Merge branch 'master' of https://github.com/highfidelity/hifi into yellow

This commit is contained in:
Sam Gateau 2015-07-10 11:10:07 -07:00
commit 2c05349b06
29 changed files with 614 additions and 266 deletions

View file

@ -17,8 +17,7 @@ EntityActionPointer assignmentActionFactory(EntityActionType type, const QUuid&
}
EntityActionPointer AssignmentActionFactory::factory(EntitySimulation* simulation,
EntityActionType type,
EntityActionPointer AssignmentActionFactory::factory(EntityActionType type,
const QUuid& id,
EntityItemPointer ownerEntity,
QVariantMap arguments) {
@ -33,9 +32,7 @@ EntityActionPointer AssignmentActionFactory::factory(EntitySimulation* simulatio
}
EntityActionPointer AssignmentActionFactory::factoryBA(EntitySimulation* simulation,
EntityItemPointer ownerEntity,
QByteArray data) {
EntityActionPointer AssignmentActionFactory::factoryBA(EntityItemPointer ownerEntity, QByteArray data) {
QDataStream serializedActionDataStream(data);
EntityActionType type;
QUuid id;

View file

@ -19,14 +19,11 @@ class AssignmentActionFactory : public EntityActionFactoryInterface {
public:
AssignmentActionFactory() : EntityActionFactoryInterface() { }
virtual ~AssignmentActionFactory() { }
virtual EntityActionPointer factory(EntitySimulation* simulation,
EntityActionType type,
virtual EntityActionPointer factory(EntityActionType type,
const QUuid& id,
EntityItemPointer ownerEntity,
QVariantMap arguments);
virtual EntityActionPointer factoryBA(EntitySimulation* simulation,
EntityItemPointer ownerEntity,
QByteArray data);
virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity, QByteArray data);
};
#endif // hifi_AssignmentActionFactory_h

View file

@ -9,9 +9,7 @@
var NUM_MOONS = 20;
// 1 = 60Hz, 2 = 30Hz, 3 = 20Hz, etc
var UPDATE_FREQUENCY_DIVISOR = 2;
var MAX_RANGE = 75.0;
var LIFETIME = 600;
var SCALE = 0.1;
var center = Vec3.sum(MyAvatar.position,
@ -22,44 +20,47 @@ var PARTICLE_MIN_SIZE = 2.50;
var PARTICLE_MAX_SIZE = 2.50;
var planet = Entities.addEntity({
type: "Sphere",
position: center,
dimensions: { x: 10 * SCALE, y: 10 * SCALE, z: 10 * SCALE },
color: { red: 0, green: 0, blue: 255 },
ignoreCollisions: true,
collisionsWillMove: false,
lifetime: LIFETIME
});
function deleteAnimationTestEntitites() {
var ids = Entities.findEntities(MyAvatar.position, 50);
for (var i = 0; i < ids.length; i++) {
var id = ids[i];
var properties = Entities.getEntityProperties(id);
if (properties.name == "AnimationTest") {
Entities.deleteEntity(id);
}
}
}
deleteAnimationTestEntitites();
var moons = [];
// Create initial test particles that will move according to gravity from the planets
for (var i = 0; i < NUM_MOONS; i++) {
var radius = PARTICLE_MIN_SIZE + Math.random() * PARTICLE_MAX_SIZE;
radius *= SCALE;
var gray = Math.random() * 155;
var position = { x: 10 , y: i * 3, z: 0 };
var color = { red: 100 + gray, green: 100 + gray, blue: 100 + gray };
if (i == 0) {
color = { red: 255, green: 0, blue: 0 };
radius = 6 * SCALE
}
moons.push(Entities.addEntity({
type: "Sphere",
position: Vec3.sum(center, position),
dimensions: { x: radius, y: radius, z: radius },
color: color,
ignoreCollisions: true,
lifetime: LIFETIME,
collisionsWillMove: false
}));
var radius = PARTICLE_MIN_SIZE + Math.random() * PARTICLE_MAX_SIZE;
radius *= SCALE;
var gray = Math.random() * 155;
var position = { x: 10 , y: i * 3, z: 0 };
var color = { red: 100 + gray, green: 100 + gray, blue: 100 + gray };
if (i == 0) {
color = { red: 255, green: 0, blue: 0 };
radius = 6 * SCALE
}
moons.push(Entities.addEntity({
type: "Sphere",
name: "AnimationTest",
position: Vec3.sum(center, position),
dimensions: { x: radius, y: radius, z: radius },
color: color,
ignoreCollisions: true,
collisionsWillMove: false
}));
}
Script.update.connect(update);
function scriptEnding() {
Entities.deleteEntity(planet);
for (var i = 0; i < moons.length; i++) {
Entities.deleteEntity(moons[i]);
}
@ -70,22 +71,20 @@ var updateCount = 0;
function update(deltaTime) {
// Apply gravitational force from planets
totalTime += deltaTime;
updateCount++;
if (0 != updateCount % UPDATE_FREQUENCY_DIVISOR) {
return;
}
var planetProperties = Entities.getEntityProperties(planet);
var center = planetProperties.position;
updateCount++;
if (0 != updateCount % UPDATE_FREQUENCY_DIVISOR) {
return;
}
var particlePos = Entities.getEntityProperties(moons[0]).position;
var relativePos = Vec3.subtract(particlePos.position, center);
for (var t = 0; t < moons.length; t++) {
var thetaDelta = (Math.PI * 2.0 / NUM_MOONS) * t;
var y = Math.sin(totalTime + thetaDelta) * 10.0 * SCALE;
var x = Math.cos(totalTime + thetaDelta) * 10.0 * SCALE;
var thetaDelta = (Math.PI * 2.0 / NUM_MOONS) * t;
var y = Math.sin(totalTime + thetaDelta) * 10.0 * SCALE;
var x = Math.cos(totalTime + thetaDelta) * 10.0 * SCALE;
var newBasePos = Vec3.sum({ x: 0, y: y, z: x }, center);
Entities.editEntity(moons[t], { position: newBasePos});
}
}
Script.scriptEnding.connect(scriptEnding);
Script.scriptEnding.connect(deleteAnimationTestEntitites);

