mirror of
https://github.com/overte-org/overte.git
synced 2025-08-04 02:03:36 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into hand-controller-pointer
This commit is contained in:
commit
0b2fffa5de
657 changed files with 5558 additions and 1233 deletions
|
@ -19,7 +19,7 @@ macro(GENERATE_INSTALLERS)
|
|||
set(CPACK_PACKAGE_NAME ${_DISPLAY_NAME})
|
||||
set(CPACK_PACKAGE_VENDOR "High Fidelity")
|
||||
set(CPACK_PACKAGE_VERSION ${BUILD_VERSION})
|
||||
set(CPACK_PACKAGE_FILE_NAME "HighFidelity-Alpha-${BUILD_VERSION}")
|
||||
set(CPACK_PACKAGE_FILE_NAME "HighFidelity-Beta-${BUILD_VERSION}")
|
||||
set(CPACK_NSIS_DISPLAY_NAME ${_DISPLAY_NAME})
|
||||
set(CPACK_NSIS_PACKAGE_NAME ${_DISPLAY_NAME})
|
||||
set(CPACK_PACKAGE_INSTALL_DIRECTORY ${_DISPLAY_NAME})
|
||||
|
|
148
examples/clap.js
148
examples/clap.js
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@ -1,148 +0,0 @@
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//
|
||||
// clap.js
|
||||
// examples
|
||||
//
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// This sample script watches your hydra hands and makes clapping sound when they come close together fast,
|
||||
// and also watches for the 'shift' key and claps when that key is pressed. Clapping multiple times by pressing
|
||||
// the shift key again makes the animation and sound match your pace of clapping.
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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
|
||||
//
|
||||
|
||||
HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
|
||||
|
||||
var clapAnimation = HIFI_PUBLIC_BUCKET + "animations/ClapAnimations/ClapHands_Standing.fbx";
|
||||
var ANIMATION_FRAMES_PER_CLAP = 10.0;
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||||
var startEndFrames = [];
|
||||
startEndFrames.push({ start: 0, end: 10});
|
||||
startEndFrames.push({ start: 10, end: 20});
|
||||
startEndFrames.push({ start: 20, end: 30});
|
||||
startEndFrames.push({ start: 30, end: 40});
|
||||
startEndFrames.push({ start: 41, end: 51});
|
||||
startEndFrames.push({ start: 53, end: 0});
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||||
|
||||
var lastClapFrame = 0;
|
||||
var lastAnimFrame = 0;
|
||||
|
||||
var claps = [];
|
||||
claps.push(SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/claps/BClap1Rvb.wav"));
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||||
claps.push(SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/claps/BClap2Rvb.wav"));
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||||
claps.push(SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/claps/BClap3Rvb.wav"));
|
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claps.push(SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/claps/BClap4Rvb.wav"));
|
||||
claps.push(SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/claps/BClap5Rvb.wav"));
|
||||
claps.push(SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/claps/BClap6Rvb.wav"));
|
||||
claps.push(SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/claps/BClap7Rvb.wav"));
|
||||
claps.push(SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/claps/BClap8Rvb.wav"));
|
||||
claps.push(SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/claps/BClap9Rvb.wav"));
|
||||
claps.push(SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/claps/BClap10Rvb.wav"));
|
||||
var numberOfSounds = claps.length;
|
||||
|
||||
var clappingNow = false;
|
||||
var collectedClicks = 0;
|
||||
|
||||
var clickStartTime, clickEndTime;
|
||||
var clickClappingNow = false;
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||||
var CLAP_START_RATE = 15.0;
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var clapRate = CLAP_START_RATE;
|
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var startedTimer = false;
|
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|
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function maybePlaySound(deltaTime) {
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// Set the location and other info for the sound to play
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|
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var animationDetails = MyAvatar.getAnimationDetails(clapAnimation);
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||||
|
||||
var frame = Math.floor(animationDetails.frameIndex);
|
||||
|
||||
if (frame != lastAnimFrame) {
|
||||
lastAnimFrame = frame;
|
||||
}
|
||||
|
||||
for (var i = 0; i < startEndFrames.length; i++) {
|
||||
if (frame == startEndFrames[i].start && (frame != lastClapFrame)) {
|
||||
playClap(1.0, Camera.getPosition());
|
||||
lastClapFrame = frame;
|
||||
}
|
||||
}
|
||||
|
||||
var palm1Position = MyAvatar.getLeftPalmPosition();
|
||||
var palm2Position = MyAvatar.getRightPalmPosition();
|
||||
var distanceBetween = Vec3.length(Vec3.subtract(palm1Position, palm2Position));
|
||||
|
||||
var palm1Velocity = Controller.getPoseValue(Controller.Standard.LeftHand).velocity;
|
||||
var palm2Velocity = Controller.getPoseValue(Controller.Standard.RightHand).velocity;
|
||||
var closingVelocity = Vec3.length(Vec3.subtract(palm1Velocity, palm2Velocity));
|
||||
|
||||
const CLAP_SPEED = 0.7;
|
||||
const CLAP_DISTANCE = 0.15;
|
||||
|
||||
if ((closingVelocity > CLAP_SPEED) && (distanceBetween < CLAP_DISTANCE) && !clappingNow) {
|
||||
var volume = closingVelocity / 2.0;
|
||||
if (volume > 1.0) volume = 1.0;
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playClap(volume, palm1Position);
|
||||
clappingNow = true;
|
||||
} else if (clappingNow && (distanceBetween > CLAP_DISTANCE * 1.2)) {
|
||||
clappingNow = false;
|
||||
}
|
||||
}
|
||||
|
||||
function playClap(volume, position) {
|
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var clip = Math.floor(Math.random() * numberOfSounds);
|
||||
Audio.playSound(claps[clip], {
|
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position: position,
|
||||
volume: volume
|
||||
});
|
||||
}
|
||||
|
||||
var FASTEST_CLAP_INTERVAL = 150.0;
|
||||
var SLOWEST_CLAP_INTERVAL = 750.0;
|
||||
|
||||
Controller.keyPressEvent.connect(function(event) {
|
||||
if(event.text == "SHIFT") {
|
||||
if (!clickClappingNow) {
|
||||
clickClappingNow = true;
|
||||
clickStartTime = new Date();
|
||||
lastClapFrame = 0;
|
||||
} else {
|
||||
// start or adjust clapping speed based on the duration between clicks
|
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clickEndTime = new Date();
|
||||
var milliseconds = Math.max(clickEndTime - clickStartTime, FASTEST_CLAP_INTERVAL);
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clickStartTime = new Date();
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if (milliseconds < SLOWEST_CLAP_INTERVAL) {
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clapRate = ANIMATION_FRAMES_PER_CLAP * (1000.0 / milliseconds);
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||||
playClap(1.0, Camera.getPosition());
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MyAvatar.stopAnimation(clapAnimation);
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||||
MyAvatar.startAnimation(clapAnimation, clapRate, 1.0, true, false);
|
||||
}
|
||||
collectedClicks = collectedClicks + 1;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
var CLAP_END_WAIT_MSECS = 300;
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||||
Controller.keyReleaseEvent.connect(function(event) {
|
||||
if (event.text == "SHIFT") {
|
||||
collectedClicks = 0;
|
||||
if (!startedTimer) {
|
||||
collectedClicks = 0;
|
||||
Script.setTimeout(stopClapping, CLAP_END_WAIT_MSECS);
|
||||
startedTimer = true;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
function stopClapping() {
|
||||
if (collectedClicks == 0) {
|
||||
startedTimer = false;
|
||||
MyAvatar.stopAnimation(clapAnimation);
|
||||
clapRate = CLAP_START_RATE;
|
||||
clickClappingNow = false;
|
||||
} else {
|
||||
startedTimer = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Connect a call back that happens every frame
|
||||
Script.update.connect(maybePlaySound);
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|
@ -1,68 +0,0 @@
|
|||
|
||||
// cowEntityScript.js
|
||||
// examples/cows
|
||||
//
|
||||
// Created by Eric Levin on 3/25/16
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// This entity script handles the logic for untipping a cow after it collides with something
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
|
||||
(function() {
|
||||
Script.include("../libraries/utils.js");
|
||||
|
||||
var _this = this;
|
||||
_this.COLLISION_COOLDOWN_TIME = 5000;
|
||||
|
||||
|
||||
this.preload = function(entityID) {
|
||||
print("EBL Preload!!");
|
||||
_this.entityID = entityID;
|
||||
_this.mooSound = SoundCache.getSound("https://s3-us-west-1.amazonaws.com/hifi-content/eric/Sounds/moo.wav")
|
||||
_this.mooSoundOptions = {volume: 0.7, loop: false};
|
||||
_this.timeSinceLastCollision = 0;
|
||||
_this.shouldUntipCow = true;
|
||||
}
|
||||
|
||||
this.collisionWithEntity = function(myID, otherID, collisionInfo) {
|
||||
if(_this.shouldUntipCow) {
|
||||
Script.setTimeout(function() {
|
||||
_this.untipCow();
|
||||
_this.shouldUntipCow = true;
|
||||
}, _this.COLLISION_COOLDOWN_TIME);
|
||||
}
|
||||
|
||||
_this.shouldUntipCow = false;
|
||||
|
||||
}
|
||||
|
||||
this.untipCow = function() {
|
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// keep yaw but reset pitch and roll
|
||||
var cowProps = Entities.getEntityProperties(_this.entityID, ["rotation", "position"]);
|
||||
var eulerRotation = Quat.safeEulerAngles(cowProps.rotation);
|
||||
eulerRotation.x = 0;
|
||||
eulerRotation.z = 0;
|
||||
var newRotation = Quat.fromVec3Degrees(eulerRotation);
|
||||
Entities.editEntity(_this.entityID, {
|
||||
rotation: newRotation,
|
||||
velocity: {x: 0, y: 0, z: 0},
|
||||
angularVelocity: {x: 0, y: 0, z:0}
|
||||
});
|
||||
|
||||
|
||||
_this.mooSoundOptions.position = cowProps.position;
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if (!_this.soundInjector) {
|
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_this.soundInjector = Audio.playSound(_this.mooSound, _this.mooSoundOptions);
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} else {
|
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_this.soundInjector.setOptions(_this.mooSoundOptions);
|
||||
_this.soundInjector.restart();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
});
|
|
@ -1,53 +0,0 @@
|
|||
|
||||
// cowSpawner.js
|
||||
// examples/cows
|
||||
//
|
||||
// Created by Eric Levin on 3/25/16
|
||||
// Copyright 2016 High Fidelity, Inc.
