mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 08:13:13 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
This commit is contained in:
commit
67abdab8b2
54 changed files with 694 additions and 996 deletions
|
@ -222,7 +222,6 @@ void Agent::executeScript() {
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scriptedAvatar->setForceFaceTrackerConnected(true);
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// call model URL setters with empty URLs so our avatar, if user, will have the default models
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scriptedAvatar->setFaceModelURL(QUrl());
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scriptedAvatar->setSkeletonModelURL(QUrl());
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// give this AvatarData object to the script engine
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|
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@ -103,8 +103,6 @@ DomainServer::DomainServer(int argc, char* argv[]) :
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qDebug() << "Setting up LimitedNodeList and assignments.";
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setupNodeListAndAssignments();
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loadExistingSessionsFromSettings();
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// setup automatic networking settings with data server
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setupAutomaticNetworking();
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@ -681,7 +679,12 @@ unsigned int DomainServer::countConnectedUsers() {
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}
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QUrl DomainServer::oauthRedirectURL() {
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return QString("https://%1:%2/oauth").arg(_hostname).arg(_httpsManager->serverPort());
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if (_httpsManager) {
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return QString("https://%1:%2/oauth").arg(_hostname).arg(_httpsManager->serverPort());
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} else {
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qWarning() << "Attempting to determine OAuth re-direct URL with no HTTPS server configured.";
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return QUrl();
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}
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}
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const QString OAUTH_CLIENT_ID_QUERY_KEY = "client_id";
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@ -1642,10 +1645,11 @@ bool DomainServer::isAuthenticatedRequest(HTTPConnection* connection, const QUrl
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// add it to the set so we can handle the callback from the OAuth provider
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_webAuthenticationStateSet.insert(stateUUID);
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QUrl oauthRedirectURL = oauthAuthorizationURL(stateUUID);
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QUrl authURL = oauthAuthorizationURL(stateUUID);
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Headers redirectHeaders;
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redirectHeaders.insert("Location", oauthRedirectURL.toEncoded());
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redirectHeaders.insert("Location", authURL.toEncoded());
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connection->respond(HTTPConnection::StatusCode302,
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QByteArray(), HTTPConnection::DefaultContentType, redirectHeaders);
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@ -1723,7 +1727,6 @@ QNetworkReply* DomainServer::profileRequestGivenTokenReply(QNetworkReply* tokenR
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return NetworkAccessManager::getInstance().get(profileRequest);
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}
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const QString DS_SETTINGS_SESSIONS_GROUP = "web-sessions";
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Headers DomainServer::setupCookieHeadersFromProfileReply(QNetworkReply* profileReply) {
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Headers cookieHeaders;
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@ -1737,10 +1740,6 @@ Headers DomainServer::setupCookieHeadersFromProfileReply(QNetworkReply* profileR
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DomainServerWebSessionData sessionData(userObject);
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_cookieSessionHash.insert(cookieUUID, sessionData);
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// persist the cookie to settings file so we can get it back on DS relaunch
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QStringList path = QStringList() << DS_SETTINGS_SESSIONS_GROUP << cookieUUID.toString();
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Setting::Handle<QVariant>(path).set(QVariant::fromValue(sessionData));
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// setup expiry for cookie to 1 month from today
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QDateTime cookieExpiry = QDateTime::currentDateTimeUtc().addMonths(1);
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@ -1757,18 +1756,6 @@ Headers DomainServer::setupCookieHeadersFromProfileReply(QNetworkReply* profileR
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return cookieHeaders;
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}
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void DomainServer::loadExistingSessionsFromSettings() {
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// read data for existing web sessions into memory so existing sessions can be leveraged
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Settings domainServerSettings;
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domainServerSettings.beginGroup(DS_SETTINGS_SESSIONS_GROUP);
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foreach(const QString& uuidKey, domainServerSettings.childKeys()) {
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_cookieSessionHash.insert(QUuid(uuidKey),
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domainServerSettings.value(uuidKey).value<DomainServerWebSessionData>());
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qDebug() << "Pulled web session from settings - cookie UUID is" << uuidKey;
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}
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}
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void DomainServer::refreshStaticAssignmentAndAddToQueue(SharedAssignmentPointer& assignment) {
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QUuid oldUUID = assignment->getUUID();
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assignment->resetUUID();
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|
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@ -373,6 +373,10 @@ Grabber.prototype.pressEvent = function(event) {
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beacon.updatePosition(this.startPosition);
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if(!entityIsGrabbedByOther(this.entityID)){
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this.moveEvent(event);
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}
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// TODO: play sounds again when we aren't leaking AudioInjector threads
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//Audio.playSound(grabSound, { position: entityProperties.position, volume: VOLUME });
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}
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@ -17,7 +17,6 @@ Windows.Window {
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visible: false
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width: 384; height: 640;
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title: "Tools"
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property string newTabSource
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property alias tabView: tabView
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onParentChanged: {
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if (parent) {
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@ -32,26 +31,21 @@ Windows.Window {
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property alias y: toolWindow.y
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}
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property var webTabCreator: Component {
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Controls.WebView {
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id: webView
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property string originalUrl;
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// Both toolWindow.newTabSource and url can change, so we need
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// to store the original url here, without creating any bindings
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Component.onCompleted: {
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originalUrl = toolWindow.newTabSource;
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url = originalUrl;
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}
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}
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}
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TabView {
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anchors.fill: parent
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id: tabView;
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onCountChanged: {
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if (0 == count) {
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toolWindow.visible = false
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Repeater {
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model: 4
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Tab {
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active: true
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enabled: false;
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// we need to store the original url here for future identification
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property string originalUrl: "";
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onEnabledChanged: toolWindow.updateVisiblity();
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Controls.WebView {
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id: webView;
|
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anchors.fill: parent
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}
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}
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}
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}
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@ -68,8 +62,7 @@ Windows.Window {
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function findIndexForUrl(source) {
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for (var i = 0; i < tabView.count; ++i) {
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var tab = tabView.getTab(i);
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if (tab && tab.item && tab.item.originalUrl &&
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tab.item.originalUrl === source) {
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if (tab.originalUrl === source) {
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return i;
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}
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}
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@ -101,21 +94,32 @@ Windows.Window {
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}
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}
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function findFreeTab() {
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for (var i = 0; i < tabView.count; ++i) {
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var tab = tabView.getTab(i);
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if (tab && (!tab.originalUrl || tab.originalUrl === "")) {
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return i;
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}
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}
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console.warn("Could not find free tab");
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return -1;
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}
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function removeTabForUrl(source) {
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var index = findIndexForUrl(source);
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if (index < 0) {
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return;
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}
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var tab = tabView.getTab(index);
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tab.enabledChanged.disconnect(updateVisiblity);
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tabView.removeTab(index);
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console.log("Updating visibility based on child tab removed");
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updateVisiblity();
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tab.title = "";
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tab.originalUrl = "";
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tab.enabled = false;
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}
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function addWebTab(properties) {
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if (!properties.source) {
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console.warn("Attempted to open Web Tool Pane without URl")
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console.warn("Attempted to open Web Tool Pane without URL")
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return;
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}
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@ -125,11 +129,17 @@ Windows.Window {
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return tabView.getTab(existingTabIndex);
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}
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var title = properties.title || "Unknown";
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newTabSource = properties.source;
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var newTab = tabView.addTab(title, webTabCreator);
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var freeTabIndex = findFreeTab();
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if (freeTabIndex === -1) {
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console.warn("Unable to add new tab");
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return;
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}
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||||
|
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var newTab = tabView.getTab(freeTabIndex);
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newTab.title = properties.title || "Unknown";
|
||||
newTab.originalUrl = properties.source;
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||||
newTab.item.url = properties.source;
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newTab.active = true;
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newTab.enabled = false;
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if (properties.width) {
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tabView.width = Math.min(Math.max(tabView.width, properties.width),
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|
|
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@ -757,7 +757,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
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connect(&nodeList->getPacketReceiver(), &PacketReceiver::dataReceived,
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bandwidthRecorder.data(), &BandwidthRecorder::updateInboundData);
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connect(&getMyAvatar()->getSkeletonModel(), &SkeletonModel::skeletonLoaded,
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// FIXME -- I'm a little concerned about this.
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connect(getMyAvatar()->getSkeletonModel().get(), &SkeletonModel::skeletonLoaded,
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this, &Application::checkSkeleton, Qt::QueuedConnection);
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// Setup the userInputMapper with the actions
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@ -875,7 +876,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
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_applicationStateDevice = std::make_shared<controller::StateController>();
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_applicationStateDevice->addInputVariant(QString("InHMD"), controller::StateController::ReadLambda([]() -> float {
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return (float)qApp->getAvatarUpdater()->isHMDMode();
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return (float)qApp->isHMDMode();
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}));
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_applicationStateDevice->addInputVariant(QString("SnapTurn"), controller::StateController::ReadLambda([]() -> float {
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return (float)qApp->getMyAvatar()->getSnapTurn();
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@ -1114,7 +1115,6 @@ void Application::cleanupBeforeQuit() {
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// first stop all timers directly or by invokeMethod
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// depending on what thread they run in
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_avatarUpdate->terminate();
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locationUpdateTimer.stop();
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balanceUpdateTimer.stop();
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identityPacketTimer.stop();
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|
@ -1375,6 +1375,15 @@ void Application::initializeUi() {
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void Application::paintGL() {
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// Some plugins process message events, potentially leading to
|
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// re-entering a paint event. don't allow further processing if this
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// happens
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if (_inPaint) {
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return;
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}
|
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_inPaint = true;
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Finally clearFlagLambda([this] { _inPaint = false; });
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// paintGL uses a queued connection, so we can get messages from the queue even after we've quit
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// and the plugins have shutdown
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if (_aboutToQuit) {
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|
@ -1407,15 +1416,6 @@ void Application::paintGL() {
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|||
return;
|
||||
}
|
||||
|
||||
// Some plugins process message events, potentially leading to
|
||||
// re-entering a paint event. don't allow further processing if this
|
||||
// happens
|
||||
if (_inPaint) {
|
||||
return;
|
||||
}
|
||||
_inPaint = true;
|
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Finally clearFlagLambda([this] { _inPaint = false; });
|
||||
|
||||
auto displayPlugin = getActiveDisplayPlugin();
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||||
// FIXME not needed anymore?
|
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_offscreenContext->makeCurrent();
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|
@ -1479,7 +1479,6 @@ void Application::paintGL() {
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|||
auto myAvatar = getMyAvatar();
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boomOffset = myAvatar->getScale() * myAvatar->getBoomLength() * -IDENTITY_FRONT;
|
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|
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myAvatar->startCapture();
|
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if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON || _myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
|
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Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, myAvatar->getBoomLength() <= MyAvatar::ZOOM_MIN);
|
||||
Menu::getInstance()->setIsOptionChecked(MenuOption::ThirdPerson, !(myAvatar->getBoomLength() <= MyAvatar::ZOOM_MIN));
|
||||
|
@ -1567,7 +1566,6 @@ void Application::paintGL() {
|
|||
if (!isHMDMode()) {
|
||||
_myCamera.update(1.0f / _fps);
|
||||
}
|
||||
myAvatar->endCapture();
|
||||
}
|
||||
|
||||
getApplicationCompositor().setFrameInfo(_frameCount, _myCamera.getTransform());
|
||||
|
@ -2498,11 +2496,10 @@ static uint32_t _renderedFrameIndex { INVALID_FRAME };
|
|||
|
||||
void Application::idle(uint64_t now) {
|
||||
|
||||
if (_aboutToQuit) {
|
||||
if (_aboutToQuit || _inPaint) {
|
||||
return; // bail early, nothing to do here.
|
||||
}
|
||||
|
||||
|
||||
checkChangeCursor();
|
||||
|
||||
Stats::getInstance()->updateStats();
|
||||
|
@ -2911,37 +2908,6 @@ void Application::init() {
|
|||
// Make sure any new sounds are loaded as soon as know about them.
|
||||
connect(tree.get(), &EntityTree::newCollisionSoundURL, DependencyManager::get<SoundCache>().data(), &SoundCache::getSound);
|
||||
connect(getMyAvatar(), &MyAvatar::newCollisionSoundURL, DependencyManager::get<SoundCache>().data(), &SoundCache::getSound);
|
||||
|
||||
setAvatarUpdateThreading();
|
||||
}
|
||||
|
||||
const bool ENABLE_AVATAR_UPDATE_THREADING = false;
|
||||
void Application::setAvatarUpdateThreading() {
|
||||
setAvatarUpdateThreading(ENABLE_AVATAR_UPDATE_THREADING);
|
||||
}
|
||||
void Application::setRawAvatarUpdateThreading() {
|
||||
setRawAvatarUpdateThreading(ENABLE_AVATAR_UPDATE_THREADING);
|
||||
}
|
||||
void Application::setRawAvatarUpdateThreading(bool isThreaded) {
|
||||
if (_avatarUpdate) {
|
||||
if (_avatarUpdate->isThreaded() == isThreaded) {
|
||||
return;
|
||||
}
|
||||
_avatarUpdate->terminate();
|
||||
}
|
||||
_avatarUpdate = new AvatarUpdate();
|
||||
_avatarUpdate->initialize(isThreaded);
|
||||
}
|
||||
void Application::setAvatarUpdateThreading(bool isThreaded) {
|
||||
if (_avatarUpdate && (_avatarUpdate->isThreaded() == isThreaded)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (_avatarUpdate) {
|
||||
_avatarUpdate->terminate(); // Must be before we shutdown anim graph.
|
||||
}
|
||||
_avatarUpdate = new AvatarUpdate();
|
||||
_avatarUpdate->initialize(isThreaded);
|
||||
}
|
||||
|
||||
void Application::updateLOD() {
|
||||
|
@ -2969,7 +2935,7 @@ void Application::updateMyAvatarLookAtPosition() {
|
|||
auto eyeTracker = DependencyManager::get<EyeTracker>();
|
||||
|
||||
bool isLookingAtSomeone = false;
|
||||
bool isHMD = _avatarUpdate->isHMDMode();
|
||||
bool isHMD = qApp->isHMDMode();
|
||||
glm::vec3 lookAtSpot;
|
||||
if (eyeTracker->isTracking() && (isHMD || eyeTracker->isSimulating())) {
|
||||
// Look at the point that the user is looking at.
|
||||
|
@ -3020,7 +2986,7 @@ void Application::updateMyAvatarLookAtPosition() {
|
|||
} else {
|
||||
// I am not looking at anyone else, so just look forward
|
||||
if (isHMD) {
|
||||
glm::mat4 headPose = _avatarUpdate->getHeadPose();
|
||||
glm::mat4 headPose = myAvatar->getHMDSensorMatrix();
|
||||
glm::quat headRotation = glm::quat_cast(headPose);
|
||||
lookAtSpot = myAvatar->getPosition() +
|
||||
myAvatar->getOrientation() * (headRotation * glm::vec3(0.0f, 0.0f, -TREE_SCALE));
|
||||
|
@ -3267,9 +3233,10 @@ void Application::update(float deltaTime) {
|
|||
updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
|
||||
updateDialogs(deltaTime); // update various stats dialogs if present
|
||||
|
||||
QSharedPointer<AvatarManager> avatarManager = DependencyManager::get<AvatarManager>();
|
||||
|
||||
if (_physicsEnabled) {
|
||||
PerformanceTimer perfTimer("physics");
|
||||
AvatarManager* avatarManager = DependencyManager::get<AvatarManager>().data();
|
||||
|
||||
{
|
||||
PerformanceTimer perfTimer("updateStates)");
|
||||
|
@ -3338,7 +3305,18 @@ void Application::update(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
_avatarUpdate->synchronousProcess();
|
||||
// AvatarManager update
|
||||
{
|
||||
PerformanceTimer perfTimer("AvatarManger");
|
||||
|
||||
qApp->setAvatarSimrateSample(1.0f / deltaTime);
|
||||
|
||||
avatarManager->updateOtherAvatars(deltaTime);
|
||||
|
||||
qApp->updateMyAvatarLookAtPosition();
|
||||
|
||||
avatarManager->updateMyAvatar(deltaTime);
|
||||
}
|
||||
|
||||
{
|
||||
PerformanceTimer perfTimer("overlays");
|
||||
|
@ -3835,9 +3813,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
|
|||
// FIXME: This preRender call is temporary until we create a separate render::scene for the mirror rendering.
|
||||
// Then we can move this logic into the Avatar::simulate call.
|
||||
auto myAvatar = getMyAvatar();
|
||||
myAvatar->startRender();
|
||||
myAvatar->preRender(renderArgs);
|
||||
myAvatar->endRender();
|
||||
|
||||
// Update animation debug draw renderer
|
||||
AnimDebugDraw::getInstance().update();
|
||||
|
@ -3919,9 +3895,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
|
|||
_renderEngine->getRenderContext()->args = renderArgs;
|
||||
|
||||
// Before the deferred pass, let's try to use the render engine
|
||||
myAvatar->startRenderRun();
|
||||
_renderEngine->run();
|
||||
myAvatar->endRenderRun();
|
||||
}
|
||||
|
||||
activeRenderingThread = nullptr;
|
||||
|
@ -4604,7 +4578,7 @@ void Application::notifyPacketVersionMismatch() {
|
|||
}
|
||||
|
||||
void Application::checkSkeleton() {
|
||||
if (getMyAvatar()->getSkeletonModel().isActive() && !getMyAvatar()->getSkeletonModel().hasSkeleton()) {
|
||||
if (getMyAvatar()->getSkeletonModel()->isActive() && !getMyAvatar()->getSkeletonModel()->hasSkeleton()) {
|
||||
qCDebug(interfaceapp) << "MyAvatar model has no skeleton";
|
||||
|
||||
QString message = "Your selected avatar body has no skeleton.\n\nThe default body will be loaded...";
|
||||
|
|
|
@ -40,7 +40,6 @@
|
|||
#include <ViewFrustum.h>
|
||||
#include <AbstractUriHandler.h>
|
||||
|
||||
#include "avatar/AvatarUpdate.h"
|
||||
#include "avatar/MyAvatar.h"
|
||||
#include "Bookmarks.h"
|
||||
#include "Camera.h"
|
||||
|
@ -215,7 +214,6 @@ public:
|
|||
const QRect& getMirrorViewRect() const { return _mirrorViewRect; }
|
||||
|
||||
void updateMyAvatarLookAtPosition();
|
||||
AvatarUpdate* getAvatarUpdater() { return _avatarUpdate; }
|
||||
float getAvatarSimrate();
|
||||
void setAvatarSimrateSample(float sample);
|
||||
|
||||
|
@ -253,11 +251,6 @@ public slots:
|
|||
|
||||
void openUrl(const QUrl& url);
|
||||
|
||||
void setAvatarUpdateThreading();
|
||||
void setAvatarUpdateThreading(bool isThreaded);
|
||||
void setRawAvatarUpdateThreading();
|
||||
void setRawAvatarUpdateThreading(bool isThreaded);
|
||||
|
||||
void resetSensors(bool andReload = false);
|
||||
void setActiveFaceTracker();
|
||||
|
||||
|
@ -420,7 +413,6 @@ private:
|
|||
|
||||
std::shared_ptr<controller::StateController> _applicationStateDevice; // Default ApplicationDevice reflecting the state of different properties of the session
|
||||
std::shared_ptr<KeyboardMouseDevice> _keyboardMouseDevice; // Default input device, the good old keyboard mouse and maybe touchpad
|
||||
AvatarUpdate* _avatarUpdate {nullptr};
|
||||
SimpleMovingAverage _avatarSimsPerSecond {10};
|
||||
int _avatarSimsPerSecondReport {0};
|
||||
quint64 _lastAvatarSimsPerSecondUpdate {0};
|
||||
|
|
|
@ -85,7 +85,6 @@ namespace MenuOption {
|
|||
const QString DontRenderEntitiesAsScene = "Don't Render Entities as Scene";
|
||||
const QString EchoLocalAudio = "Echo Local Audio";
|
||||
const QString EchoServerAudio = "Echo Server Audio";
|
||||
const QString Enable3DTVMode = "Enable 3DTV Mode";
|
||||
const QString EnableCharacterController = "Enable avatar collisions";
|
||||
const QString EnableInverseKinematics = "Enable Inverse Kinematics";
|
||||
const QString ExpandMyAvatarSimulateTiming = "Expand /myAvatar/simulation";
|
||||
|
|
|
@ -79,7 +79,6 @@ namespace render {
|
|||
|
||||
Avatar::Avatar(RigPointer rig) :
|
||||
AvatarData(),
|
||||
_skeletonModel(this, nullptr, rig),
|
||||
_skeletonOffset(0.0f),
|
||||
_bodyYawDelta(0.0f),
|
||||
_positionDeltaAccumulator(0.0f),
|
||||
|
@ -100,6 +99,8 @@ Avatar::Avatar(RigPointer rig) :
|
|||
|
||||
// give the pointer to our head to inherited _headData variable from AvatarData
|
||||
_headData = static_cast<HeadData*>(new Head(this));
|
||||
|
||||
_skeletonModel = std::make_shared<SkeletonModel>(this, nullptr, rig);
|
||||
}
|
||||
|
||||
Avatar::~Avatar() {
|
||||
|
@ -112,19 +113,19 @@ Avatar::~Avatar() {
|
|||
|
||||
void Avatar::init() {
|
||||
getHead()->init();
|
||||
_skeletonModel.init();
|
||||
_skeletonModel->init();
|
||||
_initialized = true;
|
||||
}
|
||||
|
||||
glm::vec3 Avatar::getChestPosition() const {
|
||||
// for now, let's just assume that the "chest" is halfway between the root and the neck
|
||||
glm::vec3 neckPosition;
|
||||
return _skeletonModel.getNeckPosition(neckPosition) ? (getPosition() + neckPosition) * 0.5f : getPosition();
|
||||
return _skeletonModel->getNeckPosition(neckPosition) ? (getPosition() + neckPosition) * 0.5f : getPosition();
|
||||
}
|
||||
|
||||
glm::vec3 Avatar::getNeckPosition() const {
|
||||
glm::vec3 neckPosition;
|
||||
return _skeletonModel.getNeckPosition(neckPosition) ? neckPosition : getPosition();
|
||||
return _skeletonModel->getNeckPosition(neckPosition) ? neckPosition : getPosition();
|
||||
}
|
||||
|
||||
|
||||
|
@ -137,10 +138,10 @@ AABox Avatar::getBounds() const {
|
|||
// Except, that getPartBounds produces an infinite, uncentered bounding box when the model is not yet parsed,
|
||||
// and we want a centered one. NOTE: There is code that may never try to render, and thus never load and get the
|
||||
// real model bounds, if this is unrealistically small.
