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

This commit is contained in:
samcake 2017-04-05 13:11:12 -07:00
commit 309c6b8d9b
7 changed files with 246 additions and 98 deletions

View file

@ -22,15 +22,20 @@ Rectangle {
color: hifi.colors.baseGray;
property var eventBridge;
signal sendToScript(var message);
property bool keyboardEnabled: false
property bool punctuationMode: false
property bool keyboardRasied: false
Column {
Item {
id: column1
anchors.rightMargin: 10
anchors.leftMargin: 10
anchors.bottomMargin: 10
anchors.topMargin: 10
anchors.fill: parent
spacing: 5
anchors.top: parent.top
anchors.left: parent.left
anchors.right: parent.right
anchors.bottom: keyboard.top
Text {
id: text1
@ -43,17 +48,42 @@ Rectangle {
id: modelURL
height: 20
text: qsTr("")
color: "white"
anchors.top: text1.bottom
anchors.topMargin: 5
anchors.left: parent.left
anchors.leftMargin: 0
anchors.right: parent.right
anchors.rightMargin: 0
font.pixelSize: 12
onAccepted: {
newModelDialog.keyboardEnabled = false;
}
MouseArea {
anchors.fill: parent
onClicked: {
newModelDialog.keyboardEnabled = HMD.active
parent.focus = true;
parent.forceActiveFocus()
}
}
}
Rectangle {
id: textInputBox
color: "white"
anchors.fill: modelURL
opacity: 0.1
}
Row {
id: row1
height: 400
spacing: 30
anchors.top: modelURL.top
anchors.topMargin: 25
anchors.left: parent.left
anchors.leftMargin: 0
anchors.right: parent.right
@ -155,4 +185,15 @@ Rectangle {
}
}
}
Keyboard {
id: keyboard
raised: parent.keyboardEnabled
numeric: parent.punctuationMode
anchors {
bottom: parent.bottom
left: parent.left
right: parent.right
}
}
}

View file

@ -1204,7 +1204,7 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
} else {
_animVars.unset("leftFootPosition");
_animVars.unset("leftFootRotation");
_animVars.set("leftFootType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
}
if (params.isRightFootEnabled) {
@ -1214,7 +1214,7 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
} else {
_animVars.unset("rightFootPosition");
_animVars.unset("rightFootRotation");
_animVars.set("rightFootType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
}
}

