Merge branch 'master' of https://github.com/highfidelity/hifi into kissage

This commit is contained in:
Andrzej Kapolka 2014-02-17 21:48:21 -08:00
commit 1d7f1afa5b
61 changed files with 2509 additions and 441 deletions

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@ -0,0 +1,47 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
<key>CFBundleGetInfoString</key>
<string>${MACOSX_BUNDLE_INFO_STRING}</string>
<key>CFBundleIconFile</key>
<string>${MACOSX_BUNDLE_ICON_FILE}</string>
<key>CFBundleIdentifier</key>
<string>${MACOSX_BUNDLE_GUI_IDENTIFIER}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleLongVersionString</key>
<string>${MACOSX_BUNDLE_LONG_VERSION_STRING}</string>
<key>CFBundleName</key>
<string>${MACOSX_BUNDLE_BUNDLE_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${MACOSX_BUNDLE_SHORT_VERSION_STRING}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${MACOSX_BUNDLE_BUNDLE_VERSION}</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>LSRequiresCarbon</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string>${MACOSX_BUNDLE_COPYRIGHT}</string>
<key>CFBundleURLTypes</key>
<array>
<dict>
<key>CFBundleURLName</key>
<string>${MACOSX_BUNDLE_BUNDLE_NAME} URL</string>
<key>CFBundleURLSchemes</key>
<array>
<string>hifi</string>
</array>
</dict>
</array>
</dict>
</plist>

279
examples/overlaysExample.js Normal file
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@ -0,0 +1,279 @@
//
// overlaysExample.js
// hifi
//
// Created by Brad Hefta-Gaub on 2/14/14.
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
//
// This is an example script that demonstrates use of the Overlays class
//
//
// The "Swatches" example of this script will create 9 different image overlays, that use the color feature to
// display different colors as color swatches. The overlays can be clicked on, to change the "selectedSwatch" variable
// and update the image used for the overlay so that it appears to have a selected indicator.
// These are our colors...
var swatchColors = new Array();
swatchColors[0] = { red: 255, green: 0, blue: 0};
swatchColors[1] = { red: 0, green: 255, blue: 0};
swatchColors[2] = { red: 0, green: 0, blue: 255};
swatchColors[3] = { red: 255, green: 255, blue: 0};
swatchColors[4] = { red: 255, green: 0, blue: 255};
swatchColors[5] = { red: 0, green: 255, blue: 255};
swatchColors[6] = { red: 128, green: 128, blue: 128};
swatchColors[7] = { red: 128, green: 0, blue: 0};
swatchColors[8] = { red: 0, green: 240, blue: 240};
// The location of the placement of these overlays
var swatchesX = 100;
var swatchesY = 200;
// These will be our "overlay IDs"
var swatches = new Array();
var numberOfSwatches = 9;
var selectedSwatch = 0;
// create the overlays, position them in a row, set their colors, and for the selected one, use a different source image
// location so that it displays the "selected" marker
for (s = 0; s < numberOfSwatches; s++) {
var imageFromX = 12 + (s * 27);
var imageFromY = 0;
if (s == selectedSwatch) {
imageFromY = 55;
}
swatches[s] = Overlays.addOverlay("image", {
x: 100 + (30 * s),
y: 200,
width: 31,
height: 54,
subImage: { x: imageFromX, y: imageFromY, width: 30, height: 54 },
imageURL: "http://highfidelity-public.s3-us-west-1.amazonaws.com/images/testing-swatches.svg",
color: swatchColors[s],
alpha: 1
});
}
// This will create a text overlay that when you click on it, the text will change
var text = Overlays.addOverlay("text", {
x: 200,
y: 100,
width: 150,
height: 50,
color: { red: 0, green: 0, blue: 0},
textColor: { red: 255, green: 0, blue: 0},
topMargin: 4,
leftMargin: 4,
text: "Here is some text.\nAnd a second line."
});
// This will create an image overlay, which starts out as invisible
var toolA = Overlays.addOverlay("image", {
x: 100,
y: 100,
width: 62,
height: 40,
subImage: { x: 0, y: 0, width: 62, height: 40 },
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/hifi-interface-tools.svg",
color: { red: 255, green: 255, blue: 255},
visible: false
});
// This will create a couple of image overlays that make a "slider", we will demonstrate how to trap mouse messages to
// move the slider
var slider = Overlays.addOverlay("image", {
// alternate form of expressing bounds
bounds: { x: 100, y: 300, width: 158, height: 35},
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/slider.png",
color: { red: 255, green: 255, blue: 255},
alpha: 1
});
// This is the thumb of our slider
var minThumbX = 130;
var maxThumbX = minThumbX + 65;
var thumbX = (minThumbX + maxThumbX) / 2;
var thumb = Overlays.addOverlay("image", {
x: thumbX,
y: 309,
width: 18,
height: 17,
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
color: { red: 255, green: 255, blue: 255},
alpha: 1
});
// We will also demonstrate some 3D overlays. We will create a couple of cubes, spheres, and lines
// our 3D cube that moves around...
var cubePosition = { x: 2, y: 0, z: 2 };
var cubeSize = 5;
var cubeMove = 0.1;
var minCubeX = 1;
var maxCubeX = 20;
var cube = Overlays.addOverlay("cube", {
position: cubePosition,
size: cubeSize,
color: { red: 255, green: 0, blue: 0},
alpha: 1,
solid: false
});
var solidCubePosition = { x: 0, y: 5, z: 0 };
var solidCubeSize = 2;
var minSolidCubeX = 0;
var maxSolidCubeX = 10;
var solidCubeMove = 0.05;
var solidCube = Overlays.addOverlay("cube", {
position: solidCubePosition,
size: solidCubeSize,
color: { red: 0, green: 255, blue: 0},
alpha: 1,
solid: true
});
var spherePosition = { x: 5, y: 5, z: 5 };
var sphereSize = 1;
var minSphereSize = 0.5;
var maxSphereSize = 10;
var sphereSizeChange = 0.05;
var sphere = Overlays.addOverlay("sphere", {
position: spherePosition,
size: sphereSize,
color: { red: 0, green: 0, blue: 255},
alpha: 1,
solid: false
});
var line3d = Overlays.addOverlay("line3d", {
position: { x: 0, y: 0, z:0 },
end: { x: 10, y: 10, z:10 },
color: { red: 0, green: 255, blue: 255},
alpha: 1,
lineWidth: 5
});
// When our script shuts down, we should clean up all of our overlays
function scriptEnding() {
Overlays.deleteOverlay(toolA);
for (s = 0; s < numberOfSwatches; s++) {
Overlays.deleteOverlay(swatches[s]);
}
Overlays.deleteOverlay(thumb);
Overlays.deleteOverlay(slider);
Overlays.deleteOverlay(text);
Overlays.deleteOverlay(cube);
Overlays.deleteOverlay(solidCube);
Overlays.deleteOverlay(sphere);
Overlays.deleteOverlay(line3d);
}
Script.scriptEnding.connect(scriptEnding);
var toolAVisible = false;
var count = 0;
// Our update() function is called at approximately 60fps, and we will use it to animate our various overlays
function update() {
count++;
// every second or so, toggle the visibility our our blinking tool
if (count % 60 == 0) {
if (toolAVisible) {
toolAVisible = false;
} else {
toolAVisible = true;
}
Overlays.editOverlay(toolA, { visible: toolAVisible } );
}
// move our 3D cube
cubePosition.x += cubeMove;
cubePosition.z += cubeMove;
if (cubePosition.x > maxCubeX || cubePosition.x < minCubeX) {
cubeMove = cubeMove * -1;
}
Overlays.editOverlay(cube, { position: cubePosition } );
// move our solid 3D cube
solidCubePosition.x += solidCubeMove;
solidCubePosition.z += solidCubeMove;
if (solidCubePosition.x > maxSolidCubeX || solidCubePosition.x < minSolidCubeX) {
solidCubeMove = solidCubeMove * -1;
}
Overlays.editOverlay(solidCube, { position: solidCubePosition } );
// adjust our 3D sphere
sphereSize += sphereSizeChange;
if (sphereSize > maxSphereSize || sphereSize < minSphereSize) {
sphereSizeChange = sphereSizeChange * -1;
}
Overlays.editOverlay(sphere, { size: sphereSize, solid: (sphereSizeChange < 0) } );
// update our 3D line to go from origin to our avatar's position
Overlays.editOverlay(line3d, { end: MyAvatar.position } );
}
Script.willSendVisualDataCallback.connect(update);
// The slider is handled in the mouse event callbacks.
var movingSlider = false;
var thumbClickOffsetX = 0;
function mouseMoveEvent(event) {
if (movingSlider) {
newThumbX = event.x - thumbClickOffsetX;
if (newThumbX < minThumbX) {
newThumbX = minThumbX;
}
if (newThumbX > maxThumbX) {
newThumbX = maxThumbX;
}
Overlays.editOverlay(thumb, { x: newThumbX } );
}
}
// we also handle click detection in our mousePressEvent()
function mousePressEvent(event) {
var clickedText = false;
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
// If the user clicked on the thumb, handle the slider logic
if (clickedOverlay == thumb) {
movingSlider = true;
thumbClickOffsetX = event.x - thumbX;
} else if (clickedOverlay == text) { // if the user clicked on the text, update text with where you clicked
Overlays.editOverlay(text, { text: "you clicked here:\n " + event.x + "," + event.y } );
clickedText = true;
} else { // if the user clicked on one of the color swatches, update the selectedSwatch
for (s = 0; s < numberOfSwatches; s++) {
if (clickedOverlay == swatches[s]) {
Overlays.editOverlay(swatches[selectedSwatch], { subImage: { y: 0 } } );
Overlays.editOverlay(swatches[s], { subImage: { y: 55 } } );
selectedSwatch = s;
}
}
}
if (!clickedText) { // if you didn't click on the text, then update the text accordningly
Overlays.editOverlay(text, { text: "you didn't click here" } );
}
}
function mouseReleaseEvent(event) {
if (movingSlider) {
movingSlider = false;
}
}
Controller.mouseMoveEvent.connect(mouseMoveEvent);
Controller.mousePressEvent.connect(mousePressEvent);
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);

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@ -91,7 +91,13 @@ qt5_wrap_ui(QT_UI_HEADERS ${QT_UI_FILES})
set(INTERFACE_SRCS ${INTERFACE_SRCS} ${QT_UI_HEADERS})
if (APPLE)
# configure CMake to use a custom Info.plist
SET_TARGET_PROPERTIES( ${this_target} PROPERTIES MACOSX_BUNDLE_INFO_PLIST MacOSXBundleInfo.plist.in )
set(MACOSX_BUNDLE_BUNDLE_NAME Interface)
set(MACOSX_BUNDLE_GUI_IDENTIFIER io.highfidelity.Interface)
# set how the icon shows up in the Info.plist file
SET(MACOSX_BUNDLE_ICON_FILE interface.icns)

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@ -12,7 +12,7 @@
uniform sampler2D permutationNormalTexture;
// the noise frequency
const float frequency = 1024.0;
const float frequency = 65536.0; // looks better with current TREE_SCALE, was 1024 when TREE_SCALE was either 512 or 128
// the noise amplitude
const float amplitude = 0.1;