58
examples/cubePerfTest.js Normal file
View file

@ -0,0 +1,58 @@
//
// Created by Bradley Austin Davis on 2015/07/01
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var SIDE_SIZE = 10;
var center = { x: 0, y: 0, z: 0 };
var DEGREES_TO_RADIANS = Math.PI / 180.0;
var PARTICLE_MIN_SIZE = 2.50;
var PARTICLE_MAX_SIZE = 2.50;
var LIFETIME = 600;
var boxes = [];
var ids = Entities.findEntities({ x: 512, y: 512, z: 512 }, 50);
for (var i = 0; i < ids.length; i++) {
var id = ids[i];
var properties = Entities.getEntityProperties(id);
if (properties.name == "PerfTest") {
Entities.deleteEntity(id);
}
}
// Create initial test particles that will move according to gravity from the planets
for (var x = 0; x < SIDE_SIZE; x++) {
for (var y = 0; y < SIDE_SIZE; y++) {
for (var z = 0; z < SIDE_SIZE; z++) {
var gray = Math.random() * 155;
var cube = Math.random() > 0.5;
var color = { red: 100 + gray, green: 100 + gray, blue: 100 + gray };
var position = { x: 512 + x * 0.2, y: 512 + y * 0.2, z: 512 + z * 0.2};
var radius = Math.random() * 0.1;
boxes.push(Entities.addEntity({
type: cube ? "Box" : "Sphere",
name: "PerfTest",
position: position,
dimensions: { x: radius, y: radius, z: radius },
color: color,
ignoreCollisions: true,
collisionsWillMove: false,
lifetime: LIFETIME
}));
}
}
}
function scriptEnding() {
for (var i = 0; i < boxes.length; i++) {
//Entities.deleteEntity(boxes[i]);
}
}
Script.scriptEnding.connect(scriptEnding);

73
examples/stick-hydra.js Normal file
View file

@ -0,0 +1,73 @@
// stick-hydra.js
// examples
//
// Created by Seth Alves on 2015-7-9
// Copyright 2015 High Fidelity, Inc.
//
// Allow avatar to hold a stick and control it with a hand-tracker
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var hand = "left";
var nullActionID = "00000000-0000-0000-0000-000000000000";
var controllerID;
var controllerActive;
var stickID = null;
var actionID = nullActionID;
var makingNewStick = false;
function makeNewStick() {
if (makingNewStick) {
return;
}
makingNewStick = true;
cleanUp();
// sometimes if this is run immediately the stick doesn't get created? use a timer.
Script.setTimeout(function() {
stickID = Entities.addEntity({
type: "Model",
name: "stick",
modelURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx",
compoundShapeURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.obj",
dimensions: {x: .11, y: .11, z: 1.0},
position: MyAvatar.getRightPalmPosition(), // initial position doesn't matter, as long as it's close
rotation: MyAvatar.orientation,
damping: .1,
collisionSoundURL: "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/67LCollision07.wav",
restitution: 0.01,
collisionsWillMove: true
});
actionID = Entities.addAction("hold", stickID,
{relativePosition: {x: 0.0, y: 0.0, z: -0.5},
relativeRotation: Quat.fromVec3Degrees({x: 0.0, y: 90.0, z: 0.0}),
hand: hand,
timeScale: 0.15});
if (actionID == nullActionID) {
cleanUp();
}
makingNewStick = false;
}, 3000);
}
function cleanUp() {
if (stickID) {
Entities.deleteEntity(stickID);
stickID = null;
}
}
function initControls(){
if (hand == "right") {
controllerID = 3; // right handed
} else {
controllerID = 4; // left handed
}
}
Script.scriptEnding.connect(cleanUp);
makeNewStick();

