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

This commit is contained in:
Stephen Birarda 2015-09-01 14:36:16 -06:00
commit 33f6933544
56 changed files with 2626 additions and 842 deletions

View file

@ -47,13 +47,13 @@ if (WIN32)
elseif(APPLE)
# FIXME need to account for different architectures
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/lib/osx32/libopenvr_api.dylib CACHE TYPE INTERNAL)
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/lib/osx_x64/release_dll/libsixense_x64.dylib CACHE TYPE INTERNAL)
add_paths_to_fixup_libs(${SOURCE_DIR}/bin/osx32)
elseif(NOT ANDROID)
# FIXME need to account for different architectures
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/lib/linux32/libopenvr_api.so CACHE TYPE INTERNAL)
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/lib/linux_x64/release/libsixense_x64.so CACHE TYPE INTERNAL)
add_paths_to_fixup_libs(${SOURCE_DIR}/bin/linux32)
endif()

View file

@ -448,12 +448,31 @@ var toolBar = (function () {
}
if (newPolyVoxButton === toolBar.clicked(clickedOverlay)) {
createNewEntity({
var polyVoxId = createNewEntity({
type: "PolyVox",
dimensions: { x: 10, y: 10, z: 10 },
voxelVolumeSize: {x:16, y:16, z:16},
voxelSurfaceStyle: 1
voxelSurfaceStyle: 2
});
for (var x = 1; x <= 14; x++) {
Entities.setVoxel(polyVoxId, {x: x, y: 1, z: 1}, 255);
Entities.setVoxel(polyVoxId, {x: x, y: 14, z: 1}, 255);
Entities.setVoxel(polyVoxId, {x: x, y: 1, z: 14}, 255);
Entities.setVoxel(polyVoxId, {x: x, y: 14, z: 14}, 255);
}
for (var y = 2; y <= 13; y++) {
Entities.setVoxel(polyVoxId, {x: 1, y: y, z: 1}, 255);
Entities.setVoxel(polyVoxId, {x: 14, y: y, z: 1}, 255);
Entities.setVoxel(polyVoxId, {x: 1, y: y, z: 14}, 255);
Entities.setVoxel(polyVoxId, {x: 14, y: y, z: 14}, 255);
}
for (var z = 2; z <= 13; z++) {
Entities.setVoxel(polyVoxId, {x: 1, y: 1, z: z}, 255);
Entities.setVoxel(polyVoxId, {x: 14, y: 1, z: z}, 255);
Entities.setVoxel(polyVoxId, {x: 1, y: 14, z: z}, 255);
Entities.setVoxel(polyVoxId, {x: 14, y: 14, z: z}, 255);
}
return true;
}

View file

@ -10,7 +10,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Overlay2D = function(properties, overlay) { // overlay is an optionnal variable
Overlay2D = function(properties, overlay) { // overlay is an optional variable
if (!(typeof(properties) === 'undefined')) {
if(typeof(overlay) === 'undefined') {
overlay = Overlays.addOverlay("image", properties);

View file

@ -0,0 +1,103 @@
Script.include("handController.js");
Script.include("highlighter.js");
BallController = function(side, magBalls) {
HandController.call(this, side);
this.magBalls = magBalls;
this.highlighter = new Highlighter();
this.highlighter.setSize(BALL_SIZE);
this.ghostEdges = {};
}
BallController.prototype = Object.create( HandController.prototype );
BallController.prototype.onUpdate = function(deltaTime) {
HandController.prototype.onUpdate.call(this, deltaTime);
if (!this.selected) {
// Find the highlight target and set it.
var target = this.magBalls.findNearestNode(this.tipPosition, BALL_SELECTION_RADIUS);
this.highlighter.highlight(target);
return;
}
this.highlighter.highlight(null);
Entities.editEntity(this.selected, { position: this.tipPosition });
var targetBalls = this.magBalls.findPotentialEdges(this.selected);
for (var ballId in targetBalls) {
if (!this.ghostEdges[ballId]) {
// create the ovleray
this.ghostEdges[ballId] = Overlays.addOverlay("line3d", {
start: this.magBalls.getNodePosition(ballId),
end: this.tipPosition,
color: COLORS.RED,
alpha: 1,
lineWidth: 5,
visible: true,
});
} else {
Overlays.editOverlay(this.ghostEdges[ballId], {
end: this.tipPosition,
});
}
}
for (var ballId in this.ghostEdges) {
if (!targetBalls[ballId]) {
Overlays.deleteOverlay(this.ghostEdges[ballId]);
delete this.ghostEdges[ballId];
}
}
}
BallController.prototype.onClick = function() {
this.selected = this.magBalls.grabBall(this.tipPosition, BALL_SELECTION_RADIUS);
this.highlighter.highlight(null);
}
BallController.prototype.onRelease = function() {
this.clearGhostEdges();
this.magBalls.releaseBall(this.selected);
this.selected = null;
}
BallController.prototype.clearGhostEdges = function() {
for(var ballId in this.ghostEdges) {
Overlays.deleteOverlay(this.ghostEdges[ballId]);
delete this.ghostEdges[ballId];
}
}
BallController.prototype.onCleanup = function() {
HandController.prototype.onCleanup.call(this);
this.clearGhostEdges();
}
BallController.prototype.onAltClick = function() {
return;
var target = this.magBalls.findNearestNode(this.tipPosition, BALL_SELECTION_RADIUS);
if (!target) {
logDebug(target);
return;
}
// FIXME move to delete shape
var toDelete = {};
var deleteQueue = [ target ];
while (deleteQueue.length) {
var curNode = deleteQueue.shift();
if (toDelete[curNode]) {
continue;
}
toDelete[curNode] = true;
for (var nodeId in this.magBalls.getConnectedNodes(curNode)) {
deleteQueue.push(nodeId);
}
}
for (var nodeId in toDelete) {
this.magBalls.destroyNode(nodeId);
}
}
BallController.prototype.onAltRelease = function() {
}

View file

@ -0,0 +1,140 @@
//
// Created by Bradley Austin Davis on 2015/08/27
// 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
//
HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
STICK_URL = HIFI_PUBLIC_BUCKET + "models/props/geo_stick.fbx";
// FIXME make this editable through some script UI, so the user can customize the size of the structure built
SCALE = 0.5;
BALL_SIZE = 0.08 * SCALE;
STICK_LENGTH = 0.24 * SCALE;
DEBUG_MAGSTICKS = true;
CUSTOM_DATA_NAME = "magBalls";
BALL_NAME = "MagBall";
EDGE_NAME = "MagStick";
ZERO_VECTOR = { x: 0, y: 0, z: 0 };
COLORS = {
WHITE: {
red: 255,
green: 255,
blue: 255,
},
BLACK: {
red: 0,
green: 0,
blue: 0,
},
GREY: {
red: 128,
green: 128,
blue: 128,
},
RED: {
red: 255,
green: 0,
blue: 0
},
BLUE: {
red: 0,
green: 0,
blue: 255
},
GREEN: {
red: 0,
green: 255,
blue: 0
},
CYAN: {
red: 0,
green: 255,
blue: 255
},
YELLOW: {
red: 255,
green: 255,
blue: 0
},
MAGENTA: {
red: 255,
green: 0,
blue: 255
}
}
BALL_RADIUS = BALL_SIZE / 2.0;
BALL_SELECTION_RADIUS = BALL_RADIUS * 1.5;
BALL_DIMENSIONS = {
x: BALL_SIZE,
y: BALL_SIZE,
z: BALL_SIZE
};
BALL_COLOR = {
red: 128,
green: 128,
blue: 128
};
STICK_DIMENSIONS = {
x: STICK_LENGTH / 6,
y: STICK_LENGTH / 6,
z: STICK_LENGTH
};
BALL_DISTANCE = STICK_LENGTH + BALL_SIZE;
BALL_PROTOTYPE = {
type: "Sphere",
name: BALL_NAME,
dimensions: BALL_DIMENSIONS,
color: BALL_COLOR,
ignoreCollisions: true,
collisionsWillMove: false
};
// 2 millimeters
BALL_EPSILON = (.002) / BALL_DISTANCE;
LINE_DIMENSIONS = {
x: 5,
y: 5,
z: 5
}
LINE_PROTOTYPE = {
type: "Line",
name: EDGE_NAME,
color: COLORS.CYAN,
dimensions: LINE_DIMENSIONS,
lineWidth: 5,
visible: true,
ignoreCollisions: true,
collisionsWillMove: false,
}
EDGE_PROTOTYPE = LINE_PROTOTYPE;
// var EDGE_PROTOTYPE = {
// type: "Sphere",
// name: EDGE_NAME,
// color: { red: 0, green: 255, blue: 255 },
// //dimensions: STICK_DIMENSIONS,
// dimensions: { x: 0.02, y: 0.02, z: 0.02 },
// rotation: rotation,
// visible: true,
// ignoreCollisions: true,
// collisionsWillMove: false
// }

View file

@ -0,0 +1,95 @@
findMatchingNode = function(position, nodePositions) {
for (var nodeId in nodePositions) {
var nodePos = nodePositions[nodeId];
var distance = Vec3.distance(position, nodePos);
if (distance < 0.03) {
return nodeId;
}
}
}
repairConnections = function() {
var ids = Entities.findEntities(MyAvatar.position, 50);
// Find all the balls and record their positions
var nodePositions = {};
for (var i in ids) {
var id = ids[i];
var properties = Entities.getEntityProperties(id);
if (properties.name == BALL_NAME) {
nodePositions[id] = properties.position;
}
}
// Now check all the edges to see if they're valid (point to balls)
// and ensure that the balls point back to them
var ballsToEdges = {};
for (var i in ids) {
var id = ids[i];
var properties = Entities.getEntityProperties(id);
if (properties.name == EDGE_NAME) {
var startPos = properties.position;
var endPos = Vec3.sum(startPos, properties.linePoints[1]);
var magBallData = getMagBallsData(id);
var update = false;
if (!magBallData.start) {
var startNode = findMatchingNode(startPos, nodePositions);
if (startNode) {
logDebug("Found start node " + startNode)
magBallData.start = startNode;
update = true;
}
}
if (!magBallData.end) {
var endNode = findMatchingNode(endPos, nodePositions);
if (endNode) {
logDebug("Found end node " + endNode)
magBallData.end = endNode;
update = true;
}
}
if (!magBallData.start || !magBallData.end) {
logDebug("Didn't find both ends");
Entities.deleteEntity(id);
continue;
}
if (!ballsToEdges[magBallData.start]) {
ballsToEdges[magBallData.start] = [ id ];
} else {
ballsToEdges[magBallData.start].push(id);
}
if (!ballsToEdges[magBallData.end]) {
ballsToEdges[magBallData.end] = [ id ];
} else {
ballsToEdges[magBallData.end].push(id);
}
if (update) {
logDebug("Updating incomplete edge " + id);
magBallData.length = BALL_DISTANCE;
setMagBallsData(id, magBallData);
}
}
}
for (var nodeId in ballsToEdges) {
var magBallData = getMagBallsData(nodeId);
var edges = magBallData.edges || [];
var edgeHash = {};
for (var i in edges) {
edgeHash[edges[i]] = true;
}
var update = false;
for (var i in ballsToEdges[nodeId]) {
var edgeId = ballsToEdges[nodeId][i];
if (!edgeHash[edgeId]) {
update = true;
edgeHash[edgeId] = true;
edges.push(edgeId);
}
}
if (update) {
logDebug("Fixing node with missing edge data");
magBallData.edges = edges;
setMagBallsData(nodeId, magBallData);
}
}
}

View file

@ -0,0 +1,45 @@
EdgeSpring = function(edgeId, graph) {
this.edgeId = edgeId;
this.graph = graph;
var magBallsData = getMagBallsData(this.edgeId);
this.start = magBallsData.start;
this.end = magBallsData.end;
this.desiredLength = magBallsData.length || BALL_DISTANCE;
}
EdgeSpring.prototype.adjust = function(results) {
var startPos = this.getAdjustedPosition(this.start, results);
var endPos = this.getAdjustedPosition(this.end, results);
var vector = Vec3.subtract(endPos, startPos);
var length = Vec3.length(vector);
var variance = this.getVariance(length);
if (Math.abs(variance) <= this.MAX_VARIANCE) {
return false;
}
// adjust by halves until we fall below our variance
var adjustmentVector = Vec3.multiply(variance / 4, vector);
var newStartPos = Vec3.sum(Vec3.multiply(-1, adjustmentVector), startPos);
var newEndPos = Vec3.sum(adjustmentVector, endPos);
results[this.start] = newStartPos;
results[this.end] = newEndPos;
return true;
}
EdgeSpring.prototype.MAX_VARIANCE = 0.005;
EdgeSpring.prototype.getAdjustedPosition = function(nodeId, results) {
if (results[nodeId]) {
return results[nodeId];
}
return this.graph.getNodePosition(nodeId);
}
EdgeSpring.prototype.getVariance = function(length) {
var difference = this.desiredLength - length;
return difference / this.desiredLength;
}

