mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-15 17:46:47 +02:00
merge upstream/master into andrew/isentropic
Conflicts: libraries/physics/src/ObjectMotionState.cpp
This commit is contained in:
commit
1ad5f9c7db
13 changed files with 587 additions and 197 deletions
|
@ -1,6 +1,7 @@
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// Pool Table
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var tableParts = [];
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var balls = [];
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var cueBall;
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var LENGTH = 2.84;
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var WIDTH = 1.42;
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@ -13,6 +14,8 @@ var HOLE_SIZE = BALL_SIZE;
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var DROP_HEIGHT = BALL_SIZE * 3.0;
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var GRAVITY = -9.8;
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var BALL_GAP = 0.001;
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var tableCenter;
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var cuePosition;
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var startStroke = 0;
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@ -23,7 +26,7 @@ var reticle = Overlays.addOverlay("image", {
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y: screenSize.y / 2 - 16,
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width: 32,
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height: 32,
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imageURL: HIFI_PUBLIC_BUCKET + "images/reticle.png",
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imageURL: HIFI_PUBLIC_BUCKET + "images/billiardsReticle.png",
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color: { red: 255, green: 255, blue: 255},
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alpha: 1
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});
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@ -102,7 +105,7 @@ function makeBalls(pos) {
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{ red: 128, green: 128, blue: 128}]; // Gray
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// Object balls
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var ballPosition = { x: pos.x + (LENGTH / 4.0) * SCALE, y: pos.y + DROP_HEIGHT, z: pos.z };
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var ballPosition = { x: pos.x + (LENGTH / 4.0) * SCALE, y: pos.y + HEIGHT / 2.0 + DROP_HEIGHT, z: pos.z };
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for (var row = 1; row <= 5; row++) {
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ballPosition.z = pos.z - ((row - 1.0) / 2.0 * (BALL_SIZE + BALL_GAP) * SCALE);
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for (var spot = 0; spot < row; spot++) {
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@ -113,23 +116,26 @@ function makeBalls(pos) {
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color: colors[balls.length],
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gravity: { x: 0, y: GRAVITY, z: 0 },
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ignoreCollisions: false,
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damping: 0.40,
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damping: 0.50,
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collisionsWillMove: true }));
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ballPosition.z += (BALL_SIZE + BALL_GAP) * SCALE;
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}
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ballPosition.x += (BALL_GAP + Math.sqrt(3.0) / 2.0 * BALL_SIZE) * SCALE;
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}
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// Cue Ball
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ballPosition = { x: pos.x - (LENGTH / 4.0) * SCALE, y: pos.y + DROP_HEIGHT, z: pos.z };
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balls.push(Entities.addEntity(
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cuePosition = { x: pos.x - (LENGTH / 4.0) * SCALE, y: pos.y + HEIGHT / 2.0 + DROP_HEIGHT, z: pos.z };
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cueBall = Entities.addEntity(
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{ type: "Sphere",
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position: ballPosition,
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position: cuePosition,
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dimensions: { x: BALL_SIZE * SCALE, y: BALL_SIZE * SCALE, z: BALL_SIZE * SCALE },
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color: { red: 255, green: 255, blue: 255 },
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gravity: { x: 0, y: GRAVITY, z: 0 },
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angularVelocity: { x: 0, y: 0, z: 0 },
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velocity: {x: 0, y: 0, z: 0 },
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ignoreCollisions: false,
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damping: 0.40,
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collisionsWillMove: true }));
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damping: 0.50,
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collisionsWillMove: true });
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}
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function shootCue(velocity) {
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@ -140,19 +146,23 @@ function shootCue(velocity) {
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var velocity = Vec3.multiply(forwardVector, velocity);
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var BULLET_LIFETIME = 3.0;
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var BULLET_GRAVITY = 0.0;
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var SHOOTER_COLOR = { red: 255, green: 0, blue: 0 };
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var SHOOTER_SIZE = BALL_SIZE / 1.5 * SCALE;
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bulletID = Entities.addEntity(
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{ type: "Sphere",
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position: cuePosition,
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dimensions: { x: BALL_SIZE * SCALE, y: BALL_SIZE * SCALE, z: BALL_SIZE * SCALE },
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color: { red: 255, green: 255, blue: 255 },
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dimensions: { x: SHOOTER_SIZE, y: SHOOTER_SIZE, z: SHOOTER_SIZE },
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color: SHOOTER_COLOR,
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velocity: velocity,
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lifetime: BULLET_LIFETIME,
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gravity: { x: 0, y: BULLET_GRAVITY, z: 0 },
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damping: 0.10,
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density: 1000,
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density: 8000,
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ignoreCollisions: false,
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collisionsWillMove: true
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});
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print("Shot, velocity = " + velocity);
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}
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function keyReleaseEvent(event) {
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@ -185,9 +195,25 @@ function cleanup() {
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Entities.deleteEntity(balls[i]);
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}
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Overlays.deleteOverlay(reticle);
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Entities.deleteEntity(cueBall);
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}
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var tableCenter = Vec3.sum(MyAvatar.position, Vec3.multiply(4.0, Quat.getFront(Camera.getOrientation())));
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function update(deltaTime) {
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if (!cueBall.isKnownID) {
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cueBall = Entities.identifyEntity(cueBall);
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} else {
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// Check if cue ball has fallen off table, re-drop if so
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var cueProperties = Entities.getEntityProperties(cueBall);