View file

@ -394,6 +394,11 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
static_cast<NodeList*>(dependency)->deleteLater();
});
// setup a timer for domain-server check ins
QTimer* domainCheckInTimer = new QTimer(nodeList.data());
connect(domainCheckInTimer, &QTimer::timeout, nodeList.data(), &NodeList::sendDomainServerCheckIn);
domainCheckInTimer->start(DOMAIN_SERVER_CHECK_IN_MSECS);
// put the NodeList and datagram processing on the node thread
nodeList->moveToThread(nodeThread);
@ -887,12 +892,6 @@ void Application::paintGL() {
{
PerformanceTimer perfTimer("renderOverlay");
/*
gpu::Context context(new gpu::GLBackend());
RenderArgs renderArgs(&context, nullptr, getViewFrustum(), lodManager->getOctreeSizeScale(),
lodManager->getBoundaryLevelAdjust(), RenderArgs::DEFAULT_RENDER_MODE,
RenderArgs::MONO, RenderArgs::RENDER_DEBUG_NONE);
*/
_applicationOverlay.renderOverlay(&renderArgs);
}
@ -968,6 +967,8 @@ void Application::paintGL() {
} else if (TV3DManager::isConnected()) {
TV3DManager::display(&renderArgs, _myCamera);
} else {
PROFILE_RANGE(__FUNCTION__ "/mainRender");
DependencyManager::get<GlowEffect>()->prepare(&renderArgs);
// Viewport is assigned to the size of the framebuffer
@ -982,7 +983,7 @@ void Application::paintGL() {
renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
renderRearViewMirror(&renderArgs, _mirrorViewRect);
renderRearViewMirror(&renderArgs, _mirrorViewRect);
}
renderArgs._renderMode = RenderArgs::NORMAL_RENDER_MODE;
@ -1002,6 +1003,7 @@ void Application::paintGL() {
if (!OculusManager::isConnected() || OculusManager::allowSwap()) {
PROFILE_RANGE(__FUNCTION__ "/bufferSwap");
_glWidget->swapBuffers();
}
@ -1051,6 +1053,7 @@ void Application::resetCameras(Camera& camera, const glm::uvec2& size) {
}
void Application::resizeGL() {
PROFILE_RANGE(__FUNCTION__);
// Set the desired FBO texture size. If it hasn't changed, this does nothing.
// Otherwise, it must rebuild the FBOs
QSize renderSize;
@ -1526,6 +1529,7 @@ void Application::focusOutEvent(QFocusEvent* event) {
}
void Application::mouseMoveEvent(QMouseEvent* event, unsigned int deviceID) {
PROFILE_RANGE(__FUNCTION__);
// Used by application overlay to determine how to draw cursor(s)
_lastMouseMoveWasSimulated = deviceID > 0;
if (!_lastMouseMoveWasSimulated) {
@ -1781,9 +1785,6 @@ void Application::checkFPS() {
_frameCount = 0;
_datagramProcessor->resetCounters();
_timerStart.start();
// ask the node list to check in with the domain server
DependencyManager::get<NodeList>()->sendDomainServerCheckIn();
}
void Application::idle() {
@ -1829,6 +1830,7 @@ void Application::idle() {
PerformanceTimer perfTimer("update");
PerformanceWarning warn(showWarnings, "Application::idle()... update()");
const float BIGGEST_DELTA_TIME_SECS = 0.25f;
PROFILE_RANGE(__FUNCTION__ "/idleUpdate");
update(glm::clamp((float)timeSinceLastUpdate / 1000.0f, 0.0f, BIGGEST_DELTA_TIME_SECS));
}
{
@ -1852,7 +1854,7 @@ void Application::idle() {
// After finishing all of the above work, ensure the idle timer is set to the proper interval,
// depending on whether we're throttling or not
idleTimer->start(_glWidget->isThrottleRendering() ? THROTTLED_IDLE_TIMER_DELAY : 0);
}
}
// check for any requested background downloads.
emit checkBackgroundDownloads();
@ -2954,6 +2956,7 @@ QRect Application::getDesirableApplicationGeometry() {
// or the "myCamera".
//
void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
PROFILE_RANGE(__FUNCTION__);
// We will use these below, from either the camera or head vectors calculated above
viewFrustum.setProjection(camera.getProjection());
@ -3310,7 +3313,7 @@ namespace render {
const float APPROXIMATE_DISTANCE_FROM_HORIZON = 0.1f;
const float DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON = 0.2f;
glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation())
glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation())
/ closestData.getAtmosphereOuterRadius();
float height = glm::distance(args->_viewFrustum->getPosition()/*theCamera.getPosition()*/, closestData.getAtmosphereCenter());
if (height < closestData.getAtmosphereInnerRadius()) {
@ -3318,8 +3321,8 @@ namespace render {
alpha = 0.0f;
if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
+ APPROXIMATE_DISTANCE_FROM_HORIZON;
alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
}
@ -3330,8 +3333,8 @@ namespace render {
(closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius());
if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
+ APPROXIMATE_DISTANCE_FROM_HORIZON;
alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
}
@ -3458,9 +3461,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
// Assuming nothing get's rendered through that
if (!selfAvatarOnly) {
// render models...
if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
// render models...
PerformanceTimer perfTimer("entities");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... entities...");
@ -3468,11 +3470,11 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
RenderArgs::DebugFlags renderDebugFlags = RenderArgs::RENDER_DEBUG_NONE;
if (Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowHulls)) {
renderDebugFlags = (RenderArgs::DebugFlags) (renderDebugFlags | (int) RenderArgs::RENDER_DEBUG_HULLS);
renderDebugFlags = (RenderArgs::DebugFlags) (renderDebugFlags | (int)RenderArgs::RENDER_DEBUG_HULLS);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowOwned)) {
renderDebugFlags =
(RenderArgs::DebugFlags) (renderDebugFlags | (int) RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP);
(RenderArgs::DebugFlags) (renderDebugFlags | (int)RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP);
}
renderArgs->_debugFlags = renderDebugFlags;
_entities.render(renderArgs);
@ -3497,8 +3499,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
pendingChanges.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload);
} else {
pendingChanges.updateItem<WorldBoxRenderData>(WorldBoxRenderData::_item,
[](WorldBoxRenderData& payload) {
pendingChanges.updateItem<WorldBoxRenderData>(WorldBoxRenderData::_item,
[](WorldBoxRenderData& payload) {
payload._val++;
});
}
@ -3517,7 +3519,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
}
{
PerformanceTimer perfTimer("SceneProcessPendingChanges");
PerformanceTimer perfTimer("SceneProcessPendingChanges");
_main3DScene->enqueuePendingChanges(pendingChanges);
_main3DScene->processPendingChangesQueue();
@ -4826,7 +4828,7 @@ qreal Application::getDevicePixelRatio() {
mat4 Application::getEyeProjection(int eye) const {
if (isHMDMode()) {
return OculusManager::getEyeProjection(eye);
}
}
return _viewFrustum.getProjection();
}

View file

@ -29,12 +29,13 @@ DatagramProcessor::DatagramProcessor(QObject* parent) :
}
void DatagramProcessor::processDatagrams() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"DatagramProcessor::processDatagrams()");
if (_isShuttingDown) {
return; // bail early... we're shutting down.
}
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"DatagramProcessor::processDatagrams()");
HifiSockAddr senderSockAddr;

View file

@ -35,8 +35,7 @@ EntityActionPointer interfaceActionFactory(EntityActionType type, const QUuid& i
}
EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation,
EntityActionType type,
EntityActionPointer InterfaceActionFactory::factory(EntityActionType type,
const QUuid& id,
EntityItemPointer ownerEntity,
QVariantMap arguments) {
@ -51,9 +50,7 @@ EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation
}
EntityActionPointer InterfaceActionFactory::factoryBA(EntitySimulation* simulation,
EntityItemPointer ownerEntity,
QByteArray data) {
EntityActionPointer InterfaceActionFactory::factoryBA(EntityItemPointer ownerEntity, QByteArray data) {
QDataStream serializedArgumentStream(data);
EntityActionType type;
QUuid id;

View file

@ -18,13 +18,11 @@ class InterfaceActionFactory : public EntityActionFactoryInterface {
public:
InterfaceActionFactory() : EntityActionFactoryInterface() { }
virtual ~InterfaceActionFactory() { }
virtual EntityActionPointer factory(EntitySimulation* simulation,
EntityActionType type,
virtual EntityActionPointer factory(EntityActionType type,
const QUuid& id,
EntityItemPointer ownerEntity,
QVariantMap arguments);
virtual EntityActionPointer factoryBA(EntitySimulation* simulation,
EntityItemPointer ownerEntity,
virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity,
QByteArray data);
};