|
||||
if (!_skeletonModel.isRenderable()) {
|
||||
if (!_skeletonModel->isRenderable()) {
|
||||
return AABox(getPosition(), getUniformScale()); // approximately 2m tall, scaled to user request.
|
||||
}
|
||||
return _skeletonModel.getPartBounds(0, 0, getPosition(), getOrientation());
|
||||
return _skeletonModel->getPartBounds(0, 0, getPosition(), getOrientation());
|
||||
}
|
||||
|
||||
void Avatar::animateScaleChanges(float deltaTime) {
|
||||
|
@ -191,8 +192,8 @@ void Avatar::simulate(float deltaTime) {
|
|||
if (_shouldAnimate && !_shouldSkipRender && inView) {
|
||||
{
|
||||
PerformanceTimer perfTimer("skeleton");
|
||||
_skeletonModel.getRig()->copyJointsFromJointData(_jointData);
|
||||
_skeletonModel.simulate(deltaTime, _hasNewJointRotations || _hasNewJointTranslations);
|
||||
_skeletonModel->getRig()->copyJointsFromJointData(_jointData);
|
||||
_skeletonModel->simulate(deltaTime, _hasNewJointRotations || _hasNewJointTranslations);
|
||||
locationChanged(); // joints changed, so if there are any children, update them.
|
||||
_hasNewJointRotations = false;
|
||||
_hasNewJointTranslations = false;
|
||||
|
@ -200,7 +201,7 @@ void Avatar::simulate(float deltaTime) {
|
|||
{
|
||||
PerformanceTimer perfTimer("head");
|
||||
glm::vec3 headPosition = getPosition();
|
||||
_skeletonModel.getHeadPosition(headPosition);
|
||||
_skeletonModel->getHeadPosition(headPosition);
|
||||
Head* head = getHead();
|
||||
head->setPosition(headPosition);
|
||||
head->setScale(getUniformScale());
|
||||
|
@ -295,8 +296,7 @@ bool Avatar::addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene>
|
|||
auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
|
||||
_renderItemID = scene->allocateID();
|
||||
pendingChanges.resetItem(_renderItemID, avatarPayloadPointer);
|
||||
_skeletonModel.addToScene(scene, pendingChanges);
|
||||
getHead()->getFaceModel().addToScene(scene, pendingChanges);
|
||||
_skeletonModel->addToScene(scene, pendingChanges);
|
||||
|
||||
for (auto& attachmentModel : _attachmentModels) {
|
||||
attachmentModel->addToScene(scene, pendingChanges);
|
||||
|
@ -308,8 +308,7 @@ bool Avatar::addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene>
|
|||
void Avatar::removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
|
||||
pendingChanges.removeItem(_renderItemID);
|
||||
render::Item::clearID(_renderItemID);
|
||||
_skeletonModel.removeFromScene(scene, pendingChanges);
|
||||
getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
|
||||
_skeletonModel->removeFromScene(scene, pendingChanges);
|
||||
for (auto& attachmentModel : _attachmentModels) {
|
||||
attachmentModel->removeFromScene(scene, pendingChanges);
|
||||
}
|
||||
|
@ -340,12 +339,12 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
|
|||
if (_handState & IS_FINGER_POINTING_FLAG) {
|
||||
int leftIndexTip = getJointIndex("LeftHandIndex4");
|
||||
int leftIndexTipJoint = getJointIndex("LeftHandIndex3");
|
||||
havePosition = _skeletonModel.getJointPositionInWorldFrame(leftIndexTip, position);
|
||||
haveRotation = _skeletonModel.getJointRotationInWorldFrame(leftIndexTipJoint, rotation);
|
||||
havePosition = _skeletonModel->getJointPositionInWorldFrame(leftIndexTip, position);
|
||||
haveRotation = _skeletonModel->getJointRotationInWorldFrame(leftIndexTipJoint, rotation);
|
||||
} else {
|
||||
int leftHand = _skeletonModel.getLeftHandJointIndex();
|
||||
havePosition = _skeletonModel.getJointPositionInWorldFrame(leftHand, position);
|
||||
haveRotation = _skeletonModel.getJointRotationInWorldFrame(leftHand, rotation);
|
||||
int leftHand = _skeletonModel->getLeftHandJointIndex();
|
||||
havePosition = _skeletonModel->getJointPositionInWorldFrame(leftHand, position);
|
||||
haveRotation = _skeletonModel->getJointRotationInWorldFrame(leftHand, rotation);
|
||||
}
|
||||
|
||||
if (havePosition && haveRotation) {
|
||||
|
@ -364,12 +363,12 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
|
|||
if (_handState & IS_FINGER_POINTING_FLAG) {
|
||||
int rightIndexTip = getJointIndex("RightHandIndex4");
|
||||
int rightIndexTipJoint = getJointIndex("RightHandIndex3");
|
||||
havePosition = _skeletonModel.getJointPositionInWorldFrame(rightIndexTip, position);
|
||||
haveRotation = _skeletonModel.getJointRotationInWorldFrame(rightIndexTipJoint, rotation);
|
||||
havePosition = _skeletonModel->getJointPositionInWorldFrame(rightIndexTip, position);
|
||||
haveRotation = _skeletonModel->getJointRotationInWorldFrame(rightIndexTipJoint, rotation);
|
||||
} else {
|
||||
int rightHand = _skeletonModel.getRightHandJointIndex();
|
||||
havePosition = _skeletonModel.getJointPositionInWorldFrame(rightHand, position);
|
||||
haveRotation = _skeletonModel.getJointRotationInWorldFrame(rightHand, rotation);
|
||||
int rightHand = _skeletonModel->getRightHandJointIndex();
|
||||
havePosition = _skeletonModel->getJointPositionInWorldFrame(rightHand, position);
|
||||
haveRotation = _skeletonModel->getJointRotationInWorldFrame(rightHand, rotation);
|
||||
}
|
||||
|
||||
if (havePosition && haveRotation) {
|
||||
|
@ -394,7 +393,6 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
|
|||
}
|
||||
|
||||
if (!frustum->sphereIntersectsFrustum(getPosition(), boundingRadius)) {
|
||||
endRender();
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -426,7 +424,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
|
|||
const float LIGHT_EXPONENT = 1.0f;
|
||||
const float LIGHT_CUTOFF = glm::radians(80.0f);
|
||||
float distance = BASE_LIGHT_DISTANCE * getUniformScale();
|
||||
glm::vec3 position = glm::mix(_skeletonModel.getTranslation(), getHead()->getFaceModel().getTranslation(), 0.9f);
|
||||
glm::vec3 position = _skeletonModel->getTranslation();
|
||||
glm::quat orientation = getOrientation();
|
||||
foreach (const AvatarManager::LocalLight& light, DependencyManager::get<AvatarManager>()->getLocalLights()) {
|
||||
glm::vec3 direction = orientation * light.direction;
|
||||
|
@ -436,10 +434,10 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
|
|||
}
|
||||
|
||||
bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
|
||||
if (renderBounding && shouldRenderHead(renderArgs) && _skeletonModel.isRenderable()) {
|
||||
if (renderBounding && shouldRenderHead(renderArgs) && _skeletonModel->isRenderable()) {
|
||||
PROFILE_RANGE_BATCH(batch, __FUNCTION__":skeletonBoundingCollisionShapes");
|
||||
const float BOUNDING_SHAPE_ALPHA = 0.7f;
|
||||
_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, getUniformScale(), BOUNDING_SHAPE_ALPHA);
|
||||
_skeletonModel->renderBoundingCollisionShapes(*renderArgs->_batch, getUniformScale(), BOUNDING_SHAPE_ALPHA);
|
||||
}
|
||||
|
||||
// If this is the avatar being looked at, render a little ball above their head
|
||||
|
@ -468,7 +466,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
|
|||
* (1.0f - ((float)(now - getHead()->getLookingAtMeStarted()))
|
||||
/ (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND));
|
||||
if (alpha > 0.0f) {
|
||||
QSharedPointer<NetworkGeometry> geometry = _skeletonModel.getGeometry();
|
||||
QSharedPointer<NetworkGeometry> geometry = _skeletonModel->getGeometry();
|
||||
if (geometry && geometry->isLoaded()) {
|
||||
const float DEFAULT_EYE_DIAMETER = 0.048f; // Typical human eye
|
||||
const float RADIUS_INCREMENT = 0.005f;
|
||||
|
@ -513,7 +511,6 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
|
|||
renderDisplayName(batch, frustum, textPosition);
|
||||
}
|
||||
}
|
||||
endRender();
|
||||
}
|
||||
|
||||
glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
|
||||
|
@ -539,14 +536,9 @@ void Avatar::fixupModelsInScene() {
|
|||
// fix them up in the scene
|
||||
render::ScenePointer scene = qApp->getMain3DScene();
|
||||
render::PendingChanges pendingChanges;
|
||||
if (_skeletonModel.isRenderable() && _skeletonModel.needsFixupInScene()) {
|
||||
_skeletonModel.removeFromScene(scene, pendingChanges);
|
||||
_skeletonModel.addToScene(scene, pendingChanges);
|
||||
}
|
||||
Model& faceModel = getHead()->getFaceModel();
|
||||
if (faceModel.isRenderable() && faceModel.needsFixupInScene()) {
|
||||
faceModel.removeFromScene(scene, pendingChanges);
|
||||
faceModel.addToScene(scene, pendingChanges);
|
||||
if (_skeletonModel->isRenderable() && _skeletonModel->needsFixupInScene()) {
|
||||
_skeletonModel->removeFromScene(scene, pendingChanges);
|
||||
_skeletonModel->addToScene(scene, pendingChanges);
|
||||
}
|
||||
for (auto& attachmentModel : _attachmentModels) {
|
||||
if (attachmentModel->isRenderable() && attachmentModel->needsFixupInScene()) {
|
||||
|
@ -564,14 +556,7 @@ void Avatar::fixupModelsInScene() {
|
|||
}
|
||||
|
||||
void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel) {
|
||||
|
||||
fixupModelsInScene();
|
||||
|
||||
{
|
||||
if (_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable()) {
|
||||
getHead()->render(renderArgs, 1.0f, renderFrustum);
|
||||
}
|
||||
}
|
||||
getHead()->renderLookAts(renderArgs);
|
||||
}
|
||||
|
||||
|
@ -593,8 +578,8 @@ void Avatar::simulateAttachments(float deltaTime) {
|
|||
model->setRotation(getOrientation() * Quaternions::Y_180);
|
||||
model->simulate(deltaTime);
|
||||
} else {
|
||||
if (_skeletonModel.getJointPositionInWorldFrame(jointIndex, jointPosition) &&
|
||||
_skeletonModel.getJointRotationInWorldFrame(jointIndex, jointRotation)) {
|
||||
if (_skeletonModel->getJointPositionInWorldFrame(jointIndex, jointPosition) &&
|
||||
_skeletonModel->getJointRotationInWorldFrame(jointIndex, jointRotation)) {
|
||||
model->setTranslation(jointPosition + jointRotation * attachment.translation * getUniformScale());
|
||||
model->setRotation(jointRotation * attachment.rotation);
|
||||
model->setScaleToFit(true, getUniformScale() * attachment.scale, true); // hack to force rescale
|
||||
|
@ -635,7 +620,7 @@ glm::vec3 Avatar::getDisplayNamePosition() const {
|
|||
glm::vec3 bodyUpDirection = getBodyUpDirection();
|
||||
DEBUG_VALUE("bodyUpDirection =", bodyUpDirection);
|
||||
|
||||
if (getSkeletonModel().getNeckPosition(namePosition)) {
|
||||
if (getSkeletonModel()->getNeckPosition(namePosition)) {
|
||||
float headHeight = getHeadHeight();
|
||||
DEBUG_VALUE("namePosition =", namePosition);
|
||||
DEBUG_VALUE("headHeight =", headHeight);
|
||||
|
@ -780,46 +765,46 @@ QVector<glm::quat> Avatar::getJointRotations() const {
|
|||
if (QThread::currentThread() != thread()) {
|
||||
return AvatarData::getJointRotations();
|
||||
}
|
||||
QVector<glm::quat> jointRotations(_skeletonModel.getJointStateCount());
|
||||
for (int i = 0; i < _skeletonModel.getJointStateCount(); ++i) {
|
||||
_skeletonModel.getJointRotation(i, jointRotations[i]);
|
||||
QVector<glm::quat> jointRotations(_skeletonModel->getJointStateCount());
|
||||
for (int i = 0; i < _skeletonModel->getJointStateCount(); ++i) {
|
||||
_skeletonModel->getJointRotation(i, jointRotations[i]);
|
||||
}
|
||||
return jointRotations;
|
||||
}
|
||||
|
||||
glm::quat Avatar::getJointRotation(int index) const {
|
||||
glm::quat rotation;
|
||||
_skeletonModel.getJointRotation(index, rotation);
|
||||
_skeletonModel->getJointRotation(index, rotation);
|
||||
return rotation;
|
||||
}
|
||||
|
||||
glm::vec3 Avatar::getJointTranslation(int index) const {
|
||||
glm::vec3 translation;
|
||||
_skeletonModel.getJointTranslation(index, translation);
|
||||
_skeletonModel->getJointTranslation(index, translation);
|
||||
return translation;
|
||||
}
|
||||
|
||||
glm::quat Avatar::getDefaultJointRotation(int index) const {
|
||||
glm::quat rotation;
|
||||
_skeletonModel.getRelativeDefaultJointRotation(index, rotation);
|
||||
_skeletonModel->getRelativeDefaultJointRotation(index, rotation);
|
||||
return rotation;
|
||||
}
|
||||
|
||||
glm::vec3 Avatar::getDefaultJointTranslation(int index) const {
|
||||
glm::vec3 translation;
|
||||
_skeletonModel.getRelativeDefaultJointTranslation(index, translation);
|
||||
_skeletonModel->getRelativeDefaultJointTranslation(index, translation);
|
||||
return translation;
|
||||
}
|
||||
|
||||
glm::quat Avatar::getAbsoluteJointRotationInObjectFrame(int index) const {
|
||||
glm::quat rotation;
|
||||
_skeletonModel.getAbsoluteJointRotationInRigFrame(index, rotation);
|
||||
_skeletonModel->getAbsoluteJointRotationInRigFrame(index, rotation);
|
||||
return Quaternions::Y_180 * rotation;
|
||||
}
|
||||
|
||||
glm::vec3 Avatar::getAbsoluteJointTranslationInObjectFrame(int index) const {
|
||||
glm::vec3 translation;
|
||||
_skeletonModel.getAbsoluteJointTranslationInRigFrame(index, translation);
|
||||
_skeletonModel->getAbsoluteJointTranslationInRigFrame(index, translation);
|
||||
return Quaternions::Y_180 * translation;
|
||||
}
|
||||
|
||||
|
@ -830,7 +815,7 @@ int Avatar::getJointIndex(const QString& name) const {
|
|||
Q_RETURN_ARG(int, result), Q_ARG(const QString&, name));
|
||||
return result;
|
||||
}
|
||||
return _skeletonModel.isActive() ? _skeletonModel.getGeometry()->getFBXGeometry().getJointIndex(name) : -1;
|
||||
return _skeletonModel->isActive() ? _skeletonModel->getGeometry()->getFBXGeometry().getJointIndex(name) : -1;
|
||||
}
|
||||
|
||||
QStringList Avatar::getJointNames() const {
|
||||
|
@ -840,7 +825,7 @@ QStringList Avatar::getJointNames() const {
|
|||
Q_RETURN_ARG(QStringList, result));
|
||||
return result;
|
||||
}
|
||||
return _skeletonModel.isActive() ? _skeletonModel.getGeometry()->getFBXGeometry().getJointNames() : QStringList();
|
||||
return _skeletonModel->isActive() ? _skeletonModel->getGeometry()->getFBXGeometry().getJointNames() : QStringList();
|
||||
}
|
||||
|
||||
glm::vec3 Avatar::getJointPosition(int index) const {
|
||||
|
@ -851,7 +836,7 @@ glm::vec3 Avatar::getJointPosition(int index) const {
|
|||
return position;
|
||||
}
|
||||
glm::vec3 position;
|
||||
_skeletonModel.getJointPositionInWorldFrame(index, position);
|
||||
_skeletonModel->getJointPositionInWorldFrame(index, position);
|
||||
return position;
|
||||
}
|
||||
|
||||
|
@ -863,7 +848,7 @@ glm::vec3 Avatar::getJointPosition(const QString& name) const {
|
|||
return position;
|
||||
}
|
||||
glm::vec3 position;
|
||||
_skeletonModel.getJointPositionInWorldFrame(getJointIndex(name), position);
|
||||
_skeletonModel->getJointPositionInWorldFrame(getJointIndex(name), position);
|
||||
return position;
|
||||
}
|
||||
|
||||
|
@ -872,14 +857,9 @@ void Avatar::scaleVectorRelativeToPosition(glm::vec3 &positionToScale) const {
|
|||
positionToScale = getPosition() + getUniformScale() * (positionToScale - getPosition());
|
||||
}
|
||||
|
||||
void Avatar::setFaceModelURL(const QUrl& faceModelURL) {
|
||||
AvatarData::setFaceModelURL(faceModelURL);
|
||||
getHead()->getFaceModel().setURL(_faceModelURL);
|
||||
}
|
||||
|
||||
void Avatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
|
||||
AvatarData::setSkeletonModelURL(skeletonModelURL);
|
||||
_skeletonModel.setURL(_skeletonModelURL);
|
||||
_skeletonModel->setURL(_skeletonModelURL);
|
||||
}
|
||||
|
||||
// create new model, can return an instance of a SoftAttachmentModel rather then Model
|
||||
|
@ -912,12 +892,12 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
|
|||
for (int i = 0; i < attachmentData.size(); i++) {
|
||||
if (i == (int)_attachmentModels.size()) {
|
||||
// if number of attachments has been increased, we need to allocate a new model
|
||||
_attachmentModels.push_back(allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel.getRig()));
|
||||
_attachmentModels.push_back(allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel->getRig()));
|
||||
}
|
||||
else if (i < oldAttachmentData.size() && oldAttachmentData[i].isSoft != attachmentData[i].isSoft) {
|
||||
// if the attachment has changed type, we need to re-allocate a new one.
