Merge branch 'master' into scriptedBlendshapesFaceFlags

This commit is contained in:
Anthony J. Thibault 2018-06-11 17:13:30 -07:00
commit 042f902d2e
47 changed files with 705 additions and 215 deletions

View file

@ -22,7 +22,7 @@ android {
'-DHIFI_ANDROID_PRECOMPILED=' + HIFI_ANDROID_PRECOMPILED,
'-DRELEASE_NUMBER=' + RELEASE_NUMBER,
'-DRELEASE_TYPE=' + RELEASE_TYPE,
'-DBUILD_BRANCH=' + BUILD_BRANCH,
'-DSTABLE_BUILD=' + STABLE_BUILD,
'-DDISABLE_QML=OFF',
'-DDISABLE_KTX_CACHE=OFF'
}
@ -128,4 +128,3 @@ dependencies {
implementation fileTree(include: ['*.jar'], dir: 'libs')
}

View file

@ -64,7 +64,11 @@ public class HomeFragment extends Fragment {
mDomainsView.setLayoutManager(gridLayoutMgr);
mDomainAdapter = new DomainAdapter(getContext(), HifiUtils.getInstance().protocolVersionSignature(), nativeGetLastLocation());
mDomainAdapter.setClickListener((view, position, domain) -> {
new Handler(getActivity().getMainLooper()).postDelayed(() -> mListener.onSelectedDomain(domain.url), 400); // a delay so the ripple effect can be seen
new Handler(getActivity().getMainLooper()).postDelayed(() -> {
if (mListener != null) {
mListener.onSelectedDomain(domain.url);
}
}, 400); // a delay so the ripple effect can be seen
});
mDomainAdapter.setListener(new DomainAdapter.AdapterListener() {
@Override
@ -116,7 +120,9 @@ public class HomeFragment extends Fragment {
if (!urlString.trim().isEmpty()) {
urlString = HifiUtils.getInstance().sanitizeHifiUrl(urlString);
}
mListener.onSelectedDomain(urlString);
if (mListener != null) {
mListener.onSelectedDomain(urlString);
}
return true;
}
return false;

View file

@ -1,10 +1,11 @@
package io.highfidelity.hifiinterface.provider;
import android.util.Log;
import android.util.MutableInt;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.List;
import java.util.Set;
import io.highfidelity.hifiinterface.HifiUtils;
import io.highfidelity.hifiinterface.view.DomainAdapter;
@ -47,24 +48,42 @@ public class UserStoryDomainProvider implements DomainProvider {
suggestions = new ArrayList<>();
}
@Override
public synchronized void retrieve(String filterText, DomainCallback domainCallback) {
if (!startedToGetFromAPI) {
startedToGetFromAPI = true;
fillDestinations(filterText, domainCallback);
} else {
filterChoicesByText(filterText, domainCallback);
}
}
private void fillDestinations(String filterText, DomainCallback domainCallback) {
StoriesFilter filter = new StoriesFilter(filterText);
final MutableInt counter = new MutableInt(0);
allStories.clear();
getUserStoryPage(1,
List<UserStory> taggedStories = new ArrayList<>();
Set<String> taggedStoriesIds = new HashSet<>();
getUserStoryPage(1, taggedStories, TAGS_TO_SEARCH,
e -> {
allStories.subList(counter.value, allStories.size()).forEach(userStory -> {
filter.filterOrAdd(userStory);
});
if (domainCallback != null) {
domainCallback.retrieveOk(suggestions); //ended
}
},
a -> {
allStories.forEach(userStory -> {
counter.value++;
filter.filterOrAdd(userStory);
taggedStories.forEach(userStory -> {
taggedStoriesIds.add(userStory.id);
});
allStories.clear();
getUserStoryPage(1, allStories, null,
ex -> {
allStories.forEach(userStory -> {
if (taggedStoriesIds.contains(userStory.id)) {
userStory.tagFound = true;
}
filter.filterOrAdd(userStory);
});
if (domainCallback != null) {
domainCallback.retrieveOk(suggestions); //ended
}
}
);
}
);
}
@ -73,25 +92,22 @@ public class UserStoryDomainProvider implements DomainProvider {
restOfPagesCallback.callback(new Exception("Error accessing url [" + url + "]", t));
}
private void getUserStoryPage(int pageNumber, Callback<Exception> restOfPagesCallback, Callback<Void> firstPageCallback) {
private void getUserStoryPage(int pageNumber, List<UserStory> userStoriesList, String tagsFilter, Callback<Exception> restOfPagesCallback) {
Call<UserStories> userStories = mUserStoryDomainProviderService.getUserStories(
INCLUDE_ACTIONS_FOR_PLACES,
"open",
true,
mProtocol,
TAGS_TO_SEARCH,
tagsFilter,
pageNumber);
Log.d("API-USER-STORY-DOMAINS", "Protocol [" + mProtocol + "] include_actions [" + INCLUDE_ACTIONS_FOR_PLACES + "]");
userStories.enqueue(new retrofit2.Callback<UserStories>() {
@Override
public void onResponse(Call<UserStories> call, Response<UserStories> response) {
UserStories data = response.body();
allStories.addAll(data.user_stories);
userStoriesList.addAll(data.user_stories);
if (data.current_page < data.total_pages && data.current_page <= MAX_PAGES_TO_GET) {
if (pageNumber == 1 && firstPageCallback != null) {
firstPageCallback.callback(null);
}
getUserStoryPage(pageNumber + 1, restOfPagesCallback, null);
getUserStoryPage(pageNumber + 1, userStoriesList, tagsFilter, restOfPagesCallback);
return;
}
restOfPagesCallback.callback(null);
@ -107,12 +123,16 @@ public class UserStoryDomainProvider implements DomainProvider {
private class StoriesFilter {
String[] mWords = new String[]{};
public StoriesFilter(String filterText) {
mWords = filterText.toUpperCase().split("\\s+");
mWords = filterText.trim().toUpperCase().split("\\s+");
if (mWords.length == 1 && (mWords[0] == null || mWords[0].length() <= 0 ) ) {
mWords = null;
}
}
private boolean matches(UserStory story) {
if (mWords.length <= 0) {
return true;
if (mWords == null || mWords.length <= 0) {
// No text filter? So filter by tag
return story.tagFound;
}
for (String word : mWords) {
@ -128,6 +148,9 @@ public class UserStoryDomainProvider implements DomainProvider {
suggestions.add(story.toDomain());
}
/**
* if the story matches this filter criteria it's added into suggestions
* */
public void filterOrAdd(UserStory story) {
if (matches(story)) {
addToSuggestions(story);
@ -144,16 +167,6 @@ public class UserStoryDomainProvider implements DomainProvider {
domainCallback.retrieveOk(suggestions);
}
@Override
public synchronized void retrieve(String filterText, DomainCallback domainCallback) {
if (!startedToGetFromAPI) {
startedToGetFromAPI = true;
fillDestinations(filterText, domainCallback);
} else {
filterChoicesByText(filterText, domainCallback);
}
}
public interface UserStoryDomainProviderService {
@GET("api/v1/user_stories")
Call<UserStories> getUserStories(@Query("include_actions") String includeActions,
@ -166,12 +179,14 @@ public class UserStoryDomainProvider implements DomainProvider {
class UserStory {
public UserStory() {}
String id;
String place_name;
String path;
String thumbnail_url;
String place_id;
String domain_id;
private String searchText;
private boolean tagFound; // Locally used
// New fields? tags, description

View file

@ -54,27 +54,10 @@ public class DomainAdapter extends RecyclerView.Adapter<DomainAdapter.ViewHolder
@Override
public void retrieveOk(List<Domain> domain) {
if (filterText.length() == 0) {
Domain lastVisitedDomain = new Domain(mContext.getString(R.string.your_last_location), mLastLocation, DEFAULT_THUMBNAIL_PLACE);
if (!mLastLocation.isEmpty() && mLastLocation.contains("://")) {
int startIndex = mLastLocation.indexOf("://");
int endIndex = mLastLocation.indexOf("/", startIndex + 3);
String toSearch = mLastLocation.substring(0, endIndex + 1).toLowerCase();
for (Domain d : domain) {
if (d.url.toLowerCase().startsWith(toSearch)) {
lastVisitedDomain.thumbnail = d.thumbnail;
}
}
}
domain.add(0, lastVisitedDomain);
addLastLocation(domain);
}
for (Domain d : domain) {
// we override the default picture added in the server by an android specific version
if (d.thumbnail != null &&
d.thumbnail.endsWith("assets/places/thumbnail-default-place-e5a3f33e773ab699495774990a562f9f7693dc48ef90d8be6985c645a0280f75.png")) {
d.thumbnail = DEFAULT_THUMBNAIL_PLACE;
}
}
overrideDefaultThumbnails(domain);
mDomains = new Domain[domain.size()];
mDomains = domain.toArray(mDomains);
@ -96,6 +79,31 @@ public class DomainAdapter extends RecyclerView.Adapter<DomainAdapter.ViewHolder
});
}
private void overrideDefaultThumbnails(List<Domain> domain) {
for (Domain d : domain) {
// we override the default picture added in the server by an android specific version
if (d.thumbnail != null &&
d.thumbnail.endsWith("assets/places/thumbnail-default-place-e5a3f33e773ab699495774990a562f9f7693dc48ef90d8be6985c645a0280f75.png")) {
d.thumbnail = DEFAULT_THUMBNAIL_PLACE;
}
}
}
private void addLastLocation(List<Domain> domain) {
Domain lastVisitedDomain = new Domain(mContext.getString(R.string.your_last_location), mLastLocation, DEFAULT_THUMBNAIL_PLACE);
if (!mLastLocation.isEmpty() && mLastLocation.contains("://")) {
int startIndex = mLastLocation.indexOf("://");
int endIndex = mLastLocation.indexOf("/", startIndex + 3);
String toSearch = mLastLocation.substring(0, endIndex + 1).toLowerCase();
for (Domain d : domain) {
if (d.url.toLowerCase().startsWith(toSearch)) {
lastVisitedDomain.thumbnail = d.thumbnail;
}
}
}
domain.add(0, lastVisitedDomain);
}
@Override
public ViewHolder onCreateViewHolder(ViewGroup parent, int viewType) {
View view = mInflater.inflate(R.layout.domain_view, parent, false);