View file

@ -16,6 +16,9 @@
#include <AudioClient.h>
#include <AudioConstants.h>
#include <GeometryCache.h>
#include <TextureCache.h>
#include <gpu/Context.h>
#include <GLMHelpers.h>
#include "AudioScope.h"
@ -104,7 +107,7 @@ void AudioScope::freeScope() {
}
}
void AudioScope::render(int width, int height) {
void AudioScope::render(RenderArgs* renderArgs, int width, int height) {
if (!_isEnabled) {
return;
@ -122,24 +125,26 @@ void AudioScope::render(int width, int height) {
int y = (height - (int)SCOPE_HEIGHT) / 2;
int w = (int)SCOPE_WIDTH;
int h = (int)SCOPE_HEIGHT;
renderBackground(backgroundColor, x, y, w, h);
renderGrid(gridColor, x, y, w, h, gridRows, gridCols);
renderLineStrip(_inputID, inputColor, x, y, _samplesPerScope, _scopeInputOffset, _scopeInput);
renderLineStrip(_outputLeftID, outputLeftColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputLeft);
renderLineStrip(_outputRightD, outputRightColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputRight);
gpu::Batch batch;
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
auto textureCache = DependencyManager::get<TextureCache>();
batch.setUniformTexture(0, textureCache->getWhiteTexture());
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000);
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());
batch.setViewTransform(Transform());
geometryCache->renderQuad(batch, x, y, w, h, backgroundColor);
geometryCache->renderGrid(batch, x, y, w, h, gridRows, gridCols, gridColor, _audioScopeGrid);
renderLineStrip(batch, _inputID, inputColor, x, y, _samplesPerScope, _scopeInputOffset, _scopeInput);
renderLineStrip(batch, _outputLeftID, outputLeftColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputLeft);
renderLineStrip(batch, _outputRightD, outputRightColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputRight);
renderArgs->_context->syncCache();
renderArgs->_context->render(batch);
}
void AudioScope::renderBackground(const glm::vec4& color, int x, int y, int width, int height) {
DependencyManager::get<GeometryCache>()->renderQuad(x, y, width, height, color);
}
void AudioScope::renderGrid(const glm::vec4& color, int x, int y, int width, int height, int rows, int cols) {
DependencyManager::get<GeometryCache>()->renderGrid(x, y, width, height, rows, cols, color, _audioScopeGrid);
}
void AudioScope::renderLineStrip(int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray) {
void AudioScope::renderLineStrip(gpu::Batch& batch, int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray) {
int16_t sample;
int16_t* samples = ((int16_t*) byteArray->data()) + offset;
@ -194,7 +199,7 @@ void AudioScope::renderLineStrip(int id, const glm::vec4& color, int x, int y, i
geometryCache->updateVertices(id, points, color);
geometryCache->renderVertices(gpu::LINE_STRIP, id);
geometryCache->renderVertices(batch, gpu::LINE_STRIP, id);
}
int AudioScope::addBufferToScope(QByteArray* byteArray, int frameOffset, const int16_t* source, int sourceSamplesPerChannel,

View file

@ -14,11 +14,14 @@
#include <glm/glm.hpp>
#include <DependencyManager.h>
#include <QByteArray>
#include <QObject>
#include <DependencyManager.h>
#include <gpu/Batch.h>
#include <RenderArgs.h>
class AudioScope : public QObject, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
@ -28,7 +31,7 @@ public:
void freeScope();
void reallocateScope(int frames);
void render(int width, int height);
void render(RenderArgs* renderArgs, int width, int height);
public slots:
void toggle();
@ -48,9 +51,7 @@ private slots:
private:
// Audio scope methods for rendering
static void renderBackground(const glm::vec4& color, int x, int y, int width, int height);
void renderGrid(const glm::vec4& color, int x, int y, int width, int height, int rows, int cols);
void renderLineStrip(int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray);
void renderLineStrip(gpu::Batch& batch, int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray);
// Audio scope methods for data acquisition
int addBufferToScope(QByteArray* byteArray, int frameOffset, const int16_t* source, int sourceSamples,

View file

@ -52,16 +52,18 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
}
glm::vec3 palmPosition;
glm::quat palmRotation;
if (_hand == "right") {
palmPosition = myAvatar->getRightPalmPosition();
palmRotation = myAvatar->getRightPalmRotation();
} else {
palmPosition = myAvatar->getLeftPalmPosition();
palmRotation = myAvatar->getLeftPalmRotation();
}
auto rotation = myAvatar->getWorldAlignedOrientation();
auto rotation = palmRotation * _relativeRotation;
auto offset = rotation * _relativePosition;
auto position = palmPosition + offset;
rotation *= _relativeRotation;
unlock();
if (!tryLockForWrite()) {
@ -83,6 +85,13 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
return;
}
if (_positionalTarget != position || _rotationalTarget != rotation) {
auto ownerEntity = _ownerEntity.lock();
if (ownerEntity) {
ownerEntity->setActionDataDirty(true);
}
}
_positionalTarget = position;
_rotationalTarget = rotation;
unlock();

View file

@ -371,6 +371,12 @@ glm::vec3 MyAvatar::getLeftPalmPosition() {
return leftHandPosition;
}
glm::quat MyAvatar::getLeftPalmRotation() {
glm::quat leftRotation;
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftRotation);
return leftRotation;
}
glm::vec3 MyAvatar::getRightPalmPosition() {
glm::vec3 rightHandPosition;
getSkeletonModel().getRightHandPosition(rightHandPosition);
@ -380,6 +386,12 @@ glm::vec3 MyAvatar::getRightPalmPosition() {
return rightHandPosition;
}
glm::quat MyAvatar::getRightPalmRotation() {
glm::quat rightRotation;
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightRotation);
return rightRotation;
}
void MyAvatar::clearReferential() {
changeReferential(NULL);
}

View file

@ -195,10 +195,12 @@ public slots:
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
void updateMotionBehavior();
glm::vec3 getLeftPalmPosition();
glm::quat getLeftPalmRotation();
glm::vec3 getRightPalmPosition();
glm::quat getRightPalmRotation();
void clearReferential();
bool setModelReferential(const QUuid& id);
bool setJointReferential(const QUuid& id, int jointIndex);

View file

@ -184,6 +184,7 @@ void ApplicationCompositor::bindCursorTexture(gpu::Batch& batch, uint8_t cursorI
// Draws the FBO texture for the screen
void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
PROFILE_RANGE(__FUNCTION__);
if (_alpha == 0.0f) {
return;
}
@ -252,6 +253,7 @@ vec2 getPolarCoordinates(const PalmData& palm) {
// Draws the FBO texture for Oculus rift.
void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int eye) {
PROFILE_RANGE(__FUNCTION__);
if (_alpha == 0.0f) {
return;
}