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@ -101,6 +101,8 @@ const QString SKIP_FILENAME = QStandardPaths::writableLocation(QStandardPaths::D
const int STATS_PELS_PER_LINE = 20;
const QString CUSTOM_URL_SCHEME = "hifi:";
void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString& message) {
if (message.size() > 0) {
QString messageWithNewLine = message + "\n";
@ -289,6 +291,9 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
_sixenseManager.setFilter(Menu::getInstance()->isOptionChecked(MenuOption::FilterSixense));
checkVersion();
_overlays.init(_glWidget); // do this before scripts load
// do this as late as possible so that all required subsystems are inialized
loadScripts();
@ -679,6 +684,38 @@ void Application::controlledBroadcastToNodes(const QByteArray& packet, const Nod
}
}
bool Application::event(QEvent* event) {
// handle custom URL
if (event->type() == QEvent::FileOpen) {
QFileOpenEvent* fileEvent = static_cast<QFileOpenEvent*>(event);
if (!fileEvent->url().isEmpty() && fileEvent->url().toLocalFile().startsWith(CUSTOM_URL_SCHEME)) {
QString destination = fileEvent->url().toLocalFile().remove(CUSTOM_URL_SCHEME);
QStringList urlParts = destination.split('/', QString::SkipEmptyParts);
if (urlParts.count() > 1) {
// if url has 2 or more parts, the first one is domain name
Menu::getInstance()->goToDomain(urlParts[0]);
// location coordinates
Menu::getInstance()->goToDestination(urlParts[1]);
if (urlParts.count() > 2) {
// location orientation
Menu::getInstance()->goToOrientation(urlParts[2]);
}
} else if (urlParts.count() == 1) {
// location coordinates
Menu::getInstance()->goToDestination(urlParts[0]);
}
}
return false;
}
return QApplication::event(event);
}
void Application::keyPressEvent(QKeyEvent* event) {
_controllerScriptingInterface.emitKeyPressEvent(event); // send events to any registered scripts
@ -1875,6 +1912,8 @@ void Application::init() {
connect(_rearMirrorTools, SIGNAL(restoreView()), SLOT(restoreMirrorView()));
connect(_rearMirrorTools, SIGNAL(shrinkView()), SLOT(shrinkMirrorView()));
connect(_rearMirrorTools, SIGNAL(resetView()), SLOT(resetSensors()));
}
void Application::closeMirrorView() {
@ -2706,7 +2745,13 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... voxels...");
if (!Menu::getInstance()->isOptionChecked(MenuOption::DontRenderVoxels)) {
_voxels.render(Menu::getInstance()->isOptionChecked(MenuOption::VoxelTextures));
_voxels.render();
// double check that our LOD doesn't need to be auto-adjusted
// only adjust if our option is set
if (Menu::getInstance()->isOptionChecked(MenuOption::AutoAdjustLOD)) {
Menu::getInstance()->autoAdjustLOD(_fps);
}
}
}
@ -2797,7 +2842,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
_mouseVoxel.s,
_mouseVoxel.s);
_sharedVoxelSystem.render(true);
_sharedVoxelSystem.render();
glPopMatrix();
}
}
@ -2837,6 +2882,9 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
// give external parties a change to hook in
emit renderingInWorldInterface();
// render JS/scriptable overlays
_overlays.render3D();
}
}
@ -2983,6 +3031,8 @@ void Application::displayOverlay() {
_pieMenu.render();
}
_overlays.render2D();
glPopMatrix();
}
@ -3984,6 +4034,32 @@ void Application::saveScripts() {
settings->endArray();
}
void Application::stopAllScripts() {
// stops all current running scripts
QList<QAction*> scriptActions = Menu::getInstance()->getActiveScriptsMenu()->actions();
foreach (QAction* scriptAction, scriptActions) {
scriptAction->activate(QAction::Trigger);
qDebug() << "stopping script..." << scriptAction->text();
}
_activeScripts.clear();
}
void Application::reloadAllScripts() {
// remember all the current scripts so we can reload them
QStringList reloadList = _activeScripts;
// reloads all current running scripts
QList<QAction*> scriptActions = Menu::getInstance()->getActiveScriptsMenu()->actions();
foreach (QAction* scriptAction, scriptActions) {
scriptAction->activate(QAction::Trigger);
qDebug() << "stopping script..." << scriptAction->text();
}
_activeScripts.clear();
foreach (QString scriptName, reloadList){
qDebug() << "reloading script..." << scriptName;
loadScript(scriptName);
}
}
void Application::removeScriptName(const QString& fileNameString) {
_activeScripts.removeOne(fileNameString);
}
@ -4034,6 +4110,8 @@ void Application::loadScript(const QString& fileNameString) {
scriptEngine->registerGlobalObject("Camera", cameraScriptable);
connect(scriptEngine, SIGNAL(finished(const QString&)), cameraScriptable, SLOT(deleteLater()));
scriptEngine->registerGlobalObject("Overlays", &_overlays);
QThread* workerThread = new QThread(this);
// when the worker thread is started, call our engine's run..

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@ -71,6 +71,7 @@
#include "FileLogger.h"
#include "ParticleTreeRenderer.h"
#include "ControllerScriptingInterface.h"
#include "ui/Overlays.h"
class QAction;
@ -127,7 +128,9 @@ public:
void touchUpdateEvent(QTouchEvent* event);
void wheelEvent(QWheelEvent* event);
bool event(QEvent* event);
void makeVoxel(glm::vec3 position,
float scale,
unsigned char red,
@ -232,6 +235,8 @@ public slots:
void loadDialog();
void toggleLogDialog();
void initAvatarAndViewFrustum();
void stopAllScripts();
void reloadAllScripts();
private slots:
void timer();
@ -488,6 +493,8 @@ private:
void takeSnapshot();
TouchEvent _lastTouchEvent;
Overlays _overlays;
};
#endif /* defined(__interface__Application__) */

View file

@ -70,7 +70,8 @@ Menu::Menu() :
_maxVoxels(DEFAULT_MAX_VOXELS_PER_SYSTEM),
_voxelSizeScale(DEFAULT_OCTREE_SIZE_SCALE),
_boundaryLevelAdjust(0),
_maxVoxelPacketsPerSecond(DEFAULT_MAX_VOXEL_PPS)
_maxVoxelPacketsPerSecond(DEFAULT_MAX_VOXEL_PPS),
_lastAdjust(usecTimestampNow())
{
Application *appInstance = Application::getInstance();
@ -93,6 +94,8 @@ Menu::Menu() :
addDisabledActionAndSeparator(fileMenu, "Scripts");
addActionToQMenuAndActionHash(fileMenu, MenuOption::LoadScript, Qt::CTRL | Qt::Key_O, appInstance, SLOT(loadDialog()));
addActionToQMenuAndActionHash(fileMenu, MenuOption::StopAllScripts, 0, appInstance, SLOT(stopAllScripts()));
addActionToQMenuAndActionHash(fileMenu, MenuOption::ReloadAllScripts, 0, appInstance, SLOT(reloadAllScripts()));
_activeScriptsMenu = fileMenu->addMenu("Running Scripts");
addDisabledActionAndSeparator(fileMenu, "Voxels");
@ -166,14 +169,7 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::ClickToFly);
QMenu* collisionsOptionsMenu = editMenu->addMenu("Collision Options");
QObject* avatar = appInstance->getAvatar();
addCheckableActionToQMenuAndActionHash(collisionsOptionsMenu, MenuOption::CollideWithEnvironment, 0, false, avatar, SLOT(updateCollisionFlags()));
addCheckableActionToQMenuAndActionHash(collisionsOptionsMenu, MenuOption::CollideWithAvatars, 0, false, avatar, SLOT(updateCollisionFlags()));
addCheckableActionToQMenuAndActionHash(collisionsOptionsMenu, MenuOption::CollideWithVoxels, 0, false, avatar, SLOT(updateCollisionFlags()));
// TODO: make this option work
//addCheckableActionToQMenuAndActionHash(collisionsOptionsMenu, MenuOption::CollideWithParticles, 0, false, avatar, SLOT(updateCollisionFlags()));
addAvatarCollisionSubMenu(editMenu);
QMenu* toolsMenu = addMenu("Tools");
@ -316,6 +312,7 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontFadeOnVoxelServerChanges);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AutoAdjustLOD);
addActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::LodTools, Qt::SHIFT | Qt::Key_L, this, SLOT(lodTools()));
QMenu* voxelProtoOptionsMenu = voxelOptionsMenu->addMenu("Voxel Server Protocol Options");
@ -341,6 +338,8 @@ Menu::Menu() :
SLOT(setTCPEnabled(bool)));
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::ChatCircling, 0, false);
addAvatarCollisionSubMenu(avatarOptionsMenu);
QMenu* handOptionsMenu = developerMenu->addMenu("Hand Options");
addCheckableActionToQMenuAndActionHash(handOptionsMenu,
@ -515,6 +514,11 @@ void Menu::loadSettings(QSettings* settings) {
Application::getInstance()->getProfile()->loadData(settings);
Application::getInstance()->updateWindowTitle();
NodeList::getInstance()->loadData(settings);
// MyAvatar caches some menu options, so we have to update them whenever we load settings.
// TODO: cache more settings in MyAvatar that are checked with very high frequency.
MyAvatar* myAvatar = Application::getInstance()->getAvatar();
myAvatar->updateCollisionFlags();
}
void Menu::saveSettings(QSettings* settings) {
@ -882,6 +886,17 @@ void Menu::editPreferences() {
sendFakeEnterEvent();
}
void Menu::goToDomain(const QString newDomain) {
if (NodeList::getInstance()->getDomainHostname() != newDomain) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
Application::getInstance()->getAvatar()->sendKillAvatar();
// give our nodeList the new domain-server hostname
NodeList::getInstance()->setDomainHostname(newDomain);
}
}
void Menu::goToDomain() {
QString currentDomainHostname = NodeList::getInstance()->getDomainHostname();
@ -906,17 +921,77 @@ void Menu::goToDomain() {
// the user input a new hostname, use that
newHostname = domainDialog.textValue();
}
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
Application::getInstance()->getAvatar()->sendKillAvatar();
// give our nodeList the new domain-server hostname
NodeList::getInstance()->setDomainHostname(domainDialog.textValue());
goToDomain(newHostname);
}
sendFakeEnterEvent();
}
void Menu::goToOrientation(QString orientation) {
if (orientation.isEmpty()) {
return;
}
QStringList orientationItems = orientation.split(QRegExp("_|,"), QString::SkipEmptyParts);
const int NUMBER_OF_ORIENTATION_ITEMS = 4;
const int W_ITEM = 0;
const int X_ITEM = 1;
const int Y_ITEM = 2;
const int Z_ITEM = 3;
if (orientationItems.size() == NUMBER_OF_ORIENTATION_ITEMS) {
double w = replaceLastOccurrence('-', '.', orientationItems[W_ITEM].trimmed()).toDouble();
double x = replaceLastOccurrence('-', '.', orientationItems[X_ITEM].trimmed()).toDouble();
double y = replaceLastOccurrence('-', '.', orientationItems[Y_ITEM].trimmed()).toDouble();
double z = replaceLastOccurrence('-', '.', orientationItems[Z_ITEM].trimmed()).toDouble();
glm::quat newAvatarOrientation(w, x, y, z);
MyAvatar* myAvatar = Application::getInstance()->getAvatar();
glm::quat avatarOrientation = myAvatar->getOrientation();
if (newAvatarOrientation != avatarOrientation) {
myAvatar->setOrientation(newAvatarOrientation);
}
}
}
bool Menu::goToDestination(QString destination) {
QStringList coordinateItems = destination.split(QRegExp("_|,"), QString::SkipEmptyParts);
const int NUMBER_OF_COORDINATE_ITEMS = 3;
const int X_ITEM = 0;
const int Y_ITEM = 1;
const int Z_ITEM = 2;
if (coordinateItems.size() == NUMBER_OF_COORDINATE_ITEMS) {
double x = replaceLastOccurrence('-', '.', coordinateItems[X_ITEM].trimmed()).toDouble();
double y = replaceLastOccurrence('-', '.', coordinateItems[Y_ITEM].trimmed()).toDouble();
double z = replaceLastOccurrence('-', '.', coordinateItems[Z_ITEM].trimmed()).toDouble();
glm::vec3 newAvatarPos(x, y, z);
MyAvatar* myAvatar = Application::getInstance()->getAvatar();
glm::vec3 avatarPos = myAvatar->getPosition();
if (newAvatarPos != avatarPos) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
MyAvatar::sendKillAvatar();
qDebug("Going To Location: %f, %f, %f...", x, y, z);
myAvatar->setPosition(newAvatarPos);
}
return true;
}
// no coordinates were parsed
return false;
}
void Menu::goTo() {
QInputDialog gotoDialog(Application::getInstance()->getWindow());
@ -932,31 +1007,8 @@ void Menu::goTo() {
destination = gotoDialog.textValue();
QStringList coordinateItems = destination.split(QRegExp("_|,"), QString::SkipEmptyParts);
const int NUMBER_OF_COORDINATE_ITEMS = 3;
const int X_ITEM = 0;
const int Y_ITEM = 1;
const int Z_ITEM = 2;
if (coordinateItems.size() == NUMBER_OF_COORDINATE_ITEMS) {
double x = replaceLastOccurrence('-', '.', coordinateItems[X_ITEM].trimmed()).toDouble();
double y = replaceLastOccurrence('-', '.', coordinateItems[Y_ITEM].trimmed()).toDouble();
double z = replaceLastOccurrence('-', '.', coordinateItems[Z_ITEM].trimmed()).toDouble();
glm::vec3 newAvatarPos(x, y, z);
MyAvatar* myAvatar = Application::getInstance()->getAvatar();
glm::vec3 avatarPos = myAvatar->getPosition();
if (newAvatarPos != avatarPos) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
MyAvatar::sendKillAvatar();
qDebug("Going To Location: %f, %f, %f...", x, y, z);
myAvatar->setPosition(newAvatarPos);
}
} else {
// go to coordinate destination or to Username
if (!goToDestination(destination)) {
// there's a username entered by the user, make a request to the data-server
DataServerClient::getValuesForKeysAndUserString(
QStringList()
@ -987,29 +1039,7 @@ void Menu::goToLocation() {
int dialogReturn = coordinateDialog.exec();
if (dialogReturn == QDialog::Accepted && !coordinateDialog.textValue().isEmpty()) {
QByteArray newCoordinates;
QString delimiterPattern(",");
QStringList coordinateItems = coordinateDialog.textValue().split(delimiterPattern);
const int NUMBER_OF_COORDINATE_ITEMS = 3;
const int X_ITEM = 0;
const int Y_ITEM = 1;
const int Z_ITEM = 2;
if (coordinateItems.size() == NUMBER_OF_COORDINATE_ITEMS) {
double x = coordinateItems[X_ITEM].toDouble();
double y = coordinateItems[Y_ITEM].toDouble();
double z = coordinateItems[Z_ITEM].toDouble();
glm::vec3 newAvatarPos(x, y, z);
if (newAvatarPos != avatarPos) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
MyAvatar::sendKillAvatar();
qDebug("Going To Location: %f, %f, %f...", x, y, z);
myAvatar->setPosition(newAvatarPos);
}
}
goToDestination(coordinateDialog.textValue());
}
sendFakeEnterEvent();
@ -1089,14 +1119,38 @@ void Menu::voxelStatsDetailsClosed() {
}
}
void Menu::autoAdjustLOD(float currentFPS) {
bool changed = false;
quint64 now = usecTimestampNow();
quint64 elapsed = now - _lastAdjust;
if (elapsed > ADJUST_LOD_DOWN_DELAY && currentFPS < ADJUST_LOD_DOWN_FPS && _voxelSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) {
_voxelSizeScale *= ADJUST_LOD_DOWN_BY;
changed = true;
_lastAdjust = now;
qDebug() << "adjusting LOD down... currentFPS=" << currentFPS << "_voxelSizeScale=" << _voxelSizeScale;
}
if (elapsed > ADJUST_LOD_UP_DELAY && currentFPS > ADJUST_LOD_UP_FPS && _voxelSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) {
_voxelSizeScale *= ADJUST_LOD_UP_BY;
changed = true;
_lastAdjust = now;
qDebug() << "adjusting LOD up... currentFPS=" << currentFPS << "_voxelSizeScale=" << _voxelSizeScale;
}
if (changed) {
if (_lodToolsDialog) {
_lodToolsDialog->reloadSliders();
}
}
}
void Menu::setVoxelSizeScale(float sizeScale) {
_voxelSizeScale = sizeScale;
Application::getInstance()->getVoxels()->redrawInViewVoxels();
}
void Menu::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
_boundaryLevelAdjust = boundaryLevelAdjust;
Application::getInstance()->getVoxels()->redrawInViewVoxels();
}
void Menu::lodTools() {
@ -1178,6 +1232,22 @@ void Menu::updateFrustumRenderModeAction() {
}
}
void Menu::addAvatarCollisionSubMenu(QMenu* overMenu) {
// add avatar collisions subMenu to overMenu
QMenu* subMenu = overMenu->addMenu("Collision Options");
Application* appInstance = Application::getInstance();
QObject* avatar = appInstance->getAvatar();
addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithEnvironment,
0, false, avatar, SLOT(updateCollisionFlags()));
addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithAvatars,
0, true, avatar, SLOT(updateCollisionFlags()));
addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithVoxels,
0, false, avatar, SLOT(updateCollisionFlags()));
addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithParticles,
0, true, avatar, SLOT(updateCollisionFlags()));
}
QString Menu::replaceLastOccurrence(QChar search, QChar replace, QString string) {
int lastIndex;
lastIndex = string.lastIndexOf(search);
@ -1188,4 +1258,3 @@ QString Menu::replaceLastOccurrence(QChar search, QChar replace, QString string)
return string;
}