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||||
//
|
||||
// This spawns a cow which will untip itself
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
var orientation = MyAvatar.orientation;
|
||||
orientation = Quat.safeEulerAngles(orientation);
|
||||
orientation.x = 0;
|
||||
orientation = Quat.fromVec3Degrees(orientation);
|
||||
var center = Vec3.sum(MyAvatar.getHeadPosition(), Vec3.multiply(2, Quat.getFront(orientation)));
|
||||
|
||||
|
||||
var SCRIPT_URL = Script.resolvePath("cowEntityScript.js?");
|
||||
var cow = Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: "http://hifi-content.s3.amazonaws.com/DomainContent/production/cow/newMooCow.fbx",
|
||||
name: "playa_model_throwinCow",
|
||||
position: center,
|
||||
animation: {
|
||||
currentFrame: 278,
|
||||
running: true,
|
||||
url: "http://hifi-content.s3.amazonaws.com/DomainContent/Junkyard/Playa/newMooCow.fbx"
|
||||
},
|
||||
dimensions: {
|
||||
x: 0.739,
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||||
y: 1.613,
|
||||
z: 2.529
|
||||
},
|
||||
dynamic: true,
|
||||
gravity: {
|
||||
x: 0,
|
||||
y: -5,
|
||||
z: 0
|
||||
},
|
||||
shapeType: "box",
|
||||
script: SCRIPT_URL,
|
||||
userData: "{\"grabbableKey\":{\"grabbable\":true}}"
|
||||
});
|
||||
|
||||
|
||||
function cleanup() {
|
||||
Entities.deleteEntity(cow);
|
||||
}
|
||||
|
||||
Script.scriptEnding.connect(cleanup);
|
|
@ -1,22 +0,0 @@
|
|||
//
|
||||
// defaultScripts.js
|
||||
// examples
|
||||
//
|
||||
// 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
|
||||
//
|
||||
|
||||
Script.load("away.js");
|
||||
Script.load("progress.js");
|
||||
Script.load("edit.js");
|
||||
Script.load("examples.js");
|
||||
Script.load("selectAudioDevice.js");
|
||||
Script.load("notifications.js");
|
||||
Script.load("controllers/handControllerGrab.js");
|
||||
Script.load("controllers/squeezeHands.js");
|
||||
Script.load("grab.js");
|
||||
Script.load("directory.js");
|
||||
Script.load("dialTone.js");
|
||||
Script.load("depthReticle.js");
|
|
@ -1,477 +0,0 @@
|
|||
//
|
||||
// pistol.js
|
||||
// examples
|
||||
//
|
||||
// Created by Eric Levin on 11/12/2015
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
//
|
||||
// This is an example script that turns the hydra controllers and mouse into a entity gun.
|
||||
// It reads the controller, watches for trigger pulls, and adds a force to any entity it hits
|
||||
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
Script.include("../../../libraries/utils.js");
|
||||
Script.include("../../../libraries/constants.js");
|
||||
|
||||
var GUN_FORCE =20;
|
||||
|
||||
Messages.sendMessage('Hifi-Hand-Disabler', "both");
|
||||
|
||||
var gameName = "Kill All The Rats!"
|
||||
// var HOST = "localhost:5000"
|
||||
var HOST = "desolate-bastion-1742.herokuapp.com";
|
||||
var socketClient = new WebSocket("ws://" + HOST);
|
||||
var username = GlobalServices.username;
|
||||
var currentScore = 0;
|
||||
|
||||
function score() {
|
||||
currentScore++;
|
||||
socketClient.send(JSON.stringify({
|
||||
username: username,
|
||||
score: currentScore,
|
||||
gameName: gameName
|
||||
}))
|
||||
}
|
||||
|
||||
|
||||
HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
|
||||
var fireSound = SoundCache.getSound("https://s3.amazonaws.com/hifi-public/sounds/Guns/GUN-SHOT2.raw");
|
||||
var LASER_LENGTH = 100;
|
||||
var LASER_WIDTH = 2;
|
||||
var POSE_CONTROLS = [Controller.Standard.LeftHand, Controller.Standard.RightHand];
|
||||
var TRIGGER_CONTROLS = [Controller.Standard.LT, Controller.Standard.RT];
|
||||
var MIN_THROWER_DELAY = 1000;
|
||||
var MAX_THROWER_DELAY = 1000;
|
||||
var RELOAD_INTERVAL = 5;
|
||||
var GUN_MODEL = HIFI_PUBLIC_BUCKET + "cozza13/gun/m1911-handgun+1.fbx?v=4";
|
||||
var BULLET_VELOCITY = 10.0;
|
||||
var GUN_OFFSETS = [{
|
||||
x: 0.04,
|
||||
y: 0.26,
|
||||
z: 0.04
|
||||
}, {
|
||||
x: 0.04,
|
||||
y: 0.26,
|
||||
z: 0.04
|
||||
}];
|
||||
|
||||
var GUN_ORIENTATIONS = [Quat.fromPitchYawRollDegrees(0, 90, 90), Quat.fromPitchYawRollDegrees(0, -90, 270)];
|
||||
|
||||
//x -> y
|
||||
//y -> z
|
||||
// z -> x
|
||||
var BARREL_OFFSETS = [ {
|
||||
x: -0.12,
|
||||
y: 0.12,
|
||||
z: 0.04
|
||||
}, {
|
||||
x: 0.12,
|
||||
y: 0.12,
|
||||
z: 0.04
|
||||
} ];
|
||||
|
||||
|
||||
|
||||
var pointers = [];
|
||||
|
||||
pointers.push(Overlays.addOverlay("line3d", {
|
||||
start: ZERO_VECTOR,
|
||||
end: ZERO_VECTOR,
|
||||
color: COLORS.RED,
|
||||
alpha: 1,
|
||||
visible: true,
|
||||
lineWidth: LASER_WIDTH
|
||||
}));
|
||||
|
||||
pointers.push(Overlays.addOverlay("line3d", {
|
||||
start: ZERO_VECTOR,
|
||||
end: ZERO_VECTOR,
|
||||
color: COLORS.RED,
|
||||
alpha: 1,
|
||||
visible: true,
|
||||
lineWidth: LASER_WIDTH
|
||||
}));
|
||||
|
||||
var mapping = Controller.newMapping();
|
||||
var validPoses = [false, false];
|
||||
var barrelVectors = [0, 0];
|
||||
var barrelTips = [0, 0];
|
||||
|
||||
|
||||
// If enabled, anything can be shot, otherwise, an entity needs to have "isShootable" set in its userData
|
||||
var shootAnything = true;
|
||||
|
||||
|
||||
function update(deltaTime) {
|
||||
// FIXME we should also expose MyAvatar.handPoses[2], MyAvatar.tipPoses[2]
|
||||
var tipPoses = [MyAvatar.leftHandTipPose, MyAvatar.rightHandTipPose];
|
||||
|
||||
for (var side = 0; side < 2; side++) {
|
||||
// First check if the controller is valid
|
||||
var controllerPose = Controller.getPoseValue(POSE_CONTROLS[side]);
|
||||
validPoses[side] = controllerPose.valid;
|
||||
// Need to adjust the laser
|
||||
var tipPose = tipPoses[side];
|
||||
var handRotation = tipPoses[side].rotation;
|
||||
var barrelOffset = Vec3.multiplyQbyV(handRotation, BARREL_OFFSETS[side]);
|
||||
barrelTips[side] = Vec3.sum(tipPose.translation, barrelOffset);
|
||||
barrelVectors[side] = Vec3.multiplyQbyV(handRotation, {
|
||||
x: 0,
|
||||
y: 1,
|
||||
z: 0
|
||||
});
|
||||
|
||||
var laserTip = Vec3.sum(Vec3.multiply(LASER_LENGTH, barrelVectors[side]), barrelTips[side]);
|
||||
// Update Lasers
|
||||
Overlays.editOverlay(pointers[side], {
|
||||
start: barrelTips[side],
|
||||
end: laserTip,
|
||||
alpha: 1,
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
function displayPointer(side) {
|
||||
Overlays.editOverlay(pointers[side], {
|
||||
visible: true
|
||||
});
|
||||
}
|
||||
|
||||
function hidePointer(side) {
|
||||
Overlays.editOverlay(pointers[side], {
|
||||
visible: false
|
||||
});
|
||||
}
|
||||
|
||||
function fire(side, value) {
|
||||
if (value == 0) {
|
||||
return;
|
||||
}
|
||||
Audio.playSound(fireSound, {
|
||||
position: barrelTips[side],
|
||||
volume: 0.5
|
||||
});
|
||||
|
||||
var shotDirection = Vec3.normalize(barrelVectors[side]);
|
||||
var pickRay = {
|
||||
origin: barrelTips[side],
|
||||
direction: shotDirection
|
||||
};
|
||||
createMuzzleFlash(barrelTips[side]);
|
||||
|
||||
var intersection = Entities.findRayIntersectionBlocking(pickRay, true);
|
||||
if (intersection.intersects) {
|
||||
Script.setTimeout(function() {
|
||||
createEntityHitEffect(intersection.intersection);
|
||||
if (shootAnything && intersection.properties.dynamic === 1) {
|
||||
// Any dynamic entity can be shot
|
||||
Entities.editEntity(intersection.entityID, {