View file

@ -74,6 +74,7 @@ ApplicationOverlay::~ApplicationOverlay() {
// Renders the overlays either to a texture or to the screen
void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
PROFILE_RANGE(__FUNCTION__);
CHECK_GL_ERROR();
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
@ -98,6 +99,7 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
}
void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
PROFILE_RANGE(__FUNCTION__);
if (_uiTexture) {
gpu::Batch batch;
auto geometryCache = DependencyManager::get<GeometryCache>();
@ -112,6 +114,7 @@ void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
}
void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) {
PROFILE_RANGE(__FUNCTION__);
glm::vec2 size = qApp->getCanvasSize();
mat4 legacyProjection = glm::ortho<float>(0, size.x, size.y, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
@ -129,11 +132,12 @@ void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) {
emit qApp->renderingOverlay();
qApp->getOverlays().renderHUD(renderArgs);
DependencyManager::get<AudioScope>()->render(renderArgs, _overlayFramebuffer->size().width(), _overlayFramebuffer->size().height());
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
renderArgs->_context->syncCache();
fboViewport(_overlayFramebuffer);
}
@ -219,6 +223,7 @@ GLuint ApplicationOverlay::getOverlayTexture() {
}
void ApplicationOverlay::buildFramebufferObject() {
PROFILE_RANGE(__FUNCTION__);
QSize fboSize = qApp->getDeviceSize();
if (_overlayFramebuffer && fboSize == _overlayFramebuffer->size()) {
// Already built

View file

@ -75,44 +75,44 @@ void ImageOverlay::render(RenderArgs* args) {
glm::vec2 topLeft(left, top);
glm::vec2 bottomRight(right, bottom);
float imageWidth = _texture->getWidth();
float imageHeight = _texture->getHeight();
// if for some reason our image is not over 0 width or height, don't attempt to render the image
if (_renderImage && imageWidth > 0 && imageHeight > 0) {
if (_renderImage) {
float imageWidth = _texture->getWidth();
float imageHeight = _texture->getHeight();
if (imageWidth > 0 && imageHeight > 0) {
QRect fromImage;
if (_wantClipFromImage) {
float scaleX = imageWidth / _texture->getOriginalWidth();
float scaleY = imageHeight / _texture->getOriginalHeight();
QRect fromImage;
if (_wantClipFromImage) {
float scaleX = imageWidth / _texture->getOriginalWidth();
float scaleY = imageHeight / _texture->getOriginalHeight();
fromImage.setX(scaleX * _fromImage.x());
fromImage.setY(scaleY * _fromImage.y());
fromImage.setWidth(scaleX * _fromImage.width());
fromImage.setHeight(scaleY * _fromImage.height());
}
else {
fromImage.setX(0);
fromImage.setY(0);
fromImage.setWidth(imageWidth);
fromImage.setHeight(imageHeight);
}
fromImage.setX(scaleX * _fromImage.x());
fromImage.setY(scaleY * _fromImage.y());
fromImage.setWidth(scaleX * _fromImage.width());
fromImage.setHeight(scaleY * _fromImage.height());
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, quadColor);
} else {
fromImage.setX(0);
fromImage.setY(0);
fromImage.setWidth(imageWidth);
fromImage.setHeight(imageHeight);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, quadColor);
}
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, quadColor);
glDisable(GL_TEXTURE_2D);
} else {
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, quadColor);
}
if (_renderImage) {
glDisable(GL_TEXTURE_2D);
}
}
void ImageOverlay::setProperties(const QScriptValue& properties) {

View file

@ -96,6 +96,7 @@ void Overlays::cleanupOverlaysToDelete() {
}
void Overlays::renderHUD(RenderArgs* renderArgs) {
PROFILE_RANGE(__FUNCTION__);
QReadLocker lock(&_lock);
gpu::Batch batch;
renderArgs->_batch = &batch;

View file

@ -802,6 +802,8 @@ void EntityTreeRenderer::connectSignalsToSlots(EntityScriptingInterface* entityS
connect(this, &EntityTreeRenderer::enterEntity, entityScriptingInterface, &EntityScriptingInterface::enterEntity);
connect(this, &EntityTreeRenderer::leaveEntity, entityScriptingInterface, &EntityScriptingInterface::leaveEntity);
connect(this, &EntityTreeRenderer::collisionWithEntity, entityScriptingInterface, &EntityScriptingInterface::collisionWithEntity);
connect(&(*DependencyManager::get<SceneScriptingInterface>()), &SceneScriptingInterface::shouldRenderEntitiesChanged, this, &EntityTreeRenderer::updateEntityRenderStatus, Qt::QueuedConnection);
}
QScriptValueList EntityTreeRenderer::createMouseEventArgs(const EntityItemID& entityID, QMouseEvent* event, unsigned int deviceID) {
@ -1152,3 +1154,17 @@ void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, cons
entityScriptB.property("collisionWithEntity").call(entityScriptA, args);
}
}
void EntityTreeRenderer::updateEntityRenderStatus(bool shouldRenderEntities) {
if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
for (auto entityID : _entityIDsLastInScene) {
addingEntity(entityID);
}
_entityIDsLastInScene.clear();
} else {
_entityIDsLastInScene = _entitiesInScene.keys();
for (auto entityID : _entityIDsLastInScene) {
deletingEntity(entityID);
}
}
}

View file

@ -90,6 +90,9 @@ public:
virtual void scriptContentsAvailable(const QUrl& url, const QString& scriptContents);
virtual void errorInLoadingScript(const QUrl& url);
// For Scene.shouldRenderEntities
QList<EntityItemID>& getEntitiesLastInScene() { return _entityIDsLastInScene; }
signals:
void mousePressOnEntity(const RayToEntityIntersectionResult& entityItemID, const QMouseEvent* event, unsigned int deviceId);
void mouseMoveOnEntity(const RayToEntityIntersectionResult& entityItemID, const QMouseEvent* event, unsigned int deviceId);
@ -112,6 +115,7 @@ public slots:
void deletingEntity(const EntityItemID& entityID);
void entitySciptChanging(const EntityItemID& entityID, const bool reload);
void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
void updateEntityRenderStatus(bool shouldRenderEntities);
// optional slots that can be wired to menu items
void setDisplayElementChildProxies(bool value) { _displayElementChildProxies = value; }
@ -188,6 +192,8 @@ private:
int _previousStageDay;
QHash<EntityItemID, EntityItemPointer> _entitiesInScene;
// For Scene.shouldRenderEntities
QList<EntityItemID> _entityIDsLastInScene;
};