|
||||
_attachmentsToRemove.push_back(_attachmentModels[i]);
|
||||
_attachmentModels[i] = allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel.getRig());
|
||||
_attachmentModels[i] = allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel->getRig());
|
||||
}
|
||||
_attachmentModels[i]->setURL(attachmentData[i].modelURL);
|
||||
}
|
||||
|
@ -925,7 +905,6 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
|
|||
|
||||
|
||||
int Avatar::parseDataFromBuffer(const QByteArray& buffer) {
|
||||
startUpdate();
|
||||
if (!_initialized) {
|
||||
// now that we have data for this Avatar we are go for init
|
||||
init();
|
||||
|
@ -944,7 +923,6 @@ int Avatar::parseDataFromBuffer(const QByteArray& buffer) {
|
|||
if (_moving || _hasNewJointRotations || _hasNewJointTranslations) {
|
||||
locationChanged();
|
||||
}
|
||||
endUpdate();
|
||||
|
||||
return bytesRead;
|
||||
}
|
||||
|
@ -1004,24 +982,14 @@ void Avatar::renderJointConnectingCone(gpu::Batch& batch, glm::vec3 position1, g
|
|||
}
|
||||
|
||||
float Avatar::getSkeletonHeight() const {
|
||||
Extents extents = _skeletonModel.getBindExtents();
|
||||
Extents extents = _skeletonModel->getBindExtents();
|
||||
return extents.maximum.y - extents.minimum.y;
|
||||
}
|
||||
|
||||
float Avatar::getHeadHeight() const {
|
||||
Extents extents = getHead()->getFaceModel().getMeshExtents();
|
||||
if (!extents.isEmpty() && extents.isValid()) {
|
||||
|
||||
// HACK: We have a really odd case when fading out for some models where this value explodes
|
||||
float result = extents.maximum.y - extents.minimum.y;
|
||||
if (result >= 0.0f && result < 100.0f * getUniformScale() ) {
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
extents = _skeletonModel.getMeshExtents();
|
||||
Extents extents = _skeletonModel->getMeshExtents();
|
||||
glm::vec3 neckPosition;
|
||||
if (!extents.isEmpty() && extents.isValid() && _skeletonModel.getNeckPosition(neckPosition)) {
|
||||
if (!extents.isEmpty() && extents.isValid() && _skeletonModel->getNeckPosition(neckPosition)) {
|
||||
return extents.maximum.y / 2.0f - neckPosition.y + getPosition().y;
|
||||
}
|
||||
|
||||
|
@ -1030,7 +998,7 @@ float Avatar::getHeadHeight() const {
|
|||
}
|
||||
|
||||
float Avatar::getPelvisFloatingHeight() const {
|
||||
return -_skeletonModel.getBindExtents().minimum.y;
|
||||
return -_skeletonModel->getBindExtents().minimum.y;
|
||||
}
|
||||
|
||||
void Avatar::setShowDisplayName(bool showDisplayName) {
|
||||
|
@ -1058,9 +1026,9 @@ void Avatar::setShowDisplayName(bool showDisplayName) {
|
|||
// virtual
|
||||
void Avatar::computeShapeInfo(ShapeInfo& shapeInfo) {
|
||||
float uniformScale = getUniformScale();
|
||||
shapeInfo.setCapsuleY(uniformScale * _skeletonModel.getBoundingCapsuleRadius(),
|
||||
0.5f * uniformScale * _skeletonModel.getBoundingCapsuleHeight());
|
||||
shapeInfo.setOffset(uniformScale * _skeletonModel.getBoundingCapsuleOffset());
|
||||
shapeInfo.setCapsuleY(uniformScale * _skeletonModel->getBoundingCapsuleRadius(),
|
||||
0.5f * uniformScale * _skeletonModel->getBoundingCapsuleHeight());
|
||||
shapeInfo.setOffset(uniformScale * _skeletonModel->getBoundingCapsuleOffset());
|
||||
}
|
||||
|
||||
void Avatar::setMotionState(AvatarMotionState* motionState) {
|
||||
|
@ -1098,12 +1066,12 @@ glm::vec3 Avatar::getUncachedLeftPalmPosition() const {
|
|||
assert(QThread::currentThread() == thread()); // main thread access only
|
||||
glm::quat leftPalmRotation;
|
||||
glm::vec3 leftPalmPosition;
|
||||
if (_skeletonModel.getLeftGrabPosition(leftPalmPosition)) {
|
||||
if (_skeletonModel->getLeftGrabPosition(leftPalmPosition)) {
|
||||
return leftPalmPosition;
|
||||
}
|
||||
// avatar didn't have a LeftHandMiddle1 joint, fall back on this:
|
||||
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftPalmRotation);
|
||||
getSkeletonModel().getLeftHandPosition(leftPalmPosition);
|
||||
getSkeletonModel()->getJointRotationInWorldFrame(getSkeletonModel()->getLeftHandJointIndex(), leftPalmRotation);
|
||||
getSkeletonModel()->getLeftHandPosition(leftPalmPosition);
|
||||
leftPalmPosition += HAND_TO_PALM_OFFSET * glm::inverse(leftPalmRotation);
|
||||
return leftPalmPosition;
|
||||
}
|
||||
|
@ -1111,7 +1079,7 @@ glm::vec3 Avatar::getUncachedLeftPalmPosition() const {
|
|||
glm::quat Avatar::getUncachedLeftPalmRotation() const {
|
||||
assert(QThread::currentThread() == thread()); // main thread access only
|
||||
glm::quat leftPalmRotation;
|
||||
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftPalmRotation);
|
||||
getSkeletonModel()->getJointRotationInWorldFrame(getSkeletonModel()->getLeftHandJointIndex(), leftPalmRotation);
|
||||
return leftPalmRotation;
|
||||
}
|
||||
|
||||
|
@ -1119,12 +1087,12 @@ glm::vec3 Avatar::getUncachedRightPalmPosition() const {
|
|||
assert(QThread::currentThread() == thread()); // main thread access only
|
||||
glm::quat rightPalmRotation;
|
||||
glm::vec3 rightPalmPosition;
|
||||
if (_skeletonModel.getRightGrabPosition(rightPalmPosition)) {
|
||||
if (_skeletonModel->getRightGrabPosition(rightPalmPosition)) {
|
||||
return rightPalmPosition;
|
||||
}
|
||||
// avatar didn't have a RightHandMiddle1 joint, fall back on this:
|
||||
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightPalmRotation);
|
||||
getSkeletonModel().getRightHandPosition(rightPalmPosition);
|
||||
getSkeletonModel()->getJointRotationInWorldFrame(getSkeletonModel()->getRightHandJointIndex(), rightPalmRotation);
|
||||
getSkeletonModel()->getRightHandPosition(rightPalmPosition);
|
||||
rightPalmPosition += HAND_TO_PALM_OFFSET * glm::inverse(rightPalmRotation);
|
||||
return rightPalmPosition;
|
||||
}
|
||||
|
@ -1132,7 +1100,7 @@ glm::vec3 Avatar::getUncachedRightPalmPosition() const {
|
|||
glm::quat Avatar::getUncachedRightPalmRotation() const {
|
||||
assert(QThread::currentThread() == thread()); // main thread access only
|
||||
glm::quat rightPalmRotation;
|
||||
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightPalmRotation);
|
||||
getSkeletonModel()->getJointRotationInWorldFrame(getSkeletonModel()->getRightHandJointIndex(), rightPalmRotation);
|
||||
return rightPalmRotation;
|
||||
}
|
||||
|
||||
|
|
|
@ -84,8 +84,8 @@ public:
|
|||
bool getIsLookAtTarget() const { return _isLookAtTarget; }
|
||||
//getters
|
||||
bool isInitialized() const { return _initialized; }
|
||||
SkeletonModel& getSkeletonModel() { return _skeletonModel; }
|
||||
const SkeletonModel& getSkeletonModel() const { return _skeletonModel; }
|
||||
SkeletonModelPointer getSkeletonModel() { return _skeletonModel; }
|
||||
const SkeletonModelPointer getSkeletonModel() const { return _skeletonModel; }
|
||||
glm::vec3 getChestPosition() const;
|
||||
float getUniformScale() const { return getScale().y; }
|
||||
const Head* getHead() const { return static_cast<const Head*>(_headData); }
|
||||
|
@ -114,7 +114,6 @@ public:
|
|||
virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }
|
||||
virtual bool setAbsoluteJointTranslationInObjectFrame(int index, const glm::vec3& translation) override { return false; }
|
||||
|
||||
virtual void setFaceModelURL(const QUrl& faceModelURL) override;
|
||||
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
|
||||
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override;
|
||||
|
||||
|
@ -144,7 +143,7 @@ public:
|
|||
void scaleVectorRelativeToPosition(glm::vec3 &positionToScale) const;
|
||||
|
||||
void slamPosition(const glm::vec3& position);
|
||||
virtual void updateAttitude() override { _skeletonModel.updateAttitude(); }
|
||||
virtual void updateAttitude() override { _skeletonModel->updateAttitude(); }
|
||||
|
||||
// Call this when updating Avatar position with a delta. This will allow us to
|
||||
// _accurately_ measure position changes and compute the resulting velocity
|
||||
|
@ -188,7 +187,7 @@ protected:
|
|||
|
||||
void setMotionState(AvatarMotionState* motionState);
|
||||
|
||||
SkeletonModel _skeletonModel;
|
||||
SkeletonModelPointer _skeletonModel;
|
||||
glm::vec3 _skeletonOffset;
|
||||
std::vector<std::shared_ptr<Model>> _attachmentModels;
|
||||
std::vector<std::shared_ptr<Model>> _attachmentsToRemove;
|
||||
|
|
|
@ -145,9 +145,7 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
|
|||
removeAvatar(avatarIterator.key());
|
||||
++avatarIterator;
|
||||
} else {
|
||||
avatar->startUpdate();
|
||||
avatar->simulate(deltaTime);
|
||||
avatar->endUpdate();
|
||||
++avatarIterator;
|
||||
|
||||
avatar->updateRenderItem(pendingChanges);
|
||||
|
@ -169,7 +167,6 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
|
|||
render::PendingChanges pendingChanges;
|
||||
while (fadingIterator != _avatarFades.end()) {
|
||||
auto avatar = std::static_pointer_cast<Avatar>(*fadingIterator);
|
||||
avatar->startUpdate();
|
||||
avatar->setTargetScale(avatar->getUniformScale() * SHRINK_RATE);
|
||||
if (avatar->getTargetScale() <= MIN_FADE_SCALE) {
|
||||
avatar->removeFromScene(*fadingIterator, scene, pendingChanges);
|
||||
|
@ -183,7 +180,6 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
|
|||
avatar->simulate(deltaTime);
|
||||
++fadingIterator;
|
||||
}
|
||||
avatar->endUpdate();
|
||||
}
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
}
|
||||
|
|
|
@ -1,84 +0,0 @@
|
|||
//
|
||||
// AvatarUpdate.cpp
|
||||
// interface/src/avatar
|
||||
//
|
||||
// Created by Howard Stearns on 8/18/15.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
//
|
||||
|
||||
#include <DependencyManager.h>
|
||||
#include "Application.h"
|
||||
#include "AvatarManager.h"
|
||||
#include "AvatarUpdate.h"
|
||||
#include <display-plugins/DisplayPlugin.h>
|
||||
#include "InterfaceLogging.h"
|
||||
|
||||
AvatarUpdate::AvatarUpdate() : GenericThread(), _lastAvatarUpdate(0), _isHMDMode(false) {
|
||||
setObjectName("Avatar Update"); // GenericThread::initialize uses this to set the thread name.
|
||||
Settings settings;
|
||||
const int DEFAULT_TARGET_AVATAR_SIMRATE = 60;
|
||||
_targetInterval = USECS_PER_SECOND / settings.value("AvatarUpdateTargetSimrate", DEFAULT_TARGET_AVATAR_SIMRATE).toInt();
|
||||
}
|
||||
// We could have the constructor call initialize(), but GenericThread::initialize can take parameters.
|
||||
// Keeping it separately called by the client allows that client to pass those without our
|
||||
// constructor needing to know about them.
|
||||
|
||||
void AvatarUpdate::synchronousProcess() {
|
||||
|
||||
// Keep our own updated value, so that our asynchronous code can consult it.
|
||||
_isHMDMode = qApp->isHMDMode();
|
||||
|
||||
QSharedPointer<AvatarManager> manager = DependencyManager::get<AvatarManager>();
|
||||
MyAvatar* myAvatar = manager->getMyAvatar();
|
||||
assert(myAvatar);
|
||||
|
||||
// transform the head pose from the displayPlugin into avatar coordinates.
|
||||
glm::mat4 invAvatarMat = glm::inverse(createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition()));
|
||||
_headPose = invAvatarMat * (myAvatar->getSensorToWorldMatrix() * qApp->getActiveDisplayPlugin()->getHeadPose());
|
||||
|
||||
if (!isThreaded()) {
|
||||
process();
|
||||
}
|
||||
}
|
||||
|
||||
bool AvatarUpdate::process() {
|
||||
PerformanceTimer perfTimer("AvatarUpdate");
|
||||
quint64 start = usecTimestampNow();
|
||||
quint64 deltaMicroseconds = 10000;
|
||||
if (_lastAvatarUpdate > 0) {
|
||||
deltaMicroseconds = start - _lastAvatarUpdate;
|
||||
} else {
|
||||
deltaMicroseconds = 10000; // 10 ms
|
||||
}
|
||||
float deltaSeconds = (float) deltaMicroseconds / (float) USECS_PER_SECOND;
|
||||
assert(deltaSeconds > 0.0f);
|
||||
_lastAvatarUpdate = start;
|
||||
qApp->setAvatarSimrateSample(1.0f / deltaSeconds);
|
||||
|
||||
QSharedPointer<AvatarManager> manager = DependencyManager::get<AvatarManager>();
|
||||
MyAvatar* myAvatar = manager->getMyAvatar();
|
||||
|
||||
//loop through all the other avatars and simulate them...
|
||||
//gets current lookat data, removes missing avatars, etc.
|
||||
manager->updateOtherAvatars(deltaSeconds);
|
||||
|
||||
myAvatar->startUpdate();
|
||||
qApp->updateMyAvatarLookAtPosition();
|
||||
// Sample hardware, update view frustum if needed, and send avatar data to mixer/nodes
|
||||
manager->updateMyAvatar(deltaSeconds);
|
||||
myAvatar->endUpdate();
|
||||
|
||||
if (!isThreaded()) {
|
||||
return true;
|
||||
}
|
||||
int elapsed = (usecTimestampNow() - start);
|
||||
int usecToSleep = _targetInterval - elapsed;
|
||||
if (usecToSleep < 0) {
|
||||
usecToSleep = 1; // always yield
|
||||
}
|
||||
usleep(usecToSleep);
|
||||
return true;
|
||||
}
|
|
@ -1,41 +0,0 @@
|
|||
//
|
||||
// AvatarUpdate.h
|
||||
// interface/src/avatar
|
||||
//
|
||||
// Created by Howard Stearns on 8/18/15.
|
||||
///
|
||||
// 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__AvatarUpdate__
|
||||
#define __hifi__AvatarUpdate__
|
||||
|
||||
#include <QtCore/QObject>
|
||||
#include <QTimer>
|
||||
|
||||
// Home for the avatarUpdate operations (e.g., whether on a separate thread, pipelined in various ways, etc.)
|
||||
// This might get folded into AvatarManager.
|
||||
class AvatarUpdate : public GenericThread {
|
||||
Q_OBJECT
|
||||
public:
|
||||
AvatarUpdate();
|
||||
void synchronousProcess();
|
||||
|
||||
private:
|
||||
virtual bool process(); // No reason for other classes to invoke this.
|
||||
quint64 _lastAvatarUpdate; // microsoeconds
|
||||
quint64 _targetInterval; // microseconds
|
||||
|
||||
// Goes away if Application::getActiveDisplayPlugin() and friends are made thread safe:
|
||||
public:
|
||||
bool isHMDMode() { return _isHMDMode; }
|
||||
glm::mat4 getHeadPose() { return _headPose; }
|
||||
private:
|
||||
bool _isHMDMode;
|
||||
glm::mat4 _headPose;
|
||||
};
|
||||
|
||||
|
||||
#endif /* defined(__hifi__AvatarUpdate__) */
|
|
@ -1,58 +0,0 @@
|
|||
//
|
||||
// FaceModel.cpp
|
||||
// interface/src/avatar
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/16/13.
|
||||
// Copyright 2013 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 <glm/gtx/transform.hpp>
|
||||
|
||||
#include "Avatar.h"
|
||||
#include "FaceModel.h"
|
||||
#include "Head.h"
|
||||
#include "Menu.h"
|
||||
|
||||
FaceModel::FaceModel(Head* owningHead, RigPointer rig) :
|
||||
Model(rig, nullptr),
|
||||
_owningHead(owningHead)
|
||||
{
|
||||
assert(_rig);
|
||||
}
|
||||
|
||||
void FaceModel::simulate(float deltaTime, bool fullUpdate) {
|
||||
updateGeometry();
|
||||
|
||||
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
|
||||
glm::vec3 neckPosition;
|
||||
if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
|
||||
neckPosition = owningAvatar->getPosition();
|
||||
}
|
||||
setTranslation(neckPosition);
|
||||
glm::quat neckParentRotation = owningAvatar->getOrientation();
|
||||
setRotation(neckParentRotation);
|
||||
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale());
|
||||
|
||||
setPupilDilation(_owningHead->getPupilDilation());
|
||||
setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
|
||||
|
||||
// FIXME - this is very expensive, we shouldn't do it if we don't have to
|
||||
//invalidCalculatedMeshBoxes();
|
||||
|
||||
if (isActive()) {
|
||||
setOffset(-_geometry->getFBXGeometry().neckPivot);
|
||||
Model::simulateInternal(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
bool FaceModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
|
||||
if (!isActive()) {
|
||||
return false;
|
||||
}
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
return getJointPositionInWorldFrame(geometry.leftEyeJointIndex, firstEyePosition) &&
|
||||
getJointPositionInWorldFrame(geometry.rightEyeJointIndex, secondEyePosition);
|
||||
}
|
|
@ -1,38 +0,0 @@
|
|||
//
|
||||
// FaceModel.h
|
||||
// interface/src/avatar
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/16/13.
|
||||
// Copyright 2013 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_FaceModel_h
|
||||
#define hifi_FaceModel_h
|
||||
|
||||
#include <Model.h>
|
||||
|
||||
class Head;
|
||||
|
||||
/// A face formed from a linear mix of blendshapes according to a set of coefficients.
|
||||
class FaceModel : public Model {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
|
||||
FaceModel(Head* owningHead, RigPointer rig);
|
||||
|
||||
virtual void simulate(float deltaTime, bool fullUpdate = true);
|
||||
|
||||
/// Retrieve the positions of up to two eye meshes.
|
||||
/// \return whether or not both eye meshes were found
|
||||
bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
|
||||
|
||||
private:
|
||||
|
||||
Head* _owningHead;
|
||||
};
|
||||
|
||||
#endif // hifi_FaceModel_h
|
|
@ -62,20 +62,17 @@ Head::Head(Avatar* owningAvatar) :
|
|||
_isLookingAtMe(false),
|
||||
_lookingAtMeStarted(0),
|
||||
_wasLastLookingAtMe(0),
|
||||
_faceModel(this, std::make_shared<Rig>()),
|
||||
_leftEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID()),
|
||||
_rightEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID())
|
||||
{
|
||||
}
|
||||
|
||||
void Head::init() {
|
||||
_faceModel.init();
|
||||
}
|
||||
|
||||
void Head::reset() {
|
||||
_baseYaw = _basePitch = _baseRoll = 0.0f;
|
||||
_leanForward = _leanSideways = 0.0f;
|
||||
_faceModel.reset();
|
||||
}
|
||||
|
||||
void Head::simulate(float deltaTime, bool isMine, bool billboard) {
|
||||
|
@ -233,12 +230,6 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
|
|||
}
|
||||
|
||||
_leftEyePosition = _rightEyePosition = getPosition();
|
||||
if (!billboard) {
|
||||
_faceModel.simulate(deltaTime);
|
||||
if (!_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition)) {
|
||||
static_cast<Avatar*>(_owningAvatar)->getSkeletonModel().getEyePositions(_leftEyePosition, _rightEyePosition);
|
||||
}
|
||||
}
|
||||
_eyePosition = calculateAverageEyePosition();
|
||||
}
|
||||
|
||||
|
@ -391,7 +382,7 @@ glm::quat Head::getCameraOrientation() const {
|
|||
// to change the driving direction while in Oculus mode. It is used to support driving toward where you're
|
||||
// head is looking. Note that in oculus mode, your actual camera view and where your head is looking is not
|
||||
// always the same.
|
||||
if (qApp->getAvatarUpdater()->isHMDMode()) {
|
||||
if (qApp->isHMDMode()) {
|
||||
MyAvatar* myAvatar = dynamic_cast<MyAvatar*>(_owningAvatar);
|
||||
if (myAvatar) {
|
||||
return glm::quat_cast(myAvatar->getSensorToWorldMatrix()) * myAvatar->getHMDSensorOrientation();
|
||||
|
@ -411,7 +402,7 @@ glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {
|
|||
}
|
||||
|
||||
glm::vec3 Head::getScalePivot() const {
|
||||
return _faceModel.isActive() ? _faceModel.getTranslation() : _position;
|
||||
return _position;
|
||||
}
|
||||
|
||||
void Head::setFinalPitch(float finalPitch) {
|
||||
|
|
|
@ -18,7 +18,6 @@
|
|||
|
||||
#include <HeadData.h>
|
||||
|
||||
#include "FaceModel.h"
|
||||
#include "world.h"
|
||||
|
||||
|
||||
|
@ -76,9 +75,6 @@ public:
|
|||
glm::vec3 getLeftEarPosition() const { return _leftEyePosition + (getRightDirection() * -EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); }
|
||||
glm::vec3 getMouthPosition() const { return _eyePosition - getUpDirection() * glm::length(_rightEyePosition - _leftEyePosition); }
|
||||
|
||||
FaceModel& getFaceModel() { return _faceModel; }
|
||||
const FaceModel& getFaceModel() const { return _faceModel; }
|
||||
|
||||
bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
|
||||
float getAverageLoudness() const { return _averageLoudness; }
|
||||
/// \return the point about which scaling occurs.
|
||||
|
@ -150,7 +146,6 @@ private:
|
|||
bool _isLookingAtMe;
|
||||
quint64 _lookingAtMeStarted;
|
||||
quint64 _wasLastLookingAtMe;
|
||||
FaceModel _faceModel;
|
||||
|
||||
glm::vec3 _correctedLookAtPosition;
|
||||
|
||||
|
@ -162,8 +157,6 @@ private:
|
|||
void renderLookatTarget(RenderArgs* renderArgs, glm::vec3 lookatPosition);
|
||||
void calculateMouthShapes();
|
||||
void applyEyelidOffset(glm::quat headOrientation);
|
||||
|
||||
friend class FaceModel;
|
||||
};
|
||||
|
||||
#endif // hifi_Head_h
|
||||
|
|
|
@ -167,11 +167,6 @@ MyAvatar::MyAvatar(RigPointer rig) :
|
|||
}
|
||||
|
||||
auto recordingInterface = DependencyManager::get<RecordingScriptingInterface>();
|
||||
if (recordingInterface->getPlayerUseHeadModel() && dummyAvatar.getFaceModelURL().isValid() &&
|
||||
(dummyAvatar.getFaceModelURL() != getFaceModelURL())) {
|
||||
// FIXME
|
||||
//myAvatar->setFaceModelURL(_dummyAvatar.getFaceModelURL());
|
||||
}
|
||||
|
||||
if (recordingInterface->getPlayerUseSkeletonModel() && dummyAvatar.getSkeletonModelURL().isValid() &&
|
||||
(dummyAvatar.getSkeletonModelURL() != getSkeletonModelURL())) {
|
||||
|
@ -230,14 +225,11 @@ QByteArray MyAvatar::toByteArray(bool cullSmallChanges, bool sendAll) {
|
|||
}
|
||||
|
||||
void MyAvatar::reset(bool andReload) {
|
||||
if (andReload) {
|
||||
qApp->setRawAvatarUpdateThreading(false);
|
||||
}
|
||||
|
||||
// Reset dynamic state.
