mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 17:54:00 +02:00
Merge branch 'master' of https://github.com/worklist/hifi
This commit is contained in:
commit
47c2ea95f4
28 changed files with 332 additions and 118 deletions
|
@ -2807,6 +2807,7 @@ function mouseReleaseEvent(event) {
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// exists. If it doesn't they add it. If it does they don't. They also only delete the menu item if they were the one that
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// added it.
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var modelMenuAddedDelete = false;
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var originalLightsArePickable = Entities.getLightsArePickable();
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function setupModelMenus() {
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print("setupModelMenus()");
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// adj our menuitems
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@ -2824,15 +2825,18 @@ function setupModelMenus() {
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Menu.addMenuItem({ menuName: "Edit", menuItemName: "Model List...", afterItem: "Models" });
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Menu.addMenuItem({ menuName: "Edit", menuItemName: "Paste Models", shortcutKey: "CTRL+META+V", afterItem: "Edit Properties..." });
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Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Select Large Models", shortcutKey: "CTRL+META+L",
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Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Large Models", shortcutKey: "CTRL+META+L",
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afterItem: "Paste Models", isCheckable: true });
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Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Select Small Models", shortcutKey: "CTRL+META+S",
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afterItem: "Allow Select Large Models", isCheckable: true });
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Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Small Models", shortcutKey: "CTRL+META+S",
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afterItem: "Allow Selecting of Large Models", isCheckable: true });
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Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Lights", shortcutKey: "CTRL+SHIFT+META+L",
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afterItem: "Allow Selecting of Small Models", isCheckable: true });
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Menu.addMenuItem({ menuName: "File", menuItemName: "Models", isSeparator: true, beforeItem: "Settings" });
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Menu.addMenuItem({ menuName: "File", menuItemName: "Export Models", shortcutKey: "CTRL+META+E", afterItem: "Models" });
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Menu.addMenuItem({ menuName: "File", menuItemName: "Import Models", shortcutKey: "CTRL+META+I", afterItem: "Export Models" });
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Entities.setLightsArePickable(false);
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}
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@ -2846,8 +2850,9 @@ function cleanupModelMenus() {
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Menu.removeMenuItem("Edit", "Model List...");
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Menu.removeMenuItem("Edit", "Paste Models");
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Menu.removeMenuItem("Edit", "Allow Select Large Models");
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Menu.removeMenuItem("Edit", "Allow Select Small Models");
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Menu.removeMenuItem("Edit", "Allow Selecting of Large Models");
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Menu.removeMenuItem("Edit", "Allow Selecting of Small Models");
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Menu.removeMenuItem("Edit", "Allow Selecting of Lights");
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Menu.removeSeparator("File", "Models");
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Menu.removeMenuItem("File", "Export Models");
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@ -2865,6 +2870,7 @@ function scriptEnding() {
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if (exportMenu) {
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exportMenu.close();
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}
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Entities.setLightsArePickable(originalLightsArePickable);
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}
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Script.scriptEnding.connect(scriptEnding);
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@ -2890,10 +2896,12 @@ function showPropertiesForm(editModelID) {
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function handeMenuEvent(menuItem) {
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print("menuItemEvent() in JS... menuItem=" + menuItem);
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if (menuItem == "Allow Select Small Models") {
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allowSmallModels = Menu.isOptionChecked("Allow Select Small Models");
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} else if (menuItem == "Allow Select Large Models") {
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allowLargeModels = Menu.isOptionChecked("Allow Select Large Models");
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if (menuItem == "Allow Selecting of Small Models") {
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allowSmallModels = Menu.isOptionChecked("Allow Selecting of Small Models");
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} else if (menuItem == "Allow Selecting of Large Models") {
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allowLargeModels = Menu.isOptionChecked("Allow Selecting of Large Models");
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} else if (menuItem == "Allow Selecting of Lights") {
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Entities.setLightsArePickable(Menu.isOptionChecked("Allow Selecting of Lights"));
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} else if (menuItem == "Delete") {
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if (leftController.grabbing) {
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print(" Delete Entity.... leftController.entityID="+ leftController.entityID);
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@ -16,11 +16,15 @@ var AXIS_STRAFE = Joysticks.AXIS_LEFT_X;
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var AXIS_FORWARD = Joysticks.AXIS_LEFT_Y;
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var AXIS_ROTATE = Joysticks.AXIS_RIGHT_X;
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var BUTTON_SPRINT = Joysticks.BUTTON_LEFT_STICK;
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var BUTTON_TOGGLE_MIRROR = Joysticks.BUTTON_FACE_LEFT;
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var BUTTON_TURN_AROUND = Joysticks.BUTTON_RIGHT_STICK;
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var BUTTON_FLY_UP = Joysticks.BUTTON_RIGHT_SHOULDER;
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var BUTTON_FLY_DOWN = Joysticks.BUTTON_LEFT_SHOULDER;
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var BUTTON_WARP = Joysticks.BUTTON_FACE_RIGHT;
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var BUTTON_WARP = null; // Disable for now
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var BUTTON_WARP_FORWARD = Joysticks.BUTTON_DPAD_UP;
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var BUTTON_WARP_BACKWARD = Joysticks.BUTTON_DPAD_DOWN;
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@ -31,7 +35,8 @@ var BUTTON_WARP_RIGHT = Joysticks.BUTTON_DPAD_RIGHT;
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var WARP_DISTANCE = 1;
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// Walk speed in m/s
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var MOVE_SPEED = 2;
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var MOVE_SPEED = 0.5;
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var MOVE_SPRINT_SPEED = 2;
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// Amount to rotate in radians
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var ROTATE_INCREMENT = Math.PI / 8;
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@ -46,9 +51,14 @@ var WARP_PICK_MAX_DISTANCE = 100;
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var flyDownButtonState = false;
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var flyUpButtonState = false;
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// When toggling to mirror mode, this stores the mode the user was previously in
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// so it can be toggled back to.
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var toggledFromCameraMode = 'first person';
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// Current move direction, axis aligned - that is, looking down and moving forward
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// will not move you into the ground, but instead will keep you on the horizontal plane.
