Merge pull request #511 from Geenz/19361

#19361  Don't select voxels when in motion or displaying other window on top, and don't show if too
This commit is contained in:
ZappoMan 2013-06-08 23:11:05 -07:00
commit 5efe323c5e

View file

@ -428,314 +428,326 @@ static void sendVoxelServerAddScene() {
}
void Application::keyPressEvent(QKeyEvent* event) {
if (_chatEntryOn) {
if (_chatEntry.keyPressEvent(event)) {
_myAvatar.setKeyState(event->key() == Qt::Key_Backspace || event->key() == Qt::Key_Delete ?
DELETE_KEY_DOWN : INSERT_KEY_DOWN);
_myAvatar.setChatMessage(string(_chatEntry.getContents().size(), SOLID_BLOCK_CHAR));
} else {
_myAvatar.setChatMessage(_chatEntry.getContents());
_chatEntry.clear();
_chatEntryOn = false;
setMenuShortcutsEnabled(true);
if (activeWindow() == _window) {
if (_chatEntryOn) {
if (_chatEntry.keyPressEvent(event)) {
_myAvatar.setKeyState(event->key() == Qt::Key_Backspace || event->key() == Qt::Key_Delete ?
DELETE_KEY_DOWN : INSERT_KEY_DOWN);
_myAvatar.setChatMessage(string(_chatEntry.getContents().size(), SOLID_BLOCK_CHAR));
} else {
_myAvatar.setChatMessage(_chatEntry.getContents());
_chatEntry.clear();
_chatEntryOn = false;
setMenuShortcutsEnabled(true);
}
return;
}
return;
}
bool shifted = event->modifiers().testFlag(Qt::ShiftModifier);
switch (event->key()) {
case Qt::Key_BracketLeft:
_viewFrustumOffsetYaw -= 0.5;
break;
case Qt::Key_BracketRight:
_viewFrustumOffsetYaw += 0.5;
break;
case Qt::Key_BraceLeft:
_viewFrustumOffsetPitch -= 0.5;
break;
case Qt::Key_BraceRight:
_viewFrustumOffsetPitch += 0.5;
break;
case Qt::Key_ParenLeft:
_viewFrustumOffsetRoll -= 0.5;
break;
case Qt::Key_ParenRight:
_viewFrustumOffsetRoll += 0.5;
break;
case Qt::Key_Less:
_viewFrustumOffsetDistance -= 0.5;
break;
case Qt::Key_Greater:
_viewFrustumOffsetDistance += 0.5;
break;
case Qt::Key_Comma:
_viewFrustumOffsetUp -= 0.05;
break;
case Qt::Key_Period:
_viewFrustumOffsetUp += 0.05;
break;
case Qt::Key_Ampersand:
_paintOn = !_paintOn;
setupPaintingVoxel();
break;
case Qt::Key_AsciiCircum:
shiftPaintingColor();
break;
case Qt::Key_Percent:
sendVoxelServerAddScene();
break;
case Qt::Key_Semicolon:
_audio.startEchoTest();
break;
case Qt::Key_L:
_displayLevels = !_displayLevels;
break;
case Qt::Key_E:
_myAvatar.setDriveKeys(UP, 1);
break;
case Qt::Key_C:
_myAvatar.setDriveKeys(DOWN, 1);
break;
case Qt::Key_W:
_myAvatar.setDriveKeys(FWD, 1);
break;
case Qt::Key_S:
_myAvatar.setDriveKeys(BACK, 1);
break;
case Qt::Key_Space:
resetSensors();
break;
case Qt::Key_G:
goHome();
break;
case Qt::Key_A:
_myAvatar.setDriveKeys(ROT_LEFT, 1);
break;
case Qt::Key_D:
_myAvatar.setDriveKeys(ROT_RIGHT, 1);
break;
case Qt::Key_Return:
case Qt::Key_Enter:
_chatEntryOn = true;
_myAvatar.setKeyState(NO_KEY_DOWN);
_myAvatar.setChatMessage(string());
setMenuShortcutsEnabled(false);
break;
case Qt::Key_Up:
_myAvatar.setDriveKeys(shifted ? UP : FWD, 1);
break;
case Qt::Key_Down:
_myAvatar.setDriveKeys(shifted ? DOWN : BACK, 1);
break;
case Qt::Key_Left:
_myAvatar.setDriveKeys(shifted ? LEFT : ROT_LEFT, 1);
break;
case Qt::Key_Right:
_myAvatar.setDriveKeys(shifted ? RIGHT : ROT_RIGHT, 1);
break;
case Qt::Key_I:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0.001, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_K:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(-0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, -0.001, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_J:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0.002f, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(-0.001, 0, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_M:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, -0.002f, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0.001, 0, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_U:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0, -0.002f)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, -0.001));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_Y:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0, 0.002f)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, 0.001));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_Backspace:
case Qt::Key_Delete:
if (_selectVoxelMode->isChecked()) {
deleteVoxelUnderCursor();
}
break;
default:
event->ignore();
break;
bool shifted = event->modifiers().testFlag(Qt::ShiftModifier);
switch (event->key()) {
case Qt::Key_BracketLeft:
_viewFrustumOffsetYaw -= 0.5;
break;
case Qt::Key_BracketRight:
_viewFrustumOffsetYaw += 0.5;
break;
case Qt::Key_BraceLeft:
_viewFrustumOffsetPitch -= 0.5;
break;
case Qt::Key_BraceRight:
_viewFrustumOffsetPitch += 0.5;
break;
case Qt::Key_ParenLeft:
_viewFrustumOffsetRoll -= 0.5;
break;
case Qt::Key_ParenRight:
_viewFrustumOffsetRoll += 0.5;
break;
case Qt::Key_Less:
_viewFrustumOffsetDistance -= 0.5;
break;
case Qt::Key_Greater:
_viewFrustumOffsetDistance += 0.5;
break;
case Qt::Key_Comma:
_viewFrustumOffsetUp -= 0.05;
break;
case Qt::Key_Period:
_viewFrustumOffsetUp += 0.05;
break;
case Qt::Key_Ampersand:
_paintOn = !_paintOn;
setupPaintingVoxel();
break;
case Qt::Key_AsciiCircum:
shiftPaintingColor();
break;
case Qt::Key_Percent:
sendVoxelServerAddScene();
break;
case Qt::Key_Semicolon:
_audio.startEchoTest();
break;
case Qt::Key_L:
_displayLevels = !_displayLevels;
break;
case Qt::Key_E:
_myAvatar.setDriveKeys(UP, 1);
break;
case Qt::Key_C:
_myAvatar.setDriveKeys(DOWN, 1);
break;
case Qt::Key_W:
_myAvatar.setDriveKeys(FWD, 1);
break;
case Qt::Key_S:
_myAvatar.setDriveKeys(BACK, 1);
break;
case Qt::Key_Space:
resetSensors();
break;
case Qt::Key_G:
goHome();
break;
case Qt::Key_A:
_myAvatar.setDriveKeys(ROT_LEFT, 1);
break;
case Qt::Key_D:
_myAvatar.setDriveKeys(ROT_RIGHT, 1);
break;
case Qt::Key_Return:
case Qt::Key_Enter:
_chatEntryOn = true;
_myAvatar.setKeyState(NO_KEY_DOWN);
_myAvatar.setChatMessage(string());
setMenuShortcutsEnabled(false);
break;
case Qt::Key_Up:
_myAvatar.setDriveKeys(shifted ? UP : FWD, 1);
break;
case Qt::Key_Down:
_myAvatar.setDriveKeys(shifted ? DOWN : BACK, 1);
break;
case Qt::Key_Left:
_myAvatar.setDriveKeys(shifted ? LEFT : ROT_LEFT, 1);
break;
case Qt::Key_Right:
_myAvatar.setDriveKeys(shifted ? RIGHT : ROT_RIGHT, 1);
break;
case Qt::Key_I:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0.001, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_K:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(-0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, -0.001, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_J:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0.002f, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(-0.001, 0, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_M:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, -0.002f, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0.001, 0, 0));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_U:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0, -0.002f)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, -0.001));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_Y:
if (shifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0, 0.002f)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, 0.001));
}
resizeGL(_glWidget->width(), _glWidget->height());
break;
case Qt::Key_Backspace:
case Qt::Key_Delete:
if (_selectVoxelMode->isChecked()) {
deleteVoxelUnderCursor();
}
break;
default:
event->ignore();
break;
}
}
}
void Application::keyReleaseEvent(QKeyEvent* event) {
if (_chatEntryOn) {
_myAvatar.setKeyState(NO_KEY_DOWN);
return;
}
switch (event->key()) {
case Qt::Key_E:
_myAvatar.setDriveKeys(UP, 0);
break;
if (activeWindow() == _window) {
if (_chatEntryOn) {
_myAvatar.setKeyState(NO_KEY_DOWN);
return;
}
case Qt::Key_C:
_myAvatar.setDriveKeys(DOWN, 0);
break;
case Qt::Key_W:
_myAvatar.setDriveKeys(FWD, 0);
break;
case Qt::Key_S:
_myAvatar.setDriveKeys(BACK, 0);
break;
case Qt::Key_A:
_myAvatar.setDriveKeys(ROT_LEFT, 0);
break;
switch (event->key()) {
case Qt::Key_E:
_myAvatar.setDriveKeys(UP, 0);
break;
case Qt::Key_D:
_myAvatar.setDriveKeys(ROT_RIGHT, 0);
break;
case Qt::Key_Up:
_myAvatar.setDriveKeys(FWD, 0);
_myAvatar.setDriveKeys(UP, 0);
break;
case Qt::Key_Down:
_myAvatar.setDriveKeys(BACK, 0);
_myAvatar.setDriveKeys(DOWN, 0);
break;
case Qt::Key_Left:
_myAvatar.setDriveKeys(LEFT, 0);
_myAvatar.setDriveKeys(ROT_LEFT, 0);
break;
case Qt::Key_Right:
_myAvatar.setDriveKeys(RIGHT, 0);
_myAvatar.setDriveKeys(ROT_RIGHT, 0);
break;
default:
event->ignore();
break;
case Qt::Key_C:
_myAvatar.setDriveKeys(DOWN, 0);
break;
case Qt::Key_W:
_myAvatar.setDriveKeys(FWD, 0);
break;
case Qt::Key_S:
_myAvatar.setDriveKeys(BACK, 0);
break;
case Qt::Key_A:
_myAvatar.setDriveKeys(ROT_LEFT, 0);
break;
case Qt::Key_D:
_myAvatar.setDriveKeys(ROT_RIGHT, 0);
break;
case Qt::Key_Up:
_myAvatar.setDriveKeys(FWD, 0);
_myAvatar.setDriveKeys(UP, 0);
break;
case Qt::Key_Down:
_myAvatar.setDriveKeys(BACK, 0);
_myAvatar.setDriveKeys(DOWN, 0);
break;
case Qt::Key_Left:
_myAvatar.setDriveKeys(LEFT, 0);
_myAvatar.setDriveKeys(ROT_LEFT, 0);
break;
case Qt::Key_Right:
_myAvatar.setDriveKeys(RIGHT, 0);
_myAvatar.setDriveKeys(ROT_RIGHT, 0);
break;
default:
event->ignore();
break;
}
}
}
void Application::mouseMoveEvent(QMouseEvent* event) {
_mouseX = event->x();
_mouseY = event->y();
// detect drag
glm::vec3 mouseVoxelPos(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
if (!_justEditedVoxel && mouseVoxelPos != _lastMouseVoxelPos) {
if (event->buttons().testFlag(Qt::LeftButton)) {
maybeEditVoxelUnderCursor();
if (activeWindow() == _window) {
_mouseX = event->x();
_mouseY = event->y();
// detect drag
glm::vec3 mouseVoxelPos(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
if (!_justEditedVoxel && mouseVoxelPos != _lastMouseVoxelPos) {
if (event->buttons().testFlag(Qt::LeftButton)) {
maybeEditVoxelUnderCursor();
} else if (event->buttons().testFlag(Qt::RightButton) && checkedVoxelModeAction() != 0) {
deleteVoxelUnderCursor();
} else if (event->buttons().testFlag(Qt::RightButton) && checkedVoxelModeAction() != 0) {
deleteVoxelUnderCursor();
}
}
}
}
void Application::mousePressEvent(QMouseEvent* event) {
if (event->button() == Qt::LeftButton) {
_mouseX = event->x();
_mouseY = event->y();
_mousePressed = true;
maybeEditVoxelUnderCursor();
} else if (event->button() == Qt::RightButton && checkedVoxelModeAction() != 0) {
deleteVoxelUnderCursor();
if (activeWindow() == _window) {
if (event->button() == Qt::LeftButton) {
_mouseX = event->x();
_mouseY = event->y();
_mousePressed = true;
maybeEditVoxelUnderCursor();
} else if (event->button() == Qt::RightButton && checkedVoxelModeAction() != 0) {
deleteVoxelUnderCursor();
}
}
}
void Application::mouseReleaseEvent(QMouseEvent* event) {
if (event->button() == Qt::LeftButton) {
_mouseX = event->x();
_mouseY = event->y();
_mousePressed = false;
if (activeWindow() == _window) {
if (event->button() == Qt::LeftButton) {
_mouseX = event->x();
_mouseY = event->y();
_mousePressed = false;
}
}
}
void Application::wheelEvent(QWheelEvent* event) {
if (checkedVoxelModeAction() == 0) {
event->ignore();
return;
}
if (event->delta() > 0) {
increaseVoxelSize();
} else {
decreaseVoxelSize();
if (activeWindow() == _window) {
if (checkedVoxelModeAction() == 0) {
event->ignore();
return;
}
if (event->delta() > 0) {
increaseVoxelSize();
} else {
decreaseVoxelSize();
}
}
}
@ -792,7 +804,6 @@ void Application::idle() {
_lastTimeIdle = check;
}
}
void Application::terminate() {
// Close serial port
// close(serial_fd);
@ -1381,6 +1392,9 @@ void Application::init() {
sendAvatarVoxelURLMessage(_myAvatar.getVoxels()->getVoxelURL());
}
const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
void Application::update(float deltaTime) {
// Use Transmitter Hand to move hand if connected, else use mouse
if (_myTransmitter.isConnected()) {
@ -1407,35 +1421,42 @@ void Application::update(float deltaTime) {
_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
_mouseVoxel.s = 0.0f;
if (checkedVoxelModeAction() != 0) {
if (checkedVoxelModeAction() != 0 &&
(fabs(_myAvatar.getVelocity().x) +
fabs(_myAvatar.getVelocity().y) +
fabs(_myAvatar.getVelocity().z)) / 3 < MAX_AVATAR_EDIT_VELOCITY) {
float distance;
BoxFace face;
if (_voxels.findRayIntersection(mouseRayOrigin, mouseRayDirection, _mouseVoxel, distance, face)) {
// find the nearest voxel with the desired scale
if (_mouseVoxelScale > _mouseVoxel.s) {
// choose the larger voxel that encompasses the one selected
_mouseVoxel.x = _mouseVoxelScale * floorf(_mouseVoxel.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(_mouseVoxel.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(_mouseVoxel.z / _mouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
} else {
glm::vec3 faceVector = getFaceVector(face);
if (_mouseVoxelScale < _mouseVoxel.s) {
// find the closest contained voxel
glm::vec3 pt = (mouseRayOrigin + mouseRayDirection * distance) / (float)TREE_SCALE -
faceVector * (_mouseVoxelScale * 0.5f);
_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / _mouseVoxelScale);
if (_voxels.findRayIntersection(mouseRayOrigin, mouseRayDirection, _mouseVoxel, distance, face)) {
if (distance < MAX_VOXEL_EDIT_DISTANCE) {
// find the nearest voxel with the desired scale
if (_mouseVoxelScale > _mouseVoxel.s) {
// choose the larger voxel that encompasses the one selected
_mouseVoxel.x = _mouseVoxelScale * floorf(_mouseVoxel.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(_mouseVoxel.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(_mouseVoxel.z / _mouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
} else {
glm::vec3 faceVector = getFaceVector(face);
if (_mouseVoxelScale < _mouseVoxel.s) {
// find the closest contained voxel
glm::vec3 pt = (mouseRayOrigin + mouseRayDirection * distance) / (float)TREE_SCALE -
faceVector * (_mouseVoxelScale * 0.5f);
_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / _mouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
}
if (_addVoxelMode->isChecked()) {
// use the face to determine the side on which to create a neighbor
_mouseVoxel.x += faceVector.x * _mouseVoxel.s;
_mouseVoxel.y += faceVector.y * _mouseVoxel.s;
_mouseVoxel.z += faceVector.z * _mouseVoxel.s;
}
}
if (_addVoxelMode->isChecked()) {
// use the face to determine the side on which to create a neighbor
_mouseVoxel.x += faceVector.x * _mouseVoxel.s;
_mouseVoxel.y += faceVector.y * _mouseVoxel.s;
_mouseVoxel.z += faceVector.z * _mouseVoxel.s;
}
} else {
_mouseVoxel.s = 0.0f;
}
} else if (_addVoxelMode->isChecked() || _selectVoxelMode->isChecked()) {
// place the voxel a fixed distance away