|
||||
_wasPushing = _isPushing = _isBraking = false;
|
||||
_follow.deactivate();
|
||||
_skeletonModel.reset();
|
||||
_skeletonModel->reset();
|
||||
getHead()->reset();
|
||||
_targetVelocity = glm::vec3(0.0f);
|
||||
setThrust(glm::vec3(0.0f));
|
||||
|
@ -343,10 +335,10 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
|
||||
{
|
||||
PerformanceTimer perfTimer("skeleton");
|
||||
_skeletonModel.simulate(deltaTime);
|
||||
_skeletonModel->simulate(deltaTime);
|
||||
}
|
||||
|
||||
if (!_skeletonModel.hasSkeleton()) {
|
||||
if (!_skeletonModel->hasSkeleton()) {
|
||||
// All the simulation that can be done has been done
|
||||
return;
|
||||
}
|
||||
|
@ -361,7 +353,7 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
PerformanceTimer perfTimer("head");
|
||||
Head* head = getHead();
|
||||
glm::vec3 headPosition;
|
||||
if (!_skeletonModel.getHeadPosition(headPosition)) {
|
||||
if (!_skeletonModel->getHeadPosition(headPosition)) {
|
||||
headPosition = getPosition();
|
||||
}
|
||||
head->setPosition(headPosition);
|
||||
|
@ -449,7 +441,7 @@ void MyAvatar::updateSensorToWorldMatrix() {
|
|||
void MyAvatar::updateFromTrackers(float deltaTime) {
|
||||
glm::vec3 estimatedPosition, estimatedRotation;
|
||||
|
||||
bool inHmd = qApp->getAvatarUpdater()->isHMDMode();
|
||||
bool inHmd = qApp->isHMDMode();
|
||||
bool playing = DependencyManager::get<recording::Deck>()->isPlaying();
|
||||
if (inHmd && playing) {
|
||||
return;
|
||||
|
@ -716,7 +708,7 @@ void MyAvatar::setEnableDebugDrawSensorToWorldMatrix(bool isEnabled) {
|
|||
|
||||
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
|
||||
render::ScenePointer scene = qApp->getMain3DScene();
|
||||
_skeletonModel.setVisibleInScene(isEnabled, scene);
|
||||
_skeletonModel->setVisibleInScene(isEnabled, scene);
|
||||
}
|
||||
|
||||
void MyAvatar::setUseAnimPreAndPostRotations(bool isEnabled) {
|
||||
|
@ -783,7 +775,7 @@ void MyAvatar::loadData() {
|
|||
void MyAvatar::saveAttachmentData(const AttachmentData& attachment) const {
|
||||
Settings settings;
|
||||
settings.beginGroup("savedAttachmentData");
|
||||
settings.beginGroup(_skeletonModel.getURL().toString());
|
||||
settings.beginGroup(_skeletonModel->getURL().toString());
|
||||
settings.beginGroup(attachment.modelURL.toString());
|
||||
settings.setValue("jointName", attachment.jointName);
|
||||
|
||||
|
@ -806,7 +798,7 @@ void MyAvatar::saveAttachmentData(const AttachmentData& attachment) const {
|
|||
AttachmentData MyAvatar::loadAttachmentData(const QUrl& modelURL, const QString& jointName) const {
|
||||
Settings settings;
|
||||
settings.beginGroup("savedAttachmentData");
|
||||
settings.beginGroup(_skeletonModel.getURL().toString());
|
||||
settings.beginGroup(_skeletonModel->getURL().toString());
|
||||
settings.beginGroup(modelURL.toString());
|
||||
|
||||
AttachmentData attachment;
|
||||
|
@ -951,17 +943,17 @@ eyeContactTarget MyAvatar::getEyeContactTarget() {
|
|||
}
|
||||
|
||||
glm::vec3 MyAvatar::getDefaultEyePosition() const {
|
||||
return getPosition() + getWorldAlignedOrientation() * Quaternions::Y_180 * _skeletonModel.getDefaultEyeModelPosition();
|
||||
return getPosition() + getWorldAlignedOrientation() * Quaternions::Y_180 * _skeletonModel->getDefaultEyeModelPosition();
|
||||
}
|
||||
|
||||
const float SCRIPT_PRIORITY = 1.0f + 1.0f;
|
||||
const float RECORDER_PRIORITY = 1.0f + 1.0f;
|
||||
|
||||
void MyAvatar::setJointRotations(QVector<glm::quat> jointRotations) {
|
||||
int numStates = glm::min(_skeletonModel.getJointStateCount(), jointRotations.size());
|
||||
int numStates = glm::min(_skeletonModel->getJointStateCount(), jointRotations.size());
|
||||
for (int i = 0; i < numStates; ++i) {
|
||||
// HACK: ATM only Recorder calls setJointRotations() so we hardcode its priority here
|
||||
_skeletonModel.setJointRotation(i, true, jointRotations[i], RECORDER_PRIORITY);
|
||||
_skeletonModel->setJointRotation(i, true, jointRotations[i], RECORDER_PRIORITY);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1009,18 +1001,11 @@ void MyAvatar::clearJointsData() {
|
|||
_rig->clearJointStates();
|
||||
}
|
||||
|
||||
void MyAvatar::setFaceModelURL(const QUrl& faceModelURL) {
|
||||
|
||||
Avatar::setFaceModelURL(faceModelURL);
|
||||
render::ScenePointer scene = qApp->getMain3DScene();
|
||||
getHead()->getFaceModel().setVisibleInScene(_prevShouldDrawHead, scene);
|
||||
}
|
||||
|
||||
void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
|
||||
|
||||
Avatar::setSkeletonModelURL(skeletonModelURL);
|
||||
render::ScenePointer scene = qApp->getMain3DScene();
|
||||
_skeletonModel.setVisibleInScene(true, scene);
|
||||
_skeletonModel->setVisibleInScene(true, scene);
|
||||
_headBoneSet.clear();
|
||||
}
|
||||
|
||||
|
@ -1051,15 +1036,9 @@ void MyAvatar::useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelN
|
|||
}
|
||||
}
|
||||
|
||||
if (!getFaceModelURLString().isEmpty()) {
|
||||
setFaceModelURL(QString());
|
||||
}
|
||||
|
||||
const QString& urlString = fullAvatarURL.toString();
|
||||
if (urlString.isEmpty() || (fullAvatarURL != getSkeletonModelURL())) {
|
||||
qApp->setRawAvatarUpdateThreading(false);
|
||||
setSkeletonModelURL(fullAvatarURL);
|
||||
qApp->setRawAvatarUpdateThreading();
|
||||
UserActivityLogger::getInstance().changedModel("skeleton", urlString);
|
||||
}
|
||||
sendIdentityPacket();
|
||||
|
@ -1088,10 +1067,10 @@ glm::vec3 MyAvatar::getSkeletonPosition() const {
|
|||
void MyAvatar::rebuildCollisionShape() {
|
||||
// compute localAABox
|
||||
float scale = getUniformScale();
|
||||
float radius = scale * _skeletonModel.getBoundingCapsuleRadius();
|
||||
float height = scale * _skeletonModel.getBoundingCapsuleHeight() + 2.0f * radius;
|
||||
float radius = scale * _skeletonModel->getBoundingCapsuleRadius();
|
||||
float height = scale * _skeletonModel->getBoundingCapsuleHeight() + 2.0f * radius;
|
||||
glm::vec3 corner(-radius, -0.5f * height, -radius);
|
||||
corner += scale * _skeletonModel.getBoundingCapsuleOffset();
|
||||
corner += scale * _skeletonModel->getBoundingCapsuleOffset();
|
||||
glm::vec3 diagonal(2.0f * radius, height, 2.0f * radius);
|
||||
_characterController.setLocalBoundingBox(corner, diagonal);
|
||||
}
|
||||
|
@ -1243,7 +1222,7 @@ void MyAvatar::attach(const QString& modelURL, const QString& jointName,
|
|||
|
||||
void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel) {
|
||||
|
||||
if (!_skeletonModel.isRenderable()) {
|
||||
if (!_skeletonModel->isRenderable()) {
|
||||
return; // wait until all models are loaded
|
||||
}
|
||||
|
||||
|
@ -1283,8 +1262,8 @@ void MyAvatar::setVisibleInSceneIfReady(Model* model, render::ScenePointer scene
|
|||
|
||||
void MyAvatar::initHeadBones() {
|
||||
int neckJointIndex = -1;
|
||||
if (_skeletonModel.getGeometry()) {
|
||||
neckJointIndex = _skeletonModel.getGeometry()->getFBXGeometry().neckJointIndex;
|
||||
if (_skeletonModel->getGeometry()) {
|
||||
neckJointIndex = _skeletonModel->getGeometry()->getFBXGeometry().neckJointIndex;
|
||||
}
|
||||
if (neckJointIndex == -1) {
|
||||
return;
|
||||
|
@ -1297,8 +1276,8 @@ void MyAvatar::initHeadBones() {
|
|||
// fbxJoints only hold links to parents not children, so we have to do a bit of extra work here.
|
||||
while (q.size() > 0) {
|
||||
int jointIndex = q.front();
|
||||
for (int i = 0; i < _skeletonModel.getJointStateCount(); i++) {
|
||||
if (jointIndex == _skeletonModel.getParentJointIndex(i)) {
|
||||
for (int i = 0; i < _skeletonModel->getJointStateCount(); i++) {
|
||||
if (jointIndex == _skeletonModel->getParentJointIndex(i)) {
|
||||
_headBoneSet.insert(i);
|
||||
q.push(i);
|
||||
}
|
||||
|
@ -1312,7 +1291,7 @@ void MyAvatar::setAnimGraphUrl(const QUrl& url) {
|
|||
return;
|
||||
}
|
||||
destroyAnimGraph();
|
||||
_skeletonModel.reset(); // Why is this necessary? Without this, we crash in the next render.
|
||||
_skeletonModel->reset(); // Why is this necessary? Without this, we crash in the next render.
|
||||
_animGraphUrl = url;
|
||||
initAnimGraph();
|
||||
}
|
||||
|
@ -1351,9 +1330,9 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
|
|||
render::ScenePointer scene = qApp->getMain3DScene();
|
||||
const bool shouldDrawHead = shouldRenderHead(renderArgs);
|
||||
|
||||
if (_skeletonModel.initWhenReady(scene)) {
|
||||
if (_skeletonModel->initWhenReady(scene)) {
|
||||
initHeadBones();
|
||||
_skeletonModel.setCauterizeBoneSet(_headBoneSet);
|
||||
_skeletonModel->setCauterizeBoneSet(_headBoneSet);
|
||||
initAnimGraph();
|
||||
}
|
||||
|
||||
|
@ -1362,7 +1341,7 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
|
|||
auto animSkeleton = _rig->getAnimSkeleton();
|
||||
|
||||
// the rig is in the skeletonModel frame
|
||||
AnimPose xform(glm::vec3(1), _skeletonModel.getRotation(), _skeletonModel.getTranslation());
|
||||
AnimPose xform(glm::vec3(1), _skeletonModel->getRotation(), _skeletonModel->getTranslation());
|
||||
|
||||
if (_enableDebugDrawDefaultPose && animSkeleton) {
|
||||
glm::vec4 gray(0.2f, 0.2f, 0.2f, 0.2f);
|
||||
|
@ -1402,7 +1381,7 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
|
|||
DebugDraw::getInstance().updateMyAvatarRot(getOrientation());
|
||||
|
||||
if (shouldDrawHead != _prevShouldDrawHead) {
|
||||
_skeletonModel.setCauterizeBones(!shouldDrawHead);
|
||||
_skeletonModel->setCauterizeBones(!shouldDrawHead);
|
||||
}
|
||||
_prevShouldDrawHead = shouldDrawHead;
|
||||
}
|
||||
|
@ -1493,7 +1472,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
|
|||
|
||||
getHead()->setBasePitch(getHead()->getBasePitch() + _driveKeys[PITCH] * _pitchSpeed * deltaTime);
|
||||
|
||||
if (qApp->getAvatarUpdater()->isHMDMode()) {
|
||||
if (qApp->isHMDMode()) {
|
||||
glm::quat orientation = glm::quat_cast(getSensorToWorldMatrix()) * getHMDSensorOrientation();
|
||||
glm::quat bodyOrientation = getWorldBodyOrientation();
|
||||
glm::quat localOrientation = glm::inverse(bodyOrientation) * orientation;
|
||||
|
|
|
@ -178,8 +178,6 @@ public:
|
|||
Q_INVOKABLE float getHeadFinalRoll() const { return getHead()->getFinalRoll(); }
|
||||
Q_INVOKABLE float getHeadFinalPitch() const { return getHead()->getFinalPitch(); }
|
||||
Q_INVOKABLE float getHeadDeltaPitch() const { return getHead()->getDeltaPitch(); }
|
||||
Q_INVOKABLE int getFaceBlendCoefNum() const { return getHead()->getFaceModel().getBlendshapeCoefficientsNum(); }
|
||||
Q_INVOKABLE float getFaceBlendCoef(int index) const { return getHead()->getFaceModel().getBlendshapeCoefficient(index); }
|
||||
|
||||
Q_INVOKABLE glm::vec3 getEyePosition() const { return getHead()->getEyePosition(); }
|
||||
|
||||
|
@ -279,7 +277,7 @@ public slots:
|
|||
void setEnableDebugDrawPosition(bool isEnabled);
|
||||
void setEnableDebugDrawHandControllers(bool isEnabled);
|
||||
void setEnableDebugDrawSensorToWorldMatrix(bool isEnabled);
|
||||
bool getEnableMeshVisible() const { return _skeletonModel.isVisible(); }
|
||||
bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); }
|
||||
void setEnableMeshVisible(bool isEnabled);
|
||||
void setUseAnimPreAndPostRotations(bool isEnabled);
|
||||
void setEnableInverseKinematics(bool isEnabled);
|
||||
|
@ -328,7 +326,6 @@ private:
|
|||
bool cameraInsideHead() const;
|
||||
|
||||
// These are made private for MyAvatar so that you will use the "use" methods instead
|
||||
virtual void setFaceModelURL(const QUrl& faceModelURL) override;
|
||||
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
|
||||
|
||||
void setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visiblity);
|
||||
|
|
|
@ -93,12 +93,12 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
||||
Rig::HeadParameters headParams;
|
||||
headParams.enableLean = qApp->getAvatarUpdater()->isHMDMode();
|
||||
headParams.enableLean = qApp->isHMDMode();
|
||||
headParams.leanSideways = head->getFinalLeanSideways();
|
||||
headParams.leanForward = head->getFinalLeanForward();
|
||||
headParams.torsoTwist = head->getTorsoTwist();
|
||||
|
||||
if (qApp->getAvatarUpdater()->isHMDMode()) {
|
||||
if (qApp->isHMDMode()) {
|
||||
headParams.isInHMD = true;
|
||||
|
||||
// get HMD position from sensor space into world space, and back into rig space
|
||||
|
|
|
@ -18,6 +18,10 @@
|
|||
class Avatar;
|
||||
class MuscleConstraint;
|
||||
|
||||
class SkeletonModel;
|
||||
using SkeletonModelPointer = std::shared_ptr<SkeletonModel>;
|
||||
using SkeletonModelWeakPointer = std::weak_ptr<SkeletonModel>;
|
||||
|
||||
/// A skeleton loaded from a model.
|
||||
class SkeletonModel : public Model {
|
||||
Q_OBJECT
|
||||
|
|
|
@ -79,6 +79,6 @@ void SoftAttachmentModel::updateClusterMatrices(glm::vec3 modelPosition, glm::qu
|
|||
// post the blender if we're not currently waiting for one to finish
|
||||
if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
|
||||
_blendedBlendshapeCoefficients = _blendshapeCoefficients;
|
||||
DependencyManager::get<ModelBlender>()->noteRequiresBlend(this);
|
||||
DependencyManager::get<ModelBlender>()->noteRequiresBlend(getThisPointer());
|
||||
}
|
||||
}
|
||||
|
|
|
@ -56,7 +56,7 @@ void OctreePacketProcessor::processPacket(QSharedPointer<ReceivedMessage> messag
|
|||
memcpy(buffer.get(), message->getRawMessage() + statsMessageLength, piggybackBytes);
|
||||
|
||||
auto newPacket = NLPacket::fromReceivedPacket(std::move(buffer), piggybackBytes, message->getSenderSockAddr());
|
||||
message = QSharedPointer<ReceivedMessage>::create(*newPacket.release());
|
||||
message = QSharedPointer<ReceivedMessage>::create(*newPacket);
|
||||
} else {
|
||||
// Note... stats packets don't have sequence numbers, so we don't want to send those to trackIncomingVoxelPacket()
|
||||
return; // bail since no piggyback data
|
||||
|
|
|
@ -36,15 +36,22 @@ void blend(size_t numPoses, const AnimPose* a, const AnimPose* b, float alpha, A
|
|||
float accumulateTime(float startFrame, float endFrame, float timeScale, float currentFrame, float dt, bool loopFlag,
|
||||
const QString& id, AnimNode::Triggers& triggersOut) {
|
||||
|
||||
const float EPSILON = 0.0001f;
|
||||
float frame = currentFrame;
|
||||
const float clampedStartFrame = std::min(startFrame, endFrame);
|
||||
if (fabsf(clampedStartFrame - endFrame) < 1.0f) {
|
||||
if (fabsf(clampedStartFrame - endFrame) <= 1.0f) {
|
||||
// An animation of a single frame should not send loop or done triggers.
|
||||
frame = endFrame;
|
||||
} else if (timeScale > 0.0f) {
|
||||
} else if (timeScale > EPSILON && dt > EPSILON) {
|
||||
// accumulate time, keeping track of loops and end of animation events.
|
||||
const float FRAMES_PER_SECOND = 30.0f;
|
||||
float framesRemaining = (dt * timeScale) * FRAMES_PER_SECOND;
|
||||
while (framesRemaining > 0.0f) {
|
||||
|
||||
// prevent huge dt or timeScales values from causing many trigger events.
|
||||
uint32_t triggerCount = 0;
|
||||
const uint32_t MAX_TRIGGER_COUNT = 3;
|
||||
|
||||
while (framesRemaining > EPSILON && triggerCount < MAX_TRIGGER_COUNT) {
|
||||
float framesTillEnd = endFrame - frame;
|
||||
// when looping, add one frame between start and end.
|
||||
if (loopFlag) {
|
||||
|
@ -62,6 +69,7 @@ float accumulateTime(float startFrame, float endFrame, float timeScale, float cu
|
|||
frame = endFrame;
|
||||
framesRemaining = 0.0f;
|
||||
}
|
||||
triggerCount++;
|
||||
} else {
|
||||
frame += framesRemaining;
|
||||
framesRemaining = 0.0f;
|
||||
|
|
|
@ -26,14 +26,12 @@ void AbstractAudioInterface::emitAudioPacket(const void* audioData, size_t bytes
|
|||
SharedNodePointer audioMixer = nodeList->soloNodeOfType(NodeType::AudioMixer);
|
||||
if (audioMixer && audioMixer->getActiveSocket()) {
|
||||
Locker lock(_mutex);
|
||||
static std::unique_ptr<NLPacket> audioPacket = NLPacket::create(PacketType::Unknown);
|
||||
auto audioPacket = NLPacket::create(packetType);
|
||||
quint8 isStereo = bytes == AudioConstants::NETWORK_FRAME_BYTES_STEREO ? 1 : 0;
|
||||
audioPacket->setType(packetType);
|
||||
// reset the audio packet so we can start writing
|
||||
audioPacket->reset();
|
||||
|
||||
// write sequence number
|
||||
audioPacket->writePrimitive(sequenceNumber++);
|
||||
if (audioPacket->getType() == PacketType::SilentAudioFrame) {
|
||||
if (packetType == PacketType::SilentAudioFrame) {
|
||||
// pack num silent samples
|
||||
quint16 numSilentSamples = isStereo ?
|
||||
AudioConstants::NETWORK_FRAME_SAMPLES_STEREO :
|
||||
|
|
|
@ -57,7 +57,6 @@ AvatarData::AvatarData() :
|
|||
_hasNewJointRotations(true),
|
||||
_hasNewJointTranslations(true),
|
||||
_headData(NULL),
|
||||
_faceModelURL("http://invalid.com"),
|
||||
_displayNameTargetAlpha(1.0f),
|
||||
_displayNameAlpha(1.0f),
|
||||
_billboard(),
|
||||
|
@ -87,7 +86,6 @@ const QUrl& AvatarData::defaultFullAvatarModelUrl() {
|
|||
|
||||
// There are a number of possible strategies for this set of tools through endRender, below.