View file

@ -23,13 +23,11 @@ class EntityActionFactoryInterface : public QObject, public Dependency {
public:
EntityActionFactoryInterface() { }
virtual ~EntityActionFactoryInterface() { }
virtual EntityActionPointer factory(EntitySimulation* simulation,
EntityActionType type,
virtual EntityActionPointer factory(EntityActionType type,
const QUuid& id,
EntityItemPointer ownerEntity,
QVariantMap arguments) { assert(false); return nullptr; }
virtual EntityActionPointer factoryBA(EntitySimulation* simulation,
EntityItemPointer ownerEntity,
virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity,
QByteArray data) { assert(false); return nullptr; }
};

View file

@ -1489,20 +1489,22 @@ void EntityItem::clearSimulationOwnership() {
}
bool EntityItem::addAction(EntitySimulation* simulation, EntityActionPointer action) {
lockForWrite();
checkWaitingToRemove(simulation);
if (!checkWaitingActionData(simulation)) {
return false;
}
bool result = addActionInternal(simulation, action);
if (!result) {
removeAction(simulation, action->getID());
}
unlock();
return result;
}
bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPointer action) {
assertLocked();
assert(action);
assert(simulation);
auto actionOwnerEntity = action->getOwnerEntity().lock();
@ -1523,36 +1525,37 @@ bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPoi
}
bool EntityItem::updateAction(EntitySimulation* simulation, const QUuid& actionID, const QVariantMap& arguments) {
lockForWrite();
checkWaitingToRemove(simulation);
if (!checkWaitingActionData(simulation)) {
return false;
}
if (!_objectActions.contains(actionID)) {
unlock();
return false;
}
EntityActionPointer action = _objectActions[actionID];
bool success = action->updateArguments(arguments);
bool success = action->updateArguments(arguments);
if (success) {
_allActionsDataCache = serializeActions(success);
} else {
qDebug() << "EntityItem::updateAction failed";
}
unlock();
return success;
}
bool EntityItem::removeAction(EntitySimulation* simulation, const QUuid& actionID) {
lockForWrite();
checkWaitingToRemove(simulation);
if (!checkWaitingActionData(simulation)) {
return false;;
}
return removeActionInternal(actionID);
bool success = removeActionInternal(actionID);
unlock();
return success;
}
bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* simulation) {
assertWriteLocked();
if (_objectActions.contains(actionID)) {
if (!simulation) {
EntityTree* entityTree = _element ? _element->getTree() : nullptr;
@ -1575,7 +1578,7 @@ bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* s
}
bool EntityItem::clearActions(EntitySimulation* simulation) {
_waitingActionData.clear();
lockForWrite();
QHash<QUuid, EntityActionPointer>::iterator i = _objectActions.begin();
while (i != _objectActions.end()) {
const QUuid id = i.key();
@ -1584,85 +1587,84 @@ bool EntityItem::clearActions(EntitySimulation* simulation) {
action->setOwnerEntity(nullptr);
action->removeFromSimulation(simulation);
}
// empty _serializedActions means no actions for the EntityItem
_actionsToRemove.clear();
_allActionsDataCache.clear();
unlock();
return true;
}
bool EntityItem::deserializeActions(QByteArray allActionsData, EntitySimulation* simulation) const {
bool success = true;
QVector<QByteArray> serializedActions;
if (allActionsData.size() > 0) {
QDataStream serializedActionsStream(allActionsData);
serializedActionsStream >> serializedActions;
void EntityItem::deserializeActions() {
assertUnlocked();
lockForWrite();
deserializeActionsInternal();
unlock();
}
void EntityItem::deserializeActionsInternal() {
assertWriteLocked();
if (!_element) {
return;
}
// Keep track of which actions got added or updated by the new actionData
QSet<QUuid> updated;
EntityTree* entityTree = _element ? _element->getTree() : nullptr;
if (!simulation) {
simulation = entityTree ? entityTree->getSimulation() : nullptr;
assert(entityTree);
EntitySimulation* simulation = entityTree ? entityTree->getSimulation() : nullptr;
assert(simulation);
QVector<QByteArray> serializedActions;
if (_allActionsDataCache.size() > 0) {
QDataStream serializedActionsStream(_allActionsDataCache);
serializedActionsStream >> serializedActions;
}
if (simulation && entityTree) {
foreach(QByteArray serializedAction, serializedActions) {
QDataStream serializedActionStream(serializedAction);
EntityActionType actionType;
QUuid actionID;
serializedActionStream >> actionType;
serializedActionStream >> actionID;
updated << actionID;
QSet<QUuid> updated;
if (_objectActions.contains(actionID)) {
EntityActionPointer action = _objectActions[actionID];
// TODO: make sure types match? there isn't currently a way to
// change the type of an existing action.
action->deserialize(serializedAction);
} else {
auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();
if (simulation) {
EntityItemPointer entity = entityTree->findEntityByEntityItemID(_id);
EntityActionPointer action = actionFactory->factoryBA(simulation, entity, serializedAction);
if (action) {
entity->addActionInternal(simulation, action);
}
} else {
// we can't yet add the action. This method will be called later.
success = false;
}
foreach(QByteArray serializedAction, serializedActions) {
QDataStream serializedActionStream(serializedAction);
EntityActionType actionType;
QUuid actionID;
serializedActionStream >> actionType;
serializedActionStream >> actionID;
updated << actionID;
if (_objectActions.contains(actionID)) {
EntityActionPointer action = _objectActions[actionID];
// TODO: make sure types match? there isn't currently a way to
// change the type of an existing action.
action->deserialize(serializedAction);
} else {
auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();
// EntityItemPointer entity = entityTree->findEntityByEntityItemID(_id, false);
EntityItemPointer entity = shared_from_this();
EntityActionPointer action = actionFactory->factoryBA(entity, serializedAction);
if (action) {
entity->addActionInternal(simulation, action);
}
}
}
// remove any actions that weren't included in the new data.
QHash<QUuid, EntityActionPointer>::const_iterator i = _objectActions.begin();
while (i != _objectActions.end()) {
const QUuid id = i.key();
if (!updated.contains(id)) {
_actionsToRemove << id;
}
i++;
// remove any actions that weren't included in the new data.
QHash<QUuid, EntityActionPointer>::const_iterator i = _objectActions.begin();
while (i != _objectActions.end()) {
QUuid id = i.key();
if (!updated.contains(id)) {
_actionsToRemove << id;
}
} else {
// no simulation
success = false;
i++;
}
return success;
}
bool EntityItem::checkWaitingActionData(EntitySimulation* simulation) const {
if (_waitingActionData.size() == 0) {
return true;
}
bool success = deserializeActions(_waitingActionData, simulation);
if (success) {
_waitingActionData.clear();
}
return success;
return;
}
void EntityItem::checkWaitingToRemove(EntitySimulation* simulation) {
assertLocked();
foreach(QUuid actionID, _actionsToRemove) {
removeActionInternal(actionID, simulation);
}
@ -1670,21 +1672,22 @@ void EntityItem::checkWaitingToRemove(EntitySimulation* simulation) {
}
void EntityItem::setActionData(QByteArray actionData) {
assertUnlocked();
lockForWrite();
setActionDataInternal(actionData);
unlock();
}
void EntityItem::setActionDataInternal(QByteArray actionData) {
assertWriteLocked();
checkWaitingToRemove();
bool success = deserializeActions(actionData);
_allActionsDataCache = actionData;
if (success) {
_waitingActionData.clear();
} else {
_waitingActionData = actionData;
}
deserializeActionsInternal();
}
QByteArray EntityItem::serializeActions(bool& success) const {
assertLocked();
QByteArray result;
if (!checkWaitingActionData()) {
return _waitingActionData;
}
if (_objectActions.size() == 0) {
success = true;
@ -1713,21 +1716,132 @@ QByteArray EntityItem::serializeActions(bool& success) const {
return result;
}
const QByteArray EntityItem::getActionData() const {
const QByteArray EntityItem::getActionDataInternal() const {
if (_actionDataDirty) {
bool success;
QByteArray newDataCache = serializeActions(success);
if (success) {
_allActionsDataCache = newDataCache;
}
_actionDataDirty = false;
}
return _allActionsDataCache;
}
const QByteArray EntityItem::getActionData() const {
assertUnlocked();
lockForRead();
auto result = getActionDataInternal();
unlock();
return result;
}
QVariantMap EntityItem::getActionArguments(const QUuid& actionID) const {
QVariantMap result;
if (!checkWaitingActionData()) {
return result;
}
lockForRead();
if (_objectActions.contains(actionID)) {
EntityActionPointer action = _objectActions[actionID];
result = action->getArguments();
result["type"] = EntityActionInterface::actionTypeToString(action->getType());
}
unlock();
return result;
}
#define ENABLE_LOCKING 1
#ifdef ENABLE_LOCKING
void EntityItem::lockForRead() const {
_lock.lockForRead();
}
bool EntityItem::tryLockForRead() const {
return _lock.tryLockForRead();
}
void EntityItem::lockForWrite() const {
_lock.lockForWrite();
}
bool EntityItem::tryLockForWrite() const {
return _lock.tryLockForWrite();
}
void EntityItem::unlock() const {
_lock.unlock();
}
bool EntityItem::isLocked() const {
bool readSuccess = tryLockForRead();
if (readSuccess) {
unlock();
}
bool writeSuccess = tryLockForWrite();
if (writeSuccess) {
unlock();
}
if (readSuccess && writeSuccess) {
return false; // if we can take both kinds of lock, there was no previous lock
}
return true; // either read or write failed, so there is some lock in place.
}
bool EntityItem::isWriteLocked() const {
bool readSuccess = tryLockForRead();
if (readSuccess) {
unlock();
return false;
}
bool writeSuccess = tryLockForWrite();
if (writeSuccess) {
unlock();
return false;
}
return true; // either read or write failed, so there is some lock in place.
}
bool EntityItem::isUnlocked() const {
// this can't be sure -- this may get unlucky and hit locks from other threads. what we're actually trying
// to discover is if *this* thread hasn't locked the EntityItem. Try repeatedly to take both kinds of lock.
bool readSuccess = false;
for (int i=0; i<80; i++) {
readSuccess = tryLockForRead();
if (readSuccess) {
unlock();
break;
}
QThread::usleep(200);
}
bool writeSuccess = false;
if (readSuccess) {
for (int i=0; i<80; i++) {
writeSuccess = tryLockForWrite();
if (writeSuccess) {
unlock();
break;
}
QThread::usleep(300);
}
}
if (readSuccess && writeSuccess) {
return true; // if we can take both kinds of lock, there was no previous lock
}
return false;
}
#else
void EntityItem::lockForRead() const { }
bool EntityItem::tryLockForRead() const { return true; }
void EntityItem::lockForWrite() const { }
bool EntityItem::tryLockForWrite() const { return true; }
void EntityItem::unlock() const { }
bool EntityItem::isLocked() const { return true; }
bool EntityItem::isWriteLocked() const { return true; }
bool EntityItem::isUnlocked() const { return true; }
#endif

