Merge branch 'master' of https://github.com/highfidelity/hifi into remove-octreeFades

This commit is contained in:
Howard Stearns 2015-07-13 07:24:08 -07:00
commit d1952583ab
32 changed files with 617 additions and 398 deletions

View file

@ -11,24 +11,26 @@
//
"use strict";
/*jslint vars: true*/
var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar; // Referenced globals provided by High Fidelity.
Script.include(["../../libraries/toolBars.js"]);
var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar, Settings; // Referenced globals provided by High Fidelity.
Script.include("http://s3.amazonaws.com/hifi-public/scripts/libraries/toolBars.js");
var hand = "right";
var hand = Settings.getValue("highfidelity.sword.hand", "right");
var nullActionID = "00000000-0000-0000-0000-000000000000";
var controllerID;
var controllerActive;
var stickID = null;
var actionID = nullActionID;
var targetIDs = [];
var dimensions = { x: 0.3, y: 0.1, z: 2.0 };
var AWAY_ORIENTATION = Quat.fromPitchYawRollDegrees(-90, 0, 0);
var dimensions = { x: 0.3, y: 0.15, z: 2.0 };
var BUTTON_SIZE = 32;
var stickModel = "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx";
var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx";
var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj";
var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav";
var avatarCollisionSoundURL = "https://s3.amazonaws.com/hifi-public/sounds/Collisions-hitsandslaps/airhockey_hit1.wav";
var whichModel = "sword";
var attachmentOffset, MOUSE_CONTROLLER_OFFSET = {x: 0.5, y: 0.4, z: 0.0}; // A fudge when using mouse rather than hand-controller, to hit yourself less often.
var originalAvatarCollisionSound;
var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function () {
return {x: 100, y: 380};
@ -37,6 +39,7 @@ var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar",
var SWORD_IMAGE = "http://s3.amazonaws.com/hifi-public/images/billiardsReticle.png"; // Toggle between brandishing/sheathing sword (creating if necessary)
var TARGET_IMAGE = "http://s3.amazonaws.com/hifi-public/images/puck.png"; // Create a target dummy
var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f
var SWITCH_HANDS_IMAGE = "http://s3.amazonaws.com/hifi-public/images/up-arrow.svg"; // Toggle left vs right hand. Persists in settings.
var swordButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
@ -49,6 +52,12 @@ var targetButton = toolBar.addOverlay("image", {
imageURL: TARGET_IMAGE,
alpha: 1
});
var switchHandsButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
imageURL: SWITCH_HANDS_IMAGE,
alpha: 1
});
var cleanupButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
@ -77,53 +86,51 @@ function flash(color) {
flasher.timer = Script.setTimeout(clearFlash, 500);
}
var health = 100;
var display;
var isAway = false;
var display2d, display3d;
function trackAvatarWithText() {
Entities.editEntity(display3d, {
position: Vec3.sum(MyAvatar.position, {x: 0, y: 1.5, z: 0}),
rotation: Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollDegrees(0, 180, 0))
});
}
function updateDisplay() {
var text = health.toString();
if (!display) {
if (!display2d) {
health = 100;
display = Overlays.addOverlay("text", {
display2d = Overlays.addOverlay("text", {
text: text,
font: { size: 20 },
color: {red: 0, green: 255, blue: 0},
backgroundColor: {red: 100, green: 100, blue: 100}, // Why doesn't this and the next work?
backgroundAlpha: 0.9,
x: Window.innerWidth - 50,
y: 50
x: toolBar.x - 5, // I'd like to add the score to the toolBar and have it drag with it, but toolBar doesn't support text (just buttons).
y: toolBar.y - 30 // So next best thing is to position it each time as if it were on top.
});
display3d = Entities.addEntity({
name: MyAvatar.displayName + " score",
textColor: {red: 255, green: 255, blue: 255},
type: "Text",
text: text,
lineHeight: 0.14,
backgroundColor: {red: 64, green: 64, blue: 64},
dimensions: {x: 0.3, y: 0.2, z: 0.01},
});
Script.update.connect(trackAvatarWithText);
} else {
Overlays.editOverlay(display, {text: text});
Overlays.editOverlay(display2d, {text: text});
Entities.editEntity(display3d, {text: text});
}
}
function removeDisplay() {
if (display) {
Overlays.deleteOverlay(display);
display = null;
if (display2d) {
Overlays.deleteOverlay(display2d);
display2d = null;
Script.update.disconnect(trackAvatarWithText);
Entities.deleteEntity(display3d);
display3d = null;
}
}
function cleanUp(leaveButtons) {
attachmentOffset = {x: 0, y: 0, z: 0};
if (stickID) {
Entities.deleteAction(stickID, actionID);
Entities.deleteEntity(stickID);
stickID = null;
actionID = null;
}
targetIDs.forEach(function (id) {
Entities.deleteAction(id.entity, id.action);
Entities.deleteEntity(id.entity);
});
targetIDs = [];
removeDisplay();
if (!leaveButtons) {
toolBar.cleanup();
}
}
function computeEnergy(collision, entityID) {
var id = entityID || collision.idA || collision.idB;
var entity = id && Entities.getEntityProperties(id);
@ -133,31 +140,67 @@ function computeEnergy(collision, entityID) {
return Math.min(Math.max(1.0, Math.round(energy)), 20);
}
function gotHit(collision) {
if (isAway) { return; }
var energy = computeEnergy(collision);
print("Got hit - " + energy + " from " + collision.idA + " " + collision.idB);
health -= energy;
flash({red: 255, green: 0, blue: 0});
updateDisplay();
}
function scoreHit(idA, idB, collision) {
if (isAway) { return; }
var energy = computeEnergy(collision, idA);
print("Score + " + energy + " from " + JSON.stringify(idA) + " " + JSON.stringify(idB));
health += energy;
flash({red: 0, green: 255, blue: 0});
updateDisplay();
}
function positionStick(stickOrientation) {
var baseOffset = Vec3.sum(attachmentOffset, {x: 0.0, y: 0.0, z: -dimensions.z / 2});
var offset = Vec3.multiplyQbyV(stickOrientation, baseOffset);
Entities.updateAction(stickID, actionID, {relativePosition: offset,
relativeRotation: stickOrientation});
function isFighting() {
return stickID && (actionID !== nullActionID);
}
function initControls() {
print("Sword hand is " + hand);
if (hand === "right") {
controllerID = 3; // right handed
} else {
controllerID = 4; // left handed
}
}
var inHand = false;
function positionStick(stickOrientation) {