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if (cueProperties.position.y < tableCenter.y) {
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// Replace the cueball
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Entities.editEntity(cueBall, { position: cuePosition } );
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}
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}
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}
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tableCenter = Vec3.sum(MyAvatar.position, Vec3.multiply(4.0, Quat.getFront(Camera.getOrientation())));
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makeTable(tableCenter);
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makeBalls(tableCenter);
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@ -195,3 +221,4 @@ makeBalls(tableCenter);
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Script.scriptEnding.connect(cleanup);
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Controller.keyPressEvent.connect(keyPressEvent);
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Controller.keyReleaseEvent.connect(keyReleaseEvent);
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Script.update.connect(update);
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@ -47,7 +47,6 @@ var yawFromMouse = 0;
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var pitchFromMouse = 0;
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var isMouseDown = false;
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var BULLET_VELOCITY = 5.0;
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var MIN_THROWER_DELAY = 1000;
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var MAX_THROWER_DELAY = 1000;
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var LEFT_BUTTON_3 = 3;
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@ -98,7 +97,7 @@ var reticle = Overlays.addOverlay("image", {
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y: screenSize.y / 2 - 16,
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width: 32,
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height: 32,
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imageURL: HIFI_PUBLIC_BUCKET + "images/reticle.png",
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imageURL: HIFI_PUBLIC_BUCKET + "images/billiardsReticle.png",
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color: { red: 255, green: 255, blue: 255},
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alpha: 1
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});
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@ -113,6 +112,25 @@ var offButton = Overlays.addOverlay("image", {
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alpha: 1
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});
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var platformButton = Overlays.addOverlay("image", {
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x: screenSize.x - 48,
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y: 130,
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width: 32,
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height: 32,
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imageURL: HIFI_PUBLIC_BUCKET + "images/city.png",
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color: { red: 255, green: 255, blue: 255},
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alpha: 1
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});
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var gridButton = Overlays.addOverlay("image", {
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x: screenSize.x - 48,
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y: 164,
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width: 32,
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height: 32,
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imageURL: HIFI_PUBLIC_BUCKET + "images/blocks.png",
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color: { red: 255, green: 255, blue: 255},
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alpha: 1
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});
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if (showScore) {
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var text = Overlays.addOverlay("text", {
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x: screenSize.x / 2 - 100,
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@ -127,24 +145,30 @@ if (showScore) {
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});
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}
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function printVector(string, vector) {
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print(string + " " + vector.x + ", " + vector.y + ", " + vector.z);
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}
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var BULLET_VELOCITY = 10.0;
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function shootBullet(position, velocity) {
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var BULLET_SIZE = 0.07;
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function shootBullet(position, velocity, grenade) {
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var BULLET_SIZE = 0.10;
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var BULLET_LIFETIME = 10.0;
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var BULLET_GRAVITY = 0.0;
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var BULLET_GRAVITY = -0.25;
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var GRENADE_VELOCITY = 15.0;
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var GRENADE_SIZE = 0.35;
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var GRENADE_GRAVITY = -9.8;
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var bVelocity = grenade ? Vec3.multiply(GRENADE_VELOCITY, Vec3.normalize(velocity)) : velocity;
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var bSize = grenade ? GRENADE_SIZE : BULLET_SIZE;
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var bGravity = grenade ? GRENADE_GRAVITY : BULLET_GRAVITY;
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bulletID = Entities.addEntity(
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{ type: "Sphere",
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position: position,
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dimensions: { x: BULLET_SIZE, y: BULLET_SIZE, z: BULLET_SIZE },
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dimensions: { x: bSize, y: bSize, z: bSize },
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color: { red: 255, green: 0, blue: 0 },
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velocity: velocity,
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velocity: bVelocity,
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lifetime: BULLET_LIFETIME,
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gravity: { x: 0, y: BULLET_GRAVITY, z: 0 },
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gravity: { x: 0, y: bGravity, z: 0 },
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damping: 0.01,
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density: 5000,
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density: 8000,
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ignoreCollisions: false,
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collisionsWillMove: true
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});
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@ -158,13 +182,15 @@ function shootBullet(position, velocity) {
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}
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// Kickback the arm
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if (elbowKickAngle > 0.0) {
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MyAvatar.setJointData("LeftForeArm", rotationBeforeKickback);
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}
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rotationBeforeKickback = MyAvatar.getJointRotation("LeftForeArm");
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var armRotation = MyAvatar.getJointRotation("LeftForeArm");
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armRotation = Quat.multiply(armRotation, Quat.fromPitchYawRollDegrees(0.0, 0.0, KICKBACK_ANGLE));
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MyAvatar.setJointData("LeftForeArm", armRotation);
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elbowKickAngle = KICKBACK_ANGLE;
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}
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function shootTarget() {
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var TARGET_SIZE = 0.50;
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var TARGET_GRAVITY = 0.0;
