mirror of
https://github.com/lubosz/overte.git
synced 2025-04-07 14:22:06 +02:00
Merge remote-tracking branch 'upstream/master' into android_nov
This commit is contained in:
commit
d6dd29b952
21 changed files with 1503 additions and 52 deletions
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@ -11,11 +11,8 @@ function(JOIN VALUES GLUE OUTPUT)
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set (${OUTPUT} "${_TMP_STR}" PARENT_SCOPE)
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endfunction()
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if (ANDROID OR NOT DEV_BUILD)
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set(INTERFACE_QML_QRC ${CMAKE_CURRENT_BINARY_DIR}/qml.qrc)
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generate_qrc(OUTPUT ${INTERFACE_QML_QRC} PATH ${CMAKE_CURRENT_SOURCE_DIR}/resources GLOBS *.qml *.qss *.js *.html *.ttf *.gif *.svg *.png *.jpg)
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endif()
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set(INTERFACE_QML_QRC ${CMAKE_CURRENT_BINARY_DIR}/qml.qrc)
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generate_qrc(OUTPUT ${INTERFACE_QML_QRC} PATH ${CMAKE_CURRENT_SOURCE_DIR}/resources GLOBS *.qml *.qss *.js *.html *.ttf *.gif *.svg *.png *.jpg)
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# set a default root dir for each of our optional externals if it was not passed
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set(OPTIONAL_EXTERNALS "LeapMotion")
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@ -74,9 +71,7 @@ qt5_wrap_ui(QT_UI_HEADERS "${QT_UI_FILES}")
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# add them to the interface source files
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set(INTERFACE_SRCS ${INTERFACE_SRCS} "${QT_UI_HEADERS}" "${QT_RESOURCES}")
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if (ANDROID OR NOT DEV_BUILD)
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list(APPEND INTERFACE_SRCS ${INTERFACE_QML_QRC})
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endif()
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if (UNIX)
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install(
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@ -53,7 +53,7 @@ Item {
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// Title Bar text
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RalewaySemiBold {
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text: "HIFI COMMERCE - LOGIN";
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text: "Log in to continue";
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// Text size
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size: hifi.fontSizes.overlayTitle;
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// Anchors
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@ -127,9 +127,15 @@ Item {
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GridView {
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id: gridView
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keyNavigationEnabled: false
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highlightFollowsCurrentItem: false
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property int previousGridIndex: -1
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// true if any of the buttons contains mouse
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property bool containsMouse: false
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anchors {
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fill: parent
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topMargin: 20
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@ -162,15 +168,29 @@ Item {
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flow: GridView.LeftToRight
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model: page.proxyModel
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delegate: Item {
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delegate: Control {
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id: wrapper
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width: gridView.cellWidth
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height: gridView.cellHeight
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hoverEnabled: true
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property bool containsMouse: gridView.containsMouse
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onHoveredChanged: {
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if (hovered && !gridView.containsMouse) {
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gridView.containsMouse = true
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} else {
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gridView.containsMouse = false
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}
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}
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property var proxy: modelData
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TabletButton {
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id: tabletButton
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scale: wrapper.hovered ? 1.25 : wrapper.containsMouse ? 0.75 : 1.0
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Behavior on scale { NumberAnimation { duration: 200; easing.type: Easing.Linear } }
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anchors.centerIn: parent
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gridView: wrapper.GridView.view
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buttonIndex: page.proxyModel.buttonIndex(uuid);
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@ -3166,6 +3166,7 @@ glm::mat4 MyAvatar::getLeftHandCalibrationMat() const {
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}
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bool MyAvatar::pinJoint(int index, const glm::vec3& position, const glm::quat& orientation) {
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std::lock_guard<std::mutex> guard(_pinnedJointsMutex);
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auto hipsIndex = getJointIndex("Hips");
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if (index != hipsIndex) {
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qWarning() << "Pinning is only supported for the hips joint at the moment.";
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@ -3185,7 +3186,14 @@ bool MyAvatar::pinJoint(int index, const glm::vec3& position, const glm::quat& o
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return true;
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}
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bool MyAvatar::isJointPinned(int index) {
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std::lock_guard<std::mutex> guard(_pinnedJointsMutex);
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auto it = std::find(_pinnedJoints.begin(), _pinnedJoints.end(), index);
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return it != _pinnedJoints.end();
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}
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bool MyAvatar::clearPinOnJoint(int index) {
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std::lock_guard<std::mutex> guard(_pinnedJointsMutex);
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auto it = std::find(_pinnedJoints.begin(), _pinnedJoints.end(), index);
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if (it != _pinnedJoints.end()) {
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_pinnedJoints.erase(it);
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|
|
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@ -448,9 +448,8 @@ public:
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virtual void clearJointData(const QString& name) override;
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virtual void clearJointsData() override;
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Q_INVOKABLE bool pinJoint(int index, const glm::vec3& position, const glm::quat& orientation);
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bool isJointPinned(int index);
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Q_INVOKABLE bool clearPinOnJoint(int index);
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Q_INVOKABLE float getIKErrorOnLastSolve() const;
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|
@ -837,6 +836,7 @@ private:
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bool getIsAway() const { return _isAway; }
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void setAway(bool value);
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std::mutex _pinnedJointsMutex;
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std::vector<int> _pinnedJoints;
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// height of user in sensor space, when standing erect.
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|
|
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@ -34,12 +34,25 @@ Rig::CharacterControllerState convertCharacterControllerState(CharacterControlle
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}
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static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
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glm::mat4 worldToSensorMat = glm::inverse(myAvatar->getSensorToWorldMatrix());
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// check for pinned hips.
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auto hipsIndex = myAvatar->getJointIndex("Hips");
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if (myAvatar->isJointPinned(hipsIndex)) {
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Transform avatarTransform = myAvatar->getTransform();
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AnimPose result = AnimPose(worldToSensorMat * avatarTransform.getMatrix() * Matrices::Y_180);
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result.scale() = glm::vec3(1.0f, 1.0f, 1.0f);
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return result;
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} else {
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DebugDraw::getInstance().removeMarker("pinnedHips");
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}
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glm::mat4 hipsMat = myAvatar->deriveBodyFromHMDSensor();
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glm::vec3 hipsPos = extractTranslation(hipsMat);
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glm::quat hipsRot = glmExtractRotation(hipsMat);
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glm::mat4 avatarToWorldMat = myAvatar->getTransform().getMatrix();
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glm::mat4 worldToSensorMat = glm::inverse(myAvatar->getSensorToWorldMatrix());
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glm::mat4 avatarToSensorMat = worldToSensorMat * avatarToWorldMat;
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// dampen hips rotation, by mixing it with the avatar orientation in sensor space
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|
@ -323,17 +336,25 @@ void MySkeletonModel::updateFingers() {
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for (auto& link : chain) {
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int index = _rig.indexOfJoint(link.second);
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if (index >= 0) {
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auto rotationFrameOffset = _jointRotationFrameOffsetMap.find(index);
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if (rotationFrameOffset == _jointRotationFrameOffsetMap.end()) {
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_jointRotationFrameOffsetMap.insert(std::pair<int, int>(index, 0));
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rotationFrameOffset = _jointRotationFrameOffsetMap.find(index);
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}
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auto pose = myAvatar->getControllerPoseInSensorFrame(link.first);
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if (pose.valid) {
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glm::quat relRot = glm::inverse(prevAbsRot) * pose.getRotation();
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// only set the rotation for the finger joints, not the hands.
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if (link.first != controller::Action::LEFT_HAND && link.first != controller::Action::RIGHT_HAND) {
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_rig.setJointRotation(index, true, relRot, CONTROLLER_PRIORITY);
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rotationFrameOffset->second = 0;
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}
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prevAbsRot = pose.getRotation();
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} else {
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} else if (rotationFrameOffset->second == 1) { // if the pose is invalid and was set on previous frame we do clear ( current frame offset = 1 )
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_rig.clearJointAnimationPriority(index);
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}
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rotationFrameOffset->second++;
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}
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}
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}
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|
|
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@ -28,6 +28,8 @@ private:
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AnimPose _prevHips; // sensor frame
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bool _prevHipsValid { false };
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std::map<int, int> _jointRotationFrameOffsetMap;
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||||
};
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||||
|
||||
#endif // hifi_MySkeletonModel_h
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||||
|
|
|
@ -192,8 +192,7 @@ void WindowScriptingInterface::ensureReticleVisible() const {
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|||
/// Display a "browse to directory" dialog. If `directory` is an invalid file or directory the browser will start at the current
|
||||
/// working directory.
|
||||
/// \param const QString& title title of the window
|
||||
/// \param const QString& directory directory to start the file browser at
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||||
/// \param const QString& nameFilter filter to filter filenames by - see `QFileDialog`
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||||
/// \param const QString& directory directory to start the directory browser at
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||||
/// \return QScriptValue file path as a string if one was selected, otherwise `QScriptValue::NullValue`
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||||
QScriptValue WindowScriptingInterface::browseDir(const QString& title, const QString& directory) {
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ensureReticleVisible();
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||||
|
@ -214,8 +213,7 @@ QScriptValue WindowScriptingInterface::browseDir(const QString& title, const QSt
|
|||
/// Display a "browse to directory" dialog. If `directory` is an invalid file or directory the browser will start at the current
|
||||
/// working directory.