var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0);
var baseOffset = {x: -dimensions.z * 0.8, y: 0, z: 0};
var offset = Vec3.multiplyQbyV(reorient, baseOffset);
stickOrientation = Quat.multiply(reorient, stickOrientation);
inHand = false;
Entities.updateAction(stickID, actionID, {
relativePosition: offset,
relativeRotation: stickOrientation
});
}
function resetToHand() { // Maybe coordinate with positionStick?
if (inHand) { // Optimization: bail if we're already inHand.
return;
}
print('Reset to hand');
Entities.updateAction(stickID, actionID, {
relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5},
relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}),
hand: hand, // It should not be necessary to repeat these two, but there seems to be a bug in that that
timeScale: 0.05 // they do not retain their earlier values if you don't repeat them.
});
inHand = true;
}
function mouseMoveEvent(event) {
attachmentOffset = MOUSE_CONTROLLER_OFFSET;
if (!stickID || actionID === nullActionID || isAway) {
if (event.deviceID) { // Not a MOUSE mouse event, but a (e.g., hydra) mouse event, with x/y that is not meaningful for us.
resetToHand(); // Can only happen when controller is uncradled, so let's drive with that, resetting our attachement.
return;
}
controllerActive = (Vec3.length(Controller.getSpatialControlPosition(controllerID)) > 0);
//print("Mouse move with hand controller " + (controllerActive ? "active" : "inactive") + JSON.stringify(event));
if (controllerActive || !isFighting()) {
print('Attempting attachment reset');
resetToHand();
return;
}
var windowCenterX = Window.innerWidth / 2;
@ -167,73 +210,80 @@ function mouseMoveEvent(event) {
var mouseXRatio = mouseXCenterOffset / windowCenterX;
var mouseYRatio = mouseYCenterOffset / windowCenterY;
var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * -90, mouseXRatio * -90, 0);
var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0);
positionStick(stickOrientation);
}
function initControls() {
if (hand === "right") {
controllerID = 3; // right handed
} else {
controllerID = 4; // left handed
function removeSword() {
if (stickID) {
print('deleting action ' + actionID + ' and entity ' + stickID);
Entities.deleteAction(stickID, actionID);
Entities.deleteEntity(stickID);
stickID = null;
actionID = nullActionID;
Controller.mouseMoveEvent.disconnect(mouseMoveEvent);
MyAvatar.collisionWithEntity.disconnect(gotHit);
// removeEventhHandler happens automatically when the entity is deleted.
}
inHand = false;
if (originalAvatarCollisionSound !== undefined) {
MyAvatar.collisionSoundURL = originalAvatarCollisionSound;
}
removeDisplay();
}
function cleanUp(leaveButtons) {
removeSword();
targetIDs.forEach(function (id) {
Entities.deleteAction(id.entity, id.action);
Entities.deleteEntity(id.entity);
});
targetIDs = [];
if (!leaveButtons) {
toolBar.cleanup();
}
}
function update() {
var palmPosition = Controller.getSpatialControlPosition(controllerID);
controllerActive = (Vec3.length(palmPosition) > 0);
if (!controllerActive) {
return;
function makeSword() {
initControls();
stickID = Entities.addEntity({
type: "Model",
modelURL: swordModel,
compoundShapeURL: swordCollisionShape,
dimensions: dimensions,
position: (hand === 'right') ? MyAvatar.getRightPalmPosition() : MyAvatar.getLeftPalmPosition(), // initial position doesn't matter, as long as it's close
rotation: MyAvatar.orientation,
damping: 0.1,
collisionSoundURL: swordCollisionSoundURL,
restitution: 0.01,
collisionsWillMove: true
});
actionID = Entities.addAction("hold", stickID, {
relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5},
relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}),
hand: hand,
timeScale: 0.05
});
if (actionID === nullActionID) {
print('*** FAILED TO MAKE SWORD ACTION ***');
cleanUp();
}
var stickOrientation = Controller.getSpatialControlRawRotation(controllerID);
var adjustment = Quat.fromPitchYawRollDegrees(180, 0, 0);
stickOrientation = Quat.multiply(stickOrientation, adjustment);
positionStick(stickOrientation);
}
function toggleAway() {
isAway = !isAway;
if (isAway) {
positionStick(AWAY_ORIENTATION);
removeDisplay();
} else {
updateDisplay();
if (originalAvatarCollisionSound === undefined) {
originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.)
SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?)
}
MyAvatar.collisionSoundURL = avatarCollisionSoundURL;
Controller.mouseMoveEvent.connect(mouseMoveEvent);
MyAvatar.collisionWithEntity.connect(gotHit);
Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit);
updateDisplay();
}
function onClick(event) {
switch (Overlays.getOverlayAtPoint(event)) {
case swordButton:
if (!stickID) {
initControls();
stickID = Entities.addEntity({
type: "Model",
modelURL: (whichModel === "sword") ? swordModel : stickModel,
//compoundShapeURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.obj",
shapeType: "box",
dimensions: dimensions,
position: MyAvatar.getRightPalmPosition(), // initial position doesn't matter, as long as it's close
rotation: MyAvatar.orientation,
damping: 0.1,
collisionSoundURL: "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav",
restitution: 0.01,
collisionsWillMove: true
});
actionID = Entities.addAction("hold", stickID, {relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z / 2},
hand: hand,
timeScale: 0.15});
if (actionID === nullActionID) {
print('*** FAILED TO MAKE SWORD ACTION ***');
cleanUp();
}
Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit);
updateDisplay();
makeSword();
} else {
toggleAway();
removeSword();
}
break;
case targetButton:
@ -256,6 +306,12 @@ function onClick(event) {
});
targetIDs.push({entity: boxId, action: action});
break;
case switchHandsButton:
cleanUp('leaveButtons');
hand = hand === "right" ? "left" : "right";
Settings.setValue("highfidelity.sword.hand", hand);
makeSword();
break;
case cleanupButton:
cleanUp('leaveButtons');
break;
@ -263,7 +319,4 @@ function onClick(event) {
}
Script.scriptEnding.connect(cleanUp);
Controller.mouseMoveEvent.connect(mouseMoveEvent);
Controller.mousePressEvent.connect(onClick);
Script.update.connect(update);
MyAvatar.collisionWithEntity.connect(gotHit);

