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Merge remote-tracking branch 'upstream/master'
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commit
a0ed76a29f
6 changed files with 177 additions and 11 deletions
153
examples/sit.js
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153
examples/sit.js
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//
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// sit.js
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// examples
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//
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// Created by Mika Impola on February 8, 2014
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var buttonImageUrl = "https://worklist-prod.s3.amazonaws.com/attachment/0aca88e1-9bd8-5c1d.svg";
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var windowDimensions = Controller.getViewportDimensions();
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var buttonWidth = 37;
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var buttonHeight = 46;
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var buttonPadding = 10;
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var buttonPositionX = windowDimensions.x - buttonPadding - buttonWidth;
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var buttonPositionY = (windowDimensions.y - buttonHeight) / 2 ;
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var sitDownButton = Overlays.addOverlay("image", {
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x: buttonPositionX, y: buttonPositionY, width: buttonWidth, height: buttonHeight,
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subImage: { x: 0, y: buttonHeight, width: buttonWidth, height: buttonHeight},
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imageURL: buttonImageUrl,
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visible: true,
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alpha: 1.0
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});
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var standUpButton = Overlays.addOverlay("image", {
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x: buttonPositionX, y: buttonPositionY, width: buttonWidth, height: buttonHeight,
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subImage: { x: buttonWidth, y: buttonHeight, width: buttonWidth, height: buttonHeight},
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imageURL: buttonImageUrl,
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visible: false,
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alpha: 1.0
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});
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var passedTime = 0.0;
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var startPosition = null;
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var animationLenght = 2.0;
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// This is the pose we would like to end up
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var pose = [
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{joint:"RightUpLeg", rotation: {x:100.0, y:15.0, z:0.0}},
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{joint:"RightLeg", rotation: {x:-130.0, y:15.0, z:0.0}},
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{joint:"RightFoot", rotation: {x:30, y:15.0, z:0.0}},
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{joint:"LeftUpLeg", rotation: {x:100.0, y:-15.0, z:0.0}},
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{joint:"LeftLeg", rotation: {x:-130.0, y:-15.0, z:0.0}},
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{joint:"LeftFoot", rotation: {x:30, y:15.0, z:0.0}},
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{joint:"Spine2", rotation: {x:20, y:0.0, z:0.0}},
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{joint:"RightShoulder", rotation: {x:0.0, y:40.0, z:0.0}},
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{joint:"LeftShoulder", rotation: {x:0.0, y:-40.0, z:0.0}}
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];
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var startPoseAndTransition = [];
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function storeStartPoseAndTransition() {
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for (var i = 0; i < pose.length; i++){
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var startRotation = Quat.safeEulerAngles(MyAvatar.getJointRotation(pose[i].joint));
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var transitionVector = Vec3.subtract( pose[i].rotation, startRotation );
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startPoseAndTransition.push({joint: pose[i].joint, start: startRotation, transition: transitionVector});
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}
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}
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function updateJoints(factor){
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for (var i = 0; i < startPoseAndTransition.length; i++){
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var scaledTransition = Vec3.multiply(startPoseAndTransition[i].transition, factor);
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var rotation = Vec3.sum(startPoseAndTransition[i].start, scaledTransition);
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MyAvatar.setJointData(startPoseAndTransition[i].joint, Quat.fromVec3Degrees( rotation ));
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}
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}
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var sittingDownAnimation = function(deltaTime) {
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passedTime += deltaTime;
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var factor = passedTime/animationLenght;
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if ( passedTime <= animationLenght ) {
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updateJoints(factor);
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var pos = { x: startPosition.x - 0.3 * factor, y: startPosition.y - 0.5 * factor, z: startPosition.z};
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MyAvatar.position = pos;
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}
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}
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var standingUpAnimation = function(deltaTime){
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passedTime += deltaTime;
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var factor = 1 - passedTime/animationLenght;
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if ( passedTime <= animationLenght ) {
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updateJoints(factor);
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var pos = { x: startPosition.x + 0.3 * (passedTime/animationLenght), y: startPosition.y + 0.5 * (passedTime/animationLenght), z: startPosition.z};
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MyAvatar.position = pos;
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}
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}
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Controller.mousePressEvent.connect(function(event){
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var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
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if (clickedOverlay == sitDownButton) {
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passedTime = 0.0;
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startPosition = MyAvatar.position;
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storeStartPoseAndTransition();
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try{
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Script.update.disconnect(standingUpAnimation);
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} catch(e){
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// no need to handle. if it wasn't connected no harm done
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}
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Script.update.connect(sittingDownAnimation);
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Overlays.editOverlay(sitDownButton, { visible: false });
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Overlays.editOverlay(standUpButton, { visible: true });
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} else if (clickedOverlay == standUpButton) {
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passedTime = 0.0;
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startPosition = MyAvatar.position;
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try{
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Script.update.disconnect(sittingDownAnimation);
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} catch (e){}
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Script.update.connect(standingUpAnimation);
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Overlays.editOverlay(standUpButton, { visible: false });
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Overlays.editOverlay(sitDownButton, { visible: true });
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}
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})
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function update(deltaTime){
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var newWindowDimensions = Controller.getViewportDimensions();
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if( newWindowDimensions.x != windowDimensions.x || newWindowDimensions.y != windowDimensions.y ){
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windowDimensions = newWindowDimensions;
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var newX = windowDimensions.x - buttonPadding - buttonWidth;
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var newY = (windowDimensions.y - buttonHeight) / 2 ;
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Overlays.editOverlay( standUpButton, {x: newX, y: newY} );
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Overlays.editOverlay( sitDownButton, {x: newX, y: newY} );
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}
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}
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Script.update.connect(update);
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Script.scriptEnding.connect(function() {
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for (var i = 0; i < pose.length; i++){
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MyAvatar.clearJointData(pose[i][0]);
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}
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Overlays.deleteOverlay(sitDownButton);
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Overlays.deleteOverlay(standUpButton);
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});
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@ -20,11 +20,14 @@ varying vec4 normal;
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void main(void) {
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
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normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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// compute the base color based on OpenGL lighting model
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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float diffuse = dot(viewNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(gl_LightSource[0].position, viewNormal));
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
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viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
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// compute the base color based on OpenGL lighting model
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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float diffuse = dot(viewNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(gl_LightSource[0].position, viewNormal));
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
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viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
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void main(void) {
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
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normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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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) {
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QList<QStandardItem*> items = _model.findItems(QFileInfo(reply->url().toString()).baseName());
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if (items.isEmpty() || items.first()->text() == DO_NOT_MODIFY_TAG) {
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_lock.unlock();
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return false;
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}
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