|
||||
/// \param const QString& title title of the window
|
||||
/// \param const QString& directory directory to start the file browser at
|
||||
/// \param const QString& nameFilter filter to filter filenames by - see `QFileDialog`
|
||||
/// \param const QString& directory directory to start the directory browser at
|
||||
void WindowScriptingInterface::browseDirAsync(const QString& title, const QString& directory) {
|
||||
ensureReticleVisible();
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||||
QString path = directory;
|
||||
|
@ -459,6 +457,41 @@ int WindowScriptingInterface::openMessageBox(QString title, QString text, int bu
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|||
return createMessageBox(title, text, buttons, defaultButton);
|
||||
}
|
||||
|
||||
/**jsdoc
|
||||
* <p>The buttons that may be included in a message box created by {@link Window.openMessageBox|openMessageBox} are defined by
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||||
* numeric values:
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||||
* <table>
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||||
* <thead>
|
||||
* <tr>
|
||||
* <th>Button</th>
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||||
* <th>Value</th>
|
||||
* <th>Description</th>
|
||||
* </tr>
|
||||
* </thead>
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||||
* <tbody>
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* <tr> <td><strong>NoButton</strong></td> <td><code>0x0</code></td> <td>An invalid button.</td> </tr>
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||||
* <tr> <td><strong>Ok</strong></td> <td><code>0x400</code></td> <td>"OK"</td> </tr>
|
||||
* <tr> <td><strong>Save</strong></td> <td><code>0x800</code></td> <td>"Save"</td> </tr>
|
||||
* <tr> <td><strong>SaveAll</strong></td> <td><code>0x1000</code></td> <td>"Save All"</td> </tr>
|
||||
* <tr> <td><strong>Open</strong></td> <td><code>0x2000</code></td> <td>"Open"</td> </tr>
|
||||
* <tr> <td><strong>Yes</strong></td> <td><code>0x4000</code></td> <td>"Yes"</td> </tr>
|
||||
* <tr> <td><strong>YesToAll</strong></td> <td><code>0x8000</code></td> <td>"Yes to All"</td> </tr>
|
||||
* <tr> <td><strong>No</strong></td> <td><code>0x10000</code></td> <td>"No"</td> </tr>
|
||||
* <tr> <td><strong>NoToAll</strong></td> <td><code>0x20000</code></td> <td>"No to All"</td> </tr>
|
||||
* <tr> <td><strong>Abort</strong></td> <td><code>0x40000</code></td> <td>"Abort"</td> </tr>
|
||||
* <tr> <td><strong>Retry</strong></td> <td><code>0x80000</code></td> <td>"Retry"</td> </tr>
|
||||
* <tr> <td><strong>Ignore</strong></td> <td><code>0x100000</code></td> <td>"Ignore"</td> </tr>
|
||||
* <tr> <td><strong>Close</strong></td> <td><code>0x200000</code></td> <td>"Close"</td> </tr>
|
||||
* <tr> <td><strong>Cancel</strong></td> <td><code>0x400000</code></td> <td>"Cancel"</td> </tr>
|
||||
* <tr> <td><strong>Discard</strong></td> <td><code>0x800000</code></td> <td>"Discard" or "Don't Save"</td> </tr>
|
||||
* <tr> <td><strong>Help</strong></td> <td><code>0x1000000</code></td> <td>"Help"</td> </tr>
|
||||
* <tr> <td><strong>Apply</strong></td> <td><code>0x2000000</code></td> <td>"Apply"</td> </tr>
|
||||
* <tr> <td><strong>Reset</strong></td> <td><code>0x4000000</code></td> <td>"Reset"</td> </tr>
|
||||
* <tr> <td><strong>RestoreDefaults</strong></td> <td><code>0x8000000</code></td> <td>"Restore Defaults"</td> </tr>
|
||||
* </tbody>
|
||||
* </table>
|
||||
* @typedef Window.MessageBoxButton
|
||||
*/
|
||||
int WindowScriptingInterface::createMessageBox(QString title, QString text, int buttons, int defaultButton) {
|
||||
auto messageBox = DependencyManager::get<OffscreenUi>()->createMessageBox(OffscreenUi::ICON_INFORMATION, title, text,
|
||||
static_cast<QFlags<QMessageBox::StandardButton>>(buttons), static_cast<QMessageBox::StandardButton>(defaultButton));
|
||||
|
|
|
@ -33,6 +33,21 @@ QScriptValue CustomPromptResultToScriptValue(QScriptEngine* engine, const Custom
|
|||
void CustomPromptResultFromScriptValue(const QScriptValue& object, CustomPromptResult& result);
|
||||
|
||||
|
||||
/**jsdoc
|
||||
* The Window API provides various facilities not covered elsewhere: window dimensions, window focus, normal or entity camera
|
||||
* view, clipboard, announcements, user connections, common dialog boxes, snapshots, file import, domain changes, domain
|
||||
* physics.
|
||||
*
|
||||
* @namespace Window
|
||||
* @property {number} innerWidth - The width of the drawable area of the Interface window (i.e., without borders or other
|
||||
* chrome), in pixels. <em>Read-only.</em>
|
||||
* @property {number} innerHeight - The height of the drawable area of the Interface window (i.e., without borders or other
|
||||
* chrome) plus the height of the menu bar, in pixels. <em>Read-only.</em>
|
||||
* @property {object} location - Provides facilities for working with your current metaverse location. See {@link location}.
|
||||
* @property {number} x - The x coordinate of the top left corner of the Interface window on the display. <em>Read-only.</em>
|
||||
* @property {number} y - The y coordinate of the top left corner of the Interface window on the display. <em>Read-only.</em>
|
||||
*/
|
||||
|
||||
class WindowScriptingInterface : public QObject, public Dependency {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(int innerWidth READ getInnerWidth)
|
||||
|
@ -48,63 +63,622 @@ public:
|
|||
int getY();
|
||||
|
||||
public slots:
|
||||
|
||||
/**jsdoc
|
||||
* Check if the Interface window has focus.
|
||||
* @function Window.hasFocus
|
||||
* @returns {boolean} <code>true</code> if the Interface window has focus, otherwise <code>false</code>.
|
||||
*/
|
||||
QScriptValue hasFocus();
|
||||
|
||||
/**jsdoc
|
||||
* Make the Interface window have focus.
|
||||
* @function Window.setFocus
|
||||
*/
|
||||
void setFocus();
|
||||
|
||||
/**jsdoc
|
||||
* Raise the Interface window if it is minimized, and give it focus.
|
||||
* @function Window.raiseMainWindow
|
||||
*/
|
||||
void raiseMainWindow();
|
||||
|
||||
/**jsdoc
|
||||
* Display a dialog with the specified message and an "OK" button. The dialog is non-modal; the script continues without
|
||||
* waiting for a user response.
|
||||
* @function Window.alert
|
||||
* @param {string} message="" - The message to display.
|
||||
* @example <caption>Display a friendly greeting.</caption>
|
||||
* Window.alert("Welcome!");
|
||||
* print("Script continues without waiting");
|
||||
*/
|
||||
void alert(const QString& message = "");
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user to confirm something. Displays a modal dialog with a message plus "Yes" and "No" buttons.
|
||||
* responds.
|
||||
* @function Window.confirm
|
||||
* @param {string} message="" - The question to display.
|
||||
* @returns {boolean} <code>true</code> if the user selects "Yes", otherwise <code>false</code>.
|
||||
* @example <caption>Ask the user a question requiring a yes/no answer.</caption>
|
||||
* var answer = Window.confirm("Are you sure?");
|
||||
* print(answer); // true or false
|
||||
*/
|
||||
QScriptValue confirm(const QString& message = "");
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user to enter some text. Displays a modal dialog with a message and a text box, plus "OK" and "Cancel"
|
||||
* buttons.
|
||||
* @function Window.prompt
|
||||
* @param {string} message - The question to display.
|
||||
* @param {string} defaultText - The default answer text.
|
||||
* @returns {string} The text that the user entered if they select "OK", otherwise "".
|
||||
* @example <caption>Ask the user a question requiring a text answer.</caption>
|
||||
* var answer = Window.prompt("Question", "answer");
|
||||
* if (answer === "") {
|
||||
* print("User canceled");
|
||||
* } else {
|
||||
* print("User answer: " + answer);
|
||||
* }
|
||||
*/
|
||||
QScriptValue prompt(const QString& message, const QString& defaultText);
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user to enter some text. Displays a non-modal dialog with a message and a text box, plus "OK" and "Cancel"
|
||||
* buttons. A {@link Window.promptTextChanged|promptTextChanged} signal is emitted when the user OKs the dialog; no signal
|
||||
* is emitted if the user cancels the dialog.
|
||||
* @function Window.promptAsync
|
||||
* @param {string} message - The question to display.
|
||||
* @param {string} defaultText - The default answer text.
|
||||
* @example <caption>Ask the user a question requiring a text answer without waiting for the answer.</caption>
|
||||
* function onPromptTextChanged(text) {
|
||||
* print("User answer: " + text);
|
||||
* }
|
||||
* Window.promptTextChanged.connect(onPromptTextChanged);
|
||||
*
|
||||
* Window.promptAsync("Question", "answer");
|
||||
* print("Script continues without waiting");
|
||||
*/
|
||||
void promptAsync(const QString& message = "", const QString& defaultText = "");
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user for input in a custom, modal dialog.
|
||||
* @deprecated This funtion is deprecated and will be removed.
|
||||
* @function Window.customPrompt
|
||||
* @param {object} config - Configures the modal dialog.
|
||||
* @returns {object} The user's response.
|
||||
*/
|
||||
CustomPromptResult customPrompt(const QVariant& config);
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user to choose a directory. Displays a modal dialog that navigates the directory tree.
|
||||
* @function Window.browseDir
|
||||
* @param {string} title="" - The title to display at the top of the dialog.
|
||||
* @param {string} directory="" - The initial directory to start browsing at.
|
||||
* @returns {string} The path of the directory if one is chosen, otherwise <code>null</code>.
|
||||
* @example <caption>Ask the user to choose a directory.</caption>
|
||||
* var directory = Window.browseDir("Select Directory", Paths.resources);
|
||||
* print("Directory: " + directory);
|
||||
*/
|
||||
QScriptValue browseDir(const QString& title = "", const QString& directory = "");
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user to choose a directory. Displays a non-modal dialog that navigates the directory tree. A
|
||||
* {@link Window.browseDirChanged|browseDirChanged} signal is emitted when a directory is chosen; no signal is emitted if
|
||||
* the user cancels the dialog.
|
||||
* @function Window.browseDirAsync
|
||||
* @param {string} title="" - The title to display at the top of the dialog.
|
||||
* @param {string} directory="" - The initial directory to start browsing at.
|
||||
* @example <caption>Ask the user to choose a directory without waiting for the answer.</caption>
|
||||
* function onBrowseDirChanged(directory) {
|
||||
* print("Directory: " + directory);
|
||||
* }
|
||||
* Window.browseDirChanged.connect(onBrowseDirChanged);
|
||||
*
|
||||
* Window.browseDirAsync("Select Directory", Paths.resources);
|
||||
* print("Script continues without waiting");
|
||||
*/
|
||||
void browseDirAsync(const QString& title = "", const QString& directory = "");
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user to choose a file. Displays a modal dialog that navigates the directory tree.
|
||||
* @function Window.browse
|
||||
* @param {string} title="" - The title to display at the top of the dialog.
|
||||
* @param {string} directory="" - The initial directory to start browsing at.
|
||||
* @param {string} nameFilter="" - The types of files to display. Examples: <code>"*.json"</code> and
|
||||
* <code>"Images (*.png *.jpg *.svg)"</code>. All files are displayed if a filter isn't specified.
|
||||
* @returns {string} The path and name of the file if one is chosen, otherwise <code>null</code>.
|
||||
* @example <caption>Ask the user to choose an image file.</caption>
|
||||
* var filename = Window.browse("Select Image File", Paths.resources, "Images (*.png *.jpg *.svg)");
|
||||
* print("File: " + filename);
|
||||
*/
|
||||
QScriptValue browse(const QString& title = "", const QString& directory = "", const QString& nameFilter = "");
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user to choose a file. Displays a non-modal dialog that navigates the directory tree. A
|
||||
* {@link Window.openFileChanged|openFileChanged} signal is emitted when a file is chosen; no signal is emitted if the user
|
||||
* cancels the dialog.
|
||||
* @function Window.browseAsync
|
||||
* @param {string} title="" - The title to display at the top of the dialog.
|
||||
* @param {string} directory="" - The initial directory to start browsing at.
|
||||
* @param {string} nameFilter="" - The types of files to display. Examples: <code>"*.json"</code> and
|
||||
* <code>"Images (*.png *.jpg *.svg)"</code>. All files are displayed if a filter isn't specified.
|
||||
* @example <caption>Ask the user to choose an image file without waiting for the answer.</caption>
|
||||
* function onOpenFileChanged(filename) {
|
||||
* print("File: " + filename);
|
||||
* }
|
||||
* Window.openFileChanged.connect(onOpenFileChanged);
|
||||
*
|
||||
* Window.browseAsync("Select Image File", Paths.resources, "Images (*.png *.jpg *.svg)");
|
||||
* print("Script continues without waiting");
|
||||
*/
|
||||
void browseAsync(const QString& title = "", const QString& directory = "", const QString& nameFilter = "");
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user to specify the path and name of a file to save to. Displays a model dialog that navigates the directory
|
||||
* tree and allows the user to type in a file name.
|
||||
* @function Window.save
|
||||
* @param {string} title="" - The title to display at the top of the dialog.