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var moveDirection = { x: 0, y: 0, z: 0 };
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var sprintButtonState = false;
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var warpActive = false;
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var warpPosition = { x: 0, y: 0, z: 0 };
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@ -173,6 +183,18 @@ function reportButtonValue(button, newValue, oldValue) {
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MyAvatar.orientation = Quat.multiply(
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Quat.fromPitchYawRollRadians(0, Math.PI, 0), MyAvatar.orientation);
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}
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} else if (button == BUTTON_SPRINT) {
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sprintButtonState = newValue;
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} else if (button == BUTTON_TOGGLE_MIRROR) {
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if (newValue) {
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var currentMode = Camera.mode;
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if (currentMode != "mirror") {
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toggledFromCameraMode = currentMode;
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}
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Camera.mode = "mirror";
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} else {
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Camera.mode = toggledFromCameraMode;
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}
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} else if (newValue) {
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var direction = null;
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@ -209,9 +231,10 @@ function update(dt) {
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var move = copyVec3(moveDirection);
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move.y = 0;
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if (Vec3.length(move) > 0) {
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speed = sprintButtonState ? MOVE_SPRINT_SPEED : MOVE_SPEED;
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velocity = Vec3.multiplyQbyV(Camera.getOrientation(), move);
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velocity.y = 0;
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velocity = Vec3.multiply(Vec3.normalize(velocity), MOVE_SPEED);
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velocity = Vec3.multiply(Vec3.normalize(velocity), speed);
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}
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if (moveDirection.y != 0) {
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@ -33,10 +33,12 @@ SelectionManager = (function() {
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that.localRotation = Quat.fromPitchYawRollDegrees(0, 0, 0);
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that.localPosition = { x: 0, y: 0, z: 0 };
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that.localDimensions = { x: 0, y: 0, z: 0 };
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that.localRegistrationPoint = { x: 0.5, y: 0.5, z: 0.5 };
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that.worldRotation = Quat.fromPitchYawRollDegrees(0, 0, 0);
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that.worldPosition = { x: 0, y: 0, z: 0 };
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that.worldDimensions = { x: 0, y: 0, z: 0 };
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that.worldRegistrationPoint = { x: 0.5, y: 0.5, z: 0.5 };
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that.centerPosition = { x: 0, y: 0, z: 0 };
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that.saveProperties = function() {
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@ -153,6 +155,7 @@ SelectionManager = (function() {
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that.localDimensions = properties.dimensions;
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that.localPosition = properties.position;
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that.localRotation = properties.rotation;
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that.localRegistrationPoint = properties.registrationPoint;
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that.worldDimensions = properties.boundingBox.dimensions;
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that.worldPosition = properties.boundingBox.center;
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@ -215,6 +218,17 @@ function normalizeDegrees(degrees) {
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return degrees;
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}
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// Return the enter position of an entity relative to it's registrationPoint
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// A registration point of (0.5, 0.5, 0.5) will have an offset of (0, 0, 0)
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// A registration point of (1.0, 1.0, 1.0) will have an offset of (-dimensions.x / 2, -dimensions.y / 2, -dimensions.z / 2)
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function getRelativeCenterPosition(dimensions, registrationPoint) {
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return {
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x: -dimensions.x * (registrationPoint.x - 0.5),
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y: -dimensions.y * (registrationPoint.y - 0.5),
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z: -dimensions.z * (registrationPoint.z - 0.5),
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}
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}
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SelectionDisplay = (function () {
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var that = {};
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@ -982,26 +996,36 @@ SelectionDisplay = (function () {
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that.updateRotationHandles();
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that.highlightSelectable();
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var rotation, dimensions, position;
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var rotation, dimensions, position, registrationPoint;
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if (spaceMode == SPACE_LOCAL) {
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rotation = SelectionManager.localRotation;
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dimensions = SelectionManager.localDimensions;
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position = SelectionManager.localPosition;
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registrationPoint = SelectionManager.localRegistrationPoint;
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} else {
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rotation = Quat.fromPitchYawRollDegrees(0, 0, 0);
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dimensions = SelectionManager.worldDimensions;
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position = SelectionManager.worldPosition;
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registrationPoint = SelectionManager.worldRegistrationPoint;