View file

@ -2,6 +2,32 @@ var controlHeld = false;
var shiftHeld = false;
function attemptVoxelChange(intersection) {
var ids = Entities.findEntities(intersection.intersection, 10);
var success = false;
for (var i = 0; i < ids.length; i++) {
var id = ids[i];
if (controlHeld) {
// hold control to erase a sphere
if (Entities.setVoxelSphere(id, intersection.intersection, 1.0, 0)) {
success = true;
}
} else if (shiftHeld) {
// hold shift to set all voxels to 255
if (Entities.setAllVoxels(id, 255)) {
success = true;
}
} else {
// no modifier key means to add a sphere
if (Entities.setVoxelSphere(id, intersection.intersection, 1.0, 255)) {
success = true;
}
}
}
return success;
}
function mousePressEvent(event) {
if (!event.isLeftButton) {
return;
@ -9,20 +35,21 @@ function mousePressEvent(event) {
var pickRay = Camera.computePickRay(event.x, event.y);
var intersection = Entities.findRayIntersection(pickRay, true); // accurate picking
// var props = Entities.getEntityProperties(intersection.entityID);
// we've used a picking ray to decide where to add the new sphere of voxels. If we pick nothing
// or if we pick a non-PolyVox entity, we fall through to the next picking attempt.
if (intersection.intersects) {
var ids = Entities.findEntities(intersection.intersection, 10);
for (var i = 0; i < ids.length; i++) {
var id = ids[i];
if (controlHeld) {
Entities.setVoxelSphere(id, intersection.intersection, 1.0, 0);
} else if (shiftHeld) {
Entities.setAllVoxels(id, 255);
} else {
Entities.setVoxelSphere(id, intersection.intersection, 1.0, 255);
}
if (attemptVoxelChange(intersection)) {
return;
}
}
// if the PolyVox entity is empty, we can't pick against its voxel. try picking against its
// bounding box, instead.
intersection = Entities.findRayIntersection(pickRay, false); // bounding box picking
if (intersection.intersects) {
attemptVoxelChange(intersection);
}
}

View file

@ -130,7 +130,7 @@ void AudioScope::render(RenderArgs* renderArgs, int width, int height) {
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
auto textureCache = DependencyManager::get<TextureCache>();
batch.setUniformTexture(0, textureCache->getWhiteTexture());
batch.setResourceTexture(0, textureCache->getWhiteTexture());
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000);
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());

View file

@ -644,7 +644,7 @@ void Avatar::renderBillboard(RenderArgs* renderArgs) {
glm::vec2 texCoordBottomRight(1.0f, 1.0f);
gpu::Batch& batch = *renderArgs->_batch;
batch.setUniformTexture(0, _billboardTexture->getGPUTexture());
batch.setResourceTexture(0, _billboardTexture->getGPUTexture());
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));

View file

@ -70,30 +70,14 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
return;
}
// check for NaNs
if (position.x != position.x ||
position.y != position.y ||
position.z != position.z) {
qDebug() << "AvatarActionHold::updateActionWorker -- target position includes NaN";
return;
}
if (rotation.x != rotation.x ||
rotation.y != rotation.y ||
rotation.z != rotation.z ||
rotation.w != rotation.w) {
qDebug() << "AvatarActionHold::updateActionWorker -- target rotation includes NaN";
return;
}
if (_positionalTarget != position || _rotationalTarget != rotation) {
auto ownerEntity = _ownerEntity.lock();
if (ownerEntity) {
ownerEntity->setActionDataDirty(true);
}
_positionalTarget = position;
_rotationalTarget = rotation;
}
_positionalTarget = position;
_rotationalTarget = rotation;
unlock();
ObjectActionSpring::updateActionWorker(deltaTimeStep);
@ -101,59 +85,51 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
bool AvatarActionHold::updateArguments(QVariantMap arguments) {
bool rPOk = true;
bool ok = true;
glm::vec3 relativePosition =
EntityActionInterface::extractVec3Argument("hold", arguments, "relativePosition", rPOk, false);
bool rROk = true;
EntityActionInterface::extractVec3Argument("hold", arguments, "relativePosition", ok, false);
if (!ok) {
relativePosition = _relativePosition;
}
ok = true;
glm::quat relativeRotation =
EntityActionInterface::extractQuatArgument("hold", arguments, "relativeRotation", rROk, false);
bool tSOk = true;
EntityActionInterface::extractQuatArgument("hold", arguments, "relativeRotation", ok, false);
if (!ok) {
relativeRotation = _relativeRotation;
}
ok = true;
float timeScale =
EntityActionInterface::extractFloatArgument("hold", arguments, "timeScale", tSOk, false);
bool hOk = true;
EntityActionInterface::extractFloatArgument("hold", arguments, "timeScale", ok, false);
if (!ok) {
timeScale = _linearTimeScale;
}
ok = true;
QString hand =
EntityActionInterface::extractStringArgument("hold", arguments, "hand", hOk, false);
EntityActionInterface::extractStringArgument("hold", arguments, "hand", ok, false);
if (!ok || !(hand == "left" || hand == "right")) {
hand = _hand;
}
lockForWrite();
if (rPOk) {
if (relativePosition != _relativePosition
|| relativeRotation != _relativeRotation
|| timeScale != _linearTimeScale
|| hand != _hand) {
lockForWrite();
_relativePosition = relativePosition;
} else {
_relativePosition = glm::vec3(0.0f, 0.0f, 1.0f);
}
if (rROk) {
_relativeRotation = relativeRotation;
} else {
_relativeRotation = glm::quat(0.0f, 0.0f, 0.0f, 1.0f);
}
const float MIN_TIMESCALE = 0.1f;
_linearTimeScale = glm::min(MIN_TIMESCALE, timeScale);
_angularTimeScale = _linearTimeScale;
_hand = hand;
if (tSOk) {
_linearTimeScale = timeScale;
_angularTimeScale = timeScale;
} else {
_linearTimeScale = 0.2f;
_angularTimeScale = 0.2f;
_mine = true;
_active = true;
activateBody();
unlock();
}
if (hOk) {
hand = hand.toLower();
if (hand == "left") {
_hand = "left";
} else if (hand == "right") {
_hand = "right";
} else {
qDebug() << "hold action -- invalid hand argument:" << hand;
_hand = "right";
}
} else {
_hand = "right";
}
_mine = true;
_positionalTargetSet = true;
_rotationalTargetSet = true;
_active = true;
unlock();
return true;
}

View file

@ -179,7 +179,7 @@ void ApplicationCompositor::bindCursorTexture(gpu::Batch& batch, uint8_t cursorI
_cursors[iconId] = DependencyManager::get<TextureCache>()->
getImageTexture(iconPath);
}
batch.setUniformTexture(0, _cursors[iconId]);
batch.setResourceTexture(0, _cursors[iconId]);
}
// Draws the FBO texture for the screen

View file

@ -200,7 +200,7 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr
geometryCache->useSimpleDrawPipeline(batch);
batch.setProjectionTransform(mat4());
batch.setModelTransform(mat4());
batch.setUniformTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
batch._glLineWidth(CONNECTION_STATUS_BORDER_LINE_WIDTH);
// TODO animate the disconnect border for some excitement while not connected?