|
||||
* @param {string} directory="" - The initial directory to start browsing at.
|
||||
* @param {string} nameFilter="" - The types of files to display. Examples: <code>"*.json"</code> and
|
||||
* <code>"Images (*.png *.jpg *.svg)"</code>. All files are displayed if a filter isn't specified.
|
||||
* @returns {string} The path and name of the file if one is specified, otherwise <code>null</code>. If a single file type
|
||||
* is specified in the nameFilter, that file type extension is automatically appended to the result when appropriate.
|
||||
* @example <caption>Ask the user to specify a file to save to.</caption>
|
||||
* var filename = Window.save("Save to JSON file", Paths.resources, "*.json");
|
||||
* print("File: " + filename);
|
||||
*/
|
||||
QScriptValue save(const QString& title = "", const QString& directory = "", const QString& nameFilter = "");
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user to specify the path and name of a file to save to. Displays a non-model dialog that navigates the
|
||||
* directory tree and allows the user to type in a file name. A {@link Window.saveFileChanged|saveFileChanged} signal is
|
||||
* emitted when a file is specified; no signal is emitted if the user cancels the dialog.
|
||||
* @function Window.saveAsync
|
||||
* @param {string} title="" - The title to display at the top of the dialog.
|
||||
* @param {string} directory="" - The initial directory to start browsing at.
|
||||
* @param {string} nameFilter="" - The types of files to display. Examples: <code>"*.json"</code> and
|
||||
* <code>"Images (*.png *.jpg *.svg)"</code>. All files are displayed if a filter isn't specified.
|
||||
* @example <caption>Ask the user to specify a file to save to without waiting for an answer.</caption>
|
||||
* function onSaveFileChanged(filename) {
|
||||
* print("File: " + filename);
|
||||
* }
|
||||
* Window.saveFileChanged.connect(onSaveFileChanged);
|
||||
*
|
||||
* Window.saveAsync("Save to JSON file", Paths.resources, "*.json");
|
||||
* print("Script continues without waiting");
|
||||
*/
|
||||
void saveAsync(const QString& title = "", const QString& directory = "", const QString& nameFilter = "");
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user to choose an Asset Server item. Displays a modal dialog that navigates the tree of assets on the Asset
|
||||
* Server.
|
||||
* @function Window.browseAssets
|
||||
* @param {string} title="" - The title to display at the top of the dialog.
|
||||
* @param {string} directory="" - The initial directory to start browsing at.
|
||||
* @param {string} nameFilter="" - The types of files to display. Examples: <code>"*.json"</code> and
|
||||
* <code>"Images (*.png *.jpg *.svg)"</code>. All files are displayed if a filter isn't specified.
|
||||
* @returns {string} The path and name of the asset if one is chosen, otherwise <code>null</code>.
|
||||
* @example <caption>Ask the user to select an FBX asset.</caption>
|
||||
* var asset = Window.browseAssets("Select FBX File", "/", "*.fbx");
|
||||
* print("FBX file: " + asset);
|
||||
*/
|
||||
QScriptValue browseAssets(const QString& title = "", const QString& directory = "", const QString& nameFilter = "");
|
||||
|
||||
/**jsdoc
|
||||
* Prompt the user to choose an Asset Server item. Displays a non-modal dialog that navigates the tree of assets on the
|
||||
* Asset Server. A {@link Window.assetsDirChanged|assetsDirChanged} signal is emitted when an asset is chosen; no signal is
|
||||
* emitted if the user cancels the dialog.
|
||||
* @function Window.browseAssetsAsync
|
||||
* @param {string} title="" - The title to display at the top of the dialog.
|
||||
* @param {string} directory="" - The initial directory to start browsing at.
|
||||
* @param {string} nameFilter="" - The types of files to display. Examples: <code>"*.json"</code> and
|
||||
* <code>"Images (*.png *.jpg *.svg)"</code>. All files are displayed if a filter isn't specified.
|
||||
* @example
|
||||
* function onAssetsDirChanged(asset) {
|
||||
* print("FBX file: " + asset);
|
||||
* }
|
||||
* Window.assetsDirChanged.connect(onAssetsDirChanged);
|
||||
*
|
||||
* Window.browseAssetsAsync("Select FBX File", "/", "*.fbx");
|
||||
* print("Script continues without waiting");
|
||||
*/
|
||||
void browseAssetsAsync(const QString& title = "", const QString& directory = "", const QString& nameFilter = "");
|
||||
|
||||
/**jsdoc
|
||||
* Open the Asset Browser dialog. If a file to upload is specified, the user is prompted to enter the folder and name to
|
||||
* map the file to on the asset server.
|
||||
* @function Window.showAssetServer
|
||||
* @param {string} uploadFile="" - The path and name of a file to upload to the asset server.
|
||||
* @example <caption>Upload a file to the asset server.</caption>
|
||||
* var filename = Window.browse("Select File to Add to Asset Server", Paths.resources);
|
||||
* print("File: " + filename);
|
||||
* Window.showAssetServer(filename);
|
||||
*/
|
||||
void showAssetServer(const QString& upload = "");
|
||||
|
||||
/**jsdoc
|
||||
* Get Interface's build number.
|
||||
* @function Window.checkVersion
|
||||
* @returns {string} - Interface's build number.
|
||||
*/
|
||||
QString checkVersion();
|
||||
|
||||
/**jsdoc
|
||||
* Copies text to the operating system's clipboard.
|
||||
* @function Window.copyToClipboard
|
||||
* @param {string} text - The text to copy to the operating system's clipboard.
|
||||
*/
|
||||
void copyToClipboard(const QString& text);
|
||||
|
||||
/**jsdoc
|
||||
* Takes a snapshot of the current Interface view from the primary camera. When a still image only is captured,
|
||||
* {@link Window.stillSnapshotTaken|stillSnapshotTaken} is emitted; when a still image plus moving images are captured,
|
||||
* {@link Window.processingGifStarted|processingGifStarted} and {@link Window.processingGifCompleted|processingGifCompleted}
|
||||
* are emitted. The path to store the snapshots and the length of the animated GIF to capture are specified in Settings >
|
||||
* General > Snapshots.
|
||||
* @function Window.takeSnapshot
|
||||
* @param {boolean} notify=true - This value is passed on through the {@link Window.stillSnapshotTaken|stillSnapshotTaken}
|
||||
* signal.
|
||||
* @param {boolean} includeAnimated=false - If <code>true</code>, a moving image is captured as an animated GIF in addition
|
||||
* to a still image.
|
||||
* @param {number} aspectRatio=0 - The width/height ratio of the snapshot required. If the value is <code>0</code> the
|
||||
* full resolution is used (window dimensions in desktop mode; HMD display dimensions in HMD mode), otherwise one of the
|
||||
* dimensions is adjusted in order to match the aspect ratio.
|
||||
* @example <caption>Using the snapshot function and signals.</caption>
|
||||
* function onStillSnapshottaken(path, notify) {
|
||||
* print("Still snapshot taken: " + path);
|
||||
* print("Notify: " + notify);
|
||||
* }
|
||||
*
|
||||
* function onProcessingGifStarted(stillPath) {
|
||||
* print("Still snapshot taken: " + stillPath);
|
||||
* }
|
||||
*
|
||||
* function onProcessingGifCompleted(animatedPath) {
|
||||
* print("Animated snapshot taken: " + animatedPath);
|
||||
* }
|
||||
*
|
||||
* Window.stillSnapshotTaken.connect(onStillSnapshottaken);
|
||||
* Window.processingGifStarted.connect(onProcessingGifStarted);
|
||||
* Window.processingGifCompleted.connect(onProcessingGifCompleted);
|
||||
*
|
||||
* var notify = true;
|
||||
* var animated = true;
|
||||
* var aspect = 1920 / 1080;
|
||||
* Window.takeSnapshot(notify, animated, aspect);
|
||||
*/
|
||||
void takeSnapshot(bool notify = true, bool includeAnimated = false, float aspectRatio = 0.0f);
|
||||
|
||||
/**jsdoc
|
||||
* Takes a still snapshot of the current view from the secondary camera that can be set up through the {@link Render} API.
|
||||
* @function Window.takeSecondaryCameraSnapshot
|
||||
*/
|
||||
void takeSecondaryCameraSnapshot();
|
||||
|
||||
/**jsdoc
|
||||
* Emit a {@link Window.connectionAdded|connectionAdded} or a {@link Window.connectionError|connectionError} signal that
|
||||
* indicates whether or not a user connection was successfully made using the Web API.
|
||||
* @function Window.makeConnection
|
||||
* @param {boolean} success - If <code>true</code> then {@link Window.connectionAdded|connectionAdded} is emitted, otherwise
|
||||
* {@link Window.connectionError|connectionError} is emitted.
|
||||
* @param {string} description - Descriptive text about the connection success or error. This is sent in the signal emitted.
|
||||
*/
|
||||
void makeConnection(bool success, const QString& userNameOrError);
|
||||
|
||||
/**jsdoc
|
||||
* Display a notification message. Notifications are displayed in panels by the default script, nofications.js. An
|
||||
* {@link Window.announcement|announcement} signal is emitted when this function is called.
|
||||
* @function Window.displayAnnouncement
|
||||
* @param {string} message - The announcement message.
|
||||
* @example <caption>Send and capture an announcement message.</caption>
|
||||
* function onAnnouncement(message) {
|
||||
* // The message is also displayed as a notification by notifications.js.
|
||||
* print("Announcement: " + message);
|
||||
* }
|
||||
* Window.announcement.connect(onAnnouncement);
|
||||
*
|
||||
* Window.displayAnnouncement("Hello");
|
||||
*/
|
||||
void displayAnnouncement(const QString& message);
|
||||
|
||||
/**jsdoc
|
||||
* Prepare a snapshot ready for sharing. A {@link Window.snapshotShared|snapshotShared} signal is emitted when the snapshot
|
||||
* has been prepared.
|
||||
* @function Window.shareSnapshot
|
||||
* @param {string} path - The path and name of the image file to share.
|
||||
* @param {string} href="" - The metaverse location where the snapshot was taken.
|
||||
*/
|
||||
void shareSnapshot(const QString& path, const QUrl& href = QUrl(""));
|
||||
|
||||
/**jsdoc
|
||||
* Check to see if physics is active for you in the domain you're visiting - there is a delay between your arrival at a
|
||||
* domain and physics becoming active for you in that domain.
|
||||
* @function Window.isPhysicsEnabled
|
||||
* @returns {boolean} <code>true</code> if physics is currently active for you, otherwise <code>false</code>.
|
||||
* @example <caption>Wait for physics to be enabled when you change domains.</caption>
|
||||
* function checkForPhysics() {
|
||||
* var isPhysicsEnabled = Window.isPhysicsEnabled();
|
||||
* print("Physics enabled: " + isPhysicsEnabled);
|
||||
* if (!isPhysicsEnabled) {
|
||||
* Script.setTimeout(checkForPhysics, 1000);
|
||||
* }
|
||||
* }
|
||||
*
|
||||
* function onDomainChanged(domain) {
|
||||
* print("Domain changed: " + domain);
|
||||
* Script.setTimeout(checkForPhysics, 1000);
|
||||
* }
|
||||
*
|
||||
* Window.domainChanged.connect(onDomainChanged);
|
||||
*/
|
||||
bool isPhysicsEnabled();
|
||||
|
||||
/**jsdoc
|
||||
* Set what to show on the PC display: normal view or entity camera view. The entity camera is configured using
|
||||
* {@link Camera.setCameraEntity} and {@link Camera|Camera.mode}.