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}
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var halfDimensions = Vec3.multiply(0.5, dimensions);
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var registrationPointDimensions = {
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x: dimensions.x * registrationPoint.x,
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y: dimensions.y * registrationPoint.y,
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z: dimensions.z * registrationPoint.z,
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};
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var left = -halfDimensions.x;
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var right = halfDimensions.x;
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var top = halfDimensions.y;
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var bottom = -halfDimensions.y;
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var front = far = halfDimensions.z;
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var near = -halfDimensions.z;
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// Center of entity, relative to registration point
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center = getRelativeCenterPosition(dimensions, registrationPoint);
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// Distances in world coordinates relative to the registration point
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var left = -registrationPointDimensions.x;
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var right = dimensions.x - registrationPointDimensions.x;
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var bottom = -registrationPointDimensions.y;
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var top = dimensions.y - registrationPointDimensions.y;
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var near = -registrationPointDimensions.z;
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var front = far = dimensions.z - registrationPointDimensions.z;
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var worldTop = SelectionManager.worldDimensions.y / 2;
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@ -1014,25 +1038,25 @@ SelectionDisplay = (function () {
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var LTF = { x: left, y: top, z: far };
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var RTF = { x: right, y: top, z: far };
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var TOP = { x: 0, y: top, z: 0 };
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var BOTTOM = { x: 0, y: bottom, z: 0 };
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var LEFT = { x: left, y: 0, z: 0 };
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var RIGHT = { x: right, y: 0, z: 0 };
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var NEAR = { x: 0, y: 0, z: near };
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var FAR = { x: 0, y: 0, z: far };
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var TOP = { x: center.x, y: top, z: center.z };
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var BOTTOM = { x: center.x, y: bottom, z: center.z };
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var LEFT = { x: left, y: center.y, z: center.z };
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var RIGHT = { x: right, y: center.y, z: center.z };
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var NEAR = { x: center.x, y: center.y, z: near };
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var FAR = { x: center.x, y: center.y, z: far };
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|
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var EdgeTR = { x: right, y: top, z: 0 };
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var EdgeTL = { x: left, y: top, z: 0 };
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var EdgeTF = { x: 0, y: top, z: front };
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var EdgeTN = { x: 0, y: top, z: near };
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var EdgeBR = { x: right, y: bottom, z: 0 };
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var EdgeBL = { x: left, y: bottom, z: 0 };
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var EdgeBF = { x: 0, y: bottom, z: front };
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var EdgeBN = { x: 0, y: bottom, z: near };
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var EdgeNR = { x: right, y: 0, z: near };
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var EdgeNL = { x: left, y: 0, z: near };
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var EdgeFR = { x: right, y: 0, z: front };
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var EdgeFL = { x: left, y: 0, z: front };
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var EdgeTR = { x: right, y: top, z: center.z };
|
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var EdgeTL = { x: left, y: top, z: center.z };
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var EdgeTF = { x: center.x, y: top, z: front };
|
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var EdgeTN = { x: center.x, y: top, z: near };
|
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var EdgeBR = { x: right, y: bottom, z: center.z };
|
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var EdgeBL = { x: left, y: bottom, z: center.z };
|
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var EdgeBF = { x: center.x, y: bottom, z: front };
|
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var EdgeBN = { x: center.x, y: bottom, z: near };
|
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var EdgeNR = { x: right, y: center.y, z: near };
|
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var EdgeNL = { x: left, y: center.y, z: near };
|
||||
var EdgeFR = { x: right, y: center.y, z: front };
|
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var EdgeFL = { x: left, y: center.y, z: front };
|
||||
|
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LBN = Vec3.multiplyQbyV(rotation, LBN);
|
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RBN = Vec3.multiplyQbyV(rotation, RBN);
|
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|
@ -1111,8 +1135,10 @@ SelectionDisplay = (function () {
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Overlays.editOverlay(grabberNEAR, { visible: extendedStretchHandlesVisible, rotation: rotation, position: NEAR });
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Overlays.editOverlay(grabberFAR, { visible: extendedStretchHandlesVisible, rotation: rotation, position: FAR });
|
||||
|
||||
var boxPosition = Vec3.multiplyQbyV(rotation, center);
|
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boxPosition = Vec3.sum(position, boxPosition);
|
||||
Overlays.editOverlay(selectionBox, {
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position: position,
|
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position: boxPosition,
|
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dimensions: dimensions,
|
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rotation: rotation,
|
||||
visible: !(mode == "ROTATE_YAW" || mode == "ROTATE_PITCH" || mode == "ROTATE_ROLL"),
|
||||
|
@ -1140,8 +1166,17 @@ SelectionDisplay = (function () {
|
|||
if (selectionManager.selections.length > 1) {
|
||||
for (; i < selectionManager.selections.length; i++) {
|
||||
var properties = Entities.getEntityProperties(selectionManager.selections[i]);
|
||||
|
||||