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@ -174,7 +200,7 @@ function shootTarget() {
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var DISTANCE_TO_LAUNCH_FROM = 5.0;
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var ANGLE_RANGE_FOR_LAUNCH = 20.0;
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var camera = Camera.getPosition();
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//printVector("camera", camera);
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var targetDirection = Quat.angleAxis(getRandomFloat(-ANGLE_RANGE_FOR_LAUNCH, ANGLE_RANGE_FOR_LAUNCH), { x:0, y:1, z:0 });
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targetDirection = Quat.multiply(Camera.getOrientation(), targetDirection);
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var forwardVector = Quat.getFront(targetDirection);
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@ -205,6 +231,78 @@ function shootTarget() {
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Audio.playSound(targetLaunchSound, audioOptions);
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}
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function makeGrid(type, scale, size) {
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var separation = scale * 2;
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var pos = Vec3.sum(Camera.getPosition(), Vec3.multiply(10.0 * scale * separation, Quat.getFront(Camera.getOrientation())));
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var x, y, z;
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var GRID_LIFE = 60.0;
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var dimensions;
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for (x = 0; x < size; x++) {
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for (y = 0; y < size; y++) {
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for (z = 0; z < size; z++) {
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dimensions = { x: separation/2.0 * (0.5 + Math.random()), y: separation/2.0 * (0.5 + Math.random()), z: separation/2.0 * (0.5 + Math.random()) / 4.0 };
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Entities.addEntity(
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{ type: type,
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position: { x: pos.x + x * separation, y: pos.y + y * separation, z: pos.z + z * separation },
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dimensions: dimensions,
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color: { red: Math.random() * 255, green: Math.random() * 255, blue: Math.random() * 255 },
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velocity: { x: 0, y: 0, z: 0 },
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gravity: { x: 0, y: 0, z: 0 },
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lifetime: GRID_LIFE,
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rotation: Camera.getOrientation(),
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damping: 0.1,
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density: 100.0,
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collisionsWillMove: true });
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}
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}
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}
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}
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function makePlatform(gravity, scale, size) {
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var separation = scale * 2;
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var pos = Vec3.sum(Camera.getPosition(), Vec3.multiply(10.0 * scale * separation, Quat.getFront(Camera.getOrientation())));
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pos.y -= separation * size;
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var x, y, z;
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var TARGET_LIFE = 60.0;
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var INITIAL_GAP = 0.5;
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var dimensions;
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for (x = 0; x < size; x++) {
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for (y = 0; y < size; y++) {
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for (z = 0; z < size; z++) {
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dimensions = { x: separation/2.0, y: separation, z: separation/2.0 };
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Entities.addEntity(
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{ type: "Box",
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position: { x: pos.x - (separation * size / 2.0) + x * separation,
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y: pos.y + y * (separation + INITIAL_GAP),
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z: pos.z - (separation * size / 2.0) + z * separation },
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dimensions: dimensions,
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color: { red: Math.random() * 255, green: Math.random() * 255, blue: Math.random() * 255 },
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velocity: { x: 0, y: 0, z: 0 },
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gravity: { x: 0, y: gravity, z: 0 },
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lifetime: TARGET_LIFE,
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damping: 0.1,
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density: 100.0,
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collisionsWillMove: true });
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}
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}
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}
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// Make a floor for this stuff to fall onto
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Entities.addEntity({
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type: "Box",
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position: { x: pos.x, y: pos.y - separation / 2.0, z: pos.z },
|
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dimensions: { x: 2.0 * separation * size, y: separation / 2.0, z: 2.0 * separation * size },
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color: { red: 128, green: 128, blue: 128 },
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lifetime: TARGET_LIFE
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});
|
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|
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}
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|
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function entityCollisionWithEntity(entity1, entity2, collision) {
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if (((entity1.id == bulletID.id) || (entity1.id == targetID.id)) &&
|
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|
@ -233,7 +331,9 @@ function keyPressEvent(event) {
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var time = MIN_THROWER_DELAY + Math.random() * MAX_THROWER_DELAY;
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Script.setTimeout(shootTarget, time);
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} else if ((event.text == ".") || (event.text == "SPACE")) {
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shootFromMouse();
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shootFromMouse(false);
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} else if (event.text == ",") {
|
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shootFromMouse(true);
|
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} else if (event.text == "r") {
|
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playLoadSound();
|
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} else if (event.text == "s") {
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|
@ -241,7 +341,6 @@ function keyPressEvent(event) {
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Quat.print("arm = ", MyAvatar.getJointRotation("LeftArm"));
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Quat.print("forearm = ", MyAvatar.getJointRotation("LeftForeArm"));
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Quat.print("hand = ", MyAvatar.getJointRotation("LeftHand"));
|
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|
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}
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}
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|
@ -287,18 +386,7 @@ function update(deltaTime) {
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if (targetID && !targetID.isKnownID) {
|
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targetID = Entities.identifyEntity(targetID);
|