|
||||
velocity: Vec3.multiply(shotDirection, GUN_FORCE)
|
||||
});
|
||||
}
|
||||
|
||||
if (intersection.properties.name === "rat") {
|
||||
score();
|
||||
createBloodSplatter(intersection.intersection);
|
||||
Entities.deleteEntity(intersection.entityID);
|
||||
|
||||
}
|
||||
//Attempt to call entity method's shot method
|
||||
var forceDirection = JSON.stringify({
|
||||
forceDirection: shotDirection
|
||||
});
|
||||
Entities.callEntityMethod(intersection.entityID, 'onShot', [forceDirection]);
|
||||
|
||||
}, 0);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function scriptEnding() {
|
||||
Messages.sendMessage('Hifi-Hand-Disabler', 'none');
|
||||
mapping.disable();
|
||||
for (var i = 0; i < pointers.length; ++i) {
|
||||
Overlays.deleteOverlay(pointers[i]);
|
||||
}
|
||||
MyAvatar.detachOne(GUN_MODEL);
|
||||
MyAvatar.detachOne(GUN_MODEL);
|
||||
clearPose();
|
||||
}
|
||||
|
||||
MyAvatar.attach(GUN_MODEL, "LeftHand", GUN_OFFSETS[0], GUN_ORIENTATIONS[0], 0.40);
|
||||
MyAvatar.attach(GUN_MODEL, "RightHand", GUN_OFFSETS[1], GUN_ORIENTATIONS[1], 0.40);
|
||||
|
||||
function showPointer(side) {
|
||||
Overlays.editOverlay(pointers[side], {
|
||||
visible: true
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
|
||||
mapping.from(Controller.Standard.LT).hysteresis(0.0, 0.5).to(function(value) {
|
||||
fire(0, value);
|
||||
});
|
||||
|
||||
|
||||
mapping.from(Controller.Standard.RT).hysteresis(0.0, 0.5).to(function(value) {
|
||||
fire(1, value);
|
||||
});
|
||||
mapping.enable();
|
||||
|
||||
Script.scriptEnding.connect(scriptEnding);
|
||||
Script.update.connect(update);
|
||||
|
||||
|
||||
function createEntityHitEffect(position) {
|
||||
var flash = Entities.addEntity({
|
||||
type: "ParticleEffect",
|
||||
position: position,
|
||||
lifetime: 4,
|
||||
"name": "Flash Emitter",
|
||||
"color": {
|
||||
red: 228,
|
||||
green: 128,
|
||||
blue: 12
|
||||
},
|
||||
"maxParticles": 1000,
|
||||
"lifespan": 0.15,
|
||||
"emitRate": 1000,
|
||||
"emitSpeed": 1,
|
||||
"speedSpread": 0,
|
||||
"emitOrientation": {
|
||||
"x": -0.4,
|
||||
"y": 1,
|
||||
"z": -0.2,
|
||||
"w": 0.7071068286895752
|
||||
},
|
||||
"emitDimensions": {
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"polarStart": 0,
|
||||
"polarFinish": Math.PI,
|
||||
"azimuthStart": -3.1415927410125732,
|
||||
"azimuthFinish": 2,
|
||||
"emitAcceleration": {
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"accelerationSpread": {
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"particleRadius": 0.03,
|
||||
"radiusSpread": 0.02,
|
||||
"radiusStart": 0.02,
|
||||
"radiusFinish": 0.03,
|
||||
"colorSpread": {
|
||||
red: 100,
|
||||
green: 100,
|
||||
blue: 20
|
||||
},
|
||||
"alpha": 1,
|
||||
"alphaSpread": 0,
|
||||
"alphaStart": 0,
|
||||
"alphaFinish": 0,
|
||||
"additiveBlending": true,
|
||||
"textures": "http://ericrius1.github.io/PartiArt/assets/star.png"
|
||||
});
|
||||
|
||||
Script.setTimeout(function() {
|
||||
Entities.editEntity(flash, {
|
||||
isEmitting: false
|
||||
});
|
||||
}, 100);
|
||||
|
||||
}
|
||||
|
||||
|
||||
function createBloodSplatter(position) {
|
||||
var splatter = Entities.addEntity({
|
||||
type: "ParticleEffect",
|
||||
position: position,
|
||||
lifetime: 4,
|
||||
"name": "Blood Splatter",
|
||||
"color": {
|
||||
red: 230,
|
||||
green: 2,
|
||||
blue: 30
|
||||
},
|
||||
"maxParticles": 1000,
|
||||
"lifespan": 0.3,
|
||||
"emitRate": 1000,
|
||||
"emitSpeed": 0.5,
|
||||
"speedSpread": 0,
|
||||
"emitOrientation": {
|
||||
"x": -0.4,
|
||||
"y": 1,
|
||||
"z": -0.2,
|
||||
"w": 0.7071068286895752
|
||||
},
|
||||
"emitDimensions": {
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"polarStart": 0,
|
||||
"polarFinish": Math.PI,
|
||||
"azimuthStart": -3.1415927410125732,
|
||||
"azimuthFinish": 2,
|
||||
"emitAcceleration": {
|
||||
"x": 0,
|
||||
"y": -5,
|
||||
"z": 0
|
||||
},
|
||||
"accelerationSpread": {
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"particleRadius": 0.05,
|
||||
"radiusSpread": 0.03,
|
||||
"radiusStart": 0.05,
|
||||
"radiusFinish": 0.05,
|
||||
"colorSpread": {
|
||||
red: 40,
|
||||
green: 0,
|
||||
blue: 30
|
||||
},
|
||||
"alpha": 1,
|
||||
"alphaSpread": 0,
|
||||
"alphaStart": 0,
|
||||
"alphaFinish": 0,
|
||||
"textures": "http://ericrius1.github.io/PartiArt/assets/star.png"
|
||||
});
|
||||
|
||||
Script.setTimeout(function() {
|
||||
Entities.editEntity(splatter, {
|
||||
isEmitting: false
|
||||
});
|
||||
}, 100)
|
||||
|
||||
}
|
||||
|
||||
|
||||
function createMuzzleFlash(position) {
|
||||
var smoke = Entities.addEntity({
|
||||
type: "ParticleEffect",
|
||||
position: position,
|
||||
lifetime: 1,
|
||||
"name": "Smoke Hit Emitter",
|
||||
"maxParticles": 1000,
|
||||
"lifespan": 4,
|
||||
"emitRate": 20,
|
||||
emitSpeed: 0,
|
||||
"speedSpread": 0,
|
||||
"emitDimensions": {
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"polarStart": 0,
|
||||
"polarFinish": 0,
|
||||
"azimuthStart": -3.1415927410125732,
|
||||
"azimuthFinish": 3.14,
|
||||
"emitAcceleration": {
|
||||
"x": 0,
|
||||
"y": 0.5,
|
||||
"z": 0
|
||||
},
|
||||
"accelerationSpread": {
|
||||
"x": .2,
|
||||
"y": 0,
|
||||
"z": .2
|
||||
},
|
||||
"radiusSpread": .04,
|
||||
"particleRadius": 0.07,
|
||||
"radiusStart": 0.07,
|
||||
"radiusFinish": 0.07,
|
||||
"alpha": 0.7,
|
||||
"alphaSpread": 0,
|
||||
"alphaStart": 0,
|
||||
"alphaFinish": 0,
|
||||
"additiveBlending": 0,
|
||||
"textures": "https://hifi-public.s3.amazonaws.com/alan/Particles/Particle-Sprite-Smoke-1.png"
|
||||
});
|
||||
Script.setTimeout(function() {
|
||||
Entities.editEntity(smoke, {
|
||||
isEmitting: false
|
||||
});
|
||||
}, 100);
|
||||
|
||||
var flash = Entities.addEntity({
|
||||
type: "ParticleEffect",
|
||||
position: position,
|
||||
lifetime: 4,
|
||||
"name": "Muzzle Flash",
|
||||
"color": {
|
||||
red: 228,
|
||||
green: 128,
|
||||
blue: 12
|
||||
},
|
||||
"maxParticles": 1000,
|
||||
"lifespan": 0.1,
|
||||
"emitRate": 1000,
|
||||
"emitSpeed": 0.5,
|
||||
"speedSpread": 0,
|
||||
"emitOrientation": {
|
||||
"x": -0.4,
|
||||
"y": 1,
|
||||
"z": -0.2,
|
||||
"w": 0.7071068286895752
|
||||
},
|
||||
"emitDimensions": {
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"polarStart": 0,
|
||||
"polarFinish": Math.PI,
|
||||
"azimuthStart": -3.1415927410125732,
|
||||
"azimuthFinish": 2,
|
||||
"emitAcceleration": {
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"accelerationSpread": {
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"particleRadius": 0.05,
|
||||
"radiusSpread": 0.01,
|
||||
"radiusStart": 0.05,
|
||||
"radiusFinish": 0.05,
|
||||
"colorSpread": {
|
||||
red: 100,
|
||||
green: 100,
|
||||
blue: 20
|
||||
},
|
||||
"alpha": 1,
|
||||
"alphaSpread": 0,
|
||||
"alphaStart": 0,
|
||||
"alphaFinish": 0,
|
||||
"additiveBlending": true,
|
||||
"textures": "http://ericrius1.github.io/PartiArt/assets/star.png"
|
||||
});
|
||||
|
||||
Script.setTimeout(function() {
|
||||
Entities.editEntity(flash, {
|
||||
isEmitting: false
|
||||
});
|
||||
}, 100)
|
||||
|
||||
|
||||
}
|
|
@ -1,37 +0,0 @@
|
|||
//
|
||||
// Rat.js
|
||||
// examples/toybox/entityScripts
|
||||
//
|
||||
// Created by Eric Levin on11/11/15.