// Adjust overlay position to take registrationPoint into account
|
||||
// centeredRP = registrationPoint with range [-0.5, 0.5]
|
||||
var centeredRP = Vec3.subtract(properties.registrationPoint, { x: 0.5, y: 0.5, z: 0.5 });
|
||||
var offset = vec3Mult(properties.dimensions, centeredRP);
|
||||
offset = Vec3.multiply(-1, offset);
|
||||
offset = Vec3.multiplyQbyV(properties.rotation, offset);
|
||||
var boxPosition = Vec3.sum(properties.position, offset);
|
||||
|
||||
Overlays.editOverlay(selectionBoxes[i], {
|
||||
position: properties.position,
|
||||
position: boxPosition,
|
||||
rotation: properties.rotation,
|
||||
dimensions: properties.dimensions,
|
||||
visible: true,
|
||||
|
@ -1400,6 +1435,8 @@ SelectionDisplay = (function () {
|
|||
var initialDimensions = null;
|
||||
var initialIntersection = null;
|
||||
var initialProperties = null;
|
||||
var registrationPoint = null;
|
||||
var deltaPivot = null;
|
||||
var pickRayPosition = null;
|
||||
var rotation = null;
|
||||
|
||||
|
@ -1412,18 +1449,29 @@ SelectionDisplay = (function () {
|
|||
rotation = SelectionManager.localRotation;
|
||||
initialPosition = SelectionManager.localPosition;
|
||||
initialDimensions = SelectionManager.localDimensions;
|
||||
registrationPoint = SelectionManager.localRegistrationPoint;
|
||||
} else {
|
||||
rotation = SelectionManager.worldRotation;
|
||||
initialPosition = SelectionManager.worldPosition;
|
||||
initialDimensions = SelectionManager.worldDimensions;
|
||||
registrationPoint = SelectionManager.worldRegistrationPoint;
|
||||
}
|
||||
|
||||
var scaledOffset = {
|
||||
x: initialDimensions.x * offset.x * 0.5,
|
||||
y: initialDimensions.y * offset.y * 0.5,
|
||||
z: initialDimensions.z * offset.z * 0.5,
|
||||
};
|
||||
pickRayPosition = Vec3.sum(initialPosition, Vec3.multiplyQbyV(rotation, scaledOffset));
|
||||
// Modify range of registrationPoint to be [-0.5, 0.5]
|
||||
var centeredRP = Vec3.subtract(registrationPoint, { x: 0.5, y: 0.5, z: 0.5 });
|
||||
|
||||
// Scale pivot to be in the same range as registrationPoint
|
||||
var scaledPivot = Vec3.multiply(0.5, pivot)
|
||||
deltaPivot = Vec3.subtract(centeredRP, scaledPivot);
|
||||
|
||||
var scaledOffset = Vec3.multiply(0.5, offset);
|
||||
|
||||
// Offset from the registration point
|
||||
offsetRP = Vec3.subtract(scaledOffset, centeredRP);
|
||||
|
||||
// Scaled offset in world coordinates
|
||||
var scaledOffsetWorld = vec3Mult(initialDimensions, offsetRP);
|
||||
pickRayPosition = Vec3.sum(initialPosition, Vec3.multiplyQbyV(rotation, scaledOffsetWorld));
|
||||
|
||||
if (numDimensions == 1 && mask.x) {
|
||||
var start = Vec3.multiplyQbyV(rotation, { x: -10000, y: 0, z: 0 });
|
||||
|
@ -1550,8 +1598,7 @@ SelectionDisplay = (function () {
|
|||
newDimensions.y = Math.max(newDimensions.y, MINIMUM_DIMENSION);
|
||||
newDimensions.z = Math.max(newDimensions.z, MINIMUM_DIMENSION);
|
||||
|
||||
var p = Vec3.multiply(0.5, pivot);
|
||||
var changeInPosition = Vec3.multiplyQbyV(rotation, vec3Mult(p, changeInDimensions));
|
||||
var changeInPosition = Vec3.multiplyQbyV(rotation, vec3Mult(deltaPivot, changeInDimensions));
|
||||
var newPosition = Vec3.sum(initialPosition, changeInPosition);
|
||||
|
||||
for (var i = 0; i < SelectionManager.selections.length; i++) {
|
||||
|
@ -1589,20 +1636,19 @@ SelectionDisplay = (function () {
|
|||
|
||||
function addStretchTool(overlay, mode, pivot, direction, offset) {
|
||||
if (!pivot) {
|
||||
pivot = Vec3.multiply(-1, direction);
|
||||
pivot.y = direction.y;
|
||||
pivot = direction;
|
||||
}
|
||||
var tool = makeStretchTool(mode, direction, pivot, offset);
|
||||
|
||||
addGrabberTool(overlay, tool);
|
||||
}
|
||||
|
||||
addStretchTool(grabberNEAR, "STRETCH_NEAR", { x: 0, y: 0, z: -1 }, { x: 0, y: 0, z: 1 }, { x: 0, y: 0, z: -1 });
|
||||
addStretchTool(grabberFAR, "STRETCH_FAR", { x: 0, y: 0, z: 1 }, { x: 0, y: 0, z: -1 }, { x: 0, y: 0, z: 1 });
|
||||
addStretchTool(grabberTOP, "STRETCH_TOP", { x: 0, y: 1, z: 0 }, { x: 0, y: -1, z: 0 }, { x: 0, y: 1, z: 0 });
|
||||
addStretchTool(grabberBOTTOM, "STRETCH_BOTTOM", { x: 0, y: -1, z: 0 }, { x: 0, y: 1, z: 0 }, { x: 0, y: -1, z: 0 });
|
||||
addStretchTool(grabberRIGHT, "STRETCH_RIGHT", { x: 1, y: 0, z: 0 }, { x: -1, y: 0, z: 0 }, { x: 1, y: 0, z: 0 });
|
||||
addStretchTool(grabberLEFT, "STRETCH_LEFT", { x: -1, y: 0, z: 0 }, { x: 1, y: 0, z: 0 }, { x: -1, y: 0, z: 0 });
|
||||
addStretchTool(grabberNEAR, "STRETCH_NEAR", { x: 0, y: 0, z: 1 }, { x: 0, y: 0, z: 1 }, { x: 0, y: 0, z: -1 });
|
||||
addStretchTool(grabberFAR, "STRETCH_FAR", { x: 0, y: 0, z: -1 }, { x: 0, y: 0, z: -1 }, { x: 0, y: 0, z: 1 });
|
||||
addStretchTool(grabberTOP, "STRETCH_TOP", { x: 0, y: -1, z: 0 }, { x: 0, y: -1, z: 0 }, { x: 0, y: 1, z: 0 });
|
||||
addStretchTool(grabberBOTTOM, "STRETCH_BOTTOM", { x: 0, y: 1, z: 0 }, { x: 0, y: 1, z: 0 }, { x: 0, y: -1, z: 0 });
|
||||
addStretchTool(grabberRIGHT, "STRETCH_RIGHT", { x: -1, y: 0, z: 0 }, { x: -1, y: 0, z: 0 }, { x: 1, y: 0, z: 0 });
|
||||
addStretchTool(grabberLEFT, "STRETCH_LEFT", { x: 1, y: 0, z: 0 }, { x: 1, y: 0, z: 0 }, { x: -1, y: 0, z: 0 });
|
||||
|
||||
addStretchTool(grabberLBN, "STRETCH_LBN", null, {x: 1, y: 0, z: 1}, { x: -1, y: -1, z: -1 });
|
||||
addStretchTool(grabberRBN, "STRETCH_RBN", null, {x: -1, y: 0, z: 1}, { x: 1, y: -1, z: -1 });
|
||||
|
@ -1740,17 +1786,27 @@ SelectionDisplay = (function () {
|
|||
}
|
||||
|
||||
var yawChange = Quat.fromVec3Degrees({ x: 0, y: angleFromZero, z: 0 });
|
||||
|
||||
// Entities should only reposition if we are rotating multiple selections around
|
||||
// the selections center point. Otherwise, the rotation will be around the entities
|
||||
// registration point which does not need repositioning.
|
||||
var reposition = SelectionManager.selections.length > 1;
|
||||
for (var i = 0; i < SelectionManager.selections.length; i++) {
|
||||
var entityID = SelectionManager.selections[i];
|
||||
var properties = Entities.getEntityProperties(entityID);
|
||||
var initialProperties = SelectionManager.savedProperties[entityID.id];
|
||||
var dPos = Vec3.subtract(initialProperties.position, initialPosition);
|
||||
dPos = Vec3.multiplyQbyV(yawChange, dPos);
|
||||
|
||||
Entities.editEntity(entityID, {
|
||||
position: Vec3.sum(initialPosition, dPos),
|
||||
var newProperties = {
|
||||
rotation: Quat.multiply(yawChange, initialProperties.rotation),
|
||||
});
|
||||
};
|
||||
|
||||
if (reposition) {
|
||||
var dPos = Vec3.subtract(initialProperties.position, initialPosition);
|
||||
dPos = Vec3.multiplyQbyV(yawChange, dPos);
|
||||
newProperties.position = Vec3.sum(initialPosition, dPos);
|
||||
}
|
||||
|
||||
Entities.editEntity(entityID, newProperties);
|
||||
}
|
||||
|
||||
updateRotationDegreesOverlay(angleFromZero, yawHandleRotation, yawCenter);
|
||||
|
|
|
@ -90,7 +90,6 @@ Grid = function(opts) {
|
|||
}
|
||||
|
||||
that.snapToSpacing = function(delta, majorOnly) {
|
||||
print('snaptogrid? ' + snapToGrid);
|
||||
if (!snapToGrid) {
|
||||
return delta;
|
||||
}
|
||||
|
|
|
@ -566,6 +566,10 @@ function mouseReleaseEvent(event) {
|
|||
}
|
||||
|
||||
function mouseClickEvent(event) {
|
||||
if (!isActive) {
|
||||
return;
|
||||
}
|
||||
|
||||
var result = findClickedEntity(event);
|
||||
if (result === null) {
|
||||
if (!event.isShifted) {
|
||||
|
@ -636,6 +640,7 @@ Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
|
|||
// exists. If it doesn't they add it. If it does they don't. They also only delete the menu item if they were the one that
|
||||
// added it.