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}
|
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// Check for mouseLook movement, update rotation
|
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// rotate body yaw for yaw received from mouse
|
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var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Radians( { x: 0, y: yawFromMouse, z: 0 } ));
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//MyAvatar.orientation = newOrientation;
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yawFromMouse = 0;
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|
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// apply pitch from mouse
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var newPitch = MyAvatar.headPitch + pitchFromMouse;
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//MyAvatar.headPitch = newPitch;
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pitchFromMouse = 0;
|
||||
|
||||
|
||||
if (activeControllers == 0) {
|
||||
if (Controller.getNumberOfSpatialControls() > 0) {
|
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activeControllers = Controller.getNumberOfSpatialControls();
|
||||
|
@ -372,19 +460,19 @@ function update(deltaTime) {
|
|||
|
||||
var velocity = Vec3.multiply(BULLET_VELOCITY, Vec3.normalize(palmToFingerTipVector));
|
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|
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shootBullet(position, velocity);
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shootBullet(position, velocity, false);
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}
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}
|
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}
|
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}
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|
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function shootFromMouse() {
|
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function shootFromMouse(grenade) {
|
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var DISTANCE_FROM_CAMERA = 1.0;
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var camera = Camera.getPosition();
|
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var forwardVector = Quat.getFront(Camera.getOrientation());
|
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var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_FROM_CAMERA));
|
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var velocity = Vec3.multiply(forwardVector, BULLET_VELOCITY);
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shootBullet(newPosition, velocity);
|
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shootBullet(newPosition, velocity, grenade);
|
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}
|
||||
|
||||
function mouseReleaseEvent(event) {
|
||||
|
@ -392,21 +480,23 @@ function mouseReleaseEvent(event) {
|
|||
isMouseDown = false;
|
||||
}
|
||||
|
||||
function mouseMoveEvent(event) {
|
||||
if (isMouseDown) {
|
||||
var MOUSE_YAW_SCALE = -0.25;
|
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var MOUSE_PITCH_SCALE = -12.5;
|
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var FIXED_MOUSE_TIMESTEP = 0.016;
|
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yawFromMouse += ((event.x - lastX) * MOUSE_YAW_SCALE * FIXED_MOUSE_TIMESTEP);
|
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pitchFromMouse += ((event.y - lastY) * MOUSE_PITCH_SCALE * FIXED_MOUSE_TIMESTEP);
|
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lastX = event.x;
|
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lastY = event.y;
|
||||
}
|
||||
function mousePressEvent(event) {
|
||||
var clickedText = false;
|
||||
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
|
||||
if (clickedOverlay == offButton) {
|
||||
Script.stop();
|
||||
} else if (clickedOverlay == platformButton) {
|
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makePlatform(-9.8, 1.0, 5);
|
||||
} else if (clickedOverlay == gridButton) {
|
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makeGrid("Box", 1.0, 3);
|
||||
}
|
||||
}
|
||||
|
||||
function scriptEnding() {
|
||||
Overlays.deleteOverlay(reticle);
|
||||
Overlays.deleteOverlay(offButton);
|
||||
Overlays.deleteOverlay(platformButton);
|
||||
Overlays.deleteOverlay(gridButton);
|
||||
Overlays.deleteOverlay(pointer[0]);
|
||||
Overlays.deleteOverlay(pointer[1]);
|
||||
Overlays.deleteOverlay(text);
|
||||
|
@ -418,7 +508,7 @@ Entities.entityCollisionWithEntity.connect(entityCollisionWithEntity);
|
|||
Script.scriptEnding.connect(scriptEnding);
|
||||
Script.update.connect(update);
|
||||
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
|
||||
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Controller.keyPressEvent.connect(keyPressEvent);
|
||||
|
||||
|
||||
|
|
172
examples/controllers/hydra/paddleBall.js
Normal file
172
examples/controllers/hydra/paddleBall.js
Normal file
|
@ -0,0 +1,172 @@
|
|||
// PaddleBall.js
|
||||
//
|
||||
// Created by Philip Rosedale on January 21, 2015
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Move your hand with the hydra controller, and hit the ball with the paddle.
|
||||
// Click 'X' button to turn off this script.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
var BALL_SIZE = 0.08;
|
||||
var PADDLE_SIZE = 0.20;
|
||||
var PADDLE_THICKNESS = 0.06;
|
||||
var PADDLE_COLOR = { red: 184, green: 134, blue: 11 };
|
||||
var BALL_COLOR = { red: 255, green: 0, blue: 0 };
|
||||
var LINE_COLOR = { red: 255, green: 255, blue: 0 };
|
||||
var PADDLE_OFFSET = { x: 0.05, y: 0.0, z: 0.0 };
|
||||
var GRAVITY = 0.0;
|
||||
var SPRING_FORCE = 15.0;
|
||||
var lastSoundTime = 0;
|
||||
var gameOn = false;
|
||||
var leftHanded = false;
|
||||
var controllerID;
|
||||
|
||||
if (leftHanded) {
|
||||
controllerID = 1;
|
||||
} else {
|
||||
controllerID = 3;
|
||||
}
|
||||
|
||||
|
||||
HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
|
||||
hitSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Collisions-ballhitsandcatches/billiards/collision1.wav");
|
||||
|
||||
var screenSize = Controller.getViewportDimensions();
|
||||
var offButton = Overlays.addOverlay("image", {
|
||||
x: screenSize.x - 48,
|
||||
y: 96,
|
||||
width: 32,
|
||||
height: 32,
|
||||
imageURL: HIFI_PUBLIC_BUCKET + "images/close.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
var ball, paddle, paddleModel, line;
|
||||
|
||||
function createEntities() {
|
||||
ball = Entities.addEntity(
|
||||
{ type: "Sphere",
|
||||
position: Controller.getSpatialControlPosition(controllerID),
|
||||
dimensions: { x: BALL_SIZE, y: BALL_SIZE, z: BALL_SIZE },
|
||||
color: BALL_COLOR,
|
||||
gravity: { x: 0, y: GRAVITY, z: 0 },
|
||||
ignoreCollisions: false,
|
||||
damping: 0.50,
|
||||
collisionsWillMove: true });
|
||||
|
||||
paddle = Entities.addEntity(
|
||||
{ type: "Box",
|
||||
position: Controller.getSpatialControlPosition(controllerID),
|
||||
dimensions: { x: PADDLE_SIZE, y: PADDLE_THICKNESS, z: PADDLE_SIZE * 0.80 },
|
||||
color: PADDLE_COLOR,
|
||||
gravity: { x: 0, y: 0, z: 0 },
|
||||
ignoreCollisions: false,
|
||||
damping: 0.10,
|
||||
visible: false,
|
||||
rotation: Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(controllerID)),
|
||||
collisionsWillMove: false });
|
||||
|
||||
modelURL = "http://public.highfidelity.io/models/attachments/pong_paddle.fbx";
|
||||
paddleModel = Entities.addEntity(
|
||||
{ type: "Model",
|
||||
position: Vec3.sum(Controller.getSpatialControlPosition(controllerID), PADDLE_OFFSET),
|
||||
dimensions: { x: PADDLE_SIZE * 1.5, y: PADDLE_THICKNESS, z: PADDLE_SIZE * 1.25 },
|
||||
color: PADDLE_COLOR,
|
||||
gravity: { x: 0, y: 0, z: 0 },
|
||||
ignoreCollisions: true,
|
||||
modelURL: modelURL,
|
||||
damping: 0.10,
|
||||
rotation: Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(controllerID)),
|
||||
collisionsWillMove: false });
|
||||
|
||||
line = Overlays.addOverlay("line3d", {
|
||||
start: { x: 0, y: 0, z: 0 },
|
||||
end: { x: 0, y: 0, z: 0 },
|
||||
color: LINE_COLOR,
|
||||
alpha: 1,
|
||||
visible: true,
|
||||
lineWidth: 2 });
|
||||
}
|
||||
|
||||
function deleteEntities() {
|
||||
Entities.deleteEntity(ball);
|
||||
Entities.deleteEntity(paddle);
|
||||
Entities.deleteEntity(paddleModel);
|
||||
Overlays.deleteOverlay(line);
|
||||
}
|
||||
|
||||
function update(deltaTime) {
|
||||
var palmPosition = Controller.getSpatialControlPosition(controllerID);
|
||||
var controllerActive = (Vec3.length(palmPosition) > 0);
|
||||
|
||||
if (!gameOn && controllerActive) {
|
||||
createEntities();
|
||||
gameOn = true;
|
||||
} else if (gameOn && !controllerActive) {
|
||||
deleteEntities();
|
||||
gameOn = false;
|
||||
}
|
||||
if (!gameOn || !controllerActive) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!paddle.isKnownID) {
|
||||
