Merge remote-tracking branch 'upstream/master'

This commit is contained in:
wangyix 2014-05-21 09:23:13 -07:00
commit a0ed76a29f
6 changed files with 177 additions and 11 deletions

153
examples/sit.js Normal file
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@ -0,0 +1,153 @@
//
// sit.js
// examples
//
// Created by Mika Impola on February 8, 2014
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var buttonImageUrl = "https://worklist-prod.s3.amazonaws.com/attachment/0aca88e1-9bd8-5c1d.svg";
var windowDimensions = Controller.getViewportDimensions();
var buttonWidth = 37;
var buttonHeight = 46;
var buttonPadding = 10;
var buttonPositionX = windowDimensions.x - buttonPadding - buttonWidth;
var buttonPositionY = (windowDimensions.y - buttonHeight) / 2 ;
var sitDownButton = Overlays.addOverlay("image", {
x: buttonPositionX, y: buttonPositionY, width: buttonWidth, height: buttonHeight,
subImage: { x: 0, y: buttonHeight, width: buttonWidth, height: buttonHeight},
imageURL: buttonImageUrl,
visible: true,
alpha: 1.0
});
var standUpButton = Overlays.addOverlay("image", {
x: buttonPositionX, y: buttonPositionY, width: buttonWidth, height: buttonHeight,
subImage: { x: buttonWidth, y: buttonHeight, width: buttonWidth, height: buttonHeight},
imageURL: buttonImageUrl,
visible: false,
alpha: 1.0
});
var passedTime = 0.0;
var startPosition = null;
var animationLenght = 2.0;
// This is the pose we would like to end up
var pose = [
{joint:"RightUpLeg", rotation: {x:100.0, y:15.0, z:0.0}},
{joint:"RightLeg", rotation: {x:-130.0, y:15.0, z:0.0}},
{joint:"RightFoot", rotation: {x:30, y:15.0, z:0.0}},
{joint:"LeftUpLeg", rotation: {x:100.0, y:-15.0, z:0.0}},
{joint:"LeftLeg", rotation: {x:-130.0, y:-15.0, z:0.0}},
{joint:"LeftFoot", rotation: {x:30, y:15.0, z:0.0}},
{joint:"Spine2", rotation: {x:20, y:0.0, z:0.0}},
{joint:"RightShoulder", rotation: {x:0.0, y:40.0, z:0.0}},
{joint:"LeftShoulder", rotation: {x:0.0, y:-40.0, z:0.0}}
];
var startPoseAndTransition = [];
function storeStartPoseAndTransition() {
for (var i = 0; i < pose.length; i++){
var startRotation = Quat.safeEulerAngles(MyAvatar.getJointRotation(pose[i].joint));
var transitionVector = Vec3.subtract( pose[i].rotation, startRotation );
startPoseAndTransition.push({joint: pose[i].joint, start: startRotation, transition: transitionVector});
}
}
function updateJoints(factor){
for (var i = 0; i < startPoseAndTransition.length; i++){
var scaledTransition = Vec3.multiply(startPoseAndTransition[i].transition, factor);
var rotation = Vec3.sum(startPoseAndTransition[i].start, scaledTransition);
MyAvatar.setJointData(startPoseAndTransition[i].joint, Quat.fromVec3Degrees( rotation ));
}
}
var sittingDownAnimation = function(deltaTime) {
passedTime += deltaTime;
var factor = passedTime/animationLenght;
if ( passedTime <= animationLenght ) {
updateJoints(factor);
var pos = { x: startPosition.x - 0.3 * factor, y: startPosition.y - 0.5 * factor, z: startPosition.z};
MyAvatar.position = pos;
}
}
var standingUpAnimation = function(deltaTime){
passedTime += deltaTime;
var factor = 1 - passedTime/animationLenght;
if ( passedTime <= animationLenght ) {
updateJoints(factor);
var pos = { x: startPosition.x + 0.3 * (passedTime/animationLenght), y: startPosition.y + 0.5 * (passedTime/animationLenght), z: startPosition.z};
MyAvatar.position = pos;
}
}
Controller.mousePressEvent.connect(function(event){
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
if (clickedOverlay == sitDownButton) {
passedTime = 0.0;
startPosition = MyAvatar.position;
storeStartPoseAndTransition();
try{
Script.update.disconnect(standingUpAnimation);
} catch(e){
// no need to handle. if it wasn't connected no harm done
}
Script.update.connect(sittingDownAnimation);
Overlays.editOverlay(sitDownButton, { visible: false });
Overlays.editOverlay(standUpButton, { visible: true });
} else if (clickedOverlay == standUpButton) {
passedTime = 0.0;
startPosition = MyAvatar.position;
try{
Script.update.disconnect(sittingDownAnimation);
} catch (e){}
Script.update.connect(standingUpAnimation);
Overlays.editOverlay(standUpButton, { visible: false });
Overlays.editOverlay(sitDownButton, { visible: true });
}
})
function update(deltaTime){
var newWindowDimensions = Controller.getViewportDimensions();
if( newWindowDimensions.x != windowDimensions.x || newWindowDimensions.y != windowDimensions.y ){
windowDimensions = newWindowDimensions;
var newX = windowDimensions.x - buttonPadding - buttonWidth;
var newY = (windowDimensions.y - buttonHeight) / 2 ;
Overlays.editOverlay( standUpButton, {x: newX, y: newY} );
Overlays.editOverlay( sitDownButton, {x: newX, y: newY} );
}
}
Script.update.connect(update);
Script.scriptEnding.connect(function() {
for (var i = 0; i < pose.length; i++){
MyAvatar.clearJointData(pose[i][0]);
}
Overlays.deleteOverlay(sitDownButton);
Overlays.deleteOverlay(standUpButton);
});

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@ -20,11 +20,14 @@ varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
vec4 normalizedNormal = normalize(normal);
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
normalizedNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +

View file

@ -32,12 +32,15 @@ void main(void) {
// compute the base color based on OpenGL lighting model
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(gl_LightSource[0].position, viewNormal));
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
viewNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);

View file

@ -35,12 +35,15 @@ void main(void) {
// compute the base color based on OpenGL lighting model
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(gl_LightSource[0].position, viewNormal));
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
viewNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);

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@ -23,12 +23,15 @@ varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
vec4 normalizedNormal = normalize(normal);
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
normalizedNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);

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@ -351,6 +351,7 @@ bool ModelHandler::parseHeaders(QNetworkReply* reply) {
QList<QStandardItem*> items = _model.findItems(QFileInfo(reply->url().toString()).baseName());
if (items.isEmpty() || items.first()->text() == DO_NOT_MODIFY_TAG) {
_lock.unlock();
return false;
}