|
||||
* @function Window.setDisplayTexture
|
||||
* @param {Window.DisplayTexture} texture - The view to display.
|
||||
* @returns {boolean} <code>true</code> if the display texture was successfully set, otherwise <code>false</code>.
|
||||
*/
|
||||
// See spectatorCamera.js for Valid parameter values.
|
||||
/**jsdoc
|
||||
* <p>The views that may be displayed on the PC display.</p>
|
||||
* <table>
|
||||
* <thead>
|
||||
* <tr>
|
||||
* <th>Value</th>
|
||||
* <th>View Displayed</th>
|
||||
* </tr>
|
||||
* </thead>
|
||||
* <tbody>
|
||||
* <tr>
|
||||
* <td><code>""</code></td>
|
||||
* <td>Normal view.</td>
|
||||
* </tr>
|
||||
* <tr>
|
||||
* <td><code>"resource://spectatorCameraFrame"</code></td>
|
||||
* <td>Entity camera view.</td>
|
||||
* </tr>
|
||||
* </tbody>
|
||||
* </table>
|
||||
* @typedef Window.DisplayTexture
|
||||
*/
|
||||
bool setDisplayTexture(const QString& name);
|
||||
|
||||
/**jsdoc
|
||||
* Check if a 2D point is within the desktop window if in desktop mode, or the drawable area of the HUD overlay if in HMD
|
||||
* mode.
|
||||
* @function Window.isPointOnDesktopWindow
|
||||
* @param {Vec2} point - The point to check.
|
||||
* @returns {boolean} <code>true</code> if the point is within the window or HUD, otherwise <code>false</code>.
|
||||
*/
|
||||
bool isPointOnDesktopWindow(QVariant point);
|
||||
|
||||
/**jsdoc
|
||||
* Get the size of the drawable area of the Interface window if in desktop mode or the HMD rendering surface if in HMD mode.
|
||||
* @function Window.getDeviceSize
|
||||
* @returns {Vec2} The width and height of the Interface window or HMD rendering surface, in pixels.
|
||||
*/
|
||||
glm::vec2 getDeviceSize() const;
|
||||
|
||||
/**jsdoc
|
||||
* Open a non-modal message box that can have a variety of button combinations. See also,
|
||||
* {@link Window.updateMessageBox|updateMessageBox} and {@link Window.closeMessageBox|closeMessageBox}.
|
||||
* @function Window.openMessageBox
|
||||
* @param {string} title - The title to display for the message box.
|
||||
* @param {string} text - Text to display in the message box.
|
||||
* @param {Window.MessageBoxButton} buttons - The buttons to display on the message box; one or more button values added
|
||||
* together.
|
||||
* @param {Window.MessageBoxButton} defaultButton - The button that has focus when the message box is opened.
|
||||
* @returns {number} The ID of the message box created.
|
||||
* @example <caption>Ask the user whether that want to reset something.</caption>
|
||||
* var messageBox;
|
||||
* var resetButton = 0x4000000;
|
||||
* var cancelButton = 0x400000;
|
||||
*
|
||||
* function onMessageBoxClosed(id, button) {
|
||||
* if (id === messageBox) {
|
||||
* if (button === resetButton) {
|
||||
* print("Reset");
|
||||
* } else {
|
||||
* print("Don't reset");
|
||||
* }
|
||||
* }
|
||||
* }
|
||||
* Window.messageBoxClosed.connect(onMessageBoxClosed);
|
||||
*
|
||||
* messageBox = Window.openMessageBox("Reset Something",
|
||||
* "Do you want to reset something?",
|
||||
* resetButton + cancelButton, cancelButton);
|
||||
*/
|
||||
int openMessageBox(QString title, QString text, int buttons, int defaultButton);
|
||||
|
||||
/**jsdoc
|
||||
* Update the content of a message box that was opened with {@link Window.openMessageBox|openMessageBox}.
|
||||
* @function Window.updateMessageBox
|
||||
* @param {number} id - The ID of the message box.
|
||||
* @param {string} title - The title to display for the message box.
|
||||
* @param {string} text - Text to display in the message box.
|
||||
* @param {Window.MessageBoxButton} buttons - The buttons to display on the message box; one or more button values added
|
||||
* together.
|
||||
* @param {Window.MessageBoxButton} defaultButton - The button that has focus when the message box is opened.
|
||||
*/
|
||||
void updateMessageBox(int id, QString title, QString text, int buttons, int defaultButton);
|
||||
|
||||
/**jsdoc
|
||||
* Close a message box that was opened with {@link Window.openMessageBox|openMessageBox}.
|
||||
* @function Window.closeMessageBox
|
||||
* @param {number} id - The ID of the message box.
|
||||
*/
|
||||
void closeMessageBox(int id);
|
||||
|
||||
private slots:
|
||||
void onMessageBoxSelected(int button);
|
||||
|
||||
signals:
|
||||
void domainChanged(const QString& domainHostname);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when you change the domain you're visiting. <strong>Warning:</strong> Is not emitted if you go to domain that
|
||||
* isn't running.
|
||||
* @function Window.domainChanged
|
||||
* @param {string} domain - The domain's IP address.
|
||||
* @returns {Signal}
|
||||
* @example <caption>Report when you change domains.</caption>
|
||||
* function onDomainChanged(domain) {
|
||||
* print("Domain changed: " + domain);
|
||||
* }
|
||||
*
|
||||
* Window.domainChanged.connect(onDomainChanged);
|
||||
*/
|
||||
void domainChanged(const QString& domain);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when you try to navigate to a *.json, *.svo, or *.svo.json URL in a Web browser within Interface.
|
||||
* @function Window.svoImportRequested
|
||||
* @param {string} url - The URL of the file to import.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void svoImportRequested(const QString& url);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when you try to visit a domain but are refused connection.
|
||||
* @function Window.domainConnectionRefused
|
||||
* @param {string} reasonMessage - A description of the refusal.
|
||||
* @param {Window.ConnectionRefusedReason} reasonCode - Integer number that enumerates the reason for the refusal.
|
||||
* @param {string} extraInfo - Extra information about the refusal.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void domainConnectionRefused(const QString& reasonMessage, int reasonCode, const QString& extraInfo);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when a still snapshot has been taken by calling {@link Window.takeSnapshot|takeSnapshot} with
|
||||
* <code>includeAnimated = false</code>.
|
||||
* @function Window.stillSnapshotTaken
|
||||
* @param {string} pathStillSnapshot - The path and name of the snapshot image file.
|
||||
* @param {boolean} notify - The value of the <code>notify</code> parameter that {@link Window.takeSnapshot|takeSnapshot}
|
||||
* was called with.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void stillSnapshotTaken(const QString& pathStillSnapshot, bool notify);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when a snapshot submitted via {@link Window.shareSnapshot|shareSnapshot} is ready for sharing. The snapshot
|
||||
* may then be shared via the {@link Account.metaverseServerURL} Web API.
|
||||
* @function Window.snapshotShared
|
||||
* @param {boolean} isError - <code>true</code> if an error was encountered preparing the snapshot for sharing, otherwise
|
||||
* <code>false</code>.
|
||||
* @param {string} reply - JSON-formatted information about the snapshot.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void snapshotShared(bool isError, const QString& reply);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when the snapshot images have been captured by {@link Window.takeSnapshot|takeSnapshot} and the GIF is
|
||||
* starting to be processed.
|
||||
* @function Window.processingGifStarted
|
||||
* @param {string} pathStillSnapshot - The path and name of the still snapshot image file.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void processingGifStarted(const QString& pathStillSnapshot);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when a GIF has been prepared of the snapshot images captured by {@link Window.takeSnapshot|takeSnapshot}.
|
||||
* @function Window.processingGifCompleted
|
||||
* @param {string} pathAnimatedSnapshot - The path and name of the moving snapshot GIF file.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void processingGifCompleted(const QString& pathAnimatedSnapshot);
|
||||
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when you've successfully made a user connection.
|
||||
* @function Window.connectionAdded
|
||||
* @param {string} message - A description of the success.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void connectionAdded(const QString& connectionName);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when you failed to make a user connection.
|
||||
* @function Window.connectionError
|
||||
* @param {string} message - A description of the error.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void connectionError(const QString& errorString);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when a message is announced by {@link Window.displayAnnouncement|displayAnnouncement}.
|
||||
* @function Window.announcement
|
||||
* @param {string} message - The message text.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void announcement(const QString& message);
|
||||
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when the user closes a message box that was opened with {@link Window.openMessageBox|openMessageBox}.
|
||||
* @function Window.messageBoxClosed
|
||||
* @param {number} id - The ID of the message box that was closed.
|
||||
* @param {number} button - The button that the user clicked. If the user presses Esc, the Cancel button value is returned,
|
||||
* whether or not the Cancel button is displayed in the message box.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void messageBoxClosed(int id, int button);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when the user chooses a directory in a {@link Window.browseDirAsync|browseDirAsync} dialog.
|
||||
* @function Window.browseDirChanged
|
||||
* @param {string} directory - The directory the user chose in the dialog.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void browseDirChanged(QString browseDir);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when the user chooses an asset in a {@link Window.browseAssetsAsync|browseAssetsAsync} dialog.
|
||||
* @function Window.assetsDirChanged
|
||||
* @param {string} asset - The path and name of the asset the user chose in the dialog.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void assetsDirChanged(QString assetsDir);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when the user specifies a file in a {@link Window.saveAsync|saveAsync} dialog.
|
||||
* @function Window.saveFileChanged
|
||||
* @param {string} filename - The path and name of the file that the user specified in the dialog.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void saveFileChanged(QString filename);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when the user chooses a file in a {@link Window.browseAsync|browseAsync} dialog.
|
||||
* @function Window.openFileChanged
|
||||
* @param {string} filename - The path and name of the file the user chose in the dialog.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void openFileChanged(QString filename);
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when the user OKs a {@link Window.promptAsync|promptAsync} dialog.
|
||||
* @function Window.promptTextChanged
|
||||
* @param {string} text - The text the user entered in the dialog.