paddle = Entities.identifyEntity(paddle);
|
||||
}
|
||||
if (!ball.isKnownID) {
|
||||
ball = Entities.identifyEntity(ball);
|
||||
} else {
|
||||
var props = Entities.getEntityProperties(ball);
|
||||
var spring = Vec3.subtract(palmPosition, props.position);
|
||||
var paddleWorldOrientation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(controllerID));
|
||||
var springLength = Vec3.length(spring);
|
||||
spring = Vec3.normalize(spring);
|
||||
var ballVelocity = Vec3.sum(props.velocity, Vec3.multiply(springLength * SPRING_FORCE * deltaTime, spring));
|
||||
Entities.editEntity(ball, { velocity: ballVelocity });
|
||||
Overlays.editOverlay(line, { start: props.position, end: palmPosition });
|
||||
Entities.editEntity(paddle, { position: palmPosition,
|
||||
velocity: Controller.getSpatialControlVelocity(controllerID),
|
||||
rotation: paddleWorldOrientation });
|
||||
Entities.editEntity(paddleModel, { position: Vec3.sum(palmPosition, Vec3.multiplyQbyV(paddleWorldOrientation, PADDLE_OFFSET)),
|
||||
velocity: Controller.getSpatialControlVelocity(controllerID),
|
||||
rotation: paddleWorldOrientation });
|
||||
}
|
||||
}
|
||||
|
||||
function entityCollisionWithEntity(entity1, entity2, collision) {
|
||||
if ((entity1.id == ball.id) || (entity2.id ==ball.id)) {
|
||||
var props1 = Entities.getEntityProperties(entity1);
|
||||
var props2 = Entities.getEntityProperties(entity2);
|
||||
var dVel = Vec3.length(Vec3.subtract(props1.velocity, props2.velocity));
|
||||
var currentTime = new Date().getTime();
|
||||
var MIN_MSECS_BETWEEN_BOUNCE_SOUNDS = 100;
|
||||
var MIN_VELOCITY_FOR_SOUND_IMPACT = 0.25;
|
||||
if ((dVel > MIN_VELOCITY_FOR_SOUND_IMPACT) && (currentTime - lastSoundTime) > MIN_MSECS_BETWEEN_BOUNCE_SOUNDS) {
|
||||
Audio.playSound(hitSound, { position: props1.position, volume: Math.min(dVel, 1.0) });
|
||||
lastSoundTime = new Date().getTime();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function mousePressEvent(event) {
|
||||
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
|
||||
if (clickedOverlay == offButton) {
|
||||
Script.stop();
|
||||
}
|
||||
}
|
||||
|
||||
function scriptEnding() {
|
||||
if (gameOn) {
|
||||
deleteEntities();
|
||||
}
|
||||
Overlays.deleteOverlay(offButton);
|
||||
}
|
||||
|
||||
Entities.entityCollisionWithEntity.connect(entityCollisionWithEntity);
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Script.scriptEnding.connect(scriptEnding);
|
||||
Script.update.connect(update);
|
|
@ -4,6 +4,6 @@ set(TARGET_NAME ice-server)
|
|||
setup_hifi_project(Network)
|
||||
|
||||
# link the shared hifi libraries
|
||||
link_hifi_libraries(networking shared)
|
||||
link_hifi_libraries(embedded-webserver networking shared)
|
||||
|
||||
include_dependency_includes()
|
|
@ -20,14 +20,18 @@
|
|||
const int CLEAR_INACTIVE_PEERS_INTERVAL_MSECS = 1 * 1000;
|
||||
const int PEER_SILENCE_THRESHOLD_MSECS = 5 * 1000;
|
||||
|
||||
const quint16 ICE_SERVER_MONITORING_PORT = 40110;
|
||||
|
||||
IceServer::IceServer(int argc, char* argv[]) :
|
||||
QCoreApplication(argc, argv),
|
||||
_id(QUuid::createUuid()),
|
||||
_serverSocket(),
|
||||
_activePeers()
|
||||
_activePeers(),
|
||||
_httpManager(ICE_SERVER_MONITORING_PORT, QString("%1/web/").arg(QCoreApplication::applicationDirPath()), this)
|
||||
{
|
||||
// start the ice-server socket
|
||||
qDebug() << "ice-server socket is listening on" << ICE_SERVER_DEFAULT_PORT;
|
||||
qDebug() << "monitoring http endpoint is listening on " << ICE_SERVER_MONITORING_PORT;
|
||||
_serverSocket.bind(QHostAddress::AnyIPv4, ICE_SERVER_DEFAULT_PORT);
|
||||
|
||||
// call our process datagrams slot when the UDP socket has packets ready
|
||||
|
@ -165,3 +169,28 @@ void IceServer::clearInactivePeers() {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool IceServer::handleHTTPRequest(HTTPConnection* connection, const QUrl& url, bool skipSubHandler) {
|
||||
//
|
||||
// We need an HTTP handler in order to monitor the health of the ice server
|
||||
// The correct functioning of the ICE server will first be determined by its HTTP availability,
|
||||
// and then by the existence of a minimum number of peers in the list, matching the minimum number of
|
||||
// domains in production by High Fidelity.
|
||||
//
|
||||
|
||||
int MINIMUM_PEERS = 3;
|
||||
bool IS_HEALTHY = false;
|
||||
|
||||
IS_HEALTHY = _activePeers.size() >= MINIMUM_PEERS ? true : false;
|
||||
|
||||
if (connection->requestOperation() == QNetworkAccessManager::GetOperation) {
|
||||
if (url.path() == "/status") {
|
||||
if (IS_HEALTHY) {
|
||||
connection->respond(HTTPConnection::StatusCode200, QByteArray::number(_activePeers.size()));
|
||||
} else {
|
||||
connection->respond(HTTPConnection::StatusCode404, QByteArray::number(_activePeers.size()));
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -12,17 +12,21 @@
|
|||
#ifndef hifi_IceServer_h
|
||||
#define hifi_IceServer_h
|
||||
|
||||
#include <qcoreapplication.h>
|
||||
#include <qsharedpointer.h>
|
||||
#include <qudpsocket.h>
|
||||
#include <QtCore/QCoreApplication>
|
||||
#include <QtCore/QSharedPointer>
|
||||
#include <QUdpSocket>
|
||||
|
||||
#include <NetworkPeer.h>
|
||||
#include <HTTPConnection.h>
|
||||
#include <HTTPManager.h>
|
||||
|
||||
typedef QHash<QUuid, SharedNetworkPeer> NetworkPeerHash;
|
||||
|
||||
class IceServer : public QCoreApplication {
|
||||
class IceServer : public QCoreApplication, public HTTPRequestHandler {
|
||||
Q_OBJECT
|
||||
public:
|
||||
IceServer(int argc, char* argv[]);
|
||||
bool handleHTTPRequest(HTTPConnection* connection, const QUrl& url, bool skipSubHandler = false);
|
||||
private slots:
|
||||
void processDatagrams();
|
||||
void clearInactivePeers();
|
||||
|
@ -34,6 +38,7 @@ private:
|
|||
QUdpSocket _serverSocket;
|
||||
NetworkPeerHash _activePeers;
|
||||
QHash<QUuid, QSet<QUuid> > _currentConnections;
|
||||
HTTPManager _httpManager;
|
||||
};
|
||||
|
||||
#endif // hifi_IceServer_h
|
|
@ -1427,6 +1427,8 @@ public:
|
|||
void setColorMaterial(const StackArray::Entry& entry) { color = entry.color; material = entry.material; }
|
||||
|
||||
void mix(const EdgeCrossing& first, const EdgeCrossing& second, float t);
|
||||
|
||||
VoxelPoint createPoint(int clampedX, int clampedZ, float step) const;
|
||||
};
|
||||
|
||||
void EdgeCrossing::mix(const EdgeCrossing& first, const EdgeCrossing& second, float t) {
|
||||
|
@ -1437,6 +1439,16 @@ void EdgeCrossing::mix(const EdgeCrossing& first, const EdgeCrossing& second, fl
|
|||
material = (t < 0.5f) ? first.material : second.material;
|
||||
}
|
||||
|
||||
VoxelPoint EdgeCrossing::createPoint(int clampedX, int clampedZ, float step) const {
|
||||
VoxelPoint voxelPoint = { glm::vec3(clampedX + point.x, point.y, clampedZ + point.z) * step,
|
||||
{ (quint8)qRed(color), (quint8)qGreen(color), (quint8)qBlue(color) },
|
||||
{ (char)(normal.x * numeric_limits<qint8>::max()), (char)(normal.y * numeric_limits<qint8>::max()),
|
||||
(char)(normal.z * numeric_limits<qint8>::max()) },
|
||||
{ (quint8)material, 0, 0, 0 },
|
||||
{ numeric_limits<quint8>::max(), 0, 0, 0 } };
|
||||
return voxelPoint;
|
||||
}
|
||||
|
||||
const int MAX_NORMALS_PER_VERTEX = 4;
|
||||
|
||||
class NormalIndex {
|
||||
|
@ -1498,6 +1510,84 @@ const NormalIndex& IndexVector::get(int y) const {
|
|||
return (relative >= 0 && relative < size()) ? at(relative) : invalidIndex;
|
||||
}
|
||||
|
||||
static inline glm::vec3 getNormal(const QVector<VoxelPoint>& vertices, const NormalIndex& i0,
|
||||
const NormalIndex& i1, const NormalIndex& i2, const NormalIndex& i3) {
|
||||
// check both triangles in case one is degenerate
|
||||
const glm::vec3& v0 = vertices.at(i0.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(vertices.at(i1.indices[0]).vertex - v0, vertices.at(i2.indices[0]).vertex - v0);
|
||||
if (glm::length(normal) > EPSILON) {
|
||||
return normal;
|
||||
}
|
||||
return glm::cross(vertices.at(i2.indices[0]).vertex - v0, vertices.at(i3.indices[0]).vertex - v0);
|
||||
}
|
||||
|
||||
static inline void appendTriangle(const EdgeCrossing& e0, const EdgeCrossing& e1, const EdgeCrossing& e2,
|
||||
int clampedX, int clampedZ, float step, QVector<VoxelPoint>& vertices, QVector<int>& indices,
|
||||
QMultiHash<VoxelCoord, int>& quadIndices) {
|
||||
int firstIndex = vertices.size();
|
||||
vertices.append(e0.createPoint(clampedX, clampedZ, step));
|
||||
vertices.append(e1.createPoint(clampedX, clampedZ, step));
|
||||
vertices.append(e2.createPoint(clampedX, clampedZ, step));
|
||||
indices.append(firstIndex);
|
||||
indices.append(firstIndex + 1);
|
||||
indices.append(firstIndex + 2);
|
||||
indices.append(firstIndex + 2);
|
||||
|
||||
int minimumY = qMin((int)e0.point.y, qMin((int)e1.point.y, (int)e2.point.y));
|
||||
int maximumY = qMax((int)e0.point.y, qMax((int)e1.point.y, (int)e2.point.y));
|
||||
for (int y = minimumY; y <= maximumY; y++) {
