Merge branch 'master' of https://github.com/highfidelity/hifi into temp0

This commit is contained in:
Sam Gateau 2014-12-04 17:16:39 -08:00
commit 66c10544ae
29 changed files with 2271 additions and 5996 deletions

View file

@ -2807,6 +2807,7 @@ function mouseReleaseEvent(event) {
// 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
@ -2824,15 +2825,18 @@ 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 });
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Select Small Models", shortcutKey: "CTRL+META+S",
afterItem: "Allow Select Large Models", isCheckable: true });
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Small Models", shortcutKey: "CTRL+META+S",
afterItem: "Allow Selecting of Large Models", isCheckable: 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" });
Menu.addMenuItem({ menuName: "File", menuItemName: "Import Models", shortcutKey: "CTRL+META+I", afterItem: "Export Models" });
Entities.setLightsArePickable(false);
}
@ -2846,8 +2850,9 @@ 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");
@ -2865,6 +2870,7 @@ function scriptEnding() {
if (exportMenu) {
exportMenu.close();
}
Entities.setLightsArePickable(originalLightsArePickable);
}
Script.scriptEnding.connect(scriptEnding);
@ -2890,10 +2896,12 @@ function showPropertiesForm(editModelID) {
function handeMenuEvent(menuItem) {
print("menuItemEvent() in JS... menuItem=" + 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 (leftController.grabbing) {
print(" Delete Entity.... leftController.entityID="+ leftController.entityID);

View file

@ -24,7 +24,7 @@ var BUTTON_TURN_AROUND = Joysticks.BUTTON_RIGHT_STICK;
var BUTTON_FLY_UP = Joysticks.BUTTON_RIGHT_SHOULDER;
var BUTTON_FLY_DOWN = Joysticks.BUTTON_LEFT_SHOULDER;
var BUTTON_WARP = Joysticks.BUTTON_FACE_RIGHT;
var BUTTON_WARP = null; // Disable for now
var BUTTON_WARP_FORWARD = Joysticks.BUTTON_DPAD_UP;
var BUTTON_WARP_BACKWARD = Joysticks.BUTTON_DPAD_DOWN;
@ -188,12 +188,12 @@ function reportButtonValue(button, newValue, oldValue) {
} else if (button == BUTTON_TOGGLE_MIRROR) {
if (newValue) {
var currentMode = Camera.mode;
if (currentMode == "mirror") {
Camera.mode = toggledFromCameraMode;
} else {
if (currentMode != "mirror") {
toggledFromCameraMode = currentMode;
Camera.mode = "mirror";
}
Camera.mode = "mirror";
} else {
Camera.mode = toggledFromCameraMode;
}
} else if (newValue) {
var direction = null;