|
||||
// Copyright 2015 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
|
||||
/*global print, MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, Audio, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
|
||||
|
||||
|
||||
(function() {
|
||||
var scriptURL = Script.resolvePath('pistol.js');
|
||||
var _this;
|
||||
PistolScriptSpawner = function() {
|
||||
_this = this;
|
||||
this.forceMultiplier = 1;
|
||||
};
|
||||
|
||||
PistolScriptSpawner.prototype = {
|
||||
|
||||
enterEntity: function() {
|
||||
|
||||
Script.load(scriptURL);
|
||||
},
|
||||
|
||||
preload: function(entityID) {
|
||||
this.entityID = entityID;
|
||||
},
|
||||
|
||||
};
|
||||
|
||||
// entity scripts always need to return a newly constructed object of our type
|
||||
return new PistolScriptSpawner();
|
||||
});
|
|
@ -243,7 +243,7 @@ else (APPLE)
|
|||
"${PROJECT_SOURCE_DIR}/resources"
|
||||
$<TARGET_FILE_DIR:${TARGET_NAME}>/resources
|
||||
COMMAND "${CMAKE_COMMAND}" -E copy_directory
|
||||
"${CMAKE_SOURCE_DIR}/examples"
|
||||
"${CMAKE_SOURCE_DIR}/scripts"
|
||||
$<TARGET_FILE_DIR:${TARGET_NAME}>/scripts
|
||||
)
|
||||
|
||||
|
@ -269,7 +269,7 @@ endif (APPLE)
|
|||
if (SCRIPTS_INSTALL_DIR)
|
||||
# setup install of scripts beside interface executable
|
||||
install(
|
||||
DIRECTORY "${CMAKE_SOURCE_DIR}/examples/"
|
||||
DIRECTORY "${CMAKE_SOURCE_DIR}/scripts/"
|
||||
DESTINATION ${SCRIPTS_INSTALL_DIR}/scripts
|
||||
COMPONENT ${CLIENT_COMPONENT}
|
||||
)
|
||||
|
|
|
@ -24,7 +24,6 @@ Window {
|
|||
title: "Asset Browser"
|
||||
resizable: true
|
||||
destroyOnInvisible: true
|
||||
x: 40; y: 40
|
||||
implicitWidth: 384; implicitHeight: 640
|
||||
minSize: Qt.vector2d(200, 300)
|
||||
|
||||
|
|
|
@ -25,7 +25,7 @@ Hifi.AvatarInputs {
|
|||
readonly property int iconPadding: 5
|
||||
|
||||
readonly property bool shouldReposition: true
|
||||
|
||||
|
||||
Settings {
|
||||
category: "Overlay.AvatarInputs"
|
||||
property alias x: root.x
|
||||
|
|
|
@ -22,4 +22,19 @@ Windows.Window {
|
|||
url: infoView.url
|
||||
}
|
||||
}
|
||||
|
||||
Component.onCompleted: {
|
||||
centerWindow(root);
|
||||
}
|
||||
|
||||
onVisibleChanged: {
|
||||
if (visible) {
|
||||
centerWindow(root);
|
||||
}
|
||||
}
|
||||
|
||||
function centerWindow() {
|
||||
desktop.centerOnVisible(root);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -21,7 +21,9 @@ FocusScope {
|
|||
objectName: "desktop"
|
||||
anchors.fill: parent
|
||||
|
||||
property rect recommendedRect: rect(0,0,0,0);
|
||||
readonly property int invalid_position: -9999;
|
||||
property rect recommendedRect: Qt.rect(0,0,0,0);
|
||||
property var expectedChildren;
|
||||
|
||||
onHeightChanged: d.handleSizeChanged();
|
||||
|
||||
|
@ -55,13 +57,18 @@ FocusScope {
|
|||
|
||||
function handleSizeChanged() {
|
||||
var oldRecommendedRect = recommendedRect;
|
||||
var newRecommendedRectJS = Controller.getRecommendedOverlayRect();
|
||||
var newRecommendedRectJS = (typeof Controller === "undefined") ? Qt.rect(0,0,0,0) : Controller.getRecommendedOverlayRect();
|
||||
var newRecommendedRect = Qt.rect(newRecommendedRectJS.x, newRecommendedRectJS.y,
|
||||
newRecommendedRectJS.width,
|
||||
newRecommendedRectJS.height);
|
||||
|
||||
if (oldRecommendedRect != Qt.rect(0,0,0,0)
|
||||
&& oldRecommendedRect != newRecommendedRect) {
|
||||
var oldChildren = expectedChildren;
|
||||
var newChildren = d.getRepositionChildren();
|
||||
if (oldRecommendedRect != Qt.rect(0,0,0,0)
|
||||
&& (oldRecommendedRect != newRecommendedRect
|
||||
|| oldChildren != newChildren)
|
||||
) {
|
||||
expectedChildren = newChildren;
|
||||
d.repositionAll();
|
||||
}
|
||||
recommendedRect = newRecommendedRect;
|
||||
|
@ -279,13 +286,56 @@ FocusScope {
|
|||
targetWindow.focus = true;
|
||||
}
|
||||
|
||||
showDesktop();
|
||||
}
|
||||
|
||||
function centerOnVisible(item) {
|
||||
var targetWindow = d.getDesktopWindow(item);
|
||||
if (!targetWindow) {
|
||||
console.warn("Could not find top level window for " + item);
|
||||
return;
|
||||
}
|
||||
|
||||
if (typeof Controller === "undefined") {
|
||||
console.warn("Controller not yet available... can't center");
|
||||
return;
|
||||
}
|
||||
|
||||
var newRecommendedRectJS = (typeof Controller === "undefined") ? Qt.rect(0,0,0,0) : Controller.getRecommendedOverlayRect();
|
||||
var newRecommendedRect = Qt.rect(newRecommendedRectJS.x, newRecommendedRectJS.y,
|
||||
newRecommendedRectJS.width,
|
||||
newRecommendedRectJS.height);
|
||||
var newRecommendedDimmensions = { x: newRecommendedRect.width, y: newRecommendedRect.height };
|
||||
var newX = newRecommendedRect.x + ((newRecommendedRect.width - targetWindow.width) / 2);
|
||||
var newY = newRecommendedRect.y + ((newRecommendedRect.height - targetWindow.height) / 2);
|
||||
targetWindow.x = newX;
|
||||
targetWindow.y = newY;
|
||||
|
||||
// If we've noticed that our recommended desktop rect has changed, record that change here.
|
||||
if (recommendedRect != newRecommendedRect) {
|
||||
recommendedRect = newRecommendedRect;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function repositionOnVisible(item) {
|
||||
var targetWindow = d.getDesktopWindow(item);
|
||||
if (!targetWindow) {
|
||||
console.warn("Could not find top level window for " + item);
|
||||
return;
|
||||
}
|
||||
|
||||
if (typeof Controller === "undefined") {
|
||||
console.warn("Controller not yet available... can't reposition targetWindow:" + targetWindow);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
var oldRecommendedRect = recommendedRect;
|
||||
var oldRecommendedDimmensions = { x: oldRecommendedRect.width, y: oldRecommendedRect.height };
|
||||
var newRecommendedRect = Controller.getRecommendedOverlayRect();
|
||||
var newRecommendedDimmensions = { x: newRecommendedRect.width, y: newRecommendedRect.height };
|
||||
repositionWindow(targetWindow, false, oldRecommendedRect, oldRecommendedDimmensions, newRecommendedRect, newRecommendedDimmensions);
|
||||
|
||||
showDesktop();
|
||||
}
|
||||
|
||||
function repositionWindow(targetWindow, forceReposition,
|
||||
|
@ -324,10 +374,8 @@ FocusScope {
|
|||
}
|
||||
var fractionX = Utils.clamp(originRelativeX / oldRecommendedDimmensions.x, 0, 1);
|
||||
var fractionY = Utils.clamp(originRelativeY / oldRecommendedDimmensions.y, 0, 1);
|
||||
|
||||
var newX = (fractionX * newRecommendedDimmensions.x) + newRecommendedRect.x;
|
||||
var newY = (fractionY * newRecommendedDimmensions.y) + newRecommendedRect.y;
|
||||
|
||||
newPosition = Qt.vector2d(newX, newY);
|
||||
}
|
||||
targetWindow.x = newPosition.x;
|
||||
|
|
|
@ -23,7 +23,6 @@ Window {
|
|||
title: "Running Scripts"
|
||||
resizable: true
|
||||
destroyOnInvisible: true
|
||||
x: 40; y: 40
|
||||
implicitWidth: 400
|
||||
implicitHeight: isHMD ? 695 : 728
|
||||
minSize: Qt.vector2d(200, 300)
|
||||
|
|
|
@ -31,7 +31,7 @@ Fadable {
|
|||
// decorations can extend outside it.
|
||||
implicitHeight: content ? content.height : 0
|
||||
implicitWidth: content ? content.width : 0
|
||||
x: -1; y: -1
|
||||
x: desktop.invalid_position; y: desktop.invalid_position;
|
||||
enabled: visible
|
||||
|
||||
signal windowDestroyed();
|
||||
|
@ -252,6 +252,7 @@ Fadable {
|
|||
window.parentChanged.connect(raise);
|
||||
raise();
|
||||
setDefaultFocus();
|
||||
centerOrReposition();
|
||||
}
|
||||
Component.onDestruction: {
|
||||
window.parentChanged.disconnect(raise); // Prevent warning on shutdown
|
||||
|
@ -267,6 +268,18 @@ Fadable {
|
|||
raise();
|
||||
}
|
||||
enabled = visible
|
||||
|
||||
if (visible && parent) {
|
||||
centerOrReposition();
|
||||
}
|
||||
}
|
||||
|
||||
function centerOrReposition() {
|
||||
if (x == desktop.invalid_position && y == desktop.invalid_position) {
|
||||
desktop.centerOnVisible(window);
|
||||
} else {
|
||||
desktop.repositionOnVisible(window);
|
||||
}
|
||||
}
|
||||
|
||||
function raise() {
|
||||
|
|
|
@ -19,7 +19,7 @@ Fadable {
|
|||
// decorations can extend outside it.
|
||||
implicitHeight: content ? content.height : 0
|
||||
implicitWidth: content ? content.width : 0
|
||||
x: -1; y: -1
|
||||
x: desktop.invalid_position; y: desktop.invalid_position;
|
||||
enabled: visible
|
||||
|
||||
signal windowDestroyed();
|
||||
|
@ -117,12 +117,21 @@ Fadable {
|
|||
Component.onCompleted: {
|
||||
window.parentChanged.connect(raise);
|
||||
raise();
|
||||
centerOrReposition();
|
||||
}
|
||||
Component.onDestruction: {
|
||||
window.parentChanged.disconnect(raise); // Prevent warning on shutdown
|
||||
windowDestroyed();
|
||||
}
|
||||
|
||||
function centerOrReposition() {
|
||||
if (x == desktop.invalid_position && y == desktop.invalid_position) {
|
||||
desktop.centerOnVisible(window);
|
||||
} else {
|
||||
desktop.repositionOnVisible(window);
|
||||
}
|
||||
}
|
||||
|
||||
onVisibleChanged: {
|
||||
if (!visible && destroyOnInvisible) {
|
||||
destroy();
|
||||
|
@ -132,6 +141,10 @@ Fadable {
|
|||
raise();
|
||||
}
|
||||
enabled = visible
|
||||
|
||||
if (visible && parent) {
|
||||
centerOrReposition();
|
||||
}
|
||||
}
|
||||
|
||||
function raise() {
|
||||
|
|
|
@ -3104,10 +3104,8 @@ void Application::updateMyAvatarLookAtPosition() {
|
|||
} else {
|
||||
// I am not looking at anyone else, so just look forward
|
||||
if (isHMD) {
|
||||
glm::mat4 headPose = myAvatar->getHMDSensorMatrix();
|
||||
glm::quat headRotation = glm::quat_cast(headPose);
|
||||
lookAtSpot = myAvatar->getPosition() +
|
||||
myAvatar->getOrientation() * (headRotation * glm::vec3(0.0f, 0.0f, -TREE_SCALE));
|
||||
glm::mat4 worldHMDMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
|
||||
lookAtSpot = transformPoint(worldHMDMat, glm::vec3(0.0f, 0.0f, -TREE_SCALE));
|
||||
} else {
|
||||
lookAtSpot = myAvatar->getHead()->getEyePosition() +
|
||||
(myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.0f, 0.0f, -TREE_SCALE));
|
||||
|
@ -4317,6 +4315,7 @@ void Application::nodeKilled(SharedNodePointer node) {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Application::trackIncomingOctreePacket(ReceivedMessage& message, SharedNodePointer sendingNode, bool wasStatsPacket) {
|
||||
// Attempt to identify the sender from its address.