|
||||
var modelMenuAddedDelete = false;
|
||||
var originalLightsArePickable = Entities.getLightsArePickable();
|
||||
function setupModelMenus() {
|
||||
print("setupModelMenus()");
|
||||
// adj our menuitems
|
||||
|
@ -653,10 +658,12 @@ function setupModelMenus() {
|
|||
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Model List...", afterItem: "Models" });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Paste Models", shortcutKey: "CTRL+META+V", afterItem: "Edit Properties..." });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Select Large Models", shortcutKey: "CTRL+META+L",
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Large Models", shortcutKey: "CTRL+META+L",
|
||||
afterItem: "Paste Models", isCheckable: true, isChecked: true });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Select Small Models", shortcutKey: "CTRL+META+S",
|
||||
afterItem: "Allow Select Large Models", isCheckable: true, isChecked: true });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Small Models", shortcutKey: "CTRL+META+S",
|
||||
afterItem: "Allow Selecting of Large Models", isCheckable: true, isChecked: true });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Lights", shortcutKey: "CTRL+SHIFT+META+L",
|
||||
afterItem: "Allow Selecting of Small Models", isCheckable: true });
|
||||
|
||||
Menu.addMenuItem({ menuName: "File", menuItemName: "Models", isSeparator: true, beforeItem: "Settings" });
|
||||
Menu.addMenuItem({ menuName: "File", menuItemName: "Export Models", shortcutKey: "CTRL+META+E", afterItem: "Models" });
|
||||
|
@ -665,6 +672,8 @@ function setupModelMenus() {
|
|||
|
||||
Menu.addMenuItem({ menuName: "View", menuItemName: MENU_EASE_ON_FOCUS, afterItem: MENU_INSPECT_TOOL_ENABLED,
|
||||
isCheckable: true, isChecked: Settings.getValue(SETTING_EASE_ON_FOCUS) == "true" });
|
||||
|
||||
Entities.setLightsArePickable(false);
|
||||
}
|
||||
|
||||
setupModelMenus(); // do this when first running our script.
|
||||
|
@ -679,8 +688,9 @@ function cleanupModelMenus() {
|
|||
|
||||
Menu.removeMenuItem("Edit", "Model List...");
|
||||
Menu.removeMenuItem("Edit", "Paste Models");
|
||||
Menu.removeMenuItem("Edit", "Allow Select Large Models");
|
||||
Menu.removeMenuItem("Edit", "Allow Select Small Models");
|
||||
Menu.removeMenuItem("Edit", "Allow Selecting of Large Models");
|
||||
Menu.removeMenuItem("Edit", "Allow Selecting of Small Models");
|
||||
Menu.removeMenuItem("Edit", "Allow Selecting of Lights");
|
||||
|
||||
Menu.removeSeparator("File", "Models");
|
||||
Menu.removeMenuItem("File", "Export Models");
|
||||
|
@ -704,6 +714,7 @@ Script.scriptEnding.connect(function() {
|
|||
if (exportMenu) {
|
||||
exportMenu.close();
|
||||
}
|
||||
Entities.setLightsArePickable(originalLightsArePickable);
|
||||
});
|
||||
|
||||
// Do some stuff regularly, like check for placement of various overlays
|
||||
|
@ -714,10 +725,12 @@ Script.update.connect(function (deltaTime) {
|
|||
});
|
||||
|
||||
function handeMenuEvent(menuItem) {
|
||||
if (menuItem == "Allow Select Small Models") {
|
||||
allowSmallModels = Menu.isOptionChecked("Allow Select Small Models");
|
||||
} else if (menuItem == "Allow Select Large Models") {
|
||||
allowLargeModels = Menu.isOptionChecked("Allow Select Large Models");
|
||||
if (menuItem == "Allow Selecting of Small Models") {
|
||||
allowSmallModels = Menu.isOptionChecked("Allow Selecting of Small Models");
|
||||
} else if (menuItem == "Allow Selecting of Large Models") {
|
||||
allowLargeModels = Menu.isOptionChecked("Allow Selecting of Large Models");
|
||||
} else if (menuItem == "Allow Selecting of Lights") {
|
||||
Entities.setLightsArePickable(Menu.isOptionChecked("Allow Selecting of Lights"));
|
||||
} else if (menuItem == "Delete") {
|
||||
if (SelectionManager.hasSelection()) {
|
||||
print(" Delete Entities");
|
||||
|
|
|
@ -896,6 +896,7 @@ void Application::keyPressEvent(QKeyEvent* event) {
|
|||
case Qt::Key_Greater:
|
||||
case Qt::Key_Comma:
|
||||
case Qt::Key_Period:
|
||||
case Qt::Key_QuoteDbl:
|
||||
Menu::getInstance()->handleViewFrustumOffsetKeyModifier(event->key());
|
||||
break;
|
||||
case Qt::Key_L:
|
||||
|
@ -2089,12 +2090,6 @@ void Application::updateMouseRay() {
|
|||
_mouseRayDirection -= 2.0f * (_viewFrustum.getDirection() * glm::dot(_viewFrustum.getDirection(), _mouseRayDirection) +
|
||||
_viewFrustum.getRight() * glm::dot(_viewFrustum.getRight(), _mouseRayDirection));
|
||||
}
|
||||
|
||||
// tell my avatar if the mouse is being pressed...