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@ -0,0 +1,281 @@
//
// Created by Bradley Austin Davis on 2015/08/29
// 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
//
// A collection of nodes and edges connecting them.
Graph = function() {
/* Structure of nodes tree
this.nodes: {
nodeId1: {
edgeId1: true
}
nodeId2: {
edgeId1: true
},
// Nodes can many edges
nodeId3: {
edgeId2: true
edgeId3: true
edgeId4: true
edgeId5: true
},
// Nodes can have 0 edges
nodeId5: {
},
...
}
*/
this.nodes = {};
/* Structure of edge tree
this.edges: {
edgeId1: {
// Every edge should have exactly two
nodeId1: true
nodeId2: true
},
edgeId2: {
nodeId3: true
nodeId4: true
},
...
}
*/
this.edges = {};
}
Graph.prototype.createNodeEntity = function(properties) {
throw "Unimplemented";
}
Graph.prototype.createNode = function(properties) {
var nodeId = this.createNodeEntity(properties);
this.nodes[nodeId] = {};
this.validate();
return nodeId;
}
Graph.prototype.createEdgeEntity = function(nodeA, nodeB) {
throw "Unimplemented";
}
Graph.prototype.createEdge = function(nodeA, nodeB) {
if (nodeA == nodeB) {
throw "Error: self connection not supported";
}
var newEdgeId = this.createEdgeEntity(nodeA, nodeB);
// Create the bidirectional linkage
this.edges[newEdgeId] = {};
this.edges[newEdgeId][nodeA] = true;
this.edges[newEdgeId][nodeB] = true;
this.nodes[nodeA][newEdgeId] = true;
this.nodes[nodeB][newEdgeId] = true;
this.validate();
}
Graph.prototype.getEdges = function(nodeId) {
var edges = this.nodes[nodeId];
var result = {};
for (var edgeId in edges) {
for (var otherNodeId in this.edges[edgeId]) {
if (otherNodeId != nodeId) {
result[edgeId] = otherNodeId;
}
}
}
return result;
}
Graph.prototype.getConnectedNodes = function(nodeId) {
var edges = this.getEdges(nodeId);
var result = {};
for (var edgeId in edges) {
var otherNodeId = edges[edgeId];
result[otherNodeId] = edgeId;
}
return result;
}
Graph.prototype.getEdgeLength = function(edgeId) {
var nodesInEdge = Object.keys(this.edges[edgeId]);
return this.getNodeDistance(nodesInEdge[0], nodesInEdge[1]);
}
Graph.prototype.getNodeDistance = function(a, b) {
var apos = this.getNodePosition(a);
var bpos = this.getNodePosition(b);
return Vec3.distance(apos, bpos);
}
Graph.prototype.getNodePosition = function(node) {
var properties = Entities.getEntityProperties(node);
return properties.position;
}
Graph.prototype.breakEdges = function(nodeId) {
for (var edgeId in this.nodes[nodeId]) {
this.destroyEdge(edgeId);
}
}
Graph.prototype.findNearestNode = function(position, maxDist) {
var resultId = null;
var resultDist = 0;
for (var nodeId in this.nodes) {
var nodePosition = this.getNodePosition(nodeId);
var curDist = Vec3.distance(nodePosition, position);
if (!maxDist || curDist <= maxDist) {
if (!resultId || curDist < resultDist) {
resultId = nodeId;
resultDist = curDist;
}
}
}
return resultId;
}
Graph.prototype.findMatchingNodes = function(selector) {
var result = {};
for (var nodeId in this.nodes) {
if (selector(nodeId)) {
result[nodeId] = true;
}
}
return result;
}
Graph.prototype.destroyEdge = function(edgeId) {
logDebug("Deleting edge " + edgeId);
for (var nodeId in this.edges[edgeId]) {
delete this.nodes[nodeId][edgeId];
}
delete this.edges[edgeId];
Entities.deleteEntity(edgeId);
this.validate();
}
Graph.prototype.destroyNode = function(nodeId) {
logDebug("Deleting node " + nodeId);
this.breakEdges(nodeId);
delete this.nodes[nodeId];
Entities.deleteEntity(nodeId);
this.validate();
}
Graph.prototype.deleteAll = function() {
var nodeIds = Object.keys(this.nodes);
for (var i in nodeIds) {
var nodeId = nodeIds[i];
this.destroyNode(nodeId);
}
}
Graph.prototype.areConnected = function(nodeIdA, nodeIdB) {
for (var edgeId in this.nodes[nodeIdA]) {
if (this.nodes[nodeIdB][edgeId]) {
return true;
}
}
return false;
}
forEachValue = function(val, operation) {
if( typeof val === 'string' ) {
operation(val);
} else if (typeof val === 'object') {
if (val.constructor === Array) {
for (var i in val) {
operation(val[i]);
}
} else {
for (var v in val) {
operation(v);
}
}
}
}
Graph.prototype.findShortestPath = function(start, end, options) {
var queue = [ start ];
var prev = {};
if (options && options.exclude) {
forEachValue(options.exclude, function(value) {
prev[value] = value;
});
logDebug("exclude " + prev);
}
var found = false;
while (!found && Object.keys(queue).length) {
var current = queue.shift();
for (var ballId in this.getConnectedNodes(current)) {
if (prev[ballId]) {
// already visited node
continue;
}
// record optimal path
prev[ballId] = current;
if (ballId == end) {
found = true;
break;
}
queue.push(ballId);
}
}
if (!found) {
logDebug("Exhausted search");
return;
}
var result = [ end ];
while (result[0] != start) {
result.unshift(prev[result[0]]);
}
return result;
}
Graph.prototype.validate = function() {
var error = false;
for (nodeId in this.nodes) {
for (edgeId in this.nodes[nodeId]) {
var edge = this.edges[edgeId];
if (!edge) {
logError("Error: node " + nodeId + " refers to unknown edge " + edgeId);
error = true;
continue;
}
if (!edge[nodeId]) {
logError("Error: node " + nodeId + " refers to edge " + edgeId + " but not vice versa");
error = true;
continue;
}
}
}
for (edgeId in this.edges) {
for (nodeId in this.edges[edgeId]) {
var node = this.nodes[nodeId];
if (!node) {
logError("Error: edge " + edgeId + " refers to unknown node " + nodeId);
error = true;
continue;
}
if (!node[edgeId]) {
logError("Error: edge " + edgeId + " refers to node " + nodeId + " but not vice versa");
error = true;
continue;
}
}
}
if (error) {
logDebug(JSON.stringify({ edges: this.edges, balls: this.nodes }, null, 2));
}
return error;
}

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@ -0,0 +1,127 @@
//
// Created by Bradley Austin Davis on 2015/08/29
// 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
//
LEFT_CONTROLLER = 0;
RIGHT_CONTROLLER = 1;
// FIXME add a customizable wand model and a mechanism to switch between wands
HandController = function(side) {
this.side = side;
this.palm = 2 * side;
this.tip = 2 * side + 1;
this.action = findAction(side ? "ACTION2" : "ACTION1");
this.altAction = findAction(side ? "ACTION1" : "ACTION2");
this.active = false;
this.tipScale = 1.4;
this.pointer = Overlays.addOverlay("sphere", {
position: ZERO_VECTOR,
size: 0.01,
color: COLORS.YELLOW,
alpha: 1.0,
solid: true,
visible: false,
});
// Connect to desired events
var _this = this;
Controller.actionEvent.connect(function(action, state) {
_this.onActionEvent(action, state);
});
Script.update.connect(function(deltaTime) {
_this.onUpdate(deltaTime);
});
Script.scriptEnding.connect(function() {
_this.onCleanup();
});
}
HandController.prototype.onActionEvent = function(action, state) {
var spatialControlCount = Controller.getNumberOfSpatialControls();
// If only 2 spacial controls, then we only have one controller active, so use either button
// otherwise, only use the specified action
if (action == this.action) {
if (state) {
this.onClick();
} else {
this.onRelease();
}
}
if (action == this.altAction) {
if (state) {
this.onAltClick();
} else {
this.onAltRelease();
}
}
}
HandController.prototype.setActive = function(active) {
if (active == this.active) {
return;
}
logDebug("Hand controller changing active state: " + active);
this.active = active;
Overlays.editOverlay(this.pointer, {
visible: this.active
});
Entities.editEntity(this.wand, {
visible: this.active
});
}
HandController.prototype.updateControllerState = function() {
// FIXME this returns data if either the left or right controller is not on the base
this.palmPos = Controller.getSpatialControlPosition(this.palm);
var tipPos = Controller.getSpatialControlPosition(this.tip);
this.tipPosition = scaleLine(this.palmPos, tipPos, this.tipScale);
// When on the base, hydras report a position of 0
this.setActive(Vec3.length(this.palmPos) > 0.001);
//logDebug(Controller.getTriggerValue(0) + " " + Controller.getTriggerValue(1));
//if (this.active) {
// logDebug("#ctrls " + Controller.getNumberOfSpatialControls() + " Side: " + this.side + " Palm: " + this.palm + " " + vec3toStr(this.palmPos))
//}
}
HandController.prototype.onCleanup = function() {
Overlays.deleteOverlay(this.pointer);
}
HandController.prototype.onUpdate = function(deltaTime) {
this.updateControllerState();
if (this.active) {
Overlays.editOverlay(this.pointer, {
position: this.tipPosition
});
Entities.editEntity(this.wand, {
position: this.tipPosition
});
}
}
HandController.prototype.onClick = function() {
logDebug("Base hand controller does nothing on click");
}
HandController.prototype.onRelease = function() {
logDebug("Base hand controller does nothing on release");
}
HandController.prototype.onAltClick = function() {
logDebug("Base hand controller does nothing on alt click");
}
HandController.prototype.onAltRelease = function() {
logDebug("Base hand controller does nothing on alt click");
}

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@ -0,0 +1,70 @@
//
// Created by Bradley Austin Davis on 2015/08/29
// 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 SELECTION_OVERLAY = {
position: {
x: 0,
y: 0,
z: 0
},
color: {
red: 255,
green: 255,
blue: 0
},
alpha: 1,
size: 1.0,
solid: false,
//colorPulse: 1.0,
//pulseMin: 0.5,
//pulseMax: 1.0,
visible: false,
lineWidth: 1.0,
borderSize: 1.4,
};
Highlighter = function() {
this.highlightCube = Overlays.addOverlay("cube", this.SELECTION_OVERLAY);
this.hightlighted = null;
var _this = this;
Script.scriptEnding.connect(function() {
_this.onCleanup();
});
};
Highlighter.prototype.onCleanup = function() {
Overlays.deleteOverlay(this.highlightCube);
}
Highlighter.prototype.highlight = function(entityId) {
if (entityId != this.hightlighted) {
this.hightlighted = entityId;
this.updateHighlight();
}
}
Highlighter.prototype.setSize = function(newSize) {
Overlays.editOverlay(this.highlightCube, {
size: newSize
});
}
Highlighter.prototype.updateHighlight = function() {
if (this.hightlighted) {
var properties = Entities.getEntityProperties(this.hightlighted);
// logDebug("Making highlight " + this.highlightCube + " visible @ " + vec3toStr(properties.position));
Overlays.editOverlay(this.highlightCube, {
position: properties.position,
visible: true
});
} else {
// logDebug("Making highlight invisible");
Overlays.editOverlay(this.highlightCube, {
visible: false
});
}
}