View file

@ -68,10 +68,28 @@ const float ACTIVATION_ANGULAR_VELOCITY_DELTA = 0.03f;
#define debugTimeOnly(T) qPrintable(QString("%1").arg(T, 16, 10))
#define debugTreeVector(V) V << "[" << V << " in meters ]"
#if DEBUG
#define assertLocked() assert(isLocked())
#else
#define assertLocked()
#endif
#if DEBUG
#define assertWriteLocked() assert(isWriteLocked())
#else
#define assertWriteLocked()
#endif
#if DEBUG
#define assertUnlocked() assert(isUnlocked())
#else
#define assertUnlocked()
#endif
/// EntityItem class this is the base class for all entity types. It handles the basic properties and functionality available
/// to all other entity types. In particular: postion, size, rotation, age, lifetime, velocity, gravity. You can not instantiate
/// one directly, instead you must only construct one of it's derived classes with additional features.
class EntityItem {
class EntityItem : public std::enable_shared_from_this<EntityItem> {
// These two classes manage lists of EntityItem pointers and must be able to cleanup pointers when an EntityItem is deleted.
// To make the cleanup robust each EntityItem has backpointers to its manager classes (which are only ever set/cleared by
// the managers themselves, hence they are fiends) whose NULL status can be used to determine which managers still need to
@ -395,9 +413,14 @@ public:
bool hasActions() { return !_objectActions.empty(); }
QList<QUuid> getActionIDs() { return _objectActions.keys(); }
QVariantMap getActionArguments(const QUuid& actionID) const;
void deserializeActions();
void setActionDataDirty(bool value) const { _actionDataDirty = value; }
protected:
const QByteArray getActionDataInternal() const;
void setActionDataInternal(QByteArray actionData);
static bool _sendPhysicsUpdates;
EntityTypes::EntityType _type;
QUuid _id;
@ -470,18 +493,28 @@ protected:
bool addActionInternal(EntitySimulation* simulation, EntityActionPointer action);
bool removeActionInternal(const QUuid& actionID, EntitySimulation* simulation = nullptr);
bool deserializeActions(QByteArray allActionsData, EntitySimulation* simulation = nullptr) const;
void deserializeActionsInternal();
QByteArray serializeActions(bool& success) const;
QHash<QUuid, EntityActionPointer> _objectActions;
static int _maxActionsDataSize;
mutable QByteArray _allActionsDataCache;
// when an entity-server starts up, EntityItem::setActionData is called before the entity-tree is
// ready. This means we can't find our EntityItemPointer or add the action to the simulation. These
// are used to keep track of and work around this situation.
bool checkWaitingActionData(EntitySimulation* simulation = nullptr) const;
void checkWaitingToRemove(EntitySimulation* simulation = nullptr);
mutable QByteArray _waitingActionData;
mutable QSet<QUuid> _actionsToRemove;
mutable bool _actionDataDirty = false;
mutable QReadWriteLock _lock;
void lockForRead() const;
bool tryLockForRead() const;
void lockForWrite() const;
bool tryLockForWrite() const;
void unlock() const;
bool isLocked() const;
bool isWriteLocked() const;
bool isUnlocked() const;
};
#endif // hifi_EntityItem_h