View file

@ -16,6 +16,18 @@
#include <AbstractMenuInterface.h>
const float ADJUST_LOD_DOWN_FPS = 40.0;
const float ADJUST_LOD_UP_FPS = 55.0;
const quint64 ADJUST_LOD_DOWN_DELAY = 1000 * 1000 * 5;
const quint64 ADJUST_LOD_UP_DELAY = ADJUST_LOD_DOWN_DELAY * 2;
const float ADJUST_LOD_DOWN_BY = 0.9f;
const float ADJUST_LOD_UP_BY = 1.1f;
const float ADJUST_LOD_MIN_SIZE_SCALE = TREE_SCALE * 1.0f;
const float ADJUST_LOD_MAX_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE;
enum FrustumDrawMode {
FRUSTUM_DRAW_MODE_ALL,
FRUSTUM_DRAW_MODE_VECTORS,
@ -68,6 +80,7 @@ public:
void handleViewFrustumOffsetKeyModifier(int key);
// User Tweakable LOD Items
void autoAdjustLOD(float currentFPS);
void setVoxelSizeScale(float sizeScale);
float getVoxelSizeScale() const { return _voxelSizeScale; }
void setBoundaryLevelAdjust(int boundaryLevelAdjust);
@ -84,6 +97,9 @@ public:
const char* member = NULL,
QAction::MenuRole role = QAction::NoRole);
virtual void removeAction(QMenu* menu, const QString& actionName);
bool goToDestination(QString destination);
void goToOrientation(QString orientation);
void goToDomain(const QString newDomain);
public slots:
void bandwidthDetails();
@ -136,6 +152,8 @@ private:
void updateFrustumRenderModeAction();
void addAvatarCollisionSubMenu(QMenu* overMenu);
QHash<QString, QAction*> _actionHash;
int _audioJitterBufferSamples; /// number of extra samples to wait before starting audio playback
BandwidthDialog* _bandwidthDialog;
@ -154,6 +172,7 @@ private:
int _maxVoxelPacketsPerSecond;
QMenu* _activeScriptsMenu;
QString replaceLastOccurrence(QChar search, QChar replace, QString string);
quint64 _lastAdjust;
};
namespace MenuOption {
@ -161,6 +180,7 @@ namespace MenuOption {
const QString AmbientOcclusion = "Ambient Occlusion";
const QString Avatars = "Avatars";
const QString Atmosphere = "Atmosphere";
const QString AutoAdjustLOD = "Automatically Adjust LOD";
const QString AutomaticallyAuditTree = "Automatically Audit Tree Stats";
const QString Bandwidth = "Bandwidth Display";
const QString BandwidthDetails = "Bandwidth Details";
@ -243,8 +263,10 @@ namespace MenuOption {
const QString PasteVoxels = "Paste";
const QString PasteToVoxel = "Paste to Voxel...";
const QString PipelineWarnings = "Show Render Pipeline Warnings";
const QString PlaySlaps = "Play Slaps";
const QString Preferences = "Preferences...";
const QString RandomizeVoxelColors = "Randomize Voxel TRUE Colors";
const QString ReloadAllScripts = "Reload All Scripts";
const QString ResetAvatarSize = "Reset Avatar Size";
const QString ResetSwatchColors = "Reset Swatch Colors";
const QString RunTimingTests = "Run Timing Tests";
@ -253,11 +275,10 @@ namespace MenuOption {
const QString SettingsExport = "Export Settings";
const QString ShowAllLocalVoxels = "Show All Local Voxels";
const QString ShowTrueColors = "Show TRUE Colors";
const QString VoxelDrumming = "Voxel Drumming";
const QString PlaySlaps = "Play Slaps";
const QString SuppressShortTimings = "Suppress Timings Less than 10ms";
const QString Stars = "Stars";
const QString Stats = "Stats";
const QString StopAllScripts = "Stop All Scripts";
const QString TestPing = "Test Ping";
const QString TreeStats = "Calculate Tree Stats";
const QString TransmitterDrive = "Transmitter Drive";
@ -268,6 +289,7 @@ namespace MenuOption {
const QString VoxelAddMode = "Add Voxel Mode";
const QString VoxelColorMode = "Color Voxel Mode";
const QString VoxelDeleteMode = "Delete Voxel Mode";
const QString VoxelDrumming = "Voxel Drumming";
const QString VoxelGetColorMode = "Get Color Mode";
const QString VoxelMode = "Cycle Voxel Mode";
const QString VoxelPaintColor = "Voxel Paint Color";

View file

@ -19,15 +19,6 @@
#include <glm/gtc/quaternion.hpp>
#include <QSettings>
// the standard sans serif font family
#define SANS_FONT_FAMILY "Helvetica"
// the standard mono font family
#define MONO_FONT_FAMILY "Courier"
// the Inconsolata font family
#define INCONSOLATA_FONT_FAMILY "Inconsolata"
void eulerToOrthonormals(glm::vec3 * angles, glm::vec3 * fwd, glm::vec3 * left, glm::vec3 * up);
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);