View file

@ -37,7 +37,7 @@ task clean(type: Delete) {
ext {
RELEASE_NUMBER = project.hasProperty('RELEASE_NUMBER') ? project.getProperty('RELEASE_NUMBER') : '0'
RELEASE_TYPE = project.hasProperty('RELEASE_TYPE') ? project.getProperty('RELEASE_TYPE') : 'DEV'
BUILD_BRANCH = project.hasProperty('BUILD_BRANCH') ? project.getProperty('BUILD_BRANCH') : ''
STABLE_BUILD = project.hasProperty('STABLE_BUILD') ? project.getProperty('STABLE_BUILD') : '0'
EXEC_SUFFIX = Os.isFamily(Os.FAMILY_WINDOWS) ? '.exe' : ''
QT5_DEPS = [
'Qt5Concurrent',
@ -542,7 +542,7 @@ task cleanDependencies(type: Delete) {
// FIXME this code is prototyping the desired functionality for doing build time binary dependency resolution.
// FIXME this code is prototyping the desired functionality for doing build time binary dependency resolution.
// See the comment on the qtBundle task above
/*
// FIXME derive the path from the gradle environment

View file

@ -17,14 +17,12 @@ macro(SET_PACKAGING_PARAMETERS)
set(DEV_BUILD 0)
set(BUILD_GLOBAL_SERVICES "DEVELOPMENT")
set(USE_STABLE_GLOBAL_SERVICES 0)
set(BUILD_NUMBER 0)
set_from_env(RELEASE_TYPE RELEASE_TYPE "DEV")
set_from_env(RELEASE_NUMBER RELEASE_NUMBER "")
set_from_env(BUILD_BRANCH BRANCH "")
string(TOLOWER "${BUILD_BRANCH}" BUILD_BRANCH)
set_from_env(STABLE_BUILD STABLE_BUILD 0)
message(STATUS "The BUILD_BRANCH variable is: ${BUILD_BRANCH}")
message(STATUS "The BRANCH environment variable is: $ENV{BRANCH}")
message(STATUS "The RELEASE_TYPE variable is: ${RELEASE_TYPE}")
# setup component categories for installer
@ -46,17 +44,17 @@ macro(SET_PACKAGING_PARAMETERS)
# if the build is a PRODUCTION_BUILD from the "stable" branch
# then use the STABLE gobal services
if (BUILD_BRANCH STREQUAL "stable")
message(STATUS "The RELEASE_TYPE is PRODUCTION and the BUILD_BRANCH is stable...")
if (STABLE_BUILD)
message(STATUS "The RELEASE_TYPE is PRODUCTION and STABLE_BUILD is 1")
set(BUILD_GLOBAL_SERVICES "STABLE")
set(USE_STABLE_GLOBAL_SERVICES 1)
endif()
endif ()
elseif (RELEASE_TYPE STREQUAL "PR")
set(DEPLOY_PACKAGE TRUE)
set(PR_BUILD 1)
set(BUILD_VERSION "PR${RELEASE_NUMBER}")
set(BUILD_ORGANIZATION "High Fidelity - ${BUILD_VERSION}")
set(BUILD_ORGANIZATION "High Fidelity - PR${RELEASE_NUMBER}")
set(INTERFACE_BUNDLE_NAME "Interface")
set(INTERFACE_ICON_PREFIX "interface-beta")
@ -75,6 +73,54 @@ macro(SET_PACKAGING_PARAMETERS)
string(TIMESTAMP BUILD_TIME "%d/%m/%Y")
# if STABLE_BUILD is 1, PRODUCTION_BUILD must be 1 and
# DEV_BUILD and PR_BUILD must be 0
if (STABLE_BUILD)
if ((NOT PRODUCTION_BUILD) OR PR_BUILD OR DEV_BUILD)
message(FATAL_ERROR "Cannot produce STABLE_BUILD without PRODUCTION_BUILD")
endif ()
endif ()
if ((PRODUCTION_BUILD OR PR_BUILD) AND NOT STABLE_BUILD)
# append the abbreviated commit SHA to the build version
# since this is a PR build or master/nightly builds
# for PR_BUILDS, we need to grab the abbreviated SHA
# for the second parent of HEAD (not HEAD) since that is the
# SHA of the commit merged to master for the build
if (PR_BUILD)
set(_GIT_LOG_FORMAT "%p")
else ()
set(_GIT_LOG_FORMAT "%h")
endif ()
execute_process(
COMMAND git log -1 --format=${_GIT_LOG_FORMAT}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
OUTPUT_VARIABLE _GIT_LOG_OUTPUT
ERROR_VARIABLE _GIT_LOG_ERROR
OUTPUT_STRIP_TRAILING_WHITESPACE
)
if (PR_BUILD)
separate_arguments(_COMMIT_PARENTS UNIX_COMMAND ${_GIT_LOG_OUTPUT})
list(GET _COMMIT_PARENTS 1 GIT_COMMIT_HASH)
else ()
set(GIT_COMMIT_HASH ${_GIT_LOG_OUTPUT})
endif ()
if (_GIT_LOG_ERROR OR NOT GIT_COMMIT_HASH)
message(FATAL_ERROR "Could not retreive abbreviated SHA for PR or production master build")
endif ()
set(BUILD_VERSION_NO_SHA ${BUILD_VERSION})
set(BUILD_VERSION "${BUILD_VERSION}-${GIT_COMMIT_HASH}")
# pass along a release number without the SHA in case somebody
# wants to compare master or PR builds as integers
set(BUILD_NUMBER ${RELEASE_NUMBER})
endif ()
if (DEPLOY_PACKAGE)
# for deployed packages always grab the serverless content
set(DOWNLOAD_SERVERLESS_CONTENT ON)
@ -127,8 +173,8 @@ macro(SET_PACKAGING_PARAMETERS)
set(INTERFACE_SHORTCUT_NAME "High Fidelity Interface")
set(CONSOLE_SHORTCUT_NAME "Sandbox")
else ()
set(INTERFACE_SHORTCUT_NAME "High Fidelity Interface - ${BUILD_VERSION}")
set(CONSOLE_SHORTCUT_NAME "Sandbox - ${BUILD_VERSION}")
set(INTERFACE_SHORTCUT_NAME "High Fidelity Interface - ${BUILD_VERSION_NO_SHA}")
set(CONSOLE_SHORTCUT_NAME "Sandbox - ${BUILD_VERSION_NO_SHA}")
endif ()
set(INTERFACE_HF_SHORTCUT_NAME "${INTERFACE_SHORTCUT_NAME}")

View file

@ -24,8 +24,26 @@ namespace BuildInfo {
const QString MODIFIED_ORGANIZATION = "@BUILD_ORGANIZATION@";
const QString ORGANIZATION_DOMAIN = "highfidelity.io";
const QString VERSION = "@BUILD_VERSION@";
const QString BUILD_BRANCH = "@BUILD_BRANCH@";
const QString BUILD_NUMBER = "@BUILD_NUMBER@";
const QString BUILD_GLOBAL_SERVICES = "@BUILD_GLOBAL_SERVICES@";
const QString BUILD_TIME = "@BUILD_TIME@";
}
enum BuildType {
Dev,
PR,
Master,
Stable
};
#if defined(PR_BUILD)
const BuildType BUILD_TYPE = PR;
const QString BUILD_TYPE_STRING = "pr";
#elif defined(PRODUCTION_BUILD)
const BuildType BUILD_TYPE = @STABLE_BUILD@ ? Stable : Master;
const QString BUILD_TYPE_STRING = @STABLE_BUILD@ ? "stable" : "master";
#else
const BuildType BUILD_TYPE = Dev;
const QString BUILD_TYPE_STRING = "dev";
#endif
}

View file

@ -1,4 +1,5 @@
{
"releaseType": "@RELEASE_TYPE@",
"buildIdentifier": "@BUILD_VERSION@"
"buildIdentifier": "@BUILD_VERSION@",
"organization": "@BUILD_ORGANIZATION@"
}

View file

@ -176,7 +176,7 @@ DomainServer::DomainServer(int argc, char* argv[]) :
qDebug() << "[VERSION] Build sequence:" << qPrintable(applicationVersion());
qDebug() << "[VERSION] MODIFIED_ORGANIZATION:" << BuildInfo::MODIFIED_ORGANIZATION;
qDebug() << "[VERSION] VERSION:" << BuildInfo::VERSION;
qDebug() << "[VERSION] BUILD_BRANCH:" << BuildInfo::BUILD_BRANCH;
qDebug() << "[VERSION] BUILD_TYPE_STRING:" << BuildInfo::BUILD_TYPE_STRING;
qDebug() << "[VERSION] BUILD_GLOBAL_SERVICES:" << BuildInfo::BUILD_GLOBAL_SERVICES;
qDebug() << "[VERSION] We will be using this name to find ICE servers:" << _iceServerAddr;
@ -1122,7 +1122,7 @@ void DomainServer::handleConnectedNode(SharedNodePointer newNode) {
}
void DomainServer::sendDomainListToNode(const SharedNodePointer& node, const HifiSockAddr &senderSockAddr) {
const int NUM_DOMAIN_LIST_EXTENDED_HEADER_BYTES = NUM_BYTES_RFC4122_UUID + NLPacket::NUM_BYTES_LOCALID +
const int NUM_DOMAIN_LIST_EXTENDED_HEADER_BYTES = NUM_BYTES_RFC4122_UUID + NLPacket::NUM_BYTES_LOCALID +
NUM_BYTES_RFC4122_UUID + NLPacket::NUM_BYTES_LOCALID + 4;
// setup the extended header for the domain list packets
@ -2684,7 +2684,7 @@ bool DomainServer::isAuthenticatedRequest(HTTPConnection* connection, const QUrl
QString settingsPassword = settingsPasswordVariant.isValid() ? settingsPasswordVariant.toString() : "";
QString hexHeaderPassword = headerPassword.isEmpty() ?
"" : QCryptographicHash::hash(headerPassword.toUtf8(), QCryptographicHash::Sha256).toHex();
if (settingsUsername == headerUsername && hexHeaderPassword == settingsPassword) {
return true;
}