|
||||
quadIndices.insert(qRgb(clampedX, y, clampedZ), firstIndex);
|
||||
}
|
||||
}
|
||||
|
||||
const int CORNER_COUNT = 4;
|
||||
|
||||
static StackArray::Entry getEntry(const StackArray* lineSrc, int stackWidth, int y, float heightfieldHeight,
|
||||
EdgeCrossing cornerCrossings[CORNER_COUNT], int cornerIndex) {
|
||||
int offsetX = (cornerIndex & X_MAXIMUM_FLAG) ? 1 : 0;
|
||||
int offsetZ = (cornerIndex & Y_MAXIMUM_FLAG) ? 1 : 0;
|
||||
const StackArray& src = lineSrc[offsetZ * stackWidth + offsetX];
|
||||
int count = src.getEntryCount();
|
||||
if (count > 0) {
|
||||
int relative = y - src.getPosition();
|
||||
if (relative < count && (relative >= 0 || heightfieldHeight == 0.0f)) {
|
||||
return src.getEntry(y, heightfieldHeight);
|
||||
}
|
||||
}
|
||||
const EdgeCrossing& cornerCrossing = cornerCrossings[cornerIndex];
|
||||
if (cornerCrossing.point.y == 0.0f) {
|
||||
return src.getEntry(y, heightfieldHeight);
|
||||
}
|
||||
StackArray::Entry entry;
|
||||
bool set = false;
|
||||
if (cornerCrossing.point.y >= y) {
|
||||
entry.color = cornerCrossing.color;
|
||||
entry.material = cornerCrossing.material;
|
||||
set = true;
|
||||
entry.setHermiteY(cornerCrossing.normal, glm::clamp(cornerCrossing.point.y - y, 0.0f, 1.0f));
|
||||
|
||||
} else {
|
||||
entry.material = entry.color = 0;
|
||||
}
|
||||
if (!(cornerIndex & X_MAXIMUM_FLAG)) {
|
||||
const EdgeCrossing& nextCornerCrossingX = cornerCrossings[cornerIndex | X_MAXIMUM_FLAG];
|
||||
if (nextCornerCrossingX.point.y != 0.0f && (nextCornerCrossingX.point.y >= y) != set) {
|
||||
float t = glm::clamp((y - cornerCrossing.point.y) /
|
||||
(nextCornerCrossingX.point.y - cornerCrossing.point.y), 0.0f, 1.0f);
|
||||
entry.setHermiteX(glm::normalize(glm::mix(cornerCrossing.normal, nextCornerCrossingX.normal, t)), t);
|
||||
}
|
||||
}
|
||||
if (!(cornerIndex & Y_MAXIMUM_FLAG)) {
|
||||
const EdgeCrossing& nextCornerCrossingZ = cornerCrossings[cornerIndex | Y_MAXIMUM_FLAG];
|
||||
if (nextCornerCrossingZ.point.y != 0.0f && (nextCornerCrossingZ.point.y >= y) != set) {
|
||||
float t = glm::clamp((y - cornerCrossing.point.y) /
|
||||
(nextCornerCrossingZ.point.y - cornerCrossing.point.y), 0.0f, 1.0f);
|
||||
entry.setHermiteZ(glm::normalize(glm::mix(cornerCrossing.normal, nextCornerCrossingZ.normal, t)), t);
|
||||
}
|
||||
}
|
||||
return entry;
|
||||
}
|
||||
|
||||
void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const glm::vec3& translation,
|
||||
const glm::quat& rotation, const glm::vec3& scale, bool cursor) {
|
||||
if (!node->getHeight()) {
|
||||
|
@ -1706,7 +1796,6 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
const int LOWER_RIGHT_CORNER = 8;
|
||||
const int NO_CORNERS = 0;
|
||||
const int ALL_CORNERS = UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER | LOWER_LEFT_CORNER | LOWER_RIGHT_CORNER;
|
||||
const int CORNER_COUNT = 4;
|
||||
const int NEXT_CORNERS[] = { 1, 3, 0, 2 };
|
||||
int corners = NO_CORNERS;
|
||||
if (heightfieldHeight != 0.0f) {
|
||||
|
@ -1772,6 +1861,15 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
}
|
||||
minimumY = qMin(minimumY, cornerMinimumY);
|
||||
maximumY = qMax(maximumY, cornerMaximumY);
|
||||
|
||||
if (corners == (LOWER_LEFT_CORNER | UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER)) {
|
||||
appendTriangle(cornerCrossings[1], cornerCrossings[0], cornerCrossings[2],
|
||||
clampedX, clampedZ, step, vertices, indices, quadIndices);
|
||||
|
||||
} else if (corners == (UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER)) {
|
||||
appendTriangle(cornerCrossings[2], cornerCrossings[3], cornerCrossings[1],
|
||||
clampedX, clampedZ, step, vertices, indices, quadIndices);
|
||||
}
|
||||
}
|
||||
int position = minimumY;
|
||||
int count = maximumY - minimumY + 1;
|
||||
|
@ -1781,7 +1879,7 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
indicesZ[x].position = position;
|
||||
indicesZ[x].resize(count);
|
||||
for (int y = position, end = position + count; y < end; y++) {
|
||||
const StackArray::Entry& entry = lineSrc->getEntry(y, heightfieldHeight);
|
||||
StackArray::Entry entry = getEntry(lineSrc, stackWidth, y, heightfieldHeight, cornerCrossings, 0);
|
||||
if (displayHermite && x != 0 && z != 0 && !lineSrc->isEmpty() && y >= lineSrc->getPosition()) {
|
||||
glm::vec3 normal;
|
||||
if (entry.hermiteX != 0) {
|
||||
|
@ -1846,41 +1944,38 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
if (!(corners & (1 << i))) {
|
||||
continue;
|
||||
}
|
||||
int offsetX = (i & X_MAXIMUM_FLAG) ? 1 : 0;
|
||||
int offsetZ = (i & Y_MAXIMUM_FLAG) ? 1 : 0;
|
||||
const quint16* height = heightLineSrc + offsetZ * width + offsetX;
|
||||
float heightValue = *height * voxelScale;
|
||||
if (heightValue >= y && heightValue < y + 1) {
|
||||
const EdgeCrossing& cornerCrossing = cornerCrossings[i];
|
||||
if (cornerCrossing.point.y >= y && cornerCrossing.point.y < y + 1) {
|
||||
crossedCorners |= (1 << i);
|
||||
}
|
||||
}
|
||||
switch (crossedCorners) {
|
||||
case UPPER_LEFT_CORNER:
|
||||
case LOWER_LEFT_CORNER | UPPER_LEFT_CORNER:
|
||||
case LOWER_LEFT_CORNER | UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER:
|
||||
case LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER | UPPER_LEFT_CORNER:
|
||||
case UPPER_LEFT_CORNER | LOWER_RIGHT_CORNER:
|
||||
crossings[crossingCount++] = cornerCrossings[0];
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
break;
|
||||
|
||||
|
||||
case UPPER_RIGHT_CORNER:
|
||||
case UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER:
|
||||
case UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER:
|
||||
case UPPER_RIGHT_CORNER | LOWER_LEFT_CORNER:
|
||||
case LOWER_LEFT_CORNER | UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER:
|
||||
crossings[crossingCount++] = cornerCrossings[1];
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
break;
|
||||
|
||||
|
||||
case LOWER_LEFT_CORNER:
|
||||
case LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER:
|
||||
case LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER | UPPER_LEFT_CORNER:
|
||||
case UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER:
|
||||
crossings[crossingCount++] = cornerCrossings[2];
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
break;
|
||||
|
||||
|
||||
case LOWER_RIGHT_CORNER:
|
||||
case UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER:
|
||||
case UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER:
|
||||
case UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER:
|
||||
crossings[crossingCount++] = cornerCrossings[3];
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
break;
|
||||
|
@ -1890,30 +1985,24 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
if (!(corners & (1 << i))) {
|
||||
continue;
|
||||
}
|
||||
int offsetX = (i & X_MAXIMUM_FLAG) ? 1 : 0;
|
||||
int offsetZ = (i & Y_MAXIMUM_FLAG) ? 1 : 0;
|
||||
const quint16* height = heightLineSrc + offsetZ * width + offsetX;
|
||||
float heightValue = *height * voxelScale;
|
||||
int nextIndex = NEXT_CORNERS[i];
|
||||
if (!(corners & (1 << nextIndex))) {
|
||||
continue;
|
||||
}
|
||||
int nextOffsetX = (nextIndex & X_MAXIMUM_FLAG) ? 1 : 0;
|
||||
int nextOffsetZ = (nextIndex & Y_MAXIMUM_FLAG) ? 1 : 0;
|
||||
const quint16* nextHeight = heightLineSrc + nextOffsetZ * width + nextOffsetX;
|
||||
float nextHeightValue = *nextHeight * voxelScale;
|
||||
float divisor = (nextHeightValue - heightValue);
|
||||
const EdgeCrossing& cornerCrossing = cornerCrossings[i];
|
||||
const EdgeCrossing& nextCornerCrossing = cornerCrossings[nextIndex];
|
||||
float divisor = (nextCornerCrossing.point.y - cornerCrossing.point.y);
|
||||
if (divisor == 0.0f) {
|
||||
continue;
|
||||
}
|
||||
float t1 = (y - heightValue) / divisor;
|
||||
float t2 = (y + 1 - heightValue) / divisor;
|
||||
float t1 = (y - cornerCrossing.point.y) / divisor;
|
||||
float t2 = (y + 1 - cornerCrossing.point.y) / divisor;
|
||||
if (t1 >= 0.0f && t1 <= 1.0f) {
|
||||
crossings[crossingCount++].mix(cornerCrossings[i], cornerCrossings[nextIndex], t1);
|
||||
crossings[crossingCount++].mix(cornerCrossing, nextCornerCrossing, t1);
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
}
|
||||
if (t2 >= 0.0f && t2 <= 1.0f) {
|
||||
crossings[crossingCount++].mix(cornerCrossings[i], cornerCrossings[nextIndex], t2);
|
||||
crossings[crossingCount++].mix(cornerCrossing, nextCornerCrossing, t2);
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
}
|
||||
}
|
||||
|
@ -1924,10 +2013,13 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
// the terrifying conditional code that follows checks each cube edge for a crossing, gathering
|
||||
// its properties (color, material, normal) if one is present; as before, boundary edges are excluded
|
||||
if (crossingCount == 0) {
|
||||
const StackArray::Entry& nextEntryY = lineSrc->getEntry(y + 1, heightfieldHeight);