View file

@ -0,0 +1,293 @@
//
// Created by Bradley Austin Davis on 2015/08/29
// 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 UPDATE_INTERVAL = 0.1;
Script.include("graph.js");
Script.include("edgeSpring.js");
// A collection of balls and edges connecting them.
MagBalls = function() {
Graph.call(this);
this.MAX_ADJUST_ITERATIONS = 100;
this.lastUpdateAge = 0;
this.stable = false;
this.adjustIterations = 0;
this.selectedNodes = {};
this.edgeObjects = {};
this.refresh();
var _this = this;
Script.update.connect(function(deltaTime) {
_this.onUpdate(deltaTime);
});
Script.scriptEnding.connect(function() {
_this.onCleanup();
});
}
MagBalls.prototype = Object.create( Graph.prototype );
MagBalls.prototype.onUpdate = function(deltaTime) {
this.lastUpdateAge += deltaTime;
if (this.lastUpdateAge > UPDATE_INTERVAL) {
this.lastUpdateAge = 0;
if (!this.stable) {
this.adjustIterations += 1;
// logDebug("Update");
var adjusted = false;
var nodeAdjustResults = {};
var fixupEdges = {};
for(var edgeId in this.edges) {
adjusted |= this.edgeObjects[edgeId].adjust(nodeAdjustResults);
}
for (var nodeId in nodeAdjustResults) {
var curPos = this.getNodePosition(nodeId);
var newPos = nodeAdjustResults[nodeId];
var distance = Vec3.distance(curPos, newPos);
for (var edgeId in this.nodes[nodeId]) {
fixupEdges[edgeId] = true;
}
// logDebug("Moving node Id " + nodeId + " " + (distance * 1000).toFixed(3) + " mm");
Entities.editEntity(nodeId, { position: newPos, color: COLORS.RED });
}
for (var edgeId in fixupEdges) {
this.fixupEdge(edgeId);
}
Script.setTimeout(function(){
for (var nodeId in nodeAdjustResults) {
Entities.editEntity(nodeId, { color: BALL_COLOR });
}
}, ((UPDATE_INTERVAL * 1000) / 2));
if (!adjusted || this.adjustIterations > this.MAX_ADJUST_ITERATIONS) {
this.adjustIterations = 0;
this.stable = true;
}
}
}
}
MagBalls.prototype.createNodeEntity = function(customProperies) {
var nodeId = Entities.addEntity(mergeObjects(BALL_PROTOTYPE, customProperies));
return nodeId;
}
MagBalls.prototype.createEdgeEntity = function(nodeIdA, nodeIdB) {
var apos = this.getNodePosition(nodeIdA);
var bpos = this.getNodePosition(nodeIdB);
var edgeId = Entities.addEntity(mergeObjects(EDGE_PROTOTYPE, {
position: apos,
linePoints: [ ZERO_VECTOR, Vec3.subtract(bpos, apos) ],
userData: JSON.stringify({
magBalls: {
start: nodeIdA,
end: nodeIdB,
length: BALL_DISTANCE
}
})
}));
this.edgeObjects[edgeId] = new EdgeSpring(edgeId, this);
return edgeId;
}
MagBalls.prototype.findPotentialEdges = function(nodeId) {
var variances = {};
for (var otherNodeId in this.nodes) {
// can't self connect
if (otherNodeId == nodeId) {
continue;
}
// can't doubly connect
if (this.areConnected(otherNodeId, nodeId)) {
continue;
}
// Check distance to attempt
var distance = this.getNodeDistance(nodeId, otherNodeId);
var variance = this.getVariance(distance);
if (Math.abs(variance) > 0.25) {
continue;
}
variances[otherNodeId] = variance;
}
return variances;
}
MagBalls.prototype.grabBall = function(position, maxDist) {
var selected = this.findNearestNode(position, maxDist);
if (!selected) {
selected = this.createNode({ position: position });
}
if (selected) {
this.stable = true;
this.breakEdges(selected);
this.selectedNodes[selected] = true;
}
return selected;
}
MagBalls.prototype.releaseBall = function(releasedBall) {
delete this.selectedNodes[releasedBall];
logDebug("Released ball: " + releasedBall);
this.stable = false;
var releasePosition = this.getNodePosition(releasedBall);
// iterate through the other balls and ensure we don't intersect with
// any of them. If we do, just delete this ball and return.
// FIXME (play a pop sound)
for (var nodeId in this.nodes) {
if (nodeId == releasedBall) {
continue;
}
var distance = this.getNodeDistance(releasedBall, nodeId);
if (distance < BALL_SIZE) {
this.destroyNode(releasedBall);
return;
}
}
var targets = this.findPotentialEdges(releasedBall);
if (!targets || !Object.keys(targets).length) {
// this.destroyNode(releasedBall);
}
for (var otherBallId in targets) {
this.createEdge(otherBallId, releasedBall);
}
this.validate();
}
MagBalls.prototype.getVariance = function(distance) {
// FIXME different balls or edges might have different ideas of variance...
// let something else handle this
var offset = (BALL_DISTANCE - distance);
var variance = offset / BALL_DISTANCE
return variance;
}
// remove unconnected balls
MagBalls.prototype.clean = function() {
// do nothing unless there are at least 2 balls and one edge
if (Object.keys(this.nodes).length < 2 || !Object.keys(this.edges).length) {
return;
}
var disconnectedNodes = {};
for (var nodeId in this.nodes) {
if (!Object.keys(this.nodes[nodeId]).length) {
disconnectedNodes[nodeId] = true;
}
}
for (var nodeId in disconnectedNodes) {
this.destroyNode(nodeId);
}
}
// remove all balls
MagBalls.prototype.clear = function() {
if (DEBUG_MAGSTICKS) {
this.deleteAll();
var ids = Entities.findEntities(MyAvatar.position, 50);
var result = [];
ids.forEach(function(id) {
var properties = Entities.getEntityProperties(id);
if (properties.name == BALL_NAME || properties.name == EDGE_NAME) {
Entities.deleteEntity(id);
}
}, this);
}
}
MagBalls.prototype.destroyEdge = function(edgeId) {
Graph.prototype.destroyEdge.call(this, edgeId);
delete this.edgeObjects[edgeId];
}
MagBalls.prototype.destroyNode = function(nodeId) {
Graph.prototype.destroyNode.call(this, nodeId);
}
// Scan the entity tree and load all the objects in range
MagBalls.prototype.refresh = function() {
var ids = Entities.findEntities(MyAvatar.position, 50);
for (var i in ids) {
var id = ids[i];
var properties = Entities.getEntityProperties(id);
if (properties.name == BALL_NAME) {
this.nodes[id] = {};
}
}
var deleteEdges = [];
for (var i in ids) {
var id = ids[i];
var properties = Entities.getEntityProperties(id);
if (properties.name == EDGE_NAME) {
var edgeId = id;
this.edges[edgeId] = {};
var magBallData = getMagBallsData(id);
if (!magBallData.start || !magBallData.end) {
logWarn("Edge information is missing for " + id);
continue;
}
if (!this.nodes[magBallData.start] || !this.nodes[magBallData.end]) {
logWarn("Edge " + id + " refers to unknown nodes: " + JSON.stringify(magBallData));
Entities.editEntity(id, { color: COLORS.RED });
deleteEdges.push(id);
continue;
}
this.nodes[magBallData.start][edgeId] = true;
this.nodes[magBallData.end][edgeId] = true;
this.edges[edgeId][magBallData.start] = true;
this.edges[edgeId][magBallData.end] = true;
this.edgeObjects[id] = new EdgeSpring(id, this);
}
}
if (deleteEdges.length) {
Script.setTimeout(function() {
for (var i in deleteEdges) {
var edgeId = deleteEdges[i];
logDebug("deleting invalid edge " + edgeId);
Entities.deleteEntity(edgeId);
}
}, 1000);
}
var edgeCount = Object.keys(this.edges).length;
var nodeCount = Object.keys(this.nodes).length;
logDebug("Found " + nodeCount + " nodes and " + edgeCount + " edges ");
this.validate();
}
MagBalls.prototype.findEdgeParams = function(startBall, endBall) {
var startBallPos = this.getNodePosition(startBall);
var endBallPos = this.getNodePosition(endBall);
var vector = Vec3.subtract(endBallPos, startBallPos);
return {
position: startBallPos,
linePoints: [ ZERO_VECTOR, vector ]
};
}
MagBalls.prototype.fixupEdge = function(edgeId) {
var ballsInEdge = Object.keys(this.edges[edgeId]);
Entities.editEntity(edgeId, this.findEdgeParams(ballsInEdge[0], ballsInEdge[1]));
}

View file

@ -0,0 +1,25 @@
//
// Created by Bradley Austin Davis on 2015/08/25
// 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
//
Script.include("constants.js");
Script.include("utils.js");
Script.include("magBalls.js");
Script.include("ballController.js");
var magBalls = new MagBalls();
// Clear any previous balls
// magBalls.clear();
MenuController = function(side) {
HandController.call(this, side);
}
// FIXME resolve some of the issues with dual controllers before allowing both controllers active
var handControllers = [new BallController(LEFT_CONTROLLER, magBalls)]; //, new HandController(RIGHT) ];

View file

@ -0,0 +1,66 @@
Script.include("handController.js");
MenuController = function(side, magBalls) {
HandController.call(this, side);
}
MenuController.prototype = Object.create( HandController.prototype );
MenuController.prototype.onUpdate = function(deltaTime) {
HandController.prototype.onUpdate.call(this, deltaTime);
if (!this.selected) {
// Find the highlight target and set it.
var target = this.magBalls.findNearestNode(this.tipPosition, BALL_SELECTION_RADIUS);
this.highlighter.highlight(target);
return;
}
this.highlighter.highlight(null);
Entities.editEntity(this.selected, { position: this.tipPosition });
var targetBalls = this.magBalls.findPotentialEdges(this.selected);
for (var ballId in targetBalls) {
if (!this.ghostEdges[ballId]) {
// create the ovleray
this.ghostEdges[ballId] = Overlays.addOverlay("line3d", {
start: this.magBalls.getNodePosition(ballId),
end: this.tipPosition,
color: COLORS.RED,
alpha: 1,
lineWidth: 5,
visible: true,
});
} else {
Overlays.editOverlay(this.ghostEdges[ballId], {
end: this.tipPosition,
});
}
}
for (var ballId in this.ghostEdges) {
if (!targetBalls[ballId]) {
Overlays.deleteOverlay(this.ghostEdges[ballId]);
delete this.ghostEdges[ballId];
}
}
}
MenuController.prototype.onClick = function() {
this.selected = this.magBalls.grabBall(this.tipPosition, BALL_SELECTION_RADIUS);
this.highlighter.highlight(null);
}
MenuController.prototype.onRelease = function() {
this.clearGhostEdges();
this.magBalls.releaseBall(this.selected);
this.selected = null;
}
MenuController.prototype.clearGhostEdges = function() {
for(var ballId in this.ghostEdges) {
Overlays.deleteOverlay(this.ghostEdges[ballId]);
delete this.ghostEdges[ballId];
}
}
MenuController.prototype.onCleanup = function() {
HandController.prototype.onCleanup.call(this);
this.clearGhostEdges();
}

View file

@ -0,0 +1,106 @@
//
// Created by Bradley Austin Davis on 2015/08/29
// 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
//
vec3toStr = function (v, digits) {
if (!digits) { digits = 3; }
return "{ " + v.x.toFixed(digits) + ", " + v.y.toFixed(digits) + ", " + v.z.toFixed(digits)+ " }";
}
scaleLine = function (start, end, scale) {
var v = Vec3.subtract(end, start);
var length = Vec3.length(v);
v = Vec3.multiply(scale, v);
return Vec3.sum(start, v);
}
findAction = function(name) {
var actions = Controller.getAllActions();
for (var i = 0; i < actions.length; i++) {
if (actions[i].actionName == name) {
return i;
}
}
return 0;
}
addLine = function(origin, vector, color) {
if (!color) {
color = COLORS.WHITE
}
return Entities.addEntity(mergeObjects(LINE_PROTOTYPE, {
position: origin,
linePoints: [
ZERO_VECTOR,
vector,
],
color: color
}));
}
// FIXME fetch from a subkey of user data to support non-destructive modifications
setEntityUserData = function(id, data) {
var json = JSON.stringify(data)
Entities.editEntity(id, { userData: json });
}
// FIXME do non-destructive modification of the existing user data
getEntityUserData = function(id) {
var results = null;
var properties = Entities.getEntityProperties(id);
if (properties.userData) {
results = JSON.parse(properties.userData);
}
return results ? results : {};
}
// Non-destructively modify the user data of an entity.
setEntityCustomData = function(customKey, id, data) {
var userData = getEntityUserData(id);
userData[customKey] = data;
setEntityUserData(id, userData);
}
getEntityCustomData = function(customKey, id, defaultValue) {
var userData = getEntityUserData(id);
return userData[customKey] ? userData[customKey] : defaultValue;
}
getMagBallsData = function(id) {
return getEntityCustomData(CUSTOM_DATA_NAME, id, {});
}
setMagBallsData = function(id, value) {
setEntityCustomData(CUSTOM_DATA_NAME, id, value);
}
mergeObjects = function(proto, custom) {
var result = {};
for (var attrname in proto) {
result[attrname] = proto[attrname];
}
for (var attrname in custom) {
result[attrname] = custom[attrname];
}
return result;
}
logWarn = function(str) {
print(str);
}
logError = function(str) {
print(str);
}
logInfo = function(str) {
print(str);
}
logDebug = function(str) {
print(str);
}

View file

@ -1,10 +1,206 @@
var controlHeld = false;
var shiftHeld = false;
Script.include([
"libraries/toolBars.js",
]);
var isActive = false;
var toolIconUrl = "http://headache.hungry.com/~seth/hifi/";
var toolHeight = 50;
var toolWidth = 50;
var addingVoxels = false;
var deletingVoxels = false;
offAlpha = 0.5;
onAlpha = 0.9;
function floorVector(v) {
return {x: Math.floor(v.x), y: Math.floor(v.y), z: Math.floor(v.z)};
}
function vectorToString(v){
return "{" + v.x + ", " + v.x + ", " + v.x + "}";
}
var toolBar = (function () {
var that = {},
toolBar,
activeButton,
addVoxelButton,
deleteVoxelButton,
addTerrainButton;
function initialize() {
toolBar = new ToolBar(0, 0, ToolBar.VERTICAL, "highfidelity.voxel.toolbar", function (windowDimensions, toolbar) {
return {
x: windowDimensions.x - 8*2 - toolbar.width * 2,
y: (windowDimensions.y - toolbar.height) / 2
};
});
activeButton = toolBar.addTool({
imageURL: "http://s3.amazonaws.com/hifi-public/images/tools/polyvox.svg",
width: toolWidth,
height: toolHeight,
alpha: onAlpha,
visible: true,
});
addVoxelButton = toolBar.addTool({
imageURL: toolIconUrl + "voxel-add.svg",
subImage: { x: 0, y: Tool.IMAGE_WIDTH, width: Tool.IMAGE_WIDTH, height: Tool.IMAGE_HEIGHT },
width: toolWidth,
height: toolHeight,
alpha: offAlpha,
visible: false
});
deleteVoxelButton = toolBar.addTool({
imageURL: toolIconUrl + "voxel-delete.svg",
subImage: { x: 0, y: Tool.IMAGE_WIDTH, width: Tool.IMAGE_WIDTH, height: Tool.IMAGE_HEIGHT },
width: toolWidth,
height: toolHeight,
alpha: offAlpha,
visible: false
});
addTerrainButton = toolBar.addTool({
imageURL: toolIconUrl + "voxel-terrain.svg",
subImage: { x: 0, y: Tool.IMAGE_WIDTH, width: Tool.IMAGE_WIDTH, height: Tool.IMAGE_HEIGHT },
width: toolWidth,
height: toolHeight,
alpha: onAlpha,
visible: false
});
that.setActive(false);
}
that.setActive = function(active) {
if (active != isActive) {
isActive = active;
that.showTools(isActive);
}
toolBar.selectTool(activeButton, isActive);
};
// Sets visibility of tool buttons, excluding the power button
that.showTools = function(doShow) {
toolBar.showTool(addVoxelButton, doShow);
toolBar.showTool(deleteVoxelButton, doShow);
toolBar.showTool(addTerrainButton, doShow);
};
that.mousePressEvent = function (event) {
var clickedOverlay = Overlays.getOverlayAtPoint({ x: event.x, y: event.y });
if (activeButton === toolBar.clicked(clickedOverlay)) {
that.setActive(!isActive);
return true;
}
if (addVoxelButton === toolBar.clicked(clickedOverlay)) {
if (addingVoxels) {
addingVoxels = false;
deletingVoxels = false;
toolBar.setAlpha(offAlpha, addVoxelButton);
toolBar.setAlpha(offAlpha, deleteVoxelButton);
toolBar.selectTool(addVoxelButton, false);
toolBar.selectTool(deleteVoxelButton, false);
} else {
addingVoxels = true;
deletingVoxels = false;
toolBar.setAlpha(onAlpha, addVoxelButton);
toolBar.setAlpha(offAlpha, deleteVoxelButton);
}
return true;
}
if (deleteVoxelButton === toolBar.clicked(clickedOverlay)) {
if (deletingVoxels) {
deletingVoxels = false;
addingVoxels = false;
toolBar.setAlpha(offAlpha, addVoxelButton);
toolBar.setAlpha(offAlpha, deleteVoxelButton);
} else {
deletingVoxels = true;
addingVoxels = false;
toolBar.setAlpha(offAlpha, addVoxelButton);
toolBar.setAlpha(onAlpha, deleteVoxelButton);
}
return true;
}
if (addTerrainButton === toolBar.clicked(clickedOverlay)) {
addTerrainBlock();
return true;
}
}
Window.domainChanged.connect(function() {
that.setActive(false);
});
that.cleanup = function () {
toolBar.cleanup();
// Overlays.deleteOverlay(activeButton);
};
initialize();
return that;
}());
function addTerrainBlock() {
var myPosDiv16 = Vec3.multiply(Vec3.sum(MyAvatar.position, {x:8, x:8, z:8}), 1.0 / 16.0);
var myPosDiv16Floored = floorVector(myPosDiv16);
var baseLocation = Vec3.multiply(myPosDiv16Floored, 16.0);
if (baseLocation.y + 8 > MyAvatar.position.y) {
baseLocation.y -= 16;
}
print("myPosDiv16 is " + vectorToString(myPosDiv16));
print("MyPosDiv16Floored is " + vectorToString(myPosDiv16Floored));
print("baseLocation is " + vectorToString(baseLocation));
alreadyThere = Entities.findEntities(baseLocation, 1.0);
for (var i = 0; i < alreadyThere.length; i++) {
var id = alreadyThere[i];
var properties = Entities.getEntityProperties(id);
if (properties.name == "terrain") {
print("already terrain there");
return;
}
}
var polyVoxId = Entities.addEntity({
type: "PolyVox",
name: "terrain",
position: baseLocation,
dimensions: { x: 16, y: 16, z: 16 },
voxelVolumeSize: {x:16, y:16, z:16},
voxelSurfaceStyle: 2
});
Entities.setAllVoxels(polyVoxId, 255);
for (var y = 8; y < 16; y++) {
for (var x = 0; x < 16; x++) {
for (var z = 0; z < 16; z++) {
Entities.setVoxel(polyVoxId, {x: x, y: y, z: z}, 0);
}
}
}
return true;
}
function attemptVoxelChange(pickRayDir, intersection) {
var properties = Entities.getEntityProperties(intersection.entityID);
@ -12,25 +208,30 @@ function attemptVoxelChange(pickRayDir, intersection) {
return false;
}
if (addingVoxels == false && deletingVoxels == false) {
return false;
}
var voxelPosition = Entities.worldCoordsToVoxelCoords(intersection.entityID, intersection.intersection);
voxelPosition = Vec3.subtract(voxelPosition, {x: 0.5, y: 0.5, z: 0.5});
var pickRayDirInVoxelSpace = Entities.localCoordsToVoxelCoords(intersection.entityID, pickRayDir);
pickRayDirInVoxelSpace = Vec3.normalize(pickRayDirInVoxelSpace);
var doAdd = addingVoxels;
var doDelete = deletingVoxels;
if (controlHeld) {
// hold control to erase a voxel
doAdd = deletingVoxels;
doDelete = addingVoxels;
}
if (doDelete) {
var toErasePosition = Vec3.sum(voxelPosition, Vec3.multiply(pickRayDirInVoxelSpace, 0.1));
return Entities.setVoxel(intersection.entityID, floorVector(toErasePosition), 0);
} else if (shiftHeld) {
// hold shift to set all voxels to 255
return Entities.setAllVoxels(intersection.entityID, 255);
} else {
// no modifier key to add a voxel
}
if (doAdd) {
var toDrawPosition = Vec3.subtract(voxelPosition, Vec3.multiply(pickRayDirInVoxelSpace, 0.1));
return Entities.setVoxel(intersection.entityID, floorVector(toDrawPosition), 255);
}
// Entities.setVoxelSphere(id, intersection.intersection, radius, 0)
}
function mousePressEvent(event) {
@ -38,6 +239,10 @@ function mousePressEvent(event) {
return;
}
if (toolBar.mousePressEvent(event)) {
return;
}
var pickRay = Camera.computePickRay(event.x, event.y);
var intersection = Entities.findRayIntersection(pickRay, true); // accurate picking
@ -76,6 +281,15 @@ function keyReleaseEvent(event) {
}
function cleanup() {
for (var i = 0; i < overlays.length; i++) {
Overlays.deleteOverlay(overlays[i]);
}
toolBar.cleanup();
}
Controller.mousePressEvent.connect(mousePressEvent);
Controller.keyPressEvent.connect(keyPressEvent);
Controller.keyReleaseEvent.connect(keyReleaseEvent);
Script.scriptEnding.connect(cleanup);