View file

@ -2,88 +2,88 @@ name = mannequin
type = body+head
scale = 1
filename = mannequin/mannequin.baked.fbx
joint = jointRoot = Hips
joint = jointNeck = Neck
joint = jointLean = Spine
joint = jointLeftHand = LeftHand
joint = jointHead = Head
joint = jointEyeLeft = LeftEye
joint = jointEyeRight = RightEye
joint = jointRoot = Hips
joint = jointLeftHand = LeftHand
joint = jointRightHand = RightHand
joint = jointNeck = Neck
joint = jointHead = Head
freeJoint = LeftArm
freeJoint = LeftForeArm
freeJoint = RightArm
freeJoint = RightForeArm
bs = EyeBlink_L = blink = 1
bs = JawOpen = mouth_Open = 1
bs = LipsFunnel = Oo = 1
bs = BrowsU_L = brow_Up = 1
jointIndex = RightHandPinky2 = 19
jointIndex = LeftHandMiddle4 = 61
jointIndex = LeftHand = 41
jointIndex = LeftHandRing4 = 49
jointIndex = RightHandMiddle3 = 36
jointIndex = LeftHandThumb4 = 57
jointIndex = RightToe_End = 10
jointIndex = LeftHandRing1 = 46
jointIndex = LeftForeArm = 40
jointIndex = RightHandIndex4 = 29
jointIndex = LeftShoulder = 38
jointIndex = RightHandMiddle4 = 37
jointIndex = RightShoulder = 14
jointIndex = LeftLeg = 2
jointIndex = LeftToe_End = 5
jointIndex = Hips = 0
jointIndex = RightFoot = 8
jointIndex = RightHandThumb2 = 31
jointIndex = LeftHandMiddle3 = 60
jointIndex = RightHandThumb1 = 30
jointIndex = Neck = 62
jointIndex = Spine = 11
jointIndex = RightHandThumb4 = 33
jointIndex = RightHandMiddle1 = 34
jointIndex = LeftHandIndex4 = 53
jointIndex = face = 68
jointIndex = RightHandRing3 = 24
jointIndex = LeftHandPinky4 = 45
jointIndex = LeftHandMiddle2 = 59
jointIndex = RightHandThumb3 = 32
bs = EyeBlink_L = blink = 1
jointIndex = LeftHandPinky3 = 44
jointIndex = HeadTop_End = 66
jointIndex = Spine1 = 12
jointIndex = LeftHandRing3 = 48
jointIndex = mannequin1 = 67
jointIndex = RightEye = 65
jointIndex = RightHandRing4 = 25
jointIndex = RightHandPinky4 = 21
jointIndex = LeftHandRing2 = 47
jointIndex = RightHandIndex3 = 28
jointIndex = RightUpLeg = 6
jointIndex = LeftArm = 39
jointIndex = LeftHandThumb3 = 56
jointIndex = RightHandIndex2 = 27
jointIndex = RightForeArm = 16
jointIndex = RightArm = 15
jointIndex = RightHandRing2 = 23
jointIndex = LeftHandMiddle1 = 58
jointIndex = Spine2 = 13
jointIndex = LeftHandThumb2 = 55
jointIndex = RightHandMiddle2 = 35
jointIndex = RightHandPinky1 = 18
jointIndex = LeftUpLeg = 1
jointIndex = RightLeg = 7
jointIndex = LeftHandIndex2 = 51
jointIndex = LeftHand = 41
jointIndex = RightHandMiddle1 = 34
jointIndex = LeftHandPinky4 = 45
jointIndex = RightHand = 17
jointIndex = LeftHandIndex3 = 52
jointIndex = LeftFoot = 3
jointIndex = RightHandPinky3 = 20
jointIndex = RightHandIndex1 = 26
jointIndex = LeftHandPinky1 = 42
jointIndex = RightToeBase = 9
jointIndex = LeftHandIndex1 = 50
jointIndex = LeftToeBase = 4
jointIndex = LeftHandPinky2 = 43
jointIndex = RightHandRing1 = 22
jointIndex = LeftHandThumb1 = 54
jointIndex = LeftEye = 64
jointIndex = LeftFoot = 3
jointIndex = Head = 63
jointIndex = Spine1 = 12
jointIndex = RightHandRing4 = 25
jointIndex = RightHandPinky1 = 18
jointIndex = LeftHandIndex1 = 50
jointIndex = RightHandIndex3 = 28
jointIndex = LeftHandIndex3 = 52
jointIndex = LeftToe_End = 5
jointIndex = RightArm = 15
jointIndex = RightHandRing3 = 24
jointIndex = RightHandThumb2 = 31
jointIndex = Spine2 = 13
jointIndex = HeadTop_End = 66
jointIndex = LeftToeBase = 4
jointIndex = RightUpLeg = 6
jointIndex = RightForeArm = 16
jointIndex = LeftHandMiddle1 = 58
jointIndex = LeftHandRing3 = 48
jointIndex = RightHandPinky4 = 21
jointIndex = RightHandIndex1 = 26
jointIndex = Hips = 0
jointIndex = RightEye = 65
jointIndex = RightHandPinky2 = 19
jointIndex = LeftHandMiddle2 = 59
jointIndex = LeftHandPinky1 = 42
jointIndex = LeftHandRing4 = 49
jointIndex = RightFoot = 8
jointIndex = RightHandIndex2 = 27
jointIndex = RightToe_End = 10
jointIndex = RightHandThumb3 = 32
jointIndex = LeftHandMiddle3 = 60
jointIndex = LeftHandThumb4 = 57
jointIndex = LeftHandMiddle4 = 61
jointIndex = LeftHandThumb1 = 54
jointIndex = LeftHandThumb3 = 56
jointIndex = body = 67
jointIndex = LeftArm = 39
jointIndex = RightToeBase = 9
jointIndex = LeftEye = 64
jointIndex = RightLeg = 7
jointIndex = face = 68
jointIndex = LeftForeArm = 40
jointIndex = RightHandThumb4 = 33
jointIndex = RightHandRing1 = 22
jointIndex = LeftUpLeg = 1
jointIndex = LeftHandPinky2 = 43
jointIndex = LeftLeg = 2
jointIndex = LeftHandIndex4 = 53
jointIndex = RightHandThumb1 = 30
jointIndex = LeftHandRing2 = 47
jointIndex = RightHandMiddle2 = 35
jointIndex = RightHandMiddle3 = 36
jointIndex = Spine = 11
jointIndex = RightHandMiddle4 = 37
jointIndex = LeftHandIndex2 = 51
jointIndex = RightHandRing2 = 23
jointIndex = LeftHandThumb2 = 55
jointIndex = LeftShoulder = 38
jointIndex = Neck = 62
jointIndex = RightHandIndex4 = 29
jointIndex = LeftHandRing1 = 46
jointIndex = RightShoulder = 14