View file

@ -440,105 +440,142 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
// add a new meshPart to the geometry's single mesh.
while (parseOBJGroup(tokenizer, mapping, geometry, scaleGuess)) {}
FBXMesh& mesh = geometry.meshes[0];
mesh.meshIndex = 0;
FBXMesh& mesh = geometry.meshes[0];
mesh.meshIndex = 0;
geometry.joints.resize(1);
geometry.joints[0].isFree = false;
geometry.joints[0].parentIndex = -1;
geometry.joints[0].distanceToParent = 0;
geometry.joints[0].translation = glm::vec3(0, 0, 0);
geometry.joints[0].rotationMin = glm::vec3(0, 0, 0);
geometry.joints[0].rotationMax = glm::vec3(0, 0, 0);
geometry.joints[0].name = "OBJ";
geometry.joints[0].isSkeletonJoint = true;
geometry.joints.resize(1);
geometry.joints[0].isFree = false;
geometry.joints[0].parentIndex = -1;
geometry.joints[0].distanceToParent = 0;
geometry.joints[0].translation = glm::vec3(0, 0, 0);
geometry.joints[0].rotationMin = glm::vec3(0, 0, 0);
geometry.joints[0].rotationMax = glm::vec3(0, 0, 0);
geometry.joints[0].name = "OBJ";
geometry.joints[0].isSkeletonJoint = true;
geometry.jointIndices["x"] = 1;
geometry.jointIndices["x"] = 1;
FBXCluster cluster;
cluster.jointIndex = 0;
cluster.inverseBindMatrix = glm::mat4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
mesh.clusters.append(cluster);
FBXCluster cluster;
cluster.jointIndex = 0;
cluster.inverseBindMatrix = glm::mat4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
mesh.clusters.append(cluster);
for (int i = 0, meshPartCount = 0; i < mesh.parts.count(); i++, meshPartCount++) {
FBXMeshPart& meshPart = mesh.parts[i];
FaceGroup faceGroup = faceGroups[meshPartCount];
QMap<QString, int> materialMeshIdMap;
QVector<FBXMeshPart> fbxMeshParts;
for (int i = 0, meshPartCount = 0; i < mesh.parts.count(); i++, meshPartCount++) {
FBXMeshPart& meshPart = mesh.parts[i];
FaceGroup faceGroup = faceGroups[meshPartCount];
bool specifiesUV = false;
foreach(OBJFace face, faceGroup) {
glm::vec3 v0 = checked_at(vertices, face.vertexIndices[0]);
glm::vec3 v1 = checked_at(vertices, face.vertexIndices[1]);
glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]);
meshPart.triangleIndices.append(mesh.vertices.count()); // not face.vertexIndices into vertices
mesh.vertices << v0;
meshPart.triangleIndices.append(mesh.vertices.count());
mesh.vertices << v1;
meshPart.triangleIndices.append(mesh.vertices.count());
mesh.vertices << v2;
foreach(OBJFace face, faceGroup) {
// Go through all of the OBJ faces and determine the number of different materials necessary (each different material will be a unique mesh).
// NOTE (trent/mittens 3/30/17): this seems hardcore wasteful and is slowed down a bit by iterating through the face group twice, but it's the best way I've thought of to hack multi-material support in an OBJ into this pipeline.
if (!materialMeshIdMap.contains(face.materialName)) {
// Create a new FBXMesh for this material mapping.
materialMeshIdMap.insert(face.materialName, materialMeshIdMap.count());
glm::vec3 n0, n1, n2;
if (face.normalIndices.count()) {
n0 = checked_at(normals, face.normalIndices[0]);
n1 = checked_at(normals, face.normalIndices[1]);
n2 = checked_at(normals, face.normalIndices[2]);
} else { // generate normals from triangle plane if not provided
n0 = n1 = n2 = glm::cross(v1 - v0, v2 - v0);
}
mesh.normals << n0 << n1 << n2;
if (face.textureUVIndices.count()) {
specifiesUV = true;
mesh.texCoords <<
checked_at(textureUVs, face.textureUVIndices[0]) <<
checked_at(textureUVs, face.textureUVIndices[1]) <<
checked_at(textureUVs, face.textureUVIndices[2]);
} else {
glm::vec2 corner(0.0f, 1.0f);
mesh.texCoords << corner << corner << corner;
}
}
// All the faces in the same group will have the same name and material.
OBJFace leadFace = faceGroup[0];
QString groupMaterialName = leadFace.materialName;
if (groupMaterialName.isEmpty() && specifiesUV) {
#ifdef WANT_DEBUG
qCDebug(modelformat) << "OBJ Reader WARNING: " << url
<< " needs a texture that isn't specified. Using default mechanism.";
#endif
groupMaterialName = SMART_DEFAULT_MATERIAL_NAME;
}
if (!groupMaterialName.isEmpty()) {
OBJMaterial& material = materials[groupMaterialName];
if (specifiesUV) {
material.userSpecifiesUV = true; // Note might not be true in a later usage.
}
if (specifiesUV || (0 != groupMaterialName.compare("none", Qt::CaseInsensitive))) {