|
||||
if (sendingNode) {
|
||||
|
|
|
@ -230,7 +230,7 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
|
|||
}
|
||||
|
||||
_leftEyePosition = _rightEyePosition = getPosition();
|
||||
_eyePosition = calculateAverageEyePosition();
|
||||
_eyePosition = getPosition();
|
||||
|
||||
if (!billboard && _owningAvatar) {
|
||||
auto skeletonModel = static_cast<Avatar*>(_owningAvatar)->getSkeletonModel();
|
||||
|
@ -238,6 +238,8 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
|
|||
skeletonModel->getEyePositions(_leftEyePosition, _rightEyePosition);
|
||||
}
|
||||
}
|
||||
|
||||
_eyePosition = calculateAverageEyePosition();
|
||||
}
|
||||
|
||||
void Head::calculateMouthShapes() {
|
||||
|
|
|
@ -235,7 +235,12 @@ QByteArray MyAvatar::toByteArray(bool cullSmallChanges, bool sendAll) {
|
|||
return AvatarData::toByteArray(cullSmallChanges, sendAll);
|
||||
}
|
||||
|
||||
void MyAvatar::reset(bool andReload) {
|
||||
void MyAvatar::reset(bool andRecenter) {
|
||||
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "reset", Q_ARG(bool, andRecenter));
|
||||
return;
|
||||
}
|
||||
|
||||
// Reset dynamic state.
|
||||
_wasPushing = _isPushing = _isBraking = false;
|
||||
|
@ -245,7 +250,7 @@ void MyAvatar::reset(bool andReload) {
|
|||
_targetVelocity = glm::vec3(0.0f);
|
||||
setThrust(glm::vec3(0.0f));
|
||||
|
||||
if (andReload) {
|
||||
if (andRecenter) {
|
||||
// derive the desired body orientation from the *old* hmd orientation, before the sensor reset.
|
||||
auto newBodySensorMatrix = deriveBodyFromHMDSensor(); // Based on current cached HMD position/rotation..
|
||||
|
||||
|
@ -317,6 +322,37 @@ void MyAvatar::update(float deltaTime) {
|
|||
}
|
||||
currentEnergy = max(0.0f, min(currentEnergy,1.0f));
|
||||
emit energyChanged(currentEnergy);
|
||||
|
||||
updateEyeContactTarget(deltaTime);
|
||||
}
|
||||
|
||||
void MyAvatar::updateEyeContactTarget(float deltaTime) {
|
||||
|
||||
_eyeContactTargetTimer -= deltaTime;
|
||||
if (_eyeContactTargetTimer < 0.0f) {
|
||||
|
||||
const float CHANCE_OF_CHANGING_TARGET = 0.01f;
|
||||
if (randFloat() < CHANCE_OF_CHANGING_TARGET) {
|
||||
|
||||
float const FIFTY_FIFTY_CHANCE = 0.5f;
|
||||
float const EYE_TO_MOUTH_CHANCE = 0.25f;
|
||||
switch (_eyeContactTarget) {
|
||||
case LEFT_EYE:
|
||||
_eyeContactTarget = (randFloat() < EYE_TO_MOUTH_CHANCE) ? MOUTH : RIGHT_EYE;
|
||||
break;
|
||||
case RIGHT_EYE:
|
||||
_eyeContactTarget = (randFloat() < EYE_TO_MOUTH_CHANCE) ? MOUTH : LEFT_EYE;
|
||||
break;
|
||||
case MOUTH:
|
||||
default:
|
||||
_eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? RIGHT_EYE : LEFT_EYE;
|
||||
break;
|
||||
}
|
||||
|
||||
const float EYE_TARGET_DELAY_TIME = 0.33f;
|
||||
_eyeContactTargetTimer = EYE_TARGET_DELAY_TIME;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern QByteArray avatarStateToFrame(const AvatarData* _avatar);
|
||||
|
@ -880,7 +916,8 @@ void MyAvatar::updateLookAtTargetAvatar() {
|
|||
avatar->setIsLookAtTarget(false);
|
||||
if (!avatar->isMyAvatar() && avatar->isInitialized() &&
|
||||
(distanceTo < GREATEST_LOOKING_AT_DISTANCE * getUniformScale())) {
|
||||
float angleTo = glm::angle(lookForward, glm::normalize(avatar->getHead()->getEyePosition() - getHead()->getEyePosition()));
|
||||
float radius = glm::length(avatar->getHead()->getEyePosition() - avatar->getHead()->getRightEyePosition());
|
||||
float angleTo = coneSphereAngle(getHead()->getEyePosition(), lookForward, avatar->getHead()->getEyePosition(), radius);
|
||||
if (angleTo < (smallestAngleTo * (isCurrentTarget ? KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR : 1.0f))) {
|
||||
_lookAtTargetAvatar = avatarPointer;
|
||||
_targetAvatarPosition = avatarPointer->getPosition();
|
||||
|
@ -944,22 +981,6 @@ void MyAvatar::clearLookAtTargetAvatar() {
|
|||
}
|
||||
|
||||
eyeContactTarget MyAvatar::getEyeContactTarget() {
|
||||
float const CHANCE_OF_CHANGING_TARGET = 0.01f;
|
||||
if (randFloat() < CHANCE_OF_CHANGING_TARGET) {
|
||||
float const FIFTY_FIFTY_CHANCE = 0.5f;
|
||||
switch (_eyeContactTarget) {
|
||||
case LEFT_EYE:
|
||||
_eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? MOUTH : RIGHT_EYE;
|
||||
break;
|
||||
case RIGHT_EYE:
|
||||
_eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? LEFT_EYE : MOUTH;
|
||||
break;
|
||||
case MOUTH:
|
||||
_eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? RIGHT_EYE : LEFT_EYE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return _eyeContactTarget;
|
||||
}
|
||||
|
||||
|
|
|
@ -93,7 +93,7 @@ public:
|
|||
AudioListenerMode getAudioListenerModeCamera() const { return FROM_CAMERA; }
|
||||
AudioListenerMode getAudioListenerModeCustom() const { return CUSTOM; }
|
||||
|
||||
void reset(bool andReload = false);
|
||||
Q_INVOKABLE void reset(bool andRecenter = false);
|
||||
void update(float deltaTime);
|
||||
void preRender(RenderArgs* renderArgs);
|
||||
|
||||
|
@ -331,6 +331,8 @@ private:
|
|||
|
||||
bool cameraInsideHead() const;
|
||||
|
||||
void updateEyeContactTarget(float deltaTime);
|
||||
|
||||
// These are made private for MyAvatar so that you will use the "use" methods instead
|
||||
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
|
||||
|
||||
|
@ -371,6 +373,7 @@ private:
|
|||
float _oculusYawOffset;
|
||||
|
||||
eyeContactTarget _eyeContactTarget;
|
||||
float _eyeContactTargetTimer { 0.0f };
|
||||
|
||||
glm::vec3 _trackedHeadPosition;
|
||||
|
||||
|
|
|
@ -292,6 +292,8 @@ void AssetMappingModel::refresh() {
|
|||
} else {
|
||||
emit errorGettingMappings(request->getErrorString());
|
||||
}
|
||||
|
||||
request->deleteLater();
|
||||
});
|
||||
|
||||
request->start();
|
||||
|
|
|
@ -110,7 +110,14 @@ void Text3DOverlay::render(RenderArgs* args) {
|
|||
|
||||
glm::vec4 textColor = { _color.red / MAX_COLOR, _color.green / MAX_COLOR,
|
||||
_color.blue / MAX_COLOR, getTextAlpha() };
|
||||
|
||||
// FIXME: Factor out textRenderer so that Text3DOverlay overlay parts can be grouped by pipeline
|
||||
// for a gpu performance increase. Currently,
|
||||
// Text renderer sets its own pipeline,
|
||||
_textRenderer->draw(batch, 0, 0, _text, textColor, glm::vec2(-1.0f), getDrawInFront());
|
||||
// so before we continue, we must reset the pipeline
|
||||
batch.setPipeline(args->_pipeline->pipeline);
|
||||
args->_pipeline->prepare(batch);
|
||||
}
|
||||
|
||||
const render::ShapeKey Text3DOverlay::getShapeKey() {
|
||||
|
|
|
@ -518,6 +518,7 @@ void RenderableModelEntityItem::update(const quint64& now) {
|
|||
if (!_dimensionsInitialized && _model && _model->isActive()) {
|
||||
if (_model->isLoaded()) {
|
||||
EntityItemProperties properties;
|
||||
properties.setLastEdited(usecTimestampNow()); // we must set the edit time since we're editing it
|
||||
auto extents = _model->getMeshExtents();
|
||||
properties.setDimensions(extents.maximum - extents.minimum);
|
||||
qCDebug(entitiesrenderer) << "Autoresizing:" << (!getName().isEmpty() ? getName() : getModelURL());
|
||||
|
|
|
@ -1459,10 +1459,12 @@ void EntityTree::trackIncomingEntityLastEdited(quint64 lastEditedTime, int bytes
|
|||
|
||||
void EntityTree::callLoader(EntityItemID entityID) {
|
||||
// this is used to bounce from the networking thread to the main thread
|
||||
EntityItemPointer entity = findEntityByEntityItemID(entityID);
|
||||
if (entity) {
|
||||
entity->loader();
|
||||
}
|
||||
this->withWriteLock([&] {
|
||||
EntityItemPointer entity = findEntityByEntityItemID(entityID);
|
||||
if (entity) {
|
||||
entity->loader();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
int EntityTree::getJointIndex(const QUuid& entityID, const QString& name) const {
|
||||
|
|
|
@ -18,13 +18,15 @@ using namespace gpu;
|
|||
Material::Material() :
|
||||
_key(0),
|
||||
_schemaBuffer(),
|
||||
_texMapArrayBuffer(),
|
||||
_textureMaps()
|
||||
{
|
||||
// created from nothing: create the Buffer to store the properties
|
||||
Schema schema;
|
||||
_schemaBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema));
|
||||
|
||||
|
||||