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@ -697,8 +697,8 @@ private:
};
/**jsdoc
* <p>The <code>Controller.Hardware.Application</code> object has properties representing Interface's state. The property
* values are integer IDs, uniquely identifying each output. <em>Read-only.</em> These can be mapped to actions or functions or
* <p>The <code>Controller.Hardware.Application</code> object has properties representing Interface's state. The property
* values are integer IDs, uniquely identifying each output. <em>Read-only.</em> These can be mapped to actions or functions or
* <code>Controller.Standard</code> items in a {@link RouteObject} mapping (e.g., using the {@link RouteObject#when} method).
* Each data value is either <code>1.0</code> for "true" or <code>0.0</code> for "false".</p>
* <table>
@ -780,7 +780,7 @@ bool setupEssentials(int& argc, char** argv, bool runningMarkerExisted) {
static const auto SUPPRESS_SETTINGS_RESET = "--suppress-settings-reset";
bool suppressPrompt = cmdOptionExists(argc, const_cast<const char**>(argv), SUPPRESS_SETTINGS_RESET);
// Ignore any previous crashes if running from command line with a test script.
// Ignore any previous crashes if running from command line with a test script.
bool inTestMode { false };
for (int i = 0; i < argc; ++i) {
QString parameter(argv[i]);
@ -1108,7 +1108,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
qCDebug(interfaceapp) << "[VERSION] Build sequence:" << qPrintable(applicationVersion());
qCDebug(interfaceapp) << "[VERSION] MODIFIED_ORGANIZATION:" << BuildInfo::MODIFIED_ORGANIZATION;
qCDebug(interfaceapp) << "[VERSION] VERSION:" << BuildInfo::VERSION;
qCDebug(interfaceapp) << "[VERSION] BUILD_BRANCH:" << BuildInfo::BUILD_BRANCH;
qCDebug(interfaceapp) << "[VERSION] BUILD_TYPE_STRING:" << BuildInfo::BUILD_TYPE_STRING;
qCDebug(interfaceapp) << "[VERSION] BUILD_GLOBAL_SERVICES:" << BuildInfo::BUILD_GLOBAL_SERVICES;
#if USE_STABLE_GLOBAL_SERVICES
qCDebug(interfaceapp) << "[VERSION] We will use STABLE global services.";
@ -1365,11 +1365,11 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
initializeGL();
qCDebug(interfaceapp, "Initialized GL");
// Initialize the display plugin architecture
// Initialize the display plugin architecture
initializeDisplayPlugins();
qCDebug(interfaceapp, "Initialized Display");
// Create the rendering engine. This can be slow on some machines due to lots of
// Create the rendering engine. This can be slow on some machines due to lots of
// GPU pipeline creation.
initializeRenderEngine();
qCDebug(interfaceapp, "Initialized Render Engine.");
@ -1413,7 +1413,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
// In practice we shouldn't run across installs that don't have a known installer type.
// Client or Client+Server installs should always have the installer.ini next to their
// respective interface.exe, and Steam installs will be detected as such. If a user were
// to delete the installer.ini, though, and as an example, we won't know the context of the
// to delete the installer.ini, though, and as an example, we won't know the context of the
// original install.
constexpr auto INSTALLER_KEY_TYPE = "type";
constexpr auto INSTALLER_KEY_CAMPAIGN = "campaign";
@ -1461,6 +1461,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
{ "tester", QProcessEnvironment::systemEnvironment().contains(TESTER) },
{ "installer_campaign", installerCampaign },
{ "installer_type", installerType },
{ "build_type", BuildInfo::BUILD_TYPE_STRING },
{ "previousSessionCrashed", _previousSessionCrashed },
{ "previousSessionRuntime", sessionRunTime.get() },
{ "cpu_architecture", QSysInfo::currentCpuArchitecture() },
@ -2178,7 +2179,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
if (testProperty.isValid()) {
auto scriptEngines = DependencyManager::get<ScriptEngines>();
const auto testScript = property(hifi::properties::TEST).toUrl();
// Set last parameter to exit interface when the test script finishes, if so requested
scriptEngines->loadScript(testScript, false, false, false, false, quitWhenFinished);
@ -2395,7 +2396,7 @@ void Application::onAboutToQuit() {
}
}
// The active display plugin needs to be loaded before the menu system is active,
// The active display plugin needs to be loaded before the menu system is active,
// so its persisted explicitly here
Setting::Handle<QString>{ ACTIVE_DISPLAY_PLUGIN_SETTING_NAME }.set(getActiveDisplayPlugin()->getName());
@ -2630,7 +2631,7 @@ void Application::initializeGL() {
// Create the GPU backend
// Requires the window context, because that's what's used in the actual rendering
// and the GPU backend will make things like the VAO which cannot be shared across
// and the GPU backend will make things like the VAO which cannot be shared across
// contexts
_glWidget->makeCurrent();
gpu::Context::init<gpu::gl::GLBackend>();
@ -2653,7 +2654,7 @@ void Application::initializeDisplayPlugins() {
auto lastActiveDisplayPluginName = activeDisplayPluginSetting.get();
auto defaultDisplayPlugin = displayPlugins.at(0);
// Once time initialization code
// Once time initialization code
DisplayPluginPointer targetDisplayPlugin;
foreach(auto displayPlugin, displayPlugins) {
displayPlugin->setContext(_gpuContext);
@ -2666,7 +2667,7 @@ void Application::initializeDisplayPlugins() {
}
// The default display plugin needs to be activated first, otherwise the display plugin thread
// may be launched by an external plugin, which is bad
// may be launched by an external plugin, which is bad
setDisplayPlugin(defaultDisplayPlugin);
// Now set the desired plugin if it's not the same as the default plugin
@ -5787,7 +5788,7 @@ void Application::update(float deltaTime) {
viewIsDifferentEnough = true;
}
// if it's been a while since our last query or the view has significantly changed then send a query, otherwise suppress it
static const std::chrono::seconds MIN_PERIOD_BETWEEN_QUERIES { 3 };
auto now = SteadyClock::now();
@ -6155,7 +6156,9 @@ void Application::updateWindowTitle() const {
auto nodeList = DependencyManager::get<NodeList>();
auto accountManager = DependencyManager::get<AccountManager>();
QString buildVersion = " (build " + applicationVersion() + ")";
QString buildVersion = " - "
+ (BuildInfo::BUILD_TYPE == BuildInfo::BuildType::Stable ? QString("Version") : QString("Build"))
+ " " + applicationVersion();
QString loginStatus = accountManager->isLoggedIn() ? "" : " (NOT LOGGED IN)";
@ -7716,7 +7719,7 @@ void Application::sendLambdaEvent(const std::function<void()>& f) {
} else {
LambdaEvent event(f);
QCoreApplication::sendEvent(this, &event);
}
}
}
void Application::initPlugins(const QStringList& arguments) {
@ -7939,7 +7942,7 @@ void Application::setDisplayPlugin(DisplayPluginPointer newDisplayPlugin) {
}
// FIXME don't have the application directly set the state of the UI,
// instead emit a signal that the display plugin is changing and let
// instead emit a signal that the display plugin is changing and let
// the desktop lock itself. Reduces coupling between the UI and display
// plugins
auto offscreenUi = DependencyManager::get<OffscreenUi>();

View file

@ -18,6 +18,7 @@
#if HAS_CRASHPAD
#include <mutex>
#include <string>
#include <QStandardPaths>
#include <QDir>
@ -69,6 +70,8 @@ bool startCrashHandler() {
annotations["token"] = BACKTRACE_TOKEN;
annotations["format"] = "minidump";
annotations["version"] = BuildInfo::VERSION.toStdString();
annotations["build_number"] = BuildInfo::BUILD_NUMBER.toStdString();
annotations["build_type"] = BuildInfo::BUILD_TYPE_STRING.toStdString();
arguments.push_back("--no-rate-limit");

View file

@ -588,6 +588,10 @@ Menu::Menu() {
});
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::FixGaze, 0, false);
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ToggleHipsFollowing, 0, false,
avatar.get(), SLOT(setToggleHips(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawBaseOfSupport, 0, false,
avatar.get(), SLOT(setEnableDebugDrawBaseOfSupport(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawDefaultPose, 0, false,
avatar.get(), SLOT(setEnableDebugDrawDefaultPose(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawAnimPose, 0, false,

View file

@ -30,6 +30,7 @@ namespace MenuOption {
const QString AddressBar = "Show Address Bar";
const QString Animations = "Animations...";
const QString AnimDebugDrawAnimPose = "Debug Draw Animation";
const QString AnimDebugDrawBaseOfSupport = "Debug Draw Base of Support";
const QString AnimDebugDrawDefaultPose = "Debug Draw Default Pose";
const QString AnimDebugDrawPosition= "Debug Draw Position";
const QString AskToResetSettings = "Ask To Reset Settings on Start";
@ -202,6 +203,7 @@ namespace MenuOption {
const QString ThirdPerson = "Third Person";
const QString ThreePointCalibration = "3 Point Calibration";
const QString ThrottleFPSIfNotFocus = "Throttle FPS If Not Focus"; // FIXME - this value duplicated in Basic2DWindowOpenGLDisplayPlugin.cpp
const QString ToggleHipsFollowing = "Toggle Hips Following";
const QString ToolWindow = "Tool Window";
const QString TransmitterDrive = "Transmitter Drive";
const QString TurnWithHead = "Turn using Head";

View file

@ -468,13 +468,14 @@ void AvatarManager::updateAvatarRenderStatus(bool shouldRenderAvatars) {
_shouldRender = shouldRenderAvatars;
const render::ScenePointer& scene = qApp->getMain3DScene();
render::Transaction transaction;
auto avatarHashCopy = getHashCopy();
if (_shouldRender) {
for (auto avatarData : _avatarHash) {
for (auto avatarData : avatarHashCopy) {
auto avatar = std::static_pointer_cast<Avatar>(avatarData);
avatar->addToScene(avatar, scene, transaction);
}
} else {
for (auto avatarData : _avatarHash) {
for (auto avatarData : avatarHashCopy) {
auto avatar = std::static_pointer_cast<Avatar>(avatarData);
avatar->removeFromScene(avatar, scene, transaction);
}
@ -514,7 +515,8 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const Pic
glm::vec3 normDirection = glm::normalize(ray.direction);
for (auto avatarData : _avatarHash) {
auto avatarHashCopy = getHashCopy();
for (auto avatarData : avatarHashCopy) {
auto avatar = std::static_pointer_cast<Avatar>(avatarData);
if ((avatarsToInclude.size() > 0 && !avatarsToInclude.contains(avatar->getID())) ||
(avatarsToDiscard.size() > 0 && avatarsToDiscard.contains(avatar->getID()))) {