|
||||
StackArray::Entry nextEntryY = getEntry(lineSrc, stackWidth, y + 1,
|
||||
heightfieldHeight, cornerCrossings, 0);
|
||||
if (middleX) {
|
||||
const StackArray::Entry& nextEntryX = lineSrc[1].getEntry(y, nextHeightfieldHeightX);
|
||||
const StackArray::Entry& nextEntryXY = lineSrc[1].getEntry(y + 1, nextHeightfieldHeightX);
|
||||
StackArray::Entry nextEntryX = getEntry(lineSrc, stackWidth, y, nextHeightfieldHeightX,
|
||||
cornerCrossings, 1);
|
||||
StackArray::Entry nextEntryXY = getEntry(lineSrc, stackWidth, y + 1, nextHeightfieldHeightX,
|
||||
cornerCrossings, 1);
|
||||
if (alpha0 != alpha1) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
crossing.point = glm::vec3(entry.getHermiteX(crossing.normal), 0.0f, 0.0f);
|
||||
|
@ -1944,12 +2036,12 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
crossing.setColorMaterial(alpha2 == 0 ? nextEntryXY : nextEntryY);
|
||||
}
|
||||
if (middleZ) {
|
||||
const StackArray::Entry& nextEntryZ = lineSrc[stackWidth].getEntry(y,
|
||||
nextHeightfieldHeightZ);
|
||||
const StackArray::Entry& nextEntryXZ = lineSrc[stackWidth + 1].getEntry(
|
||||
y, nextHeightfieldHeightXZ);
|
||||
const StackArray::Entry& nextEntryXYZ = lineSrc[stackWidth + 1].getEntry(
|
||||
y + 1, nextHeightfieldHeightXZ);
|
||||
StackArray::Entry nextEntryZ = getEntry(lineSrc, stackWidth, y, nextHeightfieldHeightZ,
|
||||
cornerCrossings, 2);
|
||||
StackArray::Entry nextEntryXZ = getEntry(lineSrc, stackWidth, y, nextHeightfieldHeightXZ,
|
||||
cornerCrossings, 3);
|
||||
StackArray::Entry nextEntryXYZ = getEntry(lineSrc, stackWidth, y + 1,
|
||||
nextHeightfieldHeightXZ, cornerCrossings, 3);
|
||||
if (alpha1 != alpha5) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
crossing.point = glm::vec3(1.0f, 0.0f, nextEntryX.getHermiteZ(crossing.normal));
|
||||
|
@ -1957,8 +2049,8 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
}
|
||||
if (alpha3 != alpha7) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
const StackArray::Entry& nextEntryXY = lineSrc[1].getEntry(y + 1,
|
||||
nextHeightfieldHeightX);
|
||||
StackArray::Entry nextEntryXY = getEntry(lineSrc, stackWidth, y + 1,
|
||||
nextHeightfieldHeightX, cornerCrossings, 1);
|
||||
crossing.point = glm::vec3(1.0f, 1.0f, nextEntryXY.getHermiteZ(crossing.normal));
|
||||
crossing.setColorMaterial(alpha3 == 0 ? nextEntryXYZ : nextEntryXY);
|
||||
}
|
||||
|
@ -1969,15 +2061,15 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
}
|
||||
if (alpha5 != alpha7) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
const StackArray::Entry& nextEntryXZ = lineSrc[stackWidth + 1].getEntry(
|
||||
y, nextHeightfieldHeightXZ);
|
||||
StackArray::Entry nextEntryXZ = getEntry(lineSrc, stackWidth, y,
|
||||
nextHeightfieldHeightXZ, cornerCrossings, 3);
|
||||
crossing.point = glm::vec3(1.0f, nextEntryXZ.getHermiteY(crossing.normal), 1.0f);
|
||||
crossing.setColorMaterial(alpha5 == 0 ? nextEntryXYZ : nextEntryXZ);
|
||||
}
|
||||
if (alpha6 != alpha7) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
const StackArray::Entry& nextEntryYZ = lineSrc[stackWidth].getEntry(
|
||||
y + 1, nextHeightfieldHeightZ);
|
||||
StackArray::Entry nextEntryYZ = getEntry(lineSrc, stackWidth, y + 1,
|
||||
nextHeightfieldHeightZ, cornerCrossings, 2);
|
||||
crossing.point = glm::vec3(nextEntryYZ.getHermiteX(crossing.normal), 1.0f, 1.0f);
|
||||
crossing.setColorMaterial(alpha6 == 0 ? nextEntryXYZ : nextEntryYZ);
|
||||
}
|
||||
|
@ -1989,9 +2081,10 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
crossing.setColorMaterial(alpha0 == 0 ? nextEntryY : entry);
|
||||
}
|
||||
if (middleZ) {
|
||||
const StackArray::Entry& nextEntryZ = lineSrc[stackWidth].getEntry(y, nextHeightfieldHeightZ);
|
||||
const StackArray::Entry& nextEntryYZ = lineSrc[stackWidth].getEntry(y + 1,
|
||||
nextHeightfieldHeightZ);
|
||||
StackArray::Entry nextEntryZ = getEntry(lineSrc, stackWidth, y,
|
||||
nextHeightfieldHeightZ, cornerCrossings, 2);
|
||||
StackArray::Entry nextEntryYZ = getEntry(lineSrc, stackWidth, y + 1,
|
||||
nextHeightfieldHeightZ, cornerCrossings, 2);
|
||||
if (alpha0 != alpha4) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
crossing.point = glm::vec3(0.0f, 0.0f, entry.getHermiteZ(crossing.normal));
|
||||
|
@ -2174,10 +2267,7 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
quadIndices.insert(qRgb(reclampedX, y - 1, reclampedZ - 1), indices.size());
|
||||
quadIndices.insert(qRgb(reclampedX, y, reclampedZ - 1), indices.size());
|
||||
}
|
||||
const glm::vec3& first = vertices.at(index.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(vertices.at(index1.indices[0]).vertex - first,
|
||||
vertices.at(index3.indices[0]).vertex - first);
|
||||
|
||||
glm::vec3 normal = getNormal(vertices, index, index1, index2, index3);
|
||||
if (alpha0 == 0) { // quad faces negative x
|
||||
indices.append(index3.getClosestIndex(normal = -normal, vertices));
|
||||
indices.append(index2.getClosestIndex(normal, vertices));
|
||||
|
@ -2206,10 +2296,7 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
if (reclampedZ > 0) {
|
||||
quadIndices.insert(qRgb(reclampedX, y, reclampedZ - 1), indices.size());
|
||||
}
|
||||
const glm::vec3& first = vertices.at(index.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(vertices.at(index3.indices[0]).vertex - first,
|
||||
vertices.at(index1.indices[0]).vertex - first);
|
||||
|
||||
glm::vec3 normal = getNormal(vertices, index, index3, index2, index1);
|
||||
if (alpha0 == 0) { // quad faces negative y
|
||||
indices.append(index3.getClosestIndex(normal, vertices));
|
||||
indices.append(index2.getClosestIndex(normal, vertices));
|
||||
|
@ -2235,10 +2322,7 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
}
|
||||
quadIndices.insert(qRgb(reclampedX, y - 1, reclampedZ), indices.size());
|
||||
|
||||
const glm::vec3& first = vertices.at(index.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(vertices.at(index1.indices[0]).vertex - first,
|
||||
vertices.at(index3.indices[0]).vertex - first);
|
||||
|
||||
glm::vec3 normal = getNormal(vertices, index, index1, index2, index3);
|
||||
if (alpha0 == 0) { // quad faces negative z
|
||||
indices.append(index1.getClosestIndex(normal, vertices));
|
||||
indices.append(index2.getClosestIndex(normal, vertices));
|
||||
|
|
|
@ -22,88 +22,62 @@
|
|||
#include "ImageOverlay.h"
|
||||
|
||||
ImageOverlay::ImageOverlay() :
|
||||
_textureID(0),
|
||||
_imageURL(),
|
||||
_renderImage(false),
|
||||
_textureBound(false),
|
||||
_wantClipFromImage(false)
|
||||
{
|
||||
_isLoaded = false;
|
||||
}
|
||||
|
||||
ImageOverlay::ImageOverlay(const ImageOverlay* imageOverlay) :
|
||||
Overlay2D(imageOverlay),
|
||||
_texture(imageOverlay->_texture),
|
||||
_imageURL(imageOverlay->_imageURL),
|
||||
_textureImage(imageOverlay->_textureImage),
|
||||
_textureID(0),
|
||||
_fromImage(),
|
||||
_fromImage(imageOverlay->_fromImage),
|
||||
_renderImage(imageOverlay->_renderImage),
|
||||
_textureBound(false),
|
||||
_wantClipFromImage(false)
|
||||
_wantClipFromImage(imageOverlay->_wantClipFromImage)
|
||||
{
|
||||
}
|
||||
|
||||
ImageOverlay::~ImageOverlay() {
|
||||
if (_parent && _textureID) {
|
||||
// do we need to call this?
|
||||
//_parent->deleteTexture(_textureID);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: handle setting image multiple times, how do we manage releasing the bound texture?
|
||||
void ImageOverlay::setImageURL(const QUrl& url) {
|
||||
_imageURL = url;
|
||||
_isLoaded = false;
|
||||
QNetworkAccessManager& networkAccessManager = NetworkAccessManager::getInstance();
|
||||
QNetworkReply* reply = networkAccessManager.get(QNetworkRequest(url));
|
||||
connect(reply, &QNetworkReply::finished, this, &ImageOverlay::replyFinished);
|
||||
}
|
||||
|
||||
void ImageOverlay::replyFinished() {
|
||||
QNetworkReply* reply = static_cast<QNetworkReply*>(sender());
|
||||
|
||||
// replace our byte array with the downloaded data
|
||||
QByteArray rawData = reply->readAll();
|
||||
_textureImage.loadFromData(rawData);
|
||||
_renderImage = true;
|
||||
_isLoaded = true;
|
||||
reply->deleteLater();
|
||||
if (url.isEmpty()) {
|
||||
_isLoaded = true;
|
||||
_renderImage = false;
|
||||
_texture.clear();
|
||||
} else {
|
||||
_isLoaded = false;
|
||||
_renderImage = true;
|
||||
}
|
||||
}
|
||||
|
||||
void ImageOverlay::render(RenderArgs* args) {
|
||||
if (!_visible || !_isLoaded) {
|
||||
return; // do nothing if we're not visible
|
||||
if (!_isLoaded && _renderImage) {
|
||||
_isLoaded = true;
|
||||
_texture = DependencyManager::get<TextureCache>()->getTexture(_imageURL);
|
||||
}
|
||||
if (_renderImage && !_textureBound) {
|
||||
_textureID = _parent->bindTexture(_textureImage);
|
||||
_textureBound = true;
|
||||
|
||||
// If we are not visible or loaded, return. If we are trying to render an
|
||||
// image but the texture hasn't loaded, return.