View file

@ -57,9 +57,12 @@ GLubyte identityIndicesBack[] = { 4, 5, 6, 4, 6, 7 };
VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
: NodeData(),
_treeScale(treeScale),
_maxVoxels(maxVoxels),
_initialized(false) {
_treeScale(treeScale),
_maxVoxels(maxVoxels),
_initialized(false),
_writeArraysLock(QReadWriteLock::Recursive),
_readArraysLock(QReadWriteLock::Recursive)
{
_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
_writeRenderFullVBO = true;
@ -99,6 +102,9 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
_culledOnce = false;
_inhideOutOfView = false;
_lastKnownVoxelSizeScale = DEFAULT_OCTREE_SIZE_SCALE;
_lastKnownBoundaryLevelAdjust = 0;
}
void VoxelSystem::elementDeleted(OctreeElement* element) {
@ -121,6 +127,7 @@ void VoxelSystem::setDisableFastVoxelPipeline(bool disableFastVoxelPipeline) {
void VoxelSystem::elementUpdated(OctreeElement* element) {
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
// If we're in SetupNewVoxelsForDrawing() or _writeRenderFullVBO then bail..
if (!_useFastVoxelPipeline || _inSetupNewVoxelsForDrawing || _writeRenderFullVBO) {
return;
@ -249,6 +256,9 @@ VoxelSystem::~VoxelSystem() {
delete _tree;
}
// This is called by the main application thread on both the initialization of the application and when
// the preferences dialog box is called/saved
void VoxelSystem::setMaxVoxels(int maxVoxels) {
if (maxVoxels == _maxVoxels) {
return;
@ -267,6 +277,8 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
}
}
// This is called by the main application thread on both the initialization of the application and when
// the use voxel shader menu item is chosen
void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
if (_useVoxelShader == useVoxelShader) {
return;
@ -330,7 +342,7 @@ void VoxelSystem::setVoxelsAsPoints(bool voxelsAsPoints) {
void VoxelSystem::cleanupVoxelMemory() {
if (_initialized) {
_bufferWriteLock.lock();
_readArraysLock.lockForWrite();
_initialized = false; // no longer initialized
if (_useVoxelShader) {
// these are used when in VoxelShader mode.
@ -368,7 +380,7 @@ void VoxelSystem::cleanupVoxelMemory() {
delete[] _writeVoxelDirtyArray;
delete[] _readVoxelDirtyArray;
_writeVoxelDirtyArray = _readVoxelDirtyArray = NULL;
_bufferWriteLock.unlock();
_readArraysLock.unlock();
}
}
@ -401,7 +413,8 @@ void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndice
}
void VoxelSystem::initVoxelMemory() {
_bufferWriteLock.lock();
_readArraysLock.lockForWrite();
_writeArraysLock.lockForWrite();
_memoryUsageRAM = 0;
_memoryUsageVBO = 0; // our VBO allocations as we know them
@ -516,7 +529,8 @@ void VoxelSystem::initVoxelMemory() {
_initialized = true;
_bufferWriteLock.unlock();
_writeArraysLock.unlock();
_readArraysLock.unlock();
}
void VoxelSystem::writeToSVOFile(const char* filename, VoxelTreeElement* element) const {
@ -646,7 +660,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
}
_inSetupNewVoxelsForDrawing = true;
bool didWriteFullVBO = _writeRenderFullVBO;
if (_tree->isDirty()) {
static char buffer[64] = { 0 };
@ -673,7 +687,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
}
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
_bufferWriteLock.lock();
_readArraysLock.lockForWrite();
if (_voxelsUpdated) {
_voxelsDirty=true;
@ -682,7 +696,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
// copy the newly written data to the arrays designated for reading, only does something if _voxelsDirty && _voxelsUpdated
copyWrittenDataToReadArrays(didWriteFullVBO);
_bufferWriteLock.unlock();
_readArraysLock.unlock();
quint64 end = usecTimestampNow();
int elapsedmsec = (end - start) / 1000;
@ -713,8 +727,8 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
{
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"setupNewVoxelsForDrawingSingleNode()... _bufferWriteLock.lock();" );
_bufferWriteLock.lock();
"setupNewVoxelsForDrawingSingleNode()... _readArraysLock.lockForWrite();" );
_readArraysLock.lockForWrite();
}
_voxelsDirty = true; // if we got this far, then we can assume some voxels are dirty
@ -725,7 +739,7 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
// after...
_voxelsUpdated = 0;
_bufferWriteLock.unlock();
_readArraysLock.unlock();
quint64 end = usecTimestampNow();
int elapsedmsec = (end - start) / 1000;
@ -733,8 +747,73 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
_setupNewVoxelsForDrawingLastElapsed = elapsedmsec;
}
void VoxelSystem::checkForCulling() {
class recreateVoxelGeometryInViewArgs {
public:
VoxelSystem* thisVoxelSystem;
ViewFrustum thisViewFrustum;
unsigned long nodesScanned;
float voxelSizeScale;
int boundaryLevelAdjust;
recreateVoxelGeometryInViewArgs(VoxelSystem* voxelSystem) :
thisVoxelSystem(voxelSystem),
thisViewFrustum(*voxelSystem->getViewFrustum()),
nodesScanned(0),
voxelSizeScale(Menu::getInstance()->getVoxelSizeScale()),
boundaryLevelAdjust(Menu::getInstance()->getBoundaryLevelAdjust())
{
}
};
// The goal of this operation is to remove any old references to old geometry, and if the voxel
// should be visible, create new geometry for it.
bool VoxelSystem::recreateVoxelGeometryInViewOperation(OctreeElement* element, void* extraData) {
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
recreateVoxelGeometryInViewArgs* args = (recreateVoxelGeometryInViewArgs*)extraData;
args->nodesScanned++;
// reset the old geometry...
// note: this doesn't "mark the voxel as changed", so it only releases the old buffer index thereby forgetting the
// old geometry
voxel->setBufferIndex(GLBUFFER_INDEX_UNKNOWN);
bool shouldRender = voxel->calculateShouldRender(&args->thisViewFrustum, args->voxelSizeScale, args->boundaryLevelAdjust);
bool inView = voxel->isInView(args->thisViewFrustum);
voxel->setShouldRender(inView && shouldRender);
if (shouldRender && inView) {
// recreate the geometry
args->thisVoxelSystem->updateNodeInArrays(voxel, false, true); // DONT_REUSE_INDEX, FORCE_REDRAW
}
return true; // keep recursing!
}
// TODO: does cleanupRemovedVoxels() ever get called?
// TODO: other than cleanupRemovedVoxels() is there anyplace we attempt to detect too many abandoned slots???
void VoxelSystem::recreateVoxelGeometryInView() {
qDebug() << "recreateVoxelGeometryInView()...";
recreateVoxelGeometryInViewArgs args(this);
_writeArraysLock.lockForWrite(); // don't let anyone read or write our write arrays until we're done
_tree->lockForRead(); // don't let anyone change our tree structure until we're run
// reset our write arrays bookkeeping to think we've got no voxels in it
clearFreeBufferIndexes();
// do we need to reset out _writeVoxelDirtyArray arrays??
memset(_writeVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
_tree->recurseTreeWithOperation(recreateVoxelGeometryInViewOperation,(void*)&args);
_tree->unlock();
_writeArraysLock.unlock();
}
void VoxelSystem::checkForCulling() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "checkForCulling()");
quint64 start = usecTimestampNow();
@ -762,7 +841,20 @@ void VoxelSystem::checkForCulling() {
_hasRecentlyChanged = false;
}
hideOutOfView(forceFullFrustum);
// This would be a good place to do a special processing pass, for example, switching the LOD of the scene
bool fullRedraw = (_lastKnownVoxelSizeScale != Menu::getInstance()->getVoxelSizeScale() ||
_lastKnownBoundaryLevelAdjust != Menu::getInstance()->getBoundaryLevelAdjust());
// track that these values
_lastKnownVoxelSizeScale = Menu::getInstance()->getVoxelSizeScale();
_lastKnownBoundaryLevelAdjust = Menu::getInstance()->getBoundaryLevelAdjust();
if (fullRedraw) {
// this will remove all old geometry and recreate the correct geometry for all in view voxels
recreateVoxelGeometryInView();
} else {
hideOutOfView(forceFullFrustum);
}
if (forceFullFrustum) {
quint64 endViewCulling = usecTimestampNow();
@ -880,12 +972,26 @@ void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"copyWrittenDataToReadArrays()");
if (_voxelsDirty && _voxelsUpdated) {
if (fullVBOs) {
copyWrittenDataToReadArraysFullVBOs();
// attempt to get the writeArraysLock for reading and the readArraysLock for writing
// so we can copy from the write to the read... if we fail, that's ok, we'll get it the next
// time around, the only side effect is the VBOs won't be updated this frame
const int WAIT_FOR_LOCK_IN_MS = 5;
if (_readArraysLock.tryLockForWrite(WAIT_FOR_LOCK_IN_MS)) {
if (_writeArraysLock.tryLockForRead(WAIT_FOR_LOCK_IN_MS)) {
if (_voxelsDirty && _voxelsUpdated) {
if (fullVBOs) {
copyWrittenDataToReadArraysFullVBOs();
} else {
copyWrittenDataToReadArraysPartialVBOs();
}
}
_writeArraysLock.unlock();
} else {
copyWrittenDataToReadArraysPartialVBOs();
qDebug() << "couldn't get _writeArraysLock.LockForRead()...";
}
_readArraysLock.unlock();
} else {
qDebug() << "couldn't get _readArraysLock.LockForWrite()...";
}
}
@ -1141,17 +1247,27 @@ void VoxelSystem::updateVBOs() {
// would like to include _callsToTreesToArrays
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), buffer);
if (_voxelsDirty) {
if (_readRenderFullVBO) {
updateFullVBOs();
// attempt to lock the read arrays, to for copying from them to the actual GPU VBOs.
// if we fail to get the lock, that's ok, our VBOs will update on the next frame...
const int WAIT_FOR_LOCK_IN_MS = 5;
if (_readArraysLock.tryLockForRead(WAIT_FOR_LOCK_IN_MS)) {
if (_readRenderFullVBO) {
updateFullVBOs();
} else {
updatePartialVBOs();
}
_voxelsDirty = false;
_readRenderFullVBO = false;
_readArraysLock.unlock();
} else {
updatePartialVBOs();
qDebug() << "updateVBOs().... couldn't get _readArraysLock.tryLockForRead()";
}
_voxelsDirty = false;
_readRenderFullVBO = false;
}
_callsToTreesToArrays = 0; // clear it
}
// this should only be called on the main application thread during render
void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd) {
bool showWarning = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarning, "updateVBOSegment()");
@ -1197,7 +1313,8 @@ void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex seg
}
}
void VoxelSystem::render(bool texture) {
void VoxelSystem::render() {
bool texture = Menu::getInstance()->isOptionChecked(MenuOption::VoxelTextures);
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "render()");
@ -1404,11 +1521,7 @@ void VoxelSystem::killLocalVoxels() {
setupNewVoxelsForDrawing();
}
void VoxelSystem::redrawInViewVoxels() {
hideOutOfView(true);
}
// only called on main thread
bool VoxelSystem::clearAllNodesBufferIndexOperation(OctreeElement* element, void* extraData) {
_nodeCount++;
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
@ -1416,12 +1529,15 @@ bool VoxelSystem::clearAllNodesBufferIndexOperation(OctreeElement* element, void
return true;
}
// only called on main thread, and also always followed by a call to cleanupVoxelMemory()
// you shouldn't be calling this on any other thread or without also cleaning up voxel memory
void VoxelSystem::clearAllNodesBufferIndex() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"VoxelSystem::clearAllNodesBufferIndex()");
_nodeCount = 0;
_tree->lockForRead(); // we won't change the tree so it's ok to treat this as a read
_tree->recurseTreeWithOperation(clearAllNodesBufferIndexOperation);
clearFreeBufferIndexes(); // this should be called too
_tree->unlock();
if (Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings)) {
qDebug("clearing buffer index of %d nodes", _nodeCount);

View file

@ -53,7 +53,7 @@ public:
virtual void init();
void simulate(float deltaTime) { }
void render(bool texture);
void render();
void changeTree(VoxelTree* newTree);
VoxelTree* getTree() const { return _tree; }
@ -79,7 +79,6 @@ public:
unsigned long getVoxelMemoryUsageGPU();
void killLocalVoxels();
void redrawInViewVoxels();
virtual void removeOutOfView();
virtual void hideOutOfView(bool forceFullFrustum = false);
@ -151,6 +150,7 @@ protected:
static const bool DONT_BAIL_EARLY; // by default we will bail early, if you want to force not bailing, then use this
void setupNewVoxelsForDrawingSingleNode(bool allowBailEarly = true);
void checkForCulling();
void recreateVoxelGeometryInView();
glm::vec3 computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const;
@ -194,6 +194,7 @@ private:
static bool showAllSubTreeOperation(OctreeElement* element, void* extraData);
static bool showAllLocalVoxelsOperation(OctreeElement* element, void* extraData);
static bool getVoxelEnclosingOperation(OctreeElement* element, void* extraData);
static bool recreateVoxelGeometryInViewOperation(OctreeElement* element, void* extraData);
int updateNodeInArrays(VoxelTreeElement* node, bool reuseIndex, bool forceDraw);
int forceRemoveNodeFromArrays(VoxelTreeElement* node);
@ -211,6 +212,11 @@ private:
GLfloat* _readVerticesArray;
GLubyte* _readColorsArray;
QReadWriteLock _writeArraysLock;
QReadWriteLock _readArraysLock;
GLfloat* _writeVerticesArray;
GLubyte* _writeColorsArray;
bool* _writeVoxelDirtyArray;
@ -253,9 +259,6 @@ private:
GLuint _vboIndicesFront;
GLuint _vboIndicesBack;
QMutex _bufferWriteLock;
QMutex _treeLock;
ViewFrustum _lastKnownViewFrustum;
ViewFrustum _lastStableViewFrustum;
ViewFrustum* _viewFrustum;
@ -299,6 +302,9 @@ private:
bool _useFastVoxelPipeline;
bool _inhideOutOfView;
float _lastKnownVoxelSizeScale;
int _lastKnownBoundaryLevelAdjust;
};
#endif

View file

@ -162,6 +162,7 @@ void Avatar::render(bool forceRenderHead) {
// render body
if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
_skeletonModel.renderCollisionProxies(1.f);
//_head.getFaceModel().renderCollisionProxies(0.5f);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
@ -272,24 +273,19 @@ bool Avatar::findRayIntersection(const glm::vec3& origin, const glm::vec3& direc
}
bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius,
ModelCollisionList& collisions, int skeletonSkipIndex) {
bool didPenetrate = false;
glm::vec3 skeletonPenetration;
ModelCollisionInfo collisionInfo;
if (_skeletonModel.findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo, 1.0f, skeletonSkipIndex)) {
collisionInfo._model = &_skeletonModel;
collisions.push_back(collisionInfo);
didPenetrate = true;
}
if (_head.getFaceModel().findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo)) {
collisionInfo._model = &(_head.getFaceModel());
collisions.push_back(collisionInfo);
didPenetrate = true;
}
return didPenetrate;
CollisionList& collisions, int skeletonSkipIndex) {
// Temporarily disabling collisions against the skeleton because the collision proxies up
// near the neck are bad and prevent the hand from hitting the face.
//return _skeletonModel.findSphereCollisions(penetratorCenter, penetratorRadius, collisions, 1.0f, skeletonSkipIndex);
return _head.getFaceModel().findSphereCollisions(penetratorCenter, penetratorRadius, collisions);
}
bool Avatar::findSphereCollisionWithHands(const glm::vec3& sphereCenter, float sphereRadius, CollisionInfo& collision) {
bool Avatar::findParticleCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions) {
if (_collisionFlags & COLLISION_GROUP_PARTICLES) {
return false;
}
bool collided = false;
// first do the hand collisions
const HandData* handData = getHandData();
if (handData) {
for (int i = 0; i < NUM_HANDS; i++) {
@ -307,41 +303,55 @@ bool Avatar::findSphereCollisionWithHands(const glm::vec3& sphereCenter, float s
break;
}
}
int jointIndex = -1;
glm::vec3 handPosition;
if (i == 0) {
_skeletonModel.getLeftHandPosition(handPosition);
jointIndex = _skeletonModel.getLeftHandJointIndex();
}
else {
_skeletonModel.getRightHandPosition(handPosition);
jointIndex = _skeletonModel.getRightHandJointIndex();
}
glm::vec3 diskCenter = handPosition + HAND_PADDLE_OFFSET * fingerAxis;
glm::vec3 diskNormal = palm->getNormal();
float diskThickness = 0.08f;
const float DISK_THICKNESS = 0.08f;
// collide against the disk
if (findSphereDiskPenetration(sphereCenter, sphereRadius,
diskCenter, HAND_PADDLE_RADIUS, diskThickness, diskNormal,
collision._penetration)) {
collision._addedVelocity = palm->getVelocity();
return true;
glm::vec3 penetration;
if (findSphereDiskPenetration(particleCenter, particleRadius,
diskCenter, HAND_PADDLE_RADIUS, DISK_THICKNESS, diskNormal,
penetration)) {
CollisionInfo* collision = collisions.getNewCollision();
if (collision) {
collision->_type = PADDLE_HAND_COLLISION;
collision->_flags = jointIndex;
collision->_penetration = penetration;
collision->_addedVelocity = palm->getVelocity();
collided = true;
} else {
// collisions are full, so we might as well bail now
return collided;
}
}
}
}
}
return false;
}
/* adebug TODO: make this work again
bool Avatar::findSphereCollisionWithSkeleton(const glm::vec3& sphereCenter, float sphereRadius, CollisionInfo& collision) {
int jointIndex = _skeletonModel.findSphereCollision(sphereCenter, sphereRadius, collision._penetration);
if (jointIndex != -1) {
collision._penetration /= (float)(TREE_SCALE);
collision._addedVelocity = getVelocity();
return true;
// then collide against the models
int preNumCollisions = collisions.size();
if (_skeletonModel.findSphereCollisions(particleCenter, particleRadius, collisions)) {
// the Model doesn't have velocity info, so we have to set it for each new collision
int postNumCollisions = collisions.size();
for (int i = preNumCollisions; i < postNumCollisions; ++i) {
CollisionInfo* collision = collisions.getCollision(i);
collision->_penetration /= (float)(TREE_SCALE);
collision->_addedVelocity = getVelocity();
}
collided = true;
}
return false;
return collided;
}
*/
void Avatar::setFaceModelURL(const QUrl &faceModelURL) {
AvatarData::setFaceModelURL(faceModelURL);
@ -426,9 +436,9 @@ void Avatar::updateCollisionFlags() {
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithVoxels)) {
_collisionFlags |= COLLISION_GROUP_VOXELS;
}
//if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithParticles)) {
// _collisionFlags |= COLLISION_GROUP_PARTICLES;
//}
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithParticles)) {
_collisionFlags |= COLLISION_GROUP_PARTICLES;
}
}
void Avatar::setScale(float scale) {
@ -445,20 +455,34 @@ float Avatar::getHeight() const {
return extents.maximum.y - extents.minimum.y;
}
bool Avatar::isPokeable(ModelCollisionInfo& collision) const {
// ATM only the Skeleton is pokeable
// TODO: make poke affect head
if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
return _skeletonModel.isPokeable(collision);
bool Avatar::collisionWouldMoveAvatar(CollisionInfo& collision) const {
if (!collision._data || collision._type != MODEL_COLLISION) {
return false;
}
Model* model = static_cast<Model*>(collision._data);
int jointIndex = collision._flags;
if (model == &(_skeletonModel) && jointIndex != -1) {
// collision response of skeleton is temporarily disabled
return false;
//return _skeletonModel.collisionHitsMoveableJoint(collision);
}
if (model == &(_head.getFaceModel())) {
// ATM we always handle MODEL_COLLISIONS against the face.
return true;
}
return false;
}
bool Avatar::poke(ModelCollisionInfo& collision) {
if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
return _skeletonModel.poke(collision);
void Avatar::applyCollision(CollisionInfo& collision) {
if (!collision._data || collision._type != MODEL_COLLISION) {
return;
}
// TODO: make skeleton also respond to collisions
Model* model = static_cast<Model*>(collision._data);
if (model == &(_head.getFaceModel())) {
_head.applyCollision(collision);
}
return false;
}
float Avatar::getPelvisFloatingHeight() const {