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void promptTextChanged(QString text);
|
||||
|
||||
// triggered when window size or position changes
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when the position or size of the Interface window changes.
|
||||
* @function Window.geometryChanged
|
||||
* @param {Rect} geometry - The position and size of the drawable area of the Interface window.
|
||||
* @returns {Signal}
|
||||
* @example <caption>Report the position of size of the Interface window when it changes.</caption>
|
||||
* function onWindowGeometryChanged(rect) {
|
||||
* print("Window geometry: " + JSON.stringify(rect));
|
||||
* }
|
||||
*
|
||||
* Window.geometryChanged.connect(onWindowGeometryChanged);
|
||||
*/
|
||||
void geometryChanged(QRect geometry);
|
||||
|
||||
private:
|
||||
|
|
|
@ -37,6 +37,16 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) :
|
|||
SkeletonModel::~SkeletonModel() {
|
||||
}
|
||||
|
||||
void SkeletonModel::setURL(const QUrl& url) {
|
||||
_texturesLoaded = false;
|
||||
Model::setURL(url);
|
||||
}
|
||||
|
||||
void SkeletonModel::setTextures(const QVariantMap& textures) {
|
||||
_texturesLoaded = false;
|
||||
Model::setTextures(textures);
|
||||
}
|
||||
|
||||
void SkeletonModel::initJointStates() {
|
||||
const FBXGeometry& geometry = getFBXGeometry();
|
||||
glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset);
|
||||
|
@ -142,6 +152,13 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
|
|||
Parent::simulate(deltaTime, fullUpdate);
|
||||
}
|
||||
|
||||
// FIXME: This texture loading logic should probably live in Avatar, to mirror RenderableModelEntityItem and ModelOverlay,
|
||||
// but Avatars don't get updates in the same way
|
||||
if (!_texturesLoaded && getGeometry() && getGeometry()->areTexturesLoaded()) {
|
||||
_texturesLoaded = true;
|
||||
updateRenderItems();
|
||||
}
|
||||
|
||||
if (!isActive() || !_owningAvatar->isMyAvatar()) {
|
||||
return; // only simulate for own avatar
|
||||
}
|
||||
|
|
|
@ -31,6 +31,9 @@ public:
|
|||
SkeletonModel(Avatar* owningAvatar, QObject* parent = nullptr);
|
||||
~SkeletonModel();
|
||||
|
||||
Q_INVOKABLE void setURL(const QUrl& url) override;
|
||||
Q_INVOKABLE void setTextures(const QVariantMap& textures) override;
|
||||
|
||||
void initJointStates() override;
|
||||
|
||||
void simulate(float deltaTime, bool fullUpdate = true) override;
|
||||
|
@ -115,8 +118,6 @@ protected:
|
|||
|
||||
void computeBoundingShape();
|
||||
|
||||
protected:
|
||||
|
||||
bool getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
|
||||
|
||||
Avatar* _owningAvatar;
|
||||
|
@ -128,6 +129,9 @@ protected:
|
|||
glm::vec3 _defaultEyeModelPosition;
|
||||
|
||||
float _headClipDistance; // Near clip distance to use if no separate head model
|
||||
|
||||
private:
|
||||
bool _texturesLoaded { false };
|
||||
};
|
||||
|
||||
#endif // hifi_SkeletonModel_h
|
||||
|
|
|
@ -965,7 +965,10 @@ void EntityItem::setMass(float mass) {
|
|||
|
||||
void EntityItem::setHref(QString value) {
|
||||
auto href = value.toLower();
|
||||
if (! (value.toLower().startsWith("hifi://")) ) {
|
||||
|
||||
// If the string has something and doesn't start with with "hifi://" it shouldn't be set
|
||||
// We allow the string to be empty, because that's the initial state of this property
|
||||
if ( !(value.toLower().startsWith("hifi://")) && !value.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
withWriteLock([&] {
|
||||
|
|
|
@ -84,6 +84,46 @@ public:
|
|||
|
||||
void softReset();
|
||||
|
||||
/**jsdoc
|
||||
* <p>The reasons that you may be refused connection to a domain are defined by numeric values:</p>
|
||||
* <table>
|
||||
* <thead>
|
||||
* <tr>
|
||||
* <th>Reason</th>
|
||||
* <th>Value</th>
|
||||
* <th>Description</th>
|
||||
* </tr>
|
||||
* </thead>
|
||||
* <tbody>
|
||||
* <tr>
|
||||
* <td><strong>Unknown</strong></td>
|
||||
* <td><code>0</code></td>
|
||||
* <td>Some unknown reason.</td>
|
||||
* </tr>
|
||||
* <tr>
|
||||
* <td><strong>ProtocolMismatch</strong></td>
|
||||
* <td><code>1</code></td>
|
||||
* <td>The communications protocols of the domain and your Interface are not the same.</td>
|
||||
* </tr>
|
||||
* <tr>
|
||||
* <td><strong>LoginError</strong></td>
|
||||
* <td><code>2</code></td>
|
||||
* <td>You could not be logged into the domain.</td>
|
||||
* </tr>
|
||||
* <tr>
|
||||
* <td><strong>NotAuthorized</strong></td>
|
||||
* <td><code>3</code></td>
|
||||
* <td>You are not authorized to connect to the domain.</td>
|
||||
* </tr>
|
||||
* <tr>
|
||||
* <td><strong>TooManyUsers</strong></td>
|
||||
* <td><code>4</code></td>
|
||||
* <td>The domain already has its maximum number of users.</td>
|
||||
* </tr>
|
||||
* </tbody>
|
||||
* </table>
|
||||
* @typedef Window.ConnectionRefusedReason
|
||||
*/
|
||||
enum class ConnectionRefusedReason : uint8_t {
|
||||
Unknown,
|
||||
ProtocolMismatch,
|
||||
|
|
|
@ -46,10 +46,7 @@ void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::S
|
|||
}
|
||||
batch.setModelTransform(_cauterizedTransform);
|
||||
} else {
|
||||
if (_clusterBuffer) {
|
||||
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer);
|
||||
}
|
||||
batch.setModelTransform(_transform);
|
||||
ModelMeshPartPayload::bindTransform(batch, locations, renderMode);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -480,23 +480,14 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
|
|||
}
|
||||
|
||||
void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) {
|
||||
if (!_isBlendShaped) {
|
||||
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
|
||||
batch.setInputFormat((_drawMesh->getVertexFormat()));
|
||||
batch.setInputStream(0, _drawMesh->getVertexStream());
|
||||
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
|
||||
batch.setInputFormat((_drawMesh->getVertexFormat()));
|
||||
if (_isBlendShaped && _blendedVertexBuffer) {
|
||||
batch.setInputBuffer(0, _blendedVertexBuffer, 0, sizeof(glm::vec3));
|
||||
batch.setInputBuffer(1, _blendedVertexBuffer, _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
|
||||
batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
|
||||
} else {
|
||||
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
|
||||
batch.setInputFormat((_drawMesh->getVertexFormat()));
|
||||
|
||||
if (_blendedVertexBuffer) {
|
||||
batch.setInputBuffer(0, _blendedVertexBuffer, 0, sizeof(glm::vec3));
|
||||
batch.setInputBuffer(1, _blendedVertexBuffer, _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
|
||||
batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
|
||||
} else {
|
||||
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
|
||||
batch.setInputFormat((_drawMesh->getVertexFormat()));
|
||||
batch.setInputStream(0, _drawMesh->getVertexStream());
|
||||
}
|
||||
batch.setInputStream(0, _drawMesh->getVertexStream());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -78,7 +78,7 @@ public:
|
|||
|
||||
/// Sets the URL of the model to render.
|
||||
// Should only be called from the model's rendering thread to avoid access violations of changed geometry.
|
||||
Q_INVOKABLE void setURL(const QUrl& url);
|
||||
Q_INVOKABLE virtual void setURL(const QUrl& url);
|
||||
const QUrl& getURL() const { return _url; }
|
||||
|
||||
// new Scene/Engine rendering support
|
||||
|
@ -136,7 +136,7 @@ public:
|
|||
const Geometry::Pointer& getCollisionGeometry() const { return _collisionGeometry; }
|
||||
|
||||
const QVariantMap getTextures() const { assert(isLoaded()); return _renderGeometry->getTextures(); }
|
||||
Q_INVOKABLE void setTextures(const QVariantMap& textures);
|
||||
Q_INVOKABLE virtual void setTextures(const QVariantMap& textures);
|
||||
|
||||
/// Provided as a convenience, will crash if !isLoaded()
|
||||
// And so that getGeometry() isn't chained everywhere
|
||||
|
|
|
@ -262,7 +262,7 @@ controller::Pose ovrControllerPoseToHandPose(
|
|||
pose.translation = toGlm(handPose.ThePose.Position);
|
||||
pose.translation += rotation * translationOffset;
|
||||
pose.rotation = rotation * rotationOffset;
|
||||
pose.angularVelocity = toGlm(handPose.AngularVelocity);
|
||||
pose.angularVelocity = rotation * toGlm(handPose.AngularVelocity);
|
||||
pose.velocity = toGlm(handPose.LinearVelocity);
|
||||
pose.valid = true;
|
||||
return pose;
|
||||
|
|
|
@ -148,8 +148,8 @@ Script.include("/~/system/libraries/controllerDispatcherUtils.js");
|
|||
this.setIgnorePointerItems = function() {
|
||||
if (HMD.tabletID !== this.tabletID) {
|
||||
this.tabletID = HMD.tabletID;
|
||||
Pointers.setIgnoreItems(_this.leftPointer, _this.blacklist);
|
||||
Pointers.setIgnoreItems(_this.rightPointer, _this.blacklist);
|
||||
Pointers.setIgnoreItems(_this.leftPointer, _this.blacklist.concat([HMD.tabletID]));
|
||||
Pointers.setIgnoreItems(_this.rightPointer, _this.blacklist.concat([HMD.tabletID]));
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -378,8 +378,8 @@ Script.include("/~/system/libraries/controllerDispatcherUtils.js");
|
|||
};
|
||||
|
||||
this.setBlacklist = function() {
|
||||
RayPick.setIgnoreItems(_this.leftControllerRayPick, this.blacklist);
|
||||
RayPick.setIgnoreItems(_this.rightControllerRayPick, this.blacklist);
|
||||
RayPick.setIgnoreItems(_this.leftControllerRayPick, this.blacklist.concat([HMD.tabletID]));
|
||||
RayPick.setIgnoreItems(_this.rightControllerRayPick, this.blacklist.concat([HMD.tabletID]));
|
||||
};
|
||||
|
||||
var MAPPING_NAME = "com.highfidelity.controllerDispatcher";
|
||||
|
|
|
@ -447,7 +447,9 @@ Script.include("/~/system/libraries/Xform.js");
|
|||
this.targetObject = new TargetObject(entityID, targetProps);
|
||||
this.targetObject.parentProps = getEntityParents(targetProps);
|
||||
|
||||
Script.clearTimeout(this.contextOverlayTimer);
|
||||
if (this.contextOverlayTimer) {
|
||||
Script.clearTimeout(this.contextOverlayTimer);
|
||||
}
|
||||
this.contextOverlayTimer = false;
|
||||
if (entityID !== this.entityWithContextOverlay) {
|
||||
this.destroyContextOverlay();
|
||||
|
|
739
scripts/system/controllers/handTouch.js
Normal file
739
scripts/system/controllers/handTouch.js
Normal file
|
@ -0,0 +1,739 @@
|
|||
//
|
||||
// scripts/system/libraries/handTouch.js
|
||||
//
|
||||
// Created by Luis Cuenca on 12/29/17
|
||||
// Copyright 2017 High Fidelity, Inc.
