Merging with upstream after resolving some conflicts

This commit is contained in:
samcake 2016-10-12 09:22:12 -07:00
commit 5f9c713d44
29 changed files with 218 additions and 100 deletions

View file

@ -95,6 +95,11 @@ namespace controller {
return getValue(Input(device, source, ChannelType::BUTTON).getID());
}
float ScriptingInterface::getAxisValue(int source) const {
auto userInputMapper = DependencyManager::get<UserInputMapper>();
return userInputMapper->getValue(Input((uint32_t)source));
}
float ScriptingInterface::getAxisValue(StandardAxisChannel source, uint16_t device) const {
return getValue(Input(device, source, ChannelType::AXIS).getID());
}

View file

@ -81,6 +81,7 @@ namespace controller {
Q_INVOKABLE float getValue(const int& source) const;
Q_INVOKABLE float getButtonValue(StandardButtonChannel source, uint16_t device = 0) const;
Q_INVOKABLE float getAxisValue(StandardAxisChannel source, uint16_t device = 0) const;
Q_INVOKABLE float getAxisValue(int source) const;
Q_INVOKABLE Pose getPoseValue(const int& source) const;
Q_INVOKABLE Pose getPoseValue(StandardPoseChannel source, uint16_t device = 0) const;

View file

@ -27,19 +27,27 @@ AnyEndpoint::AnyEndpoint(Endpoint::List children) : Endpoint(Input::INVALID_INPU
}
}
// The value of an any-point is considered to be the maxiumum absolute value,
// this handles any's of multiple axis values as well as single values as well
float AnyEndpoint::peek() const {
float result = 0;
float result = 0.0f;
for (auto& child : _children) {
result = std::max(result, child->peek());
auto childValue = child->peek();
if (std::abs(childValue) > std::abs(result)) {
result = childValue;
}
}
return result;
}
// Fetching the value must trigger any necessary side effects of value() on ALL the children.
float AnyEndpoint::value() {
float result = 0;
float result = 0.0f;
for (auto& child : _children) {
result = std::max(result, child->value());
auto childValue = child->value();
if (std::abs(childValue) > std::abs(result)) {
result = childValue;
}
}
return result;
}

View file

@ -374,7 +374,8 @@ void HmdDisplayPlugin::updateFrameData() {
}
// this offset needs to match GRAB_POINT_SPHERE_OFFSET in scripts/system/libraries/controllers.js
static const vec3 GRAB_POINT_SPHERE_OFFSET = vec3(0.1f, 0.04f, -0.32f);
//static const vec3 GRAB_POINT_SPHERE_OFFSET = vec3(0.1f, 0.04f, -0.32f);
static const vec3 GRAB_POINT_SPHERE_OFFSET = vec3(0.0f, 0.0f, -0.175f);
vec3 grabPointOffset = GRAB_POINT_SPHERE_OFFSET;
if (i == 0) {
grabPointOffset.x *= -1.0f; // this changes between left and right hands

View file

@ -666,7 +666,6 @@ void GLBackend::recycle() const {
for (auto pair : externalTexturesTrash) {
auto fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
pair.second(pair.first, fence);
decrementTextureGPUCount();
}
}

View file

@ -20,9 +20,20 @@ std::shared_ptr<GLTextureTransferHelper> GLTexture::_textureTransferHelper;
// FIXME placeholder for texture memory over-use
#define DEFAULT_MAX_MEMORY_MB 256
#define MIN_FREE_GPU_MEMORY_PERCENTAGE 0.25f
#define OVER_MEMORY_PRESSURE 2.0f
// FIXME other apps show things like Oculus home consuming large amounts of GPU memory
// which causes us to blur textures needlessly (since other app GPU memory usage will likely
// be swapped out and not cause any actual impact
//#define CHECK_MIN_FREE_GPU_MEMORY
#ifdef CHECK_MIN_FREE_GPU_MEMORY
#define MIN_FREE_GPU_MEMORY_PERCENTAGE 0.25f
#endif
// Allow 65% of all available GPU memory to be consumed by textures
// FIXME overly conservative?
#define MAX_CONSUMED_TEXTURE_MEMORY_PERCENTAGE 0.65f
const GLenum GLTexture::CUBE_FACE_LAYOUT[6] = {
GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
@ -107,6 +118,7 @@ float GLTexture::getMemoryPressure() {
// If we can't query the dedicated memory just use a fallback fixed value of 256 MB
totalGpuMemory = MB_TO_BYTES(DEFAULT_MAX_MEMORY_MB);
} else {
#ifdef CHECK_MIN_FREE_GPU_MEMORY
// Check the global free GPU memory
auto freeGpuMemory = getFreeDedicatedMemory();
if (freeGpuMemory) {
@ -115,21 +127,26 @@ float GLTexture::getMemoryPressure() {
if (freeGpuMemory != lastFreeGpuMemory) {
lastFreeGpuMemory = freeGpuMemory;
if (freePercentage < MIN_FREE_GPU_MEMORY_PERCENTAGE) {
qDebug() << "Exceeded max GPU memory";
qCDebug(gpugllogging) << "Exceeded min free GPU memory " << freePercentage;
return OVER_MEMORY_PRESSURE;
}
}
}
#endif
}
// Allow 50% of all available GPU memory to be consumed by textures
// FIXME overly conservative?
availableTextureMemory = (totalGpuMemory >> 1);
availableTextureMemory = static_cast<gpu::Size>(totalGpuMemory * MAX_CONSUMED_TEXTURE_MEMORY_PERCENTAGE);
}
// Return the consumed texture memory divided by the available texture memory.
auto consumedGpuMemory = Context::getTextureGPUMemoryUsage();
return (float)consumedGpuMemory / (float)availableTextureMemory;
float memoryPressure = (float)consumedGpuMemory / (float)availableTextureMemory;
static Context::Size lastConsumedGpuMemory = 0;
if (memoryPressure > 1.0f && lastConsumedGpuMemory != consumedGpuMemory) {
lastConsumedGpuMemory = consumedGpuMemory;
qCDebug(gpugllogging) << "Exceeded max allowed texture memory: " << consumedGpuMemory << " / " << availableTextureMemory;
}
return memoryPressure;
}

View file

@ -23,7 +23,7 @@ vec2 float32x3_to_oct(in vec3 v) {
vec3 oct_to_float32x3(in vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
if (v.z < 0) {
if (v.z < 0.0) {
v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);
}
return normalize(v);

View file

@ -39,17 +39,18 @@ struct LightAmbient {
SphericalHarmonics getLightAmbientSphere(LightAmbient l) { return l._ambientSphere; }
float getLightAmbientIntensity(LightAmbient l) { return l._ambient.x; }
bool getLightHasAmbientMap(LightAmbient l) { return l._ambient.y > 0; }
float getLightAmbientMapNumMips(LightAmbient l) { return l._ambient.y; }
<@func declareLightBuffer(N)@>
<@if N@>
uniform lightBuffer {
Light lightArray[<$N$>];
};
Light getLight(int index) {
return lightArray[index];
}