|
||||
void AvatarData::nextAttitude(glm::vec3 position, glm::quat orientation) {
|
||||
avatarLock.lock();
|
||||
bool success;
|
||||
Transform trans = getTransform(success);
|
||||
if (!success) {
|
||||
|
@ -100,33 +98,6 @@ void AvatarData::nextAttitude(glm::vec3 position, glm::quat orientation) {
|
|||
if (!success) {
|
||||
qDebug() << "Warning -- AvatarData::nextAttitude failed";
|
||||
}
|
||||
avatarLock.unlock();
|
||||
updateAttitude();
|
||||
}
|
||||
void AvatarData::startCapture() {
|
||||
avatarLock.lock();
|
||||
}
|
||||
void AvatarData::endCapture() {
|
||||
avatarLock.unlock();
|
||||
}
|
||||
void AvatarData::startUpdate() {
|
||||
avatarLock.lock();
|
||||
}
|
||||
void AvatarData::endUpdate() {
|
||||
avatarLock.unlock();
|
||||
}
|
||||
void AvatarData::startRenderRun() {
|
||||
// I'd like to get rid of this and just (un)lock at (end-)startRender.
|
||||
// But somehow that causes judder in rotations.
|
||||
avatarLock.lock();
|
||||
}
|
||||
void AvatarData::endRenderRun() {
|
||||
avatarLock.unlock();
|
||||
}
|
||||
void AvatarData::startRender() {
|
||||
updateAttitude();
|
||||
}
|
||||
void AvatarData::endRender() {
|
||||
updateAttitude();
|
||||
}
|
||||
|
||||
|
@ -989,18 +960,14 @@ bool AvatarData::hasIdentityChangedAfterParsing(const QByteArray& data) {
|
|||
QDataStream packetStream(data);
|
||||
|
||||
QUuid avatarUUID;
|
||||
QUrl faceModelURL, skeletonModelURL;
|
||||
QUrl unusedModelURL; // legacy faceModel support
|
||||
QUrl skeletonModelURL;
|
||||
QVector<AttachmentData> attachmentData;
|
||||
QString displayName;
|
||||
packetStream >> avatarUUID >> faceModelURL >> skeletonModelURL >> attachmentData >> displayName;
|
||||
packetStream >> avatarUUID >> unusedModelURL >> skeletonModelURL >> attachmentData >> displayName;
|
||||
|
||||
bool hasIdentityChanged = false;
|
||||
|
||||
if (faceModelURL != _faceModelURL) {
|
||||
setFaceModelURL(faceModelURL);
|
||||
hasIdentityChanged = true;
|
||||
}
|
||||
|
||||
if (skeletonModelURL != _skeletonModelURL) {
|
||||
setSkeletonModelURL(skeletonModelURL);
|
||||
hasIdentityChanged = true;
|
||||
|
@ -1025,7 +992,9 @@ QByteArray AvatarData::identityByteArray() {
|
|||
QUrl emptyURL("");
|
||||
const QUrl& urlToSend = (_skeletonModelURL == AvatarData::defaultFullAvatarModelUrl()) ? emptyURL : _skeletonModelURL;
|
||||
|
||||
identityStream << QUuid() << _faceModelURL << urlToSend << _attachmentData << _displayName;
|
||||
QUrl unusedModelURL; // legacy faceModel support
|
||||
|
||||
identityStream << QUuid() << unusedModelURL << urlToSend << _attachmentData << _displayName;
|
||||
|
||||
return identityData;
|
||||
}
|
||||
|
@ -1038,12 +1007,6 @@ bool AvatarData::hasBillboardChangedAfterParsing(const QByteArray& data) {
|
|||
return true;
|
||||
}
|
||||
|
||||
void AvatarData::setFaceModelURL(const QUrl& faceModelURL) {
|
||||
_faceModelURL = faceModelURL;
|
||||
|
||||
qCDebug(avatars) << "Changing face model for avatar to" << _faceModelURL.toString();
|
||||
}
|
||||
|
||||
void AvatarData::setSkeletonModelURL(const QUrl& skeletonModelURL) {
|
||||
const QUrl& expanded = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
|
||||
if (expanded == _skeletonModelURL) {
|
||||
|
@ -1162,7 +1125,7 @@ void AvatarData::setBillboardFromURL(const QString &billboardURL) {
|
|||
}
|
||||
|
||||
void AvatarData::setBillboardFromNetworkReply() {
|
||||
QNetworkReply* networkReply = reinterpret_cast<QNetworkReply*>(sender());
|
||||
QNetworkReply* networkReply = static_cast<QNetworkReply*>(sender());
|
||||
setBillboard(networkReply->readAll());
|
||||
networkReply->deleteLater();
|
||||
}
|
||||
|
@ -1445,9 +1408,6 @@ JointData jointDataFromJsonValue(const QJsonValue& json) {
|
|||
QJsonObject AvatarData::toJson() const {
|
||||
QJsonObject root;
|
||||
|
||||
if (!getFaceModelURL().isEmpty()) {
|
||||
root[JSON_AVATAR_HEAD_MODEL] = getFaceModelURL().toString();
|
||||
}
|
||||
if (!getSkeletonModelURL().isEmpty()) {
|
||||
root[JSON_AVATAR_BODY_MODEL] = getSkeletonModelURL().toString();
|
||||
}
|
||||
|
@ -1514,15 +1474,6 @@ void AvatarData::fromJson(const QJsonObject& json) {
|
|||
_headData->fromJson(json[JSON_AVATAR_HEAD].toObject());
|
||||
}
|
||||
|
||||
if (json.contains(JSON_AVATAR_HEAD_MODEL)) {
|
||||
auto faceModelURL = json[JSON_AVATAR_HEAD_MODEL].toString();
|
||||
if (faceModelURL != getFaceModelURL().toString()) {
|
||||
QUrl faceModel(faceModelURL);
|
||||
if (faceModel.isValid()) {
|
||||
setFaceModelURL(faceModel);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (json.contains(JSON_AVATAR_BODY_MODEL)) {
|
||||
auto bodyModelURL = json[JSON_AVATAR_BODY_MODEL].toString();
|
||||
if (bodyModelURL != getSkeletonModelURL().toString()) {
|
||||
|
|
|
@ -158,7 +158,6 @@ class AvatarData : public QObject, public SpatiallyNestable {
|
|||
Q_PROPERTY(float audioAverageLoudness READ getAudioAverageLoudness WRITE setAudioAverageLoudness)
|
||||
|
||||
Q_PROPERTY(QString displayName READ getDisplayName WRITE setDisplayName)
|
||||
Q_PROPERTY(QString faceModelURL READ getFaceModelURLFromScript WRITE setFaceModelURLFromScript)
|
||||
Q_PROPERTY(QString skeletonModelURL READ getSkeletonModelURLFromScript WRITE setSkeletonModelURLFromScript)
|
||||
Q_PROPERTY(QVector<AttachmentData> attachmentData READ getAttachmentData WRITE setAttachmentData)
|
||||
Q_PROPERTY(QString billboardURL READ getBillboardURL WRITE setBillboardFromURL)
|
||||
|
@ -210,14 +209,6 @@ public:
|
|||
virtual void setOrientation(const glm::quat& orientation) override;
|
||||
|
||||
void nextAttitude(glm::vec3 position, glm::quat orientation); // Can be safely called at any time.
|
||||
void startCapture(); // start/end of the period in which the latest values are about to be captured for camera, etc.
|
||||
void endCapture();
|
||||
void startUpdate(); // start/end of update iteration
|
||||
void endUpdate();
|
||||
void startRender(); // start/end of rendering of this object
|
||||
void startRenderRun(); // start/end of entire scene.
|
||||
void endRenderRun();
|
||||
void endRender();
|
||||
virtual void updateAttitude() {} // Tell skeleton mesh about changes
|
||||
|
||||
glm::quat getHeadOrientation() const { return _headData->getOrientation(); }
|
||||
|
@ -296,11 +287,8 @@ public:
|
|||
|
||||
bool hasBillboardChangedAfterParsing(const QByteArray& data);
|
||||
|
||||
const QUrl& getFaceModelURL() const { return _faceModelURL; }
|
||||
QString getFaceModelURLString() const { return _faceModelURL.toString(); }
|
||||
const QUrl& getSkeletonModelURL() const { return _skeletonModelURL; }
|
||||
const QString& getDisplayName() const { return _displayName; }
|
||||
virtual void setFaceModelURL(const QUrl& faceModelURL);
|
||||
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
|
||||
|
||||
virtual void setDisplayName(const QString& displayName);
|
||||
|
@ -322,9 +310,6 @@ public:
|
|||
void setBillboardFromURL(const QString& billboardURL);
|
||||
const QString& getBillboardURL() { return _billboardURL; }
|
||||
|
||||
QString getFaceModelURLFromScript() const { return _faceModelURL.toString(); }
|
||||
void setFaceModelURLFromScript(const QString& faceModelString) { setFaceModelURL(faceModelString); }
|
||||
|
||||
QString getSkeletonModelURLFromScript() const { return _skeletonModelURL.toString(); }
|
||||
void setSkeletonModelURLFromScript(const QString& skeletonModelString) { setSkeletonModelURL(QUrl(skeletonModelString)); }
|
||||
|
||||
|
@ -383,7 +368,6 @@ protected:
|
|||
|
||||
HeadData* _headData;
|
||||
|
||||
QUrl _faceModelURL; // These need to be empty so that on first time setting them they will not short circuit
|
||||
QUrl _skeletonModelURL; // These need to be empty so that on first time setting them they will not short circuit
|
||||
QUrl _skeletonFBXURL;
|
||||
QVector<AttachmentData> _attachmentData;
|
||||
|
@ -411,8 +395,6 @@ protected:
|
|||
|
||||
SimpleMovingAverage _averageBytesReceived;
|
||||
|
||||
QMutex avatarLock; // Name is redundant, but it aids searches.
|
||||
|
||||
// During recording, this holds the starting position, orientation & scale of the recorded avatar
|
||||
// During playback, it holds the origin from which to play the relative positions in the clip
|
||||
TransformPointer _recordingBasis;
|
||||
|
|
|
@ -122,10 +122,6 @@ void AvatarHashMap::processAvatarIdentityPacket(QSharedPointer<ReceivedMessage>
|
|||
// mesh URL for a UUID, find avatar in our list
|
||||
auto avatar = newOrExistingAvatar(sessionUUID, sendingNode);
|
||||
|
||||
if (avatar->getFaceModelURL() != faceMeshURL) {
|
||||
avatar->setFaceModelURL(faceMeshURL);
|
||||
}
|
||||
|
||||
if (avatar->getSkeletonModelURL().isEmpty() || (avatar->getSkeletonModelURL() != skeletonURL)) {
|
||||
avatar->setSkeletonModelURL(skeletonURL); // Will expand "" to default and so will not continuously fire
|
||||
}
|
||||
|
|
|
@ -420,7 +420,7 @@ const FBXGeometry* EntityTreeRenderer::getGeometryForEntity(EntityItemPointer en
|
|||
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
|
||||
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
|
||||
assert(modelEntityItem); // we need this!!!
|
||||
Model* model = modelEntityItem->getModel(this);
|
||||
ModelPointer model = modelEntityItem->getModel(this);
|
||||
if (model) {
|
||||
result = &model->getGeometry()->getFBXGeometry();
|
||||
}
|
||||
|
@ -428,8 +428,8 @@ const FBXGeometry* EntityTreeRenderer::getGeometryForEntity(EntityItemPointer en
|
|||
return result;
|
||||
}
|
||||
|
||||
const Model* EntityTreeRenderer::getModelForEntityItem(EntityItemPointer entityItem) {
|
||||
const Model* result = NULL;
|
||||
ModelPointer EntityTreeRenderer::getModelForEntityItem(EntityItemPointer entityItem) {
|
||||
ModelPointer result = nullptr;
|
||||
if (entityItem->getType() == EntityTypes::Model) {
|
||||
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
|
||||
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
|
||||
|
@ -445,7 +445,7 @@ const FBXGeometry* EntityTreeRenderer::getCollisionGeometryForEntity(EntityItemP
|
|||
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
|
||||
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
|
||||
if (modelEntityItem->hasCompoundShapeURL()) {
|
||||
Model* model = modelEntityItem->getModel(this);
|
||||
ModelPointer model = modelEntityItem->getModel(this);
|
||||
if (model) {
|
||||
const QSharedPointer<NetworkGeometry> collisionNetworkGeometry = model->getCollisionGeometry();
|
||||
if (collisionNetworkGeometry && collisionNetworkGeometry->isLoaded()) {
|
||||
|
@ -461,25 +461,25 @@ void EntityTreeRenderer::processEraseMessage(ReceivedMessage& message, const Sha
|
|||
std::static_pointer_cast<EntityTree>(_tree)->processEraseMessage(message, sourceNode);
|
||||
}
|
||||
|
||||
Model* EntityTreeRenderer::allocateModel(const QString& url, const QString& collisionUrl) {
|
||||
Model* model = NULL;
|
||||
ModelPointer EntityTreeRenderer::allocateModel(const QString& url, const QString& collisionUrl) {
|
||||
ModelPointer model = nullptr;
|
||||
// Make sure we only create and delete models on the thread that owns the EntityTreeRenderer
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "allocateModel", Qt::BlockingQueuedConnection,
|
||||
Q_RETURN_ARG(Model*, model),
|
||||
Q_RETURN_ARG(ModelPointer, model),
|
||||
Q_ARG(const QString&, url));
|
||||
|
||||
return model;
|
||||
}
|
||||
model = new Model(std::make_shared<Rig>());
|
||||
model = std::make_shared<Model>(std::make_shared<Rig>());
|
||||
model->init();
|
||||
model->setURL(QUrl(url));
|
||||
model->setCollisionModelURL(QUrl(collisionUrl));
|
||||
return model;
|
||||
}
|
||||
|
||||
Model* EntityTreeRenderer::updateModel(Model* original, const QString& newUrl, const QString& collisionUrl) {
|
||||
Model* model = NULL;
|
||||
ModelPointer EntityTreeRenderer::updateModel(ModelPointer original, const QString& newUrl, const QString& collisionUrl) {
|
||||
ModelPointer model = nullptr;
|
||||
|
||||
// The caller shouldn't call us if the URL doesn't need to change. But if they
|
||||
// do, we just return their original back to them.
|
||||
|
@ -490,8 +490,8 @@ Model* EntityTreeRenderer::updateModel(Model* original, const QString& newUrl, c
|
|||
// Before we do any creating or deleting, make sure we're on our renderer thread
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "updateModel", Qt::BlockingQueuedConnection,
|
||||
Q_RETURN_ARG(Model*, model),
|
||||
Q_ARG(Model*, original),
|
||||
Q_RETURN_ARG(ModelPointer, model),
|
||||
Q_ARG(ModelPointer, original),
|
||||
Q_ARG(const QString&, newUrl));
|
||||
|
||||
return model;
|
||||
|
@ -500,11 +500,11 @@ Model* EntityTreeRenderer::updateModel(Model* original, const QString& newUrl, c
|
|||
// at this point we know we need to replace the model, and we know we're on the
|
||||
// correct thread, so we can do all our work.
|
||||
if (original) {
|
||||
delete original; // delete the old model...
|
||||
original.reset(); // delete the old model...
|
||||
}
|
||||
|
||||
// create the model and correctly initialize it with the new url
|
||||
model = new Model(std::make_shared<Rig>());
|
||||
model = std::make_shared<Model>(std::make_shared<Rig>());
|
||||
model->init();
|
||||
model->setURL(QUrl(newUrl));
|
||||
model->setCollisionModelURL(QUrl(collisionUrl));
|
||||
|
@ -512,19 +512,19 @@ Model* EntityTreeRenderer::updateModel(Model* original, const QString& newUrl, c
|
|||
return model;
|
||||
}
|
||||
|
||||
void EntityTreeRenderer::releaseModel(Model* model) {
|
||||
void EntityTreeRenderer::releaseModel(ModelPointer model) {
|
||||
// If we're not on the renderer's thread, then remember this model to be deleted later
|
||||
if (QThread::currentThread() != thread()) {
|
||||
_releasedModels << model;
|
||||
} else { // otherwise just delete it right away
|
||||
delete model;
|
||||
model.reset();
|
||||
}
|
||||
}
|
||||
|
||||
void EntityTreeRenderer::deleteReleasedModels() {
|
||||
if (_releasedModels.size() > 0) {
|
||||
foreach(Model* model, _releasedModels) {
|
||||
delete model;
|
||||
foreach(ModelPointer model, _releasedModels) {
|
||||
model.reset();
|
||||
}
|
||||
_releasedModels.clear();
|
||||
}
|
||||
|
|
|
@ -29,6 +29,9 @@ class Model;
|
|||
class ScriptEngine;
|
||||
class ZoneEntityItem;
|
||||
|
||||
class Model;
|
||||
using ModelPointer = std::shared_ptr<Model>;
|
||||
using ModelWeakPointer = std::weak_ptr<Model>;
|
||||
|
||||
// Generic client side Octree renderer class.