|
||||
//
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
/* jslint bitwise: true */
|
||||
|
||||
/* global Script, Overlays, Controller, Vec3, MyAvatar, Entities
|
||||
*/
|
||||
|
||||
(function(){
|
||||
|
||||
var updateFingerWithIndex = 0;
|
||||
|
||||
// Keys to access finger data
|
||||
var fingerKeys = ["pinky", "ring", "middle", "index", "thumb"];
|
||||
|
||||
// Additionally close the hands to achieve a grabbing effect
|
||||
var grabPercent = { left: 0,
|
||||
right: 0 };
|
||||
|
||||
// var isGrabbing = false;
|
||||
|
||||
var Palm = function() {
|
||||
this.position = {x:0, y:0, z:0};
|
||||
this.perpendicular = {x:0, y:0, z:0};
|
||||
this.distance = 0;
|
||||
this.fingers = {
|
||||
pinky: {x:0, y:0, z:0},
|
||||
middle: {x:0, y:0, z:0},
|
||||
ring: {x:0, y:0, z:0},
|
||||
thumb: {x:0, y:0, z:0},
|
||||
index: {x:0, y:0, z:0}
|
||||
};
|
||||
this.set = false;
|
||||
};
|
||||
|
||||
var palmData = {
|
||||
left: new Palm(),
|
||||
right: new Palm()
|
||||
};
|
||||
|
||||
var handJointNames = {left: "LeftHand", right: "RightHand"};
|
||||
|
||||
// Store which fingers are touching - if all false restate the default poses
|
||||
var isTouching = {
|
||||
left: {
|
||||
pinky: false,
|
||||
middle: false,
|
||||
ring: false,
|
||||
thumb: false,
|
||||
index: false
|
||||
}, right: {
|
||||
pinky: false,
|
||||
middle: false,
|
||||
ring: false,
|
||||
thumb: false,
|
||||
index: false
|
||||
}
|
||||
};
|
||||
|
||||
// frame count for transition to default pose
|
||||
|
||||
var countToDefault = {
|
||||
left: 0,
|
||||
right: 0
|
||||
};
|
||||
|
||||
// joint data for opened pose
|
||||
|
||||
var dataOpen = {
|
||||
left: {
|
||||
pinky:[{x: -0.0066, y:-0.0224, z:-0.2174, w:0.9758},{x: 0.0112, y:0.0001, z:0.0093, w:0.9999},{x: -0.0346, y:0.0003, z:-0.0073, w:0.9994}],
|
||||
ring:[{x: -0.0029, y:-0.0094, z:-0.1413, w:0.9899},{x: 0.0112, y:0.0001, z:0.0059, w:0.9999},{x: -0.0346, y:0.0002, z:-0.006, w:0.9994}],
|
||||
middle:[{x: -0.0016, y:0, z:-0.0286, w:0.9996},{x: 0.0112, y:-0.0001, z:-0.0063, w:0.9999},{x: -0.0346, y:-0.0003, z:0.0073, w:0.9994}],
|
||||
index:[{x: -0.0016, y:0.0001, z:0.0199, w:0.9998},{x: 0.0112, y:0, z:0.0081, w:0.9999},{x: -0.0346, y:0.0008, z:-0.023, w:0.9991}],
|
||||
thumb:[{x: 0.0354, y:0.0363, z:0.3275, w:0.9435},{x: -0.0945, y:0.0938, z:0.0995, w:0.9861},{x: -0.0952, y:0.0718, z:0.1382, w:0.9832}]
|
||||
}, right: {
|
||||
pinky:[{x: -0.0034, y:0.023, z:0.1051, w:0.9942},{x: 0.0106, y:-0.0001, z:-0.0091, w:0.9999},{x: -0.0346, y:-0.0003, z:0.0075, w:0.9994}],
|
||||
ring:[{x: -0.0013, y:0.0097, z:0.0311, w:0.9995},{x: 0.0106, y:-0.0001, z:-0.0056, w:0.9999},{x: -0.0346, y:-0.0002, z:0.0061, w:0.9994}],
|
||||
middle:[{x: -0.001, y:0, z:0.0285, w:0.9996},{x: 0.0106, y:0.0001, z:0.0062, w:0.9999},{x: -0.0346, y:0.0003, z:-0.0074, w:0.9994}],
|
||||
index:[{x: -0.001, y:0, z:-0.0199, w:0.9998},{x: 0.0106, y:-0.0001, z:-0.0079, w:0.9999},{x: -0.0346, y:-0.0008, z:0.0229, w:0.9991}],
|
||||
thumb:[{x: 0.0355, y:-0.0363, z:-0.3263, w:0.9439},{x: -0.0946, y:-0.0938, z:-0.0996, w:0.9861},{x: -0.0952, y:-0.0719, z:-0.1376, w:0.9833}]
|
||||
}
|
||||
};
|
||||
var dataClose = {
|
||||
left: {
|
||||
pinky:[{x: 0.5878, y:-0.1735, z:-0.1123, w:0.7821},{x: 0.5704, y:0.0053, z:0.0076, w:0.8213},{x: 0.6069, y:-0.0044, z:-0.0058, w:0.7947}],
|
||||
ring:[{x: 0.5761, y:-0.0989, z:-0.1025, w:0.8048},{x: 0.5332, y:0.0032, z:0.005, w:0.846},{x: 0.5773, y:-0.0035, z:-0.0049, w:0.8165}],
|
||||
middle:[{x: 0.543, y:-0.0469, z:-0.0333, w:0.8378},{x: 0.5419, y:-0.0034, z:-0.0053, w:0.8404},{x: 0.5015, y:0.0037, z:0.0063, w:0.8651}],
|
||||
index:[{x: 0.3051, y:-0.0156, z:-0.014, w:0.9521},{x: 0.6414, y:0.0051, z:0.0063, w:0.7671},{x: 0.5646, y:-0.013, z:-0.019, w:0.8251}],
|
||||
thumb:[{x: 0.313, y:-0.0348, z:0.3192, w:0.8938},{x: 0, y:0, z:-0.37, w:0.929},{x: 0, y:0, z:-0.2604, w:0.9655}]
|
||||
}, right: {
|
||||
pinky:[{x: 0.5881, y:0.1728, z:0.1114, w:0.7823},{x: 0.5704, y:-0.0052, z:-0.0075, w:0.8213},{x: 0.6069, y:0.0046, z:0.006, w:0.7947}],
|
||||
ring:[{x: 0.5729, y:0.1181, z:0.0898, w:0.8061},{x: 0.5332, y:-0.003, z:-0.0048, w:0.846},{x: 0.5773, y:0.0035, z:0.005, w:0.8165}],
|
||||
middle:[{x: 0.543, y:0.0468, z:0.0332, w:0.8378},{x: 0.5419, y:0.0034, z:0.0052, w:0.8404},{x: 0.5047, y:-0.0037, z:-0.0064, w:0.8632}],
|
||||
index:[{x: 0.306, y:-0.0076, z:-0.0584, w:0.9502},{x: 0.6409, y:-0.005, z:-0.006, w:0.7675},{x: 0.5646, y:0.0129, z:0.0189, w:0.8251}],
|
||||
thumb:[{x: 0.313, y:0.0352, z:-0.3181, w:0.8942},{x: 0, y:0, z:0.3698, w:0.9291},{x: 0, y:0, z:0.2609, w:0.9654}]
|
||||
}
|
||||
};
|
||||
|
||||
// snapshot for the default pose
|
||||
|
||||
var dataDefault = {
|
||||
left:{
|
||||
pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
set: false
|
||||
},
|
||||
right:{
|
||||
pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
set: false
|
||||
}
|
||||
};
|
||||
|
||||
// joint data for the current frame
|
||||
|
||||
var dataCurrent = {
|
||||
left:{
|
||||
pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}]
|
||||
},
|
||||
right:{
|
||||
pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}]
|
||||
}
|
||||
};
|
||||
|
||||
// interpolated values on joint data to smooth movement
|
||||
|
||||
var dataDelta = {
|
||||
left:{
|
||||
pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}]
|
||||
},
|
||||
right:{
|
||||
pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
|
||||
index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}]
|
||||
}
|
||||
};
|
||||
|
||||
// Acquire an updated value per hand every 5 frames when finger is touching (faster in)
|
||||
|
||||
var touchAnimationSteps = 5;
|
||||
|
||||
// Acquire an updated value per hand every 10 frames when finger is returning to default position (slower out)
|
||||
|
||||
var defaultAnimationSteps = 10;
|
||||
|
||||
// Debugging info
|
||||
|
||||
var showSphere = false;
|
||||
var showLines = false;
|
||||
|
||||
// This get setup on creation
|
||||
|
||||
var linesCreated = false;
|
||||
var sphereCreated = false;
|
||||
|
||||
// Register object with API Debugger
|
||||
|
||||
var varsToDebug = {
|
||||
scriptLoaded: false,
|
||||
toggleDebugSphere: function(){
|
||||
showSphere = !showSphere;
|
||||
if (showSphere && !sphereCreated) {
|
||||
createDebugSphere();
|
||||
sphereCreated = true;
|
||||
}
|
||||
},
|
||||
toggleDebugLines: function(){
|
||||
showLines = !showLines;
|
||||
if (showLines && !linesCreated) {
|
||||
createDebugLines();
|
||||
linesCreated = true;
|
||||
}
|
||||
},
|
||||
fingerPercent: {
|
||||
left: {
|
||||
pinky: 0.38,
|
||||
middle: 0.38,
|
||||
ring: 0.38,
|
||||
thumb: 0.38,
|
||||
index: 0.38
|
||||
} ,
|
||||
right: {
|
||||
pinky: 0.38,
|
||||
middle: 0.38,
|
||||
ring: 0.38,
|
||||
thumb: 0.38,
|
||||
index: 0.38
|
||||
}
|
||||
},
|
||||
triggerValues: {
|
||||
leftTriggerValue: 0,
|
||||
leftTriggerClicked: 0,
|
||||
rightTriggerValue: 0,
|
||||
rightTriggerClicked: 0,
|
||||
leftSecondaryValue: 0,
|
||||
rightSecondaryValue: 0
|
||||
},
|
||||
palmData: {
|
||||
left: new Palm(),
|
||||
right: new Palm()
|
||||
},
|
||||
offset: {x:0, y:0, z:0},
|
||||
avatarLoaded: false
|
||||
};
|
||||
|
||||
|
||||
// Add/Subtract the joint data - per finger joint
|
||||
|
||||
function addVals(val1, val2, sign) {
|
||||
var val = [];
|
||||
if (val1.length != val2.length) return;
|
||||
for (var i = 0; i < val1.length; i++) {
|
||||
val.push({x: 0, y: 0, z: 0, w: 0});
|
||||
val[i].x = val1[i].x + sign*val2[i].x;
|
||||
val[i].y = val1[i].y + sign*val2[i].y;
|
||||
val[i].z = val1[i].z + sign*val2[i].z;
|
||||
val[i].w = val1[i].w + sign*val2[i].w;
|
||||
}
|
||||
return val;
|
||||
}
|
||||
|
||||
// Multiply/Divide the joint data - per finger joint
|
||||
|
||||
function multiplyValsBy(val1, num) {
|
||||
var val = [];
|
||||
for (var i = 0; i < val1.length; i++) {
|
||||
val.push({x: 0, y: 0, z: 0, w: 0});
|
||||
val[i].x = val1[i].x * num;
|
||||
val[i].y = val1[i].y * num;
|
||||
val[i].z = val1[i].z * num;
|
||||
val[i].w = val1[i].w * num;
|
||||
}
|
||||
return val;
|
||||
}
|
||||
|
||||
// Calculate the finger lengths by adding its joint lengths
|
||||
|
||||
function getJointDistances(jointNamesArray) {
|
||||
var result = {distances: [], totalDistance: 0};
|
||||
for (var i = 1; i < jointNamesArray.length; i++) {
|
||||
var index0 = MyAvatar.getJointIndex(jointNamesArray[i-1]);
|
||||
var index1 = MyAvatar.getJointIndex(jointNamesArray[i]);
|
||||
var pos0 = MyAvatar.getJointPosition(index0);
|
||||
var pos1 = MyAvatar.getJointPosition(index1);
|
||||
var distance = Vec3.distance(pos0, pos1);
|
||||
result.distances.push(distance);
|
||||
result.totalDistance += distance;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function dataRelativeToWorld(side, dataIn, dataOut) {
|
||||
|
||||
var handJoint = handJointNames[side];
|
||||
var jointIndex = MyAvatar.getJointIndex(handJoint);
|
||||
var worldPosHand = MyAvatar.jointToWorldPoint({x:0, y:0, z:0}, jointIndex);
|
||||
|
||||
dataOut.position = MyAvatar.jointToWorldPoint(dataIn.position, jointIndex);
|
||||
