ int Octree::encodeTreeBitstreamRecursion(OctreeElement* element,
|
|||
//
|
||||
// This only applies in the view frustum case, in other cases, like file save and copy/past where
|
||||
// no viewFrustum was requested, we still want to recurse the child tree.
|
||||
if (!params.viewFrustum || !oneAtBit(childrenColoredBits, originalIndex)) {
|
||||
//
|
||||
// NOTE: some octree styles (like models and particles) will store content in parent elements, and child
|
||||
// elements. In this case, if we stop recursion when we include any data (the colorbits should really be
|
||||
// called databits), then we wouldn't send the children. So those types of Octree's should tell us to keep
|
||||
// recursing, by returning TRUE in recurseChildrenWithData().
|
||||
if (recurseChildrenWithData() || !params.viewFrustum || !oneAtBit(childrenColoredBits, originalIndex)) {
|
||||
childTreeBytesOut = encodeTreeBitstreamRecursion(childElement, packetData, bag, params,
|
||||
thisLevel, nodeLocationThisView);
|
||||
}
|
||||
|
@ -1519,16 +1525,6 @@ int Octree::encodeTreeBitstreamRecursion(OctreeElement* element,
|
|||
} // end keepDiggingDeeper
|
||||
|
||||
// At this point all our BitMasks are complete... so let's output them to see how they compare...
|
||||
/**
|
||||
printf("This Level's BitMasks: childInTree:");
|
||||
outputBits(childrenExistInTreeBits, false, true);
|
||||
printf(" childInPacket:");
|
||||
outputBits(childrenExistInPacketBits, false, true);
|
||||
printf(" childrenColored:");
|
||||
outputBits(childrenColoredBits, false, true);
|
||||
qDebug("");
|
||||
**/
|
||||
|
||||
// if we were unable to fit this level in our packet, then rewind and add it to the element bag for
|
||||
// sending later...
|
||||
if (continueThisLevel) {
|
||||
|
|
|
@ -209,6 +209,8 @@ public:
|
|||
virtual bool handlesEditPacketType(PacketType packetType) const { return false; }
|
||||
virtual int processEditPacketData(PacketType packetType, const unsigned char* packetData, int packetLength,
|
||||
const unsigned char* editData, int maxLength, const SharedNodePointer& sourceNode) { return 0; }
|
||||
|
||||
virtual bool recurseChildrenWithData() const { return true; }
|
||||
|
||||
|
||||
virtual void update() { }; // nothing to do by default
|
||||
|
|
|
@ -55,6 +55,7 @@ public:
|
|||
virtual bool handlesEditPacketType(PacketType packetType) const;
|
||||
virtual int processEditPacketData(PacketType packetType, const unsigned char* packetData, int packetLength,
|
||||
const unsigned char* editData, int maxLength, const SharedNodePointer& node);
|
||||
virtual bool recurseChildrenWithData() const { return false; }
|
||||
|
||||
private:
|
||||
// helper functions for nudgeSubTree
|
||||
|
|
Loading…
Reference in a new issue