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Merge branch 'master' of https://github.com/highfidelity/hifi into refactor-playSound

This commit is contained in:
Howard Stearns 2015-06-23 07:09:39 -07:00
commit fa4651e842
12 changed files with 177 additions and 215 deletions

View file

@ -1063,9 +1063,7 @@ void Application::resizeGL() {
auto offscreenUi = DependencyManager::get<OffscreenUi>();
auto canvasSize = _glWidget->size();
if (canvasSize != offscreenUi->getWindow()->size()) {
offscreenUi->resize(canvasSize);
}
offscreenUi->resize(canvasSize);
_glWidget->makeCurrent();
}
@ -4748,3 +4746,10 @@ mat4 Application::getEyePose(int eye) const {
return mat4();
}
mat4 Application::getHeadPose() const {
if (isHMDMode()) {
return OculusManager::getHeadPose();
}
return mat4();
}

View file

@ -107,6 +107,7 @@ Avatar::Avatar() :
}
Avatar::~Avatar() {
assert(_motionState == nullptr);
for(auto attachment : _unusedAttachments) {
delete attachment;
}

View file

@ -114,6 +114,7 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
// DO NOT update or fade out uninitialized Avatars
++avatarIterator;
} else if (avatar->shouldDie()) {
removeAvatarMotionState(avatar);
_avatarFades.push_back(avatarIterator.value());
avatarIterator = _avatarHash.erase(avatarIterator);
} else {
@ -163,12 +164,13 @@ AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWe
}
// protected
void AvatarManager::removeAvatarMotionState(Avatar* avatar) {
AvatarMotionState* motionState= avatar->_motionState;
void AvatarManager::removeAvatarMotionState(AvatarSharedPointer avatar) {
auto rawPointer = std::static_pointer_cast<Avatar>(avatar);
AvatarMotionState* motionState= rawPointer->_motionState;
if (motionState) {
// clean up physics stuff
motionState->clearObjectBackPointer();
avatar->_motionState = nullptr;
rawPointer->_motionState = nullptr;
_avatarMotionStates.remove(motionState);
_motionStatesToAdd.remove(motionState);
_motionStatesToDelete.push_back(motionState);
@ -181,7 +183,7 @@ void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
if (avatarIterator != _avatarHash.end()) {
std::shared_ptr<Avatar> avatar = std::dynamic_pointer_cast<Avatar>(avatarIterator.value());
if (avatar != _myAvatar && avatar->isInitialized()) {
removeAvatarMotionState(avatar.get());
removeAvatarMotionState(avatar);
_avatarFades.push_back(avatarIterator.value());
_avatarHash.erase(avatarIterator);
}
@ -197,7 +199,7 @@ void AvatarManager::clearOtherAvatars() {
// don't remove myAvatar or uninitialized avatars from the list
++avatarIterator;
} else {
removeAvatarMotionState(avatar.get());
removeAvatarMotionState(avatar);
_avatarFades.push_back(avatarIterator.value());
avatarIterator = _avatarHash.erase(avatarIterator);
}

View file

@ -73,7 +73,7 @@ private:
// virtual overrides
virtual AvatarSharedPointer newSharedAvatar();
virtual AvatarSharedPointer addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer);
void removeAvatarMotionState(Avatar* avatar);
void removeAvatarMotionState(AvatarSharedPointer avatar);
virtual void removeAvatar(const QUuid& sessionUUID);
QVector<AvatarSharedPointer> _avatarFades;