File diff suppressed because it is too large Load diff

View file

@ -1,225 +1,277 @@
//
// walkFilters.js
//
// version 1.001
//
// Created by David Wooldridge, Autumn 2014
//
// Provides a variety of filters for use by the walk.js script v1.1
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
AveragingFilter = function(length) {
//this.name = name;
this.pastValues = [];
for(var i = 0; i < length; i++) {
this.pastValues.push(0);
}
// single arg is the nextInputValue
this.process = function() {
if (this.pastValues.length === 0 && arguments[0]) {
return arguments[0];
} else if (arguments[0]) {
// apply quick and simple LP filtering
this.pastValues.push(arguments[0]);
this.pastValues.shift();
var nextOutputValue = 0;
for (var ea in this.pastValues) nextOutputValue += this.pastValues[ea];
return nextOutputValue / this.pastValues.length;
} else {
return 0;
}
};
};
// 2nd order Butterworth LP filter - calculate coeffs here: http://www-users.cs.york.ac.uk/~fisher/mkfilter/trad.html
// provides LP filtering with a more stable frequency / phase response
ButterworthFilter = function(cutOff) {
// cut off frequency = 5Hz
this.gain = 20.20612010;
this.coeffOne = -0.4775922501;
this.coeffTwo = 1.2796324250;
// initialise the arrays
this.xv = [];
this.yv = [];
for(var i = 0; i < 3; i++) {
this.xv.push(0);
this.yv.push(0);
}
// process values
this.process = function(nextInputValue) {
this.xv[0] = this.xv[1];
this.xv[1] = this.xv[2];
this.xv[2] = nextInputValue / this.gain;
this.yv[0] = this.yv[1];
this.yv[1] = this.yv[2];
this.yv[2] = (this.xv[0] + this.xv[2]) +
2 * this.xv[1] +
(this.coeffOne * this.yv[0]) +
(this.coeffTwo * this.yv[1]);
return this.yv[2];
};
}; // end Butterworth filter contructor
// Add harmonics to a given sine wave to form square, sawtooth or triangle waves
// Geometric wave synthesis fundamentals taken from: http://hyperphysics.phy-astr.gsu.edu/hbase/audio/geowv.html
WaveSynth = function(waveShape, numHarmonics, smoothing) {
this.numHarmonics = numHarmonics;
this.waveShape = waveShape;
this.averagingFilter = new AveragingFilter(smoothing);
// NB: frequency in radians
this.shapeWave = function(frequency) {
// make some shapes
var harmonics = 0;
var multiplier = 0;
var iterations = this.numHarmonics * 2 + 2;
if (this.waveShape === TRIANGLE) {
iterations++;
}
for(var n = 2; n < iterations; n++) {
switch(this.waveShape) {
case SAWTOOTH: {
multiplier = 1 / n;
harmonics += multiplier * Math.sin(n * frequency);
break;
}
case TRIANGLE: {
if (n % 2 === 1) {
var mulitplier = 1 / (n * n);
// multiply (4n-1)th harmonics by -1
if (n === 3 || n === 7 || n === 11 || n === 15) {
mulitplier *= -1;
}
harmonics += mulitplier * Math.sin(n * frequency);
}
break;
}
case SQUARE: {
if (n % 2 === 1) {
multiplier = 1 / n;
harmonics += multiplier * Math.sin(n * frequency);
}
break;
}
}
}
// smooth the result and return
return this.averagingFilter.process(harmonics);
};
};
// Create a wave shape by summing pre-calcualted sinusoidal harmonics
HarmonicsFilter = function(magnitudes, phaseAngles) {
this.magnitudes = magnitudes;
this.phaseAngles = phaseAngles;
this.calculate = function(twoPiFT) {
var harmonics = 0;
var numHarmonics = magnitudes.length;
for(var n = 0; n < numHarmonics; n++) {
harmonics += this.magnitudes[n] * Math.cos(n * twoPiFT - this.phaseAngles[n]);
}
return harmonics;
};
};
// the main filter object literal
filter = (function() {
// Bezier private functions
function _B1(t) { return t * t * t };
function _B2(t) { return 3 * t * t * (1 - t) };
function _B3(t) { return 3 * t * (1 - t) * (1 - t) };
function _B4(t) { return (1 - t) * (1 - t) * (1 - t) };
return {
// helper methods
degToRad: function(degrees) {
var convertedValue = degrees * Math.PI / 180;
return convertedValue;
},
radToDeg: function(radians) {
var convertedValue = radians * 180 / Math.PI;
return convertedValue;
},
// these filters need instantiating, as they hold arrays of previous values
createAveragingFilter: function(length) {
var newAveragingFilter = new AveragingFilter(length);
return newAveragingFilter;
},
createButterworthFilter: function(cutoff) {
var newButterworthFilter = new ButterworthFilter(cutoff);
return newButterworthFilter;
},
createWaveSynth: function(waveShape, numHarmonics, smoothing) {
var newWaveSynth = new WaveSynth(waveShape, numHarmonics, smoothing);
return newWaveSynth;
},
createHarmonicsFilter: function(magnitudes, phaseAngles) {
var newHarmonicsFilter = new HarmonicsFilter(magnitudes, phaseAngles);
return newHarmonicsFilter;
},