View file

@ -2821,7 +2821,8 @@ void Application::update(float deltaTime) {
_entities.getTree()->lockForWrite();
_entitySimulation.lock();
_physicsEngine.changeObjects(_entitySimulation.getObjectsToChange());
VectorOfMotionStates stillNeedChange = _physicsEngine.changeObjects(_entitySimulation.getObjectsToChange());
_entitySimulation.setObjectsToChange(stillNeedChange);
_entitySimulation.unlock();
_entities.getTree()->unlock();

View file

@ -456,8 +456,6 @@ Menu::Menu() {
SLOT(toggleConnexion(bool)));
MenuWrapper* handOptionsMenu = developerMenu->addMenu("Hands");
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlignForearmsWithWrists, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlternateIK, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHands, 0, true);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::HandMouseInput, 0, true);

View file

@ -131,8 +131,6 @@ namespace MenuOption {
const QString AboutApp = "About Interface";
const QString AddRemoveFriends = "Add/Remove Friends...";
const QString AddressBar = "Show Address Bar";
const QString AlignForearmsWithWrists = "Align Forearms with Wrists";
const QString AlternateIK = "Alternate IK";
const QString Animations = "Animations...";
const QString Atmosphere = "Atmosphere";
const QString Attachments = "Attachments...";

View file

@ -28,15 +28,20 @@ AvatarMotionState::~AvatarMotionState() {
}
// virtual
uint32_t AvatarMotionState::getAndClearIncomingDirtyFlags() {
uint32_t AvatarMotionState::getIncomingDirtyFlags() {
uint32_t dirtyFlags = 0;
if (_body && _avatar) {
dirtyFlags = _dirtyFlags;
_dirtyFlags = 0;
}
return dirtyFlags;
}
void AvatarMotionState::clearIncomingDirtyFlags() {
if (_body && _avatar) {
_dirtyFlags = 0;
}
}
MotionType AvatarMotionState::computeObjectMotionType() const {
// TODO?: support non-DYNAMIC motion for avatars? (e.g. when sitting)
return MOTION_TYPE_DYNAMIC;

View file

@ -25,7 +25,8 @@ public:
virtual MotionType getMotionType() const { return _motionType; }
virtual uint32_t getAndClearIncomingDirtyFlags();
virtual uint32_t getIncomingDirtyFlags();
virtual void clearIncomingDirtyFlags();
virtual MotionType computeObjectMotionType() const;
@ -65,6 +66,7 @@ public:
friend class AvatarManager;
protected:
virtual bool isReadyToComputeShape() { return true; }
virtual btCollisionShape* computeNewShape();
virtual void clearObjectBackPointer();
Avatar* _avatar;

View file

@ -41,7 +41,7 @@ SkeletonModel::~SkeletonModel() {
void SkeletonModel::initJointStates(QVector<JointState> states) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
glm::mat4 rootTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
int rootJointIndex = geometry.rootJointIndex;
int leftHandJointIndex = geometry.leftHandJointIndex;
@ -51,14 +51,14 @@ void SkeletonModel::initJointStates(QVector<JointState> states) {
int rightElbowJointIndex = rightHandJointIndex >= 0 ? geometry.joints.at(rightHandJointIndex).parentIndex : -1;
int rightShoulderJointIndex = rightElbowJointIndex >= 0 ? geometry.joints.at(rightElbowJointIndex).parentIndex : -1;
_boundingRadius = _rig->initJointStates(states, parentTransform,
rootJointIndex,
leftHandJointIndex,
leftElbowJointIndex,
leftShoulderJointIndex,
rightHandJointIndex,
rightElbowJointIndex,
rightShoulderJointIndex);
_rig->initJointStates(states, rootTransform,
rootJointIndex,
leftHandJointIndex,
leftElbowJointIndex,
leftShoulderJointIndex,
rightHandJointIndex,
rightElbowJointIndex,
rightShoulderJointIndex);
// Determine the default eye position for avatar scale = 1.0
int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
@ -83,7 +83,7 @@ void SkeletonModel::initJointStates(QVector<JointState> states) {
// of its root joint and we need that done before we try to build shapes hence we
// recompute all joint transforms at this time.
for (int i = 0; i < _rig->getJointStateCount(); i++) {
_rig->updateJointState(i, parentTransform);
_rig->updateJointState(i, rootTransform);
}
buildShapes();
@ -157,11 +157,11 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
setBlendshapeCoefficients(_owningAvatar->getHead()->getBlendshapeCoefficients());
Model::simulate(deltaTime, fullUpdate);
if (!isActive() || !_owningAvatar->isMyAvatar()) {
return; // only simulate for own avatar
}
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
if (myAvatar->isPlaying()) {
// Don't take inputs if playing back a recording.
@ -248,40 +248,24 @@ void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position)
rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector),
true, PALM_PRIORITY);
}
void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
if (jointIndex == -1 || jointIndex >= _rig->getJointStateCount()) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
if (parentJointIndex == -1) {
return;
}
// rotate palm to align with its normal (normal points out of hand's palm)
// the palm's position must be transformed into the model-frame
glm::quat inverseRotation = glm::inverse(_rotation);
glm::vec3 palmPosition = inverseRotation * (palm.getPosition() - _translation);
glm::vec3 palmNormal = inverseRotation * palm.getNormal();
glm::vec3 fingerDirection = inverseRotation * palm.getFingerDirection();
glm::quat palmRotation = rotationBetween(geometry.palmDirection, palmNormal);
palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), fingerDirection) * palmRotation;
// the palm's "raw" rotation is already in the model-frame
glm::quat palmRotation = palm.getRawRotation();
if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) {
_rig->setHandPosition(jointIndex, palmPosition, palmRotation, extractUniformScale(_scale), PALM_PRIORITY);
} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
float forearmLength = geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale);
glm::vec3 forearm = palmRotation * glm::vec3(sign * forearmLength, 0.0f, 0.0f);
setJointPosition(parentJointIndex, palmPosition + forearm,
glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
_rig->setJointRotationInBindFrame(parentJointIndex, palmRotation, PALM_PRIORITY);
// lock hand to forearm by slamming its rotation (in parent-frame) to identity
_rig->setJointRotationInConstrainedFrame(jointIndex, glm::quat(), PALM_PRIORITY);
} else {
inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
}
inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
}
void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
@ -301,13 +285,13 @@ void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
_rotation :
_rotation * _rig->getJointState(joint.parentIndex).getRotation();
float fanScale = directionSize * 0.75f;
Transform transform = Transform();
transform.setTranslation(position);
transform.setRotation(parentRotation);
transform.setScale(fanScale);
batch.setModelTransform(transform);
const int AXIS_COUNT = 3;
auto geometryCache = DependencyManager::get<GeometryCache>();
@ -318,7 +302,7 @@ void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
}
glm::vec3 axis;
axis[i] = 1.0f;
glm::vec3 otherAxis;
if (i == 0) {
otherAxis.y = 1.0f;
@ -339,18 +323,18 @@ void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
// better if the skeleton model cached these buffers for each of the joints they are rendering
geometryCache->updateVertices(_triangleFanID, points, color);
geometryCache->renderVertices(batch, gpu::TRIANGLE_FAN, _triangleFanID);
}
renderOrientationDirections(batch, jointIndex, position, _rotation * jointState.getRotation(), directionSize);
jointIndex = joint.parentIndex;
} while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree);
}
void SkeletonModel::renderOrientationDirections(gpu::Batch& batch, int jointIndex,
void SkeletonModel::renderOrientationDirections(gpu::Batch& batch, int jointIndex,
glm::vec3 position, const glm::quat& orientation, float size) {
auto geometryCache = DependencyManager::get<GeometryCache>();
if (!_jointOrientationLines.contains(jointIndex)) {
@ -486,7 +470,7 @@ void SkeletonModel::buildShapes() {
if (_geometry == NULL || _rig->jointStatesEmpty()) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (geometry.joints.isEmpty() || geometry.rootJointIndex == -1) {
// rootJointIndex == -1 if the avatar model has no skeleton
@ -533,7 +517,6 @@ void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
glm::vec3 rootPosition = _rig->getJointState(geometry.rootJointIndex).getPosition();
_boundingCapsuleLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition;
_boundingRadius = 0.5f * glm::length(diagonal);
}
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
@ -551,7 +534,7 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha
geometryCache->renderSphere(batch, _boundingCapsuleRadius, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
glm::vec4(0.6f, 0.6f, 0.8f, alpha));
// draw a yellow sphere at the capsule bottom point
// draw a yellow sphere at the capsule bottom point
glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, -_boundingCapsuleHeight, 0.0f);
glm::vec3 axis = topPoint - bottomPoint;
transform.setTranslation(bottomPoint);

View file

@ -12,7 +12,7 @@
#include "AvatarRig.h"
/// Updates the state of the joint at the specified index.
void AvatarRig::updateJointState(int index, glm::mat4 parentTransform) {
void AvatarRig::updateJointState(int index, glm::mat4 rootTransform) {
if (index < 0 && index >= _jointStates.size()) {
return; // bail
}
@ -21,7 +21,7 @@ void AvatarRig::updateJointState(int index, glm::mat4 parentTransform) {
// compute model transforms
if (index == _rootJointIndex) {
// we always zero-out the translation part of an avatar's root join-transform.
state.computeTransform(parentTransform);
state.computeTransform(rootTransform);
clearJointTransformTranslation(index);
} else {
// guard against out-of-bounds access to _jointStates

View file

@ -21,7 +21,7 @@ class AvatarRig : public Rig {
public:
~AvatarRig() {}
virtual void updateJointState(int index, glm::mat4 parentTransform);
virtual void updateJointState(int index, glm::mat4 rootTransform);
virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
float scale, float priority);
};

View file

@ -12,13 +12,13 @@
#include "EntityRig.h"
/// Updates the state of the joint at the specified index.
void EntityRig::updateJointState(int index, glm::mat4 parentTransform) {
void EntityRig::updateJointState(int index, glm::mat4 rootTransform) {
JointState& state = _jointStates[index];
// compute model transforms
int parentIndex = state.getParentIndex();
if (parentIndex == -1) {
state.computeTransform(parentTransform);
state.computeTransform(rootTransform);
} else {
// guard against out-of-bounds access to _jointStates
if (parentIndex >= 0 && parentIndex < _jointStates.size()) {