View file

@ -11,10 +11,10 @@
//
#include "InterfaceConfig.h"
#include "OculusManager.h"
#include "ui/overlays/Text3DOverlay.h"
#include <CursorManager.h>
#include <QDesktopWidget>
#include <QGuiApplication>
#include <QScreen>
@ -37,7 +37,6 @@
#include "InterfaceLogging.h"
#include "Application.h"
template <typename Function>
void for_each_eye(Function function) {
for (ovrEyeType eye = ovrEyeType::ovrEye_Left;
@ -54,6 +53,71 @@ void for_each_eye(const ovrHmd & hmd, Function function) {
function(eye);
}
}
enum CalibrationState {
UNCALIBRATED,
WAITING_FOR_DELTA,
WAITING_FOR_ZERO,
WAITING_FOR_ZERO_HELD,
CALIBRATED
};
inline glm::mat4 toGlm(const ovrMatrix4f & om) {
return glm::transpose(glm::make_mat4(&om.M[0][0]));
}
inline glm::mat4 toGlm(const ovrFovPort & fovport, float nearPlane = 0.01f, float farPlane = 10000.0f) {
return toGlm(ovrMatrix4f_Projection(fovport, nearPlane, farPlane, true));
}
inline glm::vec3 toGlm(const ovrVector3f & ov) {
return glm::make_vec3(&ov.x);
}
inline glm::vec2 toGlm(const ovrVector2f & ov) {
return glm::make_vec2(&ov.x);
}
inline glm::ivec2 toGlm(const ovrVector2i & ov) {
return glm::ivec2(ov.x, ov.y);
}
inline glm::uvec2 toGlm(const ovrSizei & ov) {
return glm::uvec2(ov.w, ov.h);
}
inline glm::quat toGlm(const ovrQuatf & oq) {
return glm::make_quat(&oq.x);
}
inline glm::mat4 toGlm(const ovrPosef & op) {
glm::mat4 orientation = glm::mat4_cast(toGlm(op.Orientation));
glm::mat4 translation = glm::translate(glm::mat4(), toGlm(op.Position));
return translation * orientation;
}
inline ovrMatrix4f ovrFromGlm(const glm::mat4 & m) {
ovrMatrix4f result;
glm::mat4 transposed(glm::transpose(m));
memcpy(result.M, &(transposed[0][0]), sizeof(float) * 16);
return result;
}
inline ovrVector3f ovrFromGlm(const glm::vec3 & v) {
return{ v.x, v.y, v.z };
}
inline ovrVector2f ovrFromGlm(const glm::vec2 & v) {
return{ v.x, v.y };
}
inline ovrSizei ovrFromGlm(const glm::uvec2 & v) {
return{ (int)v.x, (int)v.y };
}
inline ovrQuatf ovrFromGlm(const glm::quat & q) {
return{ q.x, q.y, q.z, q.w };
}
#ifdef Q_OS_WIN
@ -171,50 +235,54 @@ private:
}
};
SwapFramebufferWrapper* OculusManager::_swapFbo{ nullptr };
MirrorFramebufferWrapper* OculusManager::_mirrorFbo{ nullptr };
ovrLayerEyeFov OculusManager::_sceneLayer;
static SwapFramebufferWrapper* _swapFbo{ nullptr };
static MirrorFramebufferWrapper* _mirrorFbo{ nullptr };
static ovrLayerEyeFov _sceneLayer;
#else
ovrTexture OculusManager::_eyeTextures[ovrEye_Count];
GlWindow* OculusManager::_outputWindow{ nullptr };
static ovrTexture _eyeTextures[ovrEye_Count];
static GlWindow* _outputWindow{ nullptr };
#endif
bool OculusManager::_isConnected = false;
ovrHmd OculusManager::_ovrHmd;
ovrFovPort OculusManager::_eyeFov[ovrEye_Count];
ovrVector3f OculusManager::_eyeOffset[ovrEye_Count];
ovrEyeRenderDesc OculusManager::_eyeRenderDesc[ovrEye_Count];