View file

@ -574,7 +574,7 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString,
if (actionType == ACTION_TYPE_NONE) {
return false;
}
EntityActionPointer action = actionFactory->factory(simulation, actionType, actionID, entity, arguments);
EntityActionPointer action = actionFactory->factory(actionType, actionID, entity, arguments);
if (action) {
entity->addAction(simulation, action);
auto nodeList = DependencyManager::get<NodeList>();

View file

@ -146,6 +146,7 @@ void EntitySimulation::sortEntitiesThatMoved() {
void EntitySimulation::addEntity(EntityItemPointer entity) {
assert(entity);
entity->deserializeActions();
if (entity->isMortal()) {
_mortalEntities.insert(entity);
quint64 expiry = entity->getExpiry();

View file

@ -117,7 +117,7 @@ void GLBackend::updateTransform() {
if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) {
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_transform._transformCamera), (const void*)&_transform._transformCamera);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERROR();
}
@ -125,7 +125,7 @@ void GLBackend::updateTransform() {
if (_transform._invalidModel) {
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, 0);
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformObjectBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_transform._transformObject), (const void*) &_transform._transformObject);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERROR();
}

View file

@ -287,6 +287,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
}
if (_serverActionData != _entity->getActionData()) {
setOutgoingPriority(SCRIPT_EDIT_SIMULATION_PRIORITY);
return true;
}

View file

@ -9,7 +9,6 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include <gpu/GPUConfig.h>
#include <GLMHelpers.h>
@ -24,7 +23,7 @@
#include "TextureCache.h"
#include "gpu/Batch.h"
#include "gpu/GLBackend.h"
#include "gpu/Context.h"
#include "gpu/StandardShaderLib.h"
#include "simple_vert.h"
@ -269,7 +268,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
// Fetch the ViewMatrix;
glm::mat4 invViewMat;
_viewState->getViewTransform().getMatrix(invViewMat);
invViewMat = args->_viewFrustum->getView();
auto& program = _directionalLight;
const LightLocations* locations = &_directionalLightLocations;
@ -344,7 +343,8 @@ void DeferredLightingEffect::render(RenderArgs* args) {
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
_viewState->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
args->_viewFrustum->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
batch._glUniform1f(locations->nearLocation, nearVal);
float depthScale = (farVal - nearVal) / farVal;
@ -394,9 +394,9 @@ void DeferredLightingEffect::render(RenderArgs* args) {
// enlarge the scales slightly to account for tesselation
const float SCALE_EXPANSION = 0.05f;
const glm::vec3& eyePoint = _viewState->getCurrentViewFrustum()->getPosition();
float nearRadius = glm::distance(eyePoint, _viewState->getCurrentViewFrustum()->getNearTopLeft());
auto eyePoint = args->_viewFrustum->getPosition();
float nearRadius = glm::distance(eyePoint, args->_viewFrustum->getNearTopLeft());
auto geometryCache = DependencyManager::get<GeometryCache>();

View file

@ -279,14 +279,21 @@ void GeometryCache::renderSphere(gpu::Batch& batch, float radius, int slices, in
const int VERTICES_SLOT = 0;
const int NORMALS_SLOT = 1;
const int COLOR_SLOT = 2;
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
static gpu::Stream::FormatPointer streamFormat;
static gpu::Element positionElement, normalElement, colorElement;
if (!streamFormat) {
streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
normalElement = streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element;
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
}
gpu::BufferView verticesView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView normalsView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
gpu::BufferView verticesView(verticesBuffer, positionElement);
gpu::BufferView normalsView(verticesBuffer, normalElement);
gpu::BufferView colorView(colorBuffer, colorElement);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
@ -899,14 +906,21 @@ void GeometryCache::renderSolidCube(gpu::Batch& batch, float size, const glm::ve
const int VERTICES_SLOT = 0;
const int NORMALS_SLOT = 1;
const int COLOR_SLOT = 2;
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone
static gpu::Stream::FormatPointer streamFormat;
static gpu::Element positionElement, normalElement, colorElement;
if (!streamFormat) {
streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
normalElement = streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element;
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
}
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), VERTEX_STRIDE, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView normalsView(verticesBuffer, NORMALS_OFFSET, verticesBuffer->getSize(), VERTEX_STRIDE, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element);
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), VERTEX_STRIDE, positionElement);
gpu::BufferView normalsView(verticesBuffer, NORMALS_OFFSET, verticesBuffer->getSize(), VERTEX_STRIDE, normalElement);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
batch.setInputFormat(streamFormat);
@ -986,12 +1000,18 @@ void GeometryCache::renderWireCube(gpu::Batch& batch, float size, const glm::vec
const int VERTICES_SLOT = 0;
const int COLOR_SLOT = 1;
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
gpu::BufferView verticesView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
static gpu::Stream::FormatPointer streamFormat;
static gpu::Element positionElement, colorElement;
if (!streamFormat) {
streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
}
gpu::BufferView verticesView(verticesBuffer, positionElement);
gpu::BufferView colorView(colorBuffer, colorElement);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);