View file

@ -57,8 +57,6 @@ enum ScreenTintLayer {
NUM_SCREEN_TINT_LAYERS
};
typedef QVector<ModelCollisionInfo> ModelCollisionList;
// Where one's own Avatar begins in the world (will be overwritten if avatar data file is found)
// this is basically in the center of the ground plane. Slightly adjusted. This was asked for by
// Grayson as he's building a street around here for demo dinner 2
@ -97,26 +95,19 @@ public:
/// Checks for penetration between the described sphere and the avatar.
/// \param penetratorCenter the center of the penetration test sphere
/// \param penetratorRadius the radius of the penetration test sphere
/// \param collisions[out] a list of collisions
/// \param collisions[out] a list to which collisions get appended
/// \param skeletonSkipIndex if not -1, the index of a joint to skip (along with its descendents) in the skeleton model
/// \return whether or not the sphere penetrated
bool findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius,
ModelCollisionList& collisions, int skeletonSkipIndex = -1);
CollisionList& collisions, int skeletonSkipIndex = -1);
/// Checks for collision between the a sphere and the avatar's (paddle) hands.
/// \param collisionCenter the center of the penetration test sphere
/// \param collisionRadius the radius of the penetration test sphere
/// \param collision[out] the details of the collision point
/// \return whether or not the sphere collided
bool findSphereCollisionWithHands(const glm::vec3& sphereCenter, float sphereRadius, CollisionInfo& collision);
/// Checks for collision between the a spherical particle and the avatar (including paddle hands)
/// \param collisionCenter the center of particle's bounding sphere
/// \param collisionRadius the radius of particle's bounding sphere
/// \param collisions[out] a list to which collisions get appended
/// \return whether or not the particle collided
bool findParticleCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions);
/// Checks for collision between the a sphere and the avatar's skeleton (including hand capsules).
/// \param collisionCenter the center of the penetration test sphere
/// \param collisionRadius the radius of the penetration test sphere
/// \param collision[out] the details of the collision point
/// \return whether or not the sphere collided
//bool findSphereCollisionWithSkeleton(const glm::vec3& sphereCenter, float sphereRadius, CollisionInfo& collision);
virtual bool isMyAvatar() { return false; }
virtual void setFaceModelURL(const QUrl& faceModelURL);
@ -126,14 +117,13 @@ public:
static void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
float getHeight() const;
/// \return true if we expect the avatar would move as a result of the collision
bool isPokeable(ModelCollisionInfo& collision) const;
bool collisionWouldMoveAvatar(CollisionInfo& collision) const;
/// \param collision a data structure for storing info about collisions against Models
/// \return true if the collision affects the Avatar models
bool poke(ModelCollisionInfo& collision);
void applyCollision(CollisionInfo& collision);
float getBoundingRadius() const { return 0.5f * getHeight(); }
public slots:
void updateCollisionFlags();
@ -165,6 +155,7 @@ protected:
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void setScale(float scale);
float getHeight() const;
float getPelvisFloatingHeight() const;
float getPelvisToHeadLength() const;

View file

@ -20,6 +20,7 @@ FaceModel::FaceModel(Head* owningHead) :
void FaceModel::simulate(float deltaTime) {
if (!isActive()) {
Model::simulate(deltaTime);
return;
}
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);

View file

@ -57,7 +57,6 @@ void Hand::simulate(float deltaTime, bool isMine) {
if (isMine) {
_buckyBalls.simulate(deltaTime);
updateCollisions();
}
calculateGeometry();
@ -126,92 +125,111 @@ void Hand::simulate(float deltaTime, bool isMine) {
}
}
void Hand::updateCollisions() {
// use position to obtain the left and right palm indices
int leftPalmIndex, rightPalmIndex;
getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
ModelCollisionList collisions;
// check for collisions
// We create a static CollisionList that is recycled for each collision test.
const float MAX_COLLISIONS_PER_AVATAR = 32;
static CollisionList handCollisions(MAX_COLLISIONS_PER_AVATAR);
void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
if (!avatar || avatar == _owningAvatar) {
// don't collide with our own hands (that is done elsewhere)
return;
}
float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
for (size_t i = 0; i < getNumPalms(); i++) {
PalmData& palm = getPalms()[i];
if (!palm.isActive()) {
continue;
}
float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
glm::vec3 totalPenetration;
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) {
// check other avatars
foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) {
Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
if (avatar == _owningAvatar) {
// don't collid with our own hands
if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
// Check for palm collisions
glm::vec3 myPalmPosition = palm.getPosition();
float palmCollisionDistance = 0.1f;
bool wasColliding = palm.getIsCollidingWithPalm();
palm.setIsCollidingWithPalm(false);
// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) {
PalmData& otherPalm = avatar->getHand().getPalms()[j];
if (!otherPalm.isActive()) {
continue;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
// Check for palm collisions
glm::vec3 myPalmPosition = palm.getPosition();
float palmCollisionDistance = 0.1f;
bool wasColliding = palm.getIsCollidingWithPalm();
palm.setIsCollidingWithPalm(false);
// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) {
PalmData& otherPalm = avatar->getHand().getPalms()[j];
if (!otherPalm.isActive()) {
continue;
}
glm::vec3 otherPalmPosition = otherPalm.getPosition();
if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
palm.setIsCollidingWithPalm(true);
if (!wasColliding) {
const float PALM_COLLIDE_VOLUME = 1.f;
const float PALM_COLLIDE_FREQUENCY = 1000.f;
const float PALM_COLLIDE_DURATION_MAX = 0.75f;
const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
PALM_COLLIDE_FREQUENCY,
PALM_COLLIDE_DURATION_MAX,
PALM_COLLIDE_DECAY_PER_SAMPLE);
// If the other person's palm is in motion, move mine downward to show I was hit
const float MIN_VELOCITY_FOR_SLAP = 0.05f;
if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
// add slapback here
}
}
}
}
}
if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) {
for (int j = 0; j < collisions.size(); ++j) {
// we don't resolve penetrations that would poke the other avatar
if (!avatar->isPokeable(collisions[j])) {
totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
glm::vec3 otherPalmPosition = otherPalm.getPosition();
if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
palm.setIsCollidingWithPalm(true);
if (!wasColliding) {
const float PALM_COLLIDE_VOLUME = 1.f;
const float PALM_COLLIDE_FREQUENCY = 1000.f;
const float PALM_COLLIDE_DURATION_MAX = 0.75f;
const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
PALM_COLLIDE_FREQUENCY,
PALM_COLLIDE_DURATION_MAX,
PALM_COLLIDE_DECAY_PER_SAMPLE);
// If the other person's palm is in motion, move mine downward to show I was hit
const float MIN_VELOCITY_FOR_SLAP = 0.05f;
if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
// add slapback here
}
}
}
}
}
if (Menu::getInstance()->isOptionChecked(MenuOption::HandsCollideWithSelf)) {
// and the current avatar (ignoring everything below the parent of the parent of the last free joint)
collisions.clear();
const Model& skeletonModel = _owningAvatar->getSkeletonModel();
int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex(
skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() :
(i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1)));
if (_owningAvatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions, skipIndex)) {
for (int j = 0; j < collisions.size(); ++j) {
totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
handCollisions.clear();
if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, handCollisions)) {
for (int j = 0; j < handCollisions.size(); ++j) {
CollisionInfo* collision = handCollisions.getCollision(j);
if (isMyHand) {
if (!avatar->collisionWouldMoveAvatar(*collision)) {
// we resolve the hand from collision when it belongs to MyAvatar AND the other Avatar is
// not expected to respond to the collision (hand hit unmovable part of their Avatar)
totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
}
} else {
// when !isMyHand then avatar is MyAvatar and we apply the collision
// which might not do anything (hand hit unmovable part of MyAvatar) however
// we don't resolve the hand's penetration because we expect the remote
// simulation to do the right thing.
avatar->applyCollision(*collision);
}
}
}
// un-penetrate
palm.addToPosition(-totalPenetration);
if (isMyHand) {
// resolve penetration
palm.addToPosition(-totalPenetration);
}
}
}
// we recycle the collisions container, so we clear it for the next loop
collisions.clear();
void Hand::collideAgainstOurself() {
if (!Menu::getInstance()->isOptionChecked(MenuOption::HandsCollideWithSelf)) {
return;
}
int leftPalmIndex, rightPalmIndex;
getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
for (size_t i = 0; i < getNumPalms(); i++) {
PalmData& palm = getPalms()[i];
if (!palm.isActive()) {
continue;
}
const Model& skeletonModel = _owningAvatar->getSkeletonModel();
// ignoring everything below the parent of the parent of the last free joint
int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex(
skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() :
(i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1)));
handCollisions.clear();
glm::vec3 totalPenetration;
if (_owningAvatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, handCollisions, skipIndex)) {
for (int j = 0; j < handCollisions.size(); ++j) {
CollisionInfo* collision = handCollisions.getCollision(j);
totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
}
}
// resolve penetration
palm.addToPosition(-totalPenetration);
}
}

View file

@ -58,6 +58,9 @@ public:
const glm::vec3& getLeapFingerTipBallPosition (int ball) const { return _leapFingerTipBalls [ball].position;}
const glm::vec3& getLeapFingerRootBallPosition(int ball) const { return _leapFingerRootBalls[ball].position;}
void collideAgainstAvatar(Avatar* avatar, bool isMyHand);
void collideAgainstOurself();
private:
// disallow copies of the Hand, copy of owning Avatar is disallowed too
Hand(const Hand&);
@ -87,7 +90,6 @@ private:
void renderLeapHands(bool isMine);
void renderLeapFingerTrails();
void updateCollisions();
void calculateGeometry();
void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime);

View file

@ -219,6 +219,34 @@ float Head::getTweakedRoll() const {
return glm::clamp(_roll + _tweakedRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
}
void Head::applyCollision(CollisionInfo& collision) {
// HACK: the collision proxies for the FaceModel are bad. As a temporary workaround
// we collide against a hard coded collision proxy.
// TODO: get a better collision proxy here.
const float HEAD_RADIUS = 0.15f;
const glm::vec3 HEAD_CENTER = _position;
// collide the contactPoint against the collision proxy to obtain a new penetration
// NOTE: that penetration is in opposite direction (points the way out for the point, not the sphere)
glm::vec3 penetration;
if (findPointSpherePenetration(collision._contactPoint, HEAD_CENTER, HEAD_RADIUS, penetration)) {
// compute lean angles
Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
glm::quat bodyRotation = owningAvatar->getOrientation();
glm::vec3 neckPosition;
if (owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f);
glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f);
float neckLength = glm::length(_position - neckPosition);
if (neckLength > 0.f) {
float forward = glm::dot(collision._penetration, zAxis) / neckLength;
float sideways = - glm::dot(collision._penetration, xAxis) / neckLength;
addLean(sideways, forward);
}
}
}
}
void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
Application::getInstance()->getGlowEffect()->begin();

View file

@ -79,6 +79,8 @@ public:
float getTweakedPitch() const;
float getTweakedYaw() const;
float getTweakedRoll() const;
void applyCollision(CollisionInfo& collisionInfo);
private:
// disallow copies of the Head, copy of owning Avatar is disallowed too