|
||||
class EntityTreeRenderer : public OctreeRenderer, public EntityItemFBXService, public Dependency {
|
||||
|
@ -53,7 +56,7 @@ public:
|
|||
virtual void init();
|
||||
|
||||
virtual const FBXGeometry* getGeometryForEntity(EntityItemPointer entityItem);
|
||||
virtual const Model* getModelForEntityItem(EntityItemPointer entityItem);
|
||||
virtual ModelPointer getModelForEntityItem(EntityItemPointer entityItem);
|
||||
virtual const FBXGeometry* getCollisionGeometryForEntity(EntityItemPointer entityItem);
|
||||
|
||||
/// clears the tree
|
||||
|
@ -63,13 +66,13 @@ public:
|
|||
void reloadEntityScripts();
|
||||
|
||||
/// if a renderable entity item needs a model, we will allocate it for them
|
||||
Q_INVOKABLE Model* allocateModel(const QString& url, const QString& collisionUrl);
|
||||
Q_INVOKABLE ModelPointer allocateModel(const QString& url, const QString& collisionUrl);
|
||||
|
||||
/// if a renderable entity item needs to update the URL of a model, we will handle that for the entity
|
||||
Q_INVOKABLE Model* updateModel(Model* original, const QString& newUrl, const QString& collisionUrl);
|
||||
Q_INVOKABLE ModelPointer updateModel(ModelPointer original, const QString& newUrl, const QString& collisionUrl);
|
||||
|
||||
/// if a renderable entity item is done with a model, it should return it to us
|
||||
void releaseModel(Model* model);
|
||||
void releaseModel(ModelPointer model);
|
||||
|
||||
void deleteReleasedModels();
|
||||
|
||||
|
@ -129,7 +132,7 @@ private:
|
|||
void applyZonePropertiesToScene(std::shared_ptr<ZoneEntityItem> zone);
|
||||
void checkAndCallPreload(const EntityItemID& entityID, const bool reload = false);
|
||||
|
||||
QList<Model*> _releasedModels;
|
||||
QList<ModelPointer> _releasedModels;
|
||||
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
|
||||
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude = QVector<EntityItemID>(),
|
||||
const QVector<EntityItemID>& entityIdsToDiscard = QVector<EntityItemID>());
|
||||
|
|
|
@ -463,8 +463,8 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
|
|||
}
|
||||
}
|
||||
|
||||
Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
|
||||
Model* result = NULL;
|
||||
ModelPointer RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
|
||||
ModelPointer result = nullptr;
|
||||
|
||||
if (!renderer) {
|
||||
return result;
|
||||
|
@ -506,7 +506,7 @@ Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
|
|||
|
||||
// release interest
|
||||
_myRenderer->releaseModel(_model);
|
||||
result = _model = NULL;
|
||||
result = _model = nullptr;
|
||||
_needsInitialSimulation = true;
|
||||
}
|
||||
|
||||
|
|
|
@ -57,7 +57,7 @@ public:
|
|||
BoxFace& face, glm::vec3& surfaceNormal,
|
||||
void** intersectedObject, bool precisionPicking) const override;
|
||||
|
||||
Model* getModel(EntityTreeRenderer* renderer);
|
||||
ModelPointer getModel(EntityTreeRenderer* renderer);
|
||||
|
||||
virtual bool needsToCallUpdate() const override;
|
||||
virtual void update(const quint64& now) override;
|
||||
|
@ -87,7 +87,7 @@ private:
|
|||
QVariantMap parseTexturesToMap(QString textures);
|
||||
void remapTextures();
|
||||
|
||||
Model* _model = nullptr;
|
||||
ModelPointer _model = nullptr;
|
||||
bool _needsInitialSimulation = true;
|
||||
bool _needsModelReload = true;
|
||||
EntityTreeRenderer* _myRenderer = nullptr;
|
||||
|
|
|
@ -57,10 +57,13 @@ void EntityTree::eraseAllOctreeElements(bool createNewRoot) {
|
|||
if (_simulation) {
|
||||
_simulation->clearEntities();
|
||||
}
|
||||
foreach (EntityTreeElementPointer element, _entityToElementMap) {
|
||||
element->cleanupEntities();
|
||||
{
|
||||
QWriteLocker locker(&_entityToElementLock);
|
||||
foreach(EntityTreeElementPointer element, _entityToElementMap) {
|
||||
element->cleanupEntities();
|
||||
}
|
||||
_entityToElementMap.clear();
|
||||
}
|
||||
_entityToElementMap.clear();
|
||||
Octree::eraseAllOctreeElements(createNewRoot);
|
||||
|
||||
resetClientEditStats();
|
||||
|
@ -1229,13 +1232,13 @@ int EntityTree::processEraseMessageDetails(const QByteArray& dataByteArray, cons
|
|||
}
|
||||
|
||||
EntityTreeElementPointer EntityTree::getContainingElement(const EntityItemID& entityItemID) /*const*/ {
|
||||
// TODO: do we need to make this thread safe? Or is it acceptable as is
|
||||
QReadLocker locker(&_entityToElementLock);
|
||||
EntityTreeElementPointer element = _entityToElementMap.value(entityItemID);
|
||||
return element;
|
||||
}
|
||||
|
||||
void EntityTree::setContainingElement(const EntityItemID& entityItemID, EntityTreeElementPointer element) {
|
||||
// TODO: do we need to make this thread safe? Or is it acceptable as is
|
||||
QWriteLocker locker(&_entityToElementLock);
|
||||
if (element) {
|
||||
_entityToElementMap[entityItemID] = element;
|
||||
} else {
|
||||
|
@ -1245,6 +1248,7 @@ void EntityTree::setContainingElement(const EntityItemID& entityItemID, EntityTr
|
|||
|
||||
void EntityTree::debugDumpMap() {
|
||||
qCDebug(entities) << "EntityTree::debugDumpMap() --------------------------";
|
||||
QReadLocker locker(&_entityToElementLock);
|
||||
QHashIterator<EntityItemID, EntityTreeElementPointer> i(_entityToElementMap);
|
||||
while (i.hasNext()) {
|
||||
i.next();
|
||||
|
|
|
@ -25,6 +25,9 @@ typedef std::shared_ptr<EntityTree> EntityTreePointer;
|
|||
#include "DeleteEntityOperator.h"
|
||||
|
||||
class Model;
|
||||
using ModelPointer = std::shared_ptr<Model>;
|
||||
using ModelWeakPointer = std::weak_ptr<Model>;
|
||||
|
||||
class EntitySimulation;
|
||||
|
||||
class NewlyCreatedEntityHook {
|
||||
|
@ -35,7 +38,7 @@ public:
|
|||
class EntityItemFBXService {
|
||||
public:
|
||||
virtual const FBXGeometry* getGeometryForEntity(EntityItemPointer entityItem) = 0;
|
||||
virtual const Model* getModelForEntityItem(EntityItemPointer entityItem) = 0;
|
||||
virtual ModelPointer getModelForEntityItem(EntityItemPointer entityItem) = 0;
|
||||
virtual const FBXGeometry* getCollisionGeometryForEntity(EntityItemPointer entityItem) = 0;
|
||||
};
|
||||
|
||||
|
@ -171,7 +174,7 @@ public:
|
|||
const FBXGeometry* getGeometryForEntity(EntityItemPointer entityItem) {
|
||||
return _fbxService ? _fbxService->getGeometryForEntity(entityItem) : NULL;
|
||||
}
|
||||
const Model* getModelForEntityItem(EntityItemPointer entityItem) {
|
||||
ModelPointer getModelForEntityItem(EntityItemPointer entityItem) {
|
||||
return _fbxService ? _fbxService->getModelForEntityItem(entityItem) : NULL;
|
||||
}
|
||||
|
||||
|
@ -290,6 +293,7 @@ protected:
|
|||
|
||||
EntityItemFBXService* _fbxService;
|
||||
|
||||
mutable QReadWriteLock _entityToElementLock;
|
||||
QHash<EntityItemID, EntityTreeElementPointer> _entityToElementMap;
|
||||
|
||||
EntitySimulation* _simulation;
|
||||
|
|
|
@ -48,9 +48,11 @@ QStringList FBXGeometry::getJointNames() const {
|
|||
}
|
||||
|
||||
bool FBXGeometry::hasBlendedMeshes() const {
|
||||
foreach (const FBXMesh& mesh, meshes) {
|
||||
if (!mesh.blendshapes.isEmpty()) {
|
||||
return true;
|
||||
if (!meshes.isEmpty()) {
|
||||
foreach (const FBXMesh& mesh, meshes) {
|
||||
if (!mesh.blendshapes.isEmpty()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -271,6 +271,7 @@ QNetworkReply* OBJReader::request(QUrl& url, bool isTest) {
|
|||
QNetworkRequest netRequest(url);
|
||||
QNetworkReply* netReply = isTest ? networkAccessManager.head(netRequest) : networkAccessManager.get(netRequest);
|
||||
if (!qApp || aboutToQuit) {
|
||||
netReply->deleteLater();
|
||||
return nullptr;
|
||||
}
|
||||
QEventLoop loop; // Create an event loop that will quit when we get the finished signal
|
||||
|
|
|
@ -15,8 +15,9 @@
|
|||
#include <QtQuick/QQuickItem>
|
||||
#include <QtQuick/QQuickWindow>
|
||||
#include <QtQuick/QQuickRenderControl>
|
||||
#include <QtCore/QWaitCondition>
|
||||
#include <QtCore/QThread>
|
||||
#include <QtCore/QMutex>
|
||||
#include <QtCore/QWaitCondition>
|
||||
|
||||
#include <shared/NsightHelpers.h>
|
||||
#include <PerfStat.h>
|
||||
|
@ -47,11 +48,10 @@ protected:
|
|||
|
||||
private:
|
||||
QWindow* _renderWindow{ nullptr };
|
||||
friend class OffscreenQmlRenderer;
|
||||
friend class OffscreenQmlRenderThread;
|
||||
friend class OffscreenQmlSurface;
|
||||
};
|
||||
|
||||
|
||||
Q_DECLARE_LOGGING_CATEGORY(offscreenFocus)
|
||||
Q_LOGGING_CATEGORY(offscreenFocus, "hifi.offscreen.focus")
|
||||
|
||||
|
@ -60,268 +60,281 @@ static const QEvent::Type RENDER = QEvent::Type(QEvent::User + 2);
|
|||
static const QEvent::Type RESIZE = QEvent::Type(QEvent::User + 3);
|
||||
static const QEvent::Type STOP = QEvent::Type(QEvent::User + 4);
|
||||
|
||||
class OffscreenQmlRenderer : public OffscreenGLCanvas {
|
||||
friend class OffscreenQmlSurface;
|
||||
class OffscreenQmlRenderThread : public QThread {
|
||||
public:
|
||||
OffscreenQmlRenderThread(OffscreenQmlSurface* surface, QOpenGLContext* shareContext);
|
||||
virtual ~OffscreenQmlRenderThread() = default;
|
||||
|
||||
OffscreenQmlRenderer(OffscreenQmlSurface* surface, QOpenGLContext* shareContext) : _surface(surface) {
|
||||
if (!OffscreenGLCanvas::create(shareContext)) {
|
||||
static const char* error = "Failed to create OffscreenGLCanvas";
|
||||
qWarning() << error;
|
||||
throw error;
|
||||
};
|
||||
virtual void run() override;
|
||||
virtual bool event(QEvent *e) override;
|
||||
|
||||
_renderControl = new QMyQuickRenderControl();
|
||||
protected:
|
||||
class Queue : public QQueue<QEvent*> {
|
||||
public:
|
||||
void add(QEvent::Type type);
|
||||
QEvent* take();
|
||||
|
||||
// Create a QQuickWindow that is associated with out render control. Note that this
|
||||
// window never gets created or shown, meaning that it will never get an underlying
|
||||
// native (platform) window.
|
||||
QQuickWindow::setDefaultAlphaBuffer(true);
|
||||
// Weirdness... QQuickWindow NEEDS to be created on the rendering thread, or it will refuse to render
|
||||
// because it retains an internal 'context' object that retains the thread it was created on,
|
||||
// regardless of whether you later move it to another thread.
|
||||
_quickWindow = new QQuickWindow(_renderControl);
|
||||
_quickWindow->setColor(QColor(255, 255, 255, 0));
|
||||
_quickWindow->setFlags(_quickWindow->flags() | static_cast<Qt::WindowFlags>(Qt::WA_TranslucentBackground));
|
||||
|
||||
// Qt 5.5
|
||||
_renderControl->prepareThread(&_thread);
|
||||
getContextObject()->moveToThread(&_thread);
|
||||
moveToThread(&_thread);
|
||||
_thread.setObjectName("QML Thread");
|
||||
_thread.start();
|
||||
post(INIT);
|
||||
}
|
||||
|
||||
bool event(QEvent *e) {
|
||||
switch (int(e->type())) {
|
||||
case INIT:
|
||||
{
|
||||
QMutexLocker lock(&_mutex);
|
||||
init();
|
||||
}
|
||||
return true;
|
||||
case RENDER:
|
||||
{
|
||||
QMutexLocker lock(&_mutex);
|
||||
render(&lock);
|
||||
}
|
||||
return true;
|
||||
case RESIZE:
|
||||
{
|
||||
QMutexLocker lock(&_mutex);
|
||||
resize();
|
||||
}
|
||||
return true;
|
||||
case STOP:
|
||||
{
|
||||
QMutexLocker lock(&_mutex);
|
||||
cleanup();
|
||||
}
|
||||
return true;
|
||||
default:
|
||||
return QObject::event(e);
|
||||
}
|
||||
}
|
||||
|
||||
void post(const QEvent::Type& type) {
|
||||
QCoreApplication::postEvent(this, new QEvent(type));
|
||||
}
|
||||
private:
|
||||
QMutex _mutex;
|
||||
QWaitCondition _waitCondition;
|
||||
bool _isWaiting{ false };
|
||||
};
|
||||
|
||||
friend class OffscreenQmlSurface;
|
||||
Queue _queue;
|
||||
QMutex _mutex;
|
||||
QWaitCondition _waitCondition;
|
||||
|
||||
private:
|
||||
// Event-driven methods
|
||||
void init();
|
||||
void render();
|
||||
void resize();
|
||||
void cleanup();
|
||||
|
||||
void setupFbo() {
|
||||
using namespace oglplus;
|
||||
_textures.setSize(_size);
|
||||
_depthStencil.reset(new Renderbuffer());
|
||||
Context::Bound(Renderbuffer::Target::Renderbuffer, *_depthStencil)
|
||||
.Storage(
|
||||
PixelDataInternalFormat::DepthComponent,
|
||||
_size.x, _size.y);
|
||||
|
||||
_fbo.reset(new Framebuffer());
|
||||
_fbo->Bind(Framebuffer::Target::Draw);
|
||||
_fbo->AttachRenderbuffer(Framebuffer::Target::Draw,
|
||||
FramebufferAttachment::Depth, *_depthStencil);
|
||||
DefaultFramebuffer().Bind(Framebuffer::Target::Draw);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void init() {
|
||||
connect(_renderControl, &QQuickRenderControl::renderRequested, _surface, &OffscreenQmlSurface::requestRender);
|
||||
connect(_renderControl, &QQuickRenderControl::sceneChanged, _surface, &OffscreenQmlSurface::requestUpdate);
|
||||
|
||||
if (!makeCurrent()) {
|
||||
qWarning("Failed to make context current on render thread");
|
||||
return;
|
||||
}
|
||||
_renderControl->initialize(getContext());
|
||||
setupFbo();
|
||||
_escrow.setRecycler([this](GLuint texture){
|
||||
_textures.recycleTexture(texture);
|
||||
});
|
||||
doneCurrent();
|
||||
}
|
||||
|
||||
void cleanup() {
|
||||
if (!makeCurrent()) {
|
||||
qFatal("Failed to make context current on render thread");
|
||||
return;
|
||||
}
|
||||
_renderControl->invalidate();
|
||||
|
||||
_fbo.reset();
|
||||
_depthStencil.reset();
|
||||
_textures.clear();
|
||||
|
||||
doneCurrent();
|
||||
|
||||
getContextObject()->moveToThread(QCoreApplication::instance()->thread());
|
||||
_thread.quit();
|
||||
_cond.wakeOne();
|
||||
}
|
||||
|
||||
void resize() {
|
||||
// Update our members
|
||||
if (_quickWindow) {
|
||||
_quickWindow->setGeometry(QRect(QPoint(), _newSize));
|
||||
_quickWindow->contentItem()->setSize(_newSize);
|
||||
}
|
||||
|
||||
// Qt bug in 5.4 forces this check of pixel ratio,
|
||||
// even though we're rendering offscreen.
|
||||
qreal pixelRatio = 1.0;
|
||||
if (_renderControl && _renderControl->_renderWindow) {
|
||||
pixelRatio = _renderControl->_renderWindow->devicePixelRatio();
|
||||
}
|
||||
|
||||
uvec2 newOffscreenSize = toGlm(_newSize * pixelRatio);
|
||||
_textures.setSize(newOffscreenSize);
|
||||
if (newOffscreenSize == _size) {
|
||||
return;
|
||||
}
|
||||
_size = newOffscreenSize;
|
||||
|
||||
// Clear out any fbos with the old size
|
||||
if (!makeCurrent()) {
|
||||
qWarning("Failed to make context current on render thread");
|
||||
return;
|
||||
}
|
||||
|
||||
qDebug() << "Offscreen UI resizing to " << _newSize.width() << "x" << _newSize.height() << " with pixel ratio " << pixelRatio;
|
||||
setupFbo();
|
||||
doneCurrent();
|
||||
}
|
||||
|
||||
void render(QMutexLocker *lock) {
|
||||
if (_surface->_paused) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!makeCurrent()) {
|
||||
qWarning("Failed to make context current on render thread");
|
||||
return;
|
||||
}
|
||||
|
||||
_renderControl->sync();
|
||||
_cond.wakeOne();
|
||||
lock->unlock();
|
||||
|
||||
using namespace oglplus;
|
||||
|
||||
_quickWindow->setRenderTarget(GetName(*_fbo), QSize(_size.x, _size.y));
|
||||
|
||||
try {
|
||||
PROFILE_RANGE("qml_render")
|
||||
TexturePtr texture = _textures.getNextTexture();
|
||||
_fbo->Bind(Framebuffer::Target::Draw);
|
||||
_fbo->AttachTexture(Framebuffer::Target::Draw, FramebufferAttachment::Color, *texture, 0);
|
||||
_fbo->Complete(Framebuffer::Target::Draw);
|
||||
{
|
||||
_renderControl->render();
|
||||
// FIXME The web browsers seem to be leaving GL in an error state.
|
||||
// Need a debug context with sync logging to figure out why.
|
||||
// for now just clear the errors
|
||||
glGetError();
|
||||
}
|
||||
// FIXME probably unecessary
|
||||
DefaultFramebuffer().Bind(Framebuffer::Target::Draw);
|
||||
_quickWindow->resetOpenGLState();
|
||||
_escrow.submit(GetName(*texture));
|
||||
_lastRenderTime = usecTimestampNow();
|
||||
} catch (std::runtime_error& error) {
|
||||
qWarning() << "Failed to render QML " << error.what();
|
||||
}
|
||||
}
|
||||
|
||||
void aboutToQuit() {
|
||||
QMutexLocker lock(&_quitMutex);
|
||||
_quit = true;
|
||||
}
|
||||
|
||||
static const uint64_t MAX_SHUTDOWN_WAIT_SECS = 2;
|
||||
void stop() {
|
||||
if (_thread.isRunning()) {
|
||||
qDebug() << "Stopping QML render thread " << _thread.currentThreadId();
|
||||
{
|
||||
QMutexLocker lock(&_mutex);
|
||||
post(STOP);
|
||||
}
|
||||
auto start = usecTimestampNow();
|
||||
auto now = usecTimestampNow();
|
||||
bool shutdownClean = false;
|
||||
while (now - start < (MAX_SHUTDOWN_WAIT_SECS * USECS_PER_SECOND)) {
|
||||
QMutexLocker lock(&_mutex);
|
||||
if (_cond.wait(&_mutex, MSECS_PER_SECOND)) {
|
||||
shutdownClean = true;
|
||||
break;
|
||||
}
|
||||
now = usecTimestampNow();
|
||||
}
|
||||
|
||||
if (!shutdownClean) {
|
||||
qWarning() << "Failed to shut down the QML render thread";
|
||||
}
|
||||
|
||||
} else {
|
||||
qDebug() << "QML render thread already completed";
|
||||
}
|
||||
}
|
||||
|
||||
bool allowNewFrame(uint8_t fps) {
|
||||
auto minRenderInterval = USECS_PER_SECOND / fps;
|
||||
auto lastInterval = usecTimestampNow() - _lastRenderTime;
|
||||
return (lastInterval > minRenderInterval);
|
||||
}
|
||||
// Helper methods
|
||||
void setupFbo();
|
||||
bool allowNewFrame(uint8_t fps);
|
||||
|
||||
// Rendering members
|
||||
OffscreenGLCanvas _canvas;
|
||||
OffscreenQmlSurface* _surface{ nullptr };
|
||||
QQuickWindow* _quickWindow{ nullptr };
|
||||
QMyQuickRenderControl* _renderControl{ nullptr };
|
||||
|
||||
QThread _thread;
|
||||
QMutex _mutex;
|
||||
QWaitCondition _cond;
|
||||
QMutex _quitMutex;
|
||||
|
||||
QSize _newSize;
|
||||
bool _quit;
|
||||
FramebufferPtr _fbo;
|
||||
RenderbufferPtr _depthStencil;
|
||||
uvec2 _size{ 1920, 1080 };
|
||||
uint64_t _lastRenderTime{ 0 };
|
||||
TextureRecycler _textures;
|
||||
GLTextureEscrow _escrow;
|
||||
|
||||
uint64_t _lastRenderTime{ 0 };
|
||||
uvec2 _size{ 1920, 1080 };
|
||||
QSize _newSize;
|
||||
bool _quit{ false };
|
||||
};
|
||||
|
||||
void OffscreenQmlRenderThread::Queue::add(QEvent::Type type) {
|
||||
QMutexLocker locker(&_mutex);
|
||||
enqueue(new QEvent(type));
|
||||
if (_isWaiting) {
|
||||
_waitCondition.wakeOne();
|
||||
}
|
||||
}
|
||||
|
||||
QEvent* OffscreenQmlRenderThread::Queue::take() {
|
||||
QMutexLocker locker(&_mutex);
|
||||
while (isEmpty()) {
|
||||
_isWaiting = true;
|
||||
_waitCondition.wait(&_mutex);
|
||||
_isWaiting = false;
|
||||
}
|
||||
QEvent* e = dequeue();
|
||||
return e;
|
||||
}
|
||||
|
||||
OffscreenQmlRenderThread::OffscreenQmlRenderThread(OffscreenQmlSurface* surface, QOpenGLContext* shareContext) : _surface(surface) {
|
||||
if (!_canvas.create(shareContext)) {
|
||||
static const char* error = "Failed to create OffscreenGLCanvas";
|
||||
qWarning() << error;
|
||||
throw error;
|
||||
};
|
||||
|
||||
_renderControl = new QMyQuickRenderControl();
|
||||
QQuickWindow::setDefaultAlphaBuffer(true);
|
||||
// Create a QQuickWindow that is associated with our render control.
|
||||
// This window never gets created or shown, meaning that it will never get an underlying native (platform) window.
|
||||
// NOTE: Must be created on the main thread so that OffscreenQmlSurface can send it events
|
||||
// NOTE: Must be created on the rendering thread or it will refuse to render,
|
||||
// so we wait until after its ctor to move object/context to this thread.
|
||||
_quickWindow = new QQuickWindow(_renderControl);
|
||||
_quickWindow->setColor(QColor(255, 255, 255, 0));
|
||||
_quickWindow->setFlags(_quickWindow->flags() | static_cast<Qt::WindowFlags>(Qt::WA_TranslucentBackground));
|
||||
|
||||
// We can prepare, but we must wait to start() the thread until after the ctor
|
||||
_renderControl->prepareThread(this);
|
||||
_canvas.getContextObject()->moveToThread(this);
|
||||
moveToThread(this);
|
||||
|
||||
_queue.add(INIT);
|
||||
}
|
||||
|
||||
void OffscreenQmlRenderThread::run() {
|
||||
while (!_quit) {
|
||||
QEvent* e = _queue.take();
|
||||
event(e);
|
||||
delete e;
|
||||
}
|
||||
}
|
||||
|
||||
bool OffscreenQmlRenderThread::event(QEvent *e) {
|
||||
switch (int(e->type())) {
|
||||
case INIT:
|
||||
init();
|
||||
return true;
|
||||
case RENDER:
|
||||
render();
|
||||
return true;
|
||||
case RESIZE:
|
||||
resize();
|
||||
return true;
|
||||
case STOP:
|
||||
cleanup();
|
||||
return true;
|
||||
default:
|
||||
return QObject::event(e);
|
||||
}
|
||||
}
|
||||
|
||||
void OffscreenQmlRenderThread::setupFbo() {
|
||||
using namespace oglplus;
|
||||
_textures.setSize(_size);
|
||||
_depthStencil.reset(new Renderbuffer());
|
||||
Context::Bound(Renderbuffer::Target::Renderbuffer, *_depthStencil)
|
||||
.Storage(
|
||||
PixelDataInternalFormat::DepthComponent,
|
||||
_size.x, _size.y);
|
||||
|
||||
_fbo.reset(new Framebuffer());
|
||||
_fbo->Bind(Framebuffer::Target::Draw);
|
||||
_fbo->AttachRenderbuffer(Framebuffer::Target::Draw,
|
||||
FramebufferAttachment::Depth, *_depthStencil);
|
||||
DefaultFramebuffer().Bind(Framebuffer::Target::Draw);
|
||||
}
|
||||
|
||||
void OffscreenQmlRenderThread::init() {
|
||||
connect(_renderControl, &QQuickRenderControl::renderRequested, _surface, &OffscreenQmlSurface::requestRender);
|
||||
connect(_renderControl, &QQuickRenderControl::sceneChanged, _surface, &OffscreenQmlSurface::requestUpdate);
|
||||
|
||||
if (!_canvas.makeCurrent()) {
|
||||
qWarning("Failed to make context current on render thread");
|
||||
return;
|
||||
}
|
||||
_renderControl->initialize(_canvas.getContext());
|
||||
setupFbo();
|
||||
_escrow.setRecycler([this](GLuint texture){
|
||||
_textures.recycleTexture(texture);
|
||||
});
|
||||
_canvas.doneCurrent();
|
||||
}
|
||||
|
||||
void OffscreenQmlRenderThread::cleanup() {
|
||||
if (!_canvas.makeCurrent()) {
|
||||
qFatal("Failed to make context current on render thread");
|
||||
return;
|
||||
}
|
||||
_renderControl->invalidate();
|
||||
|
||||
_fbo.reset();
|
||||
_depthStencil.reset();
|
||||
_textures.clear();
|
||||
|
||||
_canvas.doneCurrent();
|
||||
|
||||
_canvas.getContextObject()->moveToThread(QCoreApplication::instance()->thread());
|
||||
|
||||
_quit = true;
|
||||
}
|
||||
|
||||
void OffscreenQmlRenderThread::resize() {
|
||||
// Lock _newSize changes
|
||||
QMutexLocker locker(&_mutex);
|
||||
|
||||
// Update our members
|
||||
if (_quickWindow) {
|
||||
_quickWindow->setGeometry(QRect(QPoint(), _newSize));
|
||||
_quickWindow->contentItem()->setSize(_newSize);
|
||||
}
|
||||
|
||||
// Qt bug in 5.4 forces this check of pixel ratio,
|
||||
// even though we're rendering offscreen.