|
||||
_myAvatar->setMousePressed(_mousePressed);
|
||||
|
||||
// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
|
||||
_myAvatar->setMouseRay(_mouseRayOrigin, _mouseRayDirection);
|
||||
}
|
||||
|
||||
void Application::updateFaceshift() {
|
||||
|
@ -2915,7 +2910,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr
|
|||
// transform by eye offset
|
||||
|
||||
// load the view frustum
|
||||
loadViewFrustum(whichCamera, _displayViewFrustum);
|
||||
loadViewFrustum(whichCamera, _viewFrustum);
|
||||
|
||||
// flip x if in mirror mode (also requires reversing winding order for backface culling)
|
||||
if (whichCamera.getMode() == CAMERA_MODE_MIRROR) {
|
||||
|
@ -3189,7 +3184,7 @@ void Application::computeOffAxisFrustum(float& left, float& right, float& bottom
|
|||
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
|
||||
|
||||
// allow 3DTV/Oculus to override parameters from camera
|
||||
_displayViewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
|
||||
_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
|
||||
if (OculusManager::isConnected()) {
|
||||
OculusManager::overrideOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
|
||||
|
||||
|
|
|
@ -196,7 +196,6 @@ public:
|
|||
const AudioReflector* getAudioReflector() const { return &_audioReflector; }
|
||||
Camera* getCamera() { return &_myCamera; }
|
||||
ViewFrustum* getViewFrustum() { return &_viewFrustum; }
|
||||
ViewFrustum* getDisplayViewFrustum() { return &_displayViewFrustum; }
|
||||
ViewFrustum* getShadowViewFrustum() { return &_shadowViewFrustum; }
|
||||
VoxelImporter* getVoxelImporter() { return &_voxelImporter; }
|
||||
VoxelSystem* getVoxels() { return &_voxels; }
|
||||
|
@ -518,7 +517,6 @@ private:
|
|||
|
||||
ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
|
||||
ViewFrustum _lastQueriedViewFrustum; /// last view frustum used to query octree servers (voxels)
|
||||
ViewFrustum _displayViewFrustum;
|
||||
ViewFrustum _shadowViewFrustum;
|
||||
quint64 _lastQueriedTime;
|
||||
|
||||
|
|
|
@ -835,6 +835,14 @@ void Menu::handleViewFrustumOffsetKeyModifier(int key) {
|
|||
const float VIEW_FRUSTUM_OFFSET_UP_DELTA = 0.05f;
|
||||
|
||||
switch (key) {
|
||||
case Qt::Key_QuoteDbl:
|
||||
_viewFrustumOffset.yaw = 0.0f;
|
||||
_viewFrustumOffset.pitch = 0.0f;
|
||||
_viewFrustumOffset.roll = 0.0f;
|
||||
_viewFrustumOffset.up = 0.0f;
|
||||
_viewFrustumOffset.distance = 0.0f;
|
||||
break;
|
||||
|
||||
case Qt::Key_BracketLeft:
|
||||
_viewFrustumOffset.yaw -= VIEW_FRUSTUM_OFFSET_DELTA;
|
||||
break;
|
||||
|
|
|
@ -192,7 +192,7 @@ static const float EIGHT_BIT_MAXIMUM_RECIPROCAL = 1.0f / EIGHT_BIT_MAXIMUM;
|
|||
|
||||
void MetavoxelSystem::render() {
|
||||
// update the frustum
|
||||
ViewFrustum* viewFrustum = Application::getInstance()->getDisplayViewFrustum();
|
||||
ViewFrustum* viewFrustum = Application::getInstance()->getViewFrustum();
|
||||
_frustum.set(viewFrustum->getFarTopLeft(), viewFrustum->getFarTopRight(), viewFrustum->getFarBottomLeft(),
|
||||
viewFrustum->getFarBottomRight(), viewFrustum->getNearTopLeft(), viewFrustum->getNearTopRight(),
|
||||
viewFrustum->getNearBottomLeft(), viewFrustum->getNearBottomRight());
|
||||
|
@ -1896,7 +1896,7 @@ private:
|
|||
SpannerRenderVisitor::SpannerRenderVisitor(const MetavoxelLOD& lod) :
|
||||
SpannerVisitor(QVector<AttributePointer>() << AttributeRegistry::getInstance()->getSpannersAttribute(),
|
||||
QVector<AttributePointer>(), QVector<AttributePointer>(), lod,
|
||||
encodeOrder(Application::getInstance()->getDisplayViewFrustum()->getDirection())),
|
||||
encodeOrder(Application::getInstance()->getViewFrustum()->getDirection())),
|
||||
_containmentDepth(INT_MAX) {
|
||||
}
|
||||
|
||||
|
@ -1932,7 +1932,7 @@ private:
|
|||
|
||||
BufferRenderVisitor::BufferRenderVisitor(const AttributePointer& attribute) :
|
||||
MetavoxelVisitor(QVector<AttributePointer>() << attribute),
|
||||
_order(encodeOrder(Application::getInstance()->getDisplayViewFrustum()->getDirection())),
|
||||
_order(encodeOrder(Application::getInstance()->getViewFrustum()->getDirection())),
|
||||
_containmentDepth(INT_MAX) {
|
||||
}
|
||||
|
||||
|
|
|
@ -66,8 +66,6 @@ Avatar::Avatar() :
|
|||
_leanScale(0.5f),
|
||||
_scale(1.0f),
|
||||
_worldUpDirection(DEFAULT_UP_DIRECTION),
|
||||
_mouseRayOrigin(0.0f, 0.0f, 0.0f),
|
||||
_mouseRayDirection(0.0f, 0.0f, 0.0f),
|
||||
_moving(false),
|
||||
_collisionGroups(0),
|
||||
_initialized(false),
|
||||
|
@ -250,11 +248,6 @@ void Avatar::measureMotionDerivatives(float deltaTime) {
|
|||
_lastOrientation = getOrientation();
|
||||
}
|
||||
|
||||
void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction) {
|
||||
_mouseRayOrigin = origin;
|
||||
_mouseRayDirection = direction;
|
||||
}
|
||||
|
||||
enum TextRendererType {
|
||||
CHAT,
|
||||
DISPLAYNAME
|
||||
|
|
|
@ -85,7 +85,6 @@ public:
|
|||
|
||||
//setters
|
||||
void setDisplayingLookatVectors(bool displayingLookatVectors) { getHead()->setRenderLookatVectors(displayingLookatVectors); }
|
||||
void setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction);
|
||||
void setIsLookAtTarget(const bool isLookAtTarget) { _isLookAtTarget = isLookAtTarget; }
|
||||
bool getIsLookAtTarget() const { return _isLookAtTarget; }
|
||||
//getters
|
||||
|
@ -213,8 +212,6 @@ protected:
|
|||
float _leanScale;
|
||||
float _scale;
|
||||
glm::vec3 _worldUpDirection;
|
||||
glm::vec3 _mouseRayOrigin;
|
||||
glm::vec3 _mouseRayDirection;
|
||||
float _stringLength;
|
||||
bool _moving; ///< set when position is changing
|
||||
|
||||
|
|
|
@ -87,7 +87,6 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
|
|||
if (!shouldKillAvatar(sharedAvatar)) {
|
||||
// this avatar's mixer is still around, go ahead and simulate it
|
||||
avatar->simulate(deltaTime);
|
||||
avatar->setMouseRay(mouseOrigin, mouseDirection);
|
||||
++avatarIterator;
|
||||
} else {
|
||||
// the mixer that owned this avatar is gone, give it to the vector of fades and kill it
|
||||
|
|
|
@ -67,7 +67,6 @@ const int SCRIPTED_MOTOR_WORLD_FRAME = 2;
|
|||
|
||||
MyAvatar::MyAvatar() :
|
||||
Avatar(),
|
||||
_mousePressed(false),
|
||||
_turningKeyPressTime(0.0f),
|
||||
_gravity(0.0f, 0.0f, 0.0f),
|
||||
_distanceToNearestAvatar(std::numeric_limits<float>::max()),
|
||||
|
|
|
@ -55,15 +55,12 @@ public:
|
|||
void renderHeadMouse(int screenWidth, int screenHeight) const;
|
||||
|
||||
// setters
|
||||
void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; }
|
||||
void setLeanScale(float scale) { _leanScale = scale; }
|
||||
void setLocalGravity(glm::vec3 gravity);
|
||||
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
|
||||
|
||||
// getters
|
||||
float getLeanScale() const { return _leanScale; }
|
||||
const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
|
||||
const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
|
||||
glm::vec3 getGravity() const { return _gravity; }
|
||||
glm::vec3 getDefaultEyePosition() const;
|
||||
bool getShouldRenderLocally() const { return _shouldRender; }
|
||||
|
@ -203,7 +200,6 @@ protected:
|
|||
virtual void renderAttachments(RenderMode renderMode);
|
||||
|
||||
private:
|
||||
bool _mousePressed;
|
||||
float _turningKeyPressTime;
|
||||
glm::vec3 _gravity;
|
||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||
|
|
|
@ -90,3 +90,14 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
|
|||
glPopMatrix();
|
||||
}
|
||||
};
|
||||
|
||||
bool RenderableLightEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
|
||||
void** intersectedObject) const {
|
||||
|
||||
// TODO: this isn't really correct because we don't know if we actually live in the main tree of the applications's
|
||||
// EntityTreeRenderer. But we probably do. Technically we could be on the clipboard and someone might be trying to
|
||||
// use the ray intersection API there. Anyway... if you ever try to do ray intersection testing off of trees other
|
||||
// than the main tree of the main entity renderer, then you'll need to fix this mechanism.