ovrSizei OculusManager::_renderTargetSize;
glm::mat4 OculusManager::_eyeProjection[ovrEye_Count];
unsigned int OculusManager::_frameIndex = 0;
bool OculusManager::_frameTimingActive = false;
Camera* OculusManager::_camera = NULL;
ovrEyeType OculusManager::_activeEye = ovrEye_Count;
bool OculusManager::_hswDismissed = false;
static bool _isConnected = false;
static ovrHmd _ovrHmd;
static ovrFovPort _eyeFov[ovrEye_Count];
static ovrVector3f _eyeOffset[ovrEye_Count];
static ovrEyeRenderDesc _eyeRenderDesc[ovrEye_Count];
static ovrSizei _renderTargetSize;
static glm::mat4 _eyeProjection[ovrEye_Count];
static unsigned int _frameIndex = 0;
static bool _frameTimingActive = false;
static Camera* _camera = NULL;
static ovrEyeType _activeEye = ovrEye_Count;
static bool _hswDismissed = false;
float OculusManager::CALIBRATION_DELTA_MINIMUM_LENGTH = 0.02f;
float OculusManager::CALIBRATION_DELTA_MINIMUM_ANGLE = 5.0f * RADIANS_PER_DEGREE;
float OculusManager::CALIBRATION_ZERO_MAXIMUM_LENGTH = 0.01f;
float OculusManager::CALIBRATION_ZERO_MAXIMUM_ANGLE = 2.0f * RADIANS_PER_DEGREE;
quint64 OculusManager::CALIBRATION_ZERO_HOLD_TIME = 3000000; // usec
float OculusManager::CALIBRATION_MESSAGE_DISTANCE = 2.5f;
OculusManager::CalibrationState OculusManager::_calibrationState;
glm::vec3 OculusManager::_calibrationPosition;
glm::quat OculusManager::_calibrationOrientation;
quint64 OculusManager::_calibrationStartTime;
int OculusManager::_calibrationMessage = 0;
glm::vec3 OculusManager::_eyePositions[ovrEye_Count];
static const float CALIBRATION_DELTA_MINIMUM_LENGTH = 0.02f;
static const float CALIBRATION_DELTA_MINIMUM_ANGLE = 5.0f * RADIANS_PER_DEGREE;
static const float CALIBRATION_ZERO_MAXIMUM_LENGTH = 0.01f;
static const float CALIBRATION_ZERO_MAXIMUM_ANGLE = 2.0f * RADIANS_PER_DEGREE;
static const quint64 CALIBRATION_ZERO_HOLD_TIME = 3000000; // usec
static const float CALIBRATION_MESSAGE_DISTANCE = 2.5f;
static CalibrationState _calibrationState;
static glm::vec3 _calibrationPosition;
static glm::quat _calibrationOrientation;
static quint64 _calibrationStartTime;
static int _calibrationMessage = 0;
static glm::vec3 _eyePositions[ovrEye_Count];
// TODO expose this as a developer toggle
bool OculusManager::_eyePerFrameMode = false;
ovrEyeType OculusManager::_lastEyeRendered = ovrEye_Count;
ovrSizei OculusManager::_recommendedTexSize = { 0, 0 };
float OculusManager::_offscreenRenderScale = 1.0;
static bool _eyePerFrameMode = false;
static ovrEyeType _lastEyeRendered = ovrEye_Count;
static ovrSizei _recommendedTexSize = { 0, 0 };
static float _offscreenRenderScale = 1.0;
static glm::mat4 _combinedProjection;
static ovrPosef _eyeRenderPoses[ovrEye_Count];
ovrRecti OculusManager::_eyeViewports[ovrEye_Count];
static ovrRecti _eyeViewports[ovrEye_Count];
static ovrVector3f _eyeOffsets[ovrEye_Count];