TexMapArraySchema TexMapArraySchema;
|
||||
_texMapArrayBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(TexMapArraySchema), (const gpu::Byte*) &TexMapArraySchema));
|
||||
}
|
||||
|
||||
Material::Material(const Material& material) :
|
||||
|
@ -35,6 +37,10 @@ Material::Material(const Material& material) :
|
|||
Schema schema;
|
||||
_schemaBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema));
|
||||
_schemaBuffer.edit<Schema>() = material._schemaBuffer.get<Schema>();
|
||||
|
||||
TexMapArraySchema texMapArraySchema;
|
||||
_texMapArrayBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(TexMapArraySchema), (const gpu::Byte*) &texMapArraySchema));
|
||||
_texMapArrayBuffer.edit<TexMapArraySchema>() = material._texMapArrayBuffer.get<TexMapArraySchema>();
|
||||
}
|
||||
|
||||
Material& Material::operator= (const Material& material) {
|
||||
|
@ -46,6 +52,10 @@ Material& Material::operator= (const Material& material) {
|
|||
_schemaBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema));
|
||||
_schemaBuffer.edit<Schema>() = material._schemaBuffer.get<Schema>();
|
||||
|
||||
TexMapArraySchema texMapArraySchema;
|
||||
_texMapArrayBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(TexMapArraySchema), (const gpu::Byte*) &texMapArraySchema));
|
||||
_texMapArrayBuffer.edit<TexMapArraySchema>() = material._texMapArrayBuffer.get<TexMapArraySchema>();
|
||||
|
||||
return (*this);
|
||||
}
|
||||
|
||||
|
@ -101,6 +111,15 @@ void Material::setTextureMap(MapChannel channel, const TextureMapPointer& textur
|
|||
|
||||
if (channel == MaterialKey::ALBEDO_MAP) {
|
||||
resetOpacityMap();
|
||||
|
||||
// update the texcoord0 with albedo
|
||||
_texMapArrayBuffer.edit<TexMapArraySchema>()._texcoordTransforms[0] = (textureMap ? textureMap->getTextureTransform().getMatrix() : glm::mat4());
|
||||
}
|
||||
|
||||
if (channel == MaterialKey::LIGHTMAP_MAP) {
|
||||
// update the texcoord1 with lightmap
|
||||
_texMapArrayBuffer.edit<TexMapArraySchema>()._texcoordTransforms[1] = (textureMap ? textureMap->getTextureTransform().getMatrix() : glm::mat4());
|
||||
_texMapArrayBuffer.edit<TexMapArraySchema>()._lightmapParams = (textureMap ? glm::vec4(textureMap->getLightmapOffsetScale(), 0.0, 0.0) : glm::vec4(0.0, 1.0, 0.0, 0.0));
|
||||
}
|
||||
|
||||
_schemaBuffer.edit<Schema>()._key = (uint32)_key._flags.to_ulong();
|
||||
|
|
|
@ -298,9 +298,21 @@ public:
|
|||
// conversion from legacy material properties to PBR equivalent
|
||||
static float shininessToRoughness(float shininess) { return 1.0f - shininess / 100.0f; }
|
||||
|
||||
// Texture Map Array Schema
|
||||
static const int NUM_TEXCOORD_TRANSFORMS{ 2 };
|
||||
class TexMapArraySchema {
|
||||
public:
|
||||
glm::mat4 _texcoordTransforms[NUM_TEXCOORD_TRANSFORMS];
|
||||
glm::vec4 _lightmapParams{ 0.0, 1.0, 0.0, 0.0 };
|
||||
TexMapArraySchema() {}
|
||||
};
|
||||
|
||||
const UniformBufferView& getTexMapArrayBuffer() const { return _texMapArrayBuffer; }
|
||||
private:
|
||||
mutable MaterialKey _key;
|
||||
mutable UniformBufferView _schemaBuffer;
|
||||
mutable UniformBufferView _texMapArrayBuffer;
|
||||
|
||||
TextureMaps _textureMaps;
|
||||
};
|
||||
typedef std::shared_ptr< Material > MaterialPointer;
|
||||
|
|
|
@ -413,9 +413,15 @@ gpu::Texture* TextureUsage::createMetallicTextureFromImage(const QImage& srcImag
|
|||
|
||||
class CubeLayout {
|
||||
public:
|
||||
|
||||
enum SourceProjection {
|
||||
FLAT = 0,
|
||||
EQUIRECTANGULAR,
|
||||
};
|
||||
int _type = FLAT;
|
||||
int _widthRatio = 1;
|
||||
int _heightRatio = 1;
|
||||
|
||||
|
||||
class Face {
|
||||
public:
|
||||
int _x = 0;
|
||||
|
@ -435,6 +441,7 @@ public:
|
|||
Face _faceZNeg;
|
||||
|
||||
CubeLayout(int wr, int hr, Face fXP, Face fXN, Face fYP, Face fYN, Face fZP, Face fZN) :
|
||||
_type(FLAT),
|
||||
_widthRatio(wr),
|
||||
_heightRatio(hr),
|
||||
_faceXPos(fXP),
|
||||
|
@ -444,6 +451,11 @@ public:
|
|||
_faceZPos(fZP),
|
||||
_faceZNeg(fZN) {}
|
||||
|
||||
CubeLayout(int wr, int hr) :
|
||||
_type(EQUIRECTANGULAR),
|
||||
_widthRatio(wr),
|
||||
_heightRatio(hr) {}
|
||||
|
||||
|
||||
static const CubeLayout CUBEMAP_LAYOUTS[];
|
||||
static const int NUM_CUBEMAP_LAYOUTS;
|
||||
|
@ -459,9 +471,102 @@ public:
|
|||
}
|
||||
return foundLayout;
|
||||
}
|
||||
|
||||
static QImage extractEquirectangularFace(const QImage& source, gpu::Texture::CubeFace face, int faceWidth) {
|
||||
QImage image(faceWidth, faceWidth, source.format());
|
||||
|
||||
glm::vec2 dstInvSize(1.0f / (float)image.width(), 1.0f / (float)image.height());
|
||||
|
||||
struct CubeToXYZ {
|
||||
gpu::Texture::CubeFace _face;
|
||||
CubeToXYZ(gpu::Texture::CubeFace face) : _face(face) {}
|
||||
|
||||
glm::vec3 xyzFrom(const glm::vec2& uv) {
|
||||
auto faceDir = glm::normalize(glm::vec3(-1.0f + 2.0f * uv.x, -1.0f + 2.0f * uv.y, 1.0f));
|
||||
|
||||
switch (_face) {
|
||||
case gpu::Texture::CubeFace::CUBE_FACE_BACK_POS_Z:
|
||||
return glm::vec3(-faceDir.x, faceDir.y, faceDir.z);
|
||||
case gpu::Texture::CubeFace::CUBE_FACE_FRONT_NEG_Z:
|
||||
return glm::vec3(faceDir.x, faceDir.y, -faceDir.z);
|
||||
case gpu::Texture::CubeFace::CUBE_FACE_LEFT_NEG_X:
|
||||
return glm::vec3(faceDir.z, faceDir.y, faceDir.x);
|
||||
case gpu::Texture::CubeFace::CUBE_FACE_RIGHT_POS_X:
|
||||
return glm::vec3(-faceDir.z, faceDir.y, -faceDir.x);
|
||||
case gpu::Texture::CubeFace::CUBE_FACE_BOTTOM_NEG_Y:
|
||||
return glm::vec3(-faceDir.x, -faceDir.z, faceDir.y);
|
||||
case gpu::Texture::CubeFace::CUBE_FACE_TOP_POS_Y:
|
||||
default:
|
||||
return glm::vec3(-faceDir.x, faceDir.z, -faceDir.y);
|
||||
}
|
||||
}
|
||||
};
|
||||
CubeToXYZ cubeToXYZ(face);
|
||||
|
||||
struct RectToXYZ {
|
||||
RectToXYZ() {}
|
||||
|
||||
glm::vec2 uvFrom(const glm::vec3& xyz) {
|
||||
auto flatDir = glm::normalize(glm::vec2(xyz.x, xyz.z));
|
||||
auto uvRad = glm::vec2(atan2(flatDir.x, flatDir.y), asin(xyz.y));
|
||||
|
||||
const float LON_TO_RECT_U = 1.0f / (glm::pi<float>());
|
||||
const float LAT_TO_RECT_V = 2.0f / glm::pi<float>();
|
||||
return glm::vec2(0.5f * uvRad.x * LON_TO_RECT_U + 0.5f, 0.5f * uvRad.y * LAT_TO_RECT_V + 0.5f);
|
||||
}
|
||||
};
|
||||
RectToXYZ rectToXYZ;
|
||||
|
||||
int srcFaceHeight = source.height();
|
||||
int srcFaceWidth = source.width();
|
||||
|
||||
glm::vec2 dstCoord;
|
||||
glm::ivec2 srcPixel;
|
||||
for (int y = 0; y < faceWidth; ++y) {
|
||||
dstCoord.y = 1.0f - (y + 0.5f) * dstInvSize.y; // Fill cube face images from top to bottom
|
||||
for (int x = 0; x < faceWidth; ++x) {
|
||||
dstCoord.x = (x + 0.5f) * dstInvSize.x;
|
||||
|
||||
auto xyzDir = cubeToXYZ.xyzFrom(dstCoord);
|
||||
auto srcCoord = rectToXYZ.uvFrom(xyzDir);
|
||||
|
||||
srcPixel.x = floor(srcCoord.x * srcFaceWidth);
|
||||
// Flip the vertical axis to QImage going top to bottom
|
||||
srcPixel.y = floor((1.0f - srcCoord.y) * srcFaceHeight);
|
||||
|
||||
if (((uint32) srcPixel.x < (uint32) source.width()) && ((uint32) srcPixel.y < (uint32) source.height())) {
|
||||
image.setPixel(x, y, source.pixel(QPoint(srcPixel.x, srcPixel.y)));
|
||||
|
||||
// Keep for debug, this is showing the dir as a color
|
||||
// glm::u8vec4 rgba((xyzDir.x + 1.0)*0.5 * 256, (xyzDir.y + 1.0)*0.5 * 256, (xyzDir.z + 1.0)*0.5 * 256, 256);
|
||||
// unsigned int val = 0xff000000 | (rgba.r) | (rgba.g << 8) | (rgba.b << 16);
|
||||
// image.setPixel(x, y, val);
|
||||
}
|
||||
}
|
||||
}
|
||||
return image;
|
||||
}
|
||||
};
|
||||
|
||||
const CubeLayout CubeLayout::CUBEMAP_LAYOUTS[] = {
|
||||
|
||||
// Here is the expected layout for the faces in an image with the 2/1 aspect ratio:
|
||||
// THis is detected as an Equirectangular projection
|
||||
// WIDTH
|
||||
// <--------------------------->
|
||||
// ^ +------+------+------+------+
|
||||
// H | | | | |
|
||||
// E | | | | |
|
||||
// I | | | | |
|
||||
// G +------+------+------+------+
|
||||
// H | | | | |
|
||||
// T | | | | |
|
||||
// | | | | | |
|
||||
// v +------+------+------+------+
|
||||
//
|
||||
// FaceWidth = width = height / 6
|
||||
{ 2, 1 },
|
||||