View file

@ -112,23 +112,7 @@ void MyAvatar::updateTransmitter(float deltaTime) {
void MyAvatar::update(float deltaTime) {
updateTransmitter(deltaTime);
// TODO: resurrect touch interactions between avatars
//// rotate body yaw for yaw received from multitouch
//setOrientation(getOrientation() * glm::quat(glm::vec3(0, _yawFromTouch, 0)));
//_yawFromTouch = 0.f;
//
//// apply pitch from touch
//_head.setPitch(_head.getPitch() + _pitchFromTouch);
//_pitchFromTouch = 0.0f;
//
//float TOUCH_YAW_SCALE = -0.25f;
//float TOUCH_PITCH_SCALE = -12.5f;
//float FIXED_TOUCH_TIMESTEP = 0.016f;
//_yawFromTouch += ((_touchAvgX - _lastTouchAvgX) * TOUCH_YAW_SCALE * FIXED_TOUCH_TIMESTEP);
//_pitchFromTouch += ((_touchAvgY - _lastTouchAvgY) * TOUCH_PITCH_SCALE * FIXED_TOUCH_TIMESTEP);
// Update my avatar's state from gyros
updateFromGyros(Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead));
updateFromGyros(deltaTime);
// Update head mouse from faceshift if active
Faceshift* faceshift = Application::getInstance()->getFaceshift();
@ -329,6 +313,7 @@ void MyAvatar::simulate(float deltaTime) {
_position += _velocity * deltaTime;
// update avatar skeleton and simulate hand and head
_hand.collideAgainstOurself();
_hand.simulate(deltaTime, true);
_skeletonModel.simulate(deltaTime);
_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
@ -348,7 +333,7 @@ void MyAvatar::simulate(float deltaTime) {
const float MAX_PITCH = 90.0f;
// Update avatar head rotation with sensor data
void MyAvatar::updateFromGyros(bool turnWithHead) {
void MyAvatar::updateFromGyros(float deltaTime) {
Faceshift* faceshift = Application::getInstance()->getFaceshift();
glm::vec3 estimatedPosition, estimatedRotation;
@ -356,7 +341,7 @@ void MyAvatar::updateFromGyros(bool turnWithHead) {
estimatedPosition = faceshift->getHeadTranslation();
estimatedRotation = safeEulerAngles(faceshift->getHeadRotation());
// Rotate the body if the head is turned beyond the screen
if (turnWithHead) {
if (Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead)) {
const float FACESHIFT_YAW_TURN_SENSITIVITY = 0.5f;
const float FACESHIFT_MIN_YAW_TURN = 15.f;
const float FACESHIFT_MAX_YAW_TURN = 50.f;
@ -371,11 +356,12 @@ void MyAvatar::updateFromGyros(bool turnWithHead) {
}
} else {
// restore rotation, lean to neutral positions
const float RESTORE_RATE = 0.05f;
_head.setYaw(glm::mix(_head.getYaw(), 0.0f, RESTORE_RATE));
_head.setRoll(glm::mix(_head.getRoll(), 0.0f, RESTORE_RATE));
_head.setLeanSideways(glm::mix(_head.getLeanSideways(), 0.0f, RESTORE_RATE));
_head.setLeanForward(glm::mix(_head.getLeanForward(), 0.0f, RESTORE_RATE));
const float RESTORE_PERIOD = 1.f; // seconds
float restorePercentage = glm::clamp(deltaTime/RESTORE_PERIOD, 0.f, 1.f);
_head.setYaw(glm::mix(_head.getYaw(), 0.0f, restorePercentage));
_head.setRoll(glm::mix(_head.getRoll(), 0.0f, restorePercentage));
_head.setLeanSideways(glm::mix(_head.getLeanSideways(), 0.0f, restorePercentage));
_head.setLeanForward(glm::mix(_head.getLeanForward(), 0.0f, restorePercentage));
return;
}
@ -854,7 +840,6 @@ void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
}
}
void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
const float VOXEL_ELASTICITY = 0.4f;
const float VOXEL_DAMPING = 0.0f;
@ -970,7 +955,7 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
// no need to compute a bunch of stuff if we have one or fewer avatars
return;
}
float myBoundingRadius = 0.5f * getHeight();
float myBoundingRadius = getBoundingRadius();
// HACK: body-body collision uses two coaxial capsules with axes parallel to y-axis
// TODO: make the collision work without assuming avatar orientation
@ -990,7 +975,7 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
if (_distanceToNearestAvatar > distance) {
_distanceToNearestAvatar = distance;
}
float theirBoundingRadius = 0.5f * avatar->getHeight();
float theirBoundingRadius = avatar->getBoundingRadius();
if (distance < myBoundingRadius + theirBoundingRadius) {
Extents theirStaticExtents = _skeletonModel.getStaticExtents();
glm::vec3 staticScale = theirStaticExtents.maximum - theirStaticExtents.minimum;
@ -1002,8 +987,13 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
avatar->getPosition(), theirCapsuleRadius, theirCapsuleHeight, penetration)) {
// move the avatar out by half the penetration
setPosition(_position - 0.5f * penetration);
glm::vec3 pushOut = 0.5f * penetration;
}
// collide our hands against them
_hand.collideAgainstAvatar(avatar, true);
// collide their hands against us
avatar->getHand().collideAgainstAvatar(this, false);
}
}
}

View file

@ -34,7 +34,7 @@ public:
void reset();
void update(float deltaTime);
void simulate(float deltaTime);
void updateFromGyros(bool turnWithHead);
void updateFromGyros(float deltaTime);
void updateTransmitter(float deltaTime);
void render(bool forceRenderHead);

View file

@ -21,9 +21,9 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
void SkeletonModel::simulate(float deltaTime) {
if (!isActive()) {
Model::simulate(deltaTime);
return;
}
setTranslation(_owningAvatar->getPosition());
setRotation(_owningAvatar->getOrientation() * glm::angleAxis(180.0f, 0.0f, 1.0f, 0.0f));
const float MODEL_SCALE = 0.0006f;
@ -36,23 +36,24 @@ void SkeletonModel::simulate(float deltaTime) {
HandData& hand = _owningAvatar->getHand();
hand.getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
const float HAND_RESTORATION_RATE = 0.25f;
const float HAND_RESTORATION_PERIOD = 1.f; // seconds
float handRestorePercent = glm::clamp(deltaTime / HAND_RESTORATION_PERIOD, 0.f, 1.f);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (leftPalmIndex == -1) {
// no Leap data; set hands from mouse
if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
restoreRightHandPosition(HAND_RESTORATION_RATE);
restoreRightHandPosition(handRestorePercent);
} else {
applyHandPosition(geometry.rightHandJointIndex, _owningAvatar->getHandPosition());
}
restoreLeftHandPosition(HAND_RESTORATION_RATE);
restoreLeftHandPosition(handRestorePercent);
} else if (leftPalmIndex == rightPalmIndex) {
// right hand only
applyPalmData(geometry.rightHandJointIndex, geometry.rightFingerJointIndices, geometry.rightFingertipJointIndices,
hand.getPalms()[leftPalmIndex]);
restoreLeftHandPosition(HAND_RESTORATION_RATE);
restoreLeftHandPosition(handRestorePercent);
} else {
applyPalmData(geometry.leftHandJointIndex, geometry.leftFingerJointIndices, geometry.leftFingertipJointIndices,

View file

@ -294,23 +294,34 @@ QSharedPointer<NetworkGeometry> GeometryCache::getGeometry(const QUrl& url, cons
if (geometry.isNull()) {
geometry = QSharedPointer<NetworkGeometry>(new NetworkGeometry(url, fallback.isValid() ?
getGeometry(fallback) : QSharedPointer<NetworkGeometry>()));
geometry->setLODParent(geometry);
_networkGeometry.insert(url, geometry);
}
return geometry;
}
NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback) :
const float NetworkGeometry::NO_HYSTERESIS = -1.0f;
NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback,
const QVariantHash& mapping, const QUrl& textureBase) :
_request(url),
_reply(NULL),
_textureBase(url),
_mapping(mapping),
_textureBase(textureBase.isValid() ? textureBase : url),
_fallback(fallback),
_startedLoading(false),
_failedToLoad(false),
_attempts(0) {
if (!url.isValid()) {
return;
}
_request.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache);
makeRequest();
// if we already have a mapping (because we're an LOD), hold off on loading until we're requested
if (mapping.isEmpty()) {
makeRequest();
}
}
NetworkGeometry::~NetworkGeometry() {
@ -319,6 +330,52 @@ NetworkGeometry::~NetworkGeometry() {
}
}
QSharedPointer<NetworkGeometry> NetworkGeometry::getLODOrFallback(float distance, float& hysteresis) const {
if (_lodParent.data() != this) {
return _lodParent.data()->getLODOrFallback(distance, hysteresis);
}
if (_failedToLoad && _fallback) {
return _fallback;
}
QSharedPointer<NetworkGeometry> lod = _lodParent;
float lodDistance = 0.0f;
QMap<float, QSharedPointer<NetworkGeometry> >::const_iterator it = _lods.upperBound(distance);
if (it != _lods.constBegin()) {
it = it - 1;
lod = it.value();
lodDistance = it.key();
}
if (hysteresis != NO_HYSTERESIS && hysteresis != lodDistance) {
// if we previously selected a different distance, make sure we've moved far enough to justify switching
const float HYSTERESIS_PROPORTION = 0.1f;
if (glm::abs(distance - qMax(hysteresis, lodDistance)) / fabsf(hysteresis - lodDistance) < HYSTERESIS_PROPORTION) {
return getLODOrFallback(hysteresis, hysteresis);
}
}
if (lod->isLoaded()) {
hysteresis = lodDistance;
return lod;
}
// if the ideal LOD isn't loaded, we need to make sure it's started to load, and possibly return the closest loaded one
if (!lod->_startedLoading) {
lod->makeRequest();
}
float closestDistance = FLT_MAX;
if (isLoaded()) {
lod = _lodParent;
closestDistance = distance;
}
for (it = _lods.constBegin(); it != _lods.constEnd(); it++) {
float distanceToLOD = glm::abs(distance - it.key());
if (it.value()->isLoaded() && distanceToLOD < closestDistance) {
lod = it.value();
closestDistance = distanceToLOD;
}
}
hysteresis = NO_HYSTERESIS;
return lod;
}
glm::vec4 NetworkGeometry::computeAverageColor() const {
glm::vec4 totalColor;
int totalTriangles = 0;
@ -344,6 +401,7 @@ glm::vec4 NetworkGeometry::computeAverageColor() const {
}
void NetworkGeometry::makeRequest() {
_startedLoading = true;
_reply = Application::getInstance()->getNetworkAccessManager()->get(_request);
connect(_reply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(handleDownloadProgress(qint64,qint64)));
@ -367,7 +425,8 @@ void NetworkGeometry::handleDownloadProgress(qint64 bytesReceived, qint64 bytesT
QString filename = _mapping.value("filename").toString();
if (filename.isNull()) {
qDebug() << "Mapping file " << url << " has no filename.";
maybeLoadFallback();
_failedToLoad = true;
} else {
QString texdir = _mapping.value("texdir").toString();
if (!texdir.isNull()) {
@ -376,8 +435,20 @@ void NetworkGeometry::handleDownloadProgress(qint64 bytesReceived, qint64 bytesT
}
_textureBase = url.resolved(texdir);
}
QVariantHash lods = _mapping.value("lod").toHash();
for (QVariantHash::const_iterator it = lods.begin(); it != lods.end(); it++) {
QSharedPointer<NetworkGeometry> geometry(new NetworkGeometry(url.resolved(it.key()),
QSharedPointer<NetworkGeometry>(), _mapping, _textureBase));
geometry->setLODParent(_lodParent);
_lods.insert(it.value().toFloat(), geometry);
}
_request.setUrl(url.resolved(filename));
makeRequest();
// make the request immediately only if we have no LODs to switch between
_startedLoading = false;
if (_lods.isEmpty()) {
makeRequest();
}
}
return;
}
@ -387,7 +458,7 @@ void NetworkGeometry::handleDownloadProgress(qint64 bytesReceived, qint64 bytesT
} catch (const QString& error) {
qDebug() << "Error reading " << url << ": " << error;
maybeLoadFallback();
_failedToLoad = true;
return;
}
@ -481,8 +552,6 @@ void NetworkGeometry::handleDownloadProgress(qint64 bytesReceived, qint64 bytesT
_meshes.append(networkMesh);
}
emit loaded();
}
void NetworkGeometry::handleReplyError() {
@ -515,28 +584,12 @@ void NetworkGeometry::handleReplyError() {
// fall through to final failure
}
default:
maybeLoadFallback();
_failedToLoad = true;
break;
}
}
void NetworkGeometry::loadFallback() {
_geometry = _fallback->_geometry;
_meshes = _fallback->_meshes;
emit loaded();
}
void NetworkGeometry::maybeLoadFallback() {
if (_fallback) {
if (_fallback->isLoaded()) {
loadFallback();
} else {
connect(_fallback.data(), SIGNAL(loaded()), SLOT(loadFallback()));
}
}
}
bool NetworkMeshPart::isTranslucent() const {
return diffuseTexture && diffuseTexture->isTranslucent();
}

View file

@ -13,6 +13,7 @@
#include "InterfaceConfig.h"
#include <QHash>
#include <QMap>
#include <QNetworkRequest>
#include <QObject>
#include <QOpenGLBuffer>
@ -61,41 +62,52 @@ class NetworkGeometry : public QObject {
public:
NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback);
/// A hysteresis value indicating that we have no state memory.
static const float NO_HYSTERESIS;
NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback,
const QVariantHash& mapping = QVariantHash(), const QUrl& textureBase = QUrl());
~NetworkGeometry();
/// Checks whether the geometry is fulled loaded.
bool isLoaded() const { return !_geometry.joints.isEmpty(); }
/// Returns a pointer to the geometry appropriate for the specified distance.
/// \param hysteresis a hysteresis parameter that prevents rapid model switching
QSharedPointer<NetworkGeometry> getLODOrFallback(float distance, float& hysteresis) const;
const FBXGeometry& getFBXGeometry() const { return _geometry; }
const QVector<NetworkMesh>& getMeshes() const { return _meshes; }
/// Returns the average color of all meshes in the geometry.
glm::vec4 computeAverageColor() const;
signals:
void loaded();
private slots:
void makeRequest();
void handleDownloadProgress(qint64 bytesReceived, qint64 bytesTotal);
void handleReplyError();
void loadFallback();
private:
void maybeLoadFallback();
friend class GeometryCache;
void setLODParent(const QWeakPointer<NetworkGeometry>& lodParent) { _lodParent = lodParent; }
QNetworkRequest _request;
QNetworkReply* _reply;
QVariantHash _mapping;
QUrl _textureBase;
QSharedPointer<NetworkGeometry> _fallback;
bool _startedLoading;
bool _failedToLoad;
int _attempts;
QMap<float, QSharedPointer<NetworkGeometry> > _lods;
FBXGeometry _geometry;
QVector<NetworkMesh> _meshes;
QWeakPointer<NetworkGeometry> _lodParent;
};
/// The state associated with a single mesh part.