View file

@ -52,6 +52,7 @@
#include "MyHead.h"
#include "MySkeletonModel.h"
#include "AnimUtil.h"
#include "Application.h"
#include "AvatarManager.h"
#include "AvatarActionHold.h"
@ -422,12 +423,12 @@ void MyAvatar::update(float deltaTime) {
}
#ifdef DEBUG_DRAW_HMD_MOVING_AVERAGE
glm::vec3 p = transformPoint(getSensorToWorldMatrix(), getControllerPoseInAvatarFrame(controller::Pose::HEAD) *
glm::vec3(_headControllerFacingMovingAverage.x, 0.0f, _headControllerFacingMovingAverage.y));
DebugDraw::getInstance().addMarker("facing-avg", getOrientation(), p, glm::vec4(1.0f));
p = transformPoint(getSensorToWorldMatrix(), getHMDSensorPosition() +
glm::vec3(_headControllerFacing.x, 0.0f, _headControllerFacing.y));
DebugDraw::getInstance().addMarker("facing", getOrientation(), p, glm::vec4(1.0f));
auto sensorHeadPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
glm::vec3 worldHeadPos = transformPoint(getSensorToWorldMatrix(), sensorHeadPose.getTranslation());
glm::vec3 worldFacingAverage = transformVectorFast(getSensorToWorldMatrix(), glm::vec3(_headControllerFacingMovingAverage.x, 0.0f, _headControllerFacingMovingAverage.y));
glm::vec3 worldFacing = transformVectorFast(getSensorToWorldMatrix(), glm::vec3(_headControllerFacing.x, 0.0f, _headControllerFacing.y));
DebugDraw::getInstance().drawRay(worldHeadPos, worldHeadPos + worldFacing, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f));
DebugDraw::getInstance().drawRay(worldHeadPos, worldHeadPos + worldFacingAverage, glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
#endif
if (_goToPending) {
@ -712,7 +713,8 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
_hmdSensorOrientation = glmExtractRotation(hmdSensorMatrix);
auto headPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
if (headPose.isValid()) {
_headControllerFacing = getFacingDir2D(headPose.rotation);
glm::quat bodyOrientation = computeBodyFacingFromHead(headPose.rotation, Vectors::UNIT_Y);
_headControllerFacing = getFacingDir2D(bodyOrientation);
} else {
_headControllerFacing = glm::vec2(1.0f, 0.0f);
}
@ -1079,6 +1081,22 @@ float loadSetting(Settings& settings, const QString& name, float defaultValue) {
return value;
}
void MyAvatar::setToggleHips(bool followHead) {
_follow.setToggleHipsFollowing(followHead);
}
void MyAvatar::FollowHelper::setToggleHipsFollowing(bool followHead) {
_toggleHipsFollowing = followHead;
}
bool MyAvatar::FollowHelper::getToggleHipsFollowing() const {
return _toggleHipsFollowing;
}
void MyAvatar::setEnableDebugDrawBaseOfSupport(bool isEnabled) {
_enableDebugDrawBaseOfSupport = isEnabled;
}
void MyAvatar::setEnableDebugDrawDefaultPose(bool isEnabled) {
_enableDebugDrawDefaultPose = isEnabled;
@ -1210,6 +1228,8 @@ void MyAvatar::loadData() {
settings.endGroup();
setEnableMeshVisible(Menu::getInstance()->isOptionChecked(MenuOption::MeshVisible));
_follow.setToggleHipsFollowing (Menu::getInstance()->isOptionChecked(MenuOption::ToggleHipsFollowing));
setEnableDebugDrawBaseOfSupport(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawBaseOfSupport));
setEnableDebugDrawDefaultPose(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawDefaultPose));
setEnableDebugDrawAnimPose(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawAnimPose));
setEnableDebugDrawPosition(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawPosition));
@ -2844,6 +2864,7 @@ glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
auto headPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
if (headPose.isValid()) {
headPosition = headPose.translation;
// AJT: TODO: can remove this Y_180
headOrientation = headPose.rotation * Quaternions::Y_180;
}
const glm::quat headOrientationYawOnly = cancelOutRollAndPitch(headOrientation);
@ -2866,6 +2887,8 @@ glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
// eyeToNeck offset is relative full HMD orientation.
// while neckToRoot offset is only relative to HMDs yaw.
// Y_180 is necessary because rig is z forward and hmdOrientation is -z forward
// AJT: TODO: can remove this Y_180, if we remove the higher level one.
glm::vec3 headToNeck = headOrientation * Quaternions::Y_180 * (localNeck - localHead);
glm::vec3 neckToRoot = headOrientationYawOnly * Quaternions::Y_180 * -localNeck;
@ -2875,6 +2898,202 @@ glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
return createMatFromQuatAndPos(headOrientationYawOnly, bodyPos);
}
// ease in function for dampening cg movement
static float slope(float num) {
const float CURVE_CONSTANT = 1.0f;
float ret = 1.0f;
if (num > 0.0f) {
ret = 1.0f - (1.0f / (1.0f + CURVE_CONSTANT * num));
}
return ret;
}
// This function gives a soft clamp at the edge of the base of support
// dampenCgMovement returns the damped cg value in Avatar space.
// cgUnderHeadHandsAvatarSpace is also in Avatar space
// baseOfSupportScale is based on the height of the user
static glm::vec3 dampenCgMovement(glm::vec3 cgUnderHeadHandsAvatarSpace, float baseOfSupportScale) {
float distanceFromCenterZ = cgUnderHeadHandsAvatarSpace.z;
float distanceFromCenterX = cgUnderHeadHandsAvatarSpace.x;
// In the forward direction we need a different scale because forward is in
// the direction of the hip extensor joint, which means bending usually happens
// well before reaching the edge of the base of support.
const float clampFront = DEFAULT_AVATAR_SUPPORT_BASE_FRONT * DEFAULT_AVATAR_FORWARD_DAMPENING_FACTOR * baseOfSupportScale;
float clampBack = DEFAULT_AVATAR_SUPPORT_BASE_BACK * DEFAULT_AVATAR_LATERAL_DAMPENING_FACTOR * baseOfSupportScale;
float clampLeft = DEFAULT_AVATAR_SUPPORT_BASE_LEFT * DEFAULT_AVATAR_LATERAL_DAMPENING_FACTOR * baseOfSupportScale;
float clampRight = DEFAULT_AVATAR_SUPPORT_BASE_RIGHT * DEFAULT_AVATAR_LATERAL_DAMPENING_FACTOR * baseOfSupportScale;
glm::vec3 dampedCg(0.0f, 0.0f, 0.0f);
// find the damped z coord of the cg
if (cgUnderHeadHandsAvatarSpace.z < 0.0f) {
// forward displacement
dampedCg.z = slope(fabs(distanceFromCenterZ / clampFront)) * clampFront;
} else {
// backwards displacement
dampedCg.z = slope(fabs(distanceFromCenterZ / clampBack)) * clampBack;
}
// find the damped x coord of the cg
if (cgUnderHeadHandsAvatarSpace.x > 0.0f) {
// right of center
dampedCg.x = slope(fabs(distanceFromCenterX / clampRight)) * clampRight;
} else {
// left of center
dampedCg.x = slope(fabs(distanceFromCenterX / clampLeft)) * clampLeft;
}
return dampedCg;
}
// computeCounterBalance returns the center of gravity in Avatar space
glm::vec3 MyAvatar::computeCounterBalance() const {
struct JointMass {
QString name;
float weight;
glm::vec3 position;
JointMass() {};
JointMass(QString n, float w, glm::vec3 p) {
name = n;
weight = w;
position = p;
}
};
// init the body part weights
JointMass cgHeadMass(QString("Head"), DEFAULT_AVATAR_HEAD_MASS, glm::vec3(0.0f, 0.0f, 0.0f));
JointMass cgLeftHandMass(QString("LeftHand"), DEFAULT_AVATAR_LEFTHAND_MASS, glm::vec3(0.0f, 0.0f, 0.0f));
JointMass cgRightHandMass(QString("RightHand"), DEFAULT_AVATAR_RIGHTHAND_MASS, glm::vec3(0.0f, 0.0f, 0.0f));
glm::vec3 tposeHead = DEFAULT_AVATAR_HEAD_POS;
glm::vec3 tposeHips = glm::vec3(0.0f, 0.0f, 0.0f);
if (_skeletonModel->getRig().indexOfJoint(cgHeadMass.name) != -1) {
cgHeadMass.position = getAbsoluteJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint(cgHeadMass.name));
tposeHead = getAbsoluteDefaultJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint(cgHeadMass.name));
}
if (_skeletonModel->getRig().indexOfJoint(cgLeftHandMass.name) != -1) {
cgLeftHandMass.position = getAbsoluteJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint(cgLeftHandMass.name));
} else {
cgLeftHandMass.position = DEFAULT_AVATAR_LEFTHAND_POS;
}
if (_skeletonModel->getRig().indexOfJoint(cgRightHandMass.name) != -1) {
cgRightHandMass.position = getAbsoluteJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint(cgRightHandMass.name));
} else {
cgRightHandMass.position = DEFAULT_AVATAR_RIGHTHAND_POS;
}
if (_skeletonModel->getRig().indexOfJoint("Hips") != -1) {
tposeHips = getAbsoluteDefaultJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint("Hips"));
}
// find the current center of gravity position based on head and hand moments
glm::vec3 sumOfMoments = (cgHeadMass.weight * cgHeadMass.position) + (cgLeftHandMass.weight * cgLeftHandMass.position) + (cgRightHandMass.weight * cgRightHandMass.position);
float totalMass = cgHeadMass.weight + cgLeftHandMass.weight + cgRightHandMass.weight;
glm::vec3 currentCg = (1.0f / totalMass) * sumOfMoments;
currentCg.y = 0.0f;
// dampening the center of gravity, in effect, limits the value to the perimeter of the base of support
float baseScale = 1.0f;
if (getUserEyeHeight() > 0.0f) {
baseScale = getUserEyeHeight() / DEFAULT_AVATAR_EYE_HEIGHT;
}
glm::vec3 desiredCg = dampenCgMovement(currentCg, baseScale);
// compute hips position to maintain desiredCg
glm::vec3 counterBalancedForHead = (totalMass + DEFAULT_AVATAR_HIPS_MASS) * desiredCg;
counterBalancedForHead -= sumOfMoments;
glm::vec3 counterBalancedCg = (1.0f / DEFAULT_AVATAR_HIPS_MASS) * counterBalancedForHead;
// find the height of the hips
glm::vec3 xzDiff((cgHeadMass.position.x - counterBalancedCg.x), 0.0f, (cgHeadMass.position.z - counterBalancedCg.z));
float headMinusHipXz = glm::length(xzDiff);
float headHipDefault = glm::length(tposeHead - tposeHips);
float hipHeight = 0.0f;
if (headHipDefault > headMinusHipXz) {
hipHeight = sqrtf((headHipDefault * headHipDefault) - (headMinusHipXz * headMinusHipXz));
}
counterBalancedCg.y = (cgHeadMass.position.y - hipHeight);
// this is to be sure that the feet don't lift off the floor.
// add 5 centimeters to allow for going up on the toes.
if (counterBalancedCg.y > (tposeHips.y + 0.05f)) {
// if the height is higher than default hips, clamp to default hips
counterBalancedCg.y = tposeHips.y + 0.05f;
}
return counterBalancedCg;
}
// this function matches the hips rotation to the new cghips-head axis
// headOrientation, headPosition and hipsPosition are in avatar space
// returns the matrix of the hips in Avatar space
static glm::mat4 computeNewHipsMatrix(glm::quat headOrientation, glm::vec3 headPosition, glm::vec3 hipsPosition) {
glm::quat bodyOrientation = computeBodyFacingFromHead(headOrientation, Vectors::UNIT_Y);
const float MIX_RATIO = 0.3f;
glm::quat hipsRot = safeLerp(Quaternions::IDENTITY, bodyOrientation, MIX_RATIO);
glm::vec3 hipsFacing = hipsRot * Vectors::UNIT_Z;
glm::vec3 spineVec = headPosition - hipsPosition;
glm::vec3 u, v, w;
generateBasisVectors(glm::normalize(spineVec), hipsFacing, u, v, w);
return glm::mat4(glm::vec4(w, 0.0f),
glm::vec4(u, 0.0f),
glm::vec4(v, 0.0f),
glm::vec4(hipsPosition, 1.0f));
}
static void drawBaseOfSupport(float baseOfSupportScale, float footLocal, glm::mat4 avatarToWorld) {
// scale the base of support based on user height
float clampFront = DEFAULT_AVATAR_SUPPORT_BASE_FRONT * baseOfSupportScale;
float clampBack = DEFAULT_AVATAR_SUPPORT_BASE_BACK * baseOfSupportScale;
float clampLeft = DEFAULT_AVATAR_SUPPORT_BASE_LEFT * baseOfSupportScale;
float clampRight = DEFAULT_AVATAR_SUPPORT_BASE_RIGHT * baseOfSupportScale;
float floor = footLocal + 0.05f;
// transform the base of support corners to world space
glm::vec3 frontRight = transformPoint(avatarToWorld, { clampRight, floor, clampFront });
glm::vec3 frontLeft = transformPoint(avatarToWorld, { clampLeft, floor, clampFront });
glm::vec3 backRight = transformPoint(avatarToWorld, { clampRight, floor, clampBack });
glm::vec3 backLeft = transformPoint(avatarToWorld, { clampLeft, floor, clampBack });
// draw the borders
const glm::vec4 rayColor = { 1.0f, 0.0f, 0.0f, 1.0f };
DebugDraw::getInstance().drawRay(backLeft, frontLeft, rayColor);
DebugDraw::getInstance().drawRay(backLeft, backRight, rayColor);
DebugDraw::getInstance().drawRay(backRight, frontRight, rayColor);
DebugDraw::getInstance().drawRay(frontLeft, frontRight, rayColor);
}
// this function finds the hips position using a center of gravity model that
// balances the head and hands with the hips over the base of support
// returns the rotation (-z forward) and position of the Avatar in Sensor space
glm::mat4 MyAvatar::deriveBodyUsingCgModel() const {
glm::mat4 sensorToWorldMat = getSensorToWorldMatrix();
glm::mat4 worldToSensorMat = glm::inverse(sensorToWorldMat);
auto headPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
glm::mat4 sensorHeadMat = createMatFromQuatAndPos(headPose.rotation * Quaternions::Y_180, headPose.translation);
// convert into avatar space
glm::mat4 avatarToWorldMat = getTransform().getMatrix();
glm::mat4 avatarHeadMat = glm::inverse(avatarToWorldMat) * sensorToWorldMat * sensorHeadMat;
if (_enableDebugDrawBaseOfSupport) {
float scaleBaseOfSupport = getUserEyeHeight() / DEFAULT_AVATAR_EYE_HEIGHT;
glm::vec3 rightFootPositionLocal = getAbsoluteJointTranslationInObjectFrame(_skeletonModel->getRig().indexOfJoint("RightFoot"));
drawBaseOfSupport(scaleBaseOfSupport, rightFootPositionLocal.y, avatarToWorldMat);
}
// get the new center of gravity
const glm::vec3 cgHipsPosition = computeCounterBalance();
// find the new hips rotation using the new head-hips axis as the up axis
glm::mat4 avatarHipsMat = computeNewHipsMatrix(glmExtractRotation(avatarHeadMat), extractTranslation(avatarHeadMat), cgHipsPosition);
// convert hips from avatar to sensor space
// The Y_180 is to convert from z forward to -z forward.
return worldToSensorMat * avatarToWorldMat * avatarHipsMat;
}
float MyAvatar::getUserHeight() const {
return _userHeight.get();
}
@ -3039,9 +3258,7 @@ void MyAvatar::FollowHelper::decrementTimeRemaining(float dt) {
bool MyAvatar::FollowHelper::shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f); // 30 degrees
glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
return glm::dot(-myAvatar.getHeadControllerFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD;
}
bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
@ -3112,11 +3329,19 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
AnimPose followWorldPose(currentWorldMatrix);
glm::quat currentHipsLocal = myAvatar.getAbsoluteJointRotationInObjectFrame(myAvatar.getJointIndex("Hips"));
const glm::quat hipsinWorldSpace = followWorldPose.rot() * (Quaternions::Y_180 * (currentHipsLocal));
const glm::vec3 avatarUpWorld = glm::normalize(followWorldPose.rot()*(Vectors::UP));
glm::quat resultingSwingInWorld;
glm::quat resultingTwistInWorld;
swingTwistDecomposition(hipsinWorldSpace, avatarUpWorld, resultingSwingInWorld, resultingTwistInWorld);
// remove scale present from sensorToWorldMatrix
followWorldPose.scale() = glm::vec3(1.0f);
if (isActive(Rotation)) {
followWorldPose.rot() = glmExtractRotation(desiredWorldMatrix);
//use the hmd reading for the hips follow
followWorldPose.rot() = glmExtractRotation(desiredWorldMatrix);
}
if (isActive(Horizontal)) {
glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
@ -3512,6 +3737,10 @@ void MyAvatar::updateHoldActions(const AnimPose& prePhysicsPose, const AnimPose&
}
}
bool MyAvatar::isRecenteringHorizontally() const {
return _follow.isActive(FollowHelper::Horizontal);
}
const MyHead* MyAvatar::getMyHead() const {
return static_cast<const MyHead*>(getHead());
}