glm::vec3 OculusManager::getLeftEyePosition() { return _eyePositions[ovrEye_Left]; }
glm::vec3 OculusManager::getRightEyePosition() { return _eyePositions[ovrEye_Right]; }
void OculusManager::connect(QOpenGLContext* shareContext) {
qCDebug(interfaceapp) << "Oculus SDK" << OVR_VERSION_STRING;
@ -267,6 +335,8 @@ void OculusManager::connect(QOpenGLContext* shareContext) {
_eyeFov[eye] = _ovrHmd->DefaultEyeFov[eye];
_eyeProjection[eye] = toGlm(ovrMatrix4f_Projection(_eyeFov[eye],
DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded));
ovrEyeRenderDesc erd = ovrHmd_GetRenderDesc(_ovrHmd, eye, _eyeFov[eye]);
_eyeOffsets[eye] = erd.HmdToEyeViewOffset;
});
ovrFovPort combinedFov = _ovrHmd->MaxEyeFov[0];
combinedFov.RightTan = _ovrHmd->MaxEyeFov[1].RightTan;
@ -389,7 +459,7 @@ void OculusManager::disconnect() {
}
}
void OculusManager::positionCalibrationBillboard(Text3DOverlay* billboard) {
void positionCalibrationBillboard(Text3DOverlay* billboard) {
MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
glm::quat headOrientation = myAvatar->getHeadOrientation();
headOrientation.x = 0;
@ -400,7 +470,7 @@ void OculusManager::positionCalibrationBillboard(Text3DOverlay* billboard) {
billboard->setRotation(headOrientation);
}
void OculusManager::calibrate(glm::vec3 position, glm::quat orientation) {
void calibrate(const glm::vec3& position, const glm::quat& orientation) {
static QString instructionMessage = "Hold still to calibrate";
static QString progressMessage;
static Text3DOverlay* billboard;
@ -605,9 +675,8 @@ void OculusManager::display(QGLWidget * glCanvas, RenderArgs* renderArgs, const
}
trackerPosition = bodyOrientation * trackerPosition;
static ovrVector3f eyeOffsets[2] = { { 0, 0, 0 }, { 0, 0, 0 } };
ovrPosef eyePoses[ovrEye_Count];
ovrHmd_GetEyePoses(_ovrHmd, _frameIndex, eyeOffsets, eyePoses, nullptr);
ovrHmd_GetEyePoses(_ovrHmd, _frameIndex, _eyeOffsets, eyePoses, nullptr);
#ifndef Q_OS_WIN
ovrHmd_BeginFrame(_ovrHmd, _frameIndex);
#endif
@ -721,7 +790,18 @@ void OculusManager::display(QGLWidget * glCanvas, RenderArgs* renderArgs, const
ovrHmd_EndFrame(_ovrHmd, _eyeRenderPoses, _eyeTextures);
glCanvas->makeCurrent();
#endif
// in order to account account for changes in the pick ray caused by head movement
// we need to force a mouse move event on every frame (perhaps we could change this
// to based on the head moving a minimum distance from the last position in which we
// sent?)
{
QMouseEvent mouseEvent(QEvent::MouseMove, glCanvas->mapFromGlobal(QCursor::pos()),
Qt::NoButton, Qt::NoButton, 0);
qApp->mouseMoveEvent(&mouseEvent, 0);
}
}
@ -826,3 +906,8 @@ mat4 OculusManager::getEyeProjection(int eye) {
mat4 OculusManager::getEyePose(int eye) {
return toGlm(_eyeRenderPoses[eye]);
}
mat4 OculusManager::getHeadPose() {
ovrTrackingState ts = ovrHmd_GetTrackingState(_ovrHmd, ovr_GetTimeInSeconds());
return toGlm(ts.HeadPose.ThePose);
}