View file

@ -90,6 +90,16 @@ void Model::reset() {
}
void Model::simulate(float deltaTime) {
// update our LOD
if (_geometry) {
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(glm::distance(_translation,
Application::getInstance()->getCamera()->getPosition()), _lodHysteresis);
if (_geometry != geometry) {
deleteGeometry();
_dilatedTextures.clear();
_geometry = geometry;
}
}
if (!isActive()) {
return;
}
@ -409,8 +419,9 @@ void Model::setURL(const QUrl& url, const QUrl& fallback) {
// delete our local geometry and custom textures
deleteGeometry();
_dilatedTextures.clear();
_lodHysteresis = NetworkGeometry::NO_HYSTERESIS;
_geometry = Application::getInstance()->getGeometryCache()->getGeometry(url, fallback);
_baseGeometry = _geometry = Application::getInstance()->getGeometryCache()->getGeometry(url, fallback);
}
glm::vec4 Model::computeAverageColor() const {
@ -446,9 +457,9 @@ bool Model::findRayIntersection(const glm::vec3& origin, const glm::vec3& direct
return false;
}
bool Model::findSphereCollision(const glm::vec3& penetratorCenter, float penetratorRadius,
ModelCollisionInfo& collisionInfo, float boneScale, int skipIndex) const {
int jointIndex = -1;
bool Model::findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius,
CollisionList& collisions, float boneScale, int skipIndex) const {
bool collided = false;
const glm::vec3 relativeCenter = penetratorCenter - _translation;
const FBXGeometry& geometry = _geometry->getFBXGeometry();
glm::vec3 totalPenetration;
@ -477,19 +488,22 @@ bool Model::findSphereCollision(const glm::vec3& penetratorCenter, float penetra
if (findSphereCapsuleConePenetration(relativeCenter, penetratorRadius, start, end,
startRadius, endRadius, bonePenetration)) {
totalPenetration = addPenetrations(totalPenetration, bonePenetration);
// TODO: Andrew to try to keep the joint furthest toward the root
jointIndex = i;
CollisionInfo* collision = collisions.getNewCollision();
if (collision) {
collision->_type = MODEL_COLLISION;
collision->_data = (void*)(this);
collision->_flags = i;
collision->_contactPoint = penetratorCenter + penetratorRadius * glm::normalize(totalPenetration);
collision->_penetration = totalPenetration;
collided = true;
} else {
// collisions are full, so we might as well break
break;
}
}
outerContinue: ;
}
if (jointIndex != -1) {
// don't store collisionInfo._model at this stage, let the outer context do that
collisionInfo._penetration = totalPenetration;
collisionInfo._jointIndex = jointIndex;
collisionInfo._contactPoint = penetratorCenter + penetratorRadius * glm::normalize(totalPenetration);
return true;
}
return false;
return collided;
}
void Model::updateJointState(int index) {
@ -722,24 +736,30 @@ void Model::renderCollisionProxies(float alpha) {
glPopMatrix();
}
bool Model::isPokeable(ModelCollisionInfo& collision) const {
// the joint is pokable by a collision if it exists and is free to move
const FBXJoint& joint = _geometry->getFBXGeometry().joints[collision._jointIndex];
if (joint.parentIndex == -1 || _jointStates.isEmpty()) {
return false;
bool Model::collisionHitsMoveableJoint(CollisionInfo& collision) const {
if (collision._type == MODEL_COLLISION) {
// the joint is pokable by a collision if it exists and is free to move
const FBXJoint& joint = _geometry->getFBXGeometry().joints[collision._flags];
if (joint.parentIndex == -1 || _jointStates.isEmpty()) {
return false;
}
// an empty freeLineage means the joint can't move
const FBXGeometry& geometry = _geometry->getFBXGeometry();
int jointIndex = collision._flags;
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
return !freeLineage.isEmpty();
}
// an empty freeLineage means the joint can't move
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(collision._jointIndex).freeLineage;
return !freeLineage.isEmpty();
return false;
}
bool Model::poke(ModelCollisionInfo& collision) {
// This needs work. At the moment it can wiggle joints that are free to move (such as arms)
// but unmovable joints (such as torso) cannot be influenced at all.
void Model::applyCollision(CollisionInfo& collision) {
if (collision._type != MODEL_COLLISION) {
return;
}
glm::vec3 jointPosition(0.f);
if (getJointPosition(collision._jointIndex, jointPosition)) {
int jointIndex = collision._jointIndex;
int jointIndex = collision._flags;
if (getJointPosition(jointIndex, jointPosition)) {
const FBXJoint& joint = _geometry->getFBXGeometry().joints[jointIndex];
if (joint.parentIndex != -1) {
// compute the approximate distance (travel) that the joint needs to move
@ -758,11 +778,10 @@ bool Model::poke(ModelCollisionInfo& collision) {
getJointPosition(jointIndex, end);
glm::vec3 newEnd = start + glm::angleAxis(glm::degrees(angle), axis) * (end - start);
// try to move it
return setJointPosition(jointIndex, newEnd, -1, true);
setJointPosition(jointIndex, newEnd, -1, true);
}
}
}
return false;
}
void Model::deleteGeometry() {
@ -793,6 +812,10 @@ void Model::renderMeshes(float alpha, bool translucent) {
const FBXMesh& mesh = geometry.meshes.at(i);
int vertexCount = mesh.vertices.size();
if (vertexCount == 0) {
// sanity check
continue;
}
const_cast<QOpenGLBuffer&>(networkMesh.vertexBuffer).bind();
@ -902,11 +925,11 @@ void Model::renderMeshes(float alpha, bool translucent) {
qint64 offset = 0;
for (int j = 0; j < networkMesh.parts.size(); j++) {
const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
const FBXMeshPart& part = mesh.parts.at(j);
if (networkPart.isTranslucent() != translucent) {
offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
continue;
}
const FBXMeshPart& part = mesh.parts.at(j);
// apply material properties
glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha);
glm::vec4 specular = glm::vec4(part.specularColor, alpha);

View file

@ -17,16 +17,6 @@
#include "ProgramObject.h"
#include "TextureCache.h"
class Model;
// TODO: Andrew to move this into its own file
class ModelCollisionInfo : public CollisionInfo {
public:
ModelCollisionInfo() : CollisionInfo(), _model(NULL), _jointIndex(-1) {}
Model* _model;
int _jointIndex;
};
/// A generic 3D model displaying geometry loaded from a URL.
class Model : public QObject {
Q_OBJECT
@ -162,17 +152,18 @@ public:
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
bool findSphereCollision(const glm::vec3& penetratorCenter, float penetratorRadius,
ModelCollisionInfo& collision, float boneScale = 1.0f, int skipIndex = -1) const;
bool findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius,
CollisionList& collisions, float boneScale = 1.0f, int skipIndex = -1) const;
void renderCollisionProxies(float alpha);
/// \return true if the collision would move the model
bool isPokeable(ModelCollisionInfo& collision) const;
/// \param collision details about the collisions
/// \return true if the collision is against a moveable joint
bool collisionHitsMoveableJoint(CollisionInfo& collision) const;
/// \param collisionInfo info about the collision
/// \return true if collision affects the Model
bool poke(ModelCollisionInfo& collisionInfo);
/// \param collision details about the collision
/// Use the collision to affect the model
void applyCollision(CollisionInfo& collision);
protected:
@ -236,6 +227,9 @@ private:
void deleteGeometry();
void renderMeshes(float alpha, bool translucent);
QSharedPointer<NetworkGeometry> _baseGeometry;
float _lodHysteresis;
float _pupilDilation;
std::vector<float> _blendshapeCoefficients;

View file

@ -0,0 +1,61 @@
//
// Base3DOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <SharedUtil.h>
#include "Base3DOverlay.h"
#include "TextRenderer.h"
const glm::vec3 DEFAULT_POSITION = glm::vec3(0.0f, 0.0f, 0.0f);
const float DEFAULT_LINE_WIDTH = 1.0f;
Base3DOverlay::Base3DOverlay() :
_position(DEFAULT_POSITION),
_lineWidth(DEFAULT_LINE_WIDTH)
{
}
Base3DOverlay::~Base3DOverlay() {
}
void Base3DOverlay::setProperties(const QScriptValue& properties) {
Overlay::setProperties(properties);
QScriptValue position = properties.property("position");
// if "position" property was not there, check to see if they included aliases: start, point, p1
if (!position.isValid()) {
position = properties.property("start");
if (!position.isValid()) {
position = properties.property("p1");
if (!position.isValid()) {
position = properties.property("point");
}
}
}
if (position.isValid()) {
QScriptValue x = position.property("x");
QScriptValue y = position.property("y");
QScriptValue z = position.property("z");
if (x.isValid() && y.isValid() && z.isValid()) {
glm::vec3 newPosition;
newPosition.x = x.toVariant().toFloat();
newPosition.y = y.toVariant().toFloat();
newPosition.z = z.toVariant().toFloat();
setPosition(newPosition);
}
}
if (properties.property("lineWidth").isValid()) {
setLineWidth(properties.property("lineWidth").toVariant().toFloat());
}
}

View file

@ -0,0 +1,36 @@
//
// Base3DOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Base3DOverlay__
#define __interface__Base3DOverlay__
#include "Overlay.h"
class Base3DOverlay : public Overlay {
Q_OBJECT
public:
Base3DOverlay();
~Base3DOverlay();
// getters
const glm::vec3& getPosition() const { return _position; }
float getLineWidth() const { return _lineWidth; }
// setters
void setPosition(const glm::vec3& position) { _position = position; }
void setLineWidth(float lineWidth) { _lineWidth = lineWidth; }
virtual void setProperties(const QScriptValue& properties);
protected:
glm::vec3 _position;
float _lineWidth;
};
#endif /* defined(__interface__Base3DOverlay__) */

View file

@ -0,0 +1,44 @@
//
// Cube3DOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <SharedUtil.h>
#include "Cube3DOverlay.h"
Cube3DOverlay::Cube3DOverlay() {
}
Cube3DOverlay::~Cube3DOverlay() {
}
void Cube3DOverlay::render() {
if (!_visible) {
return; // do nothing if we're not visible
}
const float MAX_COLOR = 255;
glColor4f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, _alpha);
glDisable(GL_LIGHTING);
glPushMatrix();
glTranslatef(_position.x + _size * 0.5f,
_position.y + _size * 0.5f,
_position.z + _size * 0.5f);
glLineWidth(_lineWidth);
if (_isSolid) {
glutSolidCube(_size);
} else {
glutWireCube(_size);
}
glPopMatrix();
}

View file

@ -0,0 +1,23 @@
//
// Cube3DOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Cube3DOverlay__
#define __interface__Cube3DOverlay__
#include "Volume3DOverlay.h"
class Cube3DOverlay : public Volume3DOverlay {
Q_OBJECT
public:
Cube3DOverlay();
~Cube3DOverlay();
virtual void render();
};
#endif /* defined(__interface__Cube3DOverlay__) */