|
||||
qreal pixelRatio = 1.0;
|
||||
if (_renderControl && _renderControl->_renderWindow) {
|
||||
pixelRatio = _renderControl->_renderWindow->devicePixelRatio();
|
||||
}
|
||||
|
||||
uvec2 newOffscreenSize = toGlm(_newSize * pixelRatio);
|
||||
_textures.setSize(newOffscreenSize);
|
||||
if (newOffscreenSize == _size) {
|
||||
return;
|
||||
}
|
||||
_size = newOffscreenSize;
|
||||
|
||||
// Clear out any fbos with the old size
|
||||
if (!_canvas.makeCurrent()) {
|
||||
qWarning("Failed to make context current on render thread");
|
||||
return;
|
||||
}
|
||||
|
||||
qDebug() << "Offscreen UI resizing to " << _newSize.width() << "x" << _newSize.height() << " with pixel ratio " << pixelRatio;
|
||||
|
||||
locker.unlock();
|
||||
|
||||
setupFbo();
|
||||
_canvas.doneCurrent();
|
||||
}
|
||||
|
||||
void OffscreenQmlRenderThread::render() {
|
||||
if (_surface->_paused) {
|
||||
_waitCondition.wakeOne();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_canvas.makeCurrent()) {
|
||||
qWarning("Failed to make context current on render thread");
|
||||
return;
|
||||
}
|
||||
|
||||
QMutexLocker locker(&_mutex);
|
||||
_renderControl->sync();
|
||||
_waitCondition.wakeOne();
|
||||
locker.unlock();
|
||||
|
||||
using namespace oglplus;
|
||||
|
||||
_quickWindow->setRenderTarget(GetName(*_fbo), QSize(_size.x, _size.y));
|
||||
|
||||
try {
|
||||
PROFILE_RANGE("qml_render")
|
||||
TexturePtr texture = _textures.getNextTexture();
|
||||
_fbo->Bind(Framebuffer::Target::Draw);
|
||||
_fbo->AttachTexture(Framebuffer::Target::Draw, FramebufferAttachment::Color, *texture, 0);
|
||||
_fbo->Complete(Framebuffer::Target::Draw);
|
||||
{
|
||||
_renderControl->render();
|
||||
// FIXME The web browsers seem to be leaving GL in an error state.
|
||||
// Need a debug context with sync logging to figure out why.
|
||||
// for now just clear the errors
|
||||
glGetError();
|
||||
}
|
||||
// FIXME probably unecessary
|
||||
DefaultFramebuffer().Bind(Framebuffer::Target::Draw);
|
||||
_quickWindow->resetOpenGLState();
|
||||
_escrow.submit(GetName(*texture));
|
||||
_lastRenderTime = usecTimestampNow();
|
||||
} catch (std::runtime_error& error) {
|
||||
qWarning() << "Failed to render QML " << error.what();
|
||||
}
|
||||
}
|
||||
|
||||
bool OffscreenQmlRenderThread::allowNewFrame(uint8_t fps) {
|
||||
auto minRenderInterval = USECS_PER_SECOND / fps;
|
||||
auto lastInterval = usecTimestampNow() - _lastRenderTime;
|
||||
return (lastInterval > minRenderInterval);
|
||||
}
|
||||
|
||||
OffscreenQmlSurface::OffscreenQmlSurface() {
|
||||
}
|
||||
|
||||
static const uint64_t MAX_SHUTDOWN_WAIT_SECS = 2;
|
||||
OffscreenQmlSurface::~OffscreenQmlSurface() {
|
||||
QObject::disconnect(&_updateTimer);
|
||||
QObject::disconnect(qApp);
|
||||
_renderer->stop();
|
||||
|
||||
qDebug() << "Stopping QML render thread " << _renderer->currentThreadId();
|
||||
_renderer->_queue.add(STOP);
|
||||
if (!_renderer->wait(MAX_SHUTDOWN_WAIT_SECS * USECS_PER_SECOND)) {
|
||||
qWarning() << "Failed to shut down the QML render thread";
|
||||
}
|
||||
|
||||
delete _rootItem;
|
||||
delete _renderer;
|
||||
delete _qmlComponent;
|
||||
|
@ -330,15 +343,16 @@ OffscreenQmlSurface::~OffscreenQmlSurface() {
|
|||
|
||||
void OffscreenQmlSurface::onAboutToQuit() {
|
||||
QObject::disconnect(&_updateTimer);
|
||||
// Disconnecting the update timer is insufficient, since the renderer
|
||||
// may attempting to render already, so we need to explicitly tell the renderer
|
||||
// to stop
|
||||
_renderer->aboutToQuit();
|
||||
}
|
||||
|
||||
void OffscreenQmlSurface::create(QOpenGLContext* shareContext) {
|
||||
_renderer = new OffscreenQmlRenderer(this, shareContext);
|
||||
_renderer = new OffscreenQmlRenderThread(this, shareContext);
|
||||
_renderer->moveToThread(_renderer);
|
||||
_renderer->setObjectName("QML Renderer Thread");
|
||||
_renderer->start();
|
||||
|
||||
_renderer->_renderControl->_renderWindow = _proxyWindow;
|
||||
|
||||
// Create a QML engine.
|
||||
_qmlEngine = new QQmlEngine;
|
||||
if (!_qmlEngine->incubationController()) {
|
||||
|
@ -387,11 +401,11 @@ void OffscreenQmlSurface::resize(const QSize& newSize_) {
|
|||
}
|
||||
|
||||
{
|
||||
QMutexLocker _locker(&(_renderer->_mutex));
|
||||
QMutexLocker locker(&(_renderer->_mutex));
|
||||
_renderer->_newSize = newSize;
|
||||
}
|
||||
|
||||
_renderer->post(RESIZE);
|
||||
_renderer->_queue.add(RESIZE);
|
||||
}
|
||||
|
||||
QQuickItem* OffscreenQmlSurface::getRootItem() {
|
||||
|
@ -491,14 +505,11 @@ void OffscreenQmlSurface::updateQuick() {
|
|||
}
|
||||
|
||||
if (_render) {
|
||||
QMutexLocker lock(&(_renderer->_mutex));
|
||||
_renderer->post(RENDER);
|
||||
while (!_renderer->_cond.wait(&(_renderer->_mutex), 100)) {
|
||||
if (_renderer->_quit) {
|
||||
return;
|
||||
}
|
||||
qApp->processEvents();
|
||||
}
|
||||
// Lock the GUI size while syncing
|
||||
QMutexLocker locker(&(_renderer->_mutex));
|
||||
_renderer->_queue.add(RENDER);
|
||||
_renderer->_waitCondition.wait(&(_renderer->_mutex));
|
||||
|
||||
_render = false;
|
||||
}
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ class QQmlComponent;
|
|||
class QQuickWindow;
|
||||
class QQuickItem;
|
||||
|
||||
class OffscreenQmlRenderer;
|
||||
class OffscreenQmlRenderThread;
|
||||
|
||||
class OffscreenQmlSurface : public QObject {
|
||||
Q_OBJECT
|
||||
|
@ -84,8 +84,8 @@ private slots:
|
|||
void updateQuick();
|
||||
|
||||
private:
|
||||
friend class OffscreenQmlRenderer;
|
||||
OffscreenQmlRenderer* _renderer{ nullptr };
|
||||
friend class OffscreenQmlRenderThread;
|
||||
OffscreenQmlRenderThread* _renderer{ nullptr };
|
||||
QQmlEngine* _qmlEngine{ nullptr };
|
||||
QQmlComponent* _qmlComponent{ nullptr };
|
||||
QQuickItem* _rootItem{ nullptr };
|
||||
|
|
|
@ -173,7 +173,7 @@ public:
|
|||
const SkyboxPointer& getSkybox() const { valid(); return _skybox; }
|
||||
|
||||
protected:
|
||||
BackgroundMode _backgroundMode = SKY_BOX;
|
||||
BackgroundMode _backgroundMode = SKY_DOME;
|
||||
|
||||
LightPointer _sunLight;
|
||||
mutable SkyboxPointer _skybox;
|
||||
|
|
|
@ -22,13 +22,6 @@ std::unique_ptr<NLPacketList> NLPacketList::create(PacketType packetType, QByteA
|
|||
return nlPacketList;
|
||||
}
|
||||
|
||||
std::unique_ptr<NLPacketList> NLPacketList::fromPacketList(std::unique_ptr<PacketList> packetList) {
|
||||
auto nlPacketList = std::unique_ptr<NLPacketList>(new NLPacketList(std::move(*packetList.release())));
|
||||
nlPacketList->open(ReadOnly);
|
||||
return nlPacketList;
|
||||
}
|
||||
|
||||
|
||||
NLPacketList::NLPacketList(PacketType packetType, QByteArray extendedHeader, bool isReliable, bool isOrdered) :
|
||||
PacketList(packetType, extendedHeader, isReliable, isOrdered)
|
||||
{
|
||||
|
|
|
@ -21,8 +21,6 @@ public:
|
|||
static std::unique_ptr<NLPacketList> create(PacketType packetType, QByteArray extendedHeader = QByteArray(),
|
||||
bool isReliable = false, bool isOrdered = false);
|
||||
|
||||
static std::unique_ptr<NLPacketList> fromPacketList(std::unique_ptr<udt::PacketList>);
|
||||
|
||||
PacketVersion getVersion() const { return _packetVersion; }
|
||||
const QUuid& getSourceID() const { return _sourceID; }
|
||||
|
||||
|
|
|
@ -76,7 +76,7 @@ QUrl ResourceManager::normalizeURL(const QUrl& originalUrl) {
|
|||
}
|
||||
|
||||
void ResourceManager::init() {
|
||||
_thread.setObjectName("Ressource Manager Thread");
|
||||
_thread.setObjectName("Resource Manager Thread");
|
||||
|
||||
auto assetClient = DependencyManager::set<AssetClient>();
|
||||
assetClient->moveToThread(&_thread);
|
||||
|
|
|
@ -62,10 +62,10 @@ void DefaultCC::onACK(SequenceNumber ackNum) {
|
|||
|
||||
if (_slowStart) {
|
||||
// we are in slow start phase - increase the congestion window size by the number of packets just ACKed
|
||||
_congestionWindowSize += seqlen(_slowStartLastACK, ackNum);
|
||||
_congestionWindowSize += seqlen(_lastACK, ackNum);
|
||||
|
||||
// update the last ACK
|
||||
_slowStartLastACK = ackNum;
|
||||
_lastACK = ackNum;
|
||||
|
||||
// check if we can get out of slow start (is our new congestion window size bigger than the max)
|
||||
if (_congestionWindowSize > _maxCongestionWindowSize) {
|
||||
|
@ -137,19 +137,20 @@ void DefaultCC::onLoss(SequenceNumber rangeStart, SequenceNumber rangeEnd) {
|
|||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
_loss = true;
|
||||
|
||||
static const double INTER_PACKET_ARRIVAL_INCREASE = 1.125;
|
||||
static const int MAX_DECREASES_PER_CONGESTION_EPOCH = 5;
|
||||
|
||||
|
||||
// check if this NAK starts a new congestion period - this will be the case if the
|
||||
// NAK received occured for a packet sent after the last decrease
|
||||
if (rangeStart > _lastDecreaseMaxSeq) {
|
||||
|
||||
_lastDecreasePeriod = _packetSendPeriod;
|
||||
|
||||
|
||||
_packetSendPeriod = ceil(_packetSendPeriod * INTER_PACKET_ARRIVAL_INCREASE);
|
||||
|
||||
|
||||
// use EWMA to update the average number of NAKs per congestion
|
||||
static const double NAK_EWMA_ALPHA = 0.125;
|
||||
_avgNAKNum = (int)ceil(_avgNAKNum * (1 - NAK_EWMA_ALPHA) + _nakCount * NAK_EWMA_ALPHA);
|
||||
|
@ -159,7 +160,7 @@ void DefaultCC::onLoss(SequenceNumber rangeStart, SequenceNumber rangeEnd) {
|
|||
_decreaseCount = 1;
|
||||
|
||||
_lastDecreaseMaxSeq = _sendCurrSeqNum;
|
||||
|
||||
|
||||
if (_avgNAKNum < 1) {
|
||||
_randomDecreaseThreshold = 1;
|
||||
} else {
|
||||
|
@ -179,17 +180,16 @@ void DefaultCC::onLoss(SequenceNumber rangeStart, SequenceNumber rangeEnd) {
|
|||
}
|
||||
}
|
||||
|
||||
// Note: This isn't currently being called by anything since we, unlike UDT, don't have TTL on our packets
|
||||
void DefaultCC::onTimeout() {
|
||||
if (_slowStart) {
|
||||
stopSlowStart();
|
||||
} else {
|
||||
// UDT used to do the following on timeout if not in slow start - we should check if it could be helpful
|
||||
// _lastDecreasePeriod = _packetSendPeriod;
|
||||
// _packetSendPeriod = ceil(_packetSendPeriod * 2);
|
||||
|
||||
_lastDecreasePeriod = _packetSendPeriod;
|
||||
_packetSendPeriod = ceil(_packetSendPeriod * 2);
|
||||
|
||||
// this seems odd - the last ack they were setting _lastDecreaseMaxSeq to only applies to slow start
|
||||
// _lastDecreaseMaxSeq = _slowStartLastAck;
|
||||
_lastDecreaseMaxSeq = _lastACK;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -206,3 +206,7 @@ void DefaultCC::stopSlowStart() {
|
|||
_packetSendPeriod = _congestionWindowSize / (_rtt + synInterval());
|
||||
}
|
||||
}
|
||||
|
||||
void DefaultCC::setInitialSendSequenceNumber(udt::SequenceNumber seqNum) {
|
||||
_lastACK = _lastDecreaseMaxSeq = seqNum - 1;
|
||||
}
|
||||
|
|
|
@ -41,7 +41,7 @@ public:
|
|||
virtual void init() {}
|
||||
virtual void onACK(SequenceNumber ackNum) {}
|
||||
virtual void onLoss(SequenceNumber rangeStart, SequenceNumber rangeEnd) {}
|
||||
|
||||
virtual void onTimeout() {}
|
||||
protected:
|
||||
void setAckInterval(int ackInterval) { _ackInterval = ackInterval; }
|
||||
void setRTO(int rto) { _userDefinedRTO = true; _rto = rto; }
|
||||
|
@ -107,7 +107,7 @@ public:
|
|||
virtual void onTimeout();
|
||||
|
||||
protected:
|
||||
virtual void setInitialSendSequenceNumber(SequenceNumber seqNum) { _slowStartLastACK = seqNum; }
|
||||
virtual void setInitialSendSequenceNumber(SequenceNumber seqNum);
|
||||
|
||||
private:
|
||||
void stopSlowStart(); // stops the slow start on loss or timeout
|
||||
|
@ -115,7 +115,7 @@ private:
|
|||
p_high_resolution_clock::time_point _lastRCTime = p_high_resolution_clock::now(); // last rate increase time
|
||||
|
||||
bool _slowStart { true }; // if in slow start phase
|
||||
SequenceNumber _slowStartLastACK; // last ACKed seq num from previous slow start check
|
||||
SequenceNumber _lastACK; // last ACKed sequence number from previous
|
||||
bool _loss { false }; // if loss happened since last rate increase
|
||||
SequenceNumber _lastDecreaseMaxSeq; // max pkt seq num sent out when last decrease happened
|
||||
double _lastDecreasePeriod { 1 }; // value of _packetSendPeriod when last decrease happened
|
||||
|
|
|
@ -98,6 +98,7 @@ SendQueue& Connection::getSendQueue() {
|
|||
QObject::connect(_sendQueue.get(), &SendQueue::packetSent, this, &Connection::recordSentPackets);
|
||||
QObject::connect(_sendQueue.get(), &SendQueue::packetRetransmitted, this, &Connection::recordRetransmission);
|
||||
QObject::connect(_sendQueue.get(), &SendQueue::queueInactive, this, &Connection::queueInactive);
|
||||
QObject::connect(_sendQueue.get(), &SendQueue::timeout, this, &Connection::queueTimeout);
|
||||
|
||||
// set defaults on the send queue from our congestion control object and estimatedTimeout()
|
||||
_sendQueue->setPacketSendPeriod(_congestionControl->_packetSendPeriod);
|
||||
|
@ -129,6 +130,12 @@ void Connection::queueInactive() {
|
|||
}
|
||||
}
|
||||
|
||||
void Connection::queueTimeout() {
|
||||
updateCongestionControlAndSendQueue([this]{
|
||||
_congestionControl->onTimeout();
|
||||
});
|
||||
}
|
||||
|
||||
void Connection::sendReliablePacket(std::unique_ptr<Packet> packet) {
|
||||
Q_ASSERT_X(packet->isReliable(), "Connection::send", "Trying to send an unreliable packet reliably.");
|
||||
getSendQueue().queuePacket(std::move(packet));
|
||||
|
@ -411,7 +418,15 @@ SequenceNumber Connection::nextACK() const {
|
|||
bool Connection::processReceivedSequenceNumber(SequenceNumber sequenceNumber, int packetSize, int payloadSize) {
|
||||
|
||||
if (!_hasReceivedHandshake) {
|
||||
// refuse to process any packets until we've received the handshake
|
||||
// Refuse to process any packets until we've received the handshake
|
||||
// Send handshake request to re-request a handshake
|
||||
auto handshakeRequestPacket = ControlPacket::create(ControlPacket::HandshakeRequest, 0);
|
||||
_parentSocket->writeBasePacket(*handshakeRequestPacket, _destination);
|
||||
|
||||
#ifdef UDT_CONNECTION_DEBUG
|
||||
qCDebug(networking) << "Received packet before receiving handshake, sending HandshakeRequest";
|
||||
#endif
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -537,6 +552,17 @@ void Connection::processControl(std::unique_ptr<ControlPacket> controlPacket) {
|
|||
processProbeTail(move(controlPacket));
|
||||
}
|
||||
break;
|
||||
case ControlPacket::HandshakeRequest:
|
||||
if (_hasReceivedHandshakeACK) {
|
||||
// We're already in a state where we've received a handshake ack, so we are likely in a state
|
||||
// where the other end expired our connection. Let's reset.