View file

@ -13,8 +13,6 @@
#ifndef hifi_OculusManager_h
#define hifi_OculusManager_h
#include <OVR_CAPI.h>
#include <ProgramObject.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
@ -23,17 +21,7 @@
#include "RenderArgs.h"
class QOpenGLContext;
class Camera;
class GlWindow;
class PalmData;
class Text3DOverlay;
#ifdef Q_OS_WIN
struct SwapFramebufferWrapper;
struct MirrorFramebufferWrapper;
#endif
/// Handles interaction with the Oculus Rift.
class OculusManager {
@ -57,124 +45,14 @@ public:
static void overrideOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane);
static glm::vec3 getLeftEyePosition() { return _eyePositions[ovrEye_Left]; }
static glm::vec3 getRightEyePosition() { return _eyePositions[ovrEye_Right]; }
static glm::vec3 getLeftEyePosition();
static glm::vec3 getRightEyePosition();
static int getHMDScreen();
static glm::mat4 getEyeProjection(int eye);
static glm::mat4 getEyePose(int eye);
private:
static void initSdk();
static void shutdownSdk();
static bool _isConnected;
static glm::vec3 _eyePositions[ovrEye_Count];
static ovrHmd _ovrHmd;
static ovrFovPort _eyeFov[ovrEye_Count];
static ovrVector3f _eyeOffset[ovrEye_Count];
static glm::mat4 _eyeProjection[ovrEye_Count];
static ovrEyeRenderDesc _eyeRenderDesc[ovrEye_Count];
static ovrRecti _eyeViewports[ovrEye_Count];
static ovrSizei _renderTargetSize;
static unsigned int _frameIndex;
static bool _frameTimingActive;
static Camera* _camera;
static ovrEyeType _activeEye;
static bool _hswDismissed;
static void calibrate(const glm::vec3 position, const glm::quat orientation);
enum CalibrationState {
UNCALIBRATED,
WAITING_FOR_DELTA,
WAITING_FOR_ZERO,
WAITING_FOR_ZERO_HELD,
CALIBRATED
};
static void positionCalibrationBillboard(Text3DOverlay* message);
static float CALIBRATION_DELTA_MINIMUM_LENGTH;
static float CALIBRATION_DELTA_MINIMUM_ANGLE;
static float CALIBRATION_ZERO_MAXIMUM_LENGTH;
static float CALIBRATION_ZERO_MAXIMUM_ANGLE;
static quint64 CALIBRATION_ZERO_HOLD_TIME;
static float CALIBRATION_MESSAGE_DISTANCE;
static CalibrationState _calibrationState;
static glm::vec3 _calibrationPosition;
static glm::quat _calibrationOrientation;
static quint64 _calibrationStartTime;
static int _calibrationMessage;
// TODO drop this variable and use the existing 'Developer | Render | Scale Resolution' value
static ovrSizei _recommendedTexSize;
static float _offscreenRenderScale;
static bool _eyePerFrameMode;
static ovrEyeType _lastEyeRendered;
#ifdef Q_OS_WIN
static SwapFramebufferWrapper* _swapFbo;
static MirrorFramebufferWrapper* _mirrorFbo;
static ovrLayerEyeFov _sceneLayer;
#else
static ovrTexture _eyeTextures[ovrEye_Count];
static GlWindow* _outputWindow;
#endif
static glm::mat4 getHeadPose();
};
inline glm::mat4 toGlm(const ovrMatrix4f & om) {
return glm::transpose(glm::make_mat4(&om.M[0][0]));
}
inline glm::mat4 toGlm(const ovrFovPort & fovport, float nearPlane = 0.01f, float farPlane = 10000.0f) {
return toGlm(ovrMatrix4f_Projection(fovport, nearPlane, farPlane, true));
}
inline glm::vec3 toGlm(const ovrVector3f & ov) {
return glm::make_vec3(&ov.x);
}
inline glm::vec2 toGlm(const ovrVector2f & ov) {
return glm::make_vec2(&ov.x);
}
inline glm::ivec2 toGlm(const ovrVector2i & ov) {
return glm::ivec2(ov.x, ov.y);
}
inline glm::uvec2 toGlm(const ovrSizei & ov) {
return glm::uvec2(ov.w, ov.h);
}
inline glm::quat toGlm(const ovrQuatf & oq) {
return glm::make_quat(&oq.x);
}
inline glm::mat4 toGlm(const ovrPosef & op) {
glm::mat4 orientation = glm::mat4_cast(toGlm(op.Orientation));
glm::mat4 translation = glm::translate(glm::mat4(), toGlm(op.Position));
return translation * orientation;
}
inline ovrMatrix4f ovrFromGlm(const glm::mat4 & m) {
ovrMatrix4f result;
glm::mat4 transposed(glm::transpose(m));
memcpy(result.M, &(transposed[0][0]), sizeof(float) * 16);
return result;
}
inline ovrVector3f ovrFromGlm(const glm::vec3 & v) {
return{ v.x, v.y, v.z };
}
inline ovrVector2f ovrFromGlm(const glm::vec2 & v) {
return{ v.x, v.y };
}
inline ovrSizei ovrFromGlm(const glm::uvec2 & v) {
return{ (int)v.x, (int)v.y };
}
inline ovrQuatf ovrFromGlm(const glm::quat & q) {
return{ q.x, q.y, q.z, q.w };
}
#endif // hifi_OculusManager_h