View file

@ -87,12 +87,12 @@ void BillboardOverlay::render(RenderArgs* args) {
transform.postScale(glm::vec3(getDimensions(), 1.0f));
batch->setModelTransform(transform);
batch->setUniformTexture(0, _texture->getGPUTexture());
batch->setResourceTexture(0, _texture->getGPUTexture());
DependencyManager::get<GeometryCache>()->renderQuad(*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha));
batch->setUniformTexture(0, args->_whiteTexture); // restore default white color after me
batch->setResourceTexture(0, args->_whiteTexture); // restore default white color after me
}
}

View file

@ -50,7 +50,7 @@ void RenderableParticleEffectEntityItem::render(RenderArgs* args) {
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
if (textured) {
batch.setUniformTexture(0, _texture->getGPUTexture());
batch.setResourceTexture(0, _texture->getGPUTexture());
}
batch.setModelTransform(getTransformToCenter());
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured);

View file

@ -127,21 +127,21 @@ glm::vec3 EntityActionInterface::extractVec3Argument(QString objectName, QVarian
qDebug() << objectName << "requires argument:" << argumentName;
}
ok = false;
return glm::vec3();
return glm::vec3(0.0f);
}
QVariant resultV = arguments[argumentName];
if (resultV.type() != (QVariant::Type) QMetaType::QVariantMap) {
qDebug() << objectName << "argument" << argumentName << "must be a map";
ok = false;
return glm::vec3();
return glm::vec3(0.0f);
}
QVariantMap resultVM = resultV.toMap();
if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z")) {
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z";
qDebug() << objectName << "argument" << argumentName << "must be a map with keys: x, y, z";
ok = false;
return glm::vec3();
return glm::vec3(0.0f);
}
QVariant xV = resultVM["x"];
@ -155,9 +155,15 @@ glm::vec3 EntityActionInterface::extractVec3Argument(QString objectName, QVarian
float y = yV.toFloat(&yOk);
float z = zV.toFloat(&zOk);
if (!xOk || !yOk || !zOk) {
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z and values of type float.";
qDebug() << objectName << "argument" << argumentName << "must be a map with keys: x, y, and z of type float.";
ok = false;
return glm::vec3();
return glm::vec3(0.0f);
}
if (x != x || y != y || z != z) {
// at least one of the values is NaN
ok = false;
return glm::vec3(0.0f);
}
return glm::vec3(x, y, z);
@ -181,8 +187,8 @@ glm::quat EntityActionInterface::extractQuatArgument(QString objectName, QVarian
}
QVariantMap resultVM = resultV.toMap();
if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z")) {
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z";
if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z") || !resultVM.contains("w")) {
qDebug() << objectName << "argument" << argumentName << "must be a map with keys: x, y, z, and w";
ok = false;
return glm::quat();
}
@ -202,12 +208,18 @@ glm::quat EntityActionInterface::extractQuatArgument(QString objectName, QVarian
float w = wV.toFloat(&wOk);
if (!xOk || !yOk || !zOk || !wOk) {
qDebug() << objectName << "argument" << argumentName
<< "must be a map with keys of x, y, z, w and values of type float.";
<< "must be a map with keys: x, y, z, and w of type float.";
ok = false;
return glm::quat();
}
return glm::quat(w, x, y, z);
if (x != x || y != y || z != z || w != w) {
// at least one of the components is NaN!
ok = false;
return glm::quat();
}
return glm::normalize(glm::quat(w, x, y, z));
}
float EntityActionInterface::extractFloatArgument(QString objectName, QVariantMap arguments,
@ -224,7 +236,7 @@ float EntityActionInterface::extractFloatArgument(QString objectName, QVariantMa
bool vOk = true;
float v = vV.toFloat(&vOk);
if (!vOk) {
if (!vOk || v != v) {
ok = false;
return 0.0f;
}

View file

@ -1496,7 +1496,7 @@ bool EntityItem::addAction(EntitySimulation* simulation, EntityActionPointer act
bool result = addActionInternal(simulation, action);
if (!result) {
removeAction(simulation, action->getID());
removeActionInternal(action->getID());
}
unlock();
@ -1520,6 +1520,7 @@ bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPoi
QByteArray newDataCache = serializeActions(success);
if (success) {
_allActionsDataCache = newDataCache;
_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
}
return success;
}
@ -1537,6 +1538,7 @@ bool EntityItem::updateAction(EntitySimulation* simulation, const QUuid& actionI
bool success = action->updateArguments(arguments);
if (success) {
_allActionsDataCache = serializeActions(success);
_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
} else {
qDebug() << "EntityItem::updateAction failed";
}
@ -1572,6 +1574,7 @@ bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* s
bool success = true;
_allActionsDataCache = serializeActions(success);
_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
return success;
}
return false;
@ -1590,6 +1593,7 @@ bool EntityItem::clearActions(EntitySimulation* simulation) {
// empty _serializedActions means no actions for the EntityItem
_actionsToRemove.clear();
_allActionsDataCache.clear();
_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
unlock();
return true;
}

View file

@ -543,6 +543,9 @@ bool EntityScriptingInterface::actionWorker(const QUuid& entityID,
}
bool success = actor(simulation, entity);
if (success) {
_entityTree->entityChanged(entity);
}
_entityTree->unlock();
// transmit the change

View file

@ -227,15 +227,15 @@ void Batch::setUniformBuffer(uint32 slot, const BufferView& view) {
}
void Batch::setUniformTexture(uint32 slot, const TexturePointer& texture) {
ADD_COMMAND(setUniformTexture);
void Batch::setResourceTexture(uint32 slot, const TexturePointer& texture) {
ADD_COMMAND(setResourceTexture);
_params.push_back(_textures.cache(texture));
_params.push_back(slot);
}
void Batch::setUniformTexture(uint32 slot, const TextureView& view) {
setUniformTexture(slot, view._texture);
void Batch::setResourceTexture(uint32 slot, const TextureView& view) {
setResourceTexture(slot, view._texture);
}
void Batch::setFramebuffer(const FramebufferPointer& framebuffer) {

View file

@ -103,8 +103,8 @@ public:
void setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size);
void setUniformBuffer(uint32 slot, const BufferView& view); // not a command, just a shortcut from a BufferView
void setUniformTexture(uint32 slot, const TexturePointer& view);
void setUniformTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView
void setResourceTexture(uint32 slot, const TexturePointer& view);
void setResourceTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView
// Framebuffer Stage
void setFramebuffer(const FramebufferPointer& framebuffer);
@ -178,7 +178,7 @@ public:
COMMAND_setStateBlendFactor,
COMMAND_setUniformBuffer,
COMMAND_setUniformTexture,
COMMAND_setResourceTexture,
COMMAND_setFramebuffer,

View file

@ -35,7 +35,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_setStateBlendFactor),
(&::gpu::GLBackend::do_setUniformBuffer),
(&::gpu::GLBackend::do_setUniformTexture),
(&::gpu::GLBackend::do_setResourceTexture),
(&::gpu::GLBackend::do_setFramebuffer),