View file

@ -109,6 +109,9 @@ class MyAvatar : public Avatar {
* by 30cm. <em>Read-only.</em>
* @property {Pose} rightHandTipPose - The pose of the right hand as determined by the hand controllers, with the position
* by 30cm. <em>Read-only.</em>
* @property {boolean} centerOfGravityModelEnabled=true - If <code>true</code> then the avatar hips are placed according to the center of
* gravity model that balance the center of gravity over the base of support of the feet. Setting the value <code>false</code>
* will result in the default behaviour where the hips are placed under the head.
* @property {boolean} hmdLeanRecenterEnabled=true - If <code>true</code> then the avatar is re-centered to be under the
* head's position. In room-scale VR, this behavior is what causes your avatar to follow your HMD as you walk around
* the room. Setting the value <code>false</code> is useful if you want to pin the avatar to a fixed position.
@ -207,6 +210,7 @@ class MyAvatar : public Avatar {
Q_PROPERTY(float energy READ getEnergy WRITE setEnergy)
Q_PROPERTY(bool isAway READ getIsAway WRITE setAway)
Q_PROPERTY(bool centerOfGravityModelEnabled READ getCenterOfGravityModelEnabled WRITE setCenterOfGravityModelEnabled)
Q_PROPERTY(bool hmdLeanRecenterEnabled READ getHMDLeanRecenterEnabled WRITE setHMDLeanRecenterEnabled)
Q_PROPERTY(bool collisionsEnabled READ getCollisionsEnabled WRITE setCollisionsEnabled)
Q_PROPERTY(bool characterControllerEnabled READ getCharacterControllerEnabled WRITE setCharacterControllerEnabled)
@ -488,7 +492,16 @@ public:
*/
Q_INVOKABLE QString getDominantHand() const { return _dominantHand; }
/**jsdoc
* @function MyAvatar.setCenterOfGravityModelEnabled
* @param {boolean} enabled
*/
Q_INVOKABLE void setCenterOfGravityModelEnabled(bool value) { _centerOfGravityModelEnabled = value; }
/**jsdoc
* @function MyAvatar.getCenterOfGravityModelEnabled
* @returns {boolean}
*/
Q_INVOKABLE bool getCenterOfGravityModelEnabled() const { return _centerOfGravityModelEnabled; }
/**jsdoc
* @function MyAvatar.setHMDLeanRecenterEnabled
* @param {boolean} enabled
@ -572,6 +585,13 @@ public:
*/
Q_INVOKABLE void triggerRotationRecenter();
/**jsdoc
*The isRecenteringHorizontally function returns true if MyAvatar
*is translating the root of the Avatar to keep the center of gravity under the head.
*isActive(Horizontal) is returned.
*@function MyAvatar.isRecenteringHorizontally
*/
Q_INVOKABLE bool isRecenteringHorizontally() const;
eyeContactTarget getEyeContactTarget();
@ -964,10 +984,18 @@ public:
void removeHoldAction(AvatarActionHold* holdAction); // thread-safe
void updateHoldActions(const AnimPose& prePhysicsPose, const AnimPose& postUpdatePose);
// derive avatar body position and orientation from the current HMD Sensor location.
// results are in HMD frame
// results are in sensor frame (-z forward)
glm::mat4 deriveBodyFromHMDSensor() const;
glm::vec3 computeCounterBalance() const;
// derive avatar body position and orientation from using the current HMD Sensor location in relation to the previous
// location of the base of support of the avatar.
// results are in sensor frame (-z foward)
glm::mat4 deriveBodyUsingCgModel() const;
/**jsdoc
* @function MyAvatar.isUp
* @param {Vec3} direction
@ -1115,7 +1143,16 @@ public slots:
*/
Q_INVOKABLE void updateMotionBehaviorFromMenu();
/**jsdoc
* @function MyAvatar.setToggleHips
* @param {boolean} enabled
*/
void setToggleHips(bool followHead);
/**jsdoc
* @function MyAvatar.setEnableDebugDrawBaseOfSupport
* @param {boolean} enabled
*/
void setEnableDebugDrawBaseOfSupport(bool isEnabled);
/**jsdoc
* @function MyAvatar.setEnableDebugDrawDefaultPose
* @param {boolean} enabled
@ -1475,8 +1512,8 @@ private:
glm::quat _hmdSensorOrientation;
glm::vec3 _hmdSensorPosition;
// cache head controller pose in sensor space
glm::vec2 _headControllerFacing; // facing vector in xz plane
glm::vec2 _headControllerFacingMovingAverage { 0, 0 }; // facing vector in xz plane
glm::vec2 _headControllerFacing; // facing vector in xz plane (sensor space)
glm::vec2 _headControllerFacingMovingAverage { 0.0f, 0.0f }; // facing vector in xz plane (sensor space)
// cache of the current body position and orientation of the avatar's body,
// in sensor space.
@ -1512,9 +1549,12 @@ private:
void setForceActivateVertical(bool val);
bool getForceActivateHorizontal() const;
void setForceActivateHorizontal(bool val);
std::atomic<bool> _forceActivateRotation{ false };
std::atomic<bool> _forceActivateVertical{ false };
std::atomic<bool> _forceActivateHorizontal{ false };
bool getToggleHipsFollowing() const;
void setToggleHipsFollowing(bool followHead);
std::atomic<bool> _forceActivateRotation { false };
std::atomic<bool> _forceActivateVertical { false };
std::atomic<bool> _forceActivateHorizontal { false };
std::atomic<bool> _toggleHipsFollowing { true };
};
FollowHelper _follow;
@ -1527,6 +1567,7 @@ private:
bool _prevShouldDrawHead;
bool _rigEnabled { true };
bool _enableDebugDrawBaseOfSupport { false };
bool _enableDebugDrawDefaultPose { false };
bool _enableDebugDrawAnimPose { false };
bool _enableDebugDrawHandControllers { false };
@ -1549,6 +1590,7 @@ private:
std::map<controller::Action, controller::Pose> _controllerPoseMap;
mutable std::mutex _controllerPoseMapMutex;
bool _centerOfGravityModelEnabled { true };
bool _hmdLeanRecenterEnabled { true };
bool _sprint { false };