View file

@ -334,12 +334,12 @@ void ApplicationCompositor::computeHmdPickRay(glm::vec2 cursorPos, glm::vec3& or
// Intersection UI overlay space
glm::vec3 worldSpaceDirection = overlayOrientation * overlaySpaceDirection;
glm::vec3 intersectionWithUi = glm::normalize(worldSpaceDirection) * _oculusUIRadius;
intersectionWithUi += overlayPosition;
glm::vec3 worldSpaceIntersection = (glm::normalize(worldSpaceDirection) * _oculusUIRadius) + overlayPosition;
glm::vec3 worldSpaceHeadPosition = (overlayOrientation * glm::vec3(qApp->getHeadPose()[3])) + overlayPosition;
// Intersection in world space
origin = overlayPosition;
direction = glm::normalize(intersectionWithUi - origin);
origin = worldSpaceHeadPosition;
direction = glm::normalize(worldSpaceIntersection - worldSpaceHeadPosition);
}
//Caculate the click location using one of the sixense controllers. Scale is not applied
@ -394,42 +394,13 @@ bool ApplicationCompositor::calculateRayUICollisionPoint(const glm::vec3& positi
void ApplicationCompositor::renderPointers(gpu::Batch& batch) {
if (qApp->isHMDMode() && !qApp->getLastMouseMoveWasSimulated() && !qApp->isMouseHidden()) {
//If we are in oculus, render reticle later
if (_lastMouseMove == 0) {
_lastMouseMove = usecTimestampNow();
}
QPoint position = QPoint(qApp->getTrueMouseX(), qApp->getTrueMouseY());
static const int MAX_IDLE_TIME = 3;
if (_reticlePosition[MOUSE] != position) {
_lastMouseMove = usecTimestampNow();
} else if (usecTimestampNow() - _lastMouseMove > MAX_IDLE_TIME * USECS_PER_SECOND) {
//float pitch = 0.0f, yaw = 0.0f, roll = 0.0f; // radians
//OculusManager::getEulerAngles(yaw, pitch, roll);
glm::quat orientation = qApp->getHeadOrientation(); // (glm::vec3(pitch, yaw, roll));
glm::vec3 result;
MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
if (calculateRayUICollisionPoint(myAvatar->getEyePosition(),
myAvatar->getOrientation() * orientation * IDENTITY_FRONT,
result)) {
glm::vec3 lookAtDirection = glm::inverse(myAvatar->getOrientation()) * (result - myAvatar->getDefaultEyePosition());
glm::vec2 spericalPos = directionToSpherical(glm::normalize(lookAtDirection));
glm::vec2 screenPos = sphericalToScreen(spericalPos);
position = QPoint(screenPos.x, screenPos.y);
// FIXME
//glCanvas->cursor().setPos(glCanvas->mapToGlobal(position));
} else {
qDebug() << "No collision point";
}
}
_reticlePosition[MOUSE] = position;
_reticleActive[MOUSE] = true;
_magActive[MOUSE] = _magnifier;
_reticleActive[LEFT_CONTROLLER] = false;
_reticleActive[RIGHT_CONTROLLER] = false;
} else if (qApp->getLastMouseMoveWasSimulated() && Menu::getInstance()->isOptionChecked(MenuOption::SixenseMouseInput)) {
_lastMouseMove = 0;
//only render controller pointer if we aren't already rendering a mouse pointer
_reticleActive[MOUSE] = false;
_magActive[MOUSE] = false;