View file

@ -21,7 +21,7 @@ class EntityRig : public Rig {
public:
~EntityRig() {}
virtual void updateJointState(int index, glm::mat4 parentTransform);
virtual void updateJointState(int index, glm::mat4 rootTransform);
virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
float scale, float priority) {}
};

View file

@ -153,6 +153,24 @@ void JointState::setRotationInBindFrame(const glm::quat& rotation, float priorit
}
}
void JointState::setRotationInModelFrame(const glm::quat& rotationInModelFrame, float priority, bool constrain) {
// rotation is from bind- to model-frame
if (priority >= _animationPriority) {
glm::quat parentRotation = computeParentRotation();
// R = Rp * Rpre * r * Rpost
// R' = Rp * Rpre * r' * Rpost
// r' = (Rp * Rpre)^ * R' * Rpost^
glm::quat targetRotation = glm::inverse(parentRotation * _preRotation) * rotationInModelFrame * glm::inverse(_postRotation);
if (constrain && _constraint) {
_constraint->softClamp(targetRotation, _rotationInConstrainedFrame, 0.5f);
}
_rotationInConstrainedFrame = glm::normalize(targetRotation);
_transformChanged = true;
_animationPriority = priority;
}
}
void JointState::clearTransformTranslation() {
_transform[3][0] = 0.0f;
_transform[3][1] = 0.0f;

View file

@ -82,6 +82,11 @@ public:
/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
void setRotationInBindFrame(const glm::quat& rotation, float priority, bool constrain = false);
/// \param rotationInModelRame is in model-frame
/// computes and sets new _rotationInConstrainedFrame to match rotationInModelFrame
/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
void setRotationInModelFrame(const glm::quat& rotationInModelFrame, float priority, bool constrain);
void setRotationInConstrainedFrame(glm::quat targetRotation, float priority, bool constrain = false, float mix = 1.0f);
void setVisibleRotationInConstrainedFrame(const glm::quat& targetRotation);
const glm::quat& getRotationInConstrainedFrame() const { return _rotationInConstrainedFrame; }

View file

@ -185,14 +185,14 @@ void Rig::deleteAnimations() {
_animationHandles.clear();
}
float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform,
int rootJointIndex,
int leftHandJointIndex,
int leftElbowJointIndex,
int leftShoulderJointIndex,
int rightHandJointIndex,
int rightElbowJointIndex,
int rightShoulderJointIndex) {
void Rig::initJointStates(QVector<JointState> states, glm::mat4 rootTransform,
int rootJointIndex,
int leftHandJointIndex,
int leftElbowJointIndex,
int leftShoulderJointIndex,
int rightHandJointIndex,
int rightElbowJointIndex,
int rightShoulderJointIndex) {
_jointStates = states;
_rootJointIndex = rootJointIndex;
@ -203,22 +203,15 @@ float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform
_rightElbowJointIndex = rightElbowJointIndex;
_rightShoulderJointIndex = rightShoulderJointIndex;
initJointTransforms(parentTransform);
initJointTransforms(rootTransform);
int numStates = _jointStates.size();
float radius = 0.0f;
for (int i = 0; i < numStates; ++i) {
float distance = glm::length(_jointStates[i].getPosition());
if (distance > radius) {
radius = distance;
}
_jointStates[i].buildConstraint();
}
for (int i = 0; i < _jointStates.size(); i++) {
_jointStates[i].slaveVisibleTransform();
}
return radius;
}
// We could build and cache a dictionary, too....
@ -233,14 +226,14 @@ int Rig::indexOfJoint(const QString& jointName) {
}
void Rig::initJointTransforms(glm::mat4 parentTransform) {
void Rig::initJointTransforms(glm::mat4 rootTransform) {
// compute model transforms
int numStates = _jointStates.size();
for (int i = 0; i < numStates; ++i) {
JointState& state = _jointStates[i];
int parentIndex = state.getParentIndex();
if (parentIndex == -1) {
state.initTransform(parentTransform);
state.initTransform(rootTransform);
} else {
const JointState& parentState = _jointStates.at(parentIndex);
state.initTransform(parentState.getTransform());
@ -448,7 +441,7 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
_lastPosition = worldPosition;
}
void Rig::updateAnimations(float deltaTime, glm::mat4 parentTransform) {
void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
// First normalize the fades so that they sum to 1.0.
// update the fade data in each animation (not normalized as they are an independent propert of animation)
@ -494,7 +487,7 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 parentTransform) {
}
for (int i = 0; i < _jointStates.size(); i++) {
updateJointState(i, parentTransform);
updateJointState(i, rootTransform);
}
for (int i = 0; i < _jointStates.size(); i++) {
_jointStates[i].resetTransformChanged();
@ -503,7 +496,7 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 parentTransform) {
bool Rig::setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation, bool useRotation,
int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority,
const QVector<int>& freeLineage, glm::mat4 parentTransform) {
const QVector<int>& freeLineage, glm::mat4 rootTransform) {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return false;
}
@ -555,7 +548,7 @@ bool Rig::setJointPosition(int jointIndex, const glm::vec3& position, const glm:
glm::vec3 positionSum;
for (int k = j - 1; k > 0; k--) {
int index = freeLineage.at(k);
updateJointState(index, parentTransform);
updateJointState(index, rootTransform);
positionSum += extractTranslation(_jointStates.at(index).getTransform());
}
glm::vec3 projectedCenterOfMass = glm::cross(jointVector,
@ -578,15 +571,15 @@ bool Rig::setJointPosition(int jointIndex, const glm::vec3& position, const glm:
// now update the joint states from the top
for (int j = freeLineage.size() - 1; j >= 0; j--) {
updateJointState(freeLineage.at(j), parentTransform);
updateJointState(freeLineage.at(j), rootTransform);
}
return true;
}
void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority,
const QVector<int>& freeLineage, glm::mat4 parentTransform) {
// NOTE: targetRotation is from bind- to model-frame
const QVector<int>& freeLineage, glm::mat4 rootTransform) {
// NOTE: targetRotation is from in model-frame
if (endIndex == -1 || _jointStates.isEmpty()) {
return;
@ -604,12 +597,27 @@ void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::q
const JointState& state = _jointStates.at(index);
int parentIndex = state.getParentIndex();
if (parentIndex == -1) {
topParentTransform = parentTransform;
topParentTransform = rootTransform;
} else {
topParentTransform = _jointStates[parentIndex].getTransform();
}
}
// relax toward default rotation
// NOTE: ideally this should use dt and a relaxation timescale to compute how much to relax
for (int j = 0; j < numFree; j++) {
int nextIndex = freeLineage.at(j);
JointState& nextState = _jointStates[nextIndex];
if (! nextState.getIsFree()) {
continue;
}
// Apply the zero rotationDelta, but use mixRotationDelta() which blends a bit of the default pose
// in the process. This provides stability to the IK solution for most models.
float mixFactor = 0.08f;
nextState.mixRotationDelta(glm::quat(), mixFactor, priority);
}
// this is a cyclic coordinate descent algorithm: see
// http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d
@ -618,7 +626,7 @@ void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::q
glm::vec3 endPosition = endState.getPosition();
float distanceToGo = glm::distance(targetPosition, endPosition);
const int MAX_ITERATION_COUNT = 2;
const int MAX_ITERATION_COUNT = 3;
const float ACCEPTABLE_IK_ERROR = 0.005f; // 5mm
int numIterations = 0;
do {
@ -656,7 +664,7 @@ void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::q
float gravityAngle = glm::angle(gravityDelta);
const float MIN_GRAVITY_ANGLE = 0.1f;
float mixFactor = 0.5f;
float mixFactor = 0.1f;
if (gravityAngle < MIN_GRAVITY_ANGLE) {
// the final rotation is a mix of the two
mixFactor = 0.5f * gravityAngle / MIN_GRAVITY_ANGLE;
@ -664,11 +672,10 @@ void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::q
deltaRotation = safeMix(deltaRotation, gravityDelta, mixFactor);
}
// Apply the rotation, but use mixRotationDelta() which blends a bit of the default pose
// in the process. This provides stability to the IK solution for most models.
// Apply the rotation delta.
glm::quat oldNextRotation = nextState.getRotation();
float mixFactor = 0.03f;
nextState.mixRotationDelta(deltaRotation, mixFactor, priority);
float mixFactor = 0.05f;
nextState.applyRotationDelta(deltaRotation, mixFactor, priority);
// measure the result of the rotation which may have been modified by
// blending and constraints
@ -687,10 +694,10 @@ void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::q
// measure our success
endPosition = endState.getPosition();
distanceToGo = glm::distance(targetPosition, endPosition);
} while (numIterations < MAX_ITERATION_COUNT && distanceToGo < ACCEPTABLE_IK_ERROR);
} while (numIterations < MAX_ITERATION_COUNT && distanceToGo > ACCEPTABLE_IK_ERROR);
// set final rotation of the end joint
endState.setRotationInBindFrame(targetRotation, priority, true);
endState.setRotationInModelFrame(targetRotation, priority, true);
}
bool Rig::restoreJointPosition(int jointIndex, float fraction, float priority, const QVector<int>& freeLineage) {

View file

@ -92,19 +92,19 @@ public:
float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList(), bool startAutomatically = false);
float initJointStates(QVector<JointState> states, glm::mat4 parentTransform,
int rootJointIndex,
int leftHandJointIndex,
int leftElbowJointIndex,
int leftShoulderJointIndex,
int rightHandJointIndex,
int rightElbowJointIndex,
int rightShoulderJointIndex);
void initJointStates(QVector<JointState> states, glm::mat4 rootTransform,
int rootJointIndex,
int leftHandJointIndex,
int leftElbowJointIndex,
int leftShoulderJointIndex,
int rightHandJointIndex,
int rightElbowJointIndex,
int rightShoulderJointIndex);
bool jointStatesEmpty() { return _jointStates.isEmpty(); };
int getJointStateCount() const { return _jointStates.size(); }
int indexOfJoint(const QString& jointName) ;
void initJointTransforms(glm::mat4 parentTransform);
void initJointTransforms(glm::mat4 rootTransform);
void clearJointTransformTranslation(int jointIndex);
void reset(const QVector<FBXJoint>& fbxJoints);
bool getJointStateRotation(int index, glm::quat& rotation) const;
@ -135,12 +135,12 @@ public:
// Start or stop animations as needed.
void computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation);
// Regardless of who started the animations or how many, update the joints.
void updateAnimations(float deltaTime, glm::mat4 parentTransform);
void updateAnimations(float deltaTime, glm::mat4 rootTransform);
bool setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation, bool useRotation,
int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority,
const QVector<int>& freeLineage, glm::mat4 parentTransform);
const QVector<int>& freeLineage, glm::mat4 rootTransform);
void inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority,
const QVector<int>& freeLineage, glm::mat4 parentTransform);
const QVector<int>& freeLineage, glm::mat4 rootTransform);
bool restoreJointPosition(int jointIndex, float fraction, float priority, const QVector<int>& freeLineage);
float getLimbLength(int jointIndex, const QVector<int>& freeLineage,
const glm::vec3 scale, const QVector<FBXJoint>& fbxJoints) const;
@ -152,7 +152,7 @@ public:
glm::quat getJointDefaultRotationInParentFrame(int jointIndex);
void updateVisibleJointStates();
virtual void updateJointState(int index, glm::mat4 parentTransform) = 0;
virtual void updateJointState(int index, glm::mat4 rootTransform) = 0;
void setEnableRig(bool isEnabled) { _enableRig = isEnabled; }

View file

@ -104,10 +104,10 @@ bool OpenGLDisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
if (QCoreApplication::sendEvent(QCoreApplication::instance(), event)) {
return true;
}
break;
default:
break;
}
return false;
}

File diff suppressed because it is too large Load diff

View file

@ -12,13 +12,18 @@
#ifndef hifi_RenderablePolyVoxEntityItem_h
#define hifi_RenderablePolyVoxEntityItem_h
#include <QSemaphore>
#include <atomic>
#include <PolyVoxCore/SimpleVolume.h>
#include <PolyVoxCore/Raycast.h>
#include <TextureCache.h>
#include "PolyVoxEntityItem.h"
#include "RenderableDebugableEntityItem.h"
#include "RenderableEntityItem.h"
#include "gpu/Context.h"
class PolyVoxPayload {
public:
@ -56,19 +61,16 @@ public:
virtual uint8_t getVoxel(int x, int y, int z);
virtual bool setVoxel(int x, int y, int z, uint8_t toValue);
bool updateOnCount(int x, int y, int z, uint8_t new_value);
void render(RenderArgs* args);
virtual bool supportsDetailedRayIntersection() const { return true; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject, bool precisionPicking) const;
void getModel();
virtual void setVoxelData(QByteArray voxelData);
virtual void setVoxelVolumeSize(glm::vec3 voxelVolumeSize);
virtual void setVoxelSurfaceStyle(PolyVoxSurfaceStyle voxelSurfaceStyle);
glm::vec3 getSurfacePositionAdjustment() const;
glm::mat4 voxelToWorldMatrix() const;
glm::mat4 worldToVoxelMatrix() const;
@ -103,33 +105,48 @@ public:
std::shared_ptr<render::Scene> scene,
render::PendingChanges& pendingChanges);
protected:
virtual void updateVoxelSurfaceStyle(PolyVoxSurfaceStyle voxelSurfaceStyle);
private:
// The PolyVoxEntityItem class has _voxelData which contains dimensions and compressed voxel data. The dimensions
// may not match _voxelVolumeSize.
bool setVoxelInternal(int x, int y, int z, uint8_t toValue);
void compressVolumeData();
void decompressVolumeData();
void clearEdges();
PolyVox::SimpleVolume<uint8_t>* _volData = nullptr;
model::Geometry _modelGeometry;
bool _needsModelReload = true;
QVector<QVector<glm::vec3>> _points; // XXX
model::MeshPointer _mesh;
bool _meshDirty; // does collision-shape need to be recomputed?
mutable QReadWriteLock _meshLock{QReadWriteLock::Recursive};
NetworkTexturePointer _xTexture;
NetworkTexturePointer _yTexture;
NetworkTexturePointer _zTexture;
int _onCount = 0; // how many non-zero voxels are in _volData
const int MATERIAL_GPU_SLOT = 3;
render::ItemID _myItem;
static gpu::PipelinePointer _pipeline;
ShapeInfo _shapeInfo;
mutable QReadWriteLock _shapeInfoLock;
PolyVox::SimpleVolume<uint8_t>* _volData = nullptr;
mutable QReadWriteLock _volDataLock{QReadWriteLock::Recursive}; // lock for _volData
bool _volDataDirty = false; // does getMesh need to be called?
int _onCount; // how many non-zero voxels are in _volData
bool inUserBounds(const PolyVox::SimpleVolume<uint8_t>* vol, PolyVoxEntityItem::PolyVoxSurfaceStyle surfaceStyle,
int x, int y, int z);
uint8_t getVoxelInternal(int x, int y, int z);
bool setVoxelInternal(int x, int y, int z, uint8_t toValue);
bool updateOnCount(int x, int y, int z, uint8_t toValue);
PolyVox::RaycastResult doRayCast(glm::vec4 originInVoxel, glm::vec4 farInVoxel, glm::vec4& result) const;
// these are run off the main thread
void decompressVolumeData();
void decompressVolumeDataAsync();
void compressVolumeDataAndSendEditPacket();
void compressVolumeDataAndSendEditPacketAsync();
void getMesh();
void getMeshAsync();
void computeShapeInfoWorker();
void computeShapeInfoWorkerAsync();
QSemaphore _threadRunning{1};
};