View file

@ -45,7 +45,14 @@ static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
return result;
}
glm::mat4 hipsMat = myAvatar->deriveBodyFromHMDSensor();
glm::mat4 hipsMat;
if (myAvatar->getCenterOfGravityModelEnabled()) {
// then we use center of gravity model
hipsMat = myAvatar->deriveBodyUsingCgModel();
} else {
// otherwise use the default of putting the hips under the head
hipsMat = myAvatar->deriveBodyFromHMDSensor();
}
glm::vec3 hipsPos = extractTranslation(hipsMat);
glm::quat hipsRot = glmExtractRotation(hipsMat);
@ -53,8 +60,11 @@ static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
glm::mat4 avatarToSensorMat = worldToSensorMat * avatarToWorldMat;
// dampen hips rotation, by mixing it with the avatar orientation in sensor space
const float MIX_RATIO = 0.5f;
hipsRot = safeLerp(glmExtractRotation(avatarToSensorMat), hipsRot, MIX_RATIO);
// turning this off for center of gravity model because it is already mixed in there
if (!(myAvatar->getCenterOfGravityModelEnabled())) {
const float MIX_RATIO = 0.5f;
hipsRot = safeLerp(glmExtractRotation(avatarToSensorMat), hipsRot, MIX_RATIO);
}
if (isFlying) {
// rotate the hips back to match the flying animation.
@ -73,6 +83,7 @@ static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
hipsPos = headPos + tiltRot * (hipsPos - headPos);
}
// AJT: TODO can we remove this?
return AnimPose(hipsRot * Quaternions::Y_180, hipsPos);
}
@ -170,6 +181,15 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
}
}
bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
if (isFlying != _prevIsFlying) {
const float FLY_TO_IDLE_HIPS_TRANSITION_TIME = 0.5f;
_flyIdleTimer = FLY_TO_IDLE_HIPS_TRANSITION_TIME;
} else {
_flyIdleTimer -= deltaTime;
}
_prevIsFlying = isFlying;
// if hips are not under direct control, estimate the hips position.
if (avatarHeadPose.isValid() && !(params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] & (uint8_t)Rig::ControllerFlags::Enabled)) {
bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
@ -181,14 +201,28 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
AnimPose hips = computeHipsInSensorFrame(myAvatar, isFlying);
// timescale in seconds
const float TRANS_HORIZ_TIMESCALE = 0.15f;
const float TRANS_VERT_TIMESCALE = 0.01f; // We want the vertical component of the hips to follow quickly to prevent spine squash/stretch.
const float ROT_TIMESCALE = 0.15f;
const float FLY_IDLE_TRANSITION_TIMESCALE = 0.25f;
float transHorizAlpha, transVertAlpha, rotAlpha;
if (_flyIdleTimer < 0.0f) {
transHorizAlpha = glm::min(deltaTime / TRANS_HORIZ_TIMESCALE, 1.0f);
transVertAlpha = glm::min(deltaTime / TRANS_VERT_TIMESCALE, 1.0f);
rotAlpha = glm::min(deltaTime / ROT_TIMESCALE, 1.0f);
} else {
transHorizAlpha = glm::min(deltaTime / FLY_IDLE_TRANSITION_TIMESCALE, 1.0f);
transVertAlpha = glm::min(deltaTime / FLY_IDLE_TRANSITION_TIMESCALE, 1.0f);
rotAlpha = glm::min(deltaTime / FLY_IDLE_TRANSITION_TIMESCALE, 1.0f);
}
// smootly lerp hips, in sensorframe, with different coeff for horiz and vertical translation.
const float ROT_ALPHA = 0.9f;
const float TRANS_HORIZ_ALPHA = 0.9f;
const float TRANS_VERT_ALPHA = 0.1f;
float hipsY = hips.trans().y;
hips.trans() = lerp(hips.trans(), _prevHips.trans(), TRANS_HORIZ_ALPHA);
hips.trans().y = lerp(hipsY, _prevHips.trans().y, TRANS_VERT_ALPHA);
hips.rot() = safeLerp(hips.rot(), _prevHips.rot(), ROT_ALPHA);
hips.trans() = lerp(_prevHips.trans(), hips.trans(), transHorizAlpha);
hips.trans().y = lerp(_prevHips.trans().y, hipsY, transVertAlpha);
hips.rot() = safeLerp(_prevHips.rot(), hips.rot(), rotAlpha);
_prevHips = hips;
_prevHipsValid = true;

View file

@ -28,6 +28,8 @@ private:
AnimPose _prevHips; // sensor frame
bool _prevHipsValid { false };
bool _prevIsFlying { false };
float _flyIdleTimer { 0.0f };
std::map<int, int> _jointRotationFrameOffsetMap;
};

View file

@ -536,7 +536,6 @@ bool Wallet::walletIsAuthenticatedWithPassphrase() {
// be sure to add the public key so we don't do this over and over
_publicKeys.push_back(publicKey.toBase64());
DependencyManager::get<WalletScriptingInterface>()->setWalletStatus((uint)WalletStatus::WALLET_STATUS_READY);
return true;
}
}
@ -615,7 +614,11 @@ void Wallet::updateImageProvider() {
SecurityImageProvider* securityImageProvider;
// inform offscreenUI security image provider
QQmlEngine* engine = DependencyManager::get<OffscreenUi>()->getSurfaceContext()->engine();
auto offscreenUI = DependencyManager::get<OffscreenUi>();
if (!offscreenUI) {
return;
}
QQmlEngine* engine = offscreenUI->getSurfaceContext()->engine();
securityImageProvider = reinterpret_cast<SecurityImageProvider*>(engine->imageProvider(SecurityImageProvider::PROVIDER_NAME));
securityImageProvider->setSecurityImage(_securityImage);

View file

@ -100,24 +100,32 @@ void ModelOverlay::update(float deltatime) {
processMaterials();
emit DependencyManager::get<scriptable::ModelProviderFactory>()->modelAddedToScene(getID(), NestableType::Overlay, _model);
}
bool metaDirty = false;
if (_visibleDirty) {
_visibleDirty = false;
// don't show overlays in mirrors or spectator-cam unless _isVisibleInSecondaryCamera is true
uint8_t modelRenderTagMask = (_isVisibleInSecondaryCamera ? render::hifi::TAG_ALL_VIEWS : render::hifi::TAG_MAIN_VIEW);
_model->setTagMask(modelRenderTagMask, scene);
_model->setVisibleInScene(getVisible(), scene);
metaDirty = true;
}
if (_drawInFrontDirty) {
_drawInFrontDirty = false;
_model->setLayeredInFront(getDrawInFront(), scene);
metaDirty = true;
}
if (_drawInHUDDirty) {
_drawInHUDDirty = false;
_model->setLayeredInHUD(getDrawHUDLayer(), scene);
metaDirty = true;
}
if (_groupCulledDirty) {
_groupCulledDirty = false;
_model->setGroupCulled(_isGroupCulled);
_model->setGroupCulled(_isGroupCulled, scene);
metaDirty = true;
}
if (metaDirty) {
transaction.updateItem<Overlay>(getRenderItemID(), [](Overlay& data) {});
}
scene->enqueueTransaction(transaction);

View file

@ -9,7 +9,9 @@
//
#include "AnimUtil.h"
#include "GLMHelpers.h"
#include <GLMHelpers.h>
#include <NumericalConstants.h>
#include <DebugDraw.h>
// TODO: use restrict keyword
// TODO: excellent candidate for simd vectorization.
@ -107,3 +109,44 @@ AnimPose boneLookAt(const glm::vec3& target, const AnimPose& bone) {
glm::vec4(bone.trans(), 1.0f));
return AnimPose(lookAt);
}
// This will attempt to determine the proper body facing of a characters body
// assumes headRot is z-forward and y-up.
// and returns a bodyRot that is also z-forward and y-up
glm::quat computeBodyFacingFromHead(const glm::quat& headRot, const glm::vec3& up) {
glm::vec3 bodyUp = glm::normalize(up);
// initially take the body facing from the head.
glm::vec3 headUp = headRot * Vectors::UNIT_Y;
glm::vec3 headForward = headRot * Vectors::UNIT_Z;
glm::vec3 headLeft = headRot * Vectors::UNIT_X;
const float NOD_THRESHOLD = cosf(glm::radians(45.0f));
const float TILT_THRESHOLD = cosf(glm::radians(30.0f));
glm::vec3 bodyForward = headForward;
float nodDot = glm::dot(headForward, bodyUp);
float tiltDot = glm::dot(headLeft, bodyUp);
if (fabsf(tiltDot) < TILT_THRESHOLD) { // if we are not tilting too much
if (nodDot < -NOD_THRESHOLD) { // head is looking downward
// the body should face in the same direction as the top the head.
bodyForward = headUp;
} else if (nodDot > NOD_THRESHOLD) { // head is looking upward
// the body should face away from the top of the head.
bodyForward = -headUp;
}
}
// cancel out upward component
bodyForward = glm::normalize(bodyForward - nodDot * bodyUp);
glm::vec3 u, v, w;
generateBasisVectors(bodyForward, bodyUp, u, v, w);
// create matrix from orthogonal basis vectors
glm::mat4 bodyMat(glm::vec4(w, 0.0f), glm::vec4(v, 0.0f), glm::vec4(u, 0.0f), glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
return glmExtractRotation(bodyMat);
}