// the following filters do not need separate instances, as they hold no previous values
bezier: function(percent, C1, C2, C3, C4) {
// Bezier functions for more natural transitions
// based on script by Dan Pupius (www.pupius.net) http://13thparallel.com/archive/bezier-curves/
var pos = {x: 0, y: 0};
pos.x = C1.x * _B1(percent) + C2.x * _B2(percent) + C3.x * _B3(percent) + C4.x * _B4(percent);
pos.y = C1.y * _B1(percent) + C2.y * _B2(percent) + C3.y * _B3(percent) + C4.y * _B4(percent);
return pos;
},
// simple clipping filter (clips bottom of wave only, special case for hips y-axis skeleton offset)
clipTrough: function(inputValue, peak, strength) {
var outputValue = inputValue * strength;
if (outputValue < -peak) {
outputValue = -peak;
}
return outputValue;
}
}
//
// walkFilters.js
//
// version 1.002
//
// Created by David Wooldridge, Autumn 2014
//
// Provides a variety of filters for use by the walk.js script v1.12
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
AveragingFilter = function(length) {
//this.name = name;
this.pastValues = [];
for(var i = 0; i < length; i++) {
this.pastValues.push(0);
}
// single arg is the nextInputValue
this.process = function() {
if (this.pastValues.length === 0 && arguments[0]) {
return arguments[0];
} else if (arguments[0] !== null) {
// apply quick and simple LP filtering
this.pastValues.push(arguments[0]);
this.pastValues.shift();
var nextOutputValue = 0;
for (var ea in this.pastValues) nextOutputValue += this.pastValues[ea];
return nextOutputValue / this.pastValues.length;
} else {
return 0;
}
};
};
// 1st order Butterworth filter - calculate coeffs here: http://www-users.cs.york.ac.uk/~fisher/mkfilter/trad.html
// provides LP filtering with a more stable frequency / phase response (-3 dB @ 3 Hz)
ButterworthFilter1 = function() {
this.gain = 7.313751515;
this.coeff = 0.7265425280;
// initialise the arrays
this.xv = [];
this.yv = [];
for(var i = 0; i < 2; i++) {
this.xv.push(0);
this.yv.push(0);
}
// process values
this.process = function(nextInputValue) {
this.xv[0] = this.xv[1];
this.xv[1] = nextInputValue / this.gain;
this.yv[0] = this.yv[1];
this.yv[1] = this.xv[0] + this.xv[1] + this.coeff * this.yv[0];
return this.yv[1];
};
}; // end Butterworth filter constructor
// 2nd order Butterworth LP filter - calculate coeffs here: http://www-users.cs.york.ac.uk/~fisher/mkfilter/trad.html
// provides LP filtering with a more stable frequency / phase response
ButterworthFilter2 = function(cutOff) {
switch(cutOff) {
case 5:
default:
this.gain = 20.20612010;
this.coeffOne = -0.4775922501;
this.coeffTwo = 1.2796324250;
break;
}
// initialise the arrays
this.xv = [];
this.yv = [];
for(var i = 0; i < 3; i++) {
this.xv.push(0);
this.yv.push(0);
}
// process values
this.process = function(nextInputValue) {
this.xv[0] = this.xv[1];
this.xv[1] = this.xv[2];
this.xv[2] = nextInputValue / this.gain;
this.yv[0] = this.yv[1];
this.yv[1] = this.yv[2];
this.yv[2] = (this.xv[0] + this.xv[2]) +
2 * this.xv[1] +
(this.coeffOne * this.yv[0]) +
(this.coeffTwo * this.yv[1]);
return this.yv[2];
};
}; // end Butterworth filter constructor
// Add harmonics to a given sine wave to form square, sawtooth or triangle waves
// Geometric wave synthesis fundamentals taken from: http://hyperphysics.phy-astr.gsu.edu/hbase/audio/geowv.html
WaveSynth = function(waveShape, numHarmonics, smoothing) {
this.numHarmonics = numHarmonics;
this.waveShape = waveShape;
this.smoothingFilter = new AveragingFilter(smoothing);
// NB: frequency in radians
this.calculate = function(frequency) {
// make some shapes
var harmonics = 0;
var multiplier = 0;
var iterations = this.numHarmonics * 2 + 2;
if (this.waveShape === TRIANGLE) {
iterations++;
}
for(var n = 1; n < iterations; n++) {
switch(this.waveShape) {
case SAWTOOTH: {
multiplier = 1 / n;
harmonics += multiplier * Math.sin(n * frequency);
break;
}
case TRIANGLE: {
if (n % 2 === 1) {
var mulitplier = 1 / (n * n);
// multiply (4n-1)th harmonics by -1
if (n === 3 || n === 7 || n === 11 || n === 15) {
mulitplier *= -1;
}
harmonics += mulitplier * Math.sin(n * frequency);
}
break;
}
case SQUARE: {
if (n % 2 === 1) {
multiplier = 1 / n;
harmonics += multiplier * Math.sin(n * frequency);
}
break;
}
}
}
// smooth the result and return
return this.smoothingFilter.process(harmonics);
};
};
// Create a motion wave by summing pre-calcualted sinusoidal harmonics
HarmonicsFilter = function(magnitudes, phaseAngles) {
this.magnitudes = magnitudes;
this.phaseAngles = phaseAngles;
this.calculate = function(twoPiFT) {
var harmonics = 0;
var numHarmonics = magnitudes.length;
for(var n = 0; n < numHarmonics; n++) {
harmonics += this.magnitudes[n] * Math.cos(n * twoPiFT - this.phaseAngles[n]);
}
return harmonics;
};
};
// the main filter object
filter = (function() {
// Bezier private functions
function _B1(t) { return t * t * t };
function _B2(t) { return 3 * t * t * (1 - t) };
function _B3(t) { return 3 * t * (1 - t) * (1 - t) };
function _B4(t) { return (1 - t) * (1 - t) * (1 - t) };
return {
// helper methods
degToRad: function(degrees) {
var convertedValue = degrees * Math.PI / 180;
return convertedValue;
},
radToDeg: function(radians) {
var convertedValue = radians * 180 / Math.PI;
return convertedValue;
},
// these filters need instantiating, as they hold arrays of previous values
createAveragingFilter: function(length) {
var newAveragingFilter = new AveragingFilter(length);
return newAveragingFilter;
},
createButterworthFilter1: function() {
var newButterworthFilter = new ButterworthFilter1();
return newButterworthFilter;
},
createButterworthFilter2: function(cutoff) {
var newButterworthFilter = new ButterworthFilter2(cutoff);
return newButterworthFilter;
},
createWaveSynth: function(waveShape, numHarmonics, smoothing) {
var newWaveSynth = new WaveSynth(waveShape, numHarmonics, smoothing);
return newWaveSynth;
},
createHarmonicsFilter: function(magnitudes, phaseAngles) {
var newHarmonicsFilter = new HarmonicsFilter(magnitudes, phaseAngles);
return newHarmonicsFilter;
},
// the following filters do not need separate instances, as they hold no previous values
bezier: function(percent, C1, C2, C3, C4) {
// Bezier functions for more natural transitions
// based on script by Dan Pupius (www.pupius.net) http://13thparallel.com/archive/bezier-curves/
var pos = {x: 0, y: 0};
pos.x = C1.x * _B1(percent) + C2.x * _B2(percent) + C3.x * _B3(percent) + C4.x * _B4(percent);
pos.y = C1.y * _B1(percent) + C2.y * _B2(percent) + C3.y * _B3(percent) + C4.y * _B4(percent);
return pos;
},
// simple clipping filter (clips bottom of wave only)
clipTrough: function(inputValue, peak, strength) {
var outputValue = inputValue * strength;
if (outputValue < -peak) {
outputValue = -peak;
}
return outputValue;
}
}
})();

File diff suppressed because it is too large Load diff

View file

@ -640,6 +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
@ -657,10 +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" });
@ -669,6 +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.
@ -683,8 +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");
@ -708,6 +714,7 @@ Script.scriptEnding.connect(function() {
if (exportMenu) {
exportMenu.close();
}
Entities.setLightsArePickable(originalLightsArePickable);
});
// Do some stuff regularly, like check for placement of various overlays
@ -718,10 +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");

File diff suppressed because it is too large Load diff

View file

@ -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);

View file

@ -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;

View file

@ -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;

View file

@ -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) {
}

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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()),

View file

@ -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?

View file

@ -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();
}

View file

@ -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;
};

View file

@ -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();

View file

@ -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; }

View file

@ -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),

View file

@ -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;

View file

@ -21,6 +21,7 @@
EntityTree::EntityTree(bool shouldReaverage) : Octree(shouldReaverage), _simulation(NULL) {
_rootElement = createNewElement();
_lightsArePickable = true; // assume they are by default
}
EntityTree::~EntityTree() {

View file

@ -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;
};

View file

@ -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;
}
}
}
}
}

View file

@ -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;
}

View file

@ -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();

View file

@ -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;
}

View file

@ -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; }