// dataOut.perpendicular = Vec3.subtract(MyAvatar.jointToWorldPoint(dataIn.perpendicular, jointIndex), worldPosHand);
|
||||
var localPerpendicular = side == "right" ? {x:0.2, y:0, z:1} : {x:-0.2, y:0, z:1};
|
||||
dataOut.perpendicular = Vec3.normalize(Vec3.subtract(MyAvatar.jointToWorldPoint(localPerpendicular, jointIndex), worldPosHand));
|
||||
dataOut.distance = dataIn.distance;
|
||||
for (var i = 0; i < fingerKeys.length; i++) {
|
||||
var finger = fingerKeys[i];
|
||||
dataOut.fingers[finger] = MyAvatar.jointToWorldPoint(dataIn.fingers[finger], jointIndex);
|
||||
}
|
||||
}
|
||||
|
||||
function dataRelativeToHandJoint(side, dataIn, dataOut) {
|
||||
|
||||
var handJoint = handJointNames[side];
|
||||
var jointIndex = MyAvatar.getJointIndex(handJoint);
|
||||
var worldPosHand = MyAvatar.jointToWorldPoint({x:0, y:0, z:0}, jointIndex);
|
||||
|
||||
dataOut.position = MyAvatar.worldToJointPoint(dataIn.position, jointIndex);
|
||||
dataOut.perpendicular = MyAvatar.worldToJointPoint(Vec3.sum(worldPosHand, dataIn.perpendicular), jointIndex);
|
||||
dataOut.distance = dataIn.distance;
|
||||
for (var i = 0; i < fingerKeys.length; i++) {
|
||||
var finger = fingerKeys[i];
|
||||
dataOut.fingers[finger] = MyAvatar.worldToJointPoint(dataIn.fingers[finger], jointIndex);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate the sphere that look up for entities, the center of the palm, perpendicular vector from the palm plane and origin of the the finger rays
|
||||
|
||||
function estimatePalmData(side) {
|
||||
// Return data object
|
||||
var data = new Palm();
|
||||
|
||||
var jointOffset = { x: 0, y: 0, z: 0 };
|
||||
|
||||
var upperSide = side[0].toUpperCase() + side.substring(1);
|
||||
var jointIndexHand = MyAvatar.getJointIndex(upperSide + "Hand");
|
||||
|
||||
// Store position of the hand joint
|
||||
var worldPosHand = MyAvatar.jointToWorldPoint(jointOffset, jointIndexHand);
|
||||
var minusWorldPosHand = {x:-worldPosHand.x, y:-worldPosHand.y, z:-worldPosHand.z};
|
||||
|
||||
// Data for finger rays
|
||||
var directions = {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined};
|
||||
var positions = {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined};
|
||||
|
||||
var thumbLength = 0;
|
||||
var weightCount = 0;
|
||||
|
||||
// Calculate palm center
|
||||
|
||||
var handJointWeight = 1;
|
||||
var fingerJointWeight = 2;
|
||||
|
||||
var palmCenter = {x:0, y:0, z:0};
|
||||
palmCenter = Vec3.sum(worldPosHand, palmCenter);
|
||||
|
||||
weightCount += handJointWeight;
|
||||
|
||||
for (var i = 0; i < fingerKeys.length; i++) {
|
||||
var finger = fingerKeys[i];
|
||||
var jointSuffixes = 4; // Get 4 joint names with suffix numbers (0, 1, 2, 3)
|
||||
var jointNames = getJointNames(side, finger, jointSuffixes);
|
||||
var fingerLength = getJointDistances(jointNames).totalDistance;
|
||||
|
||||
var jointIndex = MyAvatar.getJointIndex(jointNames[0]);
|
||||
positions[finger] = MyAvatar.jointToWorldPoint(jointOffset, jointIndex);
|
||||
directions[finger] = Vec3.normalize(Vec3.sum(positions[finger], minusWorldPosHand));
|
||||
data.fingers[finger] = Vec3.sum(positions[finger], Vec3.multiply(fingerLength, directions[finger]));
|
||||
if (finger != "thumb") {
|
||||
// finger joints have double the weight than the hand joint
|
||||
// This would better position the palm estimation
|
||||
|
||||
palmCenter = Vec3.sum(Vec3.multiply(fingerJointWeight, positions[finger]), palmCenter);
|
||||
weightCount += fingerJointWeight;
|
||||
} else {
|
||||
thumbLength = fingerLength;
|
||||
}
|
||||
}
|
||||
|
||||
// perpendicular change direction depending on the side
|
||||
|
||||
data.perpendicular = (side == "right") ?
|
||||
Vec3.normalize(Vec3.cross(directions.index, directions.pinky)):
|
||||
Vec3.normalize(Vec3.cross(directions.pinky, directions.index));
|
||||
|
||||
data.position = Vec3.multiply(1.0/weightCount, palmCenter);
|
||||
|
||||
if (side == "right") varsToDebug.offset = MyAvatar.worldToJointPoint(worldPosHand, jointIndexHand);
|
||||
|
||||
var palmDistanceMultiplier = 1.55; // 1.55 based on test/error for the sphere radius that best fits the hand
|
||||
data.distance = palmDistanceMultiplier*Vec3.distance(data.position, positions.index);
|
||||
|
||||
// move back thumb ray origin
|
||||
var thumbBackMultiplier = 0.2;
|
||||
data.fingers.thumb = Vec3.sum(data.fingers.thumb, Vec3.multiply( -thumbBackMultiplier * thumbLength, data.perpendicular));
|
||||
|
||||
//return getDataRelativeToHandJoint(side, data);
|
||||
dataRelativeToHandJoint(side, data, palmData[side]);
|
||||
palmData[side].set = true;
|
||||
// return palmData[side];
|
||||
}
|
||||
|
||||
// Register GlobalDebugger for API Debugger
|
||||
Script.registerValue("GlobalDebugger", varsToDebug);
|
||||
|
||||
|
||||
|
||||
// store the rays for the fingers - only for debug purposes
|
||||
|
||||
var fingerRays = {
|
||||
left:{
|
||||
pinky: undefined,
|
||||
middle: undefined,
|
||||
ring: undefined,
|
||||
thumb: undefined,
|
||||
index: undefined
|
||||
},
|
||||
right:{
|
||||
pinky: undefined,
|
||||
middle: undefined,
|
||||
ring: undefined,
|
||||
thumb: undefined,
|
||||
index: undefined
|
||||
}
|
||||
};
|
||||
|
||||
// Create debug overlays - finger rays + palm rays + spheres
|
||||
|
||||
var palmRay, sphereHand;
|
||||
|
||||
function createDebugLines() {
|
||||
|
||||
for (var i = 0; i < fingerKeys.length; i++) {
|
||||
fingerRays.left[fingerKeys[i]] = Overlays.addOverlay("line3d", {
|
||||
color: { red: 0, green: 0, blue: 255 },
|
||||
start: { x:0, y:0, z:0 },
|
||||
end: { x:0, y:1, z:0 },
|
||||
visible: showLines
|
||||
});
|
||||
fingerRays.right[fingerKeys[i]] = Overlays.addOverlay("line3d", {
|
||||
color: { red: 0, green: 0, blue: 255 },
|
||||
start: { x:0, y:0, z:0 },
|
||||
end: { x:0, y:1, z:0 },
|
||||
visible: showLines
|
||||
});
|
||||
}
|
||||
|
||||
palmRay = {
|
||||
left: Overlays.addOverlay("line3d", {
|
||||
color: { red: 255, green: 0, blue: 0 },
|
||||
start: { x:0, y:0, z:0 },
|
||||
end: { x:0, y:1, z:0 },
|
||||
visible: showLines
|
||||
}),
|
||||
right: Overlays.addOverlay("line3d", {
|
||||
color: { red: 255, green: 0, blue: 0 },
|
||||
start: { x:0, y:0, z:0 },
|
||||
end: { x:0, y:1, z:0 },
|
||||
visible: showLines
|
||||
})
|
||||
};
|
||||
linesCreated = true;
|
||||
}
|
||||
|
||||
function createDebugSphere() {
|
||||
|
||||
sphereHand = {
|
||||
right: Overlays.addOverlay("sphere", {
|
||||
position: MyAvatar.position,
|
||||
color: { red: 0, green: 255, blue: 0 },
|
||||
scale: { x: 0.01, y: 0.01, z: 0.01 },
|
||||
visible: showSphere
|
||||
}),
|
||||
left: Overlays.addOverlay("sphere", {
|
||||
position: MyAvatar.position,
|
||||
color: { red: 0, green: 255, blue: 0 },
|
||||
scale: { x: 0.01, y: 0.01, z: 0.01 },
|
||||
visible: showSphere
|
||||
})
|
||||
};
|
||||
sphereCreated = true;
|
||||
}
|
||||
|
||||
function acquireDefaultPose(side) {
|
||||
for (var i = 0; i < fingerKeys.length; i++) {
|
||||
var finger = fingerKeys[i];
|
||||
var jointSuffixes = 3; // We need rotation of the 0, 1 and 2 joints
|
||||
var names = getJointNames(side, finger, jointSuffixes);
|
||||
for (var j = 0; j < names.length; j++) {
|
||||
var index = MyAvatar.getJointIndex(names[j]);
|
||||
var rotation = MyAvatar.getJointRotation(index);
|
||||
dataDefault[side][finger][j] = dataCurrent[side][finger][j] = rotation;
|
||||
}
|
||||
}
|
||||
dataDefault[side].set = true;
|
||||
}
|
||||
|
||||
function updateSphereHand(side) {
|
||||
|
||||
var data = new Palm();
|
||||
dataRelativeToWorld(side, palmData[side], data);
|
||||
varsToDebug.palmData[side] = palmData[side];
|
||||
|
||||
var palmPoint = data.position;
|
||||
var LOOKUP_DISTANCE_MULTIPLIER = 1.5;
|
||||
var dist = LOOKUP_DISTANCE_MULTIPLIER*data.distance;
|
||||
|
||||
// Situate the debugging overlays
|
||||
|
||||
var checkOffset = { x: data.perpendicular.x * dist,
|
||||
y: data.perpendicular.y * dist,
|
||||
z: data.perpendicular.z * dist };
|
||||
|
||||
|
||||
var spherePos = Vec3.sum(palmPoint, checkOffset);
|
||||
var checkPoint = Vec3.sum(palmPoint, Vec3.multiply(2, checkOffset));
|
||||
|
||||
if (showLines) {
|
||||
Overlays.editOverlay(palmRay[side], {
|
||||
start: palmPoint,
|
||||
end: checkPoint,
|
||||
visible: showLines
|
||||
});
|
||||
for (var i = 0; i < fingerKeys.length; i++) {
|
||||
Overlays.editOverlay(fingerRays[side][fingerKeys[i]], {
|
||||
start: data.fingers[fingerKeys[i]],
|
||||
end: checkPoint,
|
||||
visible: showLines
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (showSphere) {
|
||||
Overlays.editOverlay(sphereHand[side], {
|
||||
position: spherePos,
|
||||
scale: {
|
||||
x: 2*dist,
|
||||
y: 2*dist,
|
||||
z: 2*dist
|
||||
},
|
||||
visible: showSphere
|
||||
});
|
||||
}
|
||||
|
||||
// Update the intersection of only one finger at a time
|
||||
|
||||
var finger = fingerKeys[updateFingerWithIndex];
|
||||
|
||||
var grabbables = Entities.findEntities(spherePos, dist);
|
||||
var newFingerData = dataDefault[side][finger];
|
||||
var animationSteps = defaultAnimationSteps;
|
||||
|
||||
if (grabbables.length > 0) {
|
||||
var origin = data.fingers[finger];
|
||||
var direction = Vec3.normalize(Vec3.subtract(checkPoint, origin));
|
||||
var intersection = Entities.findRayIntersection({origin: origin, direction: direction}, true, grabbables, [], true, false);
|
||||
var percent = 0; // Initialize
|
||||
var isAbleToGrab = intersection.intersects && intersection.distance < LOOKUP_DISTANCE_MULTIPLIER*dist;
|
||||
if (isAbleToGrab && !getTouching(side)) {
|
||||
acquireDefaultPose(side); // take a snapshot of the default pose before touch starts
|
||||
newFingerData = dataDefault[side][finger]; // assign default pose to finger data
|
||||
}
|
||||
// Store if this finger is touching something
|
||||
isTouching[side][finger] = isAbleToGrab;
|
||||
if (isAbleToGrab) {
|
||||
// update the open/close percentage for this finger
|
||||
|
||||
var FINGER_REACT_MULTIPLIER = 2.8;
|
||||
|
||||
percent = intersection.distance/(FINGER_REACT_MULTIPLIER*dist);
|
||||
|
||||
var THUMB_FACTOR = 0.2;
|
||||
var FINGER_FACTOR = 0.05;
|
||||
|
||||
var grabMultiplier = finger === "thumb" ? THUMB_FACTOR : FINGER_FACTOR; // Amount of grab coefficient added to the fingers - thumb is higher
|
||||
percent += grabMultiplier * grabPercent[side];
|
||||
|
||||
// Calculate new interpolation data
|
||||
var totalDistance = addVals(dataClose[side][finger], dataOpen[side][finger], -1);
|
||||
newFingerData = addVals(dataOpen[side][finger], multiplyValsBy(totalDistance, percent), 1); // assign close/open ratio to finger to simulate touch
|
||||
animationSteps = touchAnimationSteps;
|
||||
}
|
||||
varsToDebug.fingerPercent[side][finger] = percent;
|
||||
}
|
||||
|
||||
// Calculate animation increments
|
||||
dataDelta[side][finger] = multiplyValsBy(addVals(newFingerData, dataCurrent[side][finger], -1), 1.0/animationSteps);
|
||||
|
||||
}
|
||||
|
||||
// Recreate the finger joint names
|
||||
|
||||
function getJointNames(side, finger, count) {
|
||||
var names = [];
|
||||
for (var i = 1; i < count+1; i++) {
|
||||
var name = side[0].toUpperCase()+side.substring(1)+"Hand"+finger[0].toUpperCase()+finger.substring(1)+(i);
|
||||
names.push(name);
|
||||
}
|
||||
return names;
|
||||
}
|
||||
|
||||
// Capture the controller values
|
||||
|
||||
var leftTriggerPress = function (value) {
|
||||
varsToDebug.triggerValues.leftTriggerValue = value;
|
||||
// the value for the trigger increments the hand-close percentage
|
||||
grabPercent.left = value;
|
||||
};
|
||||
var leftTriggerClick = function (value) {
|
||||
varsToDebug.triggerValues.leftTriggerClicked = value;
|
||||
};
|
||||
var rightTriggerPress = function (value) {
|
||||
varsToDebug.triggerValues.rightTriggerValue = value;
|
||||
// the value for the trigger increments the hand-close percentage
|
||||
grabPercent.right = value;
|
||||
};
|
||||
var rightTriggerClick = function (value) {
|
||||
varsToDebug.triggerValues.rightTriggerClicked = value;
|
||||
};
|
||||
var leftSecondaryPress = function (value) {
|
||||
varsToDebug.triggerValues.leftSecondaryValue = value;
|
||||
};
|
||||
var rightSecondaryPress = function (value) {
|
||||
varsToDebug.triggerValues.rightSecondaryValue = value;
|
||||
};
|
||||
|
||||
var MAPPING_NAME = "com.highfidelity.handTouch";
|
||||
var mapping = Controller.newMapping(MAPPING_NAME);
|
||||
mapping.from([Controller.Standard.RT]).peek().to(rightTriggerPress);
|
||||
mapping.from([Controller.Standard.RTClick]).peek().to(rightTriggerClick);
|
||||
mapping.from([Controller.Standard.LT]).peek().to(leftTriggerPress);
|
||||
mapping.from([Controller.Standard.LTClick]).peek().to(leftTriggerClick);
|
||||
|
||||
mapping.from([Controller.Standard.RB]).peek().to(rightSecondaryPress);
|
||||
mapping.from([Controller.Standard.LB]).peek().to(leftSecondaryPress);
|
||||
mapping.from([Controller.Standard.LeftGrip]).peek().to(leftSecondaryPress);
|
||||
mapping.from([Controller.Standard.RightGrip]).peek().to(rightSecondaryPress);
|
||||
|
||||
Controller.enableMapping(MAPPING_NAME);
|
||||
|
||||
if (showLines && !linesCreated) {
|
||||
createDebugLines();
|
||||
linesCreated = true;
|
||||
}
|
||||
if (showSphere && !sphereCreated) {
|
||||
createDebugSphere();
|
||||
sphereCreated = true;
|
||||
}
|
||||
|
||||
function getTouching(side) {
|
||||
var animating = false;
|
||||
for (var i = 0; i < fingerKeys.length; i++) {
|
||||
var finger = fingerKeys[i];
|
||||
animating = animating || isTouching[side][finger];
|
||||
}
|
||||
return animating; // return false only if none of the fingers are touching
|
||||
}
|
||||
|
||||
function reEstimatePalmData() {
|
||||
["right", "left"].forEach(function(side){
|
||||
estimatePalmData(side);
|
||||
});
|
||||
}
|
||||
|
||||
MyAvatar.onLoadComplete.connect(function () {
|
||||
// Sometimes the rig is not ready when this signal is trigger
|
||||
console.log("avatar loaded");
|
||||
Script.setInterval(function(){
|
||||
reEstimatePalmData();
|
||||
}, 2000);
|
||||
});
|
||||
|
||||
MyAvatar.sensorToWorldScaleChanged.connect(function(){
|
||||
reEstimatePalmData();
|
||||
});
|
||||
|
||||
Script.scriptEnding.connect(function () {
|
||||
["right", "left"].forEach(function(side){
|
||||
if (linesCreated) {
|
||||
Overlays.deleteOverlay(palmRay[side]);
|
||||
}
|
||||
if (sphereCreated) {
|
||||
Overlays.deleteOverlay(sphereHand[side]);
|
||||
}
|
||||
for (var i = 0; i < fingerKeys.length; i++) {
|
||||
|
||||
var finger = fingerKeys[i];
|
||||
var jointSuffixes = 3; // We need to clear the joints 0, 1 and 2 joints
|
||||
var names = getJointNames(side, finger, jointSuffixes);
|
||||
|
||||
for (var j = 0; j < names.length; j++) {
|
||||
var index = MyAvatar.getJointIndex(names[j]);
|
||||
MyAvatar.clearJointData(index);
|
||||
}
|
||||
|
||||
if (linesCreated) {
|
||||
Overlays.deleteOverlay(fingerRays[side][finger]);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
|
||||
});
|
||||
|
||||
Script.update.connect(function(){
|
||||
|
||||
// index of the finger that needs to be updated this frame
|
||||
|
||||
|
||||
|
||||
updateFingerWithIndex = (updateFingerWithIndex < fingerKeys.length-1) ? updateFingerWithIndex + 1 : 0;
|
||||
|
||||
|
||||
["right", "left"].forEach(function(side){
|
||||
|
||||
if (!palmData[side].set) {
|
||||
reEstimatePalmData();
|
||||
}
|
||||
// recalculate the base data
|
||||
updateSphereHand(side);
|
||||
|
||||
// this vars manage the transition to default pose
|
||||
var isHandTouching = getTouching(side);
|
||||
countToDefault[side] = isHandTouching ? 0 : countToDefault[side] + 1;
|
||||
|
||||
|
||||
for (var i = 0; i < fingerKeys.length; i++) {
|
||||
var finger = fingerKeys[i];
|
||||
var jointSuffixes = 3; // We need to update rotation of the 0, 1 and 2 joints
|
||||
var names = getJointNames(side, finger, jointSuffixes);
|
||||
|
||||
// Add the animation increments
|
||||
|
||||
dataCurrent[side][finger] = addVals(dataCurrent[side][finger], dataDelta[side][finger], 1);
|
||||
|
||||
// update every finger joint
|
||||
|
||||
for (var j = 0; j < names.length; j++) {
|
||||
var index = MyAvatar.getJointIndex(names[j]);
|
||||
// if no finger is touching restate the default poses
|
||||
if (isHandTouching || (dataDefault[side].set && countToDefault[side] < 5*touchAnimationSteps)) {
|
||||
var quatRot = dataCurrent[side][finger][j];
|
||||
MyAvatar.setJointRotation(index, quatRot);
|
||||
} else {
|
||||
MyAvatar.clearJointData(index);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
}());
|
|
@ -225,7 +225,7 @@ function adjustPositionPerBoundingBox(position, direction, registration, dimensi
|
|||
|
||||
var TOOLS_PATH = Script.resolvePath("assets/images/tools/");
|
||||
var GRABBABLE_ENTITIES_MENU_CATEGORY = "Edit";
|
||||
var GRABBABLE_ENTITIES_MENU_ITEM = "Create Entities As Grabbable";
|
||||
var GRABBABLE_ENTITIES_MENU_ITEM = "Create Entities As Grabbable (except Zones, Particles, and Lights)";
|
||||
|
||||
var toolBar = (function () {
|
||||
var EDIT_SETTING = "io.highfidelity.isEditing"; // for communication with other scripts
|
||||
|
@ -239,6 +239,7 @@ var toolBar = (function () {
|
|||
var dimensions = properties.dimensions ? properties.dimensions : DEFAULT_DIMENSIONS;
|
||||
var position = getPositionToCreateEntity();
|
||||
var entityID = null;
|
||||
|
||||
if (position !== null && position !== undefined) {
|
||||
var direction;
|
||||
if (Camera.mode === "entity" || Camera.mode === "independent") {
|
||||
|
@ -278,9 +279,13 @@ var toolBar = (function () {
|
|||
|
||||
position = grid.snapToSurface(grid.snapToGrid(position, false, dimensions), dimensions);
|
||||
properties.position = position;
|
||||
if (Menu.isOptionChecked(GRABBABLE_ENTITIES_MENU_ITEM)) {
|
||||
if (Menu.isOptionChecked(GRABBABLE_ENTITIES_MENU_ITEM) &&
|
||||
!(properties.type === "Zone" || properties.type === "Light" || properties.type === "ParticleEffect")) {
|
||||
properties.userData = JSON.stringify({ grabbableKey: { grabbable: true } });
|
||||
} else {
|
||||
properties.userData = JSON.stringify({ grabbableKey: { grabbable: false } });
|
||||
}
|
||||
|
||||
entityID = Entities.addEntity(properties);
|
||||
|
||||
if (properties.type === "ParticleEffect") {
|
||||
|
|
Loading…
Reference in a new issue