View file

@ -0,0 +1,145 @@
//
// ImageOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QPainter>
#include <QSvgRenderer>
#include <SharedUtil.h>
#include "ImageOverlay.h"
ImageOverlay::ImageOverlay() :
_textureID(0),
_renderImage(false),
_textureBound(false),
_wantClipFromImage(false)
{
}
ImageOverlay::~ImageOverlay() {
if (_parent && _textureID) {
// do we need to call this?
//_parent->deleteTexture(_textureID);
}
}
// TODO: handle setting image multiple times, how do we manage releasing the bound texture?
void ImageOverlay::setImageURL(const QUrl& url) {
// TODO: are we creating too many QNetworkAccessManager() when multiple calls to setImageURL are made?
QNetworkAccessManager* manager = new QNetworkAccessManager(this);
connect(manager, SIGNAL(finished(QNetworkReply*)), this, SLOT(replyFinished(QNetworkReply*)));
manager->get(QNetworkRequest(url));
}
void ImageOverlay::replyFinished(QNetworkReply* reply) {
// replace our byte array with the downloaded data
QByteArray rawData = reply->readAll();
_textureImage.loadFromData(rawData);
_renderImage = true;
}
void ImageOverlay::render() {
if (!_visible) {
return; // do nothing if we're not visible
}
if (_renderImage && !_textureBound) {
_textureID = _parent->bindTexture(_textureImage);
_textureBound = true;
}
if (_renderImage) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, _textureID);
}
const float MAX_COLOR = 255;
glColor4f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, _alpha);
float imageWidth = _textureImage.width();
float imageHeight = _textureImage.height();
QRect fromImage;
if (_wantClipFromImage) {
fromImage = _fromImage;
} else {
fromImage.setX(0);
fromImage.setY(0);
fromImage.setWidth(imageWidth);
fromImage.setHeight(imageHeight);
}
float x = fromImage.x() / imageWidth;
float y = fromImage.y() / imageHeight;
float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure
float h = fromImage.height() / imageHeight;
glBegin(GL_QUADS);
if (_renderImage) {
glTexCoord2f(x, 1.0f - y);
}
glVertex2f(_bounds.left(), _bounds.top());
if (_renderImage) {
glTexCoord2f(x + w, 1.0f - y);
}
glVertex2f(_bounds.right(), _bounds.top());
if (_renderImage) {
glTexCoord2f(x + w, 1.0f - (y + h));
}
glVertex2f(_bounds.right(), _bounds.bottom());
if (_renderImage) {
glTexCoord2f(x, 1.0f - (y + h));
}
glVertex2f(_bounds.left(), _bounds.bottom());
glEnd();
if (_renderImage) {
glDisable(GL_TEXTURE_2D);
}
}
void ImageOverlay::setProperties(const QScriptValue& properties) {
Overlay2D::setProperties(properties);
QScriptValue subImageBounds = properties.property("subImage");
if (subImageBounds.isValid()) {
QRect oldSubImageRect = _fromImage;
QRect subImageRect = _fromImage;
if (subImageBounds.property("x").isValid()) {
subImageRect.setX(subImageBounds.property("x").toVariant().toInt());
} else {
subImageRect.setX(oldSubImageRect.x());
}
if (subImageBounds.property("y").isValid()) {
subImageRect.setY(subImageBounds.property("y").toVariant().toInt());
} else {
subImageRect.setY(oldSubImageRect.y());
}
if (subImageBounds.property("width").isValid()) {
subImageRect.setWidth(subImageBounds.property("width").toVariant().toInt());
} else {
subImageRect.setWidth(oldSubImageRect.width());
}
if (subImageBounds.property("height").isValid()) {
subImageRect.setHeight(subImageBounds.property("height").toVariant().toInt());
} else {
subImageRect.setHeight(oldSubImageRect.height());
}
setClipFromSource(subImageRect);
}
QScriptValue imageURL = properties.property("imageURL");
if (imageURL.isValid()) {
setImageURL(imageURL.toVariant().toString());
}
}

View file

@ -0,0 +1,60 @@
//
// ImageOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__ImageOverlay__
#define __interface__ImageOverlay__
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QImage>
#include <QNetworkAccessManager>
#include <QNetworkReply>
#include <QRect>
#include <QScriptValue>
#include <QString>
#include <QUrl>
#include <SharedUtil.h>
#include "Overlay.h"
#include "Overlay2D.h"
class ImageOverlay : public Overlay2D {
Q_OBJECT
public:
ImageOverlay();
~ImageOverlay();
virtual void render();
// getters
const QRect& getClipFromSource() const { return _fromImage; }
const QUrl& getImageURL() const { return _imageURL; }
// setters
void setClipFromSource(const QRect& bounds) { _fromImage = bounds; _wantClipFromImage = true; }
void setImageURL(const QUrl& url);
virtual void setProperties(const QScriptValue& properties);
private slots:
void replyFinished(QNetworkReply* reply); // we actually want to hide this...
private:
QUrl _imageURL;
QImage _textureImage;
GLuint _textureID;
QRect _fromImage; // where from in the image to sample
bool _renderImage; // is there an image associated with this overlay, or is it just a colored rectangle
bool _textureBound; // has the texture been bound
bool _wantClipFromImage;
};
#endif /* defined(__interface__ImageOverlay__) */

View file

@ -0,0 +1,60 @@
//
// Line3DOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include "Line3DOverlay.h"
Line3DOverlay::Line3DOverlay() {
}
Line3DOverlay::~Line3DOverlay() {
}
void Line3DOverlay::render() {
if (!_visible) {
return; // do nothing if we're not visible
}
const float MAX_COLOR = 255;
glDisable(GL_LIGHTING);
glLineWidth(_lineWidth);
glColor4f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, _alpha);
glBegin(GL_LINES);
glVertex3f(_position.x, _position.y, _position.z);
glVertex3f(_end.x, _end.y, _end.z);
glEnd();
glEnable(GL_LIGHTING);
}
void Line3DOverlay::setProperties(const QScriptValue& properties) {
Base3DOverlay::setProperties(properties);
QScriptValue end = properties.property("end");
// if "end" property was not there, check to see if they included aliases: endPoint, or p2
if (!end.isValid()) {
end = properties.property("endPoint");
if (!end.isValid()) {
end = properties.property("p2");
}
}
if (end.isValid()) {
QScriptValue x = end.property("x");
QScriptValue y = end.property("y");
QScriptValue z = end.property("z");
if (x.isValid() && y.isValid() && z.isValid()) {
glm::vec3 newEnd;
newEnd.x = x.toVariant().toFloat();
newEnd.y = y.toVariant().toFloat();
newEnd.z = z.toVariant().toFloat();
setEnd(newEnd);
}
}
}

View file

@ -0,0 +1,34 @@
//
// Line3DOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Line3DOverlay__
#define __interface__Line3DOverlay__
#include "Base3DOverlay.h"
class Line3DOverlay : public Base3DOverlay {
Q_OBJECT
public:
Line3DOverlay();
~Line3DOverlay();
virtual void render();
// getters
const glm::vec3& getEnd() const { return _end; }
// setters
void setEnd(const glm::vec3& end) { _end = end; }
virtual void setProperties(const QScriptValue& properties);
protected:
glm::vec3 _end;
};
#endif /* defined(__interface__Line3DOverlay__) */

View file

@ -121,6 +121,12 @@ LodToolsDialog::~LodToolsDialog() {
delete _boundaryLevelAdjust;
}
void LodToolsDialog::reloadSliders() {
_lodSize->setValue(Menu::getInstance()->getVoxelSizeScale() / TREE_SCALE);
_boundaryLevelAdjust->setValue(Menu::getInstance()->getBoundaryLevelAdjust());
_feedback->setText(getFeedbackText());
}
void LodToolsDialog::sizeScaleValueChanged(int value) {
float realValue = value * TREE_SCALE;
Menu::getInstance()->setVoxelSizeScale(realValue);

View file

@ -28,6 +28,7 @@ public slots:
void sizeScaleValueChanged(int value);
void boundaryLevelValueChanged(int value);
void resetClicked(bool checked);
void reloadSliders();
protected:

View file

@ -0,0 +1,55 @@
//
// Overlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QSvgRenderer>
#include <QPainter>
#include <QGLWidget>
#include <SharedUtil.h>
#include "Overlay.h"
Overlay::Overlay() :
_parent(NULL),
_alpha(DEFAULT_ALPHA),
_color(DEFAULT_BACKGROUND_COLOR),
_visible(true)
{
}
void Overlay::init(QGLWidget* parent) {
_parent = parent;
}
Overlay::~Overlay() {
}
void Overlay::setProperties(const QScriptValue& properties) {
QScriptValue color = properties.property("color");
if (color.isValid()) {
QScriptValue red = color.property("red");
QScriptValue green = color.property("green");
QScriptValue blue = color.property("blue");
if (red.isValid() && green.isValid() && blue.isValid()) {
_color.red = red.toVariant().toInt();
_color.green = green.toVariant().toInt();
_color.blue = blue.toVariant().toInt();
}
}
if (properties.property("alpha").isValid()) {
setAlpha(properties.property("alpha").toVariant().toFloat());
}
if (properties.property("visible").isValid()) {
setVisible(properties.property("visible").toVariant().toBool());
}
}

View file

@ -0,0 +1,53 @@
//
// Overlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Overlay__
#define __interface__Overlay__
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QRect>
#include <QScriptValue>
#include <QString>
#include <SharedUtil.h> // for xColor
const xColor DEFAULT_BACKGROUND_COLOR = { 255, 255, 255 };
const float DEFAULT_ALPHA = 0.7f;
class Overlay : public QObject {
Q_OBJECT
public:
Overlay();
~Overlay();
void init(QGLWidget* parent);
virtual void render() = 0;
// getters
bool getVisible() const { return _visible; }
const xColor& getColor() const { return _color; }
float getAlpha() const { return _alpha; }
// setters
void setVisible(bool visible) { _visible = visible; }
void setColor(const xColor& color) { _color = color; }
void setAlpha(float alpha) { _alpha = alpha; }
virtual void setProperties(const QScriptValue& properties);
protected:
QGLWidget* _parent;
float _alpha;
xColor _color;
bool _visible; // should the overlay be drawn at all
};
#endif /* defined(__interface__Overlay__) */

View file

@ -0,0 +1,63 @@
//
// Overlay2D.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QSvgRenderer>
#include <QPainter>
#include <QGLWidget>
#include <SharedUtil.h>
#include "Overlay2D.h"
Overlay2D::Overlay2D() {
}
Overlay2D::~Overlay2D() {
}
void Overlay2D::setProperties(const QScriptValue& properties) {
Overlay::setProperties(properties);
QScriptValue bounds = properties.property("bounds");
if (bounds.isValid()) {
QRect boundsRect;
boundsRect.setX(bounds.property("x").toVariant().toInt());
boundsRect.setY(bounds.property("y").toVariant().toInt());
boundsRect.setWidth(bounds.property("width").toVariant().toInt());
boundsRect.setHeight(bounds.property("height").toVariant().toInt());
setBounds(boundsRect);
} else {
QRect oldBounds = getBounds();
QRect newBounds = oldBounds;
if (properties.property("x").isValid()) {
newBounds.setX(properties.property("x").toVariant().toInt());
} else {
newBounds.setX(oldBounds.x());
}
if (properties.property("y").isValid()) {
newBounds.setY(properties.property("y").toVariant().toInt());
} else {
newBounds.setY(oldBounds.y());
}
if (properties.property("width").isValid()) {
newBounds.setWidth(properties.property("width").toVariant().toInt());
} else {
newBounds.setWidth(oldBounds.width());
}
if (properties.property("height").isValid()) {
newBounds.setHeight(properties.property("height").toVariant().toInt());
} else {
newBounds.setHeight(oldBounds.height());
}
setBounds(newBounds);
//qDebug() << "set bounds to " << getBounds();
}
}

View file

@ -0,0 +1,51 @@
//
// Overlay2D.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Overlay2D__
#define __interface__Overlay2D__
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QRect>
#include <QScriptValue>
#include <QString>
#include <SharedUtil.h> // for xColor
#include "Overlay.h"
class Overlay2D : public Overlay {
Q_OBJECT
public:
Overlay2D();
~Overlay2D();
// getters
int getX() const { return _bounds.x(); }
int getY() const { return _bounds.y(); }
int getWidth() const { return _bounds.width(); }
int getHeight() const { return _bounds.height(); }
const QRect& getBounds() const { return _bounds; }
// setters
void setX(int x) { _bounds.setX(x); }
void setY(int y) { _bounds.setY(y); }
void setWidth(int width) { _bounds.setWidth(width); }
void setHeight(int height) { _bounds.setHeight(height); }
void setBounds(const QRect& bounds) { _bounds = bounds; }
virtual void setProperties(const QScriptValue& properties);
protected:
QRect _bounds; // where on the screen to draw
};
#endif /* defined(__interface__Overlay2D__) */

View file

@ -0,0 +1,129 @@
//
// Overlays.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#include "Cube3DOverlay.h"
#include "ImageOverlay.h"
#include "Line3DOverlay.h"
#include "Overlays.h"
#include "Sphere3DOverlay.h"
#include "TextOverlay.h"
unsigned int Overlays::_nextOverlayID = 1;
Overlays::Overlays() {
}
Overlays::~Overlays() {
}
void Overlays::init(QGLWidget* parent) {
_parent = parent;
}
void Overlays::render2D() {
foreach(Overlay* thisOverlay, _overlays2D) {
thisOverlay->render();
}
}
void Overlays::render3D() {
foreach(Overlay* thisOverlay, _overlays3D) {
thisOverlay->render();
}
}
// TODO: make multi-threaded safe
unsigