Merge remote-tracking branch 'upstream/master' into avatar-hero-zone-improvements

Fix jsdoc conflict, also minor clean-up.
This commit is contained in:
Simon Walton 2019-03-27 10:54:49 -07:00
commit 6b21fc1af7
166 changed files with 6026 additions and 2428 deletions

View file

@ -0,0 +1,39 @@
#version 320 es
precision highp float;
precision highp sampler2D;
layout(location = 0) in vec4 vTexCoordLR;
layout(location = 0) out vec4 FragColorL;
layout(location = 1) out vec4 FragColorR;
uniform sampler2D sampler;
// https://software.intel.com/en-us/node/503873
// sRGB ====> Linear
vec3 color_sRGBToLinear(vec3 srgb) {
return mix(pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4)), srgb / vec3(12.92), vec3(lessThanEqual(srgb, vec3(0.04045))));
}
vec4 color_sRGBAToLinear(vec4 srgba) {
return vec4(color_sRGBToLinear(srgba.xyz), srgba.w);
}
// Linear ====> sRGB
vec3 color_LinearTosRGB(vec3 lrgb) {
return mix(vec3(1.055) * pow(vec3(lrgb), vec3(0.41666)) - vec3(0.055), vec3(lrgb) * vec3(12.92), vec3(lessThan(lrgb, vec3(0.0031308))));
}
vec4 color_LinearTosRGBA(vec4 lrgba) {
return vec4(color_LinearTosRGB(lrgba.xyz), lrgba.w);
}
// FIXME switch to texelfetch for getting from the source texture?
void main() {
//FragColorL = color_LinearTosRGBA(texture(sampler, vTexCoordLR.xy));
//FragColorR = color_LinearTosRGBA(texture(sampler, vTexCoordLR.zw));
FragColorL = texture(sampler, vTexCoordLR.xy);
FragColorR = texture(sampler, vTexCoordLR.zw);
}

View file

@ -0,0 +1,21 @@
#version 320 es
layout(location = 0) out vec4 vTexCoordLR;
void main(void) {
const float depth = 0.0;
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];
gl_Position = pos;
vTexCoordLR.xy = pos.xy;
vTexCoordLR.xy += 1.0;
vTexCoordLR.y *= 0.5;
vTexCoordLR.x *= 0.25;
vTexCoordLR.zw = vTexCoordLR.xy;
vTexCoordLR.z += 0.5;
}

View file

@ -7,6 +7,7 @@
//
package io.highfidelity.oculus;
import android.content.res.AssetManager;
import android.os.Bundle;
import android.util.Log;
import android.view.Surface;
@ -24,7 +25,7 @@ public class OculusMobileActivity extends QtActivity implements SurfaceHolder.Ca
private static final String TAG = OculusMobileActivity.class.getSimpleName();
static { System.loadLibrary("oculusMobile"); }
private native void nativeOnCreate();
private native void nativeOnCreate(AssetManager assetManager);
private native static void nativeOnResume();
private native static void nativeOnPause();
private native static void nativeOnSurfaceChanged(Surface s);
@ -53,7 +54,7 @@ public class OculusMobileActivity extends QtActivity implements SurfaceHolder.Ca
mView = new SurfaceView(this);
mView.getHolder().addCallback(this);
nativeOnCreate();
nativeOnCreate(getAssets());
questNativeOnCreate();
}
@ -81,7 +82,7 @@ public class OculusMobileActivity extends QtActivity implements SurfaceHolder.Ca
Log.w(TAG, "QQQ onResume");
super.onResume();
//Reconnect the global reference back to handler
nativeOnCreate();
nativeOnCreate(getAssets());
questNativeOnResume();
nativeOnResume();

View file

@ -52,6 +52,8 @@
#include <WebSocketServerClass.h>
#include <EntityScriptingInterface.h> // TODO: consider moving to scriptengine.h
#include <hfm/ModelFormatRegistry.h>
#include "entities/AssignmentParentFinder.h"
#include "AssignmentDynamicFactory.h"
#include "RecordingScriptingInterface.h"
@ -99,6 +101,9 @@ Agent::Agent(ReceivedMessage& message) :
DependencyManager::set<RecordingScriptingInterface>();
DependencyManager::set<UsersScriptingInterface>();
DependencyManager::set<ModelFormatRegistry>();
DependencyManager::set<ModelCache>();
// Needed to ensure the creation of the DebugDraw instance on the main thread
DebugDraw::getInstance();
@ -819,6 +824,9 @@ void Agent::aboutToFinish() {
DependencyManager::get<ResourceManager>()->cleanup();
DependencyManager::destroy<ModelFormatRegistry>();
DependencyManager::destroy<ModelCache>();
DependencyManager::destroy<PluginManager>();
// cleanup the AudioInjectorManager (and any still running injectors)

View file

@ -18,16 +18,25 @@
#include "Agent.h"
/**jsdoc
* The <code>Agent</code> API enables an assignment client to emulate an avatar. Setting <code>isAvatar = true</code> connects
* the assignment client to the avatar and audio mixers, and enables the {@link Avatar} API to be used.
*
* @namespace Agent
*
* @hifi-assignment-client
*
* @property {boolean} isAvatar
* @property {boolean} isPlayingAvatarSound <em>Read-only.</em>
* @property {boolean} isListeningToAudioStream
* @property {boolean} isNoiseGateEnabled
* @property {number} lastReceivedAudioLoudness <em>Read-only.</em>
* @property {Uuid} sessionUUID <em>Read-only.</em>
* @property {boolean} isAvatar - <code>true</code> if the assignment client script is emulating an avatar, otherwise
* <code>false</code>.
* @property {boolean} isPlayingAvatarSound - <code>true</code> if the script has a sound to play, otherwise <code>false</code>.
* Sounds are played when <code>isAvatar</code> is <code>true</code>, from the position and with the orientation of the
* scripted avatar's head. <em>Read-only.</em>
* @property {boolean} isListeningToAudioStream - <code>true</code> if the agent is "listening" to the audio stream from the
* domain, otherwise <code>false</code>.
* @property {boolean} isNoiseGateEnabled - <code>true</code> if the noise gate is enabled, otherwise <code>false</code>. When
* enabled, the input audio stream is blocked (fully attenuated) if it falls below an adaptive threshold.
* @property {number} lastReceivedAudioLoudness - The current loudness of the audio input. Nominal range [<code>0.0</code> (no
* sound) &ndash; <code>1.0</code> (the onset of clipping)]. <em>Read-only.</em>
* @property {Uuid} sessionUUID - The unique ID associated with the agent's current session in the domain. <em>Read-only.</em>
*/
class AgentScriptingInterface : public QObject {
Q_OBJECT
@ -54,20 +63,43 @@ public:
public slots:
/**jsdoc
* Sets whether the script should emulate an avatar.
* @function Agent.setIsAvatar
* @param {boolean} isAvatar
* @param {boolean} isAvatar - <code>true</code> if the script emulates an avatar, otherwise <code>false</code>.
* @example <caption>Make an assignment client script emulate an avatar.</caption>
* (function () {
* Agent.setIsAvatar(true);
* Avatar.displayName = "AC avatar";
* print("Position: " + JSON.stringify(Avatar.position)); // 0, 0, 0
* }());
*/
void setIsAvatar(bool isAvatar) const { _agent->setIsAvatar(isAvatar); }
/**jsdoc
* Checks whether the script is emulating an avatar.
* @function Agent.isAvatar
* @returns {boolean}
* @returns {boolean} <code>true</code> if the script is emulating an avatar, otherwise <code>false</code>.
* @example <caption>Check whether the agent is emulating an avatar.</caption>
* (function () {
* print("Agent is avatar: " + Agent.isAvatar());
* print("Agent is avatar: " + Agent.isAvatar); // Same result.
* }());
*/
bool isAvatar() const { return _agent->isAvatar(); }
/**jsdoc
* Plays a sound from the position and with the orientation of the emulated avatar's head. No sound is played unless
* <code>isAvatar == true</code>.
* @function Agent.playAvatarSound
* @param {object} avatarSound
* @param {SoundObject} avatarSound - The sound played.
* @example <caption>Play a sound from an emulated avatar.</caption>
* (function () {
* Agent.isAvatar = true;
* var sound = SoundCache.getSound(Script.resourcesPath() + "sounds/sample.wav");
* Script.setTimeout(function () { // Give the sound time to load.
* Agent.playAvatarSound(sound);
* }, 1000);
* }());
*/
void playAvatarSound(SharedSoundPointer avatarSound) const { _agent->playAvatarSound(avatarSound); }

View file

@ -470,8 +470,8 @@ void AvatarMixerSlave::broadcastAvatarDataToAgent(const SharedNodePointer& node)
SortableAvatar(avatarNodeData, sourceAvatarNode, lastEncodeTime));
}
// If Avatar A's PAL WAS open but is no longer open, AND
// Avatar A is ignoring Avatar B OR Avatar B is ignoring Avatar A...
// If Node A's PAL WAS open but is no longer open, AND
// Node A is ignoring Avatar B OR Node B is ignoring Avatar A...
//
// This is a bit heavy-handed still - there are cases where a kill packet
// will be sent when it doesn't need to be (but where it _should_ be OK to send).
@ -540,7 +540,7 @@ void AvatarMixerSlave::broadcastAvatarDataToAgent(const SharedNodePointer& node)
const MixerAvatar* sourceAvatar = sourceNodeData->getConstAvatarData();
// Typically all out-of-view avatars but such avatars' priorities will rise with time:
bool isLowerPriority = currentVariant != kHero && sortedAvatar.getPriority() <= OUT_OF_VIEW_THRESHOLD; // XXX: hero handling?
bool isLowerPriority = sortedAvatar.getPriority() <= OUT_OF_VIEW_THRESHOLD;
if (isLowerPriority) {
detail = PALIsOpen ? AvatarData::PALMinimum : AvatarData::MinimumData;
@ -549,8 +549,8 @@ void AvatarMixerSlave::broadcastAvatarDataToAgent(const SharedNodePointer& node)
detail = distribution(generator) < AVATAR_SEND_FULL_UPDATE_RATIO ? AvatarData::SendAllData : AvatarData::CullSmallData;
destinationNodeData->incrementAvatarInView();
// If the time that the mixer sent AVATAR DATA about Avatar B to Avatar A is BEFORE OR EQUAL TO
// the time that Avatar B flagged an IDENTITY DATA change, send IDENTITY DATA about Avatar B to Avatar A.
// If the time that the mixer sent AVATAR DATA about Avatar B to Node A is BEFORE OR EQUAL TO
// the time that Avatar B flagged an IDENTITY DATA change, send IDENTITY DATA about Avatar B to Node A.
if (sourceAvatar->hasProcessedFirstIdentity()
&& destinationNodeData->getLastBroadcastTime(sourceNode->getLocalID()) <= sourceNodeData->getIdentityChangeTimestamp()) {
identityBytesSent += sendIdentityPacket(*identityPacketList, sourceNodeData, *destinationNode);

View file

@ -20,25 +20,29 @@
/**jsdoc
* The <code>Avatar</code> API is used to manipulate scriptable avatars on the domain. This API is a subset of the
* {@link MyAvatar} API.
* {@link MyAvatar} API. To enable this API, set {@link Agent|Agent.isAvatar} to <code>true</code>.
*
* <p>For Interface, client entity, and avatar scripts, see {@link MyAvatar}.</p>
*
* <p><strong>Note:</strong> In the examples, use "<code>Avatar</code>" instead of "<code>MyAvatar</code>".</p>
*
* @namespace Avatar
*
* @hifi-assignment-client
*
* @property {Vec3} position
* @property {number} scale
* @property {number} density <em>Read-only.</em>
* @property {Vec3} handPosition
* @property {number} bodyYaw - The rotation left or right about an axis running from the head to the feet of the avatar.
* @comment IMPORTANT: This group of properties is copied from AvatarData.h; they should NOT be edited here.
* @property {Vec3} position - The position of the avatar.
* @property {number} scale=1.0 - The scale of the avatar. The value can be set to anything between <code>0.005</code> and
* <code>1000.0</code>. When the scale value is fetched, it may temporarily be further limited by the domain's settings.
* @property {number} density - The density of the avatar in kg/m<sup>3</sup>. The density is used to work out its mass in
* the application of physics. <em>Read-only.</em>
* @property {Vec3} handPosition - A user-defined hand position, in world coordinates. The position moves with the avatar
* but is otherwise not used or changed by Interface.
* @property {number} bodyYaw - The left or right rotation about an axis running from the head to the feet of the avatar.
* Yaw is sometimes called "heading".
* @property {number} bodyPitch - The rotation about an axis running from shoulder to shoulder of the avatar. Pitch is
* sometimes called "elevation".
* @property {number} bodyRoll - The rotation about an axis running from the chest to the back of the avatar. Roll is
* sometimes called "bank".
* @property {Quat} orientation
* @property {Quat} orientation - The orientation of the avatar.
* @property {Quat} headOrientation - The orientation of the avatar's head.
* @property {number} headPitch - The rotation about an axis running from ear to ear of the avatar's head. Pitch is
* sometimes called "elevation".
@ -46,79 +50,36 @@
* head. Yaw is sometimes called "heading".
* @property {number} headRoll - The rotation about an axis running from the nose to the back of the avatar's head. Roll is
* sometimes called "bank".
* @property {Vec3} velocity
* @property {Vec3} angularVelocity
* @property {number} audioLoudness
* @property {number} audioAverageLoudness
* @property {string} displayName
* @property {string} sessionDisplayName - Sanitized, defaulted version displayName that is defined by the AvatarMixer
* rather than by Interface clients. The result is unique among all avatars present at the time.
* @property {boolean} lookAtSnappingEnabled
* @property {string} skeletonModelURL
* @property {AttachmentData[]} attachmentData
* @property {Vec3} velocity - The current velocity of the avatar.
* @property {Vec3} angularVelocity - The current angular velocity of the avatar.
* @property {number} audioLoudness - The instantaneous loudness of the audio input that the avatar is injecting into the
* domain.
* @property {number} audioAverageLoudness - The rolling average loudness of the audio input that the avatar is injecting
* into the domain.
* @property {string} displayName - The avatar's display name.
* @property {string} sessionDisplayName - <code>displayName's</code> sanitized and default version defined by the avatar mixer
* rather than Interface clients. The result is unique among all avatars present in the domain at the time.
* @property {boolean} lookAtSnappingEnabled=true - <code>true</code> if the avatar's eyes snap to look at another avatar's
* eyes when the other avatar is in the line of sight and also has <code>lookAtSnappingEnabled == true</code>.
* @property {string} skeletonModelURL - The avatar's FST file.
* @property {AttachmentData[]} attachmentData - Information on the avatar's attachments.<br />
* <strong>Deprecated:</strong> Use avatar entities instead.
* @property {string[]} jointNames - The list of joints in the current avatar model. <em>Read-only.</em>
* @property {Uuid} sessionUUID <em>Read-only.</em>
* @property {Mat4} sensorToWorldMatrix <em>Read-only.</em>
* @property {Mat4} controllerLeftHandMatrix <em>Read-only.</em>
* @property {Mat4} controllerRightHandMatrix <em>Read-only.</em>
* @property {number} sensorToWorldScale <em>Read-only.</em>
* @property {Uuid} sessionUUID - Unique ID of the avatar in the domain. <em>Read-only.</em>
* @property {Mat4} sensorToWorldMatrix - The scale, rotation, and translation transform from the user's real world to the
* avatar's size, orientation, and position in the virtual world. <em>Read-only.</em>
* @property {Mat4} controllerLeftHandMatrix - The rotation and translation of the left hand controller relative to the
* avatar. <em>Read-only.</em>
* @property {Mat4} controllerRightHandMatrix - The rotation and translation of the right hand controller relative to the
* avatar. <em>Read-only.</em>
* @property {number} sensorToWorldScale - The scale that transforms dimensions in the user's real world to the avatar's
* size in the virtual world. <em>Read-only.</em>
*
* @borrows MyAvatar.getDomainMinScale as getDomainMinScale
* @borrows MyAvatar.getDomainMaxScale as getDomainMaxScale
* @borrows MyAvatar.canMeasureEyeHeight as canMeasureEyeHeight
* @borrows MyAvatar.getEyeHeight as getEyeHeight
* @borrows MyAvatar.getHeight as getHeight
* @borrows MyAvatar.setHandState as setHandState
* @borrows MyAvatar.getHandState as getHandState
* @borrows MyAvatar.setRawJointData as setRawJointData
* @borrows MyAvatar.setJointData as setJointData
* @borrows MyAvatar.setJointRotation as setJointRotation
* @borrows MyAvatar.setJointTranslation as setJointTranslation
* @borrows MyAvatar.clearJointData as clearJointData
* @borrows MyAvatar.isJointDataValid as isJointDataValid
* @borrows MyAvatar.getJointRotation as getJointRotation
* @borrows MyAvatar.getJointTranslation as getJointTranslation
* @borrows MyAvatar.getJointRotations as getJointRotations
* @borrows MyAvatar.getJointTranslations as getJointTranslations
* @borrows MyAvatar.setJointRotations as setJointRotations
* @borrows MyAvatar.setJointTranslations as setJointTranslations
* @borrows MyAvatar.clearJointsData as clearJointsData
* @borrows MyAvatar.getJointIndex as getJointIndex
* @borrows MyAvatar.getJointNames as getJointNames
* @borrows MyAvatar.setBlendshape as setBlendshape
* @borrows MyAvatar.getAttachmentsVariant as getAttachmentsVariant
* @borrows MyAvatar.setAttachmentsVariant as setAttachmentsVariant
* @borrows MyAvatar.updateAvatarEntity as updateAvatarEntity
* @borrows MyAvatar.clearAvatarEntity as clearAvatarEntity
* @borrows MyAvatar.setForceFaceTrackerConnected as setForceFaceTrackerConnected
* @borrows MyAvatar.getAttachmentData as getAttachmentData
* @borrows MyAvatar.setAttachmentData as setAttachmentData
* @borrows MyAvatar.attach as attach
* @borrows MyAvatar.detachOne as detachOne
* @borrows MyAvatar.detachAll as detachAll
* @borrows MyAvatar.getAvatarEntityData as getAvatarEntityData
* @borrows MyAvatar.setAvatarEntityData as setAvatarEntityData
* @borrows MyAvatar.getSensorToWorldMatrix as getSensorToWorldMatrix
* @borrows MyAvatar.getSensorToWorldScale as getSensorToWorldScale
* @borrows MyAvatar.getControllerLeftHandMatrix as getControllerLeftHandMatrix
* @borrows MyAvatar.getControllerRightHandMatrix as getControllerRightHandMatrix
* @borrows MyAvatar.getDataRate as getDataRate
* @borrows MyAvatar.getUpdateRate as getUpdateRate
* @borrows MyAvatar.displayNameChanged as displayNameChanged
* @borrows MyAvatar.sessionDisplayNameChanged as sessionDisplayNameChanged
* @borrows MyAvatar.skeletonModelURLChanged as skeletonModelURLChanged
* @borrows MyAvatar.lookAtSnappingChanged as lookAtSnappingChanged
* @borrows MyAvatar.sessionUUIDChanged as sessionUUIDChanged
* @borrows MyAvatar.sendAvatarDataPacket as sendAvatarDataPacket
* @borrows MyAvatar.sendIdentityPacket as sendIdentityPacket
* @borrows MyAvatar.setJointMappingsFromNetworkReply as setJointMappingsFromNetworkReply
* @borrows MyAvatar.setSessionUUID as setSessionUUID
* @borrows MyAvatar.getAbsoluteJointRotationInObjectFrame as getAbsoluteJointRotationInObjectFrame
* @borrows MyAvatar.getAbsoluteJointTranslationInObjectFrame as getAbsoluteJointTranslationInObjectFrame
* @borrows MyAvatar.setAbsoluteJointRotationInObjectFrame as setAbsoluteJointRotationInObjectFrame
* @borrows MyAvatar.setAbsoluteJointTranslationInObjectFrame as setAbsoluteJointTranslationInObjectFrame
* @borrows MyAvatar.getTargetScale as getTargetScale
* @borrows MyAvatar.resetLastSent as resetLastSent
* @example <caption>Create a scriptable avatar.</caption>
* (function () {
* Agent.setIsAvatar(true);
* print("Position: " + JSON.stringify(Avatar.position)); // 0, 0, 0
* }());
*/
class ScriptableAvatar : public AvatarData, public Dependency {
@ -132,15 +93,17 @@ public:
ScriptableAvatar();
/**jsdoc
* Starts playing an animation on the avatar.
* @function Avatar.startAnimation
* @param {string} url
* @param {number} [fps=30]
* @param {number} [priority=1]
* @param {boolean} [loop=false]
* @param {boolean} [hold=false]
* @param {number} [firstFrame=0]
* @param {number} [lastFrame=3.403e+38]
* @param {string[]} [maskedJoints=[]]
* @param {string} url - The animation file's URL. Animation files need to be in the FBX format but only need to contain
* the avatar skeleton and animation data.
* @param {number} [fps=30] - The frames per second (FPS) rate for the animation playback. 30 FPS is normal speed.
* @param {number} [priority=1] - <em>Not used.</em>
* @param {boolean} [loop=false] - <code>true</code> if the animation should loop, <code>false</code> if it shouldn't.
* @param {boolean} [hold=false] - <em>Not used.</em>
* @param {number} [firstFrame=0] - The frame at which the animation starts.
* @param {number} [lastFrame=3.403e+38] - The frame at which the animation stops.
* @param {string[]} [maskedJoints=[]] - The names of joints that should not be animated.
*/
/// Allows scripts to run animations.
Q_INVOKABLE void startAnimation(const QString& url, float fps = 30.0f, float priority = 1.0f, bool loop = false,
@ -148,39 +111,37 @@ public:
const QStringList& maskedJoints = QStringList());
/**jsdoc
* Stops playing the current animation.
* @function Avatar.stopAnimation
*/
Q_INVOKABLE void stopAnimation();
/**jsdoc
* Gets the details of the current avatar animation that is being or was recently played.
* @function Avatar.getAnimationDetails
* @returns {Avatar.AnimationDetails}
* @returns {Avatar.AnimationDetails} The current or recent avatar animation.
* @example <caption>Report the current animation details.</caption>
* var animationDetails = Avatar.getAnimationDetails();
* print("Animation details: " + JSON.stringify(animationDetails));
*/
Q_INVOKABLE AnimationDetails getAnimationDetails();
/**jsdoc
* Get the names of all the joints in the current avatar.
* @function MyAvatar.getJointNames
* @returns {string[]} The joint names.
* @example <caption>Report the names of all the joints in your current avatar.</caption>
* print(JSON.stringify(MyAvatar.getJointNames()));
*/
* @comment Uses the base class's JSDoc.
*/
Q_INVOKABLE virtual QStringList getJointNames() const override;
/**jsdoc
* Get the joint index for a named joint. The joint index value is the position of the joint in the array returned by
* {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
* @function MyAvatar.getJointIndex
* @param {string} name - The name of the joint.
* @returns {number} The index of the joint.
* @example <caption>Report the index of your avatar's left arm joint.</caption>
* print(JSON.stringify(MyAvatar.getJointIndex("LeftArm"));
*/
* @comment Uses the base class's JSDoc.
*/
/// Returns the index of the joint with the specified name, or -1 if not found/unknown.
Q_INVOKABLE virtual int getJointIndex(const QString& name) const override;
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
/**jsdoc
* @comment Uses the base class's JSDoc.
*/
int sendAvatarDataPacket(bool sendAll = false) override;
virtual QByteArray toByteArrayStateful(AvatarDataDetail dataDetail, bool dropFaceTracking = false) override;
@ -192,32 +153,42 @@ public:
void setHasAudioEnabledFaceMovement(bool hasAudioEnabledFaceMovement);
bool getHasAudioEnabledFaceMovement() const override { return _headData->getHasAudioEnabledFaceMovement(); }
/**jsdoc
* Potentially Very Expensive. Do not use.
/**jsdoc
* Gets details of all avatar entities.
* <p><strong>Warning:</strong> Potentially an expensive call. Do not use if possible.</p>
* @function Avatar.getAvatarEntityData
* @returns {object}
* @returns {AvatarEntityMap} Details of the avatar entities.
* @example <caption>Report the current avatar entities.</caption>
* var avatarEntityData = Avatar.getAvatarEntityData();
* print("Avatar entities: " + JSON.stringify(avatarEntityData));
*/
Q_INVOKABLE AvatarEntityMap getAvatarEntityData() const override;
/**jsdoc
* @function MyAvatar.setAvatarEntityData
* @param {object} avatarEntityData
*/
* Sets all avatar entities from an object.
* <p><strong>Warning:</strong> Potentially an expensive call. Do not use if possible.</p>
* @function Avatar.setAvatarEntityData
* @param {AvatarEntityMap} avatarEntityData - Details of the avatar entities.
*/
Q_INVOKABLE void setAvatarEntityData(const AvatarEntityMap& avatarEntityData) override;
/**jsdoc
* @function MyAvatar.updateAvatarEntity
* @param {Uuid} entityID
* @param {string} entityData
* @comment Uses the base class's JSDoc.
*/
Q_INVOKABLE void updateAvatarEntity(const QUuid& entityID, const QByteArray& entityData) override;
public slots:
/**jsdoc
* @function Avatar.update
* @param {number} deltaTime - Delta time.
* @deprecated This function is deprecated and will be removed.
*/
void update(float deltatime);
/**jsdoc
* @function MyAvatar.setJointMappingsFromNetworkReply
*/
* @function Avatar.setJointMappingsFromNetworkReply
* @deprecated This function is deprecated and will be removed.
*/
void setJointMappingsFromNetworkReply();
private:

View file

@ -1,7 +1,7 @@
macro(TARGET_PYTHON)
if (NOT HIFI_PYTHON_EXEC)
# Find the python interpreter
if (CAME_VERSION VERSION_LESS 3.12)
if (CMAKE_VERSION VERSION_LESS 3.12)
# this logic is deprecated in CMake after 3.12
# FIXME eventually we should make 3.12 the min cmake verion and just use the Python3 find_package path
set(Python_ADDITIONAL_VERSIONS 3)

View file

@ -379,9 +379,9 @@ Item {
Component.onCompleted: {
// with the link.
if (completeProfileBody.withOculus) {
termsText.text = qsTr("By signing up, you agree to <a href='https://highfidelity.com/terms'>High Fidelity's Terms of Service</a>")
termsText.text = qsTr("By signing up, you agree to <a href='https://www.highfidelity.com/termsofservice'>High Fidelity's Terms of Service</a>")
} else {
termsText.text = qsTr("By creating this user profile, you agree to <a href='https://highfidelity.com/terms'>High Fidelity's Terms of Service</a>")
termsText.text = qsTr("By creating this user profile, you agree to <a href='https://www.highfidelity.com/termsofservice'>High Fidelity's Terms of Service</a>")
}
}
}

View file

@ -395,7 +395,7 @@ Item {
text: signUpBody.termsContainerText
Component.onCompleted: {
// with the link.
termsText.text = qsTr("By signing up, you agree to <a href='https://highfidelity.com/terms'>High Fidelity's Terms of Service</a>")
termsText.text = qsTr("By signing up, you agree to <a href='https://www.highfidelity.com/termsofservice'>High Fidelity's Terms of Service</a>")
}
}

View file

@ -218,7 +218,7 @@ Item {
text: usernameCollisionBody.termsContainerText
Component.onCompleted: {
// with the link.
termsText.text = qsTr("By creating this user profile, you agree to <a href='https://highfidelity.com/terms'>High Fidelity's Terms of Service</a>")
termsText.text = qsTr("By creating this user profile, you agree to <a href='https://www.highfidelity.com/termsofservice'>High Fidelity's Terms of Service</a>")
}
}

View file

@ -232,6 +232,10 @@ Item {
text: "Audio Codec: " + root.audioCodec + " Noise Gate: " +
root.audioNoiseGate;
}
StatText {
visible: root.expanded;
text: "Injectors (Local/NonLocal): " + root.audioInjectors.x + "/" + root.audioInjectors.y;
}
StatText {
visible: root.expanded;
text: "Entity Servers In: " + root.entityPacketsInKbps + " kbps";

View file

@ -28,7 +28,7 @@ TabletModalWindow {
id: mouse;
anchors.fill: parent
}
function click(button) {
clickedButton = button;
selected(button);

View file

@ -40,6 +40,7 @@ Item {
property bool isConcurrency: action === 'concurrency';
property bool isAnnouncement: action === 'announcement';
property bool isStacked: !isConcurrency && drillDownToPlace;
property bool has3DHTML: PlatformInfo.has3DHTML();
property int textPadding: 10;
@ -298,7 +299,7 @@ Item {
StateImage {
id: actionIcon;
visible: !isAnnouncement;
visible: !isAnnouncement && has3DHTML;
imageURL: "../../images/info-icon-2-state.svg";
size: 30;
buttonState: messageArea.containsMouse ? 1 : 0;
@ -315,7 +316,7 @@ Item {
}
MouseArea {
id: messageArea;
visible: !isAnnouncement;
visible: !isAnnouncement && has3DHTML;
width: parent.width;
height: messageHeight;
anchors.top: lobby.bottom;

View file

@ -46,6 +46,8 @@ Item {
property string placeName: ""
property string profilePicBorderColor: (connectionStatus == "connection" ? hifi.colors.indigoAccent : (connectionStatus == "friend" ? hifi.colors.greenHighlight : "transparent"))
property alias avImage: avatarImage
property bool has3DHTML: PlatformInfo.has3DHTML();
Item {
id: avatarImage
visible: profileUrl !== "" && userName !== "";
@ -94,10 +96,12 @@ Item {
enabled: (selected && activeTab == "nearbyTab") || isMyCard;
hoverEnabled: enabled
onClicked: {
userInfoViewer.url = Account.metaverseServerURL + "/users/" + userName;
userInfoViewer.visible = true;
if (has3DHTML) {
userInfoViewer.url = Account.metaverseServerURL + "/users/" + userName;
userInfoViewer.visible = true;
}
}
onEntered: infoHoverImage.visible = true;
onEntered: infoHoverImage.visible = has3DHTML;
onExited: infoHoverImage.visible = false;
}
}
@ -352,7 +356,7 @@ Item {
}
StateImage {
id: nameCardConnectionInfoImage
visible: selected && !isMyCard && pal.activeTab == "connectionsTab"
visible: selected && !isMyCard && pal.activeTab == "connectionsTab" && has3DHTML
imageURL: "../../images/info-icon-2-state.svg" // PLACEHOLDER!!!
size: 32;
buttonState: 0;
@ -364,8 +368,10 @@ Item {
enabled: selected
hoverEnabled: true
onClicked: {
userInfoViewer.url = Account.metaverseServerURL + "/users/" + userName;
userInfoViewer.visible = true;
if (has3DHTML) {
userInfoViewer.url = Account.metaverseServerURL + "/users/" + userName;
userInfoViewer.visible = true;
}
}
onEntered: {
nameCardConnectionInfoImage.buttonState = 1;
@ -376,8 +382,7 @@ Item {
}
FiraSansRegular {
id: nameCardConnectionInfoText
visible: selected && !isMyCard && pal.activeTab == "connectionsTab"
width: parent.width
visible: selected && !isMyCard && pal.activeTab == "connectionsTab" && PlatformInfo.has3DHTML()
height: displayNameTextPixelSize
size: displayNameTextPixelSize - 4
anchors.left: nameCardConnectionInfoImage.right
@ -391,9 +396,10 @@ Item {
id: nameCardRemoveConnectionImage
visible: selected && !isMyCard && pal.activeTab == "connectionsTab"
text: hifi.glyphs.close
size: 28;
size: 24;
x: 120
anchors.verticalCenter: nameCardConnectionInfoImage.verticalCenter
anchors.left: has3DHTML ? nameCardConnectionInfoText.right + 10 : avatarImage.right
}
MouseArea {
anchors.fill:nameCardRemoveConnectionImage

View file

@ -1261,6 +1261,14 @@ Rectangle {
case 'refreshConnections':
refreshConnections();
break;
case 'connectionRemoved':
for (var i=0; i<connectionsUserModel.count; ++i) {
if (connectionsUserModel.get(i).userName === message.params) {
connectionsUserModel.remove(i);
break;
}
}
break;
case 'avatarDisconnected':
var sessionID = message.params[0];
delete ignored[sessionID];

View file

@ -11,7 +11,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
import QtQuick 2.7
import QtQuick 2.10
import QtQuick.Controls 2.2
import QtQuick.Layouts 1.3
@ -31,6 +31,8 @@ Rectangle {
property string title: "Audio Settings"
property int switchHeight: 16
property int switchWidth: 40
readonly property real verticalScrollWidth: 10
readonly property real verticalScrollShaft: 8
signal sendToScript(var message);
color: hifi.colors.baseGray;
@ -42,7 +44,7 @@ Rectangle {
property bool isVR: AudioScriptingInterface.context === "VR"
property real rightMostInputLevelPos: 450
property real rightMostInputLevelPos: 440
//placeholder for control sizes and paddings
//recalculates dynamically in case of UI size is changed
QtObject {
@ -60,8 +62,8 @@ Rectangle {
id: bar
spacing: 0
width: parent.width
height: 42
currentIndex: isVR ? 1 : 0
height: 28;
currentIndex: isVR ? 1 : 0;
AudioControls.AudioTabButton {
height: parent.height
@ -92,25 +94,74 @@ Rectangle {
Component.onCompleted: enablePeakValues();
Column {
id: column
spacing: 12;
anchors.top: bar.bottom
anchors.bottom: parent.bottom
anchors.bottomMargin: 5
Flickable {
id: flickView;
anchors.top: bar.bottom;
anchors.left: parent.left;
anchors.bottom: parent.bottom;
width: parent.width;
contentWidth: parent.width;
contentHeight: contentItem.childrenRect.height;
boundsBehavior: Flickable.DragOverBounds;
flickableDirection: Flickable.VerticalFlick;
property bool isScrolling: (contentHeight - height) > 10 ? true : false;
clip: true;
Separator { }
ScrollBar.vertical: ScrollBar {
policy: flickView.isScrolling ? ScrollBar.AlwaysOn : ScrollBar.AlwaysOff;
parent: flickView.parent;
anchors.top: flickView.top;
anchors.right: flickView.right;
anchors.bottom: flickView.bottom;
anchors.rightMargin: -verticalScrollWidth; //compensate flickView's right margin
background: Item {
implicitWidth: verticalScrollWidth;
Rectangle {
color: hifi.colors.darkGray30;
radius: 4;
anchors {
fill: parent;
topMargin: -1; // Finesse size
bottomMargin: -2;
}
}
}
contentItem: Item {
implicitWidth: verticalScrollShaft;
Rectangle {
radius: verticalScrollShaft/2;
color: hifi.colors.white30;
anchors {
fill: parent;
leftMargin: 2; // Finesse size and position.
topMargin: 1;
bottomMargin: 1;
}
}
}
}
RowLayout {
Separator {
id: firstSeparator;
anchors.top: parent.top;
}
Item {
id: switchesContainer;
x: 2 * margins.paddings;
width: parent.width;
// switch heights + 2 * top margins
height: (root.switchHeight) * 3 + 48;
anchors.top: firstSeparator.bottom;
anchors.topMargin: 10;
// mute is in its own row
ColumnLayout {
id: columnOne
spacing: 24;
x: margins.paddings
Item {
id: switchContainer;
x: margins.paddings;
width: parent.width / 2;
height: parent.height;
anchors.left: parent.left;
HifiControlsUit.Switch {
id: muteMic;
height: root.switchHeight;
@ -129,8 +180,12 @@ Rectangle {
}
HifiControlsUit.Switch {
id: noiseReductionSwitch;
height: root.switchHeight;
switchWidth: root.switchWidth;
anchors.top: muteMic.bottom;
anchors.topMargin: 24
anchors.left: parent.left
labelTextOn: "Noise Reduction";
backgroundOnColor: "#E3E3E3";
checked: AudioScriptingInterface.noiseReduction;
@ -144,6 +199,9 @@ Rectangle {
id: pttSwitch
height: root.switchHeight;
switchWidth: root.switchWidth;
anchors.top: noiseReductionSwitch.bottom
anchors.topMargin: 24
anchors.left: parent.left
labelTextOn: qsTr("Push To Talk (T)");
backgroundOnColor: "#E3E3E3";
checked: (bar.currentIndex === 0) ? AudioScriptingInterface.pushToTalkDesktop : AudioScriptingInterface.pushToTalkHMD;
@ -164,12 +222,18 @@ Rectangle {
}
}
ColumnLayout {
spacing: 24;
Item {
id: additionalSwitchContainer
width: switchContainer.width - margins.paddings;
height: parent.height;
anchors.top: parent.top
anchors.left: switchContainer.right;
HifiControlsUit.Switch {
id: warnMutedSwitch
height: root.switchHeight;
switchWidth: root.switchWidth;
anchors.top: parent.top
anchors.left: parent.left
labelTextOn: qsTr("Warn when muted");
backgroundOnColor: "#E3E3E3";
checked: AudioScriptingInterface.warnWhenMuted;
@ -184,6 +248,9 @@ Rectangle {
id: audioLevelSwitch
height: root.switchHeight;
switchWidth: root.switchWidth;
anchors.top: warnMutedSwitch.bottom
anchors.topMargin: 24
anchors.left: parent.left
labelTextOn: qsTr("Audio Level Meter");
backgroundOnColor: "#E3E3E3";
checked: AvatarInputs.showAudioTools;
@ -197,6 +264,9 @@ Rectangle {
id: stereoInput;
height: root.switchHeight;
switchWidth: root.switchWidth;
anchors.top: audioLevelSwitch.bottom
anchors.topMargin: 24
anchors.left: parent.left
labelTextOn: qsTr("Stereo input");
backgroundOnColor: "#E3E3E3";
checked: AudioScriptingInterface.isStereoInput;
@ -210,17 +280,20 @@ Rectangle {
}
Item {
anchors.left: parent.left
id: pttTextContainer
anchors.top: switchesContainer.bottom;
anchors.topMargin: 10;
anchors.left: parent.left;
width: rightMostInputLevelPos;
height: pttText.height;
RalewayRegular {
id: pttText
id: pttText;
x: margins.paddings;
color: hifi.colors.white;
width: rightMostInputLevelPos;
height: paintedHeight;
wrapMode: Text.WordWrap;
font.italic: true
font.italic: true;
size: 16;
text: (bar.currentIndex === 0) ? qsTr("Press and hold the button \"T\" to talk.") :
@ -228,28 +301,35 @@ Rectangle {
}
}
Separator { }
Separator {
id: secondSeparator;
anchors.top: pttTextContainer.bottom;
anchors.topMargin: 10;
}
Item {
id: inputDeviceHeader
x: margins.paddings;
width: parent.width - margins.paddings*2
height: 36
width: parent.width - margins.paddings*2;
height: 36;
anchors.top: secondSeparator.bottom;
anchors.topMargin: 10;
HiFiGlyphs {
width: margins.sizeCheckBox
width: margins.sizeCheckBox;
text: hifi.glyphs.mic;
color: hifi.colors.white;
anchors.left: parent.left
anchors.leftMargin: -size/4 //the glyph has empty space at left about 25%
anchors.left: parent.left;
anchors.leftMargin: -size/4; //the glyph has empty space at left about 25%
anchors.verticalCenter: parent.verticalCenter;
size: 30;
}
RalewayRegular {
anchors.verticalCenter: parent.verticalCenter;
width: margins.sizeText + margins.sizeLevel
anchors.left: parent.left
anchors.leftMargin: margins.sizeCheckBox
width: margins.sizeText + margins.sizeLevel;
anchors.left: parent.left;
anchors.leftMargin: margins.sizeCheckBox;
size: 16;
color: hifi.colors.white;
text: qsTr("Choose input device");
@ -257,12 +337,13 @@ Rectangle {
}
ListView {
id: inputView
width: parent.width - margins.paddings*2
id: inputView;
width: parent.width - margins.paddings*2;
anchors.top: inputDeviceHeader.bottom;
anchors.topMargin: 10;
x: margins.paddings
height: Math.min(150, contentHeight);
height: contentHeight;
spacing: 4;
snapMode: ListView.SnapToItem;
clip: true;
model: AudioScriptingInterface.devices.input;
delegate: Item {
@ -302,16 +383,26 @@ Rectangle {
}
}
AudioControls.LoopbackAudio {
id: loopbackAudio
x: margins.paddings
anchors.top: inputView.bottom;
anchors.topMargin: 10;
visible: (bar.currentIndex === 1 && isVR) ||
(bar.currentIndex === 0 && !isVR);
anchors { left: parent.left; leftMargin: margins.paddings }
}
Separator {}
Separator {
id: thirdSeparator;
anchors.top: loopbackAudio.bottom;
anchors.topMargin: 10;
}
Item {
id: outputDeviceHeader;
anchors.topMargin: 10;
anchors.top: thirdSeparator.bottom;
x: margins.paddings;
width: parent.width - margins.paddings*2
height: 36
@ -341,9 +432,10 @@ Rectangle {
id: outputView
width: parent.width - margins.paddings*2
x: margins.paddings
height: Math.min(360 - inputView.height, contentHeight);
height: contentHeight;
anchors.top: outputDeviceHeader.bottom;
anchors.topMargin: 10;
spacing: 4;
snapMode: ListView.SnapToItem;
clip: true;
model: AudioScriptingInterface.devices.output;
delegate: Item {
@ -372,6 +464,8 @@ Rectangle {
Item {
id: gainContainer
x: margins.paddings;
anchors.top: outputView.bottom;
anchors.topMargin: 10;
width: parent.width - margins.paddings*2
height: gainSliderTextMetrics.height
@ -430,7 +524,10 @@ Rectangle {
}
AudioControls.PlaySampleSound {
id: playSampleSound
x: margins.paddings
anchors.top: gainContainer.bottom;
anchors.topMargin: 10;
visible: (bar.currentIndex === 1 && isVR) ||
(bar.currentIndex === 0 && !isVR);

View file

@ -16,7 +16,7 @@ import stylesUit 1.0
TabButton {
id: control
font.pixelSize: height / 2
font.pixelSize: 14
HifiConstants { id: hifi; }

View file

@ -133,7 +133,7 @@ Item {
states: [
State {
name: AvatarPackagerState.main
PropertyChanges { target: avatarPackagerHeader; title: qsTr("Avatar Packager"); docsEnabled: true; backButtonVisible: false }
PropertyChanges { target: avatarPackagerHeader; title: qsTr("Avatar Packager"); docsEnabled: true; videoEnabled: true; backButtonVisible: false }
PropertyChanges { target: avatarPackagerMain; visible: true }
PropertyChanges { target: avatarPackagerFooter; content: avatarPackagerMain.footer }
},
@ -229,7 +229,11 @@ Item {
}
function openDocs() {
Qt.openUrlExternally("https://docs.highfidelity.com/create/avatars/create-avatars#how-to-package-your-avatar");
Qt.openUrlExternally("https://docs.highfidelity.com/create/avatars/package-avatar.html");
}
function openVideo() {
Qt.openUrlExternally("https://youtu.be/zrkEowu_yps");
}
AvatarPackagerHeader {
@ -243,6 +247,9 @@ Item {
onDocsButtonClicked: {
avatarPackager.openDocs();
}
onVideoButtonClicked: {
avatarPackager.openVideo();
}
}
Item {

View file

@ -13,6 +13,7 @@ ShadowRectangle {
property string title: qsTr("Avatar Packager")
property alias docsEnabled: docs.visible
property alias videoEnabled: video.visible
property bool backButtonVisible: true // If false, is not visible and does not take up space
property bool backButtonEnabled: true // If false, is not visible but does not affect space
property bool canRename: false
@ -24,6 +25,7 @@ ShadowRectangle {
signal backButtonClicked
signal docsButtonClicked
signal videoButtonClicked
RalewayButton {
id: back
@ -126,6 +128,20 @@ ShadowRectangle {
}
}
RalewayButton {
id: video
visible: false
size: 28
anchors.top: parent.top
anchors.bottom: parent.bottom
anchors.right: docs.left
anchors.rightMargin: 16
text: qsTr("Video")
onClicked: videoButtonClicked()
}
RalewayButton {
id: docs
visible: false
@ -137,8 +153,6 @@ ShadowRectangle {
text: qsTr("Docs")
onClicked: {
docsButtonClicked();
}
onClicked: docsButtonClicked()
}
}

View file

@ -339,8 +339,8 @@ Item {
visible: AvatarPackagerCore.currentAvatarProject && AvatarPackagerCore.currentAvatarProject.hasErrors
anchors {
top: notForSaleMessage.bottom
topMargin: 16
top: notForSaleMessage.visible ? notForSaleMessage.bottom : infoMessage .bottom
bottom: showFilesText.top
horizontalCenter: parent.horizontalCenter
}

View file

@ -2248,6 +2248,7 @@ Item {
if (sendAssetStep.selectedRecipientUserName === "") {
console.log("SendAsset: Script didn't specify a recipient username!");
sendAssetHome.visible = false;
root.nextActiveView = 'paymentFailure';
return;
}

View file

@ -348,9 +348,11 @@ Rectangle {
}
onAccepted: {
root.searchString = searchField.text;
getMarketplaceItems();
searchField.forceActiveFocus();
if (root.searchString !== searchField.text) {
root.searchString = searchField.text;
getMarketplaceItems();
searchField.forceActiveFocus();
}
}
onActiveFocusChanged: {

View file

@ -32,6 +32,7 @@ Rectangle {
property string initialActiveViewAfterStatus5: "walletInventory";
property bool keyboardRaised: false;
property bool isPassword: false;
property bool has3DHTML: PlatformInfo.has3DHTML();
anchors.fill: (typeof parent === undefined) ? undefined : parent;
@ -335,8 +336,10 @@ Rectangle {
Connections {
onSendSignalToWallet: {
if (msg.method === 'transactionHistory_usernameLinkClicked') {
userInfoViewer.url = msg.usernameLink;
userInfoViewer.visible = true;
if (has3DHTML) {
userInfoViewer.url = msg.usernameLink;
userInfoViewer.visible = true;
}
} else {
sendToScript(msg);
}

View file

@ -24,6 +24,8 @@ Item {
HifiConstants { id: hifi; }
id: root;
property bool has3DHTML: PlatformInfo.has3DHTML();
onVisibleChanged: {
if (visible) {
@ -333,7 +335,9 @@ Item {
onLinkActivated: {
if (link.indexOf("users/") !== -1) {
sendSignalToWallet({method: 'transactionHistory_usernameLinkClicked', usernameLink: link});
if (has3DHTML) {
sendSignalToWallet({method: 'transactionHistory_usernameLinkClicked', usernameLink: link});
}
} else {
sendSignalToWallet({method: 'transactionHistory_linkClicked', itemId: model.marketplace_item});
}

View file

@ -1,27 +0,0 @@
//
// Audio.qml
//
// Created by Zach Pomerantz on 6/12/2017
// Copyright 2017 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
//
import "../../windows"
import "../audio"
ScrollingWindow {
id: root;
resizable: true;
destroyOnHidden: true;
width: 400;
height: 577;
minSize: Qt.vector2d(400, 500);
Audio { id: audio; width: root.width }
objectName: "AudioDialog";
title: audio.title;
}

View file

@ -35,6 +35,7 @@ StackView {
property int cardWidth: 212;
property int cardHeight: 152;
property var tablet: null;
property bool has3DHTML: PlatformInfo.has3DHTML();
RootHttpRequest { id: http; }
signal sendToScript(var message);
@ -75,8 +76,10 @@ StackView {
}
function goCard(targetString, standaloneOptimized) {
if (0 !== targetString.indexOf('hifi://')) {
var card = tabletWebView.createObject();
card.url = addressBarDialog.metaverseServerUrl + targetString;
if(has3DHTML) {
var card = tabletWebView.createObject();
card.url = addressBarDialog.metaverseServerUrl + targetString;
}
card.parentStackItem = root;
root.push(card);
return;

View file

@ -117,7 +117,6 @@ Rectangle {
if (loader.item.hasOwnProperty("gotoPreviousApp")) {
loader.item.gotoPreviousApp = true;
}
screenChanged("Web", url)
});
}

View file

@ -1985,6 +1985,13 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
return nullptr;
});
EntityTree::setEmitScriptEventOperator([this](const QUuid& id, const QVariant& message) {
auto entities = getEntities();
if (auto entity = entities->renderableForEntityId(id)) {
entity->emitScriptEvent(message);
}
});
EntityTree::setTextSizeOperator([this](const QUuid& id, const QString& text) {
auto entities = getEntities();
if (auto entity = entities->renderableForEntityId(id)) {
@ -2342,6 +2349,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
return viewFrustum.getPosition();
});
DependencyManager::get<UsersScriptingInterface>()->setKickConfirmationOperator([this] (const QUuid& nodeID) { userKickConfirmation(nodeID); });
render::entities::WebEntityRenderer::setAcquireWebSurfaceOperator([this](const QString& url, bool htmlContent, QSharedPointer<OffscreenQmlSurface>& webSurface, bool& cachedWebSurface) {
bool isTablet = url == TabletScriptingInterface::QML;
if (htmlContent) {
@ -2704,9 +2713,7 @@ void Application::cleanupBeforeQuit() {
DependencyManager::destroy<OffscreenQmlSurfaceCache>();
if (_snapshotSoundInjector != nullptr) {
_snapshotSoundInjector->stop();
}
_snapshotSoundInjector = nullptr;
// destroy Audio so it and its threads have a chance to go down safely
// this must happen after QML, as there are unexplained audio crashes originating in qtwebengine
@ -3043,6 +3050,9 @@ void Application::initializeUi() {
QUrl{ "hifi/commerce/wallet/Wallet.qml" },
QUrl{ "hifi/commerce/wallet/WalletHome.qml" },
QUrl{ "hifi/tablet/TabletAddressDialog.qml" },
QUrl{ "hifi/Card.qml" },
QUrl{ "hifi/Pal.qml" },
QUrl{ "hifi/NameCard.qml" },
}, platformInfoCallback);
QmlContextCallback ttsCallback = [](QQmlContext* context) {
@ -3287,6 +3297,40 @@ void Application::onDesktopRootItemCreated(QQuickItem* rootItem) {
#endif
}
void Application::userKickConfirmation(const QUuid& nodeID) {
auto avatarHashMap = DependencyManager::get<AvatarHashMap>();
auto avatar = avatarHashMap->getAvatarBySessionID(nodeID);
QString userName;
if (avatar) {
userName = avatar->getSessionDisplayName();
} else {
userName = nodeID.toString();
}
QString kickMessage = "Do you wish to kick " + userName + " from your domain";
ModalDialogListener* dlg = OffscreenUi::asyncQuestion("Kick User", kickMessage,
QMessageBox::Yes | QMessageBox::No);
if (dlg->getDialogItem()) {
QObject::connect(dlg, &ModalDialogListener::response, this, [=] (QVariant answer) {
QObject::disconnect(dlg, &ModalDialogListener::response, this, nullptr);
bool yes = (static_cast<QMessageBox::StandardButton>(answer.toInt()) == QMessageBox::Yes);
// ask the NodeList to kick the user with the given session ID
if (yes) {
DependencyManager::get<NodeList>()->kickNodeBySessionID(nodeID);
}
DependencyManager::get<UsersScriptingInterface>()->setWaitForKickResponse(false);
});
DependencyManager::get<UsersScriptingInterface>()->setWaitForKickResponse(true);
}
}
void Application::setupQmlSurface(QQmlContext* surfaceContext, bool setAdditionalContextProperties) {
surfaceContext->setContextProperty("Users", DependencyManager::get<UsersScriptingInterface>().data());
surfaceContext->setContextProperty("HMD", DependencyManager::get<HMDScriptingInterface>().data());
@ -4225,10 +4269,9 @@ void Application::keyPressEvent(QKeyEvent* event) {
Setting::Handle<bool> notificationSoundSnapshot{ MenuOption::NotificationSoundsSnapshot, true };
if (notificationSounds.get() && notificationSoundSnapshot.get()) {
if (_snapshotSoundInjector) {
_snapshotSoundInjector->setOptions(options);
_snapshotSoundInjector->restart();
DependencyManager::get<AudioInjectorManager>()->setOptionsAndRestart(_snapshotSoundInjector, options);
} else {
_snapshotSoundInjector = AudioInjector::playSound(_snapshotSound, options);
_snapshotSoundInjector = DependencyManager::get<AudioInjectorManager>()->playSound(_snapshotSound, options);
}
}
takeSnapshot(true);

View file

@ -593,6 +593,7 @@ private:
void toggleTabletUI(bool shouldOpen = false) const;
static void setupQmlSurface(QQmlContext* surfaceContext, bool setAdditionalContextProperties);
void userKickConfirmation(const QUuid& nodeID);
MainWindow* _window;
QElapsedTimer& _sessionRunTimer;

View file

@ -149,6 +149,9 @@ void AvatarBookmarks::removeBookmark(const QString& bookmarkName) {
emit bookmarkDeleted(bookmarkName);
}
void AvatarBookmarks::deleteBookmark() {
}
void AvatarBookmarks::updateAvatarEntities(const QVariantList &avatarEntities) {
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
auto currentAvatarEntities = myAvatar->getAvatarEntityData();

View file

@ -76,6 +76,9 @@ protected:
void readFromFile() override;
QVariantMap getAvatarDataToBookmark();
protected slots:
void deleteBookmark() override;
private:
const QString AVATARBOOKMARKS_FILENAME = "avatarbookmarks.json";
const QString ENTRY_AVATAR_URL = "avatarUrl";

View file

@ -51,13 +51,10 @@ protected:
bool _isMenuSorted;
protected slots:
/**jsdoc
* @function AvatarBookmarks.deleteBookmark
*/
/**jsdoc
* @function LocationBookmarks.deleteBookmark
*/
void deleteBookmark();
virtual void deleteBookmark();
private:
static bool sortOrder(QAction* a, QAction* b);

View file

@ -270,10 +270,14 @@ Menu::Menu() {
// Settings > Audio...
action = addActionToQMenuAndActionHash(settingsMenu, "Audio...");
connect(action, &QAction::triggered, [] {
static const QUrl widgetUrl("hifi/dialogs/Audio.qml");
static const QUrl tabletUrl("hifi/audio/Audio.qml");
static const QString name("AudioDialog");
qApp->showDialog(widgetUrl, tabletUrl, name);
auto tablet = DependencyManager::get<TabletScriptingInterface>()->getTablet("com.highfidelity.interface.tablet.system");
auto hmd = DependencyManager::get<HMDScriptingInterface>();
tablet->pushOntoStack(tabletUrl);
if (!hmd->getShouldShowTablet()) {
hmd->toggleShouldShowTablet();
}
});
// Settings > Graphics...

View file

@ -55,7 +55,7 @@ static QStringList HAND_MAPPING_SUFFIXES = {
"HandThumb1",
};
const QUrl DEFAULT_DOCS_URL = QUrl("https://docs.highfidelity.com/create/avatars/create-avatars.html#create-your-own-avatar");
const QUrl PACKAGE_AVATAR_DOCS_BASE_URL = QUrl("https://docs.highfidelity.com/create/avatars/package-avatar.html");
AvatarDoctor::AvatarDoctor(const QUrl& avatarFSTFileUrl) :
_avatarFSTFileUrl(avatarFSTFileUrl) {
@ -85,7 +85,7 @@ void AvatarDoctor::startDiagnosing() {
const auto resourceLoaded = [this, resource](bool success) {
// MODEL
if (!success) {
_errors.push_back({ "Model file cannot be opened.", DEFAULT_DOCS_URL });
addError("Model file cannot be opened.", "missing-file");
emit complete(getErrors());
return;
}
@ -93,45 +93,45 @@ void AvatarDoctor::startDiagnosing() {
const auto model = resource.data();
const auto avatarModel = resource.data()->getHFMModel();
if (!avatarModel.originalURL.endsWith(".fbx")) {
_errors.push_back({ "Unsupported avatar model format.", DEFAULT_DOCS_URL });
addError("Unsupported avatar model format.", "unsupported-format");
emit complete(getErrors());
return;
}
// RIG
if (avatarModel.joints.isEmpty()) {
_errors.push_back({ "Avatar has no rig.", DEFAULT_DOCS_URL });
addError("Avatar has no rig.", "no-rig");
} else {
auto jointNames = avatarModel.getJointNames();
if (avatarModel.joints.length() > NETWORKED_JOINTS_LIMIT) {
_errors.push_back({tr( "Avatar has over %n bones.", "", NETWORKED_JOINTS_LIMIT), DEFAULT_DOCS_URL });
addError(tr( "Avatar has over %n bones.", "", NETWORKED_JOINTS_LIMIT), "maximum-bone-limit");
}
// Avatar does not have Hips bone mapped
if (!jointNames.contains("Hips")) {
_errors.push_back({ "Hips are not mapped.", DEFAULT_DOCS_URL });
addError("Hips are not mapped.", "hips-not-mapped");
}
if (!jointNames.contains("Spine")) {
_errors.push_back({ "Spine is not mapped.", DEFAULT_DOCS_URL });
addError("Spine is not mapped.", "spine-not-mapped");
}
if (!jointNames.contains("Spine1")) {
_errors.push_back({ "Chest (Spine1) is not mapped.", DEFAULT_DOCS_URL });
addError("Chest (Spine1) is not mapped.", "chest-not-mapped");
}
if (!jointNames.contains("Neck")) {
_errors.push_back({ "Neck is not mapped.", DEFAULT_DOCS_URL });
addError("Neck is not mapped.", "neck-not-mapped");
}
if (!jointNames.contains("Head")) {
_errors.push_back({ "Head is not mapped.", DEFAULT_DOCS_URL });
addError("Head is not mapped.", "head-not-mapped");
}
if (!jointNames.contains("LeftEye")) {
if (jointNames.contains("RightEye")) {
_errors.push_back({ "LeftEye is not mapped.", DEFAULT_DOCS_URL });
addError("LeftEye is not mapped.", "eye-not-mapped");
} else {
_errors.push_back({ "Eyes are not mapped.", DEFAULT_DOCS_URL });
addError("Eyes are not mapped.", "eye-not-mapped");
}
} else if (!jointNames.contains("RightEye")) {
_errors.push_back({ "RightEye is not mapped.", DEFAULT_DOCS_URL });
addError("RightEye is not mapped.", "eye-not-mapped");
}
const auto checkJointAsymmetry = [jointNames] (const QStringList& jointMappingSuffixes) {
@ -159,13 +159,13 @@ void AvatarDoctor::startDiagnosing() {
};
if (checkJointAsymmetry(ARM_MAPPING_SUFFIXES)) {
_errors.push_back({ "Asymmetrical arm bones.", DEFAULT_DOCS_URL });
addError("Asymmetrical arm bones.", "asymmetrical-bones");
}
if (checkJointAsymmetry(HAND_MAPPING_SUFFIXES)) {
_errors.push_back({ "Asymmetrical hand bones.", DEFAULT_DOCS_URL });
addError("Asymmetrical hand bones.", "asymmetrical-bones");
}
if (checkJointAsymmetry(LEG_MAPPING_SUFFIXES)) {
_errors.push_back({ "Asymmetrical leg bones.", DEFAULT_DOCS_URL });
addError("Asymmetrical leg bones.", "asymmetrical-bones");
}
// Multiple skeleton root joints checkup
@ -177,7 +177,7 @@ void AvatarDoctor::startDiagnosing() {
}
if (skeletonRootJoints > 1) {
_errors.push_back({ "Multiple top-level joints found.", DEFAULT_DOCS_URL });
addError("Multiple top-level joints found.", "multiple-top-level-joints");
}
Rig rig;
@ -191,9 +191,9 @@ void AvatarDoctor::startDiagnosing() {
const float RECOMMENDED_MAX_HEIGHT = DEFAULT_AVATAR_HEIGHT * 1.5f;
if (avatarHeight < RECOMMENDED_MIN_HEIGHT) {
_errors.push_back({ "Avatar is possibly too short.", DEFAULT_DOCS_URL });
addError("Avatar is possibly too short.", "short-avatar");
} else if (avatarHeight > RECOMMENDED_MAX_HEIGHT) {
_errors.push_back({ "Avatar is possibly too tall.", DEFAULT_DOCS_URL });
addError("Avatar is possibly too tall.", "tall-avatar");
}
// HipsNotOnGround
@ -204,7 +204,7 @@ void AvatarDoctor::startDiagnosing() {
const auto hipJoint = avatarModel.joints.at(avatarModel.getJointIndex("Hips"));
if (hipsPosition.y < HIPS_GROUND_MIN_Y) {
_errors.push_back({ "Hips are on ground.", DEFAULT_DOCS_URL });
addError("Hips are on ground.", "hips-on-ground");
}
}
}
@ -223,7 +223,7 @@ void AvatarDoctor::startDiagnosing() {
const auto hipsToSpine = glm::length(hipsPosition - spinePosition);
const auto spineToChest = glm::length(spinePosition - chestPosition);
if (hipsToSpine < HIPS_SPINE_CHEST_MIN_SEPARATION && spineToChest < HIPS_SPINE_CHEST_MIN_SEPARATION) {
_errors.push_back({ "Hips/Spine/Chest overlap.", DEFAULT_DOCS_URL });
addError("Hips/Spine/Chest overlap.", "overlap-error");
}
}
}
@ -240,21 +240,21 @@ void AvatarDoctor::startDiagnosing() {
const auto& uniqueJointValues = jointValues.toSet();
for (const auto& jointName: uniqueJointValues) {
if (jointValues.count(jointName) > 1) {
_errors.push_back({ tr("%1 is mapped multiple times.").arg(jointName), DEFAULT_DOCS_URL });
addError(tr("%1 is mapped multiple times.").arg(jointName), "mapped-multiple-times");
}
}
}
if (!isDescendantOfJointWhenJointsExist("Spine", "Hips")) {
_errors.push_back({ "Spine is not a child of Hips.", DEFAULT_DOCS_URL });
addError("Spine is not a child of Hips.", "spine-not-child");
}
if (!isDescendantOfJointWhenJointsExist("Spine1", "Spine")) {
_errors.push_back({ "Spine1 is not a child of Spine.", DEFAULT_DOCS_URL });
addError("Spine1 is not a child of Spine.", "spine1-not-child");
}
if (!isDescendantOfJointWhenJointsExist("Head", "Spine1")) {
_errors.push_back({ "Head is not a child of Spine1.", DEFAULT_DOCS_URL });
addError("Head is not a child of Spine1.", "head-not-child");
}
}
@ -300,7 +300,7 @@ void AvatarDoctor::startDiagnosing() {
connect(resource.data(), &GeometryResource::finished, this, resourceLoaded);
}
} else {
_errors.push_back({ "Model file cannot be opened", DEFAULT_DOCS_URL });
addError("Model file cannot be opened", "missing-file");
emit complete(getErrors());
}
}
@ -345,7 +345,7 @@ void AvatarDoctor::diagnoseTextures() {
QUrl(avatarModel.originalURL)).resolved(QUrl("textures"));
if (texturesFound == 0) {
_errors.push_back({ tr("No textures assigned."), DEFAULT_DOCS_URL });
addError(tr("No textures assigned."), "no-textures-assigned");
}
if (!externalTextures.empty()) {
@ -356,11 +356,10 @@ void AvatarDoctor::diagnoseTextures() {
auto checkTextureLoadingComplete = [this]() mutable {
if (_checkedTextureCount == _externalTextureCount) {
if (_missingTextureCount > 0) {
_errors.push_back({ tr("Missing %n texture(s).","", _missingTextureCount), DEFAULT_DOCS_URL });
addError(tr("Missing %n texture(s).","", _missingTextureCount), "missing-textures");
}
if (_unsupportedTextureCount > 0) {
_errors.push_back({ tr("%n unsupported texture(s) found.", "", _unsupportedTextureCount),
DEFAULT_DOCS_URL });
addError(tr("%n unsupported texture(s) found.", "", _unsupportedTextureCount), "unsupported-textures");
}
emit complete(getErrors());
@ -411,6 +410,12 @@ void AvatarDoctor::diagnoseTextures() {
}
}
void AvatarDoctor::addError(const QString& errorMessage, const QString& docFragment) {
QUrl documentationURL = PACKAGE_AVATAR_DOCS_BASE_URL;
documentationURL.setFragment(docFragment);
_errors.push_back({ errorMessage, documentationURL });
}
QVariantList AvatarDoctor::getErrors() const {
QVariantList result;
for (const auto& error : _errors) {

View file

@ -40,6 +40,8 @@ signals:
private:
void diagnoseTextures();
void addError(const QString& errorMessage, const QString& docFragment);
QUrl _avatarFSTFileUrl;
QVector<AvatarDiagnosticResult> _errors;

View file

@ -629,8 +629,7 @@ void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents
// but most avatars are roughly the same size, so let's not be so fancy yet.
const float AVATAR_STRETCH_FACTOR = 1.0f;
_collisionInjectors.remove_if(
[](const AudioInjectorPointer& injector) { return !injector || injector->isFinished(); });
_collisionInjectors.remove_if([](const AudioInjectorPointer& injector) { return !injector; });
static const int MAX_INJECTOR_COUNT = 3;
if (_collisionInjectors.size() < MAX_INJECTOR_COUNT) {
@ -640,7 +639,7 @@ void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents
options.volume = energyFactorOfFull;
options.pitch = 1.0f / AVATAR_STRETCH_FACTOR;
auto injector = AudioInjector::playSoundAndDelete(collisionSound, options);
auto injector = DependencyManager::get<AudioInjectorManager>()->playSound(collisionSound, options, true);
_collisionInjectors.emplace_back(injector);
}
}

View file

@ -24,7 +24,7 @@
#include <SimpleMovingAverage.h>
#include <shared/RateCounter.h>
#include <avatars-renderer/ScriptAvatar.h>
#include <AudioInjector.h>
#include <AudioInjectorManager.h>
#include <workload/Space.h>
#include <EntitySimulation.h> // for SetOfEntities
@ -239,7 +239,7 @@ private:
std::shared_ptr<MyAvatar> _myAvatar;
quint64 _lastSendAvatarDataTime = 0; // Controls MyAvatar send data rate.
std::list<AudioInjectorPointer> _collisionInjectors;
std::list<QWeakPointer<AudioInjector>> _collisionInjectors;
RateCounter<> _myAvatarSendRate;
int _numAvatarsUpdated { 0 };

View file

@ -1570,7 +1570,7 @@ void MyAvatar::handleChangedAvatarEntityData() {
entityTree->withWriteLock([&] {
EntityItemPointer entity = entityTree->addEntity(id, properties);
if (entity) {
packetSender->queueEditEntityMessage(PacketType::EntityAdd, entityTree, id, properties);
packetSender->queueEditAvatarEntityMessage(entityTree, id);
}
});
}
@ -2385,7 +2385,19 @@ void MyAvatar::clearWornAvatarEntities() {
}
}
/**jsdoc
* Information about an avatar entity.
* <table>
* <thead>
* <tr><th>Property</th><th>Type</th><th>Description</th></tr>
* </thead>
* <tbody>
* <tr><td><code>id</code></td><td>Uuid</td><td>Entity ID.</td></tr>
* <tr><td><code>properties</code></td><td>{@link Entities.EntityProperties}</td><td>Entity properties.</td></tr>
* </tbody>
* </table>
* @typedef {object} MyAvatar.AvatarEntityData
*/
QVariantList MyAvatar::getAvatarEntitiesVariant() {
// NOTE: this method is NOT efficient
QVariantList avatarEntitiesData;
@ -3451,10 +3463,10 @@ float MyAvatar::getGravity() {
}
void MyAvatar::setSessionUUID(const QUuid& sessionUUID) {
QUuid oldID = getSessionUUID();
QUuid oldSessionID = getSessionUUID();
Avatar::setSessionUUID(sessionUUID);
QUuid id = getSessionUUID();
if (id != oldID) {
QUuid newSessionID = getSessionUUID();
if (newSessionID != oldSessionID) {
auto treeRenderer = DependencyManager::get<EntityTreeRenderer>();
EntityTreePointer entityTree = treeRenderer ? treeRenderer->getTree() : nullptr;
if (entityTree) {
@ -3462,15 +3474,23 @@ void MyAvatar::setSessionUUID(const QUuid& sessionUUID) {
_avatarEntitiesLock.withReadLock([&] {
avatarEntityIDs = _packedAvatarEntityData.keys();
});
bool sendPackets = !DependencyManager::get<NodeList>()->getSessionUUID().isNull();
EntityEditPacketSender* packetSender = qApp->getEntityEditPacketSender();
entityTree->withWriteLock([&] {
for (const auto& entityID : avatarEntityIDs) {
auto entity = entityTree->findEntityByID(entityID);
if (!entity) {
continue;
}
entity->setOwningAvatarID(id);
if (entity->getParentID() == oldID) {
entity->setParentID(id);
// update OwningAvatarID so entity can be identified as "ours" later
entity->setOwningAvatarID(newSessionID);
// NOTE: each attached AvatarEntity already have the correct updated parentID
// via magic in SpatiallyNestable, hence we check against newSessionID
if (sendPackets && entity->getParentID() == newSessionID) {
// but when we have a real session and the AvatarEntity is parented to MyAvatar
// we need to update the "packedAvatarEntityData" sent to the avatar-mixer
// because it contains a stale parentID somewhere deep inside
packetSender->queueEditAvatarEntityMessage(entityTree, entityID);
}
}
});
@ -3555,6 +3575,12 @@ void MyAvatar::clearScaleRestriction() {
_haveReceivedHeightLimitsFromDomain = false;
}
/**jsdoc
* A teleport target.
* @typedef {object} MyAvatar.GoToProperties
* @property {Vec3} position - The avatar's new position.
* @property {Quat} [orientation] - The avatar's new orientation.
*/
void MyAvatar::goToLocation(const QVariant& propertiesVar) {
qCDebug(interfaceapp, "MyAvatar QML goToLocation");
auto properties = propertiesVar.toMap();
@ -3911,6 +3937,13 @@ void MyAvatar::setCollisionWithOtherAvatarsFlags() {
_characterController.setPendingFlagsUpdateCollisionMask();
}
/**jsdoc
* A collision capsule is a cylinder with hemispherical ends. It is often used to approximate the extents of an avatar.
* @typedef {object} MyAvatar.CollisionCapsule
* @property {Vec3} start - The bottom end of the cylinder, excluding the bottom hemisphere.
* @property {Vec3} end - The top end of the cylinder, excluding the top hemisphere.
* @property {number} radius - The radius of the cylinder and the hemispheres.
*/
void MyAvatar::updateCollisionCapsuleCache() {
glm::vec3 start, end;
float radius;
@ -5360,6 +5393,24 @@ void MyAvatar::addAvatarHandsToFlow(const std::shared_ptr<Avatar>& otherAvatar)
}
}
/**jsdoc
* Physics options to use in the flow simulation of a joint.
* @typedef {object} MyAvatar.FlowPhysicsOptions
* @property {boolean} [active=true] - <code>true</code> to enable flow on the joint, otherwise <code>false</code>.
* @property {number} [radius=0.01] - The thickness of segments and knots (needed for collisions).
* @property {number} [gravity=-0.0096] - Y-value of the gravity vector.
* @property {number} [inertia=0.8] - Rotational inertia multiplier.
* @property {number} [damping=0.85] - The amount of damping on joint oscillation.
* @property {number} [stiffness=0.0] - The stiffness of each thread.
* @property {number} [delta=0.55] - Delta time for every integration step.
*/
/**jsdoc
* Collision options to use in the flow simulation of a joint.
* @typedef {object} MyAvatar.FlowCollisionsOptions
* @property {string} [type="sphere"] - Currently, only <code>"sphere"</code> is supported.
* @property {number} [radius=0.05] - Collision sphere radius.
* @property {number} [offset=Vec3.ZERO] - Offset of the collision sphere from the joint.
*/
void MyAvatar::useFlow(bool isActive, bool isCollidable, const QVariantMap& physicsConfig, const QVariantMap& collisionsConfig) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "useFlow",
@ -5427,6 +5478,39 @@ void MyAvatar::useFlow(bool isActive, bool isCollidable, const QVariantMap& phys
}
}
/**jsdoc
* Flow options currently used in flow simulation.
* @typedef {object} MyAvatar.FlowData
* @property {boolean} initialized - <code>true</code> if flow has been initialized for the current avatar, <code>false</code>
* if it hasn't.
* @property {boolean} active - <code>true</code> if flow is enabled, <code>false</code> if it isn't.
* @property {boolean} colliding - <code>true</code> if collisions are enabled, <code>false</code> if they aren't.
* @property {Object<GroupName, MyAvatar.FlowPhysicsData>} physicsData - The physics configuration for each group of joints
* that has been configured.
* @property {Object<JointName, MyAvatar.FlowCollisionsData>} collisions - The collisions configuration for each joint that
* has collisions configured.
* @property {Object<ThreadName, number[]>} threads - The threads that have been configured, with the first joint's name as the
* <code>ThreadName</code> and value as an array of the indexes of all the joints in the thread.
*/
/**jsdoc
* A set of physics options currently used in flow simulation.
* @typedef {object} MyAvatar.FlowPhysicsData
* @property {boolean} active - <code>true</code> to enable flow on the joint, otherwise <code>false</code>.
* @property {number} radius - The thickness of segments and knots. (Needed for collisions.)
* @property {number} gravity - Y-value of the gravity vector.
* @property {number} inertia - Rotational inertia multiplier.
* @property {number} damping - The amount of damping on joint oscillation.
* @property {number} stiffness - The stiffness of each thread.
* @property {number} delta - Delta time for every integration step.
* @property {number[]} jointIndices - The indexes of the joints the options are applied to.
*/
/**jsdoc
* A set of collision options currently used in flow simulation.
* @typedef {object} MyAvatar.FlowCollisionsData
* @property {number} radius - Collision sphere radius.
* @property {number} offset - Offset of the collision sphere from the joint.
* @property {number} jointIndex - The index of the joint the options are applied to.
*/
QVariantMap MyAvatar::getFlowData() {
QVariantMap result;
if (QThread::currentThread() != thread()) {
@ -5523,14 +5607,14 @@ void MyAvatar::initFlowFromFST() {
}
}
void MyAvatar::sendPacket(const QUuid& entityID, const EntityItemProperties& properties) const {
void MyAvatar::sendPacket(const QUuid& entityID) const {
auto treeRenderer = DependencyManager::get<EntityTreeRenderer>();
EntityTreePointer entityTree = treeRenderer ? treeRenderer->getTree() : nullptr;
if (entityTree) {
entityTree->withWriteLock([&] {
// force an update packet
EntityEditPacketSender* packetSender = qApp->getEntityEditPacketSender();
packetSender->queueEditEntityMessage(PacketType::EntityEdit, entityTree, entityID, properties);
packetSender->queueEditAvatarEntityMessage(entityTree, entityID);
});
}
}

File diff suppressed because it is too large Load diff

View file

@ -228,6 +228,9 @@ void Audio::loadData() {
_hmdMuted = _hmdMutedSetting.get();
_pttDesktop = _pttDesktopSetting.get();
_pttHMD = _pttHMDSetting.get();
auto client = DependencyManager::get<AudioClient>().data();
QMetaObject::invokeMethod(client, "setMuted", Q_ARG(bool, isMuted()), Q_ARG(bool, false));
}
bool Audio::getPTTHMD() const {

View file

@ -66,7 +66,7 @@ void TTSScriptingInterface::updateLastSoundAudioInjector() {
if (_lastSoundAudioInjector) {
AudioInjectorOptions options;
options.position = DependencyManager::get<AvatarManager>()->getMyAvatarPosition();
_lastSoundAudioInjector->setOptions(options);
DependencyManager::get<AudioInjectorManager>()->setOptions(_lastSoundAudioInjector, options);
_lastSoundAudioInjectorUpdateTimer.start(INJECTOR_INTERVAL_MS);
}
}
@ -143,7 +143,7 @@ void TTSScriptingInterface::speakText(const QString& textToSpeak) {
options.position = DependencyManager::get<AvatarManager>()->getMyAvatarPosition();
if (_lastSoundAudioInjector) {
_lastSoundAudioInjector->stop();
DependencyManager::get<AudioInjectorManager>()->stop(_lastSoundAudioInjector);
_lastSoundAudioInjectorUpdateTimer.stop();
}
@ -151,7 +151,7 @@ void TTSScriptingInterface::speakText(const QString& textToSpeak) {
uint32_t numSamples = (uint32_t)_lastSoundByteArray.size() / sizeof(AudioData::AudioSample);
auto samples = reinterpret_cast<AudioData::AudioSample*>(_lastSoundByteArray.data());
auto newAudioData = AudioData::make(numSamples, numChannels, samples);
_lastSoundAudioInjector = AudioInjector::playSoundAndDelete(newAudioData, options);
_lastSoundAudioInjector = DependencyManager::get<AudioInjectorManager>()->playSound(newAudioData, options, true);
_lastSoundAudioInjectorUpdateTimer.start(INJECTOR_INTERVAL_MS);
#else
@ -161,7 +161,7 @@ void TTSScriptingInterface::speakText(const QString& textToSpeak) {
void TTSScriptingInterface::stopLastSpeech() {
if (_lastSoundAudioInjector) {
_lastSoundAudioInjector->stop();
_lastSoundAudioInjector = NULL;
DependencyManager::get<AudioInjectorManager>()->stop(_lastSoundAudioInjector);
_lastSoundAudioInjector = nullptr;
}
}

View file

@ -199,13 +199,3 @@ void TestScriptingInterface::setOtherAvatarsReplicaCount(int count) {
int TestScriptingInterface::getOtherAvatarsReplicaCount() {
return qApp->getOtherAvatarsReplicaCount();
}
QString TestScriptingInterface::getOperatingSystemType() {
#ifdef Q_OS_WIN
return "WINDOWS";
#elif defined Q_OS_MAC
return "MACOS";
#else
return "UNKNOWN";
#endif
}

View file

@ -163,13 +163,6 @@ public slots:
*/
Q_INVOKABLE int getOtherAvatarsReplicaCount();
/**jsdoc
* Returns the Operating Sytem type
* @function Test.getOperatingSystemType
* @returns {string} "WINDOWS", "MACOS" or "UNKNOWN"
*/
QString getOperatingSystemType();
private:
bool waitForCondition(qint64 maxWaitMs, std::function<bool()> condition);
QString _testResultsLocation;

View file

@ -29,7 +29,7 @@
#include <PathUtils.h>
#include <ResourceManager.h>
#include <SoundCache.h>
#include <AudioInjector.h>
#include <AudioInjectorManager.h>
#include <RegisteredMetaTypes.h>
#include <ui/TabletScriptingInterface.h>
@ -537,7 +537,7 @@ void Keyboard::handleTriggerBegin(const QUuid& id, const PointerEvent& event) {
audioOptions.position = keyWorldPosition;
audioOptions.volume = 0.05f;
AudioInjector::playSoundAndDelete(_keySound, audioOptions);
DependencyManager::get<AudioInjectorManager>()->playSound(_keySound, audioOptions, true);
int scanCode = key.getScanCode(_capsEnabled);
QString keyString = key.getKeyString(_capsEnabled);

View file

@ -19,9 +19,9 @@
#include <QtCore/QObject>
#include <QTimer>
#include <QHash>
#include <QUuid>
#include <DependencyManager.h>
#include <Sound.h>
#include <AudioInjector.h>
#include <shared/ReadWriteLockable.h>
#include <SettingHandle.h>

View file

@ -266,6 +266,11 @@ void Stats::updateStats(bool force) {
}
STAT_UPDATE(audioCodec, audioClient->getSelectedAudioFormat());
STAT_UPDATE(audioNoiseGate, audioClient->getNoiseGateOpen() ? "Open" : "Closed");
{
int localInjectors = audioClient->getNumLocalInjectors();
size_t nonLocalInjectors = DependencyManager::get<AudioInjectorManager>()->getNumInjectors();
STAT_UPDATE(audioInjectors, QVector2D(localInjectors, nonLocalInjectors));
}
STAT_UPDATE(entityPacketsInKbps, octreeServerCount ? totalEntityKbps / octreeServerCount : -1);

View file

@ -87,6 +87,7 @@ private: \
* @property {number} audioPacketLoss - <em>Read-only.</em>
* @property {string} audioCodec - <em>Read-only.</em>
* @property {string} audioNoiseGate - <em>Read-only.</em>
* @property {Vec2} audioInjectors - <em>Read-only.</em>
* @property {number} entityPacketsInKbps - <em>Read-only.</em>
*
* @property {number} downloads - <em>Read-only.</em>
@ -243,6 +244,7 @@ class Stats : public QQuickItem {
STATS_PROPERTY(int, audioPacketLoss, 0)
STATS_PROPERTY(QString, audioCodec, QString())
STATS_PROPERTY(QString, audioNoiseGate, QString())
STATS_PROPERTY(QVector2D, audioInjectors, QVector2D());
STATS_PROPERTY(int, entityPacketsInKbps, 0)
STATS_PROPERTY(int, downloads, 0)
@ -692,6 +694,13 @@ signals:
*/
void audioNoiseGateChanged();
/**jsdoc
* Triggered when the value of the <code>audioInjectors</code> property changes.
* @function Stats.audioInjectorsChanged
* @returns {Signal}
*/
void audioInjectorsChanged();
/**jsdoc
* Triggered when the value of the <code>entityPacketsInKbps</code> property changes.
* @function Stats.entityPacketsInKbpsChanged

View file

@ -1711,9 +1711,9 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} parentJointIndex=65535 - Integer value specifying the skeleton joint that the overlay is attached to if
* <code>parentID</code> is an avatar skeleton. A value of <code>65535</code> means "no joint".
*
* @property {boolean} isFacingAvatar - If <code>true< / code>, the overlay is rotated to face the user's camera about an axis
* @property {boolean} isFacingAvatar - If <code>true</code>, the overlay is rotated to face the user's camera about an axis
* parallel to the user's avatar's "up" direction.
* @property {string} text="" - The text to display.Text does not automatically wrap; use <code>\n< / code> for a line break.
* @property {string} text="" - The text to display.Text does not automatically wrap; use <code>\n</code> for a line break.
* @property {number} textAlpha=1 - The text alpha value.
* @property {Color} backgroundColor=0,0,0 - The background color.
* @property {number} backgroundAlpha=0.7 - The background alpha value.
@ -1876,7 +1876,7 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {Vec3} localPosition - The local position of the overlay relative to its parent if the overlay has a
* <code>parentID</code> set, otherwise the same value as <code>position</code>.
* @property {Quat} localRotation - The orientation of the overlay relative to its parent if the overlay has a
* <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>.
* <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>.
* @property {boolean} ignorePickIntersection=false - If <code>true</code>, picks ignore the overlay. <code>ignoreRayIntersection</code> is a synonym.
* @property {boolean} drawInFront=false - If <code>true</code>, the overlay is rendered in front of objects in the world, but behind the HUD.
* @property {boolean} drawHUDLayer=false - If <code>true</code>, the overlay is rendered in front of everything, including the HUD.
@ -1916,7 +1916,7 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {Vec3} localPosition - The local position of the overlay relative to its parent if the overlay has a
* <code>parentID</code> set, otherwise the same value as <code>position</code>.
* @property {Quat} localRotation - The orientation of the overlay relative to its parent if the overlay has a
* <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>.
* <code>parentID</code> set, otherwise the same value as <code>rotation</code>. Synonym: <code>localOrientation</code>.
* @property {boolean} isSolid=false - Synonyms: <ode>solid</code>, <code>isFilled</code>, and <code>filled</code>.
* Antonyms: <code>isWire</code> and <code>wire</code>.
* @property {boolean} ignorePickIntersection=false - If <code>true</code>, picks ignore the overlay. <code>ignoreRayIntersection</code> is a synonym.
@ -1927,46 +1927,46 @@ QVector<QUuid> Overlays::findOverlays(const glm::vec3& center, float radius) {
* @property {number} parentJointIndex=65535 - Integer value specifying the skeleton joint that the overlay is attached to if
* <code>parentID</code> is an avatar skeleton. A value of <code>65535</code> means "no joint".
*
* @property {number} startAt = 0 - The counter - clockwise angle from the overlay's x-axis that drawing starts at, in degrees.
* @property {number} endAt = 360 - The counter - clockwise angle from the overlay's x-axis that drawing ends at, in degrees.
* @property {number} outerRadius = 1 - The outer radius of the overlay, in meters.Synonym: <code>radius< / code>.
* @property {number} innerRadius = 0 - The inner radius of the overlay, in meters.
* @property {Color} color = 255, 255, 255 - The color of the overlay.Setting this value also sets the values of
* <code>innerStartColor< / code>, <code>innerEndColor< / code>, <code>outerStartColor< / code>, and <code>outerEndColor< / code>.
* @property {Color} startColor - Sets the values of <code>innerStartColor< / code> and <code>outerStartColor< / code>.
* <em>Write - only.< / em>
* @property {Color} endColor - Sets the values of <code>innerEndColor< / code> and <code>outerEndColor< / code>.
* <em>Write - only.< / em>
* @property {Color} innerColor - Sets the values of <code>innerStartColor< / code> and <code>innerEndColor< / code>.
* <em>Write - only.< / em>
* @property {Color} outerColor - Sets the values of <code>outerStartColor< / code> and <code>outerEndColor< / code>.
* <em>Write - only.< / em>
* @property {number} startAt = 0 - The counter - clockwise angle from the overlay's x-axis that drawing starts at in degrees.
* @property {number} endAt = 360 - The counter - clockwise angle from the overlay's x-axis that drawing ends at in degrees.
* @property {number} outerRadius = 1 - The outer radius of the overlay in meters. Synonym: <code>radius</code>.
* @property {number} innerRadius = 0 - The inner radius of the overlay in meters.
* @property {Color} color = 255, 255, 255 - The color of the overlay. Setting this value also sets the values of
* <code>innerStartColor</code>, <code>innerEndColor</code>, <code>outerStartColor</code>, and <code>outerEndColor</code>.
* @property {Color} startColor - Sets the values of <code>innerStartColor</code> and <code>outerStartColor</code>.
* <em>Write - only.</em>
* @property {Color} endColor - Sets the values of <code>innerEndColor</code> and <code>outerEndColor</code>.
* <em>Write - only.</em>
* @property {Color} innerColor - Sets the values of <code>innerStartColor</code> and <code>innerEndColor</code>.
* <em>Write - only.</em>
* @property {Color} outerColor - Sets the values of <code>outerStartColor</code> and <code>outerEndColor</code>.
* <em>Write - only.</em>
* @property {Color} innerStartcolor - The color at the inner start point of the overlay.
* @property {Color} innerEndColor - The color at the inner end point of the overlay.
* @property {Color} outerStartColor - The color at the outer start point of the overlay.
* @property {Color} outerEndColor - The color at the outer end point of the overlay.
* @property {number} alpha = 0.5 - The opacity of the overlay, <code>0.0< / code> -<code>1.0< / code>.Setting this value also sets
* the values of <code>innerStartAlpha< / code>, <code>innerEndAlpha< / code>, <code>outerStartAlpha< / code>, and
* <code>outerEndAlpha< / code>.Synonym: <code>Alpha< / code>; <em>write - only< / em>.
* @property {number} startAlpha - Sets the values of <code>innerStartAlpha< / code> and <code>outerStartAlpha< / code>.
* <em>Write - only.< / em>
* @property {number} endAlpha - Sets the values of <code>innerEndAlpha< / code> and <code>outerEndAlpha< / code>.
* <em>Write - only.< / em>
* @property {number} innerAlpha - Sets the values of <code>innerStartAlpha< / code> and <code>innerEndAlpha< / code>.
* <em>Write - only.< / em>
* @property {number} outerAlpha - Sets the values of <code>outerStartAlpha< / code> and <code>outerEndAlpha< / code>.
* <em>Write - only.< / em>
* @property {number} alpha = 0.5 - The opacity of the overlay, <code>0.0</code> -<code>1.0</code>. Setting this value also sets
* the values of <code>innerStartAlpha</code>, <code>innerEndAlpha</code>, <code>outerStartAlpha</code>, and
* <code>outerEndAlpha</code>. Synonym: <code>Alpha</code>; <em>write - only</em>.
* @property {number} startAlpha - Sets the values of <code>innerStartAlpha</code> and <code>outerStartAlpha</code>.
* <em>Write - only.</em>
* @property {number} endAlpha - Sets the values of <code>innerEndAlpha</code> and <code>outerEndAlpha</code>.
* <em>Write - only.</em>
* @property {number} innerAlpha - Sets the values of <code>innerStartAlpha</code> and <code>innerEndAlpha</code>.
* <em>Write - only.</em>
* @property {number} outerAlpha - Sets the values of <code>outerStartAlpha</code> and <code>outerEndAlpha</code>.
* <em>Write - only.</em>
* @property {number} innerStartAlpha = 0 - The alpha at the inner start point of the overlay.
* @property {number} innerEndAlpha = 0 - The alpha at the inner end point of the overlay.
* @property {number} outerStartAlpha = 0 - The alpha at the outer start point of the overlay.
* @property {number} outerEndAlpha = 0 - The alpha at the outer end point of the overlay.
*
* @property {boolean} hasTickMarks = false - If <code>true< / code>, tick marks are drawn.
* @property {boolean} hasTickMarks = false - If <code>true</code>, tick marks are drawn.
* @property {number} majorTickMarksAngle = 0 - The angle between major tick marks, in degrees.
* @property {number} minorTickMarksAngle = 0 - The angle between minor tick marks, in degrees.
* @property {number} majorTickMarksLength = 0 - The length of the major tick marks, in meters.A positive value draws tick marks
* @property {number} majorTickMarksLength = 0 - The length of the major tick marks, in meters. A positive value draws tick marks
* outwards from the inner radius; a negative value draws tick marks inwards from the outer radius.
* @property {number} minorTickMarksLength = 0 - The length of the minor tick marks, in meters.A positive value draws tick marks
* @property {number} minorTickMarksLength = 0 - The length of the minor tick marks, in meters. A positive value draws tick marks
* outwards from the inner radius; a negative value draws tick marks inwards from the outer radius.
* @property {Color} majorTickMarksColor = 0, 0, 0 - The color of the major tick marks.
* @property {Color} minorTickMarksColor = 0, 0, 0 - The color of the minor tick marks.

View file

@ -59,6 +59,46 @@ public:
float getMaxErrorOnLastSolve() { return _maxErrorOnLastSolve; }
/**jsdoc
* <p>Specifies the initial conditions of the IK solver.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Name</p><th>Description</th>
* </thead>
* <tbody>
* <tr><td><code>0</code></td><td>RelaxToUnderPoses</td><td>This is a blend: it is 15/16 <code>PreviousSolution</code>
* and 1/16 <code>UnderPoses</code>. This provides some of the benefits of using <code>UnderPoses</code> so that the
* underlying animation is still visible, while at the same time converging faster then using the
* <code>UnderPoses</code> as the only initial solution.</td></tr>
* <tr><td><code>1</code></td><td>RelaxToLimitCenterPoses</td><td>This is a blend: it is 15/16
* <code>PreviousSolution</code> and 1/16 <code>LimitCenterPoses</code>. This should converge quickly because it is
* close to the previous solution, but still provides the benefits of avoiding limb locking.</td></tr>
* <tr><td><code>2</code></td><td>PreviousSolution</td><td>The IK system will begin to solve from the same position and
* orientations for each joint that was the result from the previous frame.<br />
* Pros: As the end effectors typically do not move much from frame to frame, this is likely to converge quickly
* to a valid solution.<br />
* Cons: If the previous solution resulted in an awkward or uncomfortable posture, the next frame will also be
* awkward and uncomfortable. It can also result in locked elbows and knees.</td></tr>
* <tr><td><code>3</code></td><td>UnderPoses</td><td>The IK occurs at one of the top-most layers. It has access to the
* full posture that was computed via canned animations and blends. We call this animated set of poses the "under
* pose". The under poses are what would be visible if IK was completely disabled. Using the under poses as the
* initial conditions of the CCD solve will cause some of the animated motion to be blended into the result of the
* IK. This can result in very natural results, especially if there are only a few IK targets enabled. On the other
* hand, because the under poses might be quite far from the desired end effector, it can converge slowly in some
* cases, causing it to never reach the IK target in the allotted number of iterations. Also, in situations where all
* of the IK targets are being controlled by external sensors, sometimes starting from the under poses can cause
* awkward motions from the underlying animations to leak into the IK result.</td></tr>
* <tr><td><code>4</code></td><td>LimitCenterPoses</td><td>This pose is taken to be the center of all the joint
* constraints. This can prevent the IK solution from getting locked or stuck at a particular constraint. For
* example, if the arm is pointing straight outward from the body, as the end effector moves towards the body, at
* some point the elbow should bend to accommodate. However, because the CCD solver is stuck at a local maximum, it
* will not rotate the elbow, unless the initial conditions already have the elbow bent, which is the case for
* <code>LimitCenterPoses</code>. When all the IK targets are enabled, this result will provide a consistent starting
* point for each IK solve, hopefully resulting in a consistent, natural result.</td></tr>
* </tbody>
* </table>
* @typedef {number} MyAvatar.AnimIKSolutionSource
*/
enum class SolutionSource {
RelaxToUnderPoses = 0,
RelaxToLimitCenterPoses,

View file

@ -24,6 +24,37 @@ class AnimOverlay : public AnimNode {
public:
friend class AnimTests;
/**jsdoc
* <p>Specifies sets of joints.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Name</p><th>Description</th>
* </thead>
* <tbody>
* <tr><td><code>0</code></td><td>FullBodyBoneSet</td><td>All joints.</td></tr>
* <tr><td><code>1</code></td><td>UpperBodyBoneSet</td><td>Only the "Spine" joint and its children.</td></tr>
* <tr><td><code>2</code></td><td>LowerBodyBoneSet</td><td>Only the leg joints and their children.</td></tr>
* <tr><td><code>3</code></td><td>LeftArmBoneSet</td><td>Joints that are the children of the "LeftShoulder"
* joint.</td></tr>
* <tr><td><code>4</code></td><td>RightArmBoneSet</td><td>Joints that are the children of the "RightShoulder"
* joint.</td></tr>
* <tr><td><code>5</code></td><td>AboveTheHeadBoneSet</td><td>Joints that are the children of the "Head"
* joint.</td></tr>
* <tr><td><code>6</code></td><td>BelowTheHeadBoneSet</td><td>Joints that are NOT the children of the "head"
* joint.</td></tr>
* <tr><td><code>7</code></td><td>HeadOnlyBoneSet</td><td>The "Head" joint.</td></tr>
* <tr><td><code>8</code></td><td>SpineOnlyBoneSet</td><td>The "Spine" joint.</td></tr>
* <tr><td><code>9</code></td><td>EmptyBoneSet</td><td>No joints.</td></tr>
* <tr><td><code>10</code></td><td>LeftHandBoneSet</td><td>joints that are the children of the "LeftHand"
* joint.</td></tr>
* <tr><td><code>11</code></td><td>RightHandBoneSet</td><td>Joints that are the children of the "RightHand"
* joint.</td></tr>
* <tr><td><code>12</code></td><td>HipsOnlyBoneSet</td><td>The "Hips" joint.</td></tr>
* <tr><td><code>13</code></td><td>BothFeetBoneSet</td><td>The "LeftFoot" and "RightFoot" joints.</td></tr>
* </tbody>
* </table>
* @typedef {number} MyAvatar.AnimOverlayBoneSet
*/
enum BoneSet {
FullBodyBoneSet = 0,
UpperBodyBoneSet,

View file

@ -16,6 +16,27 @@ const float HACK_HMD_TARGET_WEIGHT = 8.0f;
class IKTarget {
public:
/**jsdoc
* <p>An IK target type.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Name</p><th>Description</th>
* </thead>
* <tbody>
* <tr><td><code>0</code></td><td>RotationAndPosition</td><td>Attempt to reach the rotation and position end
* effector.</td></tr>
* <tr><td><code>1</code></td><td>RotationOnly</td><td>Attempt to reach the end effector rotation only.</td></tr>
* <tr><td><code>2</code></td><td>HmdHead</td><td><strong>Deprecated:</strong> A special mode of IK that would attempt
* to prevent unnecessary bending of the spine.</td></tr>
* <tr><td><code>3</code></td><td>HipsRelativeRotationAndPosition</td><td>Attempt to reach a rotation and position end
* effector that is not in absolute rig coordinates but is offset by the avatar hips translation.</td></tr>
* <tr><td><code>4</code></td><td>Spline</td><td>Use a cubic Hermite spline to model the human spine. This prevents
* kinks in the spine and allows for a small amount of stretch and squash.</td></tr>
* <tr><td><code>5</code></td><td>Unknown</td><td>IK is disabled.</td></tr>
* </tbody>
* </table>
* @typedef {number} MyAvatar.IKTargetType
*/
enum class Type {
RotationAndPosition,
RotationOnly,

View file

@ -88,6 +88,218 @@ static const QString MAIN_STATE_MACHINE_RIGHT_HAND_ROTATION("mainStateMachineRig
static const QString MAIN_STATE_MACHINE_RIGHT_HAND_POSITION("mainStateMachineRightHandPosition");
/**jsdoc
* <p>An <code>AnimStateDictionary</code> object may have the following properties. It may also have other properties, set by
* scripts.</p>
* <p><strong>Warning:</strong> These properties are subject to change.
* <table>
* <thead>
* <tr><th>Name</th><th>Type</p><th>Description</th>
* </thead>
* <tbody>
* <tr><td><code>userAnimNone</code></td><td>boolean</td><td><code>true</code> when no user overrideAnimation is
* playing.</td></tr>
* <tr><td><code>userAnimA</code></td><td>boolean</td><td><code>true</code> when a user overrideAnimation is
* playing.</td></tr>
* <tr><td><code>userAnimB</code></td><td>boolean</td><td><code>true</code> when a user overrideAnimation is
* playing.</td></tr>
*
* <tr><td><code>sine</code></td><td>number</td><td>Oscillating sine wave.</td></tr>
* <tr><td><code>moveForwardSpeed</code></td><td>number</td><td>Controls the blend between the various forward walking
* &amp; running animations.</td></tr>
* <tr><td><code>moveBackwardSpeed</code></td><td>number</td><td>Controls the blend between the various backward walking
* &amp; running animations.</td></tr>
* <tr><td><code>moveLateralSpeed</code></td><td>number</td><td>Controls the blend between the various sidestep walking
* &amp; running animations.</td></tr>
*
* <tr><td><code>isMovingForward</code></td><td>boolean</td><td><code>true</code> if the avatar is moving
* forward.</td></tr>
* <tr><td><code>isMovingBackward</code></td><td>boolean</td><td><code>true</code> if the avatar is moving
* backward.</td></tr>
* <tr><td><code>isMovingRight</code></td><td>boolean</td><td><code>true</code> if the avatar is moving to the
* right.</td></tr>
* <tr><td><code>isMovingLeft</code></td><td>boolean</td><td><code>true</code> if the avatar is moving to the
* left.</td></tr>
* <tr><td><code>isMovingRightHmd</code></td><td>boolean</td><td><code>true</code> if the avatar is moving to the right
* while the user is in HMD mode.</td></tr>
* <tr><td><code>isMovingLeftHmd</code></td><td>boolean</td><td><code>true</code> if the avatar is moving to the left while
* the user is in HMD mode.</td></tr>
* <tr><td><code>isNotMoving</code></td><td>boolean</td><td><code>true</code> if the avatar is stationary.</td></tr>
*
* <tr><td><code>isTurningRight</code></td><td>boolean</td><td><code>true</code> if the avatar is turning
* clockwise.</td></tr>
* <tr><td><code>isTurningLeft</code></td><td>boolean</td><td><code>true</code> if the avatar is turning
* counter-clockwise.</td></tr>
* <tr><td><code>isNotTurning</code></td><td>boolean</td><td><code>true</code> if the avatar is not turning.</td></tr>
* <tr><td><code>isFlying</code></td><td>boolean</td><td><code>true</code> if the avatar is flying.</td></tr>
* <tr><td><code>isNotFlying</code></td><td>boolean</td><td><code>true</code> if the avatar is not flying.</td></tr>
* <tr><td><code>isTakeoffStand</code></td><td>boolean</td><td><code>true</code> if the avatar is about to execute a
* standing jump.</td></tr>
* <tr><td><code>isTakeoffRun</code></td><td>boolean</td><td><code>true</code> if the avatar is about to execute a running
* jump.</td></tr>
* <tr><td><code>isNotTakeoff</code></td><td>boolean</td><td><code>true</code> if the avatar is not jumping.</td></tr>
* <tr><td><code>isInAirStand</code></td><td>boolean</td><td><code>true</code> if the avatar is in the air after a standing
* jump.</td></tr>
* <tr><td><code>isInAirRun</code></td><td>boolean</td><td><code>true</code> if the avatar is in the air after a running
* jump.</td></tr>
* <tr><td><code>isNotInAir</code></td><td>boolean</td><td><code>true</code> if the avatar on the ground.</td></tr>
*
* <tr><td><code>inAirAlpha</code></td><td>number</td><td>Used to interpolate between the up, apex, and down in-air
* animations.</td></tr>
* <tr><td><code>ikOverlayAlpha</code></td><td>number</td><td>The blend between upper body and spline IK versus the
* underlying animation</td></tr>
*
* <tr><td><code>headPosition</code></td><td>{@link Vec3}</td><td>The desired position of the <code>Head</code> joint in
* rig coordinates.</td></tr>
* <tr><td><code>headRotation</code></td><td>{@link Quat}</td><td>The desired orientation of the <code>Head</code> joint in
* rig coordinates.</td></tr>
* <tr><td><code>headType</code></td><td>{@link MyAvatar.IKTargetType|IKTargetType}</td><td>The type of IK used for the
* head.</td></tr>
* <tr><td><code>headWeight</code></td><td>number</td><td>How strongly the head chain blends with the other IK
* chains.</td></tr>
*
* <tr><td><code>leftHandPosition</code></td><td>{@link Vec3}</td><td>The desired position of the <code>LeftHand</code>
* joint in rig coordinates.</td></tr>
* <tr><td><code>leftHandRotation</code></td><td>{@link Quat}</td><td>The desired orientation of the <code>LeftHand</code>
* joint in rig coordinates.</td></tr>
* <tr><td><code>leftHandType</code></td><td>{@link MyAvatar.IKTargetType|IKTargetType}</td><td>The type of IK used for the
* left arm.</td></tr>
* <tr><td><code>leftHandPoleVectorEnabled</code></td><td>boolean</td><td>When <code>true</code>, the elbow angle is
* controlled by the <code>rightHandPoleVector</code> property value. Otherwise the elbow direction comes from the
* underlying animation.</td></tr>
* <tr><td><code>leftHandPoleReferenceVector</code></td><td>{@link Vec3}</td><td>The direction of the elbow in the local
* coordinate system of the elbow.</td></tr>
* <tr><td><code>leftHandPoleVector</code></td><td>{@link Vec3}</td><td>The direction the elbow should point in rig
* coordinates.</td></tr>
*
* <tr><td><code>rightHandPosition</code></td><td>{@link Vec3}</td><td>The desired position of the <code>RightHand</code>
* joint in rig coordinates.</td></tr>
* <tr><td><code>rightHandRotation</code></td><td>{@link Quat}</td><td>The desired orientation of the
* <code>RightHand</code> joint in rig coordinates.</td></tr>
* <tr><td><code>rightHandType</code></td><td>{@link MyAvatar.IKTargetType|IKTargetType}</td><td>The type of IK used for
* the right arm.</td></tr>
* <tr><td><code>rightHandPoleVectorEnabled</code></td><td>boolean</td><td>When <code>true</code>, the elbow angle is
* controlled by the <code>rightHandPoleVector</code> property value. Otherwise the elbow direction comes from the
* underlying animation.</td></tr>
* <tr><td><code>rightHandPoleReferenceVector</code></td><td>{@link Vec3}</td><td>The direction of the elbow in the local
* coordinate system of the elbow.</td></tr>
* <tr><td><code>rightHandPoleVector</code></td><td>{@link Vec3}</td><td>The direction the elbow should point in rig
* coordinates.</td></tr>
*
* <tr><td><code>leftFootIKEnabled</code></td><td>boolean</td><td><code>true</code> if IK is enabled for the left
* foot.</td></tr>
* <tr><td><code>rightFootIKEnabled</code></td><td>boolean</td><td><code>true</code> if IK is enabled for the right
* foot.</td></tr>
*
* <tr><td><code>leftFootIKPositionVar</code></td><td>string</td><td>The name of the source for the desired position
* of the <code>LeftFoot</code> joint. If not set, the foot rotation of the underlying animation will be used.</td></tr>
* <tr><td><code>leftFootIKRotationVar</code></td><td>string</td><td>The name of the source for the desired rotation
* of the <code>LeftFoot</code> joint. If not set, the foot rotation of the underlying animation will be used.</td></tr>
* <tr><td><code>leftFootPoleVectorEnabled</code></td><td>boolean</td><td>When <code>true</code>, the knee angle is
* controlled by the <code>leftFootPoleVector</code> property value. Otherwise the knee direction comes from the
* underlying animation.</td></tr>
* <tr><td><code>leftFootPoleVector</code></td><td>{@link Vec3}</td><td>The direction the knee should face in rig
* coordinates.</td></tr>
* <tr><td><code>rightFootIKPositionVar</code></td><td>string</td><td>The name of the source for the desired position
* of the <code>RightFoot</code> joint. If not set, the foot rotation of the underlying animation will be used.</td></tr>
* <tr><td><code>rightFootIKRotationVar</code></td><td>string</td><td>The name of the source for the desired rotation
* of the <code>RightFoot</code> joint. If not set, the foot rotation of the underlying animation will be used.</td></tr>
* <tr><td><code>rightFootPoleVectorEnabled</code></td><td>boolean</td><td>When <code>true</code>, the knee angle is
* controlled by the <code>rightFootPoleVector</code> property value. Otherwise the knee direction comes from the
* underlying animation.</td></tr>
* <tr><td><code>rightFootPoleVector</code></td><td>{@link Vec3}</td><td>The direction the knee should face in rig
* coordinates.</td></tr>
*
* <tr><td><code>isTalking</code></td><td>boolean</td><td><code>true</code> if the avatar is talking.</td></tr>
* <tr><td><code>notIsTalking</code></td><td>boolean</td><td><code>true</code> if the avatar is not talking.</td></tr>
*
* <tr><td><code>solutionSource</code></td><td>{@link MyAvatar.AnimIKSolutionSource|AnimIKSolutionSource}</td>
* <td>Determines the initial conditions of the IK solver.</td></tr>
* <tr><td><code>defaultPoseOverlayAlpha</code></td><td>number</td><td>Controls the blend between the main animation state
* machine and the default pose. Mostly used during full body tracking so that walking &amp; jumping animations do not
* affect the IK of the figure.</td></tr>
* <tr><td><code>defaultPoseOverlayBoneSet</code></td><td>{@link MyAvatar.AnimOverlayBoneSet|AnimOverlayBoneSet}</td>
* <td>Specifies which bones will be replace by the source overlay.</td></tr>
* <tr><td><code>hipsType</code></td><td>{@link MyAvatar.IKTargetType|IKTargetType}</td><td>The type of IK used for the
* hips.</td></tr>
* <tr><td><code>hipsPosition</code></td><td>{@link Vec3}</td><td>The desired position of <code>Hips</code> joint in rig
* coordinates.</td></tr>
* <tr><td><code>hipsRotation</code></td><td>{@link Quat}</td><td>the desired orientation of the <code>Hips</code> joint in
* rig coordinates.</td></tr>
* <tr><td><code>spine2Type</code></td><td>{@link MyAvatar.IKTargetType|IKTargetType}</td><td>The type of IK used for the
* <code>Spine2</code> joint.</td></tr>
* <tr><td><code>spine2Position</code></td><td>{@link Vec3}</td><td>The desired position of the <code>Spine2</code> joint
* in rig coordinates.</td></tr>
* <tr><td><code>spine2Rotation</code></td><td>{@link Quat}</td><td>The desired orientation of the <code>Spine2</code>
* joint in rig coordinates.</td></tr>
*
* <tr><td><code>leftFootIKAlpha</code></td><td>number</td><td>Blends between full IK for the leg and the underlying
* animation.</td></tr>
* <tr><td><code>rightFootIKAlpha</code></td><td>number</td><td>Blends between full IK for the leg and the underlying
* animation.</td></tr>
* <tr><td><code>hipsWeight</code></td><td>number</td><td>How strongly the hips target blends with the IK solution for
* other IK chains.</td></tr>
* <tr><td><code>leftHandWeight</code></td><td>number</td><td>How strongly the left hand blends with IK solution of other
* IK chains.</td></tr>
* <tr><td><code>rightHandWeight</code></td><td>number</td><td>How strongly the right hand blends with IK solution of other
* IK chains.</td></tr>
* <tr><td><code>spine2Weight</code></td><td>number</td><td>How strongly the spine2 chain blends with the rest of the IK
* solution.</td></tr>
*
* <tr><td><code>leftHandOverlayAlpha</code></td><td>number</td><td>Used to blend in the animated hand gesture poses, such
* as point and thumbs up.</td></tr>
* <tr><td><code>leftHandGraspAlpha</code></td><td>number</td><td>Used to blend between an open hand and a closed hand.
* Usually changed as you squeeze the trigger of the hand controller.</td></tr>
* <tr><td><code>rightHandOverlayAlpha</code></td><td>number</td><td>Used to blend in the animated hand gesture poses,
* such as point and thumbs up.</td></tr>
* <tr><td><code>rightHandGraspAlpha</code></td><td>number</td><td>Used to blend between an open hand and a closed hand.
* Usually changed as you squeeze the trigger of the hand controller.</td></tr>
* <tr><td><code>isLeftIndexPoint</code></td><td>boolean</td><td><code>true</code> if the left hand should be
* pointing.</td></tr>
* <tr><td><code>isLeftThumbRaise</code></td><td>boolean</td><td><code>true</code> if the left hand should be
* thumbs-up.</td></tr>
* <tr><td><code>isLeftIndexPointAndThumbRaise</code></td><td>boolean</td><td><code>true</code> if the left hand should be
* pointing and thumbs-up.</td></tr>
* <tr><td><code>isLeftHandGrasp</code></td><td>boolean</td><td><code>true</code> if the left hand should be at rest,
* grasping the controller.</td></tr>
* <tr><td><code>isRightIndexPoint</code></td><td>boolean</td><td><code>true</code> if the right hand should be
* pointing.</td></tr>
* <tr><td><code>isRightThumbRaise</code></td><td>boolean</td><td><code>true</code> if the right hand should be
* thumbs-up.</td></tr>
* <tr><td><code>isRightIndexPointAndThumbRaise</code></td><td>boolean</td><td><code>true</code> if the right hand should
* be pointing and thumbs-up.</td></tr>
* <tr><td><code>isRightHandGrasp</code></td><td>boolean</td><td><code>true</code> if the right hand should be at rest,
* grasping the controller.</td></tr>
*
* </tbody>
* </table>
* <p>Note: Rig coordinates are <code>+z</code> forward and <code>+y</code> up.</p>
* @typedef {object} MyAvatar.AnimStateDictionary
*/
// Note: The following animVars are intentionally not documented:
// - leftFootPosition
// - leftFootRotation
// - rightFooKPosition
// - rightFooKRotation
// Note: The following items aren't set in the code below but are still intentionally documented:
// - leftFootIKAlpha
// - rightFootIKAlpha
// - hipsWeight
// - leftHandWeight
// - rightHandWeight
// - spine2Weight
// - rightHandOverlayAlpha
// - rightHandGraspAlpha
// - leftHandOverlayAlpha
// - leftHandGraspAlpha
// - isRightIndexPoint
// - isRightThumbRaise
// - isRightIndexPointAndThumbRaise
// - isRightHandGrasp
// - isLeftIndexPoint
// - isLeftThumbRaise
// - isLeftIndexPointAndThumbRaise
// - isLeftHandGrasp
Rig::Rig() {
// Ensure thread-safe access to the rigRegistry.
std::lock_guard<std::mutex> guard(rigRegistryMutex);

View file

@ -1354,26 +1354,28 @@ bool AudioClient::mixLocalAudioInjectors(float* mixBuffer) {
for (const AudioInjectorPointer& injector : _activeLocalAudioInjectors) {
// the lock guarantees that injectorBuffer, if found, is invariant
AudioInjectorLocalBuffer* injectorBuffer = injector->getLocalBuffer();
auto injectorBuffer = injector->getLocalBuffer();
if (injectorBuffer) {
auto options = injector->getOptions();
static const int HRTF_DATASET_INDEX = 1;
int numChannels = injector->isAmbisonic() ? AudioConstants::AMBISONIC : (injector->isStereo() ? AudioConstants::STEREO : AudioConstants::MONO);
int numChannels = options.ambisonic ? AudioConstants::AMBISONIC : (options.stereo ? AudioConstants::STEREO : AudioConstants::MONO);
size_t bytesToRead = numChannels * AudioConstants::NETWORK_FRAME_BYTES_PER_CHANNEL;
// get one frame from the injector
memset(_localScratchBuffer, 0, bytesToRead);
if (0 < injectorBuffer->readData((char*)_localScratchBuffer, bytesToRead)) {
float gain = injector->getVolume();
float gain = options.volume;
if (injector->isAmbisonic()) {
if (options.ambisonic) {
if (injector->isPositionSet()) {
if (options.positionSet) {
// distance attenuation
glm::vec3 relativePosition = injector->getPosition() - _positionGetter();
glm::vec3 relativePosition = options.position - _positionGetter();
float distance = glm::max(glm::length(relativePosition), EPSILON);
gain = gainForSource(distance, gain);
}
@ -1382,7 +1384,7 @@ bool AudioClient::mixLocalAudioInjectors(float* mixBuffer) {
// Calculate the soundfield orientation relative to the listener.
// Injector orientation can be used to align a recording to our world coordinates.
//
glm::quat relativeOrientation = injector->getOrientation() * glm::inverse(_orientationGetter());
glm::quat relativeOrientation = options.orientation * glm::inverse(_orientationGetter());
// convert from Y-up (OpenGL) to Z-up (Ambisonic) coordinate system
float qw = relativeOrientation.w;
@ -1394,12 +1396,12 @@ bool AudioClient::mixLocalAudioInjectors(float* mixBuffer) {
injector->getLocalFOA().render(_localScratchBuffer, mixBuffer, HRTF_DATASET_INDEX,
qw, qx, qy, qz, gain, AudioConstants::NETWORK_FRAME_SAMPLES_PER_CHANNEL);
} else if (injector->isStereo()) {
} else if (options.stereo) {
if (injector->isPositionSet()) {
if (options.positionSet) {
// distance attenuation
glm::vec3 relativePosition = injector->getPosition() - _positionGetter();
glm::vec3 relativePosition = options.position - _positionGetter();
float distance = glm::max(glm::length(relativePosition), EPSILON);
gain = gainForSource(distance, gain);
}
@ -1412,10 +1414,10 @@ bool AudioClient::mixLocalAudioInjectors(float* mixBuffer) {
} else { // injector is mono
if (injector->isPositionSet()) {
if (options.positionSet) {
// distance attenuation
glm::vec3 relativePosition = injector->getPosition() - _positionGetter();
glm::vec3 relativePosition = options.position - _positionGetter();
float distance = glm::max(glm::length(relativePosition), EPSILON);
gain = gainForSource(distance, gain);
@ -1437,21 +1439,21 @@ bool AudioClient::mixLocalAudioInjectors(float* mixBuffer) {
} else {
qCDebug(audioclient) << "injector has no more data, marking finished for removal";
//qCDebug(audioclient) << "injector has no more data, marking finished for removal";
injector->finishLocalInjection();
injectorsToRemove.append(injector);
}
} else {
qCDebug(audioclient) << "injector has no local buffer, marking as finished for removal";
//qCDebug(audioclient) << "injector has no local buffer, marking as finished for removal";
injector->finishLocalInjection();
injectorsToRemove.append(injector);
}
}
for (const AudioInjectorPointer& injector : injectorsToRemove) {
qCDebug(audioclient) << "removing injector";
//qCDebug(audioclient) << "removing injector";
_activeLocalAudioInjectors.removeOne(injector);
}
@ -1571,15 +1573,13 @@ bool AudioClient::setIsStereoInput(bool isStereoInput) {
}
bool AudioClient::outputLocalInjector(const AudioInjectorPointer& injector) {
AudioInjectorLocalBuffer* injectorBuffer = injector->getLocalBuffer();
auto injectorBuffer = injector->getLocalBuffer();
if (injectorBuffer) {
// local injectors are on the AudioInjectorsThread, so we must guard access
Lock lock(_injectorsMutex);
if (!_activeLocalAudioInjectors.contains(injector)) {
qCDebug(audioclient) << "adding new injector";
//qCDebug(audioclient) << "adding new injector";
_activeLocalAudioInjectors.append(injector);
// move local buffer to the LocalAudioThread to avoid dataraces with AudioInjector (like stop())
injectorBuffer->setParent(nullptr);
// update the flag
_localInjectorsAvailable.exchange(true, std::memory_order_release);
@ -1595,6 +1595,11 @@ bool AudioClient::outputLocalInjector(const AudioInjectorPointer& injector) {
}
}
int AudioClient::getNumLocalInjectors() {
Lock lock(_injectorsMutex);
return _activeLocalAudioInjectors.size();
}
void AudioClient::outputFormatChanged() {
_outputFrameSize = (AudioConstants::NETWORK_FRAME_SAMPLES_PER_CHANNEL * OUTPUT_CHANNEL_COUNT * _outputFormat.sampleRate()) /
_desiredOutputFormat.sampleRate();

View file

@ -181,6 +181,8 @@ public:
bool isHeadsetPluggedIn() { return _isHeadsetPluggedIn; }
#endif
int getNumLocalInjectors();
public slots:
void start();
void stop();

View file

@ -24,9 +24,10 @@
#include "AudioRingBuffer.h"
#include "AudioLogging.h"
#include "SoundCache.h"
#include "AudioSRC.h"
#include "AudioHelpers.h"
int metaType = qRegisterMetaType<AudioInjectorPointer>("AudioInjectorPointer");
AbstractAudioInterface* AudioInjector::_localAudioInterface{ nullptr };
AudioInjectorState operator& (AudioInjectorState lhs, AudioInjectorState rhs) {
@ -51,26 +52,30 @@ AudioInjector::AudioInjector(AudioDataPointer audioData, const AudioInjectorOpti
{
}
AudioInjector::~AudioInjector() {
deleteLocalBuffer();
}
AudioInjector::~AudioInjector() {}
bool AudioInjector::stateHas(AudioInjectorState state) const {
return (_state & state) == state;
return resultWithReadLock<bool>([&] {
return (_state & state) == state;
});
}
void AudioInjector::setOptions(const AudioInjectorOptions& options) {
// since options.stereo is computed from the audio stream,
// we need to copy it from existing options just in case.
bool currentlyStereo = _options.stereo;
bool currentlyAmbisonic = _options.ambisonic;
_options = options;
_options.stereo = currentlyStereo;
_options.ambisonic = currentlyAmbisonic;
withWriteLock([&] {
bool currentlyStereo = _options.stereo;
bool currentlyAmbisonic = _options.ambisonic;
_options = options;
_options.stereo = currentlyStereo;
_options.ambisonic = currentlyAmbisonic;
});
}
void AudioInjector::finishNetworkInjection() {
_state |= AudioInjectorState::NetworkInjectionFinished;
withWriteLock([&] {
_state |= AudioInjectorState::NetworkInjectionFinished;
});
// if we are already finished with local
// injection, then we are finished
@ -80,35 +85,31 @@ void AudioInjector::finishNetworkInjection() {
}
void AudioInjector::finishLocalInjection() {
_state |= AudioInjectorState::LocalInjectionFinished;
if(_options.localOnly || stateHas(AudioInjectorState::NetworkInjectionFinished)) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "finishLocalInjection");
return;
}
bool localOnly = false;
withWriteLock([&] {
_state |= AudioInjectorState::LocalInjectionFinished;
localOnly = _options.localOnly;
});
if(localOnly || stateHas(AudioInjectorState::NetworkInjectionFinished)) {
finish();
}
}
void AudioInjector::finish() {
_state |= AudioInjectorState::Finished;
withWriteLock([&] {
_state |= AudioInjectorState::Finished;
});
emit finished();
deleteLocalBuffer();
_localBuffer = nullptr;
}
void AudioInjector::restart() {
// grab the AudioInjectorManager
auto injectorManager = DependencyManager::get<AudioInjectorManager>();
if (thread() != QThread::currentThread()) {
QMetaObject::invokeMethod(this, "restart");
if (!_options.localOnly) {
// notify the AudioInjectorManager to wake up in case it's waiting for new injectors
injectorManager->notifyInjectorReadyCondition();
}
return;
}
// reset the current send offset to zero
_currentSendOffset = 0;
@ -121,19 +122,23 @@ void AudioInjector::restart() {
// check our state to decide if we need extra handling for the restart request
if (stateHas(AudioInjectorState::Finished)) {
if (!inject(&AudioInjectorManager::restartFinishedInjector)) {
if (!inject(&AudioInjectorManager::threadInjector)) {
qWarning() << "AudioInjector::restart failed to thread injector";
}
}
}
bool AudioInjector::inject(bool(AudioInjectorManager::*injection)(const AudioInjectorPointer&)) {
_state = AudioInjectorState::NotFinished;
AudioInjectorOptions options;
withWriteLock([&] {
_state = AudioInjectorState::NotFinished;
options = _options;
});
int byteOffset = 0;
if (_options.secondOffset > 0.0f) {
int numChannels = _options.ambisonic ? 4 : (_options.stereo ? 2 : 1);
byteOffset = (int)(AudioConstants::SAMPLE_RATE * _options.secondOffset * numChannels);
if (options.secondOffset > 0.0f) {
int numChannels = options.ambisonic ? 4 : (options.stereo ? 2 : 1);
byteOffset = (int)(AudioConstants::SAMPLE_RATE * options.secondOffset * numChannels);
byteOffset *= AudioConstants::SAMPLE_SIZE;
}
_currentSendOffset = byteOffset;
@ -143,7 +148,7 @@ bool AudioInjector::inject(bool(AudioInjectorManager::*injection)(const AudioInj
}
bool success = true;
if (!_options.localOnly) {
if (!options.localOnly) {
auto injectorManager = DependencyManager::get<AudioInjectorManager>();
if (!(*injectorManager.*injection)(sharedFromThis())) {
success = false;
@ -158,7 +163,8 @@ bool AudioInjector::injectLocally() {
if (_localAudioInterface) {
if (_audioData->getNumBytes() > 0) {
_localBuffer = new AudioInjectorLocalBuffer(_audioData);
_localBuffer = QSharedPointer<AudioInjectorLocalBuffer>(new AudioInjectorLocalBuffer(_audioData), &AudioInjectorLocalBuffer::deleteLater);
_localBuffer->moveToThread(thread());
_localBuffer->open(QIODevice::ReadOnly);
_localBuffer->setShouldLoop(_options.loop);
@ -181,14 +187,6 @@ bool AudioInjector::injectLocally() {
return success;
}
void AudioInjector::deleteLocalBuffer() {
if (_localBuffer) {
_localBuffer->stop();
_localBuffer->deleteLater();
_localBuffer = nullptr;
}
}
const uchar MAX_INJECTOR_VOLUME = packFloatGainToByte(1.0f);
static const int64_t NEXT_FRAME_DELTA_ERROR_OR_FINISHED = -1;
static const int64_t NEXT_FRAME_DELTA_IMMEDIATELY = 0;
@ -220,6 +218,10 @@ int64_t AudioInjector::injectNextFrame() {
static int volumeOptionOffset = -1;
static int audioDataOffset = -1;
AudioInjectorOptions options = resultWithReadLock<AudioInjectorOptions>([&] {
return _options;
});
if (!_currentPacket) {
if (_currentSendOffset < 0 ||
_currentSendOffset >= (int)_audioData->getNumBytes()) {
@ -253,7 +255,7 @@ int64_t AudioInjector::injectNextFrame() {
audioPacketStream << QUuid::createUuid();
// pack the stereo/mono type of the stream
audioPacketStream << _options.stereo;
audioPacketStream << options.stereo;
// pack the flag for loopback, if requested
loopbackOptionOffset = _currentPacket->pos();
@ -262,15 +264,16 @@ int64_t AudioInjector::injectNextFrame() {
// pack the position for injected audio
positionOptionOffset = _currentPacket->pos();
audioPacketStream.writeRawData(reinterpret_cast<const char*>(&_options.position),
sizeof(_options.position));
audioPacketStream.writeRawData(reinterpret_cast<const char*>(&options.position),
sizeof(options.position));
// pack our orientation for injected audio
audioPacketStream.writeRawData(reinterpret_cast<const char*>(&_options.orientation),
sizeof(_options.orientation));
audioPacketStream.writeRawData(reinterpret_cast<const char*>(&options.orientation),
sizeof(options.orientation));
audioPacketStream.writeRawData(reinterpret_cast<const char*>(&options.position),
sizeof(options.position));
audioPacketStream.writeRawData(reinterpret_cast<const char*>(&_options.position),
sizeof(_options.position));
glm::vec3 boxCorner = glm::vec3(0);
audioPacketStream.writeRawData(reinterpret_cast<const char*>(&boxCorner),
sizeof(glm::vec3));
@ -283,7 +286,7 @@ int64_t AudioInjector::injectNextFrame() {
volumeOptionOffset = _currentPacket->pos();
quint8 volume = MAX_INJECTOR_VOLUME;
audioPacketStream << volume;
audioPacketStream << _options.ignorePenumbra;
audioPacketStream << options.ignorePenumbra;
audioDataOffset = _currentPacket->pos();
@ -313,10 +316,10 @@ int64_t AudioInjector::injectNextFrame() {
_currentPacket->writePrimitive((uchar)(_localAudioInterface && _localAudioInterface->shouldLoopbackInjectors()));
_currentPacket->seek(positionOptionOffset);
_currentPacket->writePrimitive(_options.position);
_currentPacket->writePrimitive(_options.orientation);
_currentPacket->writePrimitive(options.position);
_currentPacket->writePrimitive(options.orientation);
quint8 volume = packFloatGainToByte(_options.volume);
quint8 volume = packFloatGainToByte(options.volume);
_currentPacket->seek(volumeOptionOffset);
_currentPacket->writePrimitive(volume);
@ -326,8 +329,8 @@ int64_t AudioInjector::injectNextFrame() {
// Might be a reasonable place to do the encode step here.
QByteArray decodedAudio;
int totalBytesLeftToCopy = (_options.stereo ? 2 : 1) * AudioConstants::NETWORK_FRAME_BYTES_PER_CHANNEL;
if (!_options.loop) {
int totalBytesLeftToCopy = (options.stereo ? 2 : 1) * AudioConstants::NETWORK_FRAME_BYTES_PER_CHANNEL;
if (!options.loop) {
// If we aren't looping, let's make sure we don't read past the end
int bytesLeftToRead = _audioData->getNumBytes() - _currentSendOffset;
totalBytesLeftToCopy = std::min(totalBytesLeftToCopy, bytesLeftToRead);
@ -342,14 +345,16 @@ int64_t AudioInjector::injectNextFrame() {
auto samplesOut = reinterpret_cast<AudioSample*>(decodedAudio.data());
// Copy and Measure the loudness of this frame
_loudness = 0.0f;
for (int i = 0; i < samplesLeftToCopy; ++i) {
auto index = (currentSample + i) % _audioData->getNumSamples();
auto sample = samples[index];
samplesOut[i] = sample;
_loudness += abs(sample) / (AudioConstants::MAX_SAMPLE_VALUE / 2.0f);
}
_loudness /= (float)samplesLeftToCopy;
withWriteLock([&] {
_loudness = 0.0f;
for (int i = 0; i < samplesLeftToCopy; ++i) {
auto index = (currentSample + i) % _audioData->getNumSamples();
auto sample = samples[index];
samplesOut[i] = sample;
_loudness += abs(sample) / (AudioConstants::MAX_SAMPLE_VALUE / 2.0f);
}
_loudness /= (float)samplesLeftToCopy;
});
_currentSendOffset = (_currentSendOffset + totalBytesLeftToCopy) %
_audioData->getNumBytes();
@ -371,7 +376,7 @@ int64_t AudioInjector::injectNextFrame() {
_outgoingSequenceNumber++;
}
if (_currentSendOffset == 0 && !_options.loop) {
if (_currentSendOffset == 0 && !options.loop) {
finishNetworkInjection();
return NEXT_FRAME_DELTA_ERROR_OR_FINISHED;
}
@ -391,134 +396,10 @@ int64_t AudioInjector::injectNextFrame() {
// If we are falling behind by more frames than our threshold, let's skip the frames ahead
qCDebug(audio) << this << "injectNextFrame() skipping ahead, fell behind by " << (currentFrameBasedOnElapsedTime - _nextFrame) << " frames";
_nextFrame = currentFrameBasedOnElapsedTime;
_currentSendOffset = _nextFrame * AudioConstants::NETWORK_FRAME_BYTES_PER_CHANNEL * (_options.stereo ? 2 : 1) % _audioData->getNumBytes();
_currentSendOffset = _nextFrame * AudioConstants::NETWORK_FRAME_BYTES_PER_CHANNEL * (options.stereo ? 2 : 1) % _audioData->getNumBytes();
}
int64_t playNextFrameAt = ++_nextFrame * AudioConstants::NETWORK_FRAME_USECS;
return std::max(INT64_C(0), playNextFrameAt - currentTime);
}
void AudioInjector::stop() {
// trigger a call on the injector's thread to change state to finished
QMetaObject::invokeMethod(this, "finish");
}
void AudioInjector::triggerDeleteAfterFinish() {
// make sure this fires on the AudioInjector thread
if (thread() != QThread::currentThread()) {
QMetaObject::invokeMethod(this, "triggerDeleteAfterFinish", Qt::QueuedConnection);
return;
}
if (stateHas(AudioInjectorState::Finished)) {
stop();
} else {
_state |= AudioInjectorState::PendingDelete;
}
}
AudioInjectorPointer AudioInjector::playSoundAndDelete(SharedSoundPointer sound, const AudioInjectorOptions& options) {
AudioInjectorPointer injector = playSound(sound, options);
if (injector) {
injector->_state |= AudioInjectorState::PendingDelete;
}
return injector;
}
AudioInjectorPointer AudioInjector::playSound(SharedSoundPointer sound, const AudioInjectorOptions& options) {
if (!sound || !sound->isReady()) {
return AudioInjectorPointer();
}
if (options.pitch == 1.0f) {
AudioInjectorPointer injector = AudioInjectorPointer::create(sound, options);
if (!injector->inject(&AudioInjectorManager::threadInjector)) {
qWarning() << "AudioInjector::playSound failed to thread injector";
}
return injector;
} else {
using AudioConstants::AudioSample;
using AudioConstants::SAMPLE_RATE;
const int standardRate = SAMPLE_RATE;
// limit pitch to 4 octaves
const float pitch = glm::clamp(options.pitch, 1 / 16.0f, 16.0f);
const int resampledRate = glm::round(SAMPLE_RATE / pitch);
auto audioData = sound->getAudioData();
auto numChannels = audioData->getNumChannels();
auto numFrames = audioData->getNumFrames();
AudioSRC resampler(standardRate, resampledRate, numChannels);
// create a resampled buffer that is guaranteed to be large enough
const int maxOutputFrames = resampler.getMaxOutput(numFrames);
const int maxOutputSize = maxOutputFrames * numChannels * sizeof(AudioSample);
QByteArray resampledBuffer(maxOutputSize, '\0');
auto bufferPtr = reinterpret_cast<AudioSample*>(resampledBuffer.data());
resampler.render(audioData->data(), bufferPtr, numFrames);
int numSamples = maxOutputFrames * numChannels;
auto newAudioData = AudioData::make(numSamples, numChannels, bufferPtr);
AudioInjectorPointer injector = AudioInjectorPointer::create(newAudioData, options);
if (!injector->inject(&AudioInjectorManager::threadInjector)) {
qWarning() << "AudioInjector::playSound failed to thread pitch-shifted injector";
}
return injector;
}
}
AudioInjectorPointer AudioInjector::playSoundAndDelete(AudioDataPointer audioData, const AudioInjectorOptions& options) {
AudioInjectorPointer injector = playSound(audioData, options);
if (injector) {
injector->_state |= AudioInjectorState::PendingDelete;
}
return injector;
}
AudioInjectorPointer AudioInjector::playSound(AudioDataPointer audioData, const AudioInjectorOptions& options) {
if (options.pitch == 1.0f) {
AudioInjectorPointer injector = AudioInjectorPointer::create(audioData, options);
if (!injector->inject(&AudioInjectorManager::threadInjector)) {
qWarning() << "AudioInjector::playSound failed to thread pitch-shifted injector";
}
return injector;
} else {
using AudioConstants::AudioSample;
using AudioConstants::SAMPLE_RATE;
const int standardRate = SAMPLE_RATE;
// limit pitch to 4 octaves
const float pitch = glm::clamp(options.pitch, 1 / 16.0f, 16.0f);
const int resampledRate = glm::round(SAMPLE_RATE / pitch);
auto numChannels = audioData->getNumChannels();
auto numFrames = audioData->getNumFrames();
AudioSRC resampler(standardRate, resampledRate, numChannels);
// create a resampled buffer that is guaranteed to be large enough
const int maxOutputFrames = resampler.getMaxOutput(numFrames);
const int maxOutputSize = maxOutputFrames * numChannels * sizeof(AudioSample);
QByteArray resampledBuffer(maxOutputSize, '\0');
auto bufferPtr = reinterpret_cast<AudioSample*>(resampledBuffer.data());
resampler.render(audioData->data(), bufferPtr, numFrames);
int numSamples = maxOutputFrames * numChannels;
auto newAudioData = AudioData::make(numSamples, numChannels, bufferPtr);
return AudioInjector::playSound(newAudioData, options);
}
}

View file

@ -19,6 +19,8 @@
#include <QtCore/QSharedPointer>
#include <QtCore/QThread>
#include <shared/ReadWriteLockable.h>
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
@ -49,7 +51,7 @@ AudioInjectorState& operator|= (AudioInjectorState& lhs, AudioInjectorState rhs)
// In order to make scripting cleaner for the AudioInjector, the script now holds on to the AudioInjector object
// until it dies.
class AudioInjector : public QObject, public QEnableSharedFromThis<AudioInjector> {
class AudioInjector : public QObject, public QEnableSharedFromThis<AudioInjector>, public ReadWriteLockable {
Q_OBJECT
public:
AudioInjector(SharedSoundPointer sound, const AudioInjectorOptions& injectorOptions);
@ -61,40 +63,34 @@ public:
int getCurrentSendOffset() const { return _currentSendOffset; }
void setCurrentSendOffset(int currentSendOffset) { _currentSendOffset = currentSendOffset; }
AudioInjectorLocalBuffer* getLocalBuffer() const { return _localBuffer; }
QSharedPointer<AudioInjectorLocalBuffer> getLocalBuffer() const { return _localBuffer; }
AudioHRTF& getLocalHRTF() { return _localHRTF; }
AudioFOA& getLocalFOA() { return _localFOA; }
bool isLocalOnly() const { return _options.localOnly; }
float getVolume() const { return _options.volume; }
bool isPositionSet() const { return _options.positionSet; }
glm::vec3 getPosition() const { return _options.position; }
glm::quat getOrientation() const { return _options.orientation; }
bool isStereo() const { return _options.stereo; }
bool isAmbisonic() const { return _options.ambisonic; }
float getLoudness() const { return resultWithReadLock<float>([&] { return _loudness; }); }
bool isPlaying() const { return !stateHas(AudioInjectorState::Finished); }
bool isLocalOnly() const { return resultWithReadLock<bool>([&] { return _options.localOnly; }); }
float getVolume() const { return resultWithReadLock<float>([&] { return _options.volume; }); }
bool isPositionSet() const { return resultWithReadLock<bool>([&] { return _options.positionSet; }); }
glm::vec3 getPosition() const { return resultWithReadLock<glm::vec3>([&] { return _options.position; }); }
glm::quat getOrientation() const { return resultWithReadLock<glm::quat>([&] { return _options.orientation; }); }
bool isStereo() const { return resultWithReadLock<bool>([&] { return _options.stereo; }); }
bool isAmbisonic() const { return resultWithReadLock<bool>([&] { return _options.ambisonic; }); }
AudioInjectorOptions getOptions() const { return resultWithReadLock<AudioInjectorOptions>([&] { return _options; }); }
void setOptions(const AudioInjectorOptions& options);
bool stateHas(AudioInjectorState state) const ;
static void setLocalAudioInterface(AbstractAudioInterface* audioInterface) { _localAudioInterface = audioInterface; }
static AudioInjectorPointer playSoundAndDelete(SharedSoundPointer sound, const AudioInjectorOptions& options);
static AudioInjectorPointer playSound(SharedSoundPointer sound, const AudioInjectorOptions& options);
static AudioInjectorPointer playSoundAndDelete(AudioDataPointer audioData, const AudioInjectorOptions& options);
static AudioInjectorPointer playSound(AudioDataPointer audioData, const AudioInjectorOptions& options);
void restart();
void finish();
void finishNetworkInjection();
public slots:
void restart();
void stop();
void triggerDeleteAfterFinish();
const AudioInjectorOptions& getOptions() const { return _options; }
void setOptions(const AudioInjectorOptions& options);
float getLoudness() const { return _loudness; }
bool isPlaying() const { return !stateHas(AudioInjectorState::Finished); }
void finish();
void finishLocalInjection();
void finishNetworkInjection();
signals:
void finished();
@ -104,7 +100,6 @@ private:
int64_t injectNextFrame();
bool inject(bool(AudioInjectorManager::*injection)(const AudioInjectorPointer&));
bool injectLocally();
void deleteLocalBuffer();
static AbstractAudioInterface* _localAudioInterface;
@ -116,7 +111,7 @@ private:
float _loudness { 0.0f };
int _currentSendOffset { 0 };
std::unique_ptr<NLPacket> _currentPacket { nullptr };
AudioInjectorLocalBuffer* _localBuffer { nullptr };
QSharedPointer<AudioInjectorLocalBuffer> _localBuffer { nullptr };
int64_t _nextFrame { 0 };
std::unique_ptr<QElapsedTimer> _frameTimer { nullptr };
@ -128,4 +123,6 @@ private:
friend class AudioInjectorManager;
};
Q_DECLARE_METATYPE(AudioInjectorPointer)
#endif // hifi_AudioInjector_h

View file

@ -16,6 +16,10 @@ AudioInjectorLocalBuffer::AudioInjectorLocalBuffer(AudioDataPointer audioData) :
{
}
AudioInjectorLocalBuffer::~AudioInjectorLocalBuffer() {
stop();
}
void AudioInjectorLocalBuffer::stop() {
_isStopped = true;
@ -30,9 +34,8 @@ bool AudioInjectorLocalBuffer::seek(qint64 pos) {
}
}
qint64 AudioInjectorLocalBuffer::readData(char* data, qint64 maxSize) {
if (!_isStopped) {
if (!_isStopped && _audioData) {
// first copy to the end of the raw audio
int bytesToEnd = (int)_audioData->getNumBytes() - _currentOffset;

View file

@ -22,6 +22,7 @@ class AudioInjectorLocalBuffer : public QIODevice {
Q_OBJECT
public:
AudioInjectorLocalBuffer(AudioDataPointer audioData);
~AudioInjectorLocalBuffer();
void stop();

View file

@ -14,11 +14,14 @@
#include <QtCore/QCoreApplication>
#include <SharedUtil.h>
#include <shared/QtHelpers.h>
#include "AudioConstants.h"
#include "AudioInjector.h"
#include "AudioLogging.h"
#include "AudioSRC.h"
AudioInjectorManager::~AudioInjectorManager() {
_shouldStop = true;
@ -30,7 +33,7 @@ AudioInjectorManager::~AudioInjectorManager() {
auto& timePointerPair = _injectors.top();
// ask it to stop and be deleted
timePointerPair.second->stop();
timePointerPair.second->finish();
_injectors.pop();
}
@ -46,6 +49,8 @@ AudioInjectorManager::~AudioInjectorManager() {
_thread->quit();
_thread->wait();
}
moveToThread(qApp->thread());
}
void AudioInjectorManager::createThread() {
@ -55,6 +60,8 @@ void AudioInjectorManager::createThread() {
// when the thread is started, have it call our run to handle injection of audio
connect(_thread, &QThread::started, this, &AudioInjectorManager::run, Qt::DirectConnection);
moveToThread(_thread);
// start the thread
_thread->start();
}
@ -141,36 +148,7 @@ bool AudioInjectorManager::wouldExceedLimits() { // Should be called inside of a
bool AudioInjectorManager::threadInjector(const AudioInjectorPointer& injector) {
if (_shouldStop) {
qCDebug(audio) << "AudioInjectorManager::threadInjector asked to thread injector but is shutting down.";
return false;
}
// guard the injectors vector with a mutex
Lock lock(_injectorsMutex);
if (wouldExceedLimits()) {
return false;
} else {
if (!_thread) {
createThread();
}
// move the injector to the QThread
injector->moveToThread(_thread);
// add the injector to the queue with a send timestamp of now
_injectors.emplace(usecTimestampNow(), injector);
// notify our wait condition so we can inject two frames for this injector immediately
_injectorReady.notify_one();
return true;
}
}
bool AudioInjectorManager::restartFinishedInjector(const AudioInjectorPointer& injector) {
if (_shouldStop) {
qCDebug(audio) << "AudioInjectorManager::threadInjector asked to thread injector but is shutting down.";
qCDebug(audio) << "AudioInjectorManager::threadInjector asked to thread injector but is shutting down.";
return false;
}
@ -188,3 +166,192 @@ bool AudioInjectorManager::restartFinishedInjector(const AudioInjectorPointer& i
}
return true;
}
AudioInjectorPointer AudioInjectorManager::playSound(const SharedSoundPointer& sound, const AudioInjectorOptions& options, bool setPendingDelete) {
if (_shouldStop) {
qCDebug(audio) << "AudioInjectorManager::threadInjector asked to thread injector but is shutting down.";
return nullptr;
}
AudioInjectorPointer injector = nullptr;
if (sound && sound->isReady()) {
if (options.pitch == 1.0f) {
injector = QSharedPointer<AudioInjector>(new AudioInjector(sound, options), &AudioInjector::deleteLater);
} else {
using AudioConstants::AudioSample;
using AudioConstants::SAMPLE_RATE;
const int standardRate = SAMPLE_RATE;
// limit pitch to 4 octaves
const float pitch = glm::clamp(options.pitch, 1 / 16.0f, 16.0f);
const int resampledRate = glm::round(SAMPLE_RATE / pitch);
auto audioData = sound->getAudioData();
auto numChannels = audioData->getNumChannels();
auto numFrames = audioData->getNumFrames();
AudioSRC resampler(standardRate, resampledRate, numChannels);
// create a resampled buffer that is guaranteed to be large enough
const int maxOutputFrames = resampler.getMaxOutput(numFrames);
const int maxOutputSize = maxOutputFrames * numChannels * sizeof(AudioSample);
QByteArray resampledBuffer(maxOutputSize, '\0');
auto bufferPtr = reinterpret_cast<AudioSample*>(resampledBuffer.data());
resampler.render(audioData->data(), bufferPtr, numFrames);
int numSamples = maxOutputFrames * numChannels;
auto newAudioData = AudioData::make(numSamples, numChannels, bufferPtr);
injector = QSharedPointer<AudioInjector>(new AudioInjector(newAudioData, options), &AudioInjector::deleteLater);
}
}
if (!injector) {
return nullptr;
}
if (setPendingDelete) {
injector->_state |= AudioInjectorState::PendingDelete;
}
injector->moveToThread(_thread);
injector->inject(&AudioInjectorManager::threadInjector);
return injector;
}
AudioInjectorPointer AudioInjectorManager::playSound(const AudioDataPointer& audioData, const AudioInjectorOptions& options, bool setPendingDelete) {
if (_shouldStop) {
qCDebug(audio) << "AudioInjectorManager::threadInjector asked to thread injector but is shutting down.";
return nullptr;
}
AudioInjectorPointer injector = nullptr;
if (options.pitch == 1.0f) {
injector = QSharedPointer<AudioInjector>(new AudioInjector(audioData, options), &AudioInjector::deleteLater);
} else {
using AudioConstants::AudioSample;
using AudioConstants::SAMPLE_RATE;
const int standardRate = SAMPLE_RATE;
// limit pitch to 4 octaves
const float pitch = glm::clamp(options.pitch, 1 / 16.0f, 16.0f);
const int resampledRate = glm::round(SAMPLE_RATE / pitch);
auto numChannels = audioData->getNumChannels();
auto numFrames = audioData->getNumFrames();
AudioSRC resampler(standardRate, resampledRate, numChannels);
// create a resampled buffer that is guaranteed to be large enough
const int maxOutputFrames = resampler.getMaxOutput(numFrames);
const int maxOutputSize = maxOutputFrames * numChannels * sizeof(AudioSample);
QByteArray resampledBuffer(maxOutputSize, '\0');
auto bufferPtr = reinterpret_cast<AudioSample*>(resampledBuffer.data());
resampler.render(audioData->data(), bufferPtr, numFrames);
int numSamples = maxOutputFrames * numChannels;
auto newAudioData = AudioData::make(numSamples, numChannels, bufferPtr);
injector = QSharedPointer<AudioInjector>(new AudioInjector(newAudioData, options), &AudioInjector::deleteLater);
}
if (!injector) {
return nullptr;
}
if (setPendingDelete) {
injector->_state |= AudioInjectorState::PendingDelete;
}
injector->moveToThread(_thread);
injector->inject(&AudioInjectorManager::threadInjector);
return injector;
}
void AudioInjectorManager::setOptionsAndRestart(const AudioInjectorPointer& injector, const AudioInjectorOptions& options) {
if (!injector) {
return;
}
if (QThread::currentThread() != _thread) {
QMetaObject::invokeMethod(this, "setOptionsAndRestart", Q_ARG(const AudioInjectorPointer&, injector), Q_ARG(const AudioInjectorOptions&, options));
_injectorReady.notify_one();
return;
}
injector->setOptions(options);
injector->restart();
}
void AudioInjectorManager::restart(const AudioInjectorPointer& injector) {
if (!injector) {
return;
}
if (QThread::currentThread() != _thread) {
QMetaObject::invokeMethod(this, "restart", Q_ARG(const AudioInjectorPointer&, injector));
_injectorReady.notify_one();
return;
}
injector->restart();
}
void AudioInjectorManager::setOptions(const AudioInjectorPointer& injector, const AudioInjectorOptions& options) {
if (!injector) {
return;
}
if (QThread::currentThread() != _thread) {
QMetaObject::invokeMethod(this, "setOptions", Q_ARG(const AudioInjectorPointer&, injector), Q_ARG(const AudioInjectorOptions&, options));
_injectorReady.notify_one();
return;
}
injector->setOptions(options);
}
AudioInjectorOptions AudioInjectorManager::getOptions(const AudioInjectorPointer& injector) {
if (!injector) {
return AudioInjectorOptions();
}
return injector->getOptions();
}
float AudioInjectorManager::getLoudness(const AudioInjectorPointer& injector) {
if (!injector) {
return 0.0f;
}
return injector->getLoudness();
}
bool AudioInjectorManager::isPlaying(const AudioInjectorPointer& injector) {
if (!injector) {
return false;
}
return injector->isPlaying();
}
void AudioInjectorManager::stop(const AudioInjectorPointer& injector) {
if (!injector) {
return;
}
if (QThread::currentThread() != _thread) {
QMetaObject::invokeMethod(this, "stop", Q_ARG(const AudioInjectorPointer&, injector));
_injectorReady.notify_one();
return;
}
injector->finish();
}
size_t AudioInjectorManager::getNumInjectors() {
Lock lock(_injectorsMutex);
return _injectors.size();
}

View file

@ -30,8 +30,27 @@ class AudioInjectorManager : public QObject, public Dependency {
SINGLETON_DEPENDENCY
public:
~AudioInjectorManager();
AudioInjectorPointer playSound(const SharedSoundPointer& sound, const AudioInjectorOptions& options, bool setPendingDelete = false);
AudioInjectorPointer playSound(const AudioDataPointer& audioData, const AudioInjectorOptions& options, bool setPendingDelete = false);
size_t getNumInjectors();
public slots:
void setOptionsAndRestart(const AudioInjectorPointer& injector, const AudioInjectorOptions& options);
void restart(const AudioInjectorPointer& injector);
void setOptions(const AudioInjectorPointer& injector, const AudioInjectorOptions& options);
AudioInjectorOptions getOptions(const AudioInjectorPointer& injector);
float getLoudness(const AudioInjectorPointer& injector);
bool isPlaying(const AudioInjectorPointer& injector);
void stop(const AudioInjectorPointer& injector);
private slots:
void run();
private:
using TimeInjectorPointerPair = std::pair<uint64_t, AudioInjectorPointer>;
@ -49,11 +68,10 @@ private:
using Lock = std::unique_lock<Mutex>;
bool threadInjector(const AudioInjectorPointer& injector);
bool restartFinishedInjector(const AudioInjectorPointer& injector);
void notifyInjectorReadyCondition() { _injectorReady.notify_one(); }
bool wouldExceedLimits();
AudioInjectorManager() {};
AudioInjectorManager() { createThread(); }
AudioInjectorManager(const AudioInjectorManager&) = delete;
AudioInjectorManager& operator=(const AudioInjectorManager&) = delete;

View file

@ -376,7 +376,7 @@ bool Avatar::applyGrabChanges() {
const EntityItemPointer& entity = std::dynamic_pointer_cast<EntityItem>(target);
if (entity && entity->getEntityHostType() == entity::HostType::AVATAR && entity->getSimulationOwner().getID() == getID()) {
EntityItemProperties properties = entity->getProperties();
sendPacket(entity->getID(), properties);
sendPacket(entity->getID());
}
}
} else {

View file

@ -127,7 +127,12 @@ private:
class Avatar : public AvatarData, public scriptable::ModelProvider, public MetaModelPayload {
Q_OBJECT
// This property has JSDoc in MyAvatar.h.
/*jsdoc
* @comment IMPORTANT: The JSDoc for the following properties should be copied to MyAvatar.h.
*
* @property {Vec3} skeletonOffset - Can be used to apply a translation offset between the avatar's position and the
* registration point of the 3D model.
*/
Q_PROPERTY(glm::vec3 skeletonOffset READ getSkeletonOffset WRITE setSkeletonOffset)
public:
@ -196,36 +201,52 @@ public:
virtual QStringList getJointNames() const override;
/**jsdoc
* Gets the default rotation of a joint (in the current avatar) relative to its parent.
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.</p>
* @function MyAvatar.getDefaultJointRotation
* @param {number} index
* @returns {Quat}
* @param {number} index - The joint index.
* @returns {Quat} The default rotation of the joint if the joint index is valid, otherwise {@link Quat(0)|Quat.IDENTITY}.
*/
Q_INVOKABLE virtual glm::quat getDefaultJointRotation(int index) const;
/**jsdoc
* Gets the default translation of a joint (in the current avatar) relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.</p>
* @function MyAvatar.getDefaultJointTranslation
* @param {number} index
* @returns {Vec3}
* @param {number} index - The joint index.
* @returns {Vec3} The default translation of the joint (in model coordinates) if the joint index is valid, otherwise
* {@link Vec3(0)|Vec3.ZERO}.
*/
Q_INVOKABLE virtual glm::vec3 getDefaultJointTranslation(int index) const;
/**jsdoc
* Provides read only access to the default joint rotations in avatar coordinates.
* Gets the default joint rotations in avatar coordinates.
* The default pose of the avatar is defined by the position and orientation of all bones
* in the avatar's model file. Typically this is a T-pose.
* @function MyAvatar.getAbsoluteDefaultJointRotationInObjectFrame
* @param index {number} index number
* @returns {Quat} The rotation of this joint in avatar coordinates.
* @param index {number} - The joint index.
* @returns {Quat} The default rotation of the joint in avatar coordinates.
* @example <caption>Report the default rotation of your avatar's head joint relative to your avatar.</caption>
* var headIndex = MyAvatar.getJointIndex("Head");
* var defaultHeadRotation = MyAvatar.getAbsoluteDefaultJointRotationInObjectFrame(headIndex);
* print("Default head rotation: " + JSON.stringify(Quat.safeEulerAngles(defaultHeadRotation))); // Degrees
*/
Q_INVOKABLE virtual glm::quat getAbsoluteDefaultJointRotationInObjectFrame(int index) const;
/**jsdoc
* Provides read only access to the default joint translations in avatar coordinates.
* Gets the default joint translations in avatar coordinates.
* The default pose of the avatar is defined by the position and orientation of all bones
* in the avatar's model file. Typically this is a T-pose.
* @function MyAvatar.getAbsoluteDefaultJointTranslationInObjectFrame
* @param index {number} index number
* @returns {Vec3} The position of this joint in avatar coordinates.
* @param index {number} - The joint index.
* @returns {Vec3} The default position of the joint in avatar coordinates.
* @example <caption>Report the default translation of your avatar's head joint relative to your avatar.</caption>
* var headIndex = MyAvatar.getJointIndex("Head");
* var defaultHeadTranslation = MyAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(headIndex);
* print("Default head translation: " + JSON.stringify(defaultHeadTranslation));
*/
Q_INVOKABLE virtual glm::vec3 getAbsoluteDefaultJointTranslationInObjectFrame(int index) const;
@ -233,59 +254,88 @@ public:
virtual glm::vec3 getAbsoluteJointScaleInObjectFrame(int index) const override;
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
/**jsdoc
* Sets the rotation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>MyAvatar</code> API.</p>
* @function MyAvatar.setAbsoluteJointRotationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @param {Quat} rotation - The rotation of the joint relative to the avatar. <em>Not used.</em>
* @returns {boolean} <code>false</code>.
*/
virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }
/**jsdoc
* Sets the translation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>MyAvatar</code> API.</p>
* @function MyAvatar.setAbsoluteJointTranslationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @param {Vec3} translation - The translation of the joint relative to the avatar. <em>Not used.</em>
* @returns {boolean} <code>false</code>.
*/
virtual bool setAbsoluteJointTranslationInObjectFrame(int index, const glm::vec3& translation) override { return false; }
virtual glm::vec3 getSpine2SplineOffset() const { return _spine2SplineOffset; }
virtual float getSpine2SplineRatio() const { return _spine2SplineRatio; }
// world-space to avatar-space rigconversion functions
/**jsdoc
* @function MyAvatar.worldToJointPoint
* @param {Vec3} position
* @param {number} [jointIndex=-1]
* @returns {Vec3}
*/
* Transforms a position in world coordinates to a position in a joint's coordinates, or avatar coordinates if no joint is
* specified.
* @function MyAvatar.worldToJointPoint
* @param {Vec3} position - The position in world coordinates.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Vec3} The position in the joint's coordinate system, or avatar coordinate system if no joint is specified.
*/
Q_INVOKABLE glm::vec3 worldToJointPoint(const glm::vec3& position, const int jointIndex = -1) const;
/**jsdoc
* @function MyAvatar.worldToJointDirection
* @param {Vec3} direction
* @param {number} [jointIndex=-1]
* @returns {Vec3}
*/
* Transforms a direction in world coordinates to a direction in a joint's coordinates, or avatar coordinates if no joint
* is specified.
* @function MyAvatar.worldToJointDirection
* @param {Vec3} direction - The direction in world coordinates.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Vec3} The direction in the joint's coordinate system, or avatar coordinate system if no joint is specified.
*/
Q_INVOKABLE glm::vec3 worldToJointDirection(const glm::vec3& direction, const int jointIndex = -1) const;
/**jsdoc
* @function MyAvatar.worldToJointRotation
* @param {Quat} rotation
* @param {number} [jointIndex=-1]
* @returns {Quat}
* Transforms a rotation in world coordinates to a rotation in a joint's coordinates, or avatar coordinates if no joint is
* specified.
* @function MyAvatar.worldToJointRotation
* @param {Quat} rotation - The rotation in world coordinates.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Quat} The rotation in the joint's coordinate system, or avatar coordinate system if no joint is specified.
*/
Q_INVOKABLE glm::quat worldToJointRotation(const glm::quat& rotation, const int jointIndex = -1) const;
/**jsdoc
* @function MyAvatar.jointToWorldPoint
* @param {vec3} position
* @param {number} [jointIndex=-1]
* @returns {Vec3}
*/
* Transforms a position in a joint's coordinates, or avatar coordinates if no joint is specified, to a position in world
* coordinates.
* @function MyAvatar.jointToWorldPoint
* @param {Vec3} position - The position in joint coordinates, or avatar coordinates if no joint is specified.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Vec3} The position in world coordinates.
*/
Q_INVOKABLE glm::vec3 jointToWorldPoint(const glm::vec3& position, const int jointIndex = -1) const;
/**jsdoc
* @function MyAvatar.jointToWorldDirection
* @param {Vec3} direction
* @param {number} [jointIndex=-1]
* @returns {Vec3}
*/
* Transforms a direction in a joint's coordinates, or avatar coordinates if no joint is specified, to a direction in world
* coordinates.
* @function MyAvatar.jointToWorldDirection
* @param {Vec3} direction - The direction in joint coordinates, or avatar coordinates if no joint is specified.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Vec3} The direction in world coordinates.
*/
Q_INVOKABLE glm::vec3 jointToWorldDirection(const glm::vec3& direction, const int jointIndex = -1) const;
/**jsdoc
* @function MyAvatar.jointToWorldRotation
* @param {Quat} rotation
* @param {number} [jointIndex=-1]
* @returns {Quat}
*/
* Transforms a rotation in a joint's coordinates, or avatar coordinates if no joint is specified, to a rotation in world
* coordinates.
* @function MyAvatar.jointToWorldRotation
* @param {Quat} rotation - The rotation in joint coordinates, or avatar coordinates if no joint is specified.
* @param {number} [jointIndex=-1] - The index of the joint.
* @returns {Quat} The rotation in world coordinates.
*/
Q_INVOKABLE glm::quat jointToWorldRotation(const glm::quat& rotation, const int jointIndex = -1) const;
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
@ -297,7 +347,7 @@ public:
virtual int parseDataFromBuffer(const QByteArray& buffer) override;
/**jsdoc
* Set the offset applied to the current avatar. The offset adjusts the position that the avatar is rendered. For example,
* Sets the offset applied to the current avatar. The offset adjusts the position that the avatar is rendered. For example,
* with an offset of <code>{ x: 0, y: 0.1, z: 0 }</code>, your avatar will appear to be raised off the ground slightly.
* @function MyAvatar.setSkeletonOffset
* @param {Vec3} offset - The skeleton offset to set.
@ -313,7 +363,7 @@ public:
Q_INVOKABLE void setSkeletonOffset(const glm::vec3& offset);
/**jsdoc
* Get the offset applied to the current avatar. The offset adjusts the position that the avatar is rendered. For example,
* Gets the offset applied to the current avatar. The offset adjusts the position that the avatar is rendered. For example,
* with an offset of <code>{ x: 0, y: 0.1, z: 0 }</code>, your avatar will appear to be raised off the ground slightly.
* @function MyAvatar.getSkeletonOffset
* @returns {Vec3} The current skeleton offset.
@ -325,7 +375,7 @@ public:
virtual glm::vec3 getSkeletonPosition() const;
/**jsdoc
* Get the position of a joint in the current avatar.
* Gets the position of a joint in the current avatar.
* @function MyAvatar.getJointPosition
* @param {number} index - The index of the joint.
* @returns {Vec3} The position of the joint in world coordinates.
@ -333,7 +383,7 @@ public:
Q_INVOKABLE glm::vec3 getJointPosition(int index) const;
/**jsdoc
* Get the position of a joint in the current avatar.
* Gets the position of a joint in the current avatar.
* @function MyAvatar.getJointPosition
* @param {string} name - The name of the joint.
* @returns {Vec3} The position of the joint in world coordinates.
@ -343,7 +393,7 @@ public:
Q_INVOKABLE glm::vec3 getJointPosition(const QString& name) const;
/**jsdoc
* Get the position of the current avatar's neck in world coordinates.
* Gets the position of the current avatar's neck in world coordinates.
* @function MyAvatar.getNeckPosition
* @returns {Vec3} The position of the neck in world coordinates.
* @example <caption>Report the position of your avatar's neck.</caption>
@ -352,8 +402,9 @@ public:
Q_INVOKABLE glm::vec3 getNeckPosition() const;
/**jsdoc
* Gets the current acceleration of the avatar.
* @function MyAvatar.getAcceleration
* @returns {Vec3}
* @returns {Vec3} The current acceleration of the avatar.
*/
Q_INVOKABLE glm::vec3 getAcceleration() const { return _acceleration; }
@ -377,47 +428,55 @@ public:
void getCapsule(glm::vec3& start, glm::vec3& end, float& radius);
float computeMass();
/**jsdoc
* Get the position of the current avatar's feet (or rather, bottom of its collision capsule) in world coordinates.
* Gets the position of the current avatar's feet (or rather, bottom of its collision capsule) in world coordinates.
* @function MyAvatar.getWorldFeetPosition
* @returns {Vec3} The position of the avatar's feet in world coordinates.
*/
*/
Q_INVOKABLE glm::vec3 getWorldFeetPosition();
void setPositionViaScript(const glm::vec3& position) override;
void setOrientationViaScript(const glm::quat& orientation) override;
/**jsdoc
* Gets the ID of the entity of avatar that the avatar is parented to.
* @function MyAvatar.getParentID
* @returns {Uuid}
* @returns {Uuid} The ID of the entity or avatar that the avatar is parented to. {@link Uuid|Uuid.NULL} if not parented.
*/
// This calls through to the SpatiallyNestable versions, but is here to expose these to JavaScript.
Q_INVOKABLE virtual const QUuid getParentID() const override { return SpatiallyNestable::getParentID(); }
/**jsdoc
* Sets the ID of the entity of avatar that the avatar is parented to.
* @function MyAvatar.setParentID
* @param {Uuid} parentID
* @param {Uuid} parentID - The ID of the entity or avatar that the avatar should be parented to. Set to
* {@link Uuid|Uuid.NULL} to unparent.
*/
// This calls through to the SpatiallyNestable versions, but is here to expose these to JavaScript.
Q_INVOKABLE virtual void setParentID(const QUuid& parentID) override;
/**jsdoc
* Gets the joint of the entity or avatar that the avatar is parented to.
* @function MyAvatar.getParentJointIndex
* @returns {number}
* @returns {number} The joint of the entity or avatar that the avatar is parented to. <code>65535</code> or
* <code>-1</code> if parented to the entity or avatar's position and orientation rather than a joint.
*/
// This calls through to the SpatiallyNestable versions, but is here to expose these to JavaScript.
Q_INVOKABLE virtual quint16 getParentJointIndex() const override { return SpatiallyNestable::getParentJointIndex(); }
/**jsdoc
* Sets the joint of the entity or avatar that the avatar is parented to.
* @function MyAvatar.setParentJointIndex
* @param {number} parentJointIndex
* @param {number} parentJointIndex - he joint of the entity or avatar that the avatar should be parented to. Use
* <code>65535</code> or <code>-1</code> to parent to the entity or avatar's position and orientation rather than a
* joint.
*/
// This calls through to the SpatiallyNestable versions, but is here to expose these to JavaScript.
Q_INVOKABLE virtual void setParentJointIndex(quint16 parentJointIndex) override;
/**jsdoc
* Returns an array of joints, where each joint is an object containing name, index, and parentIndex fields.
* Gets information on all the joints in the avatar's skeleton.
* @function MyAvatar.getSkeleton
* @returns {MyAvatar.SkeletonJoint[]} A list of information about each joint in this avatar's skeleton.
* @returns {MyAvatar.SkeletonJoint[]} Information about each joint in the avatar's skeleton.
*/
/**jsdoc
* Information about a single joint in an Avatar's skeleton hierarchy.
@ -443,8 +502,9 @@ public:
/**jsdoc
* @function MyAvatar.getSimulationRate
* @param {string} [rateName=""]
* @returns {number}
* @param {string} [rateName=""] - Rate name.
* @returns {number} Simulation rate.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE float getSimulationRate(const QString& rateName = QString("")) const;
@ -500,6 +560,13 @@ public:
uint32_t appendSubMetaItems(render::ItemIDs& subItems);
signals:
/**jsdoc
* Triggered when the avatar's target scale is changed. The target scale is the desired scale of the avatar without any
* restrictions on permissible scale values imposed by the domain.
* @function MyAvatar.targetScaleChanged
* @param {number} targetScale - The avatar's target scale.
* @returns Signal
*/
void targetScaleChanged(float targetScale);
public slots:
@ -508,7 +575,7 @@ public slots:
// thread safe, will return last valid palm from cache
/**jsdoc
* Get the position of the left palm in world coordinates.
* Gets the position of the left palm in world coordinates.
* @function MyAvatar.getLeftPalmPosition
* @returns {Vec3} The position of the left palm in world coordinates.
* @example <caption>Report the position of your avatar's left palm.</caption>
@ -517,15 +584,16 @@ public slots:
glm::vec3 getLeftPalmPosition() const;
/**jsdoc
* Get the rotation of the left palm in world coordinates.
* Gets the rotation of the left palm in world coordinates.
* @function MyAvatar.getLeftPalmRotation
* @returns {Quat} The rotation of the left palm in world coordinates.
* @example <caption>Report the rotation of your avatar's left palm.</caption>
* print(JSON.stringify(MyAvatar.getLeftPalmRotation()));
*/
glm::quat getLeftPalmRotation() const;
/**jsdoc
* Get the position of the right palm in world coordinates.
* Gets the position of the right palm in world coordinates.
* @function MyAvatar.getRightPalmPosition
* @returns {Vec3} The position of the right palm in world coordinates.
* @example <caption>Report the position of your avatar's right palm.</caption>
@ -542,21 +610,26 @@ public slots:
*/
glm::quat getRightPalmRotation() const;
/**jsdoc
* @function MyAvatar.setModelURLFinished
* @param {boolean} success
* @deprecated This function is deprecated and will be removed.
*/
// hooked up to Model::setURLFinished signal
void setModelURLFinished(bool success);
/**jsdoc
* @function MyAvatar.rigReady
* @returns {Signal}
* @deprecated This function is deprecated and will be removed.
*/
// Hooked up to Model::rigReady signal
void rigReady();
/**jsdoc
* @function MyAvatar.rigReset
* @returns {Signal}
* @deprecated This function is deprecated and will be removed.
*/
// Jooked up to Model::rigReset signal
// Hooked up to Model::rigReset signal
void rigReset();
protected:
@ -605,7 +678,7 @@ protected:
// protected methods...
bool isLookingAtMe(AvatarSharedPointer avatar) const;
virtual void sendPacket(const QUuid& entityID, const EntityItemProperties& properties) const { }
virtual void sendPacket(const QUuid& entityID) const { }
bool applyGrabChanges();
void relayJointDataToChildren();

View file

@ -1435,6 +1435,47 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
return numBytesRead;
}
/**jsdoc
* The avatar mixer data comprises different types of data, with the data rates of each being tracked in kbps.
*
* <table>
* <thead>
* <tr><th>Rate Name</th><th>Description</th></tr>
* </thead>
* <tbody>
* <tr><td><code>"globalPosition"</code></td><td>Incoming global position.</td></tr>
* <tr><td><code>"localPosition"</code></td><td>Incoming local position.</td></tr>
* <tr><td><code>"avatarBoundingBox"</code></td><td>Incoming avatar bounding box.</td></tr>
* <tr><td><code>"avatarOrientation"</code></td><td>Incoming avatar orientation.</td></tr>
* <tr><td><code>"avatarScale"</code></td><td>Incoming avatar scale.</td></tr>
* <tr><td><code>"lookAtPosition"</code></td><td>Incoming look-at position.</td></tr>
* <tr><td><code>"audioLoudness"</code></td><td>Incoming audio loudness.</td></tr>
* <tr><td><code>"sensorToWorkMatrix"</code></td><td>Incoming sensor-to-world matrix.</td></tr>
* <tr><td><code>"additionalFlags"</code></td><td>Incoming additional avatar flags.</td></tr>
* <tr><td><code>"parentInfo"</code></td><td>Incoming parent information.</td></tr>
* <tr><td><code>"faceTracker"</code></td><td>Incoming face tracker data.</td></tr>
* <tr><td><code>"jointData"</code></td><td>Incoming joint data.</td></tr>
* <tr><td><code>"jointDefaultPoseFlagsRate"</code></td><td>Incoming joint default pose flags.</td></tr>
* <tr><td><code>"farGrabJointRate"</code></td><td>Incoming far grab joint.</td></tr>
* <tr><td><code>"globalPositionOutbound"</code></td><td>Outgoing global position.</td></tr>
* <tr><td><code>"localPositionOutbound"</code></td><td>Outgoing local position.</td></tr>
* <tr><td><code>"avatarBoundingBoxOutbound"</code></td><td>Outgoing avatar bounding box.</td></tr>
* <tr><td><code>"avatarOrientationOutbound"</code></td><td>Outgoing avatar orientation.</td></tr>
* <tr><td><code>"avatarScaleOutbound"</code></td><td>Outgoing avatar scale.</td></tr>
* <tr><td><code>"lookAtPositionOutbound"</code></td><td>Outgoing look-at position.</td></tr>
* <tr><td><code>"audioLoudnessOutbound"</code></td><td>Outgoing audio loudness.</td></tr>
* <tr><td><code>"sensorToWorkMatrixOutbound"</code></td><td>Outgoing sensor-to-world matrix.</td></tr>
* <tr><td><code>"additionalFlagsOutbound"</code></td><td>Outgoing additional avatar flags.</td></tr>
* <tr><td><code>"parentInfoOutbound"</code></td><td>Outgoing parent information.</td></tr>
* <tr><td><code>"faceTrackerOutbound"</code></td><td>Outgoing face tracker data.</td></tr>
* <tr><td><code>"jointDataOutbound"</code></td><td>Outgoing joint data.</td></tr>
* <tr><td><code>"jointDefaultPoseFlagsOutbound"</code></td><td>Outgoing joint default pose flags.</td></tr>
* <tr><td><code>""</code></td><td>When no rate name is specified, the total incoming data rate is provided.</td></tr>
* </tbody>
* </table>
*
* @typedef {string} AvatarDataRate
*/
float AvatarData::getDataRate(const QString& rateName) const {
if (rateName == "") {
return _parseBufferRate.rate() / BYTES_PER_KILOBIT;
@ -1496,6 +1537,35 @@ float AvatarData::getDataRate(const QString& rateName) const {
return 0.0f;
}
/**jsdoc
* The avatar mixer data comprises different types of data updated at different rates, in Hz.
*
* <table>
* <thead>
* <tr><th>Rate Name</th><th>Description</th></tr>
* </thead>
* <tbody>
* <tr><td><code>"globalPosition"</code></td><td>Global position.</td></tr>
* <tr><td><code>"localPosition"</code></td><td>Local position.</td></tr>
* <tr><td><code>"avatarBoundingBox"</code></td><td>Avatar bounding box.</td></tr>
* <tr><td><code>"avatarOrientation"</code></td><td>Avatar orientation.</td></tr>
* <tr><td><code>"avatarScale"</code></td><td>Avatar scale.</td></tr>
* <tr><td><code>"lookAtPosition"</code></td><td>Look-at position.</td></tr>
* <tr><td><code>"audioLoudness"</code></td><td>Audio loudness.</td></tr>
* <tr><td><code>"sensorToWorkMatrix"</code></td><td>Sensor-to-world matrix.</td></tr>
* <tr><td><code>"additionalFlags"</code></td><td>Additional avatar flags.</td></tr>
* <tr><td><code>"parentInfo"</code></td><td>Parent information.</td></tr>
* <tr><td><code>"faceTracker"</code></td><td>Face tracker data.</td></tr>
* <tr><td><code>"jointData"</code></td><td>Joint data.</td></tr>
* <tr><td><code>"farGrabJointData"</code></td><td>Far grab joint data.</td></tr>
* <tr><td><code>""</code></td><td>When no rate name is specified, the overall update rate is provided.</td></tr>
* </tbody>
* </table>
*
* @typedef {string} AvatarUpdateRate
*/
float AvatarData::getUpdateRate(const QString& rateName) const {
if (rateName == "") {
return _parseBufferUpdateRate.rate();
@ -2731,13 +2801,16 @@ glm::vec3 AvatarData::getAbsoluteJointTranslationInObjectFrame(int index) const
}
/**jsdoc
* Information on an attachment worn by the avatar.
* @typedef {object} AttachmentData
* @property {string} modelUrl
* @property {string} jointName
* @property {Vec3} translation
* @property {Vec3} rotation
* @property {number} scale
* @property {boolean} soft
* @property {string} modelUrl - The URL of the model file. Models can be FBX or OBJ format.
* @property {string} jointName - The offset to apply to the model relative to the joint position.
* @property {Vec3} translation - The offset from the joint that the attachment is positioned at.
* @property {Vec3} rotation - The rotation applied to the model relative to the joint orientation.
* @property {number} scale - The scale applied to the attachment model.
* @property {boolean} soft - If <code>true</code> and the model has a skeleton, the bones of the attached model's skeleton are
* rotated to fit the avatar's current pose. If <code>true</code>, the <code>translation</code>, <code>rotation</code>, and
* <code>scale</code> parameters are ignored.
*/
QVariant AttachmentData::toVariant() const {
QVariantMap result;
@ -2943,6 +3016,10 @@ float AvatarData::_avatarSortCoefficientSize { 8.0f };
float AvatarData::_avatarSortCoefficientCenter { 0.25f };
float AvatarData::_avatarSortCoefficientAge { 1.0f };
/**jsdoc
* An object with the UUIDs of avatar entities as keys and avatar entity properties objects as values.
* @typedef {Object.<Uuid, Entities.EntityProperties>} AvatarEntityMap
*/
QScriptValue AvatarEntityMapToScriptValue(QScriptEngine* engine, const AvatarEntityMap& value) {
QScriptValue obj = engine->newObject();
for (auto entityID : value.keys()) {

View file

@ -116,6 +116,24 @@ const int PROCEDURAL_BLINK_FACE_MOVEMENT = 10; // 11th bit
const int COLLIDE_WITH_OTHER_AVATARS = 11; // 12th bit
const int HAS_HERO_PRIORITY = 12; // 13th bit (be scared)
/**jsdoc
* <p>The pointing state of the hands is specified by the following values:
</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Description</th>
* </thead>
* <tbody>
* <tr><td><code>0</code></td><td>No hand is pointing.</td></tr>
* <tr><td><code>1</code></td><td>The left hand is pointing.</td></tr>
* <tr><td><code>2</code></td><td>The right hand is pointing.</td></tr>
* <tr><td><code>4</code></td><td>It is the index finger that is pointing.</td></tr>
* </tbody>
* </table>
* <p>The values for the hand states are added together to give the <code>HandState</code> value. For example, if the left
* hand's finger is pointing, the value is <code>1 + 4 == 5</code>.
* @typedef {number} HandState
*/
const char HAND_STATE_NULL = 0;
const char LEFT_HAND_POINTING_FLAG = 1;
const char RIGHT_HAND_POINTING_FLAG = 2;
@ -414,7 +432,55 @@ class ClientTraitsHandler;
class AvatarData : public QObject, public SpatiallyNestable {
Q_OBJECT
// The following properties have JSDoc in MyAvatar.h and ScriptableAvatar.h
// IMPORTANT: The JSDoc for the following properties should be copied to MyAvatar.h and ScriptableAvatar.h.
/*
* @property {Vec3} position - The position of the avatar.
* @property {number} scale=1.0 - The scale of the avatar. The value can be set to anything between <code>0.005</code> and
* <code>1000.0</code>. When the scale value is fetched, it may temporarily be further limited by the domain's settings.
* @property {number} density - The density of the avatar in kg/m<sup>3</sup>. The density is used to work out its mass in
* the application of physics. <em>Read-only.</em>
* @property {Vec3} handPosition - A user-defined hand position, in world coordinates. The position moves with the avatar
* but is otherwise not used or changed by Interface.
* @property {number} bodyYaw - The left or right rotation about an axis running from the head to the feet of the avatar.
* Yaw is sometimes called "heading".
* @property {number} bodyPitch - The rotation about an axis running from shoulder to shoulder of the avatar. Pitch is
* sometimes called "elevation".
* @property {number} bodyRoll - The rotation about an axis running from the chest to the back of the avatar. Roll is
* sometimes called "bank".
* @property {Quat} orientation - The orientation of the avatar.
* @property {Quat} headOrientation - The orientation of the avatar's head.
* @property {number} headPitch - The rotation about an axis running from ear to ear of the avatar's head. Pitch is
* sometimes called "elevation".
* @property {number} headYaw - The rotation left or right about an axis running from the base to the crown of the avatar's
* head. Yaw is sometimes called "heading".
* @property {number} headRoll - The rotation about an axis running from the nose to the back of the avatar's head. Roll is
* sometimes called "bank".
* @property {Vec3} velocity - The current velocity of the avatar.
* @property {Vec3} angularVelocity - The current angular velocity of the avatar.
* @property {number} audioLoudness - The instantaneous loudness of the audio input that the avatar is injecting into the
* domain.
* @property {number} audioAverageLoudness - The rolling average loudness of the audio input that the avatar is injecting
* into the domain.
* @property {string} displayName - The avatar's display name.
* @property {string} sessionDisplayName - <code>displayName's</code> sanitized and default version defined by the avatar
* mixer rather than Interface clients. The result is unique among all avatars present in the domain at the time.
* @property {boolean} lookAtSnappingEnabled=true - <code>true</code> if the avatar's eyes snap to look at another avatar's
* eyes when the other avatar is in the line of sight and also has <code>lookAtSnappingEnabled == true</code>.
* @property {string} skeletonModelURL - The avatar's FST file.
* @property {AttachmentData[]} attachmentData - Information on the avatar's attachments.<br />
* <strong>Deprecated:</strong> Use avatar entities instead.
* @property {string[]} jointNames - The list of joints in the current avatar model. <em>Read-only.</em>
* @property {Uuid} sessionUUID - Unique ID of the avatar in the domain. <em>Read-only.</em>
* @property {Mat4} sensorToWorldMatrix - The scale, rotation, and translation transform from the user's real world to the
* avatar's size, orientation, and position in the virtual world. <em>Read-only.</em>
* @property {Mat4} controllerLeftHandMatrix - The rotation and translation of the left hand controller relative to the
* avatar. <em>Read-only.</em>
* @property {Mat4} controllerRightHandMatrix - The rotation and translation of the right hand controller relative to the
* avatar. <em>Read-only.</em>
* @property {number} sensorToWorldScale - The scale that transforms dimensions in the user's real world to the avatar's
* size in the virtual world. <em>Read-only.</em>
* @property {boolean} hasPriority - is the avatar in a Hero zone? <em>Read-only</em>
*/
Q_PROPERTY(glm::vec3 position READ getWorldPosition WRITE setPositionViaScript)
Q_PROPERTY(float scale READ getDomainLimitedScale WRITE setTargetScale)
Q_PROPERTY(float density READ getDensity)
@ -570,18 +636,18 @@ public:
virtual bool getHasAudioEnabledFaceMovement() const { return false; }
/**jsdoc
* Returns the minimum scale allowed for this avatar in the current domain.
* Gets the minimum scale allowed for this avatar in the current domain.
* This value can change as the user changes avatars or when changing domains.
* @function MyAvatar.getDomainMinScale
* @returns {number} minimum scale allowed for this avatar in the current domain.
* @function Avatar.getDomainMinScale
* @returns {number} The minimum scale allowed for this avatar in the current domain.
*/
Q_INVOKABLE float getDomainMinScale() const;
/**jsdoc
* Returns the maximum scale allowed for this avatar in the current domain.
* Gets the maximum scale allowed for this avatar in the current domain.
* This value can change as the user changes avatars or when changing domains.
* @function MyAvatar.getDomainMaxScale
* @returns {number} maximum scale allowed for this avatar in the current domain.
* @function Avatar.getDomainMaxScale
* @returns {number} The maximum scale allowed for this avatar in the current domain.
*/
Q_INVOKABLE float getDomainMaxScale() const;
@ -594,18 +660,18 @@ public:
virtual bool canMeasureEyeHeight() const { return false; }
/**jsdoc
* Provides read only access to the current eye height of the avatar.
* Gets the current eye height of the avatar.
* This height is only an estimate and might be incorrect for avatars that are missing standard joints.
* @function MyAvatar.getEyeHeight
* @returns {number} Eye height of avatar in meters.
* @function Avatar.getEyeHeight
* @returns {number} The eye height of the avatar.
*/
Q_INVOKABLE virtual float getEyeHeight() const { return _targetScale * getUnscaledEyeHeight(); }
/**jsdoc
* Provides read only access to the current height of the avatar.
* Gets the current height of the avatar.
* This height is only an estimate and might be incorrect for avatars that are missing standard joints.
* @function MyAvatar.getHeight
* @returns {number} Height of avatar in meters.
* @function Avatar.getHeight
* @returns {number} The height of the avatar.
*/
Q_INVOKABLE virtual float getHeight() const;
@ -615,36 +681,43 @@ public:
void setDomainMaximumHeight(float domainMaximumHeight);
/**jsdoc
* @function MyAvatar.setHandState
* @param {string} state
* Sets the pointing state of the hands to control where the laser emanates from. If the right index finger is pointing, the
* laser emanates from the tip of that finger, otherwise it emanates from the palm.
* @function Avatar.setHandState
* @param {HandState} state - The pointing state of the hand.
*/
Q_INVOKABLE void setHandState(char s) { _handState = s; }
/**jsdoc
* @function MyAvatar.getHandState
* @returns {string}
* Gets the pointing state of the hands to control where the laser emanates from. If the right index finger is pointing, the
* laser emanates from the tip of that finger, otherwise it emanates from the palm.
* @function Avatar.getHandState
* @returns {HandState} The pointing state of the hand.
*/
Q_INVOKABLE char getHandState() const { return _handState; }
const QVector<JointData>& getRawJointData() const { return _jointData; }
/**jsdoc
* @function MyAvatar.setRawJointData
* @param {JointData[]} data
* Sets joint translations and rotations from raw joint data.
* @function Avatar.setRawJointData
* @param {JointData[]} data - The raw joint data.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void setRawJointData(QVector<JointData> data);
/**jsdoc
* Set a specific joint's rotation and position relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* Sets a specific joint's rotation and position relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointData
* @function Avatar.setJointData
* @param {number} index - The index of the joint.
* @param {Quat} rotation - The rotation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent, in model coordinates.
* @example <caption>Set your avatar to it's default T-pose for a while.<br />
* <img alt="Avatar in T-pose" src="https://docs.highfidelity.com/images/t-pose.png" /></caption>
* // Set all joint translations and rotations to defaults.
@ -659,91 +732,98 @@ public:
* Script.setTimeout(function () {
* MyAvatar.clearJointsData();
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void setJointData(int index, const glm::quat& rotation, const glm::vec3& translation);
/**jsdoc
* Set a specific joint's rotation relative to its parent.
* Sets a specific joint's rotation relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointRotation
* @function Avatar.setJointRotation
* @param {number} index - The index of the joint.
* @param {Quat} rotation - The rotation of the joint relative to its parent.
*/
Q_INVOKABLE virtual void setJointRotation(int index, const glm::quat& rotation);
/**jsdoc
* Set a specific joint's translation relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* Sets a specific joint's translation relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointTranslation
* @function Avatar.setJointTranslation
* @param {number} index - The index of the joint.
* @param {Vec3} translation - The translation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent, in model coordinates.
*/
Q_INVOKABLE virtual void setJointTranslation(int index, const glm::vec3& translation);
/**jsdoc
* Clear joint translations and rotations set by script for a specific joint. This restores all motion from the default
* Clears joint translations and rotations set by script for a specific joint. This restores all motion from the default
* animation system including inverse kinematics for that joint.
* <p>Note: This is slightly faster than the function variation that specifies the joint name.</p>
* @function MyAvatar.clearJointData
* @function Avatar.clearJointData
* @param {number} index - The index of the joint.
*/
Q_INVOKABLE virtual void clearJointData(int index);
/**jsdoc
* @function MyAvatar.isJointDataValid
* @param {number} index
* @returns {boolean}
* Checks that the data for a joint are valid.
* @function Avatar.isJointDataValid
* @param {number} index - The index of the joint.
* @returns {boolean} <code>true</code> if the joint data are valid, <code>false</code> if not.
*/
Q_INVOKABLE bool isJointDataValid(int index) const;
/**jsdoc
* Get the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
* @function MyAvatar.getJointRotation
* Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.
* @function Avatar.getJointRotation
* @param {number} index - The index of the joint.
* @returns {Quat} The rotation of the joint relative to its parent.
*/
Q_INVOKABLE virtual glm::quat getJointRotation(int index) const;
/**jsdoc
* Get the translation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
* @function MyAvatar.getJointTranslation
* Gets the translation of a joint relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.</p>
* @function Avatar.getJointTranslation
* @param {number} index - The index of the joint.
* @returns {Vec3} The translation of the joint relative to its parent.
* @returns {Vec3} The translation of the joint relative to its parent, in model coordinates.
*/
Q_INVOKABLE virtual glm::vec3 getJointTranslation(int index) const;
/**jsdoc
* Set a specific joint's rotation and position relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* Sets a specific joint's rotation and position relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointData
* @function Avatar.setJointData
* @param {string} name - The name of the joint.
* @param {Quat} rotation - The rotation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent, in model coordinates.
*/
Q_INVOKABLE virtual void setJointData(const QString& name, const glm::quat& rotation, const glm::vec3& translation);
/**jsdoc
* Set a specific joint's rotation relative to its parent.
* Sets a specific joint's rotation relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointRotation
* @function Avatar.setJointRotation
* @param {string} name - The name of the joint.
* @param {Quat} rotation - The rotation of the joint relative to its parent.
* @example <caption>Set your avatar to its default T-pose then rotate its right arm.<br />
@ -764,104 +844,125 @@ public:
* Script.setTimeout(function () {
* MyAvatar.clearJointsData();
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void setJointRotation(const QString& name, const glm::quat& rotation);
/**jsdoc
* Set a specific joint's translation relative to its parent.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* Sets a specific joint's translation relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointTranslation
* @function Avatar.setJointTranslation
* @param {string} name - The name of the joint.
* @param {Vec3} translation - The translation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent, in model coordinates.
* @example <caption>Stretch your avatar's neck. Depending on the avatar you are using, you will either see a gap between
* the head and body or you will see the neck stretched.<br />
* <img alt="Avatar with neck stretched" src="https://docs.highfidelity.com/images/stretched-neck.png" /></caption>
* // Stretch your avatar's neck.
* MyAvatar.setJointTranslation("Neck", { x: 0, y: 25, z: 0 });
* MyAvatar.setJointTranslation("Neck", Vec3.multiply(2, MyAvatar.getJointTranslation("Neck")));
*
* // Restore your avatar's neck after 5s.
* Script.setTimeout(function () {
* MyAvatar.clearJointData("Neck");
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void setJointTranslation(const QString& name, const glm::vec3& translation);
/**jsdoc
* Clear joint translations and rotations set by script for a specific joint. This restores all motion from the default
* Clears joint translations and rotations set by script for a specific joint. This restores all motion from the default
* animation system including inverse kinematics for that joint.
* <p>Note: This is slightly slower than the function variation that specifies the joint index.</p>
* @function MyAvatar.clearJointData
* @function Avatar.clearJointData
* @param {string} name - The name of the joint.
* @example <caption>Offset and restore the position of your avatar's head.</caption>
* // Move your avatar's head up by 25cm from where it should be.
* MyAvatar.setJointTranslation("Neck", { x: 0, y: 0.25, z: 0 });
* // Stretch your avatar's neck.
* MyAvatar.setJointTranslation("Neck", Vec3.multiply(2, MyAvatar.getJointTranslation("Neck")));
*
* // Restore your avatar's head to its default position after 5s.
* // Restore your avatar's neck after 5s.
* Script.setTimeout(function () {
* MyAvatar.clearJointData("Neck");
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void clearJointData(const QString& name);
/**jsdoc
* @function MyAvatar.isJointDataValid
* @param {string} name
* @returns {boolean}
* Checks if the data for a joint are valid.
* @function Avatar.isJointDataValid
* @param {string} name - The name of the joint.
* @returns {boolean} <code>true</code> if the joint data are valid, <code>false</code> if not.
*/
Q_INVOKABLE virtual bool isJointDataValid(const QString& name) const;
/**jsdoc
* Get the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
* @function MyAvatar.getJointRotation
* Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.
* @function Avatar.getJointRotation
* @param {string} name - The name of the joint.
* @returns {Quat} The rotation of the joint relative to its parent.
* @example <caption>Report the rotation of your avatar's hips joint.</caption>
* print(JSON.stringify(MyAvatar.getJointRotation("Hips")));
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual glm::quat getJointRotation(const QString& name) const;
/**jsdoc
* Get the translation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create-and-explore/avatars/avatar-standards">Avatar Standards</a>.
* @function MyAvatar.getJointTranslation
* Gets the translation of a joint relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.highfidelity.com/create/avatars/avatar-standards">Avatar Standards</a>.</p>
* @function Avatar.getJointTranslation
* @param {number} name - The name of the joint.
* @returns {Vec3} The translation of the joint relative to its parent.
* @returns {Vec3} The translation of the joint relative to its parent, in model coordinates.
* @example <caption>Report the translation of your avatar's hips joint.</caption>
* print(JSON.stringify(MyAvatar.getJointRotation("Hips")));
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual glm::vec3 getJointTranslation(const QString& name) const;
/**jsdoc
* Get the rotations of all joints in the current avatar. Each joint's rotation is relative to its parent joint.
* @function MyAvatar.getJointRotations
* Gets the rotations of all joints in the current avatar. Each joint's rotation is relative to its parent joint.
* @function Avatar.getJointRotations
* @returns {Quat[]} The rotations of all joints relative to each's parent. The values are in the same order as the array
* returned by {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
* returned by {@link MyAvatar.getJointNames}, or {@link Avatar.getJointNames} if using the <code>Avatar</code> API.
* @example <caption>Report the rotations of all your avatar's joints.</caption>
* print(JSON.stringify(MyAvatar.getJointRotations()));
*
* // Note: If using from the Avatar API, replace all "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual QVector<glm::quat> getJointRotations() const;
/**jsdoc
* @function MyAvatar.getJointTranslations
* @returns {Vec3[]}
* Gets the translations of all joints in the current avatar. Each joint's translation is relative to its parent joint, in
* model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* @function Avatar.getJointTranslations
* @returns {Vec3[]} The translations of all joints relative to each's parent, in model coordinates. The values are in the
* same order as the array returned by {@link MyAvatar.getJointNames}, or {@link Avatar.getJointNames} if using the
* <code>Avatar</code> API.
*/
Q_INVOKABLE virtual QVector<glm::vec3> getJointTranslations() const;
/**jsdoc
* Set the rotations of all joints in the current avatar. Each joint's rotation is relative to its parent joint.
* Sets the rotations of all joints in the current avatar. Each joint's rotation is relative to its parent joint.
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function MyAvatar.setJointRotations
* @function Avatar.setJointRotations
* @param {Quat[]} jointRotations - The rotations for all joints in the avatar. The values are in the same order as the
* array returned by {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
* array returned by {@link MyAvatar.getJointNames}, or {@link Avatar.getJointNames} if using the <code>Avatar</code> API.
* @example <caption>Set your avatar to its default T-pose then rotate its right arm.<br />
* <img alt="Avatar in T-pose" src="https://docs.highfidelity.com/images/armpose.png" /></caption>
* // Set all joint translations and rotations to defaults.
@ -885,19 +986,31 @@ public:
* Script.setTimeout(function () {
* MyAvatar.clearJointsData();
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void setJointRotations(const QVector<glm::quat>& jointRotations);
/**jsdoc
* @function MyAvatar.setJointTranslations
* @param {Vec3[]} translations
* Sets the translations of all joints in the current avatar. Each joint's translation is relative to its parent joint, in
* model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>Setting joint data completely overrides/replaces all motion from the default animation system including inverse
* kinematics, but just for the specified joint. So for example, if you were to procedurally manipulate the finger joints,
* the avatar's hand and head would still do inverse kinematics properly. However, as soon as you start to manipulate
* joints in the inverse kinematics chain, the inverse kinematics might not function as you expect. For example, if you set
* the rotation of the elbow, the hand inverse kinematics position won't end up in the right place.</p>
* @function Avatar.setJointTranslations
* @param {Vec3[]} translations - The translations for all joints in the avatar, in model coordinates. The values are in
* the same order as the array returned by {@link MyAvatar.getJointNames}, or {@link Avatar.getJointNames} if using the
* <code>Avatar</code> API.
*/
Q_INVOKABLE virtual void setJointTranslations(const QVector<glm::vec3>& jointTranslations);
/**jsdoc
* Clear all joint translations and rotations that have been set by script. This restores all motion from the default
* Clears all joint translations and rotations that have been set by script. This restores all motion from the default
* animation system including inverse kinematics for all joints.
* @function MyAvatar.clearJointsData
* @function Avatar.clearJointsData
* @example <caption>Set your avatar to it's default T-pose for a while.</caption>
* // Set all joint translations and rotations to defaults.
* var i, length, rotation, translation;
@ -911,49 +1024,69 @@ public:
* Script.setTimeout(function () {
* MyAvatar.clearJointsData();
* }, 5000);
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void clearJointsData();
/**jsdoc
* Get the joint index for a named joint. The joint index value is the position of the joint in the array returned by
* {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
* @function MyAvatar.getJointIndex
* Gets the joint index for a named joint. The joint index value is the position of the joint in the array returned by
* {@link MyAvatar.getJointNames}, or {@link Avatar.getJointNames} if using the <code>Avatar</code> API.
* @function Avatar.getJointIndex
* @param {string} name - The name of the joint.
* @returns {number} The index of the joint.
* @returns {number} The index of the joint if valid, otherwise <code>-1</code>.
* @example <caption>Report the index of your avatar's left arm joint.</caption>
* print(JSON.stringify(MyAvatar.getJointIndex("LeftArm"));
* print(JSON.stringify(MyAvatar.getJointIndex("LeftArm")));
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
/// Returns the index of the joint with the specified name, or -1 if not found/unknown.
Q_INVOKABLE virtual int getJointIndex(const QString& name) const;
/**jsdoc
* Get the names of all the joints in the current avatar.
* @function MyAvatar.getJointNames
* Gets the names of all the joints in the current avatar.
* @function Avatar.getJointNames
* @returns {string[]} The joint names.
* @example <caption>Report the names of all the joints in your current avatar.</caption>
* print(JSON.stringify(MyAvatar.getJointNames()));
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual QStringList getJointNames() const;
/**jsdoc
* @function MyAvatar.setBlendshape
* @param {string} name
* @param {number} value
* Sets the value of a blendshape to animate your avatar's face. To enable other users to see the resulting animation of
* your avatar's face, use {@link Avatar.setForceFaceTrackerConnected} or {@link MyAvatar.setForceFaceTrackerConnected}.
* @function Avatar.setBlendshape
* @param {string} name - The name of the blendshape, per the
* {@link https://docs.highfidelity.com/create/avatars/avatar-standards.html#blendshapes Avatar Standards}.
* @param {number} value - A value between <code>0.0</code> and <code>1.0</code>.
* @example <caption>Open your avatar's mouth wide.</caption>
* MyAvatar.setForceFaceTrackerConnected(true);
* MyAvatar.setBlendshape("JawOpen", 1.0);
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE void setBlendshape(QString name, float val) { _headData->setBlendshape(name, val); }
/**jsdoc
* @function MyAvatar.getAttachmentsVariant
* @returns {object}
* Gets information about the models currently attached to your avatar.
* @function Avatar.getAttachmentsVariant
* @returns {AttachmentData[]} Information about all models attached to your avatar.
* @deprecated Use avatar entities instead.
*/
// FIXME: Can this name be improved? Can it be deprecated?
Q_INVOKABLE virtual QVariantList getAttachmentsVariant() const;
/**jsdoc
* @function MyAvatar.setAttachmentsVariant
* @param {object} variant
* Sets all models currently attached to your avatar. For example, if you retrieve attachment data using
* {@link MyAvatar.getAttachmentsVariant} or {@link Avatar.getAttachmentsVariant}, make changes to it, and then want to
* update your avatar's attachments per the changed data.
* @function Avatar.setAttachmentsVariant
* @param {AttachmentData[]} variant - The attachment data defining the models to have attached to your avatar.
* @deprecated Use avatar entities instead.
*/
// FIXME: Can this name be improved? Can it be deprecated?
Q_INVOKABLE virtual void setAttachmentsVariant(const QVariantList& variant);
@ -961,22 +1094,28 @@ public:
virtual void storeAvatarEntityDataPayload(const QUuid& entityID, const QByteArray& payload);
/**jsdoc
* @function MyAvatar.updateAvatarEntity
* @param {Uuid} entityID
* @param {string} entityData
* @function Avatar.updateAvatarEntity
* @param {Uuid} entityID - The entity ID.
* @param {Array.<byte>} entityData - Entity data.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE virtual void updateAvatarEntity(const QUuid& entityID, const QByteArray& entityData);
/**jsdoc
* @function MyAvatar.clearAvatarEntity
* @param {Uuid} entityID
* @function Avatar.clearAvatarEntity
* @param {Uuid} entityID - The entity ID.
* @param {boolean} [requiresRemovalFromTree=true] - Requires removal from tree.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE virtual void clearAvatarEntity(const QUuid& entityID, bool requiresRemovalFromTree = true);
/**jsdoc
* @function MyAvatar.setForceFaceTrackerConnected
* @param {boolean} connected
* Enables blendshapes set using {@link Avatar.setBlendshape} or {@link MyAvatar.setBlendshape} to be transmitted to other
* users so that they can see the animation of your avatar's face.
* @function Avatar.setForceFaceTrackerConnected
* @param {boolean} connected - <code>true</code> to enable blendshape changes to be transmitted to other users,
* <code>false</code> to disable.
*/
Q_INVOKABLE void setForceFaceTrackerConnected(bool connected) { _forceFaceTrackerConnected = connected; }
@ -1027,24 +1166,28 @@ public:
}
/**jsdoc
* Get information about all models currently attached to your avatar.
* @function MyAvatar.getAttachmentData
* Gets information about the models currently attached to your avatar.
* @function Avatar.getAttachmentData
* @returns {AttachmentData[]} Information about all models attached to your avatar.
* @deprecated Use avatar entities instead.
* @example <caption>Report the URLs of all current attachments.</caption>
* var attachments = MyAvatar.getaAttachmentData();
* for (var i = 0; i < attachments.length; i++) {
* print (attachments[i].modelURL);
* print(attachments[i].modelURL);
* }
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual QVector<AttachmentData> getAttachmentData() const;
/**jsdoc
* Set all models currently attached to your avatar. For example, if you retrieve attachment data using
* Sets all models currently attached to your avatar. For example, if you retrieve attachment data using
* {@link MyAvatar.getAttachmentData} or {@link Avatar.getAttachmentData}, make changes to it, and then want to update your avatar's attachments per the
* changed data. You can also remove all attachments by using setting <code>attachmentData</code> to <code>null</code>.
* @function MyAvatar.setAttachmentData
* @param {AttachmentData[]} attachmentData - The attachment data defining the models to have attached to your avatar. Use
* @function Avatar.setAttachmentData
* @param {AttachmentData[]} attachmentData - The attachment data defining the models to have attached to your avatar. Use
* <code>null</code> to remove all attachments.
* @deprecated Use avatar entities instead.
* @example <caption>Remove a hat attachment if your avatar is wearing it.</caption>
* var hatURL = "https://s3.amazonaws.com/hifi-public/tony/cowboy-hat.fbx";
* var attachments = MyAvatar.getAttachmentData();
@ -1056,15 +1199,17 @@ public:
* break;
* }
* }
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData);
/**jsdoc
* Attach a model to your avatar. For example, you can give your avatar a hat to wear, a guitar to hold, or a surfboard to
* Attaches a model to your avatar. For example, you can give your avatar a hat to wear, a guitar to hold, or a surfboard to
* stand on.
* <p>Note: Attached models are models only; they are not entities and can not be manipulated using the {@link Entities} API.
* Nor can you use this function to attach an entity (such as a sphere or a box) to your avatar.</p>
* @function MyAvatar.attach
* @function Avatar.attach
* @param {string} modelURL - The URL of the model to attach. Models can be .FBX or .OBJ format.
* @param {string} [jointName=""] - The name of the avatar joint (see {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}) to attach the model
* to.
@ -1072,12 +1217,14 @@ public:
* @param {Quat} [rotation=Quat.IDENTITY] - The rotation to apply to the model relative to the joint orientation.
* @param {number} [scale=1.0] - The scale to apply to the model.
* @param {boolean} [isSoft=false] - If the model has a skeleton, set this to <code>true</code> so that the bones of the
* attached model's skeleton are be rotated to fit the avatar's current pose. <code>isSoft</code> is used, for example,
* attached model's skeleton are rotated to fit the avatar's current pose. <code>isSoft</code> is used, for example,
* to have clothing that moves with the avatar.<br />
* If <code>true</code>, the <code>translation</code>, <code>rotation</code>, and <code>scale</code> parameters are
* ignored.
* @param {boolean} [allowDuplicates=false]
* @param {boolean} [useSaved=true]
* @param {boolean} [allowDuplicates=false] - If <code>true</code> then more than one copy of any particular model may be
* attached to the same joint; if <code>false</code> then the same model cannot be attached to the same joint.
* @param {boolean} [useSaved=true] - <em>Not used.</em>
* @deprecated Use avatar entities instead.
* @example <caption>Attach a cowboy hat to your avatar's head.</caption>
* var attachment = {
* modelURL: "https://s3.amazonaws.com/hifi-public/tony/cowboy-hat.fbx",
@ -1094,6 +1241,8 @@ public:
* attachment.rotation,
* attachment.scale,
* attachment.isSoft);
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
Q_INVOKABLE virtual void attach(const QString& modelURL, const QString& jointName = QString(),
const glm::vec3& translation = glm::vec3(), const glm::quat& rotation = glm::quat(),
@ -1101,20 +1250,22 @@ public:
bool allowDuplicates = false, bool useSaved = true);
/**jsdoc
* Detach the most recently attached instance of a particular model from either a specific joint or any joint.
* @function MyAvatar.detachOne
* Detaches the most recently attached instance of a particular model from either a specific joint or any joint.
* @function Avatar.detachOne
* @param {string} modelURL - The URL of the model to detach.
* @param {string} [jointName=""] - The name of the joint to detach the model from. If <code>""</code>, then the most
* recently attached model is removed from which ever joint it was attached to.
* @deprecated Use avatar entities instead.
*/
Q_INVOKABLE virtual void detachOne(const QString& modelURL, const QString& jointName = QString());
/**jsdoc
* Detach all instances of a particular model from either a specific joint or all joints.
* @function MyAvatar.detachAll
* Detaches all instances of a particular model from either a specific joint or all joints.
* @function Avatar.detachAll
* @param {string} modelURL - The URL of the model to detach.
* @param {string} [jointName=""] - The name of the joint to detach the model from. If <code>""</code>, then the model is
* detached from all joints.
* @deprecated Use avatar entities instead.
*/
Q_INVOKABLE virtual void detachAll(const QString& modelURL, const QString& jointName = QString());
@ -1153,14 +1304,12 @@ public:
AABox getDefaultBubbleBox() const;
/**jsdoc
* @function MyAvatar.getAvatarEntityData
* @returns {object}
* @comment Documented in derived classes' JSDoc because implementations are different.
*/
Q_INVOKABLE virtual AvatarEntityMap getAvatarEntityData() const;
/**jsdoc
* @function MyAvatar.setAvatarEntityData
* @param {object} avatarEntityData
* @comment Documented in derived classes' JSDoc because implementations are different.
*/
Q_INVOKABLE virtual void setAvatarEntityData(const AvatarEntityMap& avatarEntityData);
@ -1168,45 +1317,69 @@ public:
AvatarEntityIDs getAndClearRecentlyRemovedIDs();
/**jsdoc
* @function MyAvatar.getSensorToWorldMatrix
* @returns {Mat4}
* Gets the transform from the user's real world to the avatar's size, orientation, and position in the virtual world.
* @function Avatar.getSensorToWorldMatrix
* @returns {Mat4} The scale, rotation, and translation transform from the user's real world to the avatar's size,
* orientation, and position in the virtual world.
* @example <caption>Report the sensor to world matrix.</caption>
* var sensorToWorldMatrix = MyAvatar.getSensorToWorldMatrix();
* print("Sensor to woprld matrix: " + JSON.stringify(sensorToWorldMatrix));
* print("Rotation: " + JSON.stringify(Mat4.extractRotation(sensorToWorldMatrix)));
* print("Translation: " + JSON.stringify(Mat4.extractTranslation(sensorToWorldMatrix)));
* print("Scale: " + JSON.stringify(Mat4.extractScale(sensorToWorldMatrix)));
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
// thread safe
Q_INVOKABLE glm::mat4 getSensorToWorldMatrix() const;
/**jsdoc
* @function MyAvatar.getSensorToWorldScale
* @returns {number}
* Gets the scale that transforms dimensions in the user's real world to the avatar's size in the virtual world.
* @function Avatar.getSensorToWorldScale
* @returns {number} The scale that transforms dimensions in the user's real world to the avatar's size in the virtual
* world.
*/
// thread safe
Q_INVOKABLE float getSensorToWorldScale() const;
/**jsdoc
* @function MyAvatar.getControllerLeftHandMatrix
* @returns {Mat4}
* Gets the rotation and translation of the left hand controller relative to the avatar.
* @function Avatar.getControllerLeftHandMatrix
* @returns {Mat4} The rotation and translation of the left hand controller relative to the avatar.
* @example <caption>Report the left hand controller matrix.</caption>
* var leftHandMatrix = MyAvatar.getControllerLeftHandMatrix();
* print("Controller left hand matrix: " + JSON.stringify(leftHandMatrix));
* print("Rotation: " + JSON.stringify(Mat4.extractRotation(leftHandMatrix)));
* print("Translation: " + JSON.stringify(Mat4.extractTranslation(leftHandMatrix)));
* print("Scale: " + JSON.stringify(Mat4.extractScale(leftHandMatrix))); // Always 1,1,1.
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
// thread safe
Q_INVOKABLE glm::mat4 getControllerLeftHandMatrix() const;
/**jsdoc
* @function MyAvatar.getControllerRightHandMatrix
* @returns {Mat4}
* Gets the rotation and translation of the right hand controller relative to the avatar.
* @function Avatar.getControllerRightHandMatrix
* @returns {Mat4} The rotation and translation of the right hand controller relative to the avatar.
*/
// thread safe
Q_INVOKABLE glm::mat4 getControllerRightHandMatrix() const;
/**jsdoc
* @function MyAvatar.getDataRate
* @param {string} [rateName=""]
* @returns {number}
* Gets the amount of avatar mixer data being generated by the avatar.
* @function Avatar.getDataRate
* @param {AvatarDataRate} [rateName=""] - The type of avatar mixer data to get the data rate of.
* @returns {number} The data rate in kbps.
*/
Q_INVOKABLE float getDataRate(const QString& rateName = QString("")) const;
/**jsdoc
* @function MyAvatar.getUpdateRate
* @param {string} [rateName=""]
* @returns {number}
* Gets the update rate of avatar mixer data being generated by the avatar.
* @function Avatar.getUpdateRate
* @param {AvatarUpdateRate} [rateName=""] - The type of avatar mixer data to get the update rate of.
* @returns {number} The update rate in Hz.
*/
Q_INVOKABLE float getUpdateRate(const QString& rateName = QString("")) const;
@ -1252,52 +1425,92 @@ public:
signals:
/**jsdoc
* @function MyAvatar.displayNameChanged
* Triggered when the avatar's <code>displayName</code> property value changes.
* @function Avatar.displayNameChanged
* @returns {Signal}
* @example <caption>Report when your avatar display name changes.</caption>
* MyAvatar.displayNameChanged.connect(function () {
* print("Avatar display name changed to: " + MyAvatar.displayName);
* });
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
void displayNameChanged();
/**jsdoc
* @function MyAvatar.sessionDisplayNameChanged
* Triggered when the avatar's <code>sessionDisplayName</code> property value changes.
* @function Avatar.sessionDisplayNameChanged
* @returns {Signal}
* @example <caption>Report when your avatar's session display name changes.</caption>
* MyAvatar.sessionDisplayNameChanged.connect(function () {
* print("Avatar session display name changed to: " + MyAvatar.sessionDisplayName);
* });
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
void sessionDisplayNameChanged();
/**jsdoc
* @function MyAvatar.skeletonModelURLChanged
* Triggered when the avatar's model (i.e., <code>skeletonModelURL</code> property value) is changed.
* @function Avatar.skeletonModelURLChanged
* @returns {Signal}
* @example <caption>Report when your avatar's skeleton model changes.</caption>
* MyAvatar.skeletonModelURLChanged.connect(function () {
* print("Skeleton model changed to: " + MyAvatar.skeletonModelURL);
* });
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
void skeletonModelURLChanged();
/**jsdoc
* @function MyAvatar.lookAtSnappingChanged
* @param {boolean} enabled
* Triggered when the avatar's <code>lookAtSnappingEnabled</code> property value changes.
* @function Avatar.lookAtSnappingChanged
* @param {boolean} enabled - <code>true</code> if look-at snapping is enabled, <code>false</code> if not.
* @returns {Signal}
* @example <caption>Report when your look-at snapping setting changes.</caption>
* MyAvatar.lookAtSnappingChanged.connect(function () {
* print("Avatar look-at snapping changed to: " + MyAvatar.lookAtSnappingEnabled);
* });
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
void lookAtSnappingChanged(bool enabled);
/**jsdoc
* @function MyAvatar.sessionUUIDChanged
* Triggered when the avatar's <code>sessionUUID</code> property value changes.
* @function Avatar.sessionUUIDChanged
* @returns {Signal}
* @example <caption>Report when your avatar's session UUID changes.</caption>
* MyAvatar.sessionUUIDChanged.connect(function () {
* print("Avatar session UUID changed to: " + MyAvatar.sessionUUID);
* });
*
* // Note: If using from the Avatar API, replace "MyAvatar" with "Avatar".
*/
void sessionUUIDChanged();
public slots:
/**jsdoc
* @function MyAvatar.sendAvatarDataPacket
* @param {boolean} [sendAll=false]
* @function Avatar.sendAvatarDataPacket
* @param {boolean} [sendAll=false] - Send all.
* @returns {number}
* @deprecated This function is deprecated and will be removed.
*/
virtual int sendAvatarDataPacket(bool sendAll = false);
/**jsdoc
* @function MyAvatar.sendIdentityPacket
* @function Avatar.sendIdentityPacket
* @returns {number}
* @deprecated This function is deprecated and will be removed.
*/
int sendIdentityPacket();
/**jsdoc
* @function MyAvatar.setSessionUUID
* @param {Uuid} sessionUUID
* @function Avatar.setSessionUUID
* @param {Uuid} sessionUUID - Session UUID.
* @deprecated This function is deprecated and will be removed.
*/
virtual void setSessionUUID(const QUuid& sessionUUID) {
if (sessionUUID != getID()) {
@ -1310,44 +1523,61 @@ public slots:
}
}
/**jsdoc
* @function MyAvatar.getAbsoluteJointRotationInObjectFrame
* @param {number} index
* @returns {Quat}
* Gets the rotation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>Avatar</code> API.</p>
* @function Avatar.getAbsoluteJointRotationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @returns {Quat} <code>Quat.IDENTITY</code>.
*/
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
/**jsdoc
* @function MyAvatar.getAbsoluteJointTranslationInObjectFrame
* @param {number} index
* @returns {Vec3}
* Gets the translation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>Avatar</code> API.</p>
* @function Avatar.getAbsoluteJointTranslationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @returns {Vec3} <code>Vec3.ZERO</code>.
*/
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
/**jsdoc
* @function MyAvatar.setAbsoluteJointRotationInObjectFrame
* @param {number} index
* @param {Quat} rotation
* @returns {boolean}
* Sets the rotation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>Avatar</code> API.</p>
* @function Avatar.setAbsoluteJointRotationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @param {Quat} rotation - The rotation of the joint relative to the avatar. <em>Not used.</em>
* @returns {boolean} <code>false</code>.
*/
virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }
/**jsdoc
* @function MyAvatar.setAbsoluteJointTranslationInObjectFrame
* @param {number} index
* @param {Vec3} translation
* @returns {boolean}
* Sets the translation of a joint relative to the avatar.
* <p><strong>Warning:</strong> Not able to be used in the <code>Avatar</code> API.</p>
* @function Avatar.setAbsoluteJointTranslationInObjectFrame
* @param {number} index - The index of the joint. <em>Not used.</em>
* @param {Vec3} translation - The translation of the joint relative to the avatar. <em>Not used.</em>
* @returns {boolean} <code>false</code>.
*/
virtual bool setAbsoluteJointTranslationInObjectFrame(int index, const glm::vec3& translation) override { return false; }
/**jsdoc
* @function MyAvatar.getTargetScale
* @returns {number}
* Gets the target scale of the avatar without any restrictions on permissible values imposed by the domain. In contrast, the
* <code>scale</code> property's value may be limited by the domain's settings.
* @function Avatar.getTargetScale
* @returns {number} The target scale of the avatar.
* @example <caption>Compare the target and current avatar scales.</caption>
* print("Current avatar scale: " + MyAvatar.scale);
* print("Target avatar scale: " + MyAvatar.getTargetScale());
*
* // Note: If using from the Avatar API, replace all occurrences of "MyAvatar" with "Avatar".
*/
float getTargetScale() const { return _targetScale; } // why is this a slot?
/**jsdoc
* @function MyAvatar.resetLastSent
* @function Avatar.resetLastSent
* @deprecated This function is deprecated and will be removed.
*/
void resetLastSent() { _lastToByteArray = 0; }

View file

@ -109,7 +109,7 @@ bool Basic2DWindowOpenGLDisplayPlugin::internalActivate() {
return Parent::internalActivate();
}
void Basic2DWindowOpenGLDisplayPlugin::compositeExtra() {
void Basic2DWindowOpenGLDisplayPlugin::compositeExtra(const gpu::FramebufferPointer& compositeFramebuffer) {
#if defined(Q_OS_ANDROID)
auto& virtualPadManager = VirtualPad::Manager::instance();
if(virtualPadManager.getLeftVirtualPad()->isShown()) {
@ -121,7 +121,7 @@ void Basic2DWindowOpenGLDisplayPlugin::compositeExtra() {
render([&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(_compositeFramebuffer);
batch.setFramebuffer(compositeFramebuffer);
batch.resetViewTransform();
batch.setProjectionTransform(mat4());
batch.setPipeline(_cursorPipeline);
@ -140,7 +140,7 @@ void Basic2DWindowOpenGLDisplayPlugin::compositeExtra() {
});
}
#endif
Parent::compositeExtra();
Parent::compositeExtra(compositeFramebuffer);
}
static const uint32_t MIN_THROTTLE_CHECK_FRAMES = 60;

View file

@ -33,7 +33,7 @@ public:
virtual bool isThrottled() const override;
virtual void compositeExtra() override;
virtual void compositeExtra(const gpu::FramebufferPointer&) override;
virtual void pluginUpdate() override {};

View file

@ -379,14 +379,6 @@ void OpenGLDisplayPlugin::customizeContext() {
scissorState->setDepthTest(gpu::State::DepthTest(false));
scissorState->setScissorEnable(true);
{
#ifdef Q_OS_ANDROID
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::DrawTextureGammaLinearToSRGB);
#else
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::DrawTexture);
#endif
_simplePipeline = gpu::Pipeline::create(program, scissorState);
}
{
#ifdef Q_OS_ANDROID
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::DrawTextureGammaLinearToSRGB);
@ -396,29 +388,59 @@ void OpenGLDisplayPlugin::customizeContext() {
_presentPipeline = gpu::Pipeline::create(program, scissorState);
}
// HUD operator
{
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::DrawTexture);
_hudPipeline = gpu::Pipeline::create(program, blendState);
}
{
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::DrawTextureMirroredX);
_mirrorHUDPipeline = gpu::Pipeline::create(program, blendState);
gpu::PipelinePointer hudPipeline;
{
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::DrawTexture);
hudPipeline = gpu::Pipeline::create(program, blendState);
}
gpu::PipelinePointer hudMirrorPipeline;
{
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::DrawTextureMirroredX);
hudMirrorPipeline = gpu::Pipeline::create(program, blendState);
}
_hudOperator = [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture, const gpu::FramebufferPointer& compositeFramebuffer, bool mirror) {
auto hudStereo = isStereo();
auto hudCompositeFramebufferSize = compositeFramebuffer->getSize();
std::array<glm::ivec4, 2> hudEyeViewports;
for_each_eye([&](Eye eye) {
hudEyeViewports[eye] = eyeViewport(eye);
});
if (hudPipeline && hudTexture) {
batch.enableStereo(false);
batch.setPipeline(mirror ? hudMirrorPipeline : hudPipeline);
batch.setResourceTexture(0, hudTexture);
if (hudStereo) {
for_each_eye([&](Eye eye) {
batch.setViewportTransform(hudEyeViewports[eye]);
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
} else {
batch.setViewportTransform(ivec4(uvec2(0), hudCompositeFramebufferSize));
batch.draw(gpu::TRIANGLE_STRIP, 4);
}
}
};
}
{
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::DrawTransformedTexture);
_cursorPipeline = gpu::Pipeline::create(program, blendState);
}
}
updateCompositeFramebuffer();
}
void OpenGLDisplayPlugin::uncustomizeContext() {
_presentPipeline.reset();
_cursorPipeline.reset();
_hudPipeline.reset();
_mirrorHUDPipeline.reset();
_compositeFramebuffer.reset();
_hudOperator = DEFAULT_HUD_OPERATOR;
withPresentThreadLock([&] {
_currentFrame.reset();
_lastFrame = nullptr;
@ -510,24 +532,16 @@ void OpenGLDisplayPlugin::captureFrame(const std::string& filename) const {
});
}
void OpenGLDisplayPlugin::renderFromTexture(gpu::Batch& batch, const gpu::TexturePointer& texture, const glm::ivec4& viewport, const glm::ivec4& scissor) {
renderFromTexture(batch, texture, viewport, scissor, nullptr);
}
void OpenGLDisplayPlugin::renderFromTexture(gpu::Batch& batch, const gpu::TexturePointer& texture, const glm::ivec4& viewport, const glm::ivec4& scissor, const gpu::FramebufferPointer& copyFbo /*=gpu::FramebufferPointer()*/) {
auto fbo = gpu::FramebufferPointer();
void OpenGLDisplayPlugin::renderFromTexture(gpu::Batch& batch, const gpu::TexturePointer& texture, const glm::ivec4& viewport, const glm::ivec4& scissor, const gpu::FramebufferPointer& destFbo, const gpu::FramebufferPointer& copyFbo /*=gpu::FramebufferPointer()*/) {
batch.enableStereo(false);
batch.resetViewTransform();
batch.setFramebuffer(fbo);
batch.setFramebuffer(destFbo);
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, vec4(0));
batch.setStateScissorRect(scissor);
batch.setViewportTransform(viewport);
batch.setResourceTexture(0, texture);
#ifndef USE_GLES
batch.setPipeline(_presentPipeline);
#else
batch.setPipeline(_simplePipeline);
#endif
batch.draw(gpu::TRIANGLE_STRIP, 4);
if (copyFbo) {
gpu::Vec4i copyFboRect(0, 0, copyFbo->getWidth(), copyFbo->getHeight());
@ -553,7 +567,7 @@ void OpenGLDisplayPlugin::renderFromTexture(gpu::Batch& batch, const gpu::Textur
batch.setViewportTransform(copyFboRect);
batch.setStateScissorRect(copyFboRect);
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, {0.0f, 0.0f, 0.0f, 1.0f});
batch.blit(fbo, sourceRect, copyFbo, copyRect);
batch.blit(destFbo, sourceRect, copyFbo, copyRect);
}
}
@ -581,41 +595,14 @@ void OpenGLDisplayPlugin::updateFrameData() {
});
}
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> OpenGLDisplayPlugin::getHUDOperator() {
auto hudPipeline = _hudPipeline;
auto hudMirrorPipeline = _mirrorHUDPipeline;
auto hudStereo = isStereo();
auto hudCompositeFramebufferSize = _compositeFramebuffer->getSize();
std::array<glm::ivec4, 2> hudEyeViewports;
for_each_eye([&](Eye eye) {
hudEyeViewports[eye] = eyeViewport(eye);
});
return [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture, bool mirror) {
if (hudPipeline && hudTexture) {
batch.enableStereo(false);
batch.setPipeline(mirror ? hudMirrorPipeline : hudPipeline);
batch.setResourceTexture(0, hudTexture);
if (hudStereo) {
for_each_eye([&](Eye eye) {
batch.setViewportTransform(hudEyeViewports[eye]);
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
} else {
batch.setViewportTransform(ivec4(uvec2(0), hudCompositeFramebufferSize));
batch.draw(gpu::TRIANGLE_STRIP, 4);
}
}
};
}
void OpenGLDisplayPlugin::compositePointer() {
void OpenGLDisplayPlugin::compositePointer(const gpu::FramebufferPointer& compositeFramebuffer) {
auto& cursorManager = Cursor::Manager::instance();
const auto& cursorData = _cursorsData[cursorManager.getCursor()->getIcon()];
auto cursorTransform = DependencyManager::get<CompositorHelper>()->getReticleTransform(glm::mat4());
render([&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setProjectionTransform(mat4());
batch.setFramebuffer(_compositeFramebuffer);
batch.setFramebuffer(compositeFramebuffer);
batch.setPipeline(_cursorPipeline);
batch.setResourceTexture(0, cursorData.texture);
batch.resetViewTransform();
@ -626,34 +613,13 @@ void OpenGLDisplayPlugin::compositePointer() {
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
} else {
batch.setViewportTransform(ivec4(uvec2(0), _compositeFramebuffer->getSize()));
batch.setViewportTransform(ivec4(uvec2(0), compositeFramebuffer->getSize()));
batch.draw(gpu::TRIANGLE_STRIP, 4);
}
});
}
void OpenGLDisplayPlugin::compositeScene() {
render([&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(_compositeFramebuffer);
batch.setViewportTransform(ivec4(uvec2(), _compositeFramebuffer->getSize()));
batch.setStateScissorRect(ivec4(uvec2(), _compositeFramebuffer->getSize()));
batch.resetViewTransform();
batch.setProjectionTransform(mat4());
batch.setPipeline(_simplePipeline);
batch.setResourceTexture(0, _currentFrame->framebuffer->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
}
void OpenGLDisplayPlugin::compositeLayers() {
updateCompositeFramebuffer();
{
PROFILE_RANGE_EX(render_detail, "compositeScene", 0xff0077ff, (uint64_t)presentCount())
compositeScene();
}
void OpenGLDisplayPlugin::compositeLayers(const gpu::FramebufferPointer& compositeFramebuffer) {
#ifdef HIFI_ENABLE_NSIGHT_DEBUG
if (false) // do not draw the HUD if running nsight debug
#endif
@ -667,23 +633,35 @@ void OpenGLDisplayPlugin::compositeLayers() {
{
PROFILE_RANGE_EX(render_detail, "compositeExtra", 0xff0077ff, (uint64_t)presentCount())
compositeExtra();
compositeExtra(compositeFramebuffer);
}
// Draw the pointer last so it's on top of everything
auto compositorHelper = DependencyManager::get<CompositorHelper>();
if (compositorHelper->getReticleVisible()) {
PROFILE_RANGE_EX(render_detail, "compositePointer", 0xff0077ff, (uint64_t)presentCount())
compositePointer();
compositePointer(compositeFramebuffer);
}
}
void OpenGLDisplayPlugin::internalPresent() {
void OpenGLDisplayPlugin::internalPresent(const gpu::FramebufferPointer& compositeFramebuffer) {
render([&](gpu::Batch& batch) {
// Note: _displayTexture must currently be the same size as the display.
uvec2 dims = _displayTexture ? uvec2(_displayTexture->getDimensions()) : getSurfacePixels();
auto viewport = ivec4(uvec2(0), dims);
renderFromTexture(batch, _displayTexture ? _displayTexture : _compositeFramebuffer->getRenderBuffer(0), viewport, viewport);
gpu::TexturePointer finalTexture;
if (_displayTexture) {
finalTexture = _displayTexture;
} else if (compositeFramebuffer) {
finalTexture = compositeFramebuffer->getRenderBuffer(0);
} else {
qCWarning(displayPlugins) << "No valid texture for output";
}
if (finalTexture) {
renderFromTexture(batch, finalTexture, viewport, viewport);
}
});
swapBuffers();
_presentRate.increment();
@ -700,7 +678,7 @@ void OpenGLDisplayPlugin::present() {
}
incrementPresentCount();
if (_currentFrame) {
if (_currentFrame && _currentFrame->framebuffer) {
auto correction = getViewCorrection();
getGLBackend()->setCameraCorrection(correction, _prevRenderView);
_prevRenderView = correction * _currentFrame->view;
@ -720,18 +698,18 @@ void OpenGLDisplayPlugin::present() {
// Write all layers to a local framebuffer
{
PROFILE_RANGE_EX(render, "composite", 0xff00ffff, frameId)
compositeLayers();
compositeLayers(_currentFrame->framebuffer);
}
// Take the composite framebuffer and send it to the output device
{
PROFILE_RANGE_EX(render, "internalPresent", 0xff00ffff, frameId)
internalPresent();
internalPresent(_currentFrame->framebuffer);
}
gpu::Backend::freeGPUMemSize.set(gpu::gl::getFreeDedicatedMemory());
} else if (alwaysPresent()) {
internalPresent();
internalPresent(nullptr);
}
_movingAveragePresent.addSample((float)(usecTimestampNow() - startPresent));
}
@ -788,7 +766,12 @@ bool OpenGLDisplayPlugin::setDisplayTexture(const QString& name) {
}
QImage OpenGLDisplayPlugin::getScreenshot(float aspectRatio) const {
auto size = _compositeFramebuffer->getSize();
if (!_currentFrame || !_currentFrame->framebuffer) {
return QImage();
}
auto compositeFramebuffer = _currentFrame->framebuffer;
auto size = compositeFramebuffer->getSize();
if (isHmd()) {
size.x /= 2;
}
@ -806,7 +789,7 @@ QImage OpenGLDisplayPlugin::getScreenshot(float aspectRatio) const {
auto glBackend = const_cast<OpenGLDisplayPlugin&>(*this).getGLBackend();
QImage screenshot(bestSize.x, bestSize.y, QImage::Format_ARGB32);
withOtherThreadContext([&] {
glBackend->downloadFramebuffer(_compositeFramebuffer, ivec4(corner, bestSize), screenshot);
glBackend->downloadFramebuffer(compositeFramebuffer, ivec4(corner, bestSize), screenshot);
});
return screenshot.mirrored(false, true);
}
@ -858,7 +841,7 @@ bool OpenGLDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
}
ivec4 OpenGLDisplayPlugin::eyeViewport(Eye eye) const {
uvec2 vpSize = _compositeFramebuffer->getSize();
auto vpSize = glm::uvec2(getRecommendedRenderSize());
vpSize.x /= 2;
uvec2 vpPos;
if (eye == Eye::Right) {
@ -891,14 +874,6 @@ void OpenGLDisplayPlugin::render(std::function<void(gpu::Batch& batch)> f) {
OpenGLDisplayPlugin::~OpenGLDisplayPlugin() {
}
void OpenGLDisplayPlugin::updateCompositeFramebuffer() {
auto renderSize = glm::uvec2(getRecommendedRenderSize());
if (!_compositeFramebuffer || _compositeFramebuffer->getSize() != renderSize) {
_compositeFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("OpenGLDisplayPlugin::composite", gpu::Element::COLOR_RGBA_32, renderSize.x, renderSize.y));
// _compositeFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("OpenGLDisplayPlugin::composite", gpu::Element::COLOR_SRGBA_32, renderSize.x, renderSize.y));
}
}
void OpenGLDisplayPlugin::copyTextureToQuickFramebuffer(NetworkTexturePointer networkTexture, QOpenGLFramebufferObject* target, GLsync* fenceSync) {
#if !defined(USE_GLES)
auto glBackend = const_cast<OpenGLDisplayPlugin&>(*this).getGLBackend();

View file

@ -94,14 +94,10 @@ protected:
// is not populated
virtual bool alwaysPresent() const { return false; }
void updateCompositeFramebuffer();
virtual QThread::Priority getPresentPriority() { return QThread::HighPriority; }
virtual void compositeLayers();
virtual void compositeScene();
virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator();
virtual void compositePointer();
virtual void compositeExtra() {};
virtual void compositeLayers(const gpu::FramebufferPointer&);
virtual void compositePointer(const gpu::FramebufferPointer&);
virtual void compositeExtra(const gpu::FramebufferPointer&) {};
// These functions must only be called on the presentation thread
virtual void customizeContext();
@ -116,10 +112,10 @@ protected:
virtual void deactivateSession() {}
// Plugin specific functionality to send the composed scene to the output window or device
virtual void internalPresent();
virtual void internalPresent(const gpu::FramebufferPointer&);
void renderFromTexture(gpu::Batch& batch, const gpu::TexturePointer& texture, const glm::ivec4& viewport, const glm::ivec4& scissor, const gpu::FramebufferPointer& fbo);
void renderFromTexture(gpu::Batch& batch, const gpu::TexturePointer& texture, const glm::ivec4& viewport, const glm::ivec4& scissor);
void renderFromTexture(gpu::Batch& batch, const gpu::TexturePointer& texture, const glm::ivec4& viewport, const glm::ivec4& scissor, const gpu::FramebufferPointer& destFbo = nullptr, const gpu::FramebufferPointer& copyFbo = nullptr);
virtual void updateFrameData();
virtual glm::mat4 getViewCorrection() { return glm::mat4(); }
@ -142,14 +138,8 @@ protected:
gpu::FramePointer _currentFrame;
gpu::Frame* _lastFrame { nullptr };
mat4 _prevRenderView;
gpu::FramebufferPointer _compositeFramebuffer;
gpu::PipelinePointer _hudPipeline;
gpu::PipelinePointer _mirrorHUDPipeline;
gpu::ShaderPointer _mirrorHUDPS;
gpu::PipelinePointer _simplePipeline;
gpu::PipelinePointer _presentPipeline;
gpu::PipelinePointer _cursorPipeline;
gpu::TexturePointer _displayTexture{};
gpu::TexturePointer _displayTexture;
float _compositeHUDAlpha { 1.0f };
struct CursorData {
@ -185,5 +175,9 @@ protected:
// be serialized through this mutex
mutable Mutex _presentMutex;
float _hudAlpha{ 1.0f };
private:
gpu::PipelinePointer _presentPipeline;
};

View file

@ -24,7 +24,7 @@ public:
protected:
void updatePresentPose() override;
void hmdPresent() override {}
void hmdPresent(const gpu::FramebufferPointer&) override {}
bool isHmdMounted() const override { return true; }
bool internalActivate() override;
private:

View file

@ -114,20 +114,23 @@ void HmdDisplayPlugin::internalDeactivate() {
void HmdDisplayPlugin::customizeContext() {
Parent::customizeContext();
_hudRenderer.build();
_hudOperator = _hudRenderer.build();
}
void HmdDisplayPlugin::uncustomizeContext() {
// This stops the weirdness where if the preview was disabled, on switching back to 2D,
// the vsync was stuck in the disabled state. No idea why that happens though.
_disablePreview = false;
render([&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.resetViewTransform();
batch.setFramebuffer(_compositeFramebuffer);
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, vec4(0));
});
_hudRenderer = HUDRenderer();
if (_currentFrame && _currentFrame->framebuffer) {
render([&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.resetViewTransform();
batch.setFramebuffer(_currentFrame->framebuffer);
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, vec4(0));
});
}
_hudRenderer = {};
_previewTexture.reset();
Parent::uncustomizeContext();
}
@ -174,11 +177,11 @@ float HmdDisplayPlugin::getLeftCenterPixel() const {
return leftCenterPixel;
}
void HmdDisplayPlugin::internalPresent() {
void HmdDisplayPlugin::internalPresent(const gpu::FramebufferPointer& compositeFramebuffer) {
PROFILE_RANGE_EX(render, __FUNCTION__, 0xff00ff00, (uint64_t)presentCount())
// Composite together the scene, hud and mouse cursor
hmdPresent();
hmdPresent(compositeFramebuffer);
if (_displayTexture) {
// Note: _displayTexture must currently be the same size as the display.
@ -260,7 +263,7 @@ void HmdDisplayPlugin::internalPresent() {
viewport.z *= 2;
}
renderFromTexture(batch, _compositeFramebuffer->getRenderBuffer(0), viewport, scissor, fbo);
renderFromTexture(batch, compositeFramebuffer->getRenderBuffer(0), viewport, scissor, nullptr, fbo);
});
swapBuffers();
@ -345,7 +348,7 @@ glm::mat4 HmdDisplayPlugin::getViewCorrection() {
}
}
void HmdDisplayPlugin::HUDRenderer::build() {
DisplayPlugin::HUDOperator HmdDisplayPlugin::HUDRenderer::build() {
vertices = std::make_shared<gpu::Buffer>();
indices = std::make_shared<gpu::Buffer>();
@ -380,7 +383,7 @@ void HmdDisplayPlugin::HUDRenderer::build() {
indexCount = numberOfRectangles * TRIANGLE_PER_RECTANGLE * VERTEX_PER_TRANGLE;
// Compute indices order
std::vector<GLushort> indices;
std::vector<GLushort> indexData;
for (int i = 0; i < stacks - 1; i++) {
for (int j = 0; j < slices - 1; j++) {
GLushort bottomLeftIndex = i * slices + j;
@ -388,24 +391,21 @@ void HmdDisplayPlugin::HUDRenderer::build() {
GLushort topLeftIndex = bottomLeftIndex + slices;
GLushort topRightIndex = topLeftIndex + 1;
// FIXME make a z-order curve for better vertex cache locality
indices.push_back(topLeftIndex);
indices.push_back(bottomLeftIndex);
indices.push_back(topRightIndex);
indexData.push_back(topLeftIndex);
indexData.push_back(bottomLeftIndex);
indexData.push_back(topRightIndex);
indices.push_back(topRightIndex);
indices.push_back(bottomLeftIndex);
indices.push_back(bottomRightIndex);
indexData.push_back(topRightIndex);
indexData.push_back(bottomLeftIndex);
indexData.push_back(bottomRightIndex);
}
}
this->indices->append(indices);
indices->append(indexData);
format = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
format->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
format->setAttribute(gpu::Stream::TEXCOORD, gpu::Stream::TEXCOORD, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
uniformsBuffer = std::make_shared<gpu::Buffer>(sizeof(Uniforms), nullptr);
updatePipeline();
}
void HmdDisplayPlugin::HUDRenderer::updatePipeline() {
if (!pipeline) {
auto program = gpu::Shader::createProgram(shader::render_utils::program::hmd_ui);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -416,10 +416,6 @@ void HmdDisplayPlugin::HUDRenderer::updatePipeline() {
pipeline = gpu::Pipeline::create(program, state);
}
}
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDisplayPlugin::HUDRenderer::render(HmdDisplayPlugin& plugin) {
updatePipeline();
auto hudPipeline = pipeline;
auto hudFormat = format;
@ -428,9 +424,9 @@ std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDis
auto hudUniformBuffer = uniformsBuffer;
auto hudUniforms = uniforms;
auto hudIndexCount = indexCount;
return [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture, bool mirror) {
if (hudPipeline && hudTexture) {
batch.setPipeline(hudPipeline);
return [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture, const gpu::FramebufferPointer&, const bool mirror) {
if (pipeline && hudTexture) {
batch.setPipeline(pipeline);
batch.setInputFormat(hudFormat);
gpu::BufferView posView(hudVertices, VERTEX_OFFSET, hudVertices->getSize(), VERTEX_STRIDE, hudFormat->getAttributes().at(gpu::Stream::POSITION)._element);
@ -454,7 +450,7 @@ std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDis
};
}
void HmdDisplayPlugin::compositePointer() {
void HmdDisplayPlugin::compositePointer(const gpu::FramebufferPointer& compositeFramebuffer) {
auto& cursorManager = Cursor::Manager::instance();
const auto& cursorData = _cursorsData[cursorManager.getCursor()->getIcon()];
auto compositorHelper = DependencyManager::get<CompositorHelper>();
@ -463,7 +459,7 @@ void HmdDisplayPlugin::compositePointer() {
render([&](gpu::Batch& batch) {
// FIXME use standard gpu stereo rendering for this.
batch.enableStereo(false);
batch.setFramebuffer(_compositeFramebuffer);
batch.setFramebuffer(compositeFramebuffer);
batch.setPipeline(_cursorPipeline);
batch.setResourceTexture(0, cursorData.texture);
batch.resetViewTransform();
@ -478,10 +474,6 @@ void HmdDisplayPlugin::compositePointer() {
});
}
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDisplayPlugin::getHUDOperator() {
return _hudRenderer.render(*this);
}
HmdDisplayPlugin::~HmdDisplayPlugin() {
}

View file

@ -53,16 +53,15 @@ signals:
void hmdVisibleChanged(bool visible);
protected:
virtual void hmdPresent() = 0;
virtual void hmdPresent(const gpu::FramebufferPointer&) = 0;
virtual bool isHmdMounted() const = 0;
virtual void postPreview() {};
virtual void updatePresentPose();
bool internalActivate() override;
void internalDeactivate() override;
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator() override;
void compositePointer() override;
void internalPresent() override;
void compositePointer(const gpu::FramebufferPointer&) override;
void internalPresent(const gpu::FramebufferPointer&) override;
void customizeContext() override;
void uncustomizeContext() override;
void updateFrameData() override;
@ -120,8 +119,6 @@ private:
static const size_t TEXTURE_OFFSET { offsetof(Vertex, uv) };
static const int VERTEX_STRIDE { sizeof(Vertex) };
void build();
void updatePipeline();
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> render(HmdDisplayPlugin& plugin);
HUDOperator build();
} _hudRenderer;
};

View file

@ -37,13 +37,13 @@ glm::uvec2 InterleavedStereoDisplayPlugin::getRecommendedRenderSize() const {
return result;
}
void InterleavedStereoDisplayPlugin::internalPresent() {
void InterleavedStereoDisplayPlugin::internalPresent(const gpu::FramebufferPointer& compositeFramebuffer) {
render([&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.resetViewTransform();
batch.setFramebuffer(gpu::FramebufferPointer());
batch.setViewportTransform(ivec4(uvec2(0), getSurfacePixels()));
batch.setResourceTexture(0, _currentFrame->framebuffer->getRenderBuffer(0));
batch.setResourceTexture(0, compositeFramebuffer->getRenderBuffer(0));
batch.setPipeline(_interleavedPresentPipeline);
batch.draw(gpu::TRIANGLE_STRIP, 4);
});

View file

@ -21,7 +21,7 @@ protected:
// initialize OpenGL context settings needed by the plugin
void customizeContext() override;
void uncustomizeContext() override;
void internalPresent() override;
void internalPresent(const gpu::FramebufferPointer&) override;
private:
static const QString NAME;

View file

@ -1105,7 +1105,7 @@ void EntityTreeRenderer::playEntityCollisionSound(const EntityItemPointer& entit
options.volume = volume;
options.pitch = 1.0f / stretchFactor;
AudioInjector::playSoundAndDelete(collisionSound, options);
DependencyManager::get<AudioInjectorManager>()->playSound(collisionSound, options, true);
}
void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB,

View file

@ -16,7 +16,7 @@
#include <QtCore/QStack>
#include <QtGui/QMouseEvent>
#include <AbstractAudioInterface.h>
#include <AudioInjectorManager.h>
#include <EntityScriptingInterface.h> // for RayToEntityIntersectionResult
#include <EntityTree.h>
#include <PointerEvent.h>

View file

@ -40,6 +40,7 @@ public:
virtual bool wantsKeyboardFocus() const { return false; }
virtual void setProxyWindow(QWindow* proxyWindow) {}
virtual QObject* getEventHandler() { return nullptr; }
virtual void emitScriptEvent(const QVariant& message) {}
const EntityItemPointer& getEntity() const { return _entity; }
const ItemID& getRenderItemID() const { return _renderItemID; }

View file

@ -169,7 +169,7 @@ void MaterialEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPo
if (urlChanged && !usingMaterialData) {
_networkMaterial = MaterialCache::instance().getMaterial(_materialURL);
auto onMaterialRequestFinished = [&, oldParentID, oldParentMaterialName, newCurrentMaterialName](bool success) {
auto onMaterialRequestFinished = [this, oldParentID, oldParentMaterialName, newCurrentMaterialName](bool success) {
if (success) {
deleteMaterial(oldParentID, oldParentMaterialName);
_texturesLoaded = false;
@ -186,7 +186,11 @@ void MaterialEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPo
if (_networkMaterial->isLoaded()) {
onMaterialRequestFinished(!_networkMaterial->isFailed());
} else {
connect(_networkMaterial.data(), &Resource::finished, this, onMaterialRequestFinished);
connect(_networkMaterial.data(), &Resource::finished, this, [this, onMaterialRequestFinished](bool success) {
withWriteLock([&] {
onMaterialRequestFinished(success);
});
});
}
}
} else if (materialDataChanged && usingMaterialData) {

View file

@ -1034,7 +1034,7 @@ void RenderableModelEntityItem::copyAnimationJointDataToModel() {
});
if (changed) {
locationChanged(false, true);
locationChanged(true, true);
}
}

View file

@ -95,19 +95,18 @@ bool PolyLineEntityRenderer::needsRenderUpdate() const {
}
bool PolyLineEntityRenderer::needsRenderUpdateFromTypedEntity(const TypedEntityPointer& entity) const {
return (
entity->pointsChanged() ||
entity->widthsChanged() ||
entity->normalsChanged() ||
entity->texturesChanged() ||
entity->colorsChanged() ||
_isUVModeStretch != entity->getIsUVModeStretch() ||
_glow != entity->getGlow() ||
_faceCamera != entity->getFaceCamera()
);
if (entity->pointsChanged() || entity->widthsChanged() || entity->normalsChanged() || entity->texturesChanged() || entity->colorsChanged()) {
return true;
}
if (_isUVModeStretch != entity->getIsUVModeStretch() || _glow != entity->getGlow() || _faceCamera != entity->getFaceCamera()) {
return true;
}
return Parent::needsRenderUpdateFromTypedEntity(entity);
}
void PolyLineEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPointer& entity) {
void PolyLineEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scene, Transaction& transaction, const TypedEntityPointer& entity) {
auto pointsChanged = entity->pointsChanged();
auto widthsChanged = entity->widthsChanged();
auto normalsChanged = entity->normalsChanged();
@ -119,10 +118,6 @@ void PolyLineEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPo
entity->resetPolyLineChanged();
// Transform
updateModelTransformAndBound();
_renderTransform = getModelTransform();
// Textures
if (entity->texturesChanged()) {
entity->resetTexturesChanged();
@ -131,7 +126,9 @@ void PolyLineEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPo
if (!textures.isEmpty()) {
entityTextures = QUrl(textures);
}
_texture = DependencyManager::get<TextureCache>()->getTexture(entityTextures);
withWriteLock([&] {
_texture = DependencyManager::get<TextureCache>()->getTexture(entityTextures);
});
_textureAspectRatio = 1.0f;
_textureLoaded = false;
}
@ -145,11 +142,13 @@ void PolyLineEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPo
// Data
bool faceCameraChanged = faceCamera != _faceCamera;
if (faceCameraChanged || glow != _glow) {
_faceCamera = faceCamera;
_glow = glow;
updateData();
}
withWriteLock([&] {
if (faceCameraChanged || glow != _glow) {
_faceCamera = faceCamera;
_glow = glow;
updateData();
}
});
// Geometry
if (pointsChanged) {
@ -165,10 +164,23 @@ void PolyLineEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPo
_colors = entity->getStrokeColors();
_color = toGlm(entity->getColor());
}
if (_isUVModeStretch != isUVModeStretch || pointsChanged || widthsChanged || normalsChanged || colorsChanged || textureChanged || faceCameraChanged) {
_isUVModeStretch = isUVModeStretch;
updateGeometry();
}
bool uvModeStretchChanged = _isUVModeStretch != isUVModeStretch;
_isUVModeStretch = isUVModeStretch;
bool geometryChanged = uvModeStretchChanged || pointsChanged || widthsChanged || normalsChanged || colorsChanged || textureChanged || faceCameraChanged;
void* key = (void*)this;
AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [this, geometryChanged] () {
withWriteLock([&] {
updateModelTransformAndBound();
_renderTransform = getModelTransform();
if (geometryChanged) {
updateGeometry();
}
});
});
}
void PolyLineEntityRenderer::updateGeometry() {
@ -267,22 +279,32 @@ void PolyLineEntityRenderer::updateData() {
}
void PolyLineEntityRenderer::doRender(RenderArgs* args) {
if (_numVertices < 2) {
return;
}
PerformanceTimer perfTimer("RenderablePolyLineEntityItem::render");
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
if (!_pipeline || !_glowPipeline) {
size_t numVertices;
Transform transform;
gpu::TexturePointer texture;
withReadLock([&] {
numVertices = _numVertices;
transform = _renderTransform;
texture = _textureLoaded ? _texture->getGPUTexture() : DependencyManager::get<TextureCache>()->getWhiteTexture();
batch.setResourceBuffer(0, _polylineGeometryBuffer);
batch.setUniformBuffer(0, _polylineDataBuffer);
});
if (numVertices < 2) {
return;
}
if (!_pipeline) {
buildPipeline();
}
batch.setPipeline(_glow ? _glowPipeline : _pipeline);
batch.setModelTransform(_renderTransform);
batch.setResourceTexture(0, _textureLoaded ? _texture->getGPUTexture() : DependencyManager::get<TextureCache>()->getWhiteTexture());
batch.setResourceBuffer(0, _polylineGeometryBuffer);
batch.setUniformBuffer(0, _polylineDataBuffer);
batch.draw(gpu::TRIANGLE_STRIP, (gpu::uint32)(2 * _numVertices), 0);
batch.setModelTransform(transform);
batch.setResourceTexture(0, texture);
batch.draw(gpu::TRIANGLE_STRIP, (gpu::uint32)(2 * numVertices), 0);
}

View file

@ -31,7 +31,7 @@ public:
protected:
virtual bool needsRenderUpdate() const override;
virtual bool needsRenderUpdateFromTypedEntity(const TypedEntityPointer& entity) const override;
virtual void doRenderUpdateAsynchronousTyped(const TypedEntityPointer& entity) override;
virtual void doRenderUpdateSynchronousTyped(const ScenePointer& scene, Transaction& transaction, const TypedEntityPointer& entity) override;
virtual ItemKey getKey() override;
virtual ShapeKey getShapeKey() override;

View file

@ -249,10 +249,14 @@ void ShapeEntityRenderer::doRender(RenderArgs* args) {
graphics::MultiMaterial materials;
auto geometryCache = DependencyManager::get<GeometryCache>();
GeometryCache::Shape geometryShape;
PrimitiveMode primitiveMode;
RenderLayer renderLayer;
bool proceduralRender = false;
glm::vec4 outColor;
withReadLock([&] {
geometryShape = geometryCache->getShapeForEntityShape(_shape);
primitiveMode = _primitiveMode;
renderLayer = _renderLayer;
batch.setModelTransform(_renderTransform); // use a transform with scale, rotation, registration point and translation
materials = _materials["0"];
auto& schema = materials.getSchemaBuffer().get<graphics::MultiMaterial::Schema>();
@ -267,7 +271,7 @@ void ShapeEntityRenderer::doRender(RenderArgs* args) {
});
if (proceduralRender) {
if (render::ShapeKey(args->_globalShapeKey).isWireframe()) {
if (render::ShapeKey(args->_globalShapeKey).isWireframe() || primitiveMode == PrimitiveMode::LINES) {
geometryCache->renderWireShape(batch, geometryShape, outColor);
} else {
geometryCache->renderShape(batch, geometryShape, outColor);
@ -275,10 +279,16 @@ void ShapeEntityRenderer::doRender(RenderArgs* args) {
} else if (!useMaterialPipeline(materials)) {
// FIXME, support instanced multi-shape rendering using multidraw indirect
outColor.a *= _isFading ? Interpolate::calculateFadeRatio(_fadeStartTime) : 1.0f;
if (render::ShapeKey(args->_globalShapeKey).isWireframe() || _primitiveMode == PrimitiveMode::LINES) {
geometryCache->renderWireShapeInstance(args, batch, geometryShape, outColor, args->_shapePipeline);
render::ShapePipelinePointer pipeline;
if (renderLayer == RenderLayer::WORLD) {
pipeline = GeometryCache::getShapePipeline(false, outColor.a < 1.0f, true, false);
} else {
geometryCache->renderSolidShapeInstance(args, batch, geometryShape, outColor, args->_shapePipeline);
pipeline = GeometryCache::getShapePipeline(false, outColor.a < 1.0f, true, false, false, true);
}
if (render::ShapeKey(args->_globalShapeKey).isWireframe() || primitiveMode == PrimitiveMode::LINES) {
geometryCache->renderWireShapeInstance(args, batch, geometryShape, outColor, pipeline);
} else {
geometryCache->renderSolidShapeInstance(args, batch, geometryShape, outColor, pipeline);
}
} else {
if (args->_renderMode != render::Args::RenderMode::SHADOW_RENDER_MODE) {

View file

@ -162,10 +162,12 @@ void TextEntityRenderer::doRender(RenderArgs* args) {
glm::vec4 backgroundColor;
Transform modelTransform;
glm::vec3 dimensions;
BillboardMode billboardMode;
bool layered;
withReadLock([&] {
modelTransform = _renderTransform;
dimensions = _dimensions;
billboardMode = _billboardMode;
float fadeRatio = _isFading ? Interpolate::calculateFadeRatio(_fadeStartTime) : 1.0f;
textColor = glm::vec4(_textColor, fadeRatio * _textAlpha);
@ -190,7 +192,7 @@ void TextEntityRenderer::doRender(RenderArgs* args) {
}
auto transformToTopLeft = modelTransform;
transformToTopLeft.setRotation(EntityItem::getBillboardRotation(transformToTopLeft.getTranslation(), transformToTopLeft.getRotation(), _billboardMode, args->getViewFrustum().getPosition()));
transformToTopLeft.setRotation(EntityItem::getBillboardRotation(transformToTopLeft.getTranslation(), transformToTopLeft.getRotation(), billboardMode, args->getViewFrustum().getPosition()));
transformToTopLeft.postTranslate(dimensions * glm::vec3(-0.5f, 0.5f, 0.0f)); // Go to the top left
transformToTopLeft.setScale(1.0f); // Use a scale of one so that the text is not deformed
@ -210,10 +212,6 @@ void TextEntityRenderer::doRender(RenderArgs* args) {
glm::vec2 bounds = glm::vec2(dimensions.x - (_leftMargin + _rightMargin), dimensions.y - (_topMargin + _bottomMargin));
_textRenderer->draw(batch, _leftMargin / scale, -_topMargin / scale, _text, textColor, bounds / scale, layered);
}
if (layered) {
DependencyManager::get<DeferredLightingEffect>()->unsetKeyLightBatch(batch);
}
}
QSizeF TextEntityRenderer::textSize(const QString& text) const {

View file

@ -106,7 +106,7 @@ private:
static std::function<void(QSharedPointer<OffscreenQmlSurface>&, bool&, std::vector<QMetaObject::Connection>&)> _releaseWebSurfaceOperator;
public slots:
void emitScriptEvent(const QVariant& scriptMessage);
void emitScriptEvent(const QVariant& scriptMessage) override;
signals:
void scriptEventReceived(const QVariant& message);

View file

@ -39,9 +39,7 @@ void EntityEditPacketSender::adjustEditPacketForClockSkew(PacketType type, QByte
}
}
void EntityEditPacketSender::queueEditAvatarEntityMessage(EntityTreePointer entityTree,
EntityItemID entityItemID,
const EntityItemProperties& properties) {
void EntityEditPacketSender::queueEditAvatarEntityMessage(EntityTreePointer entityTree, EntityItemID entityItemID) {
assert(_myAvatar);
if (!entityTree) {
qCDebug(entities) << "EntityEditPacketSender::queueEditAvatarEntityMessage null entityTree.";
@ -54,11 +52,6 @@ void EntityEditPacketSender::queueEditAvatarEntityMessage(EntityTreePointer enti
}
entity->setLastBroadcast(usecTimestampNow());
// serialize ALL properties in an "AvatarEntity" packet
// rather than just the ones being edited.
EntityItemProperties entityProperties = entity->getProperties();
entityProperties.merge(properties);
OctreePacketData packetData(false, AvatarTraits::MAXIMUM_TRAIT_SIZE);
EncodeBitstreamParams params;
EntityTreeElementExtraEncodeDataPointer extra { nullptr };
@ -82,7 +75,7 @@ void EntityEditPacketSender::queueEditEntityMessage(PacketType type,
qCWarning(entities) << "Suppressing entity edit message: cannot send avatar entity edit with no myAvatar";
} else if (properties.getOwningAvatarID() == _myAvatar->getID()) {
// this is an avatar-based entity --> update our avatar-data rather than sending to the entity-server
queueEditAvatarEntityMessage(entityTree, entityItemID, properties);
queueEditAvatarEntityMessage(entityTree, entityItemID);
} else {
qCWarning(entities) << "Suppressing entity edit message: cannot send avatar entity edit for another avatar";
}

View file

@ -50,8 +50,8 @@ public slots:
void processEntityEditNackPacket(QSharedPointer<ReceivedMessage> message, SharedNodePointer sendingNode);
private:
void queueEditAvatarEntityMessage(EntityTreePointer entityTree,
EntityItemID entityItemID, const EntityItemProperties& properties);
friend class MyAvatar;
void queueEditAvatarEntityMessage(EntityTreePointer entityTree, EntityItemID entityItemID);
private:
std::mutex _mutex;

View file

@ -511,8 +511,6 @@ public:
virtual void setProxyWindow(QWindow* proxyWindow) {}
virtual QObject* getEventHandler() { return nullptr; }
virtual void emitScriptEvent(const QVariant& message) {}
QUuid getLastEditedBy() const { return _lastEditedBy; }
void setLastEditedBy(QUuid value) { _lastEditedBy = value; }

View file

@ -2196,14 +2196,7 @@ bool EntityScriptingInterface::wantsHandControllerPointerEvents(const QUuid& id)
}
void EntityScriptingInterface::emitScriptEvent(const EntityItemID& entityID, const QVariant& message) {
if (_entityTree) {
_entityTree->withReadLock([&] {
EntityItemPointer entity = _entityTree->findEntityByEntityItemID(EntityItemID(entityID));
if (entity) {
entity->emitScriptEvent(message);
}
});
}
EntityTree::emitScriptEvent(entityID, message);
}
// TODO move this someplace that makes more sense...

View file

@ -1529,7 +1529,6 @@ public slots:
* @function Entities.emitScriptEvent
* @param {Uuid} entityID - The ID of the {@link Entities.EntityType|Web} entity.
* @param {string} message - The message to send.
* @todo <em>This function is currently not implemented.</em>
*/
Q_INVOKABLE void emitScriptEvent(const EntityItemID& entityID, const QVariant& message);

View file

@ -2978,6 +2978,7 @@ QStringList EntityTree::getJointNames(const QUuid& entityID) const {
std::function<QObject*(const QUuid&)> EntityTree::_getEntityObjectOperator = nullptr;
std::function<QSizeF(const QUuid&, const QString&)> EntityTree::_textSizeOperator = nullptr;
std::function<bool()> EntityTree::_areEntityClicksCapturedOperator = nullptr;
std::function<void(const QUuid&, const QVariant&)> EntityTree::_emitScriptEventOperator = nullptr;
QObject* EntityTree::getEntityObject(const QUuid& id) {
if (_getEntityObjectOperator) {
@ -3000,6 +3001,12 @@ bool EntityTree::areEntityClicksCaptured() {
return false;
}
void EntityTree::emitScriptEvent(const QUuid& id, const QVariant& message) {
if (_emitScriptEventOperator) {
_emitScriptEventOperator(id, message);
}
}
void EntityTree::updateEntityQueryAACubeWorker(SpatiallyNestablePointer object, EntityEditPacketSender* packetSender,
MovingEntitiesOperator& moveOperator, bool force, bool tellServer) {
// if the queryBox has changed, tell the entity-server

View file

@ -272,6 +272,9 @@ public:
static void setEntityClicksCapturedOperator(std::function<bool()> areEntityClicksCapturedOperator) { _areEntityClicksCapturedOperator = areEntityClicksCapturedOperator; }
static bool areEntityClicksCaptured();
static void setEmitScriptEventOperator(std::function<void(const QUuid&, const QVariant&)> emitScriptEventOperator) { _emitScriptEventOperator = emitScriptEventOperator; }
static void emitScriptEvent(const QUuid& id, const QVariant& message);
std::map<QString, QString> getNamedPaths() const { return _namedPaths; }
void updateEntityQueryAACube(SpatiallyNestablePointer object, EntityEditPacketSender* packetSender,
@ -383,6 +386,7 @@ private:
static std::function<QObject*(const QUuid&)> _getEntityObjectOperator;
static std::function<QSizeF(const QUuid&, const QString&)> _textSizeOperator;
static std::function<bool()> _areEntityClicksCapturedOperator;
static std::function<void(const QUuid&, const QVariant&)> _emitScriptEventOperator;
std::vector<int32_t> _staleProxies;

View file

@ -834,6 +834,7 @@ bool AddressManager::setDomainInfo(const QUrl& domainURL, LookupTrigger trigger)
}
_domainURL = domainURL;
_shareablePlaceName.clear();
// clear any current place information
_rootPlaceID = QUuid();

View file

@ -7,59 +7,44 @@
//
#include "Framebuffer.h"
#include <array>
#include <EGL/egl.h>
#include <glad/glad.h>
#include <android/log.h>
#include <VrApi.h>
#include <VrApi_Helpers.h>
#include "Helpers.h"
using namespace ovr;
void Framebuffer::updateLayer(int eye, ovrLayerProjection2& layer, const ovrMatrix4f* projectionMatrix ) const {
auto& layerTexture = layer.Textures[eye];
layerTexture.ColorSwapChain = _swapChain;
layerTexture.SwapChainIndex = _index;
layerTexture.ColorSwapChain = _swapChainInfos[eye].swapChain;
layerTexture.SwapChainIndex = _swapChainInfos[eye].index;
if (projectionMatrix) {
layerTexture.TexCoordsFromTanAngles = ovrMatrix4f_TanAngleMatrixFromProjection( projectionMatrix );
}
layerTexture.TextureRect = { 0, 0, 1, 1 };
}
void Framebuffer::SwapChainInfo::destroy() {
if (swapChain != nullptr) {
vrapi_DestroyTextureSwapChain(swapChain);
swapChain = nullptr;
}
index = -1;
length = -1;
}
void Framebuffer::create(const glm::uvec2& size) {
_size = size;
_index = 0;
_validTexture = false;
// Depth renderbuffer
/* glGenRenderbuffers(1, &_depth);
glBindRenderbuffer(GL_RENDERBUFFER, _depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, _size.x, _size.y);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
*/
// Framebuffer
glGenFramebuffers(1, &_fbo);
// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo);
// glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depth);
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
_swapChain = vrapi_CreateTextureSwapChain3(VRAPI_TEXTURE_TYPE_2D, GL_RGBA8, _size.x, _size.y, 1, 3);
_length = vrapi_GetTextureSwapChainLength(_swapChain);
if (!_length) {
__android_log_write(ANDROID_LOG_WARN, "QQQ_OVR", "Unable to count swap chain textures");
return;
}
for (int i = 0; i < _length; ++i) {
GLuint chainTexId = vrapi_GetTextureSwapChainHandle(_swapChain, i);
glBindTexture(GL_TEXTURE_2D, chainTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
ovr::for_each_eye([&](ovrEye eye) {
_swapChainInfos[eye].create(size);
});
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &_fbo);
}
void Framebuffer::destroy() {
@ -67,28 +52,82 @@ void Framebuffer::destroy() {
glDeleteFramebuffers(1, &_fbo);
_fbo = 0;
}
if (0 != _depth) {
glDeleteRenderbuffers(1, &_depth);
_depth = 0;
}
if (_swapChain != nullptr) {
vrapi_DestroyTextureSwapChain(_swapChain);
_swapChain = nullptr;
}
_index = -1;
_length = -1;
ovr::for_each_eye([&](ovrEye eye) {
_swapChainInfos[eye].destroy();
});
}
void Framebuffer::advance() {
_index = (_index + 1) % _length;
_validTexture = false;
ovr::for_each_eye([&](ovrEye eye) {
_swapChainInfos[eye].advance();
});
}
void Framebuffer::bind() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo);
if (!_validTexture) {
GLuint chainTexId = vrapi_GetTextureSwapChainHandle(_swapChain, _index);
glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, chainTexId, 0);
_validTexture = true;
void Framebuffer::bind(GLenum target) {
glBindFramebuffer(target, _fbo);
_swapChainInfos[0].bind(target, GL_COLOR_ATTACHMENT0);
_swapChainInfos[1].bind(target, GL_COLOR_ATTACHMENT1);
}
void Framebuffer::invalidate(GLenum target) {
static const std::array<GLenum, 2> INVALIDATE_ATTACHMENTS {{ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }};
glInvalidateFramebuffer(target, static_cast<GLsizei>(INVALIDATE_ATTACHMENTS.size()), INVALIDATE_ATTACHMENTS.data());
}
void Framebuffer::drawBuffers(ovrEye eye) const {
static const std::array<std::array<GLenum, 2>, 3> EYE_DRAW_BUFFERS { {
{GL_COLOR_ATTACHMENT0, GL_NONE},
{GL_NONE, GL_COLOR_ATTACHMENT1},
{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}
} };
switch(eye) {
case VRAPI_EYE_LEFT:
case VRAPI_EYE_RIGHT:
case VRAPI_EYE_COUNT: {
const auto& eyeDrawBuffers = EYE_DRAW_BUFFERS[eye];
glDrawBuffers(static_cast<GLsizei>(eyeDrawBuffers.size()), eyeDrawBuffers.data());
}
break;
default:
throw std::runtime_error("Invalid eye for drawBuffers");
}
}
void Framebuffer::SwapChainInfo::create(const glm::uvec2 &size) {
index = 0;
validTexture = false;
// GL_SRGB8_ALPHA8 and GL_RGBA8 appear to behave the same here. The only thing that changes the
// output gamma behavior is VRAPI_MODE_FLAG_FRONT_BUFFER_SRGB passed to vrapi_EnterVrMode
swapChain = vrapi_CreateTextureSwapChain3(VRAPI_TEXTURE_TYPE_2D, GL_SRGB8_ALPHA8, size.x, size.y, 1, 3);
length = vrapi_GetTextureSwapChainLength(swapChain);
if (!length) {
__android_log_write(ANDROID_LOG_WARN, "QQQ_OVR", "Unable to count swap chain textures");
throw std::runtime_error("Unable to create Oculus texture swap chain");
}
for (int i = 0; i < length; ++i) {
GLuint chainTexId = vrapi_GetTextureSwapChainHandle(swapChain, i);
glBindTexture(GL_TEXTURE_2D, chainTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
void Framebuffer::SwapChainInfo::advance() {
index = (index + 1) % length;
validTexture = false;
}
void Framebuffer::SwapChainInfo::bind(uint32_t target, uint32_t attachment) {
if (!validTexture) {
GLuint chainTexId = vrapi_GetTextureSwapChainHandle(swapChain, index);
glFramebufferTexture(target, attachment, chainTexId, 0);
validTexture = true;
}
}

View file

@ -9,6 +9,7 @@
#include <cstdint>
#include <glm/glm.hpp>
#include <glad/glad.h>
#include <VrApi_Types.h>
@ -20,15 +21,28 @@ public:
void create(const glm::uvec2& size);
void advance();
void destroy();
void bind();
void bind(GLenum target = GL_DRAW_FRAMEBUFFER);
void invalidate(GLenum target = GL_DRAW_FRAMEBUFFER);
void drawBuffers(ovrEye eye) const;
uint32_t _depth { 0 };
const glm::uvec2& size() const { return _size; }
private:
uint32_t _fbo{ 0 };
int _length{ -1 };
int _index{ -1 };
bool _validTexture{ false };
glm::uvec2 _size;
ovrTextureSwapChain* _swapChain{ nullptr };
struct SwapChainInfo {
int length{ -1 };
int index{ -1 };
bool validTexture{ false };
ovrTextureSwapChain* swapChain{ nullptr };
void create(const glm::uvec2& size);
void destroy();
void advance();
void bind(GLenum target, GLenum attachment);
};
SwapChainInfo _swapChainInfos[VRAPI_FRAME_LAYER_EYE_MAX];
};
} // namespace ovr

View file

@ -9,37 +9,186 @@
#include <android/native_window_jni.h>
#include <android/log.h>
#include <android/asset_manager.h>
#include <android/asset_manager_jni.h>
#include <unistd.h>
#include <algorithm>
#include <array>
#include <VrApi.h>
#include <VrApi_Helpers.h>
#include <VrApi_Types.h>
//#include <OVR_Platform.h>
#include "GLContext.h"
#include "Helpers.h"
#include "Framebuffer.h"
static AAssetManager* ASSET_MANAGER = nullptr;
#define USE_BLIT_PRESENT 0
#if !USE_BLIT_PRESENT
static std::string getTextAsset(const char* assetPath) {
if (!ASSET_MANAGER || !assetPath) {
return nullptr;
}
AAsset* asset = AAssetManager_open(ASSET_MANAGER, assetPath, AASSET_MODE_BUFFER);
if (!asset) {
return {};
}
auto length = AAsset_getLength(asset);
if (0 == length) {
AAsset_close(asset);
return {};
}
auto buffer = AAsset_getBuffer(asset);
if (!buffer) {
AAsset_close(asset);
return {};
}
std::string result { static_cast<const char*>(buffer), static_cast<size_t>(length) };
AAsset_close(asset);
return result;
}
static std::string getShaderInfoLog(GLuint glshader) {
std::string result;
GLint infoLength = 0;
glGetShaderiv(glshader, GL_INFO_LOG_LENGTH, &infoLength);
if (infoLength > 0) {
char* temp = new char[infoLength];
glGetShaderInfoLog(glshader, infoLength, NULL, temp);
result = std::string(temp);
delete[] temp;
}
return result;
}
static GLuint buildShader(GLenum shaderDomain, const char* shader) {
GLuint glshader = glCreateShader(shaderDomain);
if (!glshader) {
throw std::runtime_error("Bad shader");
}
glShaderSource(glshader, 1, &shader, NULL);
glCompileShader(glshader);
GLint compiled = 0;
glGetShaderiv(glshader, GL_COMPILE_STATUS, &compiled);
// if compilation fails
if (!compiled) {
std::string compileError = getShaderInfoLog(glshader);
glDeleteShader(glshader);
__android_log_print(ANDROID_LOG_WARN, "QQQ_OVR", "Shader compile error: %s", compileError.c_str());
return 0;
}
return glshader;
}
static std::string getProgramInfoLog(GLuint glprogram) {
std::string result;
GLint infoLength = 0;
glGetProgramiv(glprogram, GL_INFO_LOG_LENGTH, &infoLength);
if (infoLength > 0) {
char* temp = new char[infoLength];
glGetProgramInfoLog(glprogram, infoLength, NULL, temp);
result = std::string(temp);
delete[] temp;
}
return result;
}
static GLuint buildProgram(const char* vertex, const char* fragment) {
// A brand new program:
GLuint glprogram { 0 }, glvertex { 0 }, glfragment { 0 };
try {
glprogram = glCreateProgram();
if (0 == glprogram) {
throw std::runtime_error("Failed to create program, is GL context current?");
}
glvertex = buildShader(GL_VERTEX_SHADER, vertex);
if (0 == glvertex) {
throw std::runtime_error("Failed to create or compile vertex shader");
}
glAttachShader(glprogram, glvertex);
glfragment = buildShader(GL_FRAGMENT_SHADER, fragment);
if (0 == glfragment) {
throw std::runtime_error("Failed to create or compile fragment shader");
}
glAttachShader(glprogram, glfragment);
GLint linked { 0 };
glLinkProgram(glprogram);
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
std::string linkErrorLog = getProgramInfoLog(glprogram);
__android_log_print(ANDROID_LOG_WARN, "QQQ_OVR", "Program link error: %s", linkErrorLog.c_str());
throw std::runtime_error("Failed to link program, is the interface between the fragment and vertex shaders correct?");
}
} catch(const std::runtime_error& error) {
if (0 != glprogram) {
glDeleteProgram(glprogram);
glprogram = 0;
}
}
if (0 != glvertex) {
glDeleteShader(glvertex);
}
if (0 != glfragment) {
glDeleteShader(glfragment);
}
if (0 == glprogram) {
throw std::runtime_error("Failed to build program");
}
return glprogram;
}
#endif
using namespace ovr;
static thread_local bool isRenderThread { false };
struct VrSurface : public TaskQueue {
using HandlerTask = VrHandler::HandlerTask;
using HandlerTask = ovr::VrHandler::HandlerTask;
JavaVM* vm{nullptr};
jobject oculusActivity{ nullptr };
ANativeWindow* nativeWindow{ nullptr };
VrHandler* handler{nullptr};
ovr::VrHandler* handler{nullptr};
ovrMobile* session{nullptr};
bool resumed { false };
GLContext vrglContext;
Framebuffer eyeFbos[2];
uint32_t readFbo{0};
ovr::GLContext vrglContext;
ovr::Framebuffer eyesFbo;
#if USE_BLIT_PRESENT
GLuint readFbo { 0 };
#else
GLuint renderProgram { 0 };
GLuint renderVao { 0 };
#endif
std::atomic<uint32_t> presentIndex{1};
double displayTime{0};
// Not currently set by anything
@ -76,6 +225,16 @@ struct VrSurface : public TaskQueue {
vrglContext.create(currentDisplay, currentContext, noErrorContext);
vrglContext.makeCurrent();
#if USE_BLIT_PRESENT
glGenFramebuffers(1, &readFbo);
#else
glGenVertexArrays(1, &renderVao);
const char* vertex = nullptr;
auto vertexShader = getTextAsset("shaders/present.vert");
auto fragmentShader = getTextAsset("shaders/present.frag");
renderProgram = buildProgram(vertexShader.c_str(), fragmentShader.c_str());
#endif
glm::uvec2 eyeTargetSize;
withEnv([&](JNIEnv* env){
ovrJava java{ vm, env, oculusActivity };
@ -85,10 +244,7 @@ struct VrSurface : public TaskQueue {
};
});
__android_log_print(ANDROID_LOG_WARN, "QQQ_OVR", "QQQ Eye Size %d, %d", eyeTargetSize.x, eyeTargetSize.y);
ovr::for_each_eye([&](ovrEye eye) {
eyeFbos[eye].create(eyeTargetSize);
});
glGenFramebuffers(1, &readFbo);
eyesFbo.create(eyeTargetSize);
vrglContext.doneCurrent();
}
@ -157,6 +313,7 @@ struct VrSurface : public TaskQueue {
ovrJava java{ vm, env, oculusActivity };
ovrModeParms modeParms = vrapi_DefaultModeParms(&java);
modeParms.Flags |= VRAPI_MODE_FLAG_NATIVE_WINDOW;
modeParms.Flags |= VRAPI_MODE_FLAG_FRONT_BUFFER_SRGB;
if (noErrorContext) {
modeParms.Flags |= VRAPI_MODE_FLAG_CREATE_CONTEXT_NO_ERROR;
}
@ -178,38 +335,51 @@ struct VrSurface : public TaskQueue {
void presentFrame(uint32_t sourceTexture, const glm::uvec2 &sourceSize, const ovrTracking2& tracking) {
ovrLayerProjection2 layer = vrapi_DefaultLayerProjection2();
layer.HeadPose = tracking.HeadPose;
eyesFbo.bind();
if (sourceTexture) {
eyesFbo.invalidate();
#if USE_BLIT_PRESENT
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFbo);
glFramebufferTexture(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sourceTexture, 0);
GLenum framebufferStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
if (GL_FRAMEBUFFER_COMPLETE != framebufferStatus) {
__android_log_print(ANDROID_LOG_WARN, "QQQ_OVR", "incomplete framebuffer");
}
}
GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
ovr::for_each_eye([&](ovrEye eye) {
const auto &eyeTracking = tracking.Eye[eye];
auto &eyeFbo = eyeFbos[eye];
const auto &destSize = eyeFbo._size;
eyeFbo.bind();
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
if (sourceTexture) {
const auto &destSize = eyesFbo.size();
ovr::for_each_eye([&](ovrEye eye) {
auto sourceWidth = sourceSize.x / 2;
auto sourceX = (eye == VRAPI_EYE_LEFT) ? 0 : sourceWidth;
// Each eye blit uses a different draw buffer
eyesFbo.drawBuffers(eye);
glBlitFramebuffer(
sourceX, 0, sourceX + sourceWidth, sourceSize.y,
0, 0, destSize.x, destSize.y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
eyeFbo.updateLayer(eye, layer, &eyeTracking.ProjectionMatrix);
eyeFbo.advance();
});
if (sourceTexture) {
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 1, &invalidateAttachment);
});
static const std::array<GLenum, 1> READ_INVALIDATE_ATTACHMENTS {{ GL_COLOR_ATTACHMENT0 }};
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, (GLuint)READ_INVALIDATE_ATTACHMENTS.size(), READ_INVALIDATE_ATTACHMENTS.data());
glFramebufferTexture(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
#else
eyesFbo.drawBuffers(VRAPI_EYE_COUNT);
const auto &destSize = eyesFbo.size();
glViewport(0, 0, destSize.x, destSize.y);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, sourceTexture);
glBindVertexArray(renderVao);
glUseProgram(renderProgram);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUseProgram(0);
glBindVertexArray(0);
#endif
} else {
eyesFbo.drawBuffers(VRAPI_EYE_COUNT);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
glFlush();
ovr::for_each_eye([&](ovrEye eye) {
const auto &eyeTracking = tracking.Eye[eye];
eyesFbo.updateLayer(eye, layer, &eyeTracking.ProjectionMatrix);
});
eyesFbo.advance();
ovrLayerHeader2 *layerHeader = &layer.Header;
ovrSubmitFrameDescription2 frameDesc = {};
@ -321,8 +491,9 @@ JNIEXPORT jint JNICALL JNI_OnLoad(JavaVM *, void *) {
return JNI_VERSION_1_6;
}
JNIEXPORT void JNICALL Java_io_highfidelity_oculus_OculusMobileActivity_nativeOnCreate(JNIEnv* env, jobject obj) {
JNIEXPORT void JNICALL Java_io_highfidelity_oculus_OculusMobileActivity_nativeOnCreate(JNIEnv* env, jobject obj, jobject assetManager) {
__android_log_write(ANDROID_LOG_WARN, "QQQ_JNI", __FUNCTION__);
ASSET_MANAGER = AAssetManager_fromJava(env, assetManager);
SURFACE.onCreate(env, obj);
}

View file

@ -245,7 +245,7 @@ void OculusMobileDisplayPlugin::updatePresentPose() {
});
}
void OculusMobileDisplayPlugin::internalPresent() {
void OculusMobileDisplayPlugin::internalPresent(const gpu::FramebufferPointer& compsiteFramebuffer) {
VrHandler::pollTask();
if (!vrActive()) {
@ -253,8 +253,12 @@ void OculusMobileDisplayPlugin::internalPresent() {
return;
}
auto sourceTexture = getGLBackend()->getTextureID(_compositeFramebuffer->getRenderBuffer(0));
glm::uvec2 sourceSize{ _compositeFramebuffer->getWidth(), _compositeFramebuffer->getHeight() };
GLuint sourceTexture = 0;
glm::uvec2 sourceSize;
if (compsiteFramebuffer) {
sourceTexture = getGLBackend()->getTextureID(compsiteFramebuffer->getRenderBuffer(0));
sourceSize = { compsiteFramebuffer->getWidth(), compsiteFramebuffer->getHeight() };
}
VrHandler::presentFrame(sourceTexture, sourceSize, presentTracking);
_presentRate.increment();
}

View file

@ -54,8 +54,8 @@ protected:
void uncustomizeContext() override;
void updatePresentPose() override;
void internalPresent() override;
void hmdPresent() override { throw std::runtime_error("Unused"); }
void internalPresent(const gpu::FramebufferPointer&) override;
void hmdPresent(const gpu::FramebufferPointer&) override { throw std::runtime_error("Unused"); }
bool isHmdMounted() const override;
bool alwaysPresent() const override { return true; }

View file

@ -2,6 +2,12 @@
#include <NumericalConstants.h>
const DisplayPlugin::HUDOperator DisplayPlugin::DEFAULT_HUD_OPERATOR{ std::function<void(gpu::Batch&, const gpu::TexturePointer&, const gpu::FramebufferPointer&, bool mirror)>() };
DisplayPlugin::DisplayPlugin() : _hudOperator{ DEFAULT_HUD_OPERATOR } {
}
int64_t DisplayPlugin::getPaintDelayUsecs() const {
std::lock_guard<std::mutex> lock(_paintDelayMutex);
return _paintDelayTimer.isValid() ? _paintDelayTimer.nsecsElapsed() / NSECS_PER_USEC : 0;
@ -35,8 +41,8 @@ void DisplayPlugin::waitForPresent() {
}
}
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> DisplayPlugin::getHUDOperator() {
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> hudOperator;
std::function<void(gpu::Batch&, const gpu::TexturePointer&, const gpu::FramebufferPointer& compositeFramebuffer, bool mirror)> DisplayPlugin::getHUDOperator() {
HUDOperator hudOperator;
{
QMutexLocker locker(&_presentMutex);
hudOperator = _hudOperator;
@ -48,3 +54,5 @@ glm::mat4 HmdDisplay::getEyeToHeadTransform(Eye eye) const {
static const glm::mat4 xform;
return xform;
}

View file

@ -121,6 +121,8 @@ class DisplayPlugin : public Plugin, public HmdDisplay {
Q_OBJECT
using Parent = Plugin;
public:
DisplayPlugin();
virtual int getRequiredThreadCount() const { return 0; }
virtual bool isHmd() const { return false; }
virtual int getHmdScreen() const { return -1; }
@ -214,7 +216,8 @@ public:
void waitForPresent();
float getAveragePresentTime() { return _movingAveragePresent.average / (float)USECS_PER_MSEC; } // in msec
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator();
using HUDOperator = std::function<void(gpu::Batch&, const gpu::TexturePointer&, const gpu::FramebufferPointer&, bool mirror)>;
virtual HUDOperator getHUDOperator() final;
static const QString& MENU_PATH();
@ -231,7 +234,8 @@ protected:
gpu::ContextPointer _gpuContext;
std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> _hudOperator { std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)>() };
static const HUDOperator DEFAULT_HUD_OPERATOR;
HUDOperator _hudOperator;
MovingAverage<float, 10> _movingAveragePresent;

View file

@ -368,6 +368,12 @@ public:
const ShapeData * getShapeData(Shape shape) const;
graphics::MeshPointer meshFromShape(Shape geometryShape, glm::vec3 color);
static render::ShapePipelinePointer getShapePipeline(bool textured = false, bool transparent = false, bool culled = true,
bool unlit = false, bool depthBias = false, bool forward = false);
static render::ShapePipelinePointer getFadingShapePipeline(bool textured = false, bool transparent = false, bool culled = true,
bool unlit = false, bool depthBias = false);
private:
GeometryCache();
@ -471,11 +477,6 @@ private:
gpu::PipelinePointer _simpleOpaqueWebBrowserPipeline;
gpu::ShaderPointer _simpleTransparentWebBrowserShader;
gpu::PipelinePointer _simpleTransparentWebBrowserPipeline;
static render::ShapePipelinePointer getShapePipeline(bool textured = false, bool transparent = false, bool culled = true,
bool unlit = false, bool depthBias = false, bool forward = false);
static render::ShapePipelinePointer getFadingShapePipeline(bool textured = false, bool transparent = false, bool culled = true,
bool unlit = false, bool depthBias = false);
};
#endif // hifi_GeometryCache_h

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