View file

@ -431,23 +431,10 @@ bool EntityScriptingInterface::setVoxels(QUuid entityID,
return false;
}
auto now = usecTimestampNow();
auto polyVoxEntity = std::dynamic_pointer_cast<PolyVoxEntityItem>(entity);
_entityTree->lockForWrite();
bool result = actor(*polyVoxEntity);
entity->setLastEdited(now);
entity->setLastBroadcast(now);
_entityTree->unlock();
_entityTree->lockForRead();
EntityItemProperties properties = entity->getProperties();
_entityTree->unlock();
properties.setVoxelDataDirty();
properties.setLastEdited(now);
queueEntityMessage(PacketType::EntityEdit, entityID, properties);
return result;
}

View file

@ -131,20 +131,20 @@ void ParticleEffectEntityItem::computeAndUpdateDimensions() {
float maxVelocityX = fabsf(_velocity.x) + _velocitySpread.x;
float maxAccelerationX = fabsf(_acceleration.x) + _accelerationSpread.x;
float maxXDistance = (maxVelocityX * time) + (0.5 * maxAccelerationX * time * time);
float maxXDistance = (maxVelocityX * time) + (0.5f * maxAccelerationX * time * time);
float maxVelocityY = fabs(_velocity.y) + _velocitySpread.y;
float maxVelocityY = fabsf(_velocity.y) + _velocitySpread.y;
float maxAccelerationY = fabsf(_acceleration.y) + _accelerationSpread.y;
float maxYDistance = (maxVelocityY * time) + (0.5 * maxAccelerationY * time * time);
float maxYDistance = (maxVelocityY * time) + (0.5f * maxAccelerationY * time * time);
float maxVelocityZ = fabsf(_velocity.z) + _velocitySpread.z;
float maxAccelerationZ = fabsf(_acceleration.z) + _accelerationSpread.z;
float maxZDistance = (maxVelocityZ * time) + (0.5 * maxAccelerationZ * time * time);
float maxZDistance = (maxVelocityZ * time) + (0.5f * maxAccelerationZ * time * time);
float maxDistance = std::max(maxXDistance, std::max(maxYDistance, maxZDistance));
//times 2 because dimensions are diameters not radii
glm::vec3 dims(2.0 * maxDistance);
glm::vec3 dims(2.0f * maxDistance);
EntityItem::setDimensions(dims);
}

View file

@ -25,7 +25,7 @@ const glm::vec3 PolyVoxEntityItem::DEFAULT_VOXEL_VOLUME_SIZE = glm::vec3(32, 32,
const float PolyVoxEntityItem::MAX_VOXEL_DIMENSION = 128.0f;
const QByteArray PolyVoxEntityItem::DEFAULT_VOXEL_DATA(PolyVoxEntityItem::makeEmptyVoxelData());
const PolyVoxEntityItem::PolyVoxSurfaceStyle PolyVoxEntityItem::DEFAULT_VOXEL_SURFACE_STYLE =
PolyVoxEntityItem::SURFACE_MARCHING_CUBES;
PolyVoxEntityItem::SURFACE_EDGED_CUBIC;
const QString PolyVoxEntityItem::DEFAULT_X_TEXTURE_URL = QString("");
const QString PolyVoxEntityItem::DEFAULT_Y_TEXTURE_URL = QString("");
const QString PolyVoxEntityItem::DEFAULT_Z_TEXTURE_URL = QString("");
@ -52,6 +52,7 @@ PolyVoxEntityItem::PolyVoxEntityItem(const EntityItemID& entityItemID, const Ent
EntityItem(entityItemID),
_voxelVolumeSize(PolyVoxEntityItem::DEFAULT_VOXEL_VOLUME_SIZE),
_voxelData(PolyVoxEntityItem::DEFAULT_VOXEL_DATA),
_voxelDataDirty(true),
_voxelSurfaceStyle(PolyVoxEntityItem::DEFAULT_VOXEL_SURFACE_STYLE),
_xTextureURL(PolyVoxEntityItem::DEFAULT_X_TEXTURE_URL),
_yTextureURL(PolyVoxEntityItem::DEFAULT_Y_TEXTURE_URL),
@ -66,7 +67,7 @@ void PolyVoxEntityItem::setVoxelVolumeSize(glm::vec3 voxelVolumeSize) {
assert((int)_voxelVolumeSize.y == _voxelVolumeSize.y);
assert((int)_voxelVolumeSize.z == _voxelVolumeSize.z);
_voxelVolumeSize = voxelVolumeSize;
_voxelVolumeSize = glm::vec3(roundf(voxelVolumeSize.x), roundf(voxelVolumeSize.y), roundf(voxelVolumeSize.z));
if (_voxelVolumeSize.x < 1) {
qDebug() << "PolyVoxEntityItem::setVoxelVolumeSize clamping x of" << _voxelVolumeSize.x << "to 1";
_voxelVolumeSize.x = 1;
@ -185,9 +186,16 @@ void PolyVoxEntityItem::debugDump() const {
qCDebug(entities) << " getLastEdited:" << debugTime(getLastEdited(), now);
}
void PolyVoxEntityItem::setVoxelSurfaceStyle(PolyVoxSurfaceStyle voxelSurfaceStyle) {
if (voxelSurfaceStyle == _voxelSurfaceStyle) {
return;
}
updateVoxelSurfaceStyle(voxelSurfaceStyle);
void PolyVoxEntityItem::setVoxelData(QByteArray voxelData) {
_voxelDataLock.lockForWrite();
_voxelData = voxelData;
_voxelDataDirty = true;
_voxelDataLock.unlock();
}
const QByteArray PolyVoxEntityItem::getVoxelData() const {
_voxelDataLock.lockForRead();
auto result = _voxelData;
_voxelDataLock.unlock();
return result;
}

View file

@ -52,8 +52,8 @@ class PolyVoxEntityItem : public EntityItem {
virtual void setVoxelVolumeSize(glm::vec3 voxelVolumeSize);
virtual const glm::vec3& getVoxelVolumeSize() const { return _voxelVolumeSize; }
virtual void setVoxelData(QByteArray voxelData) { _voxelData = voxelData; }
virtual const QByteArray& getVoxelData() const { return _voxelData; }
virtual void setVoxelData(QByteArray voxelData);
virtual const QByteArray getVoxelData() const;
enum PolyVoxSurfaceStyle {
SURFACE_MARCHING_CUBES,
@ -62,7 +62,7 @@ class PolyVoxEntityItem : public EntityItem {
SURFACE_EDGED_MARCHING_CUBES
};
void setVoxelSurfaceStyle(PolyVoxSurfaceStyle voxelSurfaceStyle);
virtual void setVoxelSurfaceStyle(PolyVoxSurfaceStyle voxelSurfaceStyle) { _voxelSurfaceStyle = voxelSurfaceStyle; }
// this other version of setVoxelSurfaceStyle is needed for SET_ENTITY_PROPERTY_FROM_PROPERTIES
void setVoxelSurfaceStyle(uint16_t voxelSurfaceStyle) { setVoxelSurfaceStyle((PolyVoxSurfaceStyle) voxelSurfaceStyle); }
virtual PolyVoxSurfaceStyle getVoxelSurfaceStyle() const { return _voxelSurfaceStyle; }
@ -104,12 +104,12 @@ class PolyVoxEntityItem : public EntityItem {
virtual const QString& getZTextureURL() const { return _zTextureURL; }
protected:
virtual void updateVoxelSurfaceStyle(PolyVoxSurfaceStyle voxelSurfaceStyle) {
_voxelSurfaceStyle = voxelSurfaceStyle;
}
glm::vec3 _voxelVolumeSize; // this is always 3 bytes
mutable QReadWriteLock _voxelDataLock;
QByteArray _voxelData;
bool _voxelDataDirty;
PolyVoxSurfaceStyle _voxelSurfaceStyle;
QString _xTextureURL;

View file

@ -21,6 +21,10 @@
#include "SixenseManager.h"
#include "UserActivityLogger.h"
#ifdef HAVE_SIXENSE
#include "sixense.h"
#endif
// TODO: This should not be here
#include <QLoggingCategory>
Q_DECLARE_LOGGING_CATEGORY(inputplugins)
@ -30,8 +34,6 @@ Q_LOGGING_CATEGORY(inputplugins, "hifi.inputplugins")
const unsigned int LEFT_MASK = 0;
const unsigned int RIGHT_MASK = 1U << 1;
#ifdef HAVE_SIXENSE
const int CALIBRATION_STATE_IDLE = 0;
const int CALIBRATION_STATE_X = 1;
const int CALIBRATION_STATE_Y = 2;
@ -51,8 +53,6 @@ typedef int (*SixenseTakeIntFunction)(int);
typedef int (*SixenseTakeIntAndSixenseControllerData)(int, sixenseControllerData*);
#endif
#endif
const QString SixenseManager::NAME = "Sixense";
const QString MENU_PARENT = "Avatar";
@ -66,8 +66,8 @@ SixenseManager& SixenseManager::getInstance() {
}
SixenseManager::SixenseManager() :
InputDevice("Hydra"),
#if defined(HAVE_SIXENSE) && defined(__APPLE__)
InputDevice("Hydra"),
#ifdef __APPLE__
_sixenseLibrary(NULL),
#endif
_hydrasConnected(false)
@ -213,18 +213,16 @@ void SixenseManager::update(float deltaTime, bool jointsCaptured) {
// NOTE: Sixense API returns pos data in millimeters but we IMMEDIATELY convert to meters.
glm::vec3 position(data->pos[0], data->pos[1], data->pos[2]);
position *= METERS_PER_MILLIMETER;
// Check to see if this hand/controller is on the base
const float CONTROLLER_AT_BASE_DISTANCE = 0.075f;
if (glm::length(position) >= CONTROLLER_AT_BASE_DISTANCE) {
handleButtonEvent(data->buttons, numActiveControllers - 1);
handleAxisEvent(data->joystick_x, data->joystick_y, data->trigger, numActiveControllers - 1);
// Rotation of Palm
glm::quat rotation(data->rot_quat[3], -data->rot_quat[0], data->rot_quat[1], -data->rot_quat[2]);
rotation = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)) * _orbRotation * rotation;
if (!jointsCaptured) {
// Rotation of Palm
glm::quat rotation(data->rot_quat[3], data->rot_quat[0], data->rot_quat[1], data->rot_quat[2]);
handlePoseEvent(position, rotation, numActiveControllers - 1);
} else {
_poseStateMap.clear();
@ -232,7 +230,7 @@ void SixenseManager::update(float deltaTime, bool jointsCaptured) {
} else {
_poseStateMap[(numActiveControllers - 1) == 0 ? LEFT_HAND : RIGHT_HAND] = UserInputMapper::PoseValue();
}
// // Read controller buttons and joystick into the hand
// palm->setControllerButtons(data->buttons);
// palm->setTrigger(data->trigger);
@ -242,7 +240,7 @@ void SixenseManager::update(float deltaTime, bool jointsCaptured) {
if (numActiveControllers == 2) {
updateCalibration(controllers);
}
for (auto axisState : _axisStateMap) {
if (fabsf(axisState.second) < CONTROLLER_THRESHOLD) {
_axisStateMap[axisState.first] = 0.0f;
@ -436,16 +434,66 @@ void SixenseManager::handleButtonEvent(unsigned int buttons, int index) {
void SixenseManager::handlePoseEvent(glm::vec3 position, glm::quat rotation, int index) {
#ifdef HAVE_SIXENSE
// From ABOVE the sixense coordinate frame looks like this:
//
// |
// USB cables
// |
// .-. user
// (Orb) --neckX---- forward
// '-' |
// | | user
// neckZ y +---- right
// | (o)-----x
// |
// |
// z
// Transform the measured position into body frame.
glm::vec3 neck = _neckBase;
// Set y component of the "neck" to raise the measured position a little bit.
neck.y = 0.5f;
position = _orbRotation * (position - neck);
// adjustment for hydra controllers fit into hands
float sign = (index == 0) ? -1.0f : 1.0f;
rotation *= glm::angleAxis(sign * PI/4.0f, glm::vec3(0.0f, 0.0f, 1.0f));
// From ABOVE the hand canonical axes looks like this:
//
// | | | | y | | | |
// | | | | | | | | |
// | | | | |
// |left | / x----(+) \ |right|
// | _/ z \_ |
// | | | |
// | | | |
//
// To convert sixense's delta-rotation into the hand's frame we will have to transform it like so:
//
// deltaHand = Qsh^ * deltaSixense * Qsh
//
// where Qsh = transform from sixense axes to hand axes. By inspection we can determine Qsh:
//
// Qsh = angleAxis(PI, zAxis) * angleAxis(-PI/2, xAxis)
//
const glm::vec3 xAxis = glm::vec3(1.0f, 0.0f, 0.0f);
const glm::vec3 zAxis = glm::vec3(0.0f, 0.0f, 1.0f);
const glm::quat sixenseToHand = glm::angleAxis(PI, zAxis) * glm::angleAxis(-PI/2.0f, xAxis);
// In addition to Qsh each hand has pre-offset introduced by the shape of the sixense controllers
// and how they fit into the hand in their relaxed state. This offset is a quarter turn about
// the sixense's z-axis, with its direction different for the two hands:
float sign = (index == 0) ? 1.0f : -1.0f;
const glm::quat preOffset = glm::angleAxis(sign * PI / 2.0f, zAxis);
// Finally, there is a post-offset (same for both hands) to get the hand's rest orientation
// (fingers forward, palm down) aligned properly in the avatar's model-frame.
const glm::quat postOffset = glm::angleAxis(PI / 2.0f, xAxis);
// The total rotation of the hand uses the formula:
//
// rotation = postOffset * Qsh^ * (measuredRotation * preOffset) * Qsh
//
rotation = postOffset * glm::inverse(sixenseToHand) * rotation * preOffset * sixenseToHand;
_poseStateMap[makeInput(JointChannel(index)).getChannel()] = UserInputMapper::PoseValue(position, rotation);
#endif // HAVE_SIXENSE
}
@ -453,7 +501,7 @@ void SixenseManager::handlePoseEvent(glm::vec3 position, glm::quat rotation, int
void SixenseManager::registerToUserInputMapper(UserInputMapper& mapper) {
// Grab the current free device ID
_deviceID = mapper.getFreeDeviceID();
auto proxy = std::make_shared<UserInputMapper::DeviceProxy>(_name);
proxy->getButton = [this] (const UserInputMapper::Input& input, int timestamp) -> bool { return this->getButton(input.getChannel()); };
proxy->getAxis = [this] (const UserInputMapper::Input& input, int timestamp) -> float { return this->getAxis(input.getChannel()); };
@ -465,25 +513,25 @@ void SixenseManager::registerToUserInputMapper(UserInputMapper& mapper) {
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_2, 0), "Left Button 2"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_3, 0), "Left Button 3"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_4, 0), "Left Button 4"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_FWD, 0), "L1"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BACK_TRIGGER, 0), "L2"));
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_Y_POS, 0), "Left Stick Up"));
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_Y_NEG, 0), "Left Stick Down"));
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_X_POS, 0), "Left Stick Right"));
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_X_NEG, 0), "Left Stick Left"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_TRIGGER, 0), "Left Trigger Press"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_0, 1), "Right Start"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_1, 1), "Right Button 1"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_2, 1), "Right Button 2"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_3, 1), "Right Button 3"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_4, 1), "Right Button 4"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_FWD, 1), "R1"));
availableInputs.append(UserInputMapper::InputPair(makeInput(BACK_TRIGGER, 1), "R2"));
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_Y_POS, 1), "Right Stick Up"));
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_Y_NEG, 1), "Right Stick Down"));
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_X_POS, 1), "Right Stick Right"));
@ -506,35 +554,35 @@ void SixenseManager::assignDefaultInputMapping(UserInputMapper& mapper) {
const float JOYSTICK_PITCH_SPEED = 0.25f;
const float BUTTON_MOVE_SPEED = 1.0f;
const float BOOM_SPEED = 0.1f;
// Left Joystick: Movement, strafing
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(AXIS_Y_POS, 0), JOYSTICK_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(AXIS_Y_NEG, 0), JOYSTICK_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(AXIS_X_POS, 0), JOYSTICK_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(AXIS_X_NEG, 0), JOYSTICK_MOVE_SPEED);
// Right Joystick: Camera orientation
mapper.addInputChannel(UserInputMapper::YAW_RIGHT, makeInput(AXIS_X_POS, 1), JOYSTICK_YAW_SPEED);
mapper.addInputChannel(UserInputMapper::YAW_LEFT, makeInput(AXIS_X_NEG, 1), JOYSTICK_YAW_SPEED);
mapper.addInputChannel(UserInputMapper::PITCH_UP, makeInput(AXIS_Y_POS, 1), JOYSTICK_PITCH_SPEED);
mapper.addInputChannel(UserInputMapper::PITCH_DOWN, makeInput(AXIS_Y_NEG, 1), JOYSTICK_PITCH_SPEED);
// Buttons
mapper.addInputChannel(UserInputMapper::BOOM_IN, makeInput(BUTTON_3, 0), BOOM_SPEED);
mapper.addInputChannel(UserInputMapper::BOOM_OUT, makeInput(BUTTON_1, 0), BOOM_SPEED);
mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(BUTTON_3, 1), BUTTON_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(BUTTON_1, 1), BUTTON_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::SHIFT, makeInput(BUTTON_2, 0));
mapper.addInputChannel(UserInputMapper::SHIFT, makeInput(BUTTON_2, 1));
mapper.addInputChannel(UserInputMapper::ACTION1, makeInput(BUTTON_4, 0));
mapper.addInputChannel(UserInputMapper::ACTION2, makeInput(BUTTON_4, 1));
mapper.addInputChannel(UserInputMapper::LEFT_HAND, makeInput(LEFT_HAND));
mapper.addInputChannel(UserInputMapper::RIGHT_HAND, makeInput(RIGHT_HAND));
mapper.addInputChannel(UserInputMapper::LEFT_HAND_CLICK, makeInput(BACK_TRIGGER, 0));
mapper.addInputChannel(UserInputMapper::RIGHT_HAND_CLICK, makeInput(BACK_TRIGGER, 1));

View file

@ -230,7 +230,7 @@ void UserInputMapper::update(float deltaTime) {
for (auto i = 0; i < NUM_ACTIONS; i++) {
_actionStates[i] *= _actionScales[i];
// Emit only on change, and emit when moving back to 0
if (fabs(_actionStates[i] - _lastActionStates[i]) > EPSILON) {
if (fabsf(_actionStates[i] - _lastActionStates[i]) > EPSILON) {
_lastActionStates[i] = _actionStates[i];
emit actionEvent(i, _actionStates[i]);
}
@ -319,4 +319,4 @@ void UserInputMapper::createActionNames() {
_actionNames[SHIFT] = "SHIFT";
_actionNames[ACTION1] = "ACTION1";
_actionNames[ACTION2] = "ACTION2";
}
}

View file

@ -324,9 +324,64 @@ void ViveControllerManager::handlePoseEvent(const mat4& mat, int index) {
glm::vec3 position = extractTranslation(mat);
glm::quat rotation = glm::quat_cast(mat);
// Flip the rotation appropriately for each hand
int sign = index == LEFT_HAND ? 1 : -1;
rotation = rotation * glm::angleAxis(PI, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::angleAxis(sign * PI_OVER_TWO, glm::vec3(0.0f, 0.0f, 1.0f));
// When the sensor-to-world rotation is identity the coordinate axes look like this:
//
// user
// forward
// z
// |
// y| user
// y o----x right
// o-----x user
// | up
// |
// z
//
// Vive
//
// From ABOVE the hand canonical axes looks like this:
//
// | | | | y | | | |
// | | | | | | | | |
// | | | | |
// |left | / x---- + \ |right|
// | _/ z \_ |
// | | | |
// | | | |
//
// So when the user is standing in Vive space facing the -zAxis with hands outstretched and palms down
// the rotation to align the Vive axes with those of the hands is:
//
// QviveToHand = halfTurnAboutY * quaterTurnAboutX
// Due to how the Vive controllers fit into the palm there is an offset that is different for each hand.
// You can think of this offset as the inverse of the measured rotation when the hands are posed, such that
// the combination (measurement * offset) is identity at this orientation.
//
// Qoffset = glm::inverse(deltaRotation when hand is posed fingers forward, palm down)
//
// An approximate offset for the Vive can be obtained by inpection:
//
// Qoffset = glm::inverse(glm::angleAxis(sign * PI/4.0f, zAxis) * glm::angleAxis(PI/2.0f, xAxis))
//
// Finally there is another flip around the yAxis to re-align from model to Vive space, so the full equation is:
//
// Q = yFlip * combinedMeasurement * viveToHand
//
// Q = yFlip * (deltaQ * QOffset) * (yFlip * quarterTurnAboutX)
//
// Q = yFlip * (deltaQ * inverse(deltaQForAlignedHand)) * (yFlip * quarterTurnAboutX)
const glm::quat quarterX = glm::angleAxis(PI / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
const glm::quat yFlip = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
float sign = (index == LEFT_HAND) ? -1.0f : 1.0f;
const glm::quat signedQuaterZ = glm::angleAxis(sign * PI / 2.0f, glm::vec3(0.0f, 0.0f, 1.0f));
const glm::quat eighthX = glm::angleAxis(PI / 4.0f, glm::vec3(1.0f, 0.0f, 0.0f));
const glm::quat offset = glm::inverse(signedQuaterZ * eighthX);
rotation = yFlip * rotation * offset * yFlip * quarterX;
position += rotation * glm::vec3(0, 0, -CONTROLLER_LENGTH_OFFSET);

View file

@ -99,7 +99,7 @@ void EntityMotionState::updateServerPhysicsVariables() {
}
// virtual
void EntityMotionState::handleEasyChanges(uint32_t flags, PhysicsEngine* engine) {
bool EntityMotionState::handleEasyChanges(uint32_t flags, PhysicsEngine* engine) {
assert(entityTreeIsLocked());
updateServerPhysicsVariables();
ObjectMotionState::handleEasyChanges(flags, engine);
@ -131,13 +131,15 @@ void EntityMotionState::handleEasyChanges(uint32_t flags, PhysicsEngine* engine)
if ((flags & EntityItem::DIRTY_PHYSICS_ACTIVATION) && !_body->isActive()) {
_body->activate();
}
return true;
}
// virtual
void EntityMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) {
bool EntityMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) {
updateServerPhysicsVariables();
ObjectMotionState::handleHardAndEasyChanges(flags, engine);
return ObjectMotionState::handleHardAndEasyChanges(flags, engine);
}
void EntityMotionState::clearObjectBackPointer() {
@ -222,6 +224,15 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
#endif
}
// virtual and protected
bool EntityMotionState::isReadyToComputeShape() {
if (_entity) {
return _entity->isReadyToComputeShape();
}
return false;
}
// virtual and protected
btCollisionShape* EntityMotionState::computeNewShape() {
if (_entity) {
@ -493,12 +504,11 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const Q
_lastStep = step;
}
uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
uint32_t EntityMotionState::getIncomingDirtyFlags() {
assert(entityTreeIsLocked());
uint32_t dirtyFlags = 0;
if (_body && _entity) {
dirtyFlags = _entity->getDirtyFlags();
_entity->clearDirtyFlags();
// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
int bodyFlags = _body->getCollisionFlags();
bool isMoving = _entity->isMoving();
@ -510,6 +520,13 @@ uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
return dirtyFlags;
}
void EntityMotionState::clearIncomingDirtyFlags() {
assert(entityTreeIsLocked());
if (_body && _entity) {
_entity->clearDirtyFlags();
}
}
// virtual
quint8 EntityMotionState::getSimulationPriority() const {
if (_entity) {

View file

@ -29,8 +29,8 @@ public:
virtual ~EntityMotionState();
void updateServerPhysicsVariables();
virtual void handleEasyChanges(uint32_t flags, PhysicsEngine* engine);
virtual void handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine);
virtual bool handleEasyChanges(uint32_t flags, PhysicsEngine* engine);
virtual bool handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine);
/// \return MOTION_TYPE_DYNAMIC or MOTION_TYPE_STATIC based on params set in EntityItem
virtual MotionType computeObjectMotionType() const;
@ -48,7 +48,8 @@ public:
bool shouldSendUpdate(uint32_t simulationStep, const QUuid& sessionID);
void sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step);
virtual uint32_t getAndClearIncomingDirtyFlags();
virtual uint32_t getIncomingDirtyFlags();
virtual void clearIncomingDirtyFlags();
void incrementAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount++; }
void resetAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount = 0; }
@ -91,6 +92,7 @@ protected:
bool entityTreeIsLocked() const;
#endif
virtual bool isReadyToComputeShape();
virtual btCollisionShape* computeNewShape();
virtual void clearObjectBackPointer();
virtual void setMotionType(MotionType motionType);

View file

@ -125,7 +125,7 @@ void ObjectMotionState::setRigidBody(btRigidBody* body) {
}
}
void ObjectMotionState::handleEasyChanges(uint32_t flags, PhysicsEngine* engine) {
bool ObjectMotionState::handleEasyChanges(uint32_t flags, PhysicsEngine* engine) {
if (flags & EntityItem::DIRTY_POSITION) {
btTransform worldTrans;
if (flags & EntityItem::DIRTY_ROTATION) {
@ -156,11 +156,16 @@ void ObjectMotionState::handleEasyChanges(uint32_t flags, PhysicsEngine* engine)
if (flags & EntityItem::DIRTY_MASS) {
updateBodyMassProperties();
}
return true;
}
void ObjectMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) {
bool ObjectMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) {
if (flags & EntityItem::DIRTY_SHAPE) {
// make sure the new shape is valid
if (!isReadyToComputeShape()) {
return false;
}
btCollisionShape* newShape = computeNewShape();
if (!newShape) {
qCDebug(physics) << "Warning: failed to generate new shape!";
@ -172,7 +177,7 @@ void ObjectMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine*
if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
handleEasyChanges(flags, engine);
}
return;
return true;
}
}
getShapeManager()->releaseShape(_shape);
@ -192,6 +197,8 @@ void ObjectMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine*
if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
engine->reinsertObject(this);
}
return true;
}
void ObjectMotionState::updateBodyMaterialProperties() {

