mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 16:55:07 +02:00
Merge branch 'master' into ping_pong_gun
This commit is contained in:
commit
588a256304
11 changed files with 44 additions and 28 deletions
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@ -264,7 +264,6 @@ var toolBar = (function () {
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cameraManager.disable();
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} else {
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hasShownPropertiesTool = false;
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cameraManager.enable();
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entityListTool.setVisible(true);
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gridTool.setVisible(true);
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grid.setEnabled(true);
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@ -675,15 +674,11 @@ function mouseMove(event) {
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lastMousePosition = { x: event.x, y: event.y };
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highlightEntityUnderCursor(lastMousePosition, false);
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idleMouseTimerId = Script.setTimeout(handleIdleMouse, IDLE_MOUSE_TIMEOUT);
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}
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function handleIdleMouse() {
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idleMouseTimerId = null;
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if (isActive) {
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highlightEntityUnderCursor(lastMousePosition, true);
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}
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}
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function highlightEntityUnderCursor(position, accurateRay) {
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@ -807,6 +802,7 @@ function mouseClickEvent(event) {
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selectionDisplay.select(selectedEntityID, event);
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if (Menu.isOptionChecked(MENU_AUTO_FOCUS_ON_SELECT)) {
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cameraManager.enable();
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cameraManager.focus(selectionManager.worldPosition,
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selectionManager.worldDimensions,
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Menu.isOptionChecked(MENU_EASE_ON_FOCUS));
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@ -1147,6 +1143,7 @@ Controller.keyReleaseEvent.connect(function (event) {
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} else if (event.text == "f") {
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if (isActive) {
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if (selectionManager.hasSelection()) {
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cameraManager.enable();
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cameraManager.focus(selectionManager.worldPosition,
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selectionManager.worldDimensions,
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Menu.isOptionChecked(MENU_EASE_ON_FOCUS));
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@ -56,7 +56,7 @@ EntityListTool = function(opts) {
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var selectedIDs = [];
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for (var i = 0; i < selectionManager.selections.length; i++) {
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selectedIDs.push(selectionManager.selections[i].id); // ?
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selectedIDs.push(selectionManager.selections[i].id);
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}
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var data = {
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@ -77,6 +77,7 @@ EntityListTool = function(opts) {
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}
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selectionManager.setSelections(entityIDs);
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if (data.focus) {
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cameraManager.enable();
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cameraManager.focus(selectionManager.worldPosition,
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selectionManager.worldDimensions,
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Menu.isOptionChecked(MENU_EASE_ON_FOCUS));
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@ -9,7 +9,7 @@
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//
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(function() {
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(function () {
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// Script.include("../libraries/utils.js");
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//Need absolute path for now, for testing before PR merge and s3 cloning. Will change post-merge
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@ -33,19 +33,19 @@
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var MIN_POINT_DISTANCE = 0.01;
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var STROKE_WIDTH = 0.02;
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this.setRightHand = function() {
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this.setRightHand = function () {
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this.hand = 'RIGHT';
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}
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this.setLeftHand = function() {
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this.setLeftHand = function () {
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this.hand = 'LEFT';
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}
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this.startNearGrab = function() {
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this.startNearGrab = function () {
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this.whichHand = this.hand;
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}
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this.toggleWithTriggerPressure = function() {
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this.toggleWithTriggerPressure = function () {
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var handClickString = this.whichHand + "_HAND_CLICK";
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var handClick = Controller.findAction(handClickString);
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@ -60,7 +60,7 @@
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}
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}
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this.enableStream = function() {
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this.enableStream = function () {
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var position = Entities.getEntityProperties(this.entityId, "position").position;
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var animationSettings = JSON.stringify({
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fps: 30,
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@ -85,6 +85,11 @@
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particleRadius: 0.01,
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radiusSpread: 0.005,
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polarFinish: 0.05,
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colorStart: {
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red: 50,
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green: 10,
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blue: 150
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},
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color: {
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red: 170,
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green: 20,
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@ -105,11 +110,11 @@
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}
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this.releaseGrab = function() {
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this.releaseGrab = function () {
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this.disableStream();
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}
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this.disableStream = function() {
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this.disableStream = function () {
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Entities.deleteEntity(this.paintStream);
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this.paintStream = null;
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this.spraying = false;
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@ -117,7 +122,7 @@
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}
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this.continueNearGrab = function() {
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this.continueNearGrab = function () {
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this.toggleWithTriggerPressure();
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@ -143,7 +148,7 @@
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});
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}
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this.preload = function(entityId) {
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this.preload = function (entityId) {
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this.sprayVolume = 0.1;
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this.spraying = false;
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this.entityId = entityId;
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@ -151,12 +156,9 @@
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}
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this.unload = function() {
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this.unload = function () {
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if (this.paintStream) {
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Entities.deleteEntity(this.paintStream);
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}
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this.strokes.forEach(function(stroke) {
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Entities.deleteEntity(stroke);
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});
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}
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});
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});
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@ -2764,12 +2764,19 @@ void Application::cameraMenuChanged() {
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}
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void Application::reloadResourceCaches() {
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// Clear entities out of view frustum
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_viewFrustum.setPosition(glm::vec3(0.0f, 0.0f, TREE_SCALE));
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_viewFrustum.setOrientation(glm::quat());
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queryOctree(NodeType::EntityServer, PacketType::EntityQuery, _entityServerJurisdictions);
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emptyLocalCache();
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DependencyManager::get<AnimationCache>()->refreshAll();
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DependencyManager::get<ModelCache>()->refreshAll();
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DependencyManager::get<SoundCache>()->refreshAll();
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DependencyManager::get<TextureCache>()->refreshAll();
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DependencyManager::get<NodeList>()->reset(); // Force redownload of .fst models
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}
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void Application::rotationModeChanged() {
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@ -79,6 +79,7 @@ public:
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glm::mat4 localToVoxelMatrix() const;
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virtual ShapeType getShapeType() const;
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virtual bool shouldBePhysical() const { return true; }
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virtual bool isReadyToComputeShape();
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virtual void computeShapeInfo(ShapeInfo& info);
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@ -52,6 +52,7 @@ public:
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}
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virtual ShapeType getShapeType() const { return SHAPE_TYPE_BOX; }
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virtual bool shouldBePhysical() const { return true; }
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virtual void debugDump() const;
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@ -334,7 +334,7 @@ public:
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bool getCollisionsWillMove() const { return _collisionsWillMove; }
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void setCollisionsWillMove(bool value) { _collisionsWillMove = value; }
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virtual bool shouldBePhysical() const { return !_ignoreForCollisions; }
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virtual bool shouldBePhysical() const { return false; }
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bool getLocked() const { return _locked; }
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void setLocked(bool value) { _locked = value; }
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@ -466,5 +466,5 @@ QString ModelEntityItem::getAnimationSettings() const {
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// virtual
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bool ModelEntityItem::shouldBePhysical() const {
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return EntityItem::shouldBePhysical() && getShapeType() != SHAPE_TYPE_NONE;
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return getShapeType() != SHAPE_TYPE_NONE;
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}
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@ -51,6 +51,7 @@ public:
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}
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virtual ShapeType getShapeType() const { return SHAPE_TYPE_SPHERE; }
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virtual bool shouldBePhysical() const { return true; }
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virtual bool supportsDetailedRayIntersection() const { return true; }
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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@ -596,6 +596,12 @@ QString EntityMotionState::getName() {
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// virtual
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int16_t EntityMotionState::computeCollisionGroup() {
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if (!_entity) {
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return COLLISION_GROUP_STATIC;
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}
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if (_entity->getIgnoreForCollisions()) {
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return COLLISION_GROUP_COLLISIONLESS;
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}
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switch (computeObjectMotionType()){
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case MOTION_TYPE_STATIC:
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return COLLISION_GROUP_STATIC;
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@ -37,11 +37,11 @@ enum MotionStateType {
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// The update flags trigger two varieties of updates: "hard" which require the body to be pulled
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// and re-added to the physics engine and "easy" which just updates the body properties.
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const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_MOTION_TYPE | EntityItem::DIRTY_SHAPE);
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const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_MOTION_TYPE | EntityItem::DIRTY_SHAPE |
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EntityItem::DIRTY_COLLISION_GROUP);
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const uint32_t EASY_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_TRANSFORM | EntityItem::DIRTY_VELOCITIES |
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EntityItem::DIRTY_MASS | EntityItem::DIRTY_COLLISION_GROUP |
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EntityItem::DIRTY_MATERIAL | EntityItem::DIRTY_SIMULATOR_ID |
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EntityItem::DIRTY_SIMULATOR_OWNERSHIP);
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EntityItem::DIRTY_MASS | EntityItem::DIRTY_MATERIAL |
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EntityItem::DIRTY_SIMULATOR_ID | EntityItem::DIRTY_SIMULATOR_OWNERSHIP);
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// These are the set of incoming flags that the PhysicsEngine needs to hear about:
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const uint32_t DIRTY_PHYSICS_FLAGS = (uint32_t)(HARD_DIRTY_PHYSICS_FLAGS | EASY_DIRTY_PHYSICS_FLAGS |
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