|
||||
// Here is the expected layout for the faces in an image with the 1/6 aspect ratio:
|
||||
//
|
||||
// WIDTH
|
||||
|
@ -582,14 +687,25 @@ gpu::Texture* TextureUsage::processCubeTextureColorFromImage(const QImage& srcIm
|
|||
// If found, go extract the faces as separate images
|
||||
if (foundLayout >= 0) {
|
||||
auto& layout = CubeLayout::CUBEMAP_LAYOUTS[foundLayout];
|
||||
int faceWidth = image.width() / layout._widthRatio;
|
||||
if (layout._type == CubeLayout::FLAT) {
|
||||
int faceWidth = image.width() / layout._widthRatio;
|
||||
|
||||
faces.push_back(image.copy(QRect(layout._faceXPos._x * faceWidth, layout._faceXPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceXPos._horizontalMirror, layout._faceXPos._verticalMirror));
|
||||
faces.push_back(image.copy(QRect(layout._faceXNeg._x * faceWidth, layout._faceXNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceXNeg._horizontalMirror, layout._faceXNeg._verticalMirror));
|
||||
faces.push_back(image.copy(QRect(layout._faceYPos._x * faceWidth, layout._faceYPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceYPos._horizontalMirror, layout._faceYPos._verticalMirror));
|
||||
faces.push_back(image.copy(QRect(layout._faceYNeg._x * faceWidth, layout._faceYNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceYNeg._horizontalMirror, layout._faceYNeg._verticalMirror));
|
||||
faces.push_back(image.copy(QRect(layout._faceZPos._x * faceWidth, layout._faceZPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZPos._horizontalMirror, layout._faceZPos._verticalMirror));
|
||||
faces.push_back(image.copy(QRect(layout._faceZNeg._x * faceWidth, layout._faceZNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZNeg._horizontalMirror, layout._faceZNeg._verticalMirror));
|
||||
faces.push_back(image.copy(QRect(layout._faceXPos._x * faceWidth, layout._faceXPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceXPos._horizontalMirror, layout._faceXPos._verticalMirror));
|
||||
faces.push_back(image.copy(QRect(layout._faceXNeg._x * faceWidth, layout._faceXNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceXNeg._horizontalMirror, layout._faceXNeg._verticalMirror));
|
||||
faces.push_back(image.copy(QRect(layout._faceYPos._x * faceWidth, layout._faceYPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceYPos._horizontalMirror, layout._faceYPos._verticalMirror));
|
||||
faces.push_back(image.copy(QRect(layout._faceYNeg._x * faceWidth, layout._faceYNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceYNeg._horizontalMirror, layout._faceYNeg._verticalMirror));
|
||||
faces.push_back(image.copy(QRect(layout._faceZPos._x * faceWidth, layout._faceZPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZPos._horizontalMirror, layout._faceZPos._verticalMirror));
|
||||
faces.push_back(image.copy(QRect(layout._faceZNeg._x * faceWidth, layout._faceZNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZNeg._horizontalMirror, layout._faceZNeg._verticalMirror));
|
||||
} else if (layout._type == CubeLayout::EQUIRECTANGULAR) {
|
||||
// THe face width is estimated from the input image
|
||||
const int EQUIRECT_FACE_RATIO_TO_WIDTH = 4;
|
||||
const int EQUIRECT_MAX_FACE_WIDTH = 2048;
|
||||
int faceWidth = std::min(image.width() / EQUIRECT_FACE_RATIO_TO_WIDTH, EQUIRECT_MAX_FACE_WIDTH);
|
||||
for (int face = gpu::Texture::CUBE_FACE_RIGHT_POS_X; face < gpu::Texture::NUM_CUBE_FACES; face++) {
|
||||
QImage faceImage = CubeLayout::extractEquirectangularFace(image, (gpu::Texture::CubeFace) face, faceWidth);
|
||||
faces.push_back(faceImage);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
qCDebug(modelLog) << "Failed to find a known cube map layout from this image:" << QString(srcImageName.c_str());
|
||||
return nullptr;
|
||||
|
|
|
@ -107,7 +107,8 @@ public:
|
|||
|
||||
// The recommended bounds for primary overlay placement
|
||||
virtual QRect getRecommendedOverlayRect() const {
|
||||
auto recommendedSize = getRecommendedUiSize();
|
||||
const int DESKTOP_SCREEN_PADDING = 50;
|
||||
auto recommendedSize = getRecommendedUiSize() - glm::uvec2(DESKTOP_SCREEN_PADDING);
|
||||
return QRect(0, 0, recommendedSize.x, recommendedSize.y);
|
||||
}
|
||||
|
||||
|
|
|
@ -11,6 +11,39 @@
|
|||
<@if not MODEL_MATERIAL_TEXTURES_SLH@>
|
||||
<@def MODEL_MATERIAL_TEXTURES_SLH@>
|
||||
|
||||
|
||||
<@func declareMaterialTexMapArrayBuffer()@>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
||||
struct TexMapArray {
|
||||
mat4 _texcoordTransforms[MAX_TEXCOORDS];
|
||||
vec4 _lightmapParams;
|
||||
};
|
||||
|
||||
uniform texMapArrayBuffer {
|
||||
TexMapArray _texMapArray;
|
||||
};
|
||||
|
||||
TexMapArray getTexMapArray() {
|
||||
return _texMapArray;
|
||||
}
|
||||
|
||||
<@func evalTexMapArrayTexcoord0(texMapArray, inTexcoord0, outTexcoord0)@>
|
||||
{
|
||||
<$outTexcoord0$> = (<$texMapArray$>._texcoordTransforms[0] * vec4(<$inTexcoord0$>.st, 0.0, 1.0)).st;
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
<@func evalTexMapArrayTexcoord1(texMapArray, inTexcoord1, outTexcoord1)@>
|
||||
{
|
||||
<$outTexcoord1$> = (<$texMapArray$>._texcoordTransforms[1] * vec4(<$inTexcoord1$>.st, 0.0, 1.0)).st;
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
<@endfunc@>
|
||||
|
||||
|
||||
<@func declareMaterialTextures(withAlbedo, withRoughness, withNormal, withMetallic, withEmissive, withOcclusion)@>
|
||||
|
||||
<@if withAlbedo@>
|
||||
|
@ -80,9 +113,12 @@ float fetchOcclusionMap(vec2 uv) {
|
|||
|
||||
|
||||
<@func declareMaterialLightmap()@>
|
||||
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
uniform sampler2D emissiveMap;
|
||||
uniform vec2 emissiveParams;
|
||||
vec3 fetchLightmapMap(vec2 uv) {
|
||||
vec2 emissiveParams = getTexMapArray()._lightmapParams.xy;
|
||||
return (vec3(emissiveParams.x) + emissiveParams.y * texture(emissiveMap, uv).rgb);
|
||||
}
|
||||
<@endfunc@>
|
||||
|
|
|
@ -138,21 +138,17 @@ void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ShapePipeline::Locat
|
|||
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
|
||||
batch.setUniformBuffer(ShapePipeline::Slot::MATERIAL_GPU, _drawMaterial->getSchemaBuffer());
|
||||
batch.setUniformBuffer(ShapePipeline::Slot::MATERIAL_BUFFER, _drawMaterial->getSchemaBuffer());
|
||||
batch.setUniformBuffer(ShapePipeline::Slot::TEXMAPARRAY_BUFFER, _drawMaterial->getTexMapArrayBuffer());
|
||||
|
||||
auto materialKey = _drawMaterial->getKey();
|
||||
auto textureMaps = _drawMaterial->getTextureMaps();
|
||||
glm::mat4 texcoordTransform[2];
|
||||
|
||||
// Albedo
|
||||
if (materialKey.isAlbedoMap()) {
|
||||
auto albedoMap = textureMaps[model::MaterialKey::ALBEDO_MAP];
|
||||
if (albedoMap && albedoMap->isDefined()) {
|
||||
batch.setResourceTexture(ShapePipeline::Slot::ALBEDO_MAP, albedoMap->getTextureView());
|
||||
|
||||
if (!albedoMap->getTextureTransform().isIdentity()) {
|
||||
albedoMap->getTextureTransform().getMatrix(texcoordTransform[0]);
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(ShapePipeline::Slot::ALBEDO_MAP, textureCache->getGrayTexture());
|
||||
}
|
||||
|
@ -222,13 +218,6 @@ void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ShapePipeline::Locat
|
|||
|
||||
if (lightmapMap && lightmapMap->isDefined()) {
|
||||
batch.setResourceTexture(ShapePipeline::Slot::EMISSIVE_LIGHTMAP_MAP, lightmapMap->getTextureView());
|
||||
|
||||
auto lightmapOffsetScale = lightmapMap->getLightmapOffsetScale();
|
||||
batch._glUniform2f(locations->emissiveParams, lightmapOffsetScale.x, lightmapOffsetScale.y);
|
||||
|
||||
if (!lightmapMap->getTextureTransform().isIdentity()) {
|
||||
lightmapMap->getTextureTransform().getMatrix(texcoordTransform[1]);
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(ShapePipeline::Slot::EMISSIVE_LIGHTMAP_MAP, textureCache->getGrayTexture());
|
||||
}
|
||||
|
@ -243,12 +232,6 @@ void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ShapePipeline::Locat
|
|||
} else {
|
||||
batch.setResourceTexture(ShapePipeline::Slot::EMISSIVE_LIGHTMAP_MAP, nullptr);
|
||||
}
|
||||
|
||||
// Texcoord transforms ?