View file

@ -321,7 +321,7 @@ protected:
// Uniform Stage
void do_setUniformBuffer(Batch& batch, uint32 paramOffset);
void do_setUniformTexture(Batch& batch, uint32 paramOffset);
void do_setResourceTexture(Batch& batch, uint32 paramOffset);
struct UniformStageState {

View file

@ -188,7 +188,7 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
(void) CHECK_GL_ERROR();
}
void GLBackend::do_setUniformTexture(Batch& batch, uint32 paramOffset) {
void GLBackend::do_setResourceTexture(Batch& batch, uint32 paramOffset) {
GLuint slot = batch._params[paramOffset + 1]._uint;
TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);

View file

@ -103,7 +103,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize());
batch.setInputFormat(theFormat);
batch.setUniformTexture(0, skybox.getCubemap());
batch.setResourceTexture(0, skybox.getCubemap());
batch.draw(gpu::TRIANGLE_STRIP, 4);
}

View file

@ -129,3 +129,10 @@ void ObjectAction::setAngularVelocity(glm::vec3 angularVelocity) {
rigidBody->activate();
}
void ObjectAction::activateBody() {
auto rigidBody = getRigidBody();
if (rigidBody) {
rigidBody->activate();
}
}

View file

@ -55,6 +55,7 @@ protected:
virtual void setLinearVelocity(glm::vec3 linearVelocity);
virtual glm::vec3 getAngularVelocity();
virtual void setAngularVelocity(glm::vec3 angularVelocity);
virtual void activateBody();
void lockForRead() { _lock.lockForRead(); }
bool tryLockForRead() { return _lock.tryLockForRead(); }

View file

@ -59,10 +59,6 @@ void ObjectActionOffset::updateActionWorker(btScalar deltaTimeStep) {
const float MAX_LINEAR_TIMESCALE = 600.0f; // 10 minutes is a long time
if (_positionalTargetSet && _linearTimeScale < MAX_LINEAR_TIMESCALE) {
if (_needsActivation) {
rigidBody->activate();
_needsActivation = false;
}
glm::vec3 objectPosition = bulletToGLM(rigidBody->getCenterOfMassPosition());
glm::vec3 springAxis = objectPosition - _pointToOffsetFrom; // from anchor to object
float distance = glm::length(springAxis);
@ -95,26 +91,21 @@ bool ObjectActionOffset::updateArguments(QVariantMap arguments) {
glm::vec3 pointToOffsetFrom =
EntityActionInterface::extractVec3Argument("offset action", arguments, "pointToOffsetFrom", ok, true);
if (!ok) {
return false;
pointToOffsetFrom = _pointToOffsetFrom;
}
ok = true;
float linearTimeScale =
EntityActionInterface::extractFloatArgument("offset action", arguments, "linearTimeScale", ok, false);
if (ok) {
if (linearTimeScale <= 0.0f) {
qDebug() << "offset action -- linearTimeScale must be greater than zero.";
return false;
}
} else {
linearTimeScale = 0.1f;
if (!ok) {
linearTimeScale = _linearTimeScale;
}
ok = true;
float linearDistance =
EntityActionInterface::extractFloatArgument("offset action", arguments, "linearDistance", ok, false);
if (!ok) {
linearDistance = 0.0f;
linearDistance = _linearDistance;
}
// only change stuff if something actually changed
@ -127,7 +118,7 @@ bool ObjectActionOffset::updateArguments(QVariantMap arguments) {
_linearDistance = linearDistance;
_positionalTargetSet = true;
_active = true;
_needsActivation = true;
activateBody();
unlock();
}
return true;

View file

@ -36,7 +36,6 @@ public:
float _linearDistance;
float _linearTimeScale;
bool _positionalTargetSet;
bool _needsActivation = true;
};
#endif // hifi_ObjectActionOffset_h

View file

@ -17,14 +17,15 @@ const float SPRING_MAX_SPEED = 10.0f;
const uint16_t ObjectActionSpring::springVersion = 1;
ObjectActionSpring::ObjectActionSpring(const QUuid& id, EntityItemPointer ownerEntity) :
ObjectAction(ACTION_TYPE_SPRING, id, ownerEntity),
_positionalTarget(glm::vec3(0.0f)),
_linearTimeScale(0.2f),
_positionalTargetSet(false),
_linearTimeScale(FLT_MAX),
_positionalTargetSet(true),
_rotationalTarget(glm::quat()),
_angularTimeScale(0.2f),
_rotationalTargetSet(false) {
_angularTimeScale(FLT_MAX),
_rotationalTargetSet(true) {
#if WANT_DEBUG
qDebug() << "ObjectActionSpring::ObjectActionSpring";
#endif
@ -61,130 +62,92 @@ void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
return;
}
// handle the linear part
if (_positionalTargetSet) {
// check for NaN
if (_positionalTarget.x != _positionalTarget.x ||
_positionalTarget.y != _positionalTarget.y ||
_positionalTarget.z != _positionalTarget.z) {
qDebug() << "ObjectActionSpring::updateActionWorker -- target position includes NaN";
unlock();
lockForWrite();
_active = false;
unlock();
return;
}
glm::vec3 offset = _positionalTarget - bulletToGLM(rigidBody->getCenterOfMassPosition());
float offsetLength = glm::length(offset);
float speed = offsetLength / _linearTimeScale;
const float MAX_TIMESCALE = 600.0f; // 10 min is a long time
if (_linearTimeScale < MAX_TIMESCALE) {
btVector3 offset = rigidBody->getCenterOfMassPosition() - glmToBullet(_positionalTarget);
float offsetLength = offset.length();
float speed = (offsetLength > FLT_EPSILON) ? glm::min(offsetLength / _linearTimeScale, SPRING_MAX_SPEED) : 0.0f;
// cap speed
if (speed > SPRING_MAX_SPEED) {
speed = SPRING_MAX_SPEED;
}
if (offsetLength > IGNORE_POSITION_DELTA) {
glm::vec3 newVelocity = glm::normalize(offset) * speed;
rigidBody->setLinearVelocity(glmToBullet(newVelocity));
rigidBody->activate();
} else {
rigidBody->setLinearVelocity(glmToBullet(glm::vec3(0.0f)));
}
// this action is aggresively critically damped and defeats the current velocity
rigidBody->setLinearVelocity((- speed / offsetLength) * offset);
}
// handle rotation
if (_rotationalTargetSet) {
if (_rotationalTarget.x != _rotationalTarget.x ||
_rotationalTarget.y != _rotationalTarget.y ||
_rotationalTarget.z != _rotationalTarget.z ||
_rotationalTarget.w != _rotationalTarget.w) {
qDebug() << "AvatarActionHold::updateActionWorker -- target rotation includes NaN";
unlock();
lockForWrite();
_active = false;
unlock();
return;
}
if (_angularTimeScale < MAX_TIMESCALE) {
btVector3 targetVelocity(0.0f, 0.0f, 0.0f);
glm::quat bodyRotation = bulletToGLM(rigidBody->getOrientation());
// if qZero and qOne are too close to each other, we can get NaN for angle.
auto alignmentDot = glm::dot(bodyRotation, _rotationalTarget);
const float almostOne = 0.99999f;
if (glm::abs(alignmentDot) < almostOne) {
glm::quat target = _rotationalTarget;
if (alignmentDot < 0) {
btQuaternion bodyRotation = rigidBody->getOrientation();
auto alignmentDot = bodyRotation.dot(glmToBullet(_rotationalTarget));
const float ALMOST_ONE = 0.99999f;
if (glm::abs(alignmentDot) < ALMOST_ONE) {
btQuaternion target = glmToBullet(_rotationalTarget);
if (alignmentDot < 0.0f) {
target = -target;
}
glm::quat qZeroInverse = glm::inverse(bodyRotation);
glm::quat deltaQ = target * qZeroInverse;
glm::vec3 axis = glm::axis(deltaQ);
float angle = glm::angle(deltaQ);
assert(!isNaN(angle));
glm::vec3 newAngularVelocity = (angle / _angularTimeScale) * glm::normalize(axis);
rigidBody->setAngularVelocity(glmToBullet(newAngularVelocity));
rigidBody->activate();
} else {
rigidBody->setAngularVelocity(glmToBullet(glm::vec3(0.0f)));
// if dQ is the incremental rotation that gets an object from Q0 to Q1 then:
//
// Q1 = dQ * Q0
//
// solving for dQ gives:
//
// dQ = Q1 * Q0^
btQuaternion deltaQ = target * bodyRotation.inverse();
float angle = deltaQ.getAngle();
const float MIN_ANGLE = 1.0e-4;
if (angle > MIN_ANGLE) {
targetVelocity = (angle / _angularTimeScale) * deltaQ.getAxis();
}
}
// this action is aggresively critically damped and defeats the current velocity
rigidBody->setAngularVelocity(targetVelocity);
}
unlock();
}
const float MIN_TIMESCALE = 0.1f;
bool ObjectActionSpring::updateArguments(QVariantMap arguments) {
// targets are required, spring-constants are optional
bool ptOk = true;
bool ok = true;
glm::vec3 positionalTarget =
EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ptOk, false);
bool pscOk = true;
EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ok, false);
if (!ok) {
positionalTarget = _positionalTarget;
}
ok = true;
float linearTimeScale =
EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", pscOk, false);
if (ptOk && pscOk && linearTimeScale <= 0.0f) {
qDebug() << "spring action -- linearTimeScale must be greater than zero.";
return false;
EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", ok, false);
if (!ok || linearTimeScale <= 0.0f) {
linearTimeScale = _linearTimeScale;
}
bool rtOk = true;
ok = true;
glm::quat rotationalTarget =
EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", rtOk, false);
bool rscOk = true;
EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", ok, false);
if (!ok) {
rotationalTarget = _rotationalTarget;
}
ok = true;
float angularTimeScale =
EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", rscOk, false);
if (!ptOk && !rtOk) {
qDebug() << "spring action requires at least one of targetPosition or targetRotation argument";
return false;
EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", ok, false);
if (!ok) {
angularTimeScale = _angularTimeScale;
}
lockForWrite();
_positionalTargetSet = _rotationalTargetSet = false;
if (ptOk) {
if (positionalTarget != _positionalTarget
|| linearTimeScale != _linearTimeScale
|| rotationalTarget != _rotationalTarget
|| angularTimeScale != _angularTimeScale) {
// something changed
lockForWrite();
_positionalTarget = positionalTarget;
_positionalTargetSet = true;
if (pscOk) {
_linearTimeScale = linearTimeScale;
} else {
_linearTimeScale = 0.1f;
}
}
if (rtOk) {
_linearTimeScale = glm::max(MIN_TIMESCALE, glm::abs(linearTimeScale));
_rotationalTarget = rotationalTarget;
_rotationalTargetSet = true;
if (rscOk) {
_angularTimeScale = angularTimeScale;
} else {
_angularTimeScale = 0.1f;
}
_angularTimeScale = glm::max(MIN_TIMESCALE, glm::abs(angularTimeScale));
_active = true;
activateBody();
unlock();
}
_active = true;
unlock();
return true;
}
@ -192,15 +155,11 @@ QVariantMap ObjectActionSpring::getArguments() {
QVariantMap arguments;
lockForRead();
if (_positionalTargetSet) {
arguments["linearTimeScale"] = _linearTimeScale;
arguments["targetPosition"] = glmToQMap(_positionalTarget);
}
arguments["linearTimeScale"] = _linearTimeScale;
arguments["targetPosition"] = glmToQMap(_positionalTarget);
if (_rotationalTargetSet) {
arguments["targetRotation"] = glmToQMap(_rotationalTarget);
arguments["angularTimeScale"] = _angularTimeScale;
}
arguments["targetRotation"] = glmToQMap(_rotationalTarget);
arguments["angularTimeScale"] = _angularTimeScale;
unlock();
return arguments;
@ -210,7 +169,7 @@ QByteArray ObjectActionSpring::serialize() const {
QByteArray serializedActionArguments;
QDataStream dataStream(&serializedActionArguments, QIODevice::WriteOnly);
dataStream << getType();
dataStream << ACTION_TYPE_SPRING;
dataStream << getID();
dataStream << ObjectActionSpring::springVersion;
@ -230,7 +189,7 @@ void ObjectActionSpring::deserialize(QByteArray serializedArguments) {
EntityActionType type;
dataStream >> type;
assert(type == getType());
assert(type == ACTION_TYPE_SPRING);
QUuid id;
dataStream >> id;

View file

@ -146,7 +146,7 @@ void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured,
if (!config.isTextured()) {
// If it is not textured, bind white texture and keep using textured pipeline
batch.setUniformTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
}
}
@ -243,13 +243,13 @@ void DeferredLightingEffect::render(RenderArgs* args) {
batch.clearColorFramebuffer(freeFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
batch.setUniformTexture(0, textureCache->getPrimaryColorTexture());
batch.setResourceTexture(0, textureCache->getPrimaryColorTexture());
batch.setUniformTexture(1, textureCache->getPrimaryNormalTexture());
batch.setResourceTexture(1, textureCache->getPrimaryNormalTexture());
batch.setUniformTexture(2, textureCache->getPrimarySpecularTexture());
batch.setResourceTexture(2, textureCache->getPrimarySpecularTexture());
batch.setUniformTexture(3, textureCache->getPrimaryDepthTexture());
batch.setResourceTexture(3, textureCache->getPrimaryDepthTexture());
// get the viewport side (left, right, both)
int viewport[4];
@ -274,7 +274,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
const LightLocations* locations = &_directionalLightLocations;
bool shadowsEnabled = _viewState->getShadowsEnabled();
if (shadowsEnabled) {
batch.setUniformTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer());
batch.setResourceTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer());
program = _directionalLightShadowMap;
locations = &_directionalLightShadowMapLocations;
@ -328,7 +328,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
}
if (useSkyboxCubemap) {
batch.setUniformTexture(5, _skybox->getCubemap());
batch.setResourceTexture(5, _skybox->getCubemap());
}
if (locations->lightBufferUnit >= 0) {
@ -377,11 +377,11 @@ void DeferredLightingEffect::render(RenderArgs* args) {
}
if (useSkyboxCubemap) {
batch.setUniformTexture(5, nullptr);
batch.setResourceTexture(5, nullptr);
}
if (shadowsEnabled) {
batch.setUniformTexture(4, nullptr);
batch.setResourceTexture(4, nullptr);
}
glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
@ -530,10 +530,10 @@ void DeferredLightingEffect::render(RenderArgs* args) {
}
// Probably not necessary in the long run because the gpu layer would unbound this texture if used as render target
batch.setUniformTexture(0, nullptr);
batch.setUniformTexture(1, nullptr);
batch.setUniformTexture(2, nullptr);
batch.setUniformTexture(3, nullptr);
batch.setResourceTexture(0, nullptr);
batch.setResourceTexture(1, nullptr);
batch.setResourceTexture(2, nullptr);
batch.setResourceTexture(3, nullptr);
args->_context->syncCache();
args->_context->render(batch);
@ -551,7 +551,7 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
batch.setFramebuffer(textureCache->getPrimaryFramebuffer());
batch.setPipeline(_blitLightBuffer);
batch.setUniformTexture(0, freeFBO->getRenderBuffer(0));
batch.setResourceTexture(0, freeFBO->getRenderBuffer(0));
batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform());

View file

@ -2031,10 +2031,10 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
}
static bool showDiffuse = true;
if (showDiffuse && diffuseMap) {
batch.setUniformTexture(0, diffuseMap->getGPUTexture());
batch.setResourceTexture(0, diffuseMap->getGPUTexture());
} else {
batch.setUniformTexture(0, textureCache->getWhiteTexture());
batch.setResourceTexture(0, textureCache->getWhiteTexture());
}
if (locations->texcoordMatrices >= 0) {
@ -2050,14 +2050,14 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
if (!mesh.tangents.isEmpty()) {
Texture* normalMap = networkPart.normalTexture.data();
batch.setUniformTexture(1, !normalMap ?
batch.setResourceTexture(1, !normalMap ?
textureCache->getBlueTexture() : normalMap->getGPUTexture());
}
if (locations->specularTextureUnit >= 0) {
Texture* specularMap = networkPart.specularTexture.data();
batch.setUniformTexture(locations->specularTextureUnit, !specularMap ?
batch.setResourceTexture(locations->specularTextureUnit, !specularMap ?
textureCache->getWhiteTexture() : specularMap->getGPUTexture());
}
@ -2074,7 +2074,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
Texture* emissiveMap = networkPart.emissiveTexture.data();
batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ?
batch.setResourceTexture(locations->emissiveTextureUnit, !emissiveMap ?
textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
}

View file

@ -243,7 +243,7 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
batch.setViewTransform(viewMat);
batch.setPipeline(getOpaquePipeline());
batch.setUniformTexture(0, args->_whiteTexture);
batch.setResourceTexture(0, args->_whiteTexture);
if (!inItems.empty()) {
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);

View file

@ -423,7 +423,7 @@ void Font3D::drawString(gpu::Batch& batch, float x, float y, const QString& str,
setupGPU();
batch.setPipeline(_pipeline);
batch.setUniformTexture(_fontLoc, _texture);
batch.setResourceTexture(_fontLoc, _texture);
batch._glUniform1i(_outlineLoc, (effectType == TextRenderer3D::OUTLINE_EFFECT));
batch._glUniform4fv(_colorLoc, 1, (const GLfloat*)color);

View file

@ -44,10 +44,7 @@ public:
template <typename T>
inline void readFlags(PropertyFlags<T>& result) {
// FIXME doing heap allocation
QByteArray encoded((const char*)(_data + _offset), remaining());
result.decode(encoded);
_offset += result.getEncodedLength();
_offset += result.decode(_data + _offset, remaining());
}
template<typename T>

View file

@ -25,6 +25,7 @@
#include <QBitArray>
#include <QByteArray>
#include "ByteCountCoding.h"
#include <SharedUtil.h>
template<typename Enum>class PropertyFlags {
@ -51,7 +52,8 @@ public:
void setHasProperty(Enum flag, bool value = true);
bool getHasProperty(Enum flag) const;
QByteArray encode();
void decode(const QByteArray& fromEncoded);
size_t decode(const uint8_t* data, size_t length);
size_t decode(const QByteArray& fromEncoded);
operator QByteArray() { return encode(); };
@ -193,51 +195,62 @@ template<typename Enum> inline QByteArray PropertyFlags<Enum>::encode() {
return output;
}
template<typename Enum> inline void PropertyFlags<Enum>::decode(const QByteArray& fromEncodedBytes) {
template<typename Enum>
inline size_t PropertyFlags<Enum>::decode(const uint8_t* data, size_t size) {
clear(); // we are cleared out!
// first convert the ByteArray into a BitArray...
QBitArray encodedBits;
int bitCount = BITS_PER_BYTE * fromEncodedBytes.count();
encodedBits.resize(bitCount);
for(int byte = 0; byte < fromEncodedBytes.count(); byte++) {
char originalByte = fromEncodedBytes.at(byte);
for(int bit = 0; bit < BITS_PER_BYTE; bit++) {
int shiftBy = BITS_PER_BYTE - (bit + 1);
char maskBit = ( 1 << shiftBy);
bool bitValue = originalByte & maskBit;
encodedBits.setBit(byte * BITS_PER_BYTE + bit, bitValue);
size_t bytesConsumed = 0;
int bitCount = BITS_IN_BYTE * size;
int encodedByteCount = 1; // there is at least 1 byte (after the leadBits)
int leadBits = 1; // there is always at least 1 lead bit
bool inLeadBits = true;
int bitAt = 0;
int expectedBitCount; // unknown at this point
int lastValueBit;
for (int byte = 0; byte < size; byte++) {
char originalByte = data[byte];
bytesConsumed++;
unsigned char maskBit = 0x80; // LEFT MOST BIT set
for (int bit = 0; bit < BITS_IN_BYTE; bit++) {
bool bitIsSet = originalByte & maskBit;
// Processing of the lead bits
if (inLeadBits) {
if (bitIsSet) {
encodedByteCount++;
leadBits++;
} else {
inLeadBits = false; // once we hit our first 0, we know we're out of the lead bits
expectedBitCount = (encodedByteCount * BITS_IN_BYTE) - leadBits;
lastValueBit = expectedBitCount + bitAt;
// check to see if the remainder of our buffer is sufficient
if (expectedBitCount > (bitCount - leadBits)) {
break;
}
}
} else {
if (bitAt > lastValueBit) {
break;
}
if (bitIsSet) {
setHasProperty(static_cast<Enum>(bitAt - leadBits), true);
}
}
bitAt++;
maskBit >>= 1;
}
}
// next, read the leading bits to determine the correct number of bytes to decode (may not match the QByteArray)
int encodedByteCount = 0;
int leadBits = 1;
int bitAt;
for (bitAt = 0; bitAt < bitCount; bitAt++) {
if (encodedBits.at(bitAt)) {
encodedByteCount++;
leadBits++;
} else {
if (!inLeadBits && bitAt > lastValueBit) {
break;
}
}
encodedByteCount++; // always at least one byte
_encodedLength = encodedByteCount;
_encodedLength = bytesConsumed;
return bytesConsumed;
}
int expectedBitCount = encodedByteCount * BITS_PER_BYTE;
// Now, keep reading...
if (expectedBitCount <= (encodedBits.size() - leadBits)) {
int flagsStartAt = bitAt + 1;
for (bitAt = flagsStartAt; bitAt < expectedBitCount; bitAt++) {
if (encodedBits.at(bitAt)) {
setHasProperty((Enum)(bitAt - flagsStartAt));
}
}
}
template<typename Enum> inline size_t PropertyFlags<Enum>::decode(const QByteArray& fromEncodedBytes) {
return decode(reinterpret_cast<const uint8_t*>(fromEncodedBytes.data()), fromEncodedBytes.size());
}
template<typename Enum> inline void PropertyFlags<Enum>::debugDumpBits() {