// Blender has a convention that a material named "None" isn't really used (or defined).
material.used = true;
needsMaterialLibrary = groupMaterialName != SMART_DEFAULT_MATERIAL_NAME;
}
materials[groupMaterialName] = material;
meshPart.materialID = groupMaterialName;
}
fbxMeshParts.append(FBXMeshPart());
FBXMeshPart& meshPartNew = fbxMeshParts.last();
meshPartNew.quadIndices = QVector<int>(meshPart.quadIndices); // Copy over quad indices [NOTE (trent/mittens, 4/3/17): Likely unnecessary since they go unused anyway].
meshPartNew.quadTrianglesIndices = QVector<int>(meshPart.quadTrianglesIndices); // Copy over quad triangulated indices [NOTE (trent/mittens, 4/3/17): Likely unnecessary since they go unused anyway].
meshPartNew.triangleIndices = QVector<int>(meshPart.triangleIndices); // Copy over triangle indices.
// Do some of the material logic (which previously lived below) now.
// All the faces in the same group will have the same name and material.
QString groupMaterialName = face.materialName;
if (groupMaterialName.isEmpty() && specifiesUV) {
#ifdef WANT_DEBUG
qCDebug(modelformat) << "OBJ Reader WARNING: " << url
<< " needs a texture that isn't specified. Using default mechanism.";
#endif
groupMaterialName = SMART_DEFAULT_MATERIAL_NAME;
}
if (!groupMaterialName.isEmpty()) {
OBJMaterial& material = materials[groupMaterialName];
if (specifiesUV) {
material.userSpecifiesUV = true; // Note might not be true in a later usage.
}
if (specifiesUV || (groupMaterialName.compare("none", Qt::CaseInsensitive) != 0)) {
// Blender has a convention that a material named "None" isn't really used (or defined).
material.used = true;
needsMaterialLibrary = groupMaterialName != SMART_DEFAULT_MATERIAL_NAME;
}
materials[groupMaterialName] = material;
meshPartNew.materialID = groupMaterialName;
}
}
}
}
// clean up old mesh parts.
int unmodifiedMeshPartCount = mesh.parts.count();
mesh.parts.clear();
mesh.parts = QVector<FBXMeshPart>(fbxMeshParts);
for (int i = 0, meshPartCount = 0; i < unmodifiedMeshPartCount; i++, meshPartCount++) {
FaceGroup faceGroup = faceGroups[meshPartCount];
// Now that each mesh has been created with its own unique material mappings, fill them with data (vertex data is duplicated, face data is not).
foreach(OBJFace face, faceGroup) {
FBXMeshPart& meshPart = mesh.parts[materialMeshIdMap[face.materialName]];
glm::vec3 v0 = checked_at(vertices, face.vertexIndices[0]);
glm::vec3 v1 = checked_at(vertices, face.vertexIndices[1]);
glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]);
// Scale the vertices if the OBJ file scale is specified as non-one.
if (scaleGuess != 1.0f) {
v0 *= scaleGuess;
v1 *= scaleGuess;
v2 *= scaleGuess;
}
// Add the vertices.
meshPart.triangleIndices.append(mesh.vertices.count()); // not face.vertexIndices into vertices
mesh.vertices << v0;
meshPart.triangleIndices.append(mesh.vertices.count());
mesh.vertices << v1;
meshPart.triangleIndices.append(mesh.vertices.count());
mesh.vertices << v2;
glm::vec3 n0, n1, n2;
if (face.normalIndices.count()) {
n0 = checked_at(normals, face.normalIndices[0]);
n1 = checked_at(normals, face.normalIndices[1]);
n2 = checked_at(normals, face.normalIndices[2]);
} else {
// generate normals from triangle plane if not provided
n0 = n1 = n2 = glm::cross(v1 - v0, v2 - v0);
}
mesh.normals.append(n0);
mesh.normals.append(n1);
mesh.normals.append(n2);
if (face.textureUVIndices.count()) {
mesh.texCoords <<
checked_at(textureUVs, face.textureUVIndices[0]) <<
checked_at(textureUVs, face.textureUVIndices[1]) <<
checked_at(textureUVs, face.textureUVIndices[2]);
} else {
glm::vec2 corner(0.0f, 1.0f);
mesh.texCoords << corner << corner << corner;
}
}
}
// if we got a hint about units, scale all the points
if (scaleGuess != 1.0f) {
for (int i = 0; i < mesh.vertices.size(); i++) {
mesh.vertices[i] *= scaleGuess;
}
}
mesh.meshExtents.reset();
foreach(const glm::vec3& vertex, mesh.vertices) {
mesh.meshExtents.addPoint(vertex);
geometry.meshExtents.addPoint(vertex);
}
mesh.meshExtents.reset();
foreach (const glm::vec3& vertex, mesh.vertices) {
mesh.meshExtents.addPoint(vertex);
geometry.meshExtents.addPoint(vertex);
}
// Build the single mesh.
FBXReader::buildModelMesh(mesh, url.toString());
FBXReader::buildModelMesh(mesh, url.toString());
// fbxDebugDump(geometry);
// fbxDebugDump(geometry);
} catch(const std::exception& e) {
qCDebug(modelformat) << "OBJ reader fail: " << e.what();
}