View file

@ -97,7 +97,6 @@ private:
QPoint _reticlePosition[NUMBER_OF_RETICLES];
bool _magActive[NUMBER_OF_RETICLES];
float _magSizeMult[NUMBER_OF_RETICLES];
quint64 _lastMouseMove{ 0 };
bool _magnifier{ true };
float _alpha{ 1.0f };

View file

@ -80,6 +80,7 @@ void TextOverlay::render(RenderArgs* args) {
glm::vec2 topLeft(left, top);
glm::vec2 bottomRight(right, bottom);
glBindTexture(GL_TEXTURE_2D, 0);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, quadColor);
const int leftAdjust = -1; // required to make text render relative to left edge of bounds

View file

@ -350,6 +350,19 @@ void OctreePersistThread::rollOldBackupVersions(const BackupRule& rule) {
if (rule.extensionFormat.contains("%N")) {
if (rule.maxBackupVersions > 0) {
qCDebug(octree) << "Rolling old backup versions for rule" << rule.name << "...";
// Delete maximum rolling file because rename() fails on Windows if target exists
QString backupMaxExtensionN = rule.extensionFormat;
backupMaxExtensionN.replace(QString("%N"), QString::number(rule.maxBackupVersions));
QString backupMaxFilenameN = _filename + backupMaxExtensionN;
QFile backupMaxFileN(backupMaxFilenameN);
if (backupMaxFileN.exists()) {
int result = remove(qPrintable(backupMaxFilenameN));
if (result != 0) {
qCDebug(octree) << "ERROR deleting old backup file " << backupMaxFilenameN;
}
}
for(int n = rule.maxBackupVersions - 1; n > 0; n--) {
QString backupExtensionN = rule.extensionFormat;
QString backupExtensionNplusOne = rule.extensionFormat;

View file

@ -545,11 +545,6 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
// and testing intersection there.
if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face)) {
if (!_calculatedMeshBoxesValid) {
recalculateMeshBoxes(pickAgainstTriangles);
}
float bestDistance = std::numeric_limits<float>::max();
float distanceToSubMesh;
@ -560,6 +555,11 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
// If we hit the models box, then consider the submeshes...
_mutex.lock();
if (!_calculatedMeshBoxesValid) {
recalculateMeshBoxes(pickAgainstTriangles);
}
foreach(const AABox& subMeshBox, _calculatedMeshBoxes) {
if (subMeshBox.findRayIntersection(origin, direction, distanceToSubMesh, subMeshFace)) {
@ -1811,7 +1811,9 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
// We need to make sure we have valid offsets calculated before we can render
if (!_calculatedMeshPartOffsetValid) {
_mutex.lock();
recalculateMeshPartOffsets();
_mutex.unlock();
}
auto textureCache = DependencyManager::get<TextureCache>();
@ -2019,7 +2021,9 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
}
}
_mutex.lock();
qint64 offset = _calculatedMeshPartOffset[QPair<int,int>(meshIndex, partIndex)];
_mutex.unlock();
if (part.quadIndices.size() > 0) {
batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);

View file

@ -317,7 +317,10 @@ void ScriptEngine::init() {
registerAnimationTypes(this);
registerAvatarTypes(this);
registerAudioMetaTypes(this);
_controllerScriptingInterface->registerControllerTypes(this);
if (_controllerScriptingInterface) {
_controllerScriptingInterface->registerControllerTypes(this);
}
qScriptRegisterMetaType(this, EntityItemPropertiesToScriptValue, EntityItemPropertiesFromScriptValueHonorReadOnly);
qScriptRegisterMetaType(this, EntityItemIDtoScriptValue, EntityItemIDfromScriptValue);