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set(TARGET_NAME "entities-test")
# This is not a testcase -- just set it up as a regular hifi project
setup_hifi_project(Network Script)
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
# link in the shared libraries
link_hifi_libraries(entities avatars shared octree gpu model fbx networking animation environment)
copy_dlls_beside_windows_executable()

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tests/entities/packet.bin Normal file

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tests/entities/src/main.cpp Normal file
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//
// main.cpp
// tests/render-utils/src
//
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <QCoreApplication>
#include <QFile>
#include <QTimer>
#include <QElapsedTimer>
#include <QLoggingCategory>
#include <QDir>
#include <ByteCountCoding.h>
#include <PathUtils.h>
#include <BoxEntityItem.h>
#include <Octree.h>
const QString& getTestResourceDir() {
static QString dir;
if (dir.isEmpty()) {
QDir path(__FILE__);
path.cdUp();
dir = path.cleanPath(path.absoluteFilePath("../")) + "/";
qDebug() << "Qml Test Path: " << dir;
}
return dir;
}
class StopWatch {
public:
void start() {
Q_ASSERT(_start == 0);
_start = usecTimestampNow();
}
void stop() {
Q_ASSERT(_start != 0);
_last = usecTimestampNow() - _start;
_start = 0;
_total += _last;
_count++;
}
quint64 getLast() {
return _last;
}
quint64 getTotal() {
return _total;
}
float getAverage() {
return (float)_total / (float)_count;
}
void reset() {
_last = _start = _total = _count = 0;
}
private:
size_t _count{ 0 };
quint64 _total{ 0 };
quint64 _start{ 0 };
quint64 _last{ 0 };
};
template <typename T>
void testByteCountCodedStable(const T& value) {
ByteCountCoded<T> coder((T)value);
auto encoded = coder.encode();
auto originalEncodedSize = encoded.size();
for (int i = 0; i < 10; ++i) {
encoded.append(qrand());
}
ByteCountCoded<T> decoder;
decoder.decode(encoded);
Q_ASSERT(decoder.data == coder.data);
auto consumed = decoder.decode(encoded.data(), encoded.size());
Q_ASSERT(consumed == originalEncodedSize);
}
template <typename T>
void testByteCountCoded() {
testByteCountCodedStable<T>(0);
testByteCountCodedStable<T>(1);
testByteCountCodedStable<T>(1 << 16);
testByteCountCodedStable<T>(std::numeric_limits<T>::max() >> 16);
testByteCountCodedStable<T>(std::numeric_limits<T>::max() >> 8);
testByteCountCodedStable<T>(std::numeric_limits<T>::max() >> 1);
testByteCountCodedStable<T>(std::numeric_limits<T>::max());
}
void testPropertyFlags(uint32_t value) {
EntityPropertyFlags original;
original.clear();
auto enumSize = sizeof(EntityPropertyList);
for (size_t i = 0; i < sizeof(EntityPropertyList) * 8; ++i) {
original.setHasProperty((EntityPropertyList)i);
}
QByteArray encoded = original.encode();
auto originalSize = encoded.size();
for (size_t i = 0; i < sizeof(EntityPropertyList); ++i) {
encoded.append(qrand());
}
EntityPropertyFlags decodeOld, decodeNew;
{
decodeOld.decode(encoded);
Q_ASSERT(decodeOld == original);
}
{
auto decodeSize = decodeNew.decode((const uint8_t*)encoded.data(), encoded.size());
Q_ASSERT(originalSize == decodeSize);
Q_ASSERT(decodeNew == original);
}
}
void testPropertyFlags() {
testPropertyFlags(0);
testPropertyFlags(1);
testPropertyFlags(1 << 16);
testPropertyFlags(0xFFFF);
}
int main(int argc, char** argv) {
QCoreApplication app(argc, argv);
{
auto start = usecTimestampNow();
for (int i = 0; i < 1000; ++i) {
testPropertyFlags();
testByteCountCoded<quint8>();
testByteCountCoded<quint16>();
testByteCountCoded<quint32>();
testByteCountCoded<quint64>();
}
auto duration = usecTimestampNow() - start;
qDebug() << duration;
}
DependencyManager::set<NodeList>(NodeType::Unassigned);
QFile file(getTestResourceDir() + "packet.bin");
if (!file.open(QIODevice::ReadOnly)) return -1;
QByteArray packet = file.readAll();
EntityItemPointer item = BoxEntityItem::factory(EntityItemID(), EntityItemProperties());
ReadBitstreamToTreeParams params;
params.bitstreamVersion = 33;
auto start = usecTimestampNow();
for (int i = 0; i < 1000; ++i) {
item->readEntityDataFromBuffer(reinterpret_cast<const unsigned char*>(packet.constData()), packet.size(), params);
}
float duration = (usecTimestampNow() - start);
qDebug() << (duration / 1000.0f);
return 0;
}
#include "main.moc"