View file

@ -33,4 +33,9 @@ inline glm::quat safeLerp(const glm::quat& a, const glm::quat& b, float alpha) {
AnimPose boneLookAt(const glm::vec3& target, const AnimPose& bone);
// This will attempt to determine the proper body facing of a characters body
// assumes headRot is z-forward and y-up.
// and returns a bodyRot that is also z-forward and y-up
glm::quat computeBodyFacingFromHead(const glm::quat& headRot, const glm::vec3& up);
#endif

View file

@ -11,6 +11,8 @@
#include "AutoUpdater.h"
#include <BuildInfo.h>
#include <NetworkAccessManager.h>
#include <SharedUtil.h>
#include <unordered_map>
@ -157,10 +159,8 @@ void AutoUpdater::parseLatestVersionData() {
}
void AutoUpdater::checkVersionAndNotify() {
if (QCoreApplication::applicationVersion() == "dev" ||
QCoreApplication::applicationVersion().contains("PR") ||
_builds.empty()) {
// No version checking is required in dev builds or when no build
if (BuildInfo::BUILD_TYPE != BuildInfo::BuildType::Stable || _builds.empty()) {
// No version checking is required in nightly/PR/dev builds or when no build
// data was found for the platform
return;
}
@ -196,4 +196,4 @@ void AutoUpdater::appendBuildData(int versionNumber,
thisBuildDetails.insert("pullRequestNumber", pullRequestNumber);
_builds.insert(versionNumber, thisBuildDetails);
}
}

View file

@ -82,6 +82,7 @@ AvatarSharedPointer AvatarHashMap::addAvatar(const QUuid& sessionUUID, const QWe
avatar->setSessionUUID(sessionUUID);
avatar->setOwningAvatarMixer(mixerWeakPointer);
// addAvatar is only called from newOrExistingAvatar, which already locks _hashLock
_avatarHash.insert(sessionUUID, avatar);
emit avatarAddedEvent(sessionUUID);

View file

@ -46,7 +46,7 @@ class AvatarHashMap : public QObject, public Dependency {
public:
AvatarHash getHashCopy() { QReadLocker lock(&_hashLock); return _avatarHash; }
const AvatarHash getHashCopy() const { QReadLocker lock(&_hashLock); return _avatarHash; }
int size() { return _avatarHash.size(); }
int size() { QReadLocker lock(&_hashLock); return _avatarHash.size(); }
// Currently, your own avatar will be included as the null avatar id.
@ -152,8 +152,6 @@ protected:
virtual void handleRemovedAvatar(const AvatarSharedPointer& removedAvatar, KillAvatarReason removalReason = KillAvatarReason::NoReason);
AvatarHash _avatarHash;
// "Case-based safety": Most access to the _avatarHash is on the same thread. Write access is protected by a write-lock.
// If you read from a different thread, you must read-lock the _hashLock. (Scripted write access is not supported).
mutable QReadWriteLock _hashLock;
private:

View file

@ -206,7 +206,7 @@ private:
render::ItemKey _itemKey { render::ItemKey::Builder().withTypeMeta() };
bool _didLastVisualGeometryRequestSucceed { false };
bool _didLastVisualGeometryRequestSucceed { true };
void processMaterials();
};

View file

@ -636,7 +636,10 @@ void Resource::attemptRequest() {
<< "- retrying asset load - attempt" << _attempts << " of " << MAX_ATTEMPTS;
}
ResourceCache::attemptRequest(_self);
auto self = _self.lock();
if (self) {
ResourceCache::attemptRequest(self);
}
}
void Resource::finishedLoading(bool success) {

View file

@ -283,6 +283,7 @@ enum class AvatarMixerPacketVersion : PacketVersion {
UpdatedMannequinDefaultAvatar,
AvatarJointDefaultPoseFlags,
FBXReaderNodeReparenting,
FixMannequinDefaultAvatarFeet,
ProceduralFaceMovementFlagsAndBlendshapes
};

View file

@ -19,7 +19,9 @@ void RenderViewTask::build(JobModel& task, const render::Varying& input, render:
// Warning : the cull functor passed to the shadow pass should only be testing for LOD culling. If frustum culling
// is performed, then casters not in the view frustum will be removed, which is not what we wish.
task.addJob<RenderShadowTask>("RenderShadowTask", cullFunctor, tagBits, tagMask);
if (isDeferred) {
task.addJob<RenderShadowTask>("RenderShadowTask", cullFunctor, tagBits, tagMask);
}
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, tagBits, tagMask);
assert(items.canCast<RenderFetchCullSortTask::Output>());

View file

@ -20,6 +20,16 @@ const float DEFAULT_AVATAR_EYE_TO_TOP_OF_HEAD = 0.11f; // meters
const float DEFAULT_AVATAR_NECK_TO_TOP_OF_HEAD = 0.185f; // meters
const float DEFAULT_AVATAR_NECK_HEIGHT = DEFAULT_AVATAR_HEIGHT - DEFAULT_AVATAR_NECK_TO_TOP_OF_HEAD;
const float DEFAULT_AVATAR_EYE_HEIGHT = DEFAULT_AVATAR_HEIGHT - DEFAULT_AVATAR_EYE_TO_TOP_OF_HEAD;
const float DEFAULT_AVATAR_SUPPORT_BASE_LEFT = -0.25f;
const float DEFAULT_AVATAR_SUPPORT_BASE_RIGHT = 0.25f;
const float DEFAULT_AVATAR_SUPPORT_BASE_FRONT = -0.20f;
const float DEFAULT_AVATAR_SUPPORT_BASE_BACK = 0.10f;
const float DEFAULT_AVATAR_FORWARD_DAMPENING_FACTOR = 0.5f;
const float DEFAULT_AVATAR_LATERAL_DAMPENING_FACTOR = 2.0f;
const float DEFAULT_AVATAR_HIPS_MASS = 40.0f;
const float DEFAULT_AVATAR_HEAD_MASS = 20.0f;
const float DEFAULT_AVATAR_LEFTHAND_MASS = 2.0f;
const float DEFAULT_AVATAR_RIGHTHAND_MASS = 2.0f;
// Used when avatar is missing joints... (avatar space)
const glm::quat DEFAULT_AVATAR_MIDDLE_EYE_ROT { Quaternions::Y_180 };

View file

@ -574,8 +574,9 @@ void generateBasisVectors(const glm::vec3& primaryAxis, const glm::vec3& seconda
vAxisOut = glm::cross(wAxisOut, uAxisOut);
}
// assumes z-forward and y-up
glm::vec2 getFacingDir2D(const glm::quat& rot) {
glm::vec3 facing3D = rot * Vectors::UNIT_NEG_Z;
glm::vec3 facing3D = rot * Vectors::UNIT_Z;
glm::vec2 facing2D(facing3D.x, facing3D.z);
const float ALMOST_ZERO = 0.0001f;
if (glm::length(facing2D) < ALMOST_ZERO) {
@ -585,8 +586,9 @@ glm::vec2 getFacingDir2D(const glm::quat& rot) {
}
}
// assumes z-forward and y-up
glm::vec2 getFacingDir2D(const glm::mat4& m) {
glm::vec3 facing3D = transformVectorFast(m, Vectors::UNIT_NEG_Z);
glm::vec3 facing3D = transformVectorFast(m, Vectors::UNIT_Z);
glm::vec2 facing2D(facing3D.x, facing3D.z);
const float ALMOST_ZERO = 0.0001f;
if (glm::length(facing2D) < ALMOST_ZERO) {

View file

@ -250,7 +250,10 @@ glm::vec3 transformVectorFull(const glm::mat4& m, const glm::vec3& v);
void generateBasisVectors(const glm::vec3& primaryAxis, const glm::vec3& secondaryAxis,
glm::vec3& uAxisOut, glm::vec3& vAxisOut, glm::vec3& wAxisOut);
// assumes z-forward and y-up
glm::vec2 getFacingDir2D(const glm::quat& rot);
// assumes z-forward and y-up
glm::vec2 getFacingDir2D(const glm::mat4& m);
inline bool isNaN(const glm::vec3& value) { return isNaN(value.x) || isNaN(value.y) || isNaN(value.z); }

View file

@ -32,7 +32,7 @@ var DEFAULT_SCRIPTS_COMBINED = [
"system/emote.js"
];
var DEFAULT_SCRIPTS_SEPARATE = [
"system/controllers/controllerScripts.js"
"system/controllers/controllerScripts.js",
//"system/chat.js"
];

View file

@ -1119,7 +1119,7 @@ function startRadar() {
function endRadar() {
printd("-- endRadar");
Camera.mode = "first person";
Camera.mode = "third person";
radar = false;
Controller.setVPadEnabled(true);

View file

@ -76,10 +76,7 @@ function getBuildInfo() {
const buildInfo = getBuildInfo();
function getRootHifiDataDirectory() {
var organization = "High Fidelity";
if (buildInfo.releaseType != "PRODUCTION") {
organization += ' - ' + buildInfo.buildIdentifier;
}
var organization = buildInfo.organization;
if (osType == 'Windows_NT') {
return path.resolve(osHomeDir(), 'AppData/Roaming', organization);
} else if (osType == 'Darwin') {