|
||||
|
||||
#ifdef UDT_CONNECTION_DEBUG
|
||||
qCDebug(networking) << "Got handshake request, stopping SendQueue";
|
||||
#endif
|
||||
stopSendQueue();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -84,6 +84,7 @@ private slots:
|
|||
void recordSentPackets(int payload, int total);
|
||||
void recordRetransmission();
|
||||
void queueInactive();
|
||||
void queueTimeout();
|
||||
|
||||
private:
|
||||
void sendACK(bool wasCausedBySyncTimeout = true);
|
||||
|
|
|
@ -100,7 +100,7 @@ void ControlPacket::readType() {
|
|||
Q_ASSERT_X(bitAndType & CONTROL_BIT_MASK, "ControlPacket::readHeader()", "This should be a control packet");
|
||||
|
||||
uint16_t packetType = (bitAndType & ~CONTROL_BIT_MASK) >> (8 * sizeof(Type));
|
||||
Q_ASSERT_X(packetType <= ControlPacket::Type::ProbeTail, "ControlPacket::readType()", "Received a control packet with wrong type");
|
||||
Q_ASSERT_X(packetType <= ControlPacket::Type::HandshakeRequest, "ControlPacket::readType()", "Received a control packet with wrong type");
|
||||
|
||||
// read the type
|
||||
_type = (Type) packetType;
|
||||
|
|
|
@ -34,7 +34,8 @@ public:
|
|||
TimeoutNAK,
|
||||
Handshake,
|
||||
HandshakeACK,
|
||||
ProbeTail
|
||||
ProbeTail,
|
||||
HandshakeRequest
|
||||
};
|
||||
|
||||
static std::unique_ptr<ControlPacket> create(Type type, qint64 size = -1);
|
||||
|
|
|
@ -20,6 +20,7 @@
|
|||
#include <QtCore/QThread>
|
||||
|
||||
#include <LogHandler.h>
|
||||
#include <NumericalConstants.h>
|
||||
#include <SharedUtil.h>
|
||||
|
||||
#include "../NetworkLogging.h"
|
||||
|
@ -133,7 +134,6 @@ void SendQueue::sendPacket(const Packet& packet) {
|
|||
|
||||
void SendQueue::ack(SequenceNumber ack) {
|
||||
// this is a response from the client, re-set our timeout expiry and our last response time
|
||||
_timeoutExpiryCount = 0;
|
||||
_lastReceiverResponse = uint64_t(QDateTime::currentMSecsSinceEpoch());
|
||||
|
||||
if (_lastACKSequenceNumber == (uint32_t) ack) {
|
||||
|
@ -157,11 +157,13 @@ void SendQueue::ack(SequenceNumber ack) {
|
|||
}
|
||||
|
||||
_lastACKSequenceNumber = (uint32_t) ack;
|
||||
|
||||
// call notify_one on the condition_variable_any in case the send thread is sleeping with a full congestion window
|
||||
_emptyCondition.notify_one();
|
||||
}
|
||||
|
||||
void SendQueue::nak(SequenceNumber start, SequenceNumber end) {
|
||||
// this is a response from the client, re-set our timeout expiry
|
||||
_timeoutExpiryCount = 0;
|
||||
_lastReceiverResponse = uint64_t(QDateTime::currentMSecsSinceEpoch());
|
||||
|
||||
{
|
||||
|
@ -175,7 +177,6 @@ void SendQueue::nak(SequenceNumber start, SequenceNumber end) {
|
|||
|
||||
void SendQueue::overrideNAKListFromPacket(ControlPacket& packet) {
|
||||
// this is a response from the client, re-set our timeout expiry
|
||||
_timeoutExpiryCount = 0;
|
||||
_lastReceiverResponse = uint64_t(QDateTime::currentMSecsSinceEpoch());
|
||||
|
||||
{
|
||||
|
@ -203,9 +204,7 @@ void SendQueue::sendHandshake() {
|
|||
std::unique_lock<std::mutex> handshakeLock { _handshakeMutex };
|
||||
if (!_hasReceivedHandshakeACK) {
|
||||
// we haven't received a handshake ACK from the client, send another now
|
||||
static const auto handshakePacket = ControlPacket::create(ControlPacket::Handshake, sizeof(SequenceNumber));
|
||||
|
||||
handshakePacket->seek(0);
|
||||
auto handshakePacket = ControlPacket::create(ControlPacket::Handshake, sizeof(SequenceNumber));
|
||||
|
||||
handshakePacket->writePrimitive(_initialSequenceNumber);
|
||||
_socket->writeBasePacket(*handshakePacket, _destination);
|
||||
|
@ -316,10 +315,9 @@ void SendQueue::run() {
|
|||
}
|
||||
|
||||
bool SendQueue::maybeSendNewPacket() {
|
||||
if (seqlen(SequenceNumber { (uint32_t) _lastACKSequenceNumber }, _currentSequenceNumber) <= _flowWindowSize) {
|
||||
if (!isFlowWindowFull()) {
|
||||
// we didn't re-send a packet, so time to send a new one
|
||||
|
||||
|
||||
if (!_packets.isEmpty()) {
|
||||
SequenceNumber nextNumber = getNextSequenceNumber();
|
||||
|
||||
|
@ -440,28 +438,31 @@ bool SendQueue::maybeResendPacket() {
|
|||
}
|
||||
|
||||
bool SendQueue::isInactive(bool sentAPacket) {
|
||||
if (!sentAPacket) {
|
||||
// check if it is time to break this connection
|
||||
|
||||
// that will be the case if we have had 16 timeouts since hearing back from the client, and it has been
|
||||
// at least 5 seconds
|
||||
static const int NUM_TIMEOUTS_BEFORE_INACTIVE = 16;
|
||||
static const int MIN_SECONDS_BEFORE_INACTIVE_MS = 5 * 1000;
|
||||
if (_timeoutExpiryCount >= NUM_TIMEOUTS_BEFORE_INACTIVE &&
|
||||
_lastReceiverResponse > 0 &&
|
||||
(QDateTime::currentMSecsSinceEpoch() - _lastReceiverResponse) > MIN_SECONDS_BEFORE_INACTIVE_MS) {
|
||||
// If the flow window has been full for over CONSIDER_INACTIVE_AFTER,
|
||||
// then signal the queue is inactive and return so it can be cleaned up
|
||||
|
||||
// check for connection timeout first
|
||||
|
||||
// that will be the case if we have had 16 timeouts since hearing back from the client, and it has been
|
||||
// at least 5 seconds
|
||||
static const int NUM_TIMEOUTS_BEFORE_INACTIVE = 16;
|
||||
static const int MIN_MS_BEFORE_INACTIVE = 5 * 1000;
|
||||
|
||||
auto sinceLastResponse = (QDateTime::currentMSecsSinceEpoch() - _lastReceiverResponse);
|
||||
|
||||
if (sinceLastResponse >= quint64(NUM_TIMEOUTS_BEFORE_INACTIVE * (_estimatedTimeout / USECS_PER_MSEC)) &&
|
||||
_lastReceiverResponse > 0 &&
|
||||
sinceLastResponse > MIN_MS_BEFORE_INACTIVE) {
|
||||
// If the flow window has been full for over CONSIDER_INACTIVE_AFTER,
|
||||
// then signal the queue is inactive and return so it can be cleaned up
|
||||
|
||||
#ifdef UDT_CONNECTION_DEBUG
|
||||
qCDebug(networking) << "SendQueue to" << _destination << "reached" << NUM_TIMEOUTS_BEFORE_INACTIVE << "timeouts"
|
||||
<< "and 5s before receiving any ACK/NAK and is now inactive. Stopping.";
|
||||
qCDebug(networking) << "SendQueue to" << _destination << "reached" << NUM_TIMEOUTS_BEFORE_INACTIVE << "timeouts"
|
||||
<< "and" << MIN_MS_BEFORE_INACTIVE << "milliseconds before receiving any ACK/NAK and is now inactive. Stopping.";
|
||||
#endif
|
||||
|
||||
deactivate();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
deactivate();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!sentAPacket) {
|
||||
// During our processing above we didn't send any packets
|
||||
|
||||
// If that is still the case we should use a condition_variable_any to sleep until we have data to handle.
|
||||
|
@ -470,7 +471,7 @@ bool SendQueue::isInactive(bool sentAPacket) {
|
|||
DoubleLock doubleLock(_packets.getLock(), _naksLock);
|
||||
DoubleLock::Lock locker(doubleLock, std::try_to_lock);
|
||||
|
||||
if (locker.owns_lock() && _packets.isEmpty() && _naks.isEmpty()) {
|
||||
if (locker.owns_lock() && (_packets.isEmpty() || isFlowWindowFull()) && _naks.isEmpty()) {
|
||||
// The packets queue and loss list mutexes are now both locked and they're both empty
|
||||
|
||||
if (uint32_t(_lastACKSequenceNumber) == uint32_t(_currentSequenceNumber)) {
|
||||
|
@ -481,21 +482,22 @@ bool SendQueue::isInactive(bool sentAPacket) {
|
|||
// use our condition_variable_any to wait
|
||||
auto cvStatus = _emptyCondition.wait_for(locker, EMPTY_QUEUES_INACTIVE_TIMEOUT);
|
||||
|
||||
// we have the lock again - Make sure to unlock it
|
||||
locker.unlock();
|
||||
|
||||
if (cvStatus == std::cv_status::timeout) {
|
||||
if (cvStatus == std::cv_status::timeout && (_packets.isEmpty() || isFlowWindowFull()) && _naks.isEmpty()) {
|
||||
#ifdef UDT_CONNECTION_DEBUG
|
||||
qCDebug(networking) << "SendQueue to" << _destination << "has been empty for"
|
||||
<< EMPTY_QUEUES_INACTIVE_TIMEOUT.count()
|
||||
<< "seconds and receiver has ACKed all packets."
|
||||
<< "The queue is now inactive and will be stopped.";
|
||||
#endif
|
||||
|
||||
// we have the lock again - Make sure to unlock it
|
||||
locker.unlock();
|
||||
|
||||
// Deactivate queue
|
||||
deactivate();
|
||||
return true;
|
||||
}
|
||||
|
||||
} else {
|
||||
// We think the client is still waiting for data (based on the sequence number gap)
|
||||
// Let's wait either for a response from the client or until the estimated timeout
|
||||
|
@ -505,17 +507,18 @@ bool SendQueue::isInactive(bool sentAPacket) {
|
|||
// use our condition_variable_any to wait
|
||||
auto cvStatus = _emptyCondition.wait_for(locker, waitDuration);
|
||||
|
||||
if (cvStatus == std::cv_status::timeout) {
|
||||
// increase the number of timeouts
|
||||
++_timeoutExpiryCount;
|
||||
if (cvStatus == std::cv_status::timeout && (_packets.isEmpty() || isFlowWindowFull()) && _naks.isEmpty()
|
||||
&& SequenceNumber(_lastACKSequenceNumber) < _currentSequenceNumber) {
|
||||
// after a timeout if we still have sent packets that the client hasn't ACKed we
|
||||
// add them to the loss list
|
||||
|
||||
if (SequenceNumber(_lastACKSequenceNumber) < _currentSequenceNumber) {
|
||||
// after a timeout if we still have sent packets that the client hasn't ACKed we
|
||||
// add them to the loss list
|
||||
|
||||
// Note that thanks to the DoubleLock we have the _naksLock right now
|
||||
_naks.append(SequenceNumber(_lastACKSequenceNumber) + 1, _currentSequenceNumber);
|
||||
}
|
||||
// Note that thanks to the DoubleLock we have the _naksLock right now
|
||||
_naks.append(SequenceNumber(_lastACKSequenceNumber) + 1, _currentSequenceNumber);
|
||||
|
||||
// we have the lock again - time to unlock it
|
||||
locker.unlock();
|
||||
|
||||
emit timeout();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -530,3 +533,7 @@ void SendQueue::deactivate() {
|
|||
|
||||
_state = State::Stopped;
|
||||
}
|
||||
|
||||
bool SendQueue::isFlowWindowFull() const {
|
||||
return seqlen(SequenceNumber { (uint32_t) _lastACKSequenceNumber }, _currentSequenceNumber) > _flowWindowSize;
|
||||
}
|
||||
|
|
|
@ -78,6 +78,8 @@ signals:
|
|||
void packetRetransmitted();
|
||||
|
||||
void queueInactive();
|
||||
|
||||
void timeout();
|
||||
|
||||
private slots:
|
||||
void run();
|
||||
|
@ -97,6 +99,8 @@ private:
|
|||
|
||||
bool isInactive(bool sentAPacket);
|
||||
void deactivate(); // makes the queue inactive and cleans it up
|
||||
|
||||
bool isFlowWindowFull() const;
|
||||
|
||||
// Increments current sequence number and return it
|
||||
SequenceNumber getNextSequenceNumber();
|
||||
|
@ -118,7 +122,6 @@ private:
|
|||
|
||||
std::atomic<int> _estimatedTimeout { 0 }; // Estimated timeout, set from CC
|
||||
std::atomic<int> _syncInterval { udt::DEFAULT_SYN_INTERVAL_USECS }; // Sync interval, set from CC
|
||||
std::atomic<int> _timeoutExpiryCount { 0 }; // The number of times the timeout has expired without response from client
|
||||
std::atomic<uint64_t> _lastReceiverResponse { 0 }; // Timestamp for the last time we got new data from the receiver (ACK/NAK)
|
||||
|
||||
std::atomic<int> _flowWindowSize { 0 }; // Flow control window size (number of packets that can be on wire) - set from CC
|
||||
|
|
|
@ -1700,6 +1700,7 @@ bool Octree::readFromURL(const QString& urlString) {
|
|||
QDataStream inputStream(reply);
|
||||
readOk = readFromStream(resourceSize, inputStream);
|
||||
}
|
||||
delete reply;
|
||||
}
|
||||
return readOk;
|
||||
}
|
||||
|
|
|
@ -252,25 +252,18 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
|
|||
|
||||
// If we hit the models box, then consider the submeshes...
|
||||
_mutex.lock();
|
||||
|
||||
if (!_calculatedMeshBoxesValid) {
|
||||
if (!_calculatedMeshBoxesValid || (pickAgainstTriangles && !_calculatedMeshTrianglesValid)) {
|
||||
recalculateMeshBoxes(pickAgainstTriangles);
|
||||
}
|
||||
|
||||
foreach (const AABox& subMeshBox, _calculatedMeshBoxes) {
|
||||
for (const auto& subMeshBox : _calculatedMeshBoxes) {
|
||||
|
||||
if (subMeshBox.findRayIntersection(origin, direction, distanceToSubMesh, subMeshFace, subMeshSurfaceNormal)) {
|
||||
if (distanceToSubMesh < bestDistance) {
|
||||
if (pickAgainstTriangles) {
|
||||
if (!_calculatedMeshTrianglesValid) {
|
||||
recalculateMeshBoxes(pickAgainstTriangles);
|
||||
}
|
||||
// check our triangles here....
|
||||
const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex];
|
||||
int t = 0;
|
||||
foreach (const Triangle& triangle, meshTriangles) {
|
||||
t++;
|
||||
|
||||
for(const auto& triangle : meshTriangles) {
|
||||
float thisTriangleDistance;
|
||||
if (findRayTriangleIntersection(origin, direction, triangle, thisTriangleDistance)) {
|
||||
if (thisTriangleDistance < bestDistance) {
|
||||
|
@ -1069,7 +1062,7 @@ void Model::updateClusterMatrices(glm::vec3 modelPosition, glm::quat modelOrient
|
|||
// post the blender if we're not currently waiting for one to finish
|
||||
if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
|
||||
_blendedBlendshapeCoefficients = _blendshapeCoefficients;
|
||||
DependencyManager::get<ModelBlender>()->noteRequiresBlend(this);
|
||||
DependencyManager::get<ModelBlender>()->noteRequiresBlend(getThisPointer());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1277,29 +1270,37 @@ ModelBlender::ModelBlender() :
|
|||
ModelBlender::~ModelBlender() {
|
||||
}
|
||||
|
||||
void ModelBlender::noteRequiresBlend(Model* model) {
|
||||
void ModelBlender::noteRequiresBlend(ModelPointer model) {
|
||||
if (_pendingBlenders < QThread::idealThreadCount()) {
|
||||
if (model->maybeStartBlender()) {
|
||||
_pendingBlenders++;
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (!_modelsRequiringBlends.contains(model)) {
|
||||
_modelsRequiringBlends.append(model);
|
||||
|
||||
{
|
||||
Lock lock(_mutex);
|
||||
_modelsRequiringBlends.insert(model);
|
||||
}
|
||||
}
|
||||
|
||||
void ModelBlender::setBlendedVertices(const QPointer<Model>& model, int blendNumber,
|
||||
const QWeakPointer<NetworkGeometry>& geometry, const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals) {
|
||||
|
||||
if (!model.isNull()) {
|
||||
model->setBlendedVertices(blendNumber, geometry, vertices, normals);
|
||||
}
|
||||
_pendingBlenders--;
|
||||
while (!_modelsRequiringBlends.isEmpty()) {
|
||||
Model* nextModel = _modelsRequiringBlends.takeFirst();
|
||||
if (nextModel && nextModel->maybeStartBlender()) {
|
||||
_pendingBlenders++;
|
||||
return;
|
||||
{
|
||||
Lock lock(_mutex);
|
||||
for (auto i = _modelsRequiringBlends.begin(); i != _modelsRequiringBlends.end();) {
|
||||
auto weakPtr = *i;
|
||||
_modelsRequiringBlends.erase(i++); // remove front of the set
|
||||
ModelPointer nextModel = weakPtr.lock();
|
||||
if (nextModel && nextModel->maybeStartBlender()) {
|
||||
_pendingBlenders++;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -50,8 +50,13 @@ inline uint qHash(const std::shared_ptr<MeshPartPayload>& a, uint seed) {
|
|||
return qHash(a.get(), seed);
|
||||
}
|
||||
|
||||
class Model;
|
||||
using ModelPointer = std::shared_ptr<Model>;
|
||||
using ModelWeakPointer = std::weak_ptr<Model>;
|
||||
|
||||
|
||||
/// A generic 3D model displaying geometry loaded from a URL.
|
||||
class Model : public QObject {
|
||||
class Model : public QObject, public std::enable_shared_from_this<Model> {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
|
@ -63,6 +68,9 @@ public:
|
|||
Model(RigPointer rig, QObject* parent = nullptr);
|
||||
virtual ~Model();
|
||||
|
||||
inline ModelPointer getThisPointer() const {
|
||||
return std::static_pointer_cast<Model>(std::const_pointer_cast<Model>(shared_from_this()));
|
||||
}
|
||||
|
||||
/// Sets the URL of the model to render.
|
||||
Q_INVOKABLE void setURL(const QUrl& url);
|
||||
|
@ -387,18 +395,22 @@ class ModelBlender : public QObject, public Dependency {
|
|||
public:
|
||||
|
||||
/// Adds the specified model to the list requiring vertex blends.
|
||||
void noteRequiresBlend(Model* model);
|
||||
void noteRequiresBlend(ModelPointer model);
|
||||
|
||||
public slots:
|
||||
void setBlendedVertices(const QPointer<Model>& model, int blendNumber, const QWeakPointer<NetworkGeometry>& geometry,
|
||||
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
|
||||
|
||||
private:
|
||||
using Mutex = std::mutex;
|
||||
using Lock = std::unique_lock<Mutex>;
|
||||
|
||||
ModelBlender();
|
||||
virtual ~ModelBlender();
|
||||
|
||||
QList<QPointer<Model> > _modelsRequiringBlends;
|
||||
std::set<ModelWeakPointer, std::owner_less<ModelWeakPointer>> _modelsRequiringBlends;
|
||||
int _pendingBlenders;
|
||||
Mutex _mutex;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -172,7 +172,6 @@ QScriptValue QmlWindowClass::internalConstructor(const QString& qmlSource,
|
|||
setupServer();
|
||||
retVal = builder(newTab);
|
||||
retVal->_toolWindow = true;
|
||||
offscreenUi->getRootContext()->engine()->setObjectOwnership(retVal->_qmlWindow, QQmlEngine::CppOwnership);
|
||||
registerObject(url.toLower(), retVal);
|
||||
return QVariant();
|
||||
});
|
||||
|
@ -330,10 +329,8 @@ void QmlWindowClass::close() {
|
|||
if (_qmlWindow) {
|
||||
if (_toolWindow) {
|
||||
auto offscreenUi = DependencyManager::get<OffscreenUi>();
|
||||
auto qmlWindow = _qmlWindow;
|
||||
offscreenUi->executeOnUiThread([=] {
|
||||
auto toolWindow = offscreenUi->getToolWindow();
|
||||
offscreenUi->getRootContext()->engine()->setObjectOwnership(qmlWindow, QQmlEngine::JavaScriptOwnership);
|
||||
auto invokeResult = QMetaObject::invokeMethod(toolWindow, "removeTabForUrl", Qt::DirectConnection,
|
||||
Q_ARG(QVariant, _source));
|
||||
Q_ASSERT(invokeResult);
|
||||
|
|
|
@ -257,6 +257,29 @@ void AnimTests::testAccumulateTime() {
|
|||
endFrame = 15.0f;
|
||||
timeScale = 2.0f;
|
||||
testAccumulateTimeWithParameters(startFrame, endFrame, timeScale);
|
||||
|
||||
startFrame = 0.0f;
|
||||
endFrame = 1.0f;
|
||||
timeScale = 1.0f;
|
||||
float dt = 1.0f;
|
||||
QString id = "testNode";
|
||||
AnimNode::Triggers triggers;
|
||||
float loopFlag = true;
|
||||
float resultFrame = accumulateTime(startFrame, endFrame, timeScale, startFrame, dt, loopFlag, id, triggers);
|
||||
// a one frame looping animation should NOT trigger onLoop events
|
||||
QVERIFY(triggers.empty());
|
||||
|
||||
const uint32_t MAX_TRIGGER_COUNT = 3;
|
||||
|
||||
startFrame = 0.0f;
|
||||
endFrame = 1.1f;
|
||||
timeScale = 10.0f;
|
||||
dt = 10.0f;
|
||||
triggers.clear();
|
||||
loopFlag = true;
|
||||
resultFrame = accumulateTime(startFrame, endFrame, timeScale, startFrame, dt, loopFlag, id, triggers);
|
||||
// a short animation with a large dt & a large timescale, should only create a MAXIMUM of 3 loop events.
|
||||
QVERIFY(triggers.size() <= MAX_TRIGGER_COUNT);
|
||||
}
|
||||
|
||||
void AnimTests::testAccumulateTimeWithParameters(float startFrame, float endFrame, float timeScale) const {
|
||||
|
|
Loading…
Reference in a new issue