|
||||
return Application::getInstance()->getEntities()->getTree()->getLightsArePickable();
|
||||
}
|
||||
|
|
|
@ -34,6 +34,10 @@ public:
|
|||
{ }
|
||||
|
||||
virtual void render(RenderArgs* args);
|
||||
virtual bool supportsDetailedRayIntersection() const { return true; }
|
||||
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
|
||||
void** intersectedObject) const;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -232,8 +232,8 @@ void DeferredLightingEffect::render() {
|
|||
// enlarge the scales slightly to account for tesselation
|
||||
const float SCALE_EXPANSION = 0.05f;
|
||||
|
||||
const glm::vec3& eyePoint = Application::getInstance()->getDisplayViewFrustum()->getPosition();
|
||||
float nearRadius = glm::distance(eyePoint, Application::getInstance()->getDisplayViewFrustum()->getNearTopLeft());
|
||||
const glm::vec3& eyePoint = Application::getInstance()->getViewFrustum()->getPosition();
|
||||
float nearRadius = glm::distance(eyePoint, Application::getInstance()->getViewFrustum()->getNearTopLeft());
|
||||
|
||||
if (!_pointLights.isEmpty()) {
|
||||
_pointLight.bind();
|
||||
|
|
|
@ -134,6 +134,11 @@ public:
|
|||
virtual SimulationState computeSimulationState() const;
|
||||
|
||||
virtual void debugDump() const;
|
||||
|
||||
virtual bool supportsDetailedRayIntersection() const { return false; }
|
||||
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
|
||||
void** intersectedObject) const { return true; }
|
||||
|
||||
// attributes applicable to all entity types
|
||||
EntityTypes::EntityType getType() const { return _type; }
|
||||
|
|
|
@ -221,6 +221,19 @@ RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorke
|
|||
return result;
|
||||
}
|
||||
|
||||
void EntityScriptingInterface::setLightsArePickable(bool value) {
|
||||
if (_entityTree) {
|
||||
_entityTree->setLightsArePickable(value);
|
||||
}
|
||||
}
|
||||
|
||||
bool EntityScriptingInterface::getLightsArePickable() const {
|
||||
if (_entityTree) {
|
||||
return _entityTree->getLightsArePickable();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
RayToEntityIntersectionResult::RayToEntityIntersectionResult() :
|
||||
intersects(false),
|
||||
|
|
|
@ -96,6 +96,8 @@ public slots:
|
|||
/// order to return an accurate result
|
||||
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersectionBlocking(const PickRay& ray);
|
||||
|
||||
Q_INVOKABLE void setLightsArePickable(bool value);
|
||||
Q_INVOKABLE bool getLightsArePickable() const;
|
||||
|
||||
Q_INVOKABLE void dumpTree() const;
|
||||
|
||||
|
|
|
@ -21,6 +21,7 @@
|
|||
|
||||
EntityTree::EntityTree(bool shouldReaverage) : Octree(shouldReaverage), _simulation(NULL) {
|
||||
_rootElement = createNewElement();
|
||||
_lightsArePickable = true; // assume they are by default
|
||||
}
|
||||
|
||||
EntityTree::~EntityTree() {
|
||||
|
|
|
@ -144,6 +144,8 @@ public:
|
|||
|
||||
void emitEntityScriptChanging(const EntityItemID& entityItemID);
|
||||
|
||||
bool getLightsArePickable() const { return _lightsArePickable; }
|
||||
void setLightsArePickable(bool value) { _lightsArePickable = value; }
|
||||
void setSimulation(EntitySimulation* simulation);
|
||||
|
||||
signals:
|
||||
|
@ -169,6 +171,8 @@ private:
|
|||
EntityItemFBXService* _fbxService;
|
||||
|
||||
QHash<EntityItemID, EntityTreeElement*> _entityToElementMap;
|
||||
|
||||
bool _lightsArePickable;
|
||||
EntitySimulation* _simulation;
|
||||
};
|
||||
|
||||
|
|
|
@ -511,10 +511,28 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
|
|||
// and testing intersection there.
|
||||
if (entityFrameBox.findRayIntersection(entityFrameOrigin, entityFrameDirection, localDistance, localFace)) {
|
||||
if (localDistance < distance) {
|
||||
distance = localDistance;
|
||||
face = localFace;
|
||||
*intersectedObject = (void*)entity;
|
||||
somethingIntersected = true;
|
||||
// now ask the entity if we actually intersect
|
||||
if (entity->supportsDetailedRayIntersection()) {
|
||||
|
||||
if (entity->findDetailedRayIntersection(origin, direction, keepSearching, element, localDistance,
|
||||
localFace, intersectedObject)) {
|
||||
|
||||
if (localDistance < distance) {
|
||||
distance = localDistance;
|
||||
face = localFace;
|
||||
*intersectedObject = (void*)entity;
|
||||
somethingIntersected = true;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// if the entity type doesn't support a detailed intersection, then just return the non-AABox results
|
||||
if (localDistance < distance) {
|
||||
distance = localDistance;
|
||||
face = localFace;
|
||||
*intersectedObject = (void*)entity;
|
||||
somethingIntersected = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -374,17 +374,9 @@ bool ModelEntityItem::isAnimatingSomething() const {
|
|||
}
|
||||
|
||||
EntityItem::SimulationState ModelEntityItem::computeSimulationState() const {
|
||||
EntityItem::SimulationState baseClassState = EntityItem::computeSimulationState();
|
||||
|
||||
// if the base class is static, then consider our animation state, and upgrade to changing if
|
||||
// we are animating. If the base class has a higher simulation state than static, then
|
||||
// use the base class state.
|
||||
if (baseClassState == EntityItem::Static) {
|
||||
if (isAnimatingSomething()) {
|
||||
return EntityItem::Moving;
|
||||
}
|
||||
}
|
||||
return baseClassState;
|
||||
// if we're animating then we need to have update() periodically called on this entity
|
||||
// which means we need to categorized as Moving
|
||||
return isAnimatingSomething() ? EntityItem::Moving : EntityItem::computeSimulationState();
|
||||
}
|
||||
|
||||
void ModelEntityItem::update(const quint64& updateTime) {
|
||||
|
|
|
@ -93,3 +93,26 @@ void SphereEntityItem::recalculateCollisionShape() {
|
|||
float largestDiameter = glm::max(dimensionsInMeters.x, dimensionsInMeters.y, dimensionsInMeters.z);
|
||||
_sphereShape.setRadius(largestDiameter / 2.0f);
|
||||
}
|
||||
|
||||
bool SphereEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
|
||||
void** intersectedObject) const {
|
||||
|
||||
// NOTE: origin and direction are in tree units. But our _sphereShape is in meters, so we need to
|
||||
// do a little math to make these match each other.
|
||||
RayIntersectionInfo rayInfo;
|
||||
rayInfo._rayStart = origin * (float)TREE_SCALE;
|
||||
rayInfo._rayDirection = direction;
|
||||
|
||||
// TODO: Note this is really doing ray intersections against a sphere, which is fine except in cases
|
||||
// where our dimensions actually make us an ellipsoid. But we'll live with this for now until we
|
||||
// get a more full fledged physics library
|
||||
if (_sphereShape.findRayIntersection(rayInfo)) {
|
||||
distance = rayInfo._hitDistance / (float)TREE_SCALE;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -56,6 +56,11 @@ public:
|
|||
// TODO: implement proper contains for 3D ellipsoid
|
||||
//virtual bool contains(const glm::vec3& point) const;
|
||||
|
||||
virtual bool supportsDetailedRayIntersection() const { return true; }
|
||||
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
|
||||
void** intersectedObject) const;
|
||||
|
||||
protected:
|
||||
virtual void recalculateCollisionShape();
|
||||
|
||||
|
|
|
@ -10,9 +10,12 @@
|
|||
//
|
||||
|
||||
|
||||
#include <glm/gtx/transform.hpp>
|
||||
|
||||
#include <QDebug>
|
||||
|
||||
#include <ByteCountCoding.h>
|
||||
#include <PlaneShape.h>
|
||||
|
||||
#include "EntityTree.h"
|
||||
#include "EntityTreeElement.h"
|
||||
|
@ -110,4 +113,48 @@ void TextEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBits
|
|||
APPEND_ENTITY_PROPERTY(PROP_LINE_HEIGHT, appendValue, getLineHeight());
|
||||
APPEND_ENTITY_PROPERTY(PROP_TEXT_COLOR, appendColor, getTextColor());
|
||||
APPEND_ENTITY_PROPERTY(PROP_BACKGROUND_COLOR, appendColor, getBackgroundColor());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool TextEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
|
||||
void** intersectedObject) const {
|
||||
|
||||
RayIntersectionInfo rayInfo;
|
||||
rayInfo._rayStart = origin;
|
||||
rayInfo._rayDirection = direction;
|
||||
rayInfo._rayLength = std::numeric_limits<float>::max();
|
||||
|
||||
PlaneShape plane;
|
||||
|
||||
const glm::vec3 UNROTATED_NORMAL(0.0f, 0.0f, -1.0f);
|
||||
glm::vec3 normal = _rotation * UNROTATED_NORMAL;
|
||||
plane.setNormal(normal);
|
||||
plane.setPoint(_position); // the position is definitely a point on our plane
|
||||
|
||||
bool intersects = plane.findRayIntersection(rayInfo);
|
||||
|
||||
if (intersects) {
|
||||
glm::vec3 hitAt = origin + (direction * rayInfo._hitDistance);
|
||||
// now we know the point the ray hit our plane
|
||||
|
||||
glm::mat4 rotation = glm::mat4_cast(getRotation());
|
||||
glm::mat4 translation = glm::translate(getPosition());
|
||||
glm::mat4 entityToWorldMatrix = translation * rotation;
|
||||
glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix);
|
||||
|
||||
glm::vec3 dimensions = getDimensions();
|
||||
glm::vec3 registrationPoint = getRegistrationPoint();
|
||||
glm::vec3 corner = -(dimensions * registrationPoint);
|
||||
AABox entityFrameBox(corner, dimensions);
|
||||
|
||||
glm::vec3 entityFrameHitAt = glm::vec3(worldToEntityMatrix * glm::vec4(hitAt, 1.0f));
|
||||
|
||||
intersects = entityFrameBox.contains(entityFrameHitAt);
|
||||
}
|
||||
|
||||
if (intersects) {
|
||||
distance = rayInfo._hitDistance;
|
||||
}
|
||||
return intersects;
|
||||
}
|
||||
|
|
|
@ -41,6 +41,11 @@ public:
|
|||
ReadBitstreamToTreeParams& args,
|
||||
EntityPropertyFlags& propertyFlags, bool overwriteLocalData);
|
||||
|
||||
virtual bool supportsDetailedRayIntersection() const { return true; }
|
||||
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
|
||||
void** intersectedObject) const;
|
||||
|
||||
static const QString DEFAULT_TEXT;
|
||||
void setText(const QString& value) { _text = value; }
|
||||
const QString& getText() const { return _text; }
|
||||
|
|
Loading…
Reference in a new issue