View file

@ -71,8 +71,8 @@ public:
ObjectMotionState(btCollisionShape* shape);
~ObjectMotionState();
virtual void handleEasyChanges(uint32_t flags, PhysicsEngine* engine);
virtual void handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine);
virtual bool handleEasyChanges(uint32_t flags, PhysicsEngine* engine);
virtual bool handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine);
void updateBodyMaterialProperties();
void updateBodyVelocities();
@ -92,7 +92,8 @@ public:
glm::vec3 getBodyAngularVelocity() const;
virtual glm::vec3 getObjectLinearVelocityChange() const;
virtual uint32_t getAndClearIncomingDirtyFlags() = 0;
virtual uint32_t getIncomingDirtyFlags() = 0;
virtual void clearIncomingDirtyFlags() = 0;
virtual MotionType computeObjectMotionType() const = 0;
@ -132,6 +133,7 @@ public:
friend class PhysicsEngine;
protected:
virtual bool isReadyToComputeShape() = 0;
virtual btCollisionShape* computeNewShape() = 0;
void setMotionType(MotionType motionType);

View file

@ -173,6 +173,12 @@ VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToAdd() {
return _tempVector;
}
void PhysicalEntitySimulation::setObjectsToChange(VectorOfMotionStates& objectsToChange) {
for (auto object : objectsToChange) {
_pendingChanges.insert(static_cast<EntityMotionState*>(object));
}
}
VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToChange() {
_tempVector.clear();
for (auto stateItr : _pendingChanges) {

View file

@ -46,11 +46,14 @@ protected: // only called by EntitySimulation
public:
VectorOfMotionStates& getObjectsToDelete();
VectorOfMotionStates& getObjectsToAdd();
void setObjectsToChange(VectorOfMotionStates& objectsToChange);
VectorOfMotionStates& getObjectsToChange();
void handleOutgoingChanges(VectorOfMotionStates& motionStates, const QUuid& sessionID);
void handleCollisionEvents(CollisionEvents& collisionEvents);
EntityEditPacketSender* getPacketSender() { return _entityPacketSender; }
private:
// incoming changes
SetOfEntityMotionStates _pendingRemoves; // EntityMotionStates to be removed from PhysicsEngine (and deleted)

View file

@ -140,7 +140,7 @@ void PhysicsEngine::addObject(ObjectMotionState* motionState) {
int16_t group = motionState->computeCollisionGroup();
_dynamicsWorld->addRigidBody(body, group, getCollisionMask(group));
motionState->getAndClearIncomingDirtyFlags();
motionState->clearIncomingDirtyFlags();
}
void PhysicsEngine::removeObject(ObjectMotionState* object) {
@ -188,15 +188,25 @@ void PhysicsEngine::addObjects(VectorOfMotionStates& objects) {
}
}
void PhysicsEngine::changeObjects(VectorOfMotionStates& objects) {
VectorOfMotionStates PhysicsEngine::changeObjects(VectorOfMotionStates& objects) {
VectorOfMotionStates stillNeedChange;
for (auto object : objects) {
uint32_t flags = object->getAndClearIncomingDirtyFlags() & DIRTY_PHYSICS_FLAGS;
uint32_t flags = object->getIncomingDirtyFlags() & DIRTY_PHYSICS_FLAGS;
if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
object->handleHardAndEasyChanges(flags, this);
if (object->handleHardAndEasyChanges(flags, this)) {
object->clearIncomingDirtyFlags();
} else {
stillNeedChange.push_back(object);
}
} else if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
object->handleEasyChanges(flags, this);
if (object->handleEasyChanges(flags, this)) {
object->clearIncomingDirtyFlags();
} else {
stillNeedChange.push_back(object);
}
}
}
return stillNeedChange;
}
void PhysicsEngine::reinsertObject(ObjectMotionState* object) {

View file

@ -60,7 +60,7 @@ public:
void deleteObjects(VectorOfMotionStates& objects);
void deleteObjects(SetOfMotionStates& objects); // only called during teardown
void addObjects(VectorOfMotionStates& objects);
void changeObjects(VectorOfMotionStates& objects);
VectorOfMotionStates changeObjects(VectorOfMotionStates& objects);
void reinsertObject(ObjectMotionState* object);
void stepSimulation();

View file

@ -94,7 +94,6 @@ btCollisionShape* ShapeFactory::createShapeFromInfo(const ShapeInfo& info) {
if (numSubShapes == 1) {
shape = createConvexHull(info.getPoints()[0]);
} else {
assert(numSubShapes > 1);
auto compound = new btCompoundShape();
btTransform trans;
trans.setIdentity();

View file

@ -243,7 +243,7 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
batch._glUniform2f(_depthTexCoordScaleLoc, depthTexCoordScaleS, depthTexCoordScaleT);
batch._glUniform2f(_renderTargetResLoc, fbWidth, fbHeight);
batch._glUniform2f(_renderTargetResInvLoc, 1.0/fbWidth, 1.0/fbHeight);
batch._glUniform2f(_renderTargetResInvLoc, 1.0f / fbWidth, 1.0f / fbHeight);
glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
glm::vec2 bottomLeft(-1.0f, -1.0f);

View file

@ -60,6 +60,8 @@ float Model::FAKE_DIMENSION_PLACEHOLDER = -1.0f;
Model::Model(RigPointer rig, QObject* parent) :
QObject(parent),
_translation(0.0f),
_rotation(),
_scale(1.0f, 1.0f, 1.0f),
_scaleToFit(false),
_scaleToFitDimensions(0.0f),
@ -195,6 +197,13 @@ void Model::RenderPipelineLib::initLocations(gpu::ShaderPointer& program, Model:
AbstractViewStateInterface* Model::_viewState = NULL;
void Model::setTranslation(const glm::vec3& translation) {
_translation = translation;
}
void Model::setRotation(const glm::quat& rotation) {
_rotation = rotation;
}
void Model::setScale(const glm::vec3& scale) {
setScaleInternal(scale);
@ -433,14 +442,14 @@ void Model::initJointStates(QVector<JointState> states) {
int rightElbowJointIndex = rightHandJointIndex >= 0 ? geometry.joints.at(rightHandJointIndex).parentIndex : -1;
int rightShoulderJointIndex = rightElbowJointIndex >= 0 ? geometry.joints.at(rightElbowJointIndex).parentIndex : -1;
_boundingRadius = _rig->initJointStates(states, parentTransform,
rootJointIndex,
leftHandJointIndex,
leftElbowJointIndex,
leftShoulderJointIndex,
rightHandJointIndex,
rightElbowJointIndex,
rightShoulderJointIndex);
_rig->initJointStates(states, parentTransform,
rootJointIndex,
leftHandJointIndex,
leftElbowJointIndex,
leftShoulderJointIndex,
rightHandJointIndex,
rightElbowJointIndex,
rightShoulderJointIndex);
}
bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,

View file

@ -27,7 +27,6 @@
#include <gpu/Stream.h>
#include <gpu/Batch.h>
#include <gpu/Pipeline.h>
#include "PhysicsEntity.h"
#include <render/Scene.h>
#include <Transform.h>
@ -54,7 +53,7 @@ inline uint qHash(const std::shared_ptr<MeshPartPayload>& a, uint seed) {
}
/// A generic 3D model displaying geometry loaded from a URL.
class Model : public QObject, public PhysicsEntity {
class Model : public QObject {
Q_OBJECT
public:
@ -172,6 +171,12 @@ public:
/// Returns the extents of the model's mesh
Extents getMeshExtents() const;
void setTranslation(const glm::vec3& translation);
void setRotation(const glm::quat& rotation);
const glm::vec3& getTranslation() const { return _translation; }
const glm::quat& getRotation() const { return _rotation; }
void setScale(const glm::vec3& scale);
const glm::vec3& getScale() const { return _scale; }
@ -232,6 +237,8 @@ protected:
QSharedPointer<NetworkGeometry> _geometry;
void setGeometry(const QSharedPointer<NetworkGeometry>& newGeometry);
glm::vec3 _translation;
glm::quat _rotation;
glm::vec3 _scale;
glm::vec3 _offset;

View file

@ -1,34 +0,0 @@
//
// PhysicsEntity.cpp
// libraries/physics/src
//
// Created by Andrew Meadows 2014.06.11
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "PhysicsEntity.h"
PhysicsEntity::PhysicsEntity() :
_translation(0.0f),
_rotation(),
_boundingRadius(0.0f) {
}
PhysicsEntity::~PhysicsEntity() {
}
void PhysicsEntity::setTranslation(const glm::vec3& translation) {
if (_translation != translation) {
_translation = translation;
}
}
void PhysicsEntity::setRotation(const glm::quat& rotation) {
if (_rotation != rotation) {
_rotation = rotation;
}
}

View file

@ -1,42 +0,0 @@
//
// PhysicsEntity.h
// libraries/physics/src
//
// Created by Andrew Meadows 2014.05.30
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_PhysicsEntity_h
#define hifi_PhysicsEntity_h
#include <QVector>
#include <QSet>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
class PhysicsEntity {
public:
PhysicsEntity();
virtual ~PhysicsEntity();
virtual void stepForward(float deltaTime) { }
void setTranslation(const glm::vec3& translation);
void setRotation(const glm::quat& rotation);
const glm::vec3& getTranslation() const { return _translation; }
const glm::quat& getRotation() const { return _rotation; }
float getBoundingRadius() const { return _boundingRadius; }
protected:
glm::vec3 _translation;
glm::quat _rotation;
float _boundingRadius;
};
#endif // hifi_PhysicsEntity_h

View file

@ -372,20 +372,20 @@ QRectF glmToRect(const glm::vec2 & pos, const glm::vec2 & size) {
// create matrix from orientation and position
glm::mat4 createMatFromQuatAndPos(const glm::quat& q, const glm::vec3& p) {
glm::mat4 m = glm::mat4_cast(q);
m[3] = glm::vec4(p, 1);
m[3] = glm::vec4(p, 1.0f);
return m;
}
// cancel out roll and pitch
glm::quat cancelOutRollAndPitch(const glm::quat& q) {
glm::vec3 zAxis = q * glm::vec3(0, 0, 1);
glm::vec3 zAxis = q * glm::vec3(0.0f, 0.0f, 1.0f);
// cancel out the roll and pitch
glm::vec3 newZ = (zAxis.x == 0 && zAxis.z == 0) ? vec3(1, 0, 0) : glm::normalize(vec3(zAxis.x, 0, zAxis.z));
glm::vec3 newX = glm::cross(vec3(0, 1, 0), newZ);
glm::vec3 newZ = (zAxis.x == 0 && zAxis.z == 0.0f) ? vec3(1.0f, 0.0f, 0.0f) : glm::normalize(vec3(zAxis.x, 0.0f, zAxis.z));
glm::vec3 newX = glm::cross(vec3(0.0f, 1.0f, 0.0f), newZ);
glm::vec3 newY = glm::cross(newZ, newX);
glm::mat4 temp(glm::vec4(newX, 0), glm::vec4(newY, 0), glm::vec4(newZ, 0), glm::vec4(0, 0, 0, 1));
glm::mat4 temp(glm::vec4(newX, 0.0f), glm::vec4(newY, 0.0f), glm::vec4(newZ, 0.0f), glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
return glm::quat_cast(temp);
}
@ -394,15 +394,15 @@ glm::mat4 cancelOutRollAndPitch(const glm::mat4& m) {
glm::vec3 zAxis = glm::vec3(m[2]);
// cancel out the roll and pitch
glm::vec3 newZ = (zAxis.x == 0 && zAxis.z == 0) ? vec3(1, 0, 0) : glm::normalize(vec3(zAxis.x, 0, zAxis.z));
glm::vec3 newX = glm::cross(vec3(0, 1, 0), newZ);
glm::vec3 newZ = (zAxis.x == 0.0f && zAxis.z == 0.0f) ? vec3(1.0f, 0.0f, 0.0f) : glm::normalize(vec3(zAxis.x, 0.0f, zAxis.z));
glm::vec3 newX = glm::cross(vec3(0.0f, 1.0f, 0.0f), newZ);
glm::vec3 newY = glm::cross(newZ, newX);
glm::mat4 temp(glm::vec4(newX, 0), glm::vec4(newY, 0), glm::vec4(newZ, 0), m[3]);
glm::mat4 temp(glm::vec4(newX, 0.0f), glm::vec4(newY, 0.0f), glm::vec4(newZ, 0.0f), m[3]);
return temp;
}
glm::vec3 transformPoint(const glm::mat4& m, const glm::vec3& p) {
glm::vec4 temp = m * glm::vec4(p, 1);
glm::vec4 temp = m * glm::vec4(p, 1.0f);
return glm::vec3(temp.x / temp.w, temp.y / temp.w, temp.z / temp.w);
}

View file

@ -93,8 +93,8 @@ template <typename T>
void testByteCountCoded() {
testByteCountCodedStable<T>(0);
testByteCountCodedStable<T>(1);
testByteCountCodedStable<T>(1 << 16);
testByteCountCodedStable<T>(std::numeric_limits<T>::max() >> 16);
testByteCountCodedStable<T>(1 << 8*sizeof(T));
testByteCountCodedStable<T>(std::numeric_limits<T>::max() >> 8*sizeof(T));
testByteCountCodedStable<T>(std::numeric_limits<T>::max() >> 8);
testByteCountCodedStable<T>(std::numeric_limits<T>::max() >> 1);
testByteCountCodedStable<T>(std::numeric_limits<T>::max());

View file

@ -342,8 +342,8 @@ public:
glm::vec3 unitscale { 1.0f };
glm::vec3 up { 0.0f, 1.0f, 0.0f };
glm::vec3 cam_pos { 1.5f * sin(t), 0.0f, 2.0f };
// glm::vec3 camera_focus { 5.0f * cos(t * 0.1f), 0.0f, 0.0f };
glm::vec3 cam_pos { 1.5f * sinf(t), 0.0f, 2.0f };
// glm::vec3 camera_focus { 5.0f * cosf(t * 0.1f), 0.0f, 0.0f };
glm::vec3 camera_focus { 0.0f, 0.0f, 0.0f };
glm::quat cam_rotation;
// glm::quat cam_rotation = glm::quat_cast(glm::lookAt(cam_pos, camera_focus, up));