View file

@ -33,6 +33,8 @@ static const char* MENU_PATH = "Avatar" ">" "Oculus Touch Controllers";
const char* OculusControllerManager::NAME = "Oculus";
const quint64 LOST_TRACKING_DELAY = 3000000;
bool OculusControllerManager::isSupported() const {
return oculusAvailable();
}
@ -207,9 +209,7 @@ void OculusControllerManager::RemoteDevice::focusOutEvent() {
}
void OculusControllerManager::TouchDevice::update(float deltaTime, const controller::InputCalibrationData& inputCalibrationData) {
_poseStateMap.clear();
_buttonPressedMap.clear();
ovrSessionStatus status;
if (!OVR_SUCCESS(ovr_GetSessionStatus(_parent._session, &status)) || (ovrFalse == status.HmdMounted)) {
// if the HMD isn't on someone's head, don't take input from the controllers
@ -217,15 +217,33 @@ void OculusControllerManager::TouchDevice::update(float deltaTime, const control
}
int numTrackedControllers = 0;
quint64 currentTime = usecTimestampNow();
static const auto REQUIRED_HAND_STATUS = ovrStatus_OrientationTracked | ovrStatus_PositionTracked;
auto tracking = ovr_GetTrackingState(_parent._session, 0, false);
ovr_for_each_hand([&](ovrHandType hand) {
++numTrackedControllers;
int controller = (hand == ovrHand_Left ? controller::LEFT_HAND : controller::RIGHT_HAND);
if (REQUIRED_HAND_STATUS == (tracking.HandStatusFlags[hand] & REQUIRED_HAND_STATUS)) {
_poseStateMap.erase(controller);
handlePose(deltaTime, inputCalibrationData, hand, tracking.HandPoses[hand]);
} else {
_poseStateMap[hand == ovrHand_Left ? controller::LEFT_HAND : controller::RIGHT_HAND].valid = false;
_lostTracking[controller] = false;
_lastControllerPose[controller] = tracking.HandPoses[hand];
return;
}
if (_lostTracking[controller]) {
if (currentTime > _regainTrackingDeadline[controller]) {
_poseStateMap.erase(controller);
_poseStateMap[controller].valid = false;
return;
}
} else {
quint64 deadlineToRegainTracking = currentTime + LOST_TRACKING_DELAY;
_regainTrackingDeadline[controller] = deadlineToRegainTracking;
_lostTracking[controller] = true;
}
handleRotationForUntrackedHand(inputCalibrationData, hand, tracking.HandPoses[hand]);
});
using namespace controller;
// Axes
@ -251,7 +269,7 @@ void OculusControllerManager::TouchDevice::update(float deltaTime, const control
if (inputState.Touches & pair.first) {
_buttonPressedMap.insert(pair.second);
}
}
}
// Haptics
{
@ -286,6 +304,16 @@ void OculusControllerManager::TouchDevice::handlePose(float deltaTime,
}
void OculusControllerManager::TouchDevice::handleRotationForUntrackedHand(const controller::InputCalibrationData& inputCalibrationData,
ovrHandType hand, const ovrPoseStatef& handPose) {
auto poseId = (hand == ovrHand_Left ? controller::LEFT_HAND : controller::RIGHT_HAND);
auto& pose = _poseStateMap[poseId];
auto lastHandPose = _lastControllerPose[poseId];
pose = ovrControllerRotationToHandRotation(hand, handPose, lastHandPose);
glm::mat4 controllerToAvatar = glm::inverse(inputCalibrationData.avatarMat) * inputCalibrationData.sensorToWorldMat;
pose = pose.transform(controllerToAvatar);
}
bool OculusControllerManager::TouchDevice::triggerHapticPulse(float strength, float duration, controller::Hand hand) {
Locker locker(_lock);
bool toReturn = true;