|
||||
if (!_visible || !_isLoaded || (_renderImage && !_texture->isLoaded())) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (_renderImage) {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, _textureID);
|
||||
glBindTexture(GL_TEXTURE_2D, _texture->getID());
|
||||
}
|
||||
|
||||
const float MAX_COLOR = 255.0f;
|
||||
xColor color = getColor();
|
||||
float alpha = getAlpha();
|
||||
glColor4f(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
|
||||
|
||||
float imageWidth = _textureImage.width();
|
||||
float imageHeight = _textureImage.height();
|
||||
|
||||
QRect fromImage;
|
||||
if (_wantClipFromImage) {
|
||||
fromImage = _fromImage;
|
||||
} else {
|
||||
fromImage.setX(0);
|
||||
fromImage.setY(0);
|
||||
fromImage.setWidth(imageWidth);
|
||||
fromImage.setHeight(imageHeight);
|
||||
}
|
||||
float x = fromImage.x() / imageWidth;
|
||||
float y = fromImage.y() / imageHeight;
|
||||
float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure
|
||||
float h = fromImage.height() / imageHeight;
|
||||
|
||||
int left = _bounds.left();
|
||||
int right = _bounds.right() + 1;
|
||||
int top = _bounds.top();
|
||||
|
@ -111,10 +85,29 @@ void ImageOverlay::render(RenderArgs* args) {
|
|||
|
||||
glm::vec2 topLeft(left, top);
|
||||
glm::vec2 bottomRight(right, bottom);
|
||||
glm::vec2 texCoordTopLeft(x, 1.0f - y);
|
||||
glm::vec2 texCoordBottomRight(x + w, 1.0f - (y + h));
|
||||
|
||||
if (_renderImage) {
|
||||
float imageWidth = _texture->getWidth();
|
||||
float imageHeight = _texture->getHeight();
|
||||
|
||||
QRect fromImage;
|
||||
if (_wantClipFromImage) {
|
||||
fromImage = _fromImage;
|
||||
} else {
|
||||
fromImage.setX(0);
|
||||
fromImage.setY(0);
|
||||
fromImage.setWidth(imageWidth);
|
||||
fromImage.setHeight(imageHeight);
|
||||
}
|
||||
|
||||
float x = fromImage.x() / imageWidth;
|
||||
float y = fromImage.y() / imageHeight;
|
||||
float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure
|
||||
float h = fromImage.height() / imageHeight;
|
||||
|
||||
glm::vec2 texCoordTopLeft(x, y);
|
||||
glm::vec2 texCoordBottomRight(x + w, y + h);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight);
|
||||
} else {
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight);
|
||||
|
@ -153,7 +146,7 @@ void ImageOverlay::setProperties(const QScriptValue& properties) {
|
|||
subImageRect.setHeight(oldSubImageRect.height());
|
||||
}
|
||||
setClipFromSource(subImageRect);
|
||||
}
|
||||
}
|
||||
|
||||
QScriptValue imageURL = properties.property("imageURL");
|
||||
if (imageURL.isValid()) {
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
|
||||
#include <NetworkAccessManager.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <TextureCache.h>
|
||||
|
||||
#include "Overlay.h"
|
||||
#include "Overlay2D.h"
|
||||
|
@ -49,18 +50,14 @@ public:
|
|||
|
||||
virtual ImageOverlay* createClone() const;
|
||||
|
||||
private slots:
|
||||
void replyFinished(); // we actually want to hide this...
|
||||
|
||||
private:
|
||||
|
||||
QUrl _imageURL;
|
||||
QImage _textureImage;
|
||||
|
||||
GLuint _textureID;
|
||||
NetworkTexturePointer _texture;
|
||||
QRect _fromImage; // where from in the image to sample
|
||||
bool _renderImage; // is there an image associated with this overlay, or is it just a colored rectangle
|
||||
bool _textureBound; // has the texture been bound
|
||||
bool _wantClipFromImage;
|
||||
};
|
||||
|
||||
|
|
|
@ -70,7 +70,7 @@
|
|||
<property name="font">
|
||||
<font>
|
||||
<family>Helvetica,Arial,sans-serif</family>
|
||||
<pointsize>-1</pointsize>
|
||||
<pointsize>16</pointsize>
|
||||
<weight>75</weight>
|
||||
<italic>false</italic>
|
||||
<bold>true</bold>
|
||||
|
@ -78,7 +78,7 @@
|
|||
</property>
|
||||
<property name="styleSheet">
|
||||
<string notr="true">color: #0e7077;
|
||||
font: bold 16px;
|
||||
font: bold 16pt;
|
||||
</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
|
@ -192,7 +192,7 @@ font: bold 16px;
|
|||
</sizepolicy>
|
||||
</property>
|
||||
<property name="styleSheet">
|
||||
<string notr="true">font: 14px; color: #5f5f5f; margin: 2px;</string>
|
||||
<string notr="true">font: 14pt; color: #5f5f5f; margin: 2px;</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>There are no scripts running.</string>
|
||||
|
@ -245,8 +245,8 @@ font: bold 16px;
|
|||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>334</width>
|
||||
<height>20</height>
|
||||
<width>328</width>
|
||||
<height>18</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="sizePolicy">
|
||||
|
@ -259,7 +259,7 @@ font: bold 16px;
|
|||
<enum>Qt::LeftToRight</enum>
|
||||
</property>
|
||||
<property name="styleSheet">
|
||||
<string notr="true">font-size: 14px;</string>
|
||||
<string notr="true">font-size: 14pt;</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout_3">
|
||||
<property name="spacing">
|
||||
|
@ -301,7 +301,7 @@ font: bold 16px;
|
|||
<item>
|
||||
<widget class="QLabel" name="tipLabel">
|
||||
<property name="styleSheet">
|
||||
<string notr="true">font: 14px; color: #5f5f5f; margin: 2px;</string>
|
||||
<string notr="true">font: 14pt; color: #5f5f5f; margin: 2px;</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Tip</string>
|
||||
|
@ -370,7 +370,7 @@ font: bold 16px;
|
|||
<widget class="QLabel" name="label">
|
||||
<property name="styleSheet">
|
||||
<string notr="true">color: #0e7077;
|
||||
font: bold 16px;</string>
|
||||
font: bold 16pt;</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Load Scripts</string>
|
||||
|
|
|
@ -254,22 +254,6 @@ void PhysicsEngine::init(EntityEditPacketSender* packetSender) {
|
|||
// default gravity of the world is zero, so each object must specify its own gravity
|
||||
// TODO: set up gravity zones
|
||||
_dynamicsWorld->setGravity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
|
||||
// GROUND HACK: add a big planar floor (and walls for testing) to catch falling objects
|
||||
btTransform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
btVector3 normal(0.0f, 0.0f, 0.0f);
|
||||
normal[i] = 1.0f;
|
||||
btCollisionShape* plane = new btStaticPlaneShape(normal, 0.0f);
|
||||
|
||||
btCollisionObject* groundObject = new btCollisionObject();
|
||||
groundObject->setCollisionFlags(btCollisionObject::CF_STATIC_OBJECT);
|
||||
groundObject->setCollisionShape(plane);
|
||||
|
||||
groundObject->setWorldTransform(groundTransform);
|
||||
_dynamicsWorld->addCollisionObject(groundObject);
|
||||
}
|
||||
}
|
||||
|
||||
assert(packetSender);
|
||||
|
|
|
@ -385,7 +385,9 @@ Texture::~Texture() {
|
|||
NetworkTexture::NetworkTexture(const QUrl& url, TextureType type, const QByteArray& content) :
|
||||
Resource(url, !content.isEmpty()),
|
||||
_type(type),
|
||||
_translucent(false) {
|
||||
_translucent(false),
|
||||
_width(0),
|
||||
_height(0) {
|
||||
|
||||
if (!url.isValid()) {
|
||||
_loaded = true;
|
||||
|
@ -532,6 +534,8 @@ void NetworkTexture::loadContent(const QByteArray& content) {
|
|||
void NetworkTexture::setImage(const QImage& image, bool translucent, const QColor& averageColor) {
|
||||
_translucent = translucent;
|
||||
_averageColor = averageColor;
|
||||
_width = image.width();
|
||||
_height = image.height();
|
||||
|
||||
finishedLoading(true);
|
||||
imageLoaded(image);
|
||||
|
|
|
@ -150,6 +150,9 @@ public:
|
|||
/// Returns the lazily-computed average texture color.
|
||||
const QColor& getAverageColor() const { return _averageColor; }
|
||||
|
||||
int getWidth() const { return _width; }
|
||||
int getHeight() const { return _height; }
|
||||
|
||||
protected:
|
||||
|
||||
virtual void downloadFinished(QNetworkReply* reply);
|
||||
|
@ -163,6 +166,8 @@ private:
|
|||
TextureType _type;
|
||||
bool _translucent;
|
||||
QColor _averageColor;
|
||||
int _width;
|
||||
int _height;
|
||||
};
|
||||
|
||||
/// Caches derived, dilated textures.
|
||||
|
|
Loading…
Reference in a new issue