View file

@ -141,7 +141,11 @@ bool haveAssetServer() {
}
GetMappingRequest* AssetClient::createGetMappingRequest(const AssetPath& path) {
return new GetMappingRequest(path);
auto request = new GetMappingRequest(path);
request->moveToThread(thread());
return request;
}
GetAllMappingsRequest* AssetClient::createGetAllMappingsRequest() {
@ -305,7 +309,7 @@ void AssetClient::handleAssetGetInfoReply(QSharedPointer<ReceivedMessage> messag
void AssetClient::handleAssetGetReply(QSharedPointer<ReceivedMessage> message, SharedNodePointer senderNode) {
Q_ASSERT(QThread::currentThread() == thread());
auto assetHash = message->read(SHA256_HASH_LENGTH);
auto assetHash = message->readHead(SHA256_HASH_LENGTH);
qCDebug(asset_client) << "Got reply for asset: " << assetHash.toHex();
MessageID messageID;
@ -349,8 +353,8 @@ void AssetClient::handleAssetGetReply(QSharedPointer<ReceivedMessage> message, S
} else {
auto weakNode = senderNode.toWeakRef();
connect(message.data(), &ReceivedMessage::progress, this, [this, weakNode, messageID, length]() {
handleProgressCallback(weakNode, messageID, length);
connect(message.data(), &ReceivedMessage::progress, this, [this, weakNode, messageID, length](qint64 size) {
handleProgressCallback(weakNode, messageID, size, length);
});
connect(message.data(), &ReceivedMessage::completed, this, [this, weakNode, messageID]() {
handleCompleteCallback(weakNode, messageID);
@ -358,7 +362,8 @@ void AssetClient::handleAssetGetReply(QSharedPointer<ReceivedMessage> message, S
}
}
void AssetClient::handleProgressCallback(const QWeakPointer<Node>& node, MessageID messageID, DataOffset length) {
void AssetClient::handleProgressCallback(const QWeakPointer<Node>& node, MessageID messageID,
qint64 size, DataOffset length) {
auto senderNode = node.toStrongRef();
if (!senderNode) {
@ -381,13 +386,7 @@ void AssetClient::handleProgressCallback(const QWeakPointer<Node>& node, Message
}
auto& callbacks = requestIt->second;
auto& message = callbacks.message;
if (!message) {
return;
}
callbacks.progressCallback(message->getSize(), length);
callbacks.progressCallback(size, length);
}
void AssetClient::handleCompleteCallback(const QWeakPointer<Node>& node, MessageID messageID) {

View file

@ -93,7 +93,7 @@ private:
bool cancelGetAssetRequest(MessageID id);
bool cancelUploadAssetRequest(MessageID id);
void handleProgressCallback(const QWeakPointer<Node>& node, MessageID messageID, DataOffset length);
void handleProgressCallback(const QWeakPointer<Node>& node, MessageID messageID, qint64 size, DataOffset length);
void handleCompleteCallback(const QWeakPointer<Node>& node, MessageID messageID);
struct GetAssetRequestData {

View file

@ -61,7 +61,7 @@ void ReceivedMessage::appendPacket(NLPacket& packet) {
_data.append(packet.getPayload(), packet.getPayloadSize());
if (_numPackets % EMIT_PROGRESS_EVERY_X_PACKETS == 0) {
emit progress();
emit progress(getSize());
}
if (packet.getPacketPosition() == NLPacket::PacketPosition::LAST) {

View file

@ -78,7 +78,7 @@ public:
template<typename T> qint64 readHeadPrimitive(T* data);
signals:
void progress();
void progress(qint64 size);
void completed();
private slots:

View file

@ -52,7 +52,7 @@ DeferredFragment unpackDeferredFragmentNoPosition(vec2 texcoord) {
vec4 specularVal;
DeferredFragment frag;
frag.depthVal = -1;
frag.depthVal = -1.0;
normalVal = texture(normalMap, texcoord);
diffuseVal = texture(albedoMap, texcoord);
specularVal = texture(specularMap, texcoord);
@ -186,8 +186,8 @@ void unpackMidLowNormalCurvature(vec2 texcoord, out vec4 midNormalCurvature, out
lowNormalCurvature = fetchDiffusedCurvature(texcoord);
midNormalCurvature.xyz = normalize((midNormalCurvature.xyz - 0.5f) * 2.0f);
lowNormalCurvature.xyz = normalize((lowNormalCurvature.xyz - 0.5f) * 2.0f);
midNormalCurvature.w = (midNormalCurvature.w * 2 - 1);
lowNormalCurvature.w = (lowNormalCurvature.w * 2 - 1);
midNormalCurvature.w = (midNormalCurvature.w * 2.0 - 1.0);
lowNormalCurvature.w = (lowNormalCurvature.w * 2.0 - 1.0);
}
<@endfunc@>

View file

@ -27,8 +27,8 @@ float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
}
const float DEFAULT_ROUGHNESS = 0.9;
const float DEFAULT_SHININESS = 10;
const float DEFAULT_METALLIC = 0;
const float DEFAULT_SHININESS = 10.0;
const float DEFAULT_METALLIC = 0.0;
const vec3 DEFAULT_SPECULAR = vec3(0.1);
const vec3 DEFAULT_EMISSIVE = vec3(0.0);
const float DEFAULT_OCCLUSION = 1.0;

View file

@ -25,7 +25,7 @@
// prepareGlobalLight
// Transform directions to worldspace
vec3 fragNormal = vec3((normal));
vec3 fragEyeVector = vec3(invViewMat * vec4(-position, 0.0));
vec3 fragEyeVector = vec3(invViewMat * vec4(-1.0*position, 0.0));
vec3 fragEyeDir = normalize(fragEyeVector);
// Get light
@ -150,13 +150,13 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscur
float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
// Reevaluate the shadow attenuation for light facing fragments
float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
float lightAttenuation = (1.0 - facingLight) + facingLight * shadowAttenuation;
// Diffuse light is the lightmap dimmed by shadow
vec3 diffuseLight = lightAttenuation * lightmap;
// Ambient light is the lightmap when in shadow
vec3 ambientLight = (1 - lightAttenuation) * lightmap * getLightAmbientIntensity(ambient);
vec3 ambientLight = (1.0 - lightAttenuation) * lightmap * getLightAmbientIntensity(light);
return isLightmapEnabled() * obscurance * albedo * (diffuseLight + ambientLight);
}

View file

@ -23,7 +23,7 @@ vec4 evalSkyboxLight(vec3 direction, float lod) {
<@func declareEvalAmbientSpecularIrradiance(supportAmbientSphere, supportAmbientMap, supportIfAmbientMapElseAmbientSphere)@>
vec3 fresnelSchlickAmbient(vec3 fresnelColor, vec3 lightDir, vec3 halfDir, float gloss) {
return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * pow(1.0 - clamp(dot(lightDir, halfDir), 0.0, 1.0), 5);
return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * pow(1.0 - clamp(dot(lightDir, halfDir), 0.0, 1.0), 5.0);
}
<@if supportAmbientMap@>
@ -32,7 +32,7 @@ vec3 fresnelSchlickAmbient(vec3 fresnelColor, vec3 lightDir, vec3 halfDir, float
vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 fragNormal, float roughness, vec3 fresnel) {
vec3 direction = -reflect(fragEyeDir, fragNormal);
vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, fragEyeDir, fragNormal, 1 - roughness);
vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, fragEyeDir, fragNormal, 1.0 - roughness);
vec3 specularLight;
<@if supportIfAmbientMapElseAmbientSphere@>
if (getLightHasAmbientMap(ambient))
@ -75,7 +75,7 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
) {
// Diffuse from ambient
diffuse = (1 - metallic) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), normal).xyz;
diffuse = (1.0 - metallic) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), normal).xyz;
// Specular highlight from ambient
specular = evalAmbientSpecularIrradiance(ambient, eyeDir, normal, roughness, fresnel) * obscurance * getLightAmbientIntensity(ambient);

View file

@ -40,7 +40,7 @@ void evalLightingPoint(out vec3 diffuse, out vec3 specular, Light light,
if (isShowLightContour() > 0.0) {
// Show edge
float edge = abs(2.0 * ((lightVolume_getRadius(light.volume) - fragLightDistance) / (0.1)) - 1.0);
if (edge < 1) {
if (edge < 1.0) {
float edgeCoord = exp2(-8.0*edge*edge);
diffuse = vec3(edgeCoord * edgeCoord * getLightColor(light));
}

View file

@ -45,7 +45,7 @@ void evalLightingSpot(out vec3 diffuse, out vec3 specular, Light light,
float edgeDistS = dot(fragLightDistance * vec2(cosSpotAngle, sqrt(1.0 - cosSpotAngle * cosSpotAngle)), -lightVolume_getSpotOutsideNormal2(light.volume));
float edgeDist = min(edgeDistR, edgeDistS);
float edge = abs(2.0 * (edgeDist / (0.1)) - 1.0);
if (edge < 1) {
if (edge < 1.0) {
float edgeCoord = exp2(-8.0*edge*edge);
diffuse = vec3(edgeCoord * edgeCoord * getLightColor(light));
}

View file

@ -124,14 +124,14 @@ float specularDistribution(float roughness, vec3 normal, vec3 halfDir) {
float gloss2 = (0.001 + roughness);
gloss2 *= gloss2; // pow 2
gloss2 *= gloss2; // pow 4
float denom = (ndoth * ndoth*(gloss2 - 1) + 1);
float denom = (ndoth * ndoth*(gloss2 - 1.0) + 1.0);
float power = gloss2 / (3.14159 * denom * denom);
return power;
}
float specularDistributionGloss(float gloss2, vec3 normal, vec3 halfDir) {
float ndoth = clamp(dot(halfDir, normal), 0.0, 1.0);
// float gloss2 = pow(0.001 + roughness, 4);
float denom = (ndoth * ndoth*(gloss2 - 1) + 1);
float denom = (ndoth * ndoth*(gloss2 - 1.0) + 1.0);
float power = gloss2 / (3.14159 * denom * denom);
return power;
}
@ -195,7 +195,7 @@ vec4 evalPBRShadingGloss(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, fl
float power = specularDistributionGloss(gloss2, fragNormal, halfDir);
vec3 specular = fresnelColor * power * diffuse;
return vec4(specular, (1.0 - metallic) * diffuse * (1 - fresnelColor.x));
return vec4(specular, (1.0 - metallic) * diffuse * (1.0 - fresnelColor.x));
}
<@endfunc@>

View file

@ -137,7 +137,7 @@ vec3 integrate(float cosTheta, float skinRadius) {
uniform sampler2D scatteringLUT;
vec3 fetchBRDF(float LdotN, float curvature) {
return texture(scatteringLUT, vec2( clamp(LdotN * 0.5 + 0.5, 0.0, 1.0), clamp(2 * curvature, 0.0, 1.0))).xyz;
return texture(scatteringLUT, vec2( clamp(LdotN * 0.5 + 0.5, 0.0, 1.0), clamp(2.0 * curvature, 0.0, 1.0))).xyz;
}
vec3 fetchBRDFSpectrum(vec3 LdotNSpectrum, float curvature) {
@ -183,7 +183,7 @@ float tuneCurvatureUnsigned(float curvature) {
}
float unpackCurvature(float packedCurvature) {
return (packedCurvature * 2 - 1);
return (packedCurvature * 2.0 - 1.0);
}
vec3 evalScatteringBentNdotL(vec3 normal, vec3 midNormal, vec3 lowNormal, vec3 lightDir) {
@ -210,7 +210,7 @@ vec3 evalSkinBRDF(vec3 lightDir, vec3 normal, vec3 midNormal, vec3 lowNormal, fl
return lowNormal * 0.5 + vec3(0.5);
}
if (showCurvature()) {
return (curvature > 0 ? vec3(curvature, 0.0, 0.0) : vec3(0.0, 0.0, -curvature));
return (curvature > 0.0 ? vec3(curvature, 0.0, 0.0) : vec3(0.0, 0.0, -curvature));
}
vec3 bentNdotL = evalScatteringBentNdotL(normal, midNormal, lowNormal, lightDir);

View file

@ -26,7 +26,7 @@ void main(void) {
);
vec4 pos = UNIT_QUAD[gl_VertexID];
_texCoord0 = (pos.xy + 1) * 0.5;
_texCoord0 = (pos.xy + 1.0) * 0.5;
_texCoord0 *= texcoordFrameTransform.zw;
_texCoord0 += texcoordFrameTransform.xy;

View file

@ -0,0 +1,57 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// deferred_light_limited.vert
// vertex shader
//
// Created by Sam Gateau on 6/16/16.
// 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 gpu/Transform.slh@>
<@include gpu/Inputs.slh@>
<$declareStandardTransform()$>
uniform vec4 sphereParam;
out vec4 _texCoord0;
void main(void) {
if (sphereParam.w != 0.0) {
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>;
vec4 projected = gl_Position / gl_Position.w;
projected.xy = (projected.xy + 1.0) * 0.5;
if (cam_isStereo()) {
projected.x = 0.5 * (projected.x + cam_getStereoSide());
}
_texCoord0 = vec4(projected.xy, 0.0, 1.0) * gl_Position.w;
} else {
const float depth = -1.0; //Draw at near plane
const vec4 UNIT_QUAD[4] = vec4[4](
vec4(-1.0, -1.0, depth, 1.0),
vec4(1.0, -1.0, depth, 1.0),
vec4(-1.0, 1.0, depth, 1.0),
vec4(1.0, 1.0, depth, 1.0)
);
vec4 pos = UNIT_QUAD[gl_VertexID];
_texCoord0 = vec4((pos.xy + 1.0) * 0.5, 0.0, 1.0);
if (cam_isStereo()) {
_texCoord0.x = 0.5 * (_texCoord0.x + cam_getStereoSide());
}
gl_Position = pos;
}
}

View file

@ -2,7 +2,7 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// directional_light.frag
// directional_ambient_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/3/14.

View file

@ -2,7 +2,7 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// directional_light.frag
// directional_skybox_light.frag
// fragment shader
//
// Created by Sam Gateau on 5/8/2015.

View file

@ -635,7 +635,11 @@ void OpenVrDisplayPlugin::postPreview() {
_nextSimPoseData = nextSim;
});
_nextRenderPoseData = nextRender;
// FIXME - this looks wrong!
_hmdActivityLevel = vr::k_EDeviceActivityLevel_UserInteraction; // _system->GetTrackedDeviceActivityLevel(vr::k_unTrackedDeviceIndex_Hmd);
#else
_hmdActivityLevel = _system->GetTrackedDeviceActivityLevel(vr::k_unTrackedDeviceIndex_Hmd);
#endif
}

View file

@ -16,6 +16,7 @@
(function() { // BEGIN LOCAL_SCOPE
var BASIC_TIMER_INTERVAL = 50; // 50ms = 20hz
var OVERLAY_WIDTH = 1920;
var OVERLAY_HEIGHT = 1080;
var OVERLAY_DATA = {
@ -49,6 +50,21 @@ var AWAY_INTRO = {
endFrame: 83.0
};
// MAIN CONTROL
var isEnabled = true;
var wasMuted; // unknonwn?
var isAway = false; // we start in the un-away state
var wasOverlaysVisible = Menu.isOptionChecked("Overlays");
var eventMappingName = "io.highfidelity.away"; // goActive on hand controller button events, too.
var eventMapping = Controller.newMapping(eventMappingName);
var avatarPosition = MyAvatar.position;
var wasHmdMounted = HMD.mounted;
// some intervals we may create/delete
var avatarMovedInterval;
// prefetch the kneel animation and hold a ref so it's always resident in memory when we need it.
var _animation = AnimationCache.prefetch(AWAY_INTRO.url);
@ -125,41 +141,28 @@ function maybeMoveOverlay() {
var halfWayBetweenOldAndLookAt = Vec3.multiply(lookAtChange, EASE_BY_RATIO);
var newOverlayPosition = Vec3.sum(lastOverlayPosition, halfWayBetweenOldAndLookAt);
lastOverlayPosition = newOverlayPosition;
var actualOverlayPositon = moveCloserToCamera(lastOverlayPosition);
Overlays.editOverlay(overlayHMD, { visible: true, position: actualOverlayPositon });
// make sure desktop version is hidden
Overlays.editOverlay(overlay, { visible: false });
// also remember avatar position
avatarPosition = MyAvatar.position;
}
}
}
function ifAvatarMovedGoActive() {
if (Vec3.distance(MyAvatar.position, avatarPosition) > AVATAR_MOVE_FOR_ACTIVE_DISTANCE) {
var newAvatarPosition = MyAvatar.position;
if (Vec3.distance(newAvatarPosition, avatarPosition) > AVATAR_MOVE_FOR_ACTIVE_DISTANCE) {
goActive();
}
avatarPosition = newAvatarPosition;
}
// MAIN CONTROL
var isEnabled = true;
var wasMuted, isAway;
var wasOverlaysVisible = Menu.isOptionChecked("Overlays");
var eventMappingName = "io.highfidelity.away"; // goActive on hand controller button events, too.
var eventMapping = Controller.newMapping(eventMappingName);
var avatarPosition = MyAvatar.position;
// backward compatible version of getting HMD.mounted, so it works in old clients
function safeGetHMDMounted() {
if (HMD.mounted === undefined) {
return true;
}
return HMD.mounted;
}
var wasHmdMounted = safeGetHMDMounted();
function goAway() {
function goAway(fromStartup) {
if (!isEnabled || isAway) {
return;
}
@ -167,7 +170,6 @@ function goAway() {
UserActivityLogger.toggledAway(true);
isAway = true;
print('going "away"');
wasMuted = AudioDevice.getMuted();
if (!wasMuted) {
AudioDevice.toggleMute();
@ -189,10 +191,21 @@ function goAway() {
// For HMD, the hmd preview will show the system mouse because of allowMouseCapture,
// but we want to turn off our Reticle so that we don't get two in preview and a stuck one in headset.
Reticle.visible = !HMD.active;
wasHmdMounted = safeGetHMDMounted(); // always remember the correct state
wasHmdMounted = HMD.mounted; // always remember the correct state
avatarPosition = MyAvatar.position;
Script.update.connect(ifAvatarMovedGoActive);
// If we're entering away mode from some other state than startup, then we create our move timer immediately.
// However if we're just stating up, we need to delay this process so that we don't think the initial teleport
// is actually a move.
if (fromStartup === undefined || fromStartup === false) {
avatarMovedInterval = Script.setInterval(ifAvatarMovedGoActive, BASIC_TIMER_INTERVAL);
} else {
var WAIT_FOR_MOVE_ON_STARTUP = 3000; // 3 seconds
Script.setTimeout(function() {
avatarMovedInterval = Script.setInterval(ifAvatarMovedGoActive, BASIC_TIMER_INTERVAL);
}, WAIT_FOR_MOVE_ON_STARTUP);
}
}
function goActive() {
@ -203,7 +216,6 @@ function goActive() {
UserActivityLogger.toggledAway(false);
isAway = false;
print('going "active"');
if (!wasMuted) {
AudioDevice.toggleMute();
}
@ -230,9 +242,9 @@ function goActive() {
if (HMD.active) {
Reticle.position = HMD.getHUDLookAtPosition2D();
}
wasHmdMounted = safeGetHMDMounted(); // always remember the correct state
wasHmdMounted = HMD.mounted; // always remember the correct state
Script.update.disconnect(ifAvatarMovedGoActive);
Script.clearInterval(avatarMovedInterval);
}
function maybeGoActive(event) {
@ -250,10 +262,12 @@ var wasHmdActive = HMD.active;
var wasMouseCaptured = Reticle.mouseCaptured;
function maybeGoAway() {
// If our active state change (went to or from HMD mode), and we are now in the HMD, go into away
if (HMD.active !== wasHmdActive) {
wasHmdActive = !wasHmdActive;
if (wasHmdActive) {
goAway();
return;
}
}
@ -264,19 +278,30 @@ function maybeGoAway() {
wasMouseCaptured = !wasMouseCaptured;
if (!wasMouseCaptured) {
goAway();
return;
}
}
// If you've removed your HMD from your head, and we can detect it, we will also go away...
var hmdMounted = safeGetHMDMounted();
if (HMD.active && !hmdMounted && wasHmdMounted) {
wasHmdMounted = hmdMounted;
goAway();
if (HMD.mounted != wasHmdMounted) {
wasHmdMounted = HMD.mounted;
print("HMD mounted changed...");
// We're putting the HMD on... switch to those devices
if (HMD.mounted) {
print("NOW mounted...");
} else {
print("HMD NOW un-mounted...");
if (HMD.active) {
goAway();
return;
}
}
}
}
function setEnabled(value) {
print("setting away enabled: ", value);
if (!value) {
goActive();
}
@ -293,9 +318,12 @@ var handleMessage = function(channel, message, sender) {
Messages.subscribe(CHANNEL_AWAY_ENABLE);
Messages.messageReceived.connect(handleMessage);
Script.update.connect(maybeMoveOverlay);
var maybeIntervalTimer = Script.setInterval(function(){
maybeMoveOverlay();
maybeGoAway();
}, BASIC_TIMER_INTERVAL);
Script.update.connect(maybeGoAway);
Controller.mousePressEvent.connect(goActive);
Controller.keyPressEvent.connect(maybeGoActive);
// Note peek() so as to not interfere with other mappings.
@ -316,11 +344,17 @@ eventMapping.from(Controller.Standard.Start).peek().to(goActive);
Controller.enableMapping(eventMappingName);
Script.scriptEnding.connect(function () {
Script.update.disconnect(maybeGoAway);
Script.clearInterval(maybeIntervalTimer);
goActive();
Controller.disableMapping(eventMappingName);
Controller.mousePressEvent.disconnect(goActive);
Controller.keyPressEvent.disconnect(maybeGoActive);
});
if (HMD.active && !HMD.mounted) {
print("Starting script, while HMD is active and not mounted...");
goAway(true);
}
}()); // END LOCAL_SCOPE

View file

@ -112,7 +112,7 @@ var CHECK_TOO_FAR_UNEQUIP_TIME = 0.3; // seconds, duration between checks
var GRAB_POINT_SPHERE_RADIUS = NEAR_GRAB_RADIUS;
var GRAB_POINT_SPHERE_COLOR = { red: 20, green: 90, blue: 238 };
var GRAB_POINT_SPHERE_COLOR = { red: 240, green: 240, blue: 240 };
var GRAB_POINT_SPHERE_ALPHA = 0.85;
@ -1075,12 +1075,6 @@ function MyController(hand) {
var controllerLocation = getControllerWorldLocation(this.handToController(), true);
var worldHandPosition = controllerLocation.position;
if (controllerLocation.valid) {
this.grabPointSphereOn();
} else {
this.grabPointSphereOff();
}
var candidateEntities = Entities.findEntities(worldHandPosition, MAX_EQUIP_HOTSPOT_RADIUS);
entityPropertiesCache.addEntities(candidateEntities);
var potentialEquipHotspot = this.chooseBestEquipHotspot(candidateEntities);
@ -1103,9 +1097,11 @@ function MyController(hand) {
if (!this.grabPointIntersectsEntity) {
Controller.triggerHapticPulse(1, 20, this.hand);
this.grabPointIntersectsEntity = true;
this.grabPointSphereOn();
}
} else {
this.grabPointIntersectsEntity = false;
this.grabPointSphereOff();
}
};
@ -1427,12 +1423,6 @@ function MyController(hand) {
var controllerLocation = getControllerWorldLocation(this.handToController(), true);
var handPosition = controllerLocation.position;
if (controllerLocation.valid) {
this.grabPointSphereOn();
} else {
this.grabPointSphereOff();
}
var rayPickInfo = this.calcRayPickInfo(this.hand);
if (rayPickInfo.entityID) {

View file

@ -10,9 +10,10 @@
// var GRAB_POINT_SPHERE_OFFSET = { x: 0, y: 0.2, z: 0 };
// var GRAB_POINT_SPHERE_OFFSET = { x: 0.1, y: 0.175, z: 0.04 };
// var GRAB_POINT_SPHERE_OFFSET = { x: 0.1, y: 0.32, z: 0.04 };
// this offset needs to match the one in libraries/display-plugins/src/display-plugins/hmd/HmdDisplayPlugin.cpp
var GRAB_POINT_SPHERE_OFFSET = { x: 0.1, y: 0.32, z: 0.04 };
var GRAB_POINT_SPHERE_OFFSET = { x: 0.0, y: 0.175, z: 0.0 };
getGrabPointSphereOffset = function(handController) {
if (handController === Controller.Standard.RightHand) {

View file

@ -1133,6 +1133,7 @@ var usersWindow = (function () {
if (VISIBILITY_VALUES.indexOf(myVisibility) === -1) {
myVisibility = VISIBILITY_FRIENDS;
}
GlobalServices.findableBy = myVisibility;
visibilityControl = new PopUpMenu({
prompt: VISIBILITY_PROMPT,