View file

@ -11,6 +11,7 @@
#include <QObject>
#include <unordered_set>
#include <map>
#include <GLMHelpers.h>
@ -75,6 +76,7 @@ private:
private:
void stopHapticPulse(bool leftHand);
void handlePose(float deltaTime, const controller::InputCalibrationData& inputCalibrationData, ovrHandType hand, const ovrPoseStatef& handPose);
void handleRotationForUntrackedHand(const controller::InputCalibrationData& inputCalibrationData, ovrHandType hand, const ovrPoseStatef& handPose);
int _trackedControllers { 0 };
// perform an action when the TouchDevice mutex is acquired.
@ -87,6 +89,9 @@ private:
float _rightHapticDuration { 0.0f };
float _rightHapticStrength { 0.0f };
mutable std::recursive_mutex _lock;
std::map<int, bool> _lostTracking;
std::map<int, quint64> _regainTrackingDeadline;
std::map<int, ovrPoseStatef> _lastControllerPose;
friend class OculusControllerManager;
};

View file

@ -267,3 +267,37 @@ controller::Pose ovrControllerPoseToHandPose(
pose.valid = true;
return pose;
}
controller::Pose ovrControllerRotationToHandRotation(ovrHandType hand, const ovrPoseStatef& handPose,
const ovrPoseStatef& lastHandPose) {
static const glm::quat yFlip = glm::angleAxis(PI, Vectors::UNIT_Y);
static const glm::quat quarterX = glm::angleAxis(PI_OVER_TWO, Vectors::UNIT_X);
static const glm::quat touchToHand = yFlip * quarterX;
static const glm::quat leftQuarterZ = glm::angleAxis(-PI_OVER_TWO, Vectors::UNIT_Z);
static const glm::quat rightQuarterZ = glm::angleAxis(PI_OVER_TWO, Vectors::UNIT_Z);
static const glm::quat leftRotationOffset = glm::inverse(leftQuarterZ) * touchToHand;
static const glm::quat rightRotationOffset = glm::inverse(rightQuarterZ) * touchToHand;
static const float CONTROLLER_LENGTH_OFFSET = 0.0762f; // three inches
static const glm::vec3 CONTROLLER_OFFSET = glm::vec3(CONTROLLER_LENGTH_OFFSET / 2.0f,
-CONTROLLER_LENGTH_OFFSET / 2.0f,
CONTROLLER_LENGTH_OFFSET * 1.5f);
static const glm::vec3 leftTranslationOffset = glm::vec3(-1.0f, 1.0f, 1.0f) * CONTROLLER_OFFSET;
static const glm::vec3 rightTranslationOffset = CONTROLLER_OFFSET;
auto translationOffset = (hand == ovrHand_Left ? leftTranslationOffset : rightTranslationOffset);
auto rotationOffset = (hand == ovrHand_Left ? leftRotationOffset : rightRotationOffset);
glm::quat rotation = toGlm(handPose.ThePose.Orientation);
controller::Pose pose;
pose.translation = toGlm(lastHandPose.ThePose.Position);
pose.translation += rotation * translationOffset;
pose.rotation = rotation * rotationOffset;
pose.angularVelocity = toGlm(lastHandPose.AngularVelocity);
pose.velocity = toGlm(lastHandPose.LinearVelocity);
pose.valid = true;
return pose;
}

View file

@ -118,3 +118,6 @@ inline ovrPosef ovrPoseFromGlm(const glm::mat4 & m) {
controller::Pose ovrControllerPoseToHandPose(
ovrHandType hand,
const ovrPoseStatef& handPose);
controller::Pose ovrControllerRotationToHandRotation(ovrHandType hand,
const ovrPoseStatef& handPose, const ovrPoseStatef& lastHandPose);