|
||||
if (locations->texcoordMatrices >= 0) {
|
||||
batch._glUniformMatrix4fv(locations->texcoordMatrices, 2, false, (const float*)&texcoordTransform);
|
||||
// batch._glUniformMatrix4fv(locations->texcoordMatrices, (materialKey.isLightmapMap() ? 2 : 1), false, (const float*)&texcoordTransform);
|
||||
}
|
||||
}
|
||||
|
||||
void MeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, bool canCauterize) const {
|
||||
|
@ -491,9 +474,9 @@ void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline:
|
|||
Transform transform;
|
||||
if (state.clusterBuffer) {
|
||||
if (canCauterize && _model->getCauterizeBones()) {
|
||||
batch.setUniformBuffer(ShapePipeline::Slot::SKINNING_GPU, state.cauterizedClusterBuffer);
|
||||
batch.setUniformBuffer(ShapePipeline::Slot::SKINNING_BUFFER, state.cauterizedClusterBuffer);
|
||||
} else {
|
||||
batch.setUniformBuffer(ShapePipeline::Slot::SKINNING_GPU, state.clusterBuffer);
|
||||
batch.setUniformBuffer(ShapePipeline::Slot::SKINNING_BUFFER, state.clusterBuffer);
|
||||
}
|
||||
} else {
|
||||
if (canCauterize && _model->getCauterizeBones()) {
|
||||
|
|
|
@ -80,15 +80,11 @@ void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch) {
|
|||
// Set a default normal map
|
||||
batch.setResourceTexture(render::ShapePipeline::Slot::NORMAL_FITTING_MAP,
|
||||
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
|
||||
// Set default coordinates
|
||||
if (pipeline.locations->texcoordMatrices >= 0) {
|
||||
static const glm::mat4 TEX_COORDS[2];
|
||||
batch._glUniformMatrix4fv(pipeline.locations->texcoordMatrices, 2, false, (const float*)&TEX_COORDS);
|
||||
}
|
||||
|
||||
// Set a default material
|
||||
if (pipeline.locations->materialBufferUnit >= 0) {
|
||||
static const gpu::BufferView OPAQUE_SCHEMA_BUFFER = getDefaultMaterialBuffer();
|
||||
batch.setUniformBuffer(ShapePipeline::Slot::MATERIAL_GPU, OPAQUE_SCHEMA_BUFFER);
|
||||
batch.setUniformBuffer(ShapePipeline::Slot::MATERIAL_BUFFER, OPAQUE_SCHEMA_BUFFER);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -11,7 +11,6 @@
|
|||
<@if not SKINNING_SLH@>
|
||||
<@def SKINNING_SLH@>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
|
|
|
@ -16,8 +16,8 @@
|
|||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec3 _color;
|
||||
out float _alpha;
|
||||
|
@ -29,7 +29,8 @@ void main(void) {
|
|||
_color = colorToLinearRGB(inColor.xyz);
|
||||
_alpha = inColor.w;
|
||||
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
|
|
@ -30,7 +30,7 @@ void main(void) {
|
|||
Material mat = getMaterial();
|
||||
int matKey = getMaterialKey(mat);
|
||||
<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness)$>
|
||||
<$fetchMaterialLightmap(_texCoord1, emissive)$>
|
||||
<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
|
||||
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
|
@ -40,5 +40,5 @@ void main(void) {
|
|||
getMaterialRoughness(mat) * roughness,
|
||||
getMaterialMetallic(mat),
|
||||
getMaterialFresnel(mat),
|
||||
(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
|
||||
lightmapVal);
|
||||
}
|
||||
|
|
|
@ -17,9 +17,8 @@
|
|||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
|
@ -32,8 +31,9 @@ void main(void) {
|
|||
_color = colorToLinearRGB(inColor.xyz);
|
||||
|
||||
// and the texture coordinates
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
|
||||
_texCoord1 = (texcoordMatrices[1] * vec4(inTexCoord1.st, 0.0, 1.0)).st;
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord1, _texCoord1)$>
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
|
|
@ -17,9 +17,8 @@
|
|||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
|
@ -32,9 +31,9 @@ void main(void) {
|
|||
// pass along the color in linear space
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
|
||||
// and the texture coordinates
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
|
||||
_texCoord1 = (texcoordMatrices[1] * vec4(inTexCoord1.st, 0.0, 1.0)).st;
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord1, _texCoord1)$>
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
|
|
@ -17,9 +17,8 @@
|
|||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
|
@ -33,8 +32,8 @@ void main(void) {
|
|||
_color = colorToLinearRGB(inColor.rgb);
|
||||
_alpha = inColor.a;
|
||||
|
||||
// and the texture coordinates
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.xy, 0.0, 1.0)).st;
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
|
|
@ -19,7 +19,8 @@
|
|||
|
||||
<@include Skinning.slh@>
|
||||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
|
@ -37,9 +38,9 @@ void main(void) {
|
|||
_color = colorToLinearRGB(inColor.rgb);
|
||||
_alpha = inColor.a;
|
||||
|
||||
// and the texture coordinates
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
|
|
|
@ -19,7 +19,8 @@
|
|||
|
||||
<@include Skinning.slh@>
|
||||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
|
@ -39,9 +40,9 @@ void main(void) {
|
|||
_color = colorToLinearRGB(inColor.rgb);
|
||||
_alpha = inColor.a;
|
||||
|
||||
// and the texture coordinates
|
||||
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
|
||||
|
||||
|
|
|
@ -51,8 +51,9 @@ void ShapePlumber::addPipeline(const Key& key, const gpu::ShaderPointer& program
|
|||
void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& program, const gpu::StatePointer& state,
|
||||
BatchSetter batchSetter) {
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), Slot::SKINNING_GPU));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), Slot::MATERIAL_GPU));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), Slot::SKINNING_BUFFER));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), Slot::MATERIAL_BUFFER));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("texMapArrayBuffer"), Slot::TEXMAPARRAY_BUFFER));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("albedoMap"), Slot::ALBEDO_MAP));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("roughnessMap"), Slot::ROUGHNESS_MAP));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), Slot::NORMAL_MAP));
|
||||
|
@ -65,8 +66,6 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
|
|||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
auto locations = std::make_shared<Locations>();
|
||||
locations->texcoordMatrices = program->getUniforms().findLocation("texcoordMatrices");
|
||||
locations->emissiveParams = program->getUniforms().findLocation("emissiveParams");
|
||||
locations->normalFittingMapUnit = program->getTextures().findLocation("normalFittingMap");
|
||||
locations->albedoTextureUnit = program->getTextures().findLocation("albedoMap");
|
||||
locations->roughnessTextureUnit = program->getTextures().findLocation("roughnessMap");
|
||||
|
@ -76,6 +75,7 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
|
|||
locations->occlusionTextureUnit = program->getTextures().findLocation("occlusionMap");
|
||||
locations->skinClusterBufferUnit = program->getBuffers().findLocation("skinClusterBuffer");
|
||||
locations->materialBufferUnit = program->getBuffers().findLocation("materialBuffer");
|
||||
locations->texMapArrayBufferUnit = program->getBuffers().findLocation("texMapArrayBuffer");
|
||||
locations->lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
|
||||
|
||||
ShapeKey key{filter._flags};
|
||||
|
|
|
@ -193,8 +193,9 @@ class ShapePipeline {
|
|||
public:
|
||||
class Slot {
|
||||
public:
|
||||
static const int SKINNING_GPU = 2;
|
||||
static const int MATERIAL_GPU = 3;
|
||||
static const int SKINNING_BUFFER = 2;
|
||||
static const int MATERIAL_BUFFER = 3;
|
||||
static const int TEXMAPARRAY_BUFFER = 4;
|
||||
static const int ALBEDO_MAP = 0;
|
||||
static const int NORMAL_MAP = 1;
|
||||
static const int METALLIC_MAP = 2;
|
||||
|
@ -202,23 +203,22 @@ public:
|
|||
static const int ROUGHNESS_MAP = 4;
|
||||
static const int OCCLUSION_MAP = 5;
|
||||
|
||||
static const int LIGHT_BUFFER = 4;
|
||||
static const int LIGHT_BUFFER = 5;
|
||||
static const int NORMAL_FITTING_MAP = 10;
|
||||
};
|
||||
|
||||
class Locations {
|
||||
public:
|
||||
int texcoordMatrices;
|
||||
int albedoTextureUnit;
|
||||
int normalTextureUnit;
|
||||
int roughnessTextureUnit;
|
||||
int metallicTextureUnit;
|
||||
int emissiveTextureUnit;
|
||||
int occlusionTextureUnit;
|
||||
int emissiveParams;
|
||||
int normalFittingMapUnit;
|
||||
int skinClusterBufferUnit;
|
||||
int materialBufferUnit;
|
||||
int texMapArrayBufferUnit;
|
||||
int lightBufferUnit;
|
||||
};
|
||||
using LocationsPointer = std::shared_ptr<Locations>;
|
||||
|
|
|
@ -147,7 +147,7 @@ GPUIdent* GPUIdent::ensureQuery(const QString& vendor, const QString& renderer)
|
|||
|
||||
_isValid = true;
|
||||
}
|
||||
hr = spEnumInst->Next(WBEM_INFINITE, 1, &spInstance, &uNumOfInstances);
|
||||
hr = spEnumInst->Next(WBEM_INFINITE, 1, &spInstance.p, &uNumOfInstances);
|
||||
}
|
||||
#endif
|
||||
return this;
|
||||
|
|
|
@ -564,3 +564,17 @@ void swingTwistDecomposition(const glm::quat& rotation,
|
|||
// rotation = swing * twist --> swing = rotation * invTwist
|
||||
swing = rotation * glm::inverse(twist);
|
||||
}
|
||||
|
||||
// calculate the minimum angle between a point and a sphere.
|
||||
float coneSphereAngle(const glm::vec3& coneCenter, const glm::vec3& coneDirection, const glm::vec3& sphereCenter, float sphereRadius) {
|
||||
glm::vec3 d = sphereCenter - coneCenter;
|
||||
float dLen = glm::length(d);
|
||||
|
||||
// theta is the angle between the coneDirection normal and the center of the sphere.
|
||||
float theta = acosf(glm::dot(d, coneDirection) / dLen);
|
||||
|
||||
// phi is the deflection angle from the center of the sphere to a point tangent to the sphere.
|
||||
float phi = atanf(sphereRadius / dLen);
|
||||
|
||||
return glm::max(0.0f, theta - phi);
|
||||
}
|
||||
|
|
|
@ -110,6 +110,8 @@ bool doLineSegmentsIntersect(glm::vec2 r1p1, glm::vec2 r1p2, glm::vec2 r2p1, glm
|
|||
bool isOnSegment(float xi, float yi, float xj, float yj, float xk, float yk);
|
||||
int computeDirection(float xi, float yi, float xj, float yj, float xk, float yk);
|
||||
|
||||
// calculate the angle between a point on a sphere that is closest to the cone.
|
||||
float coneSphereAngle(const glm::vec3& coneCenter, const glm::vec3& coneDirection, const glm::vec3& sphereCenter, float sphereRadius);
|
||||
|
||||
typedef glm::vec2 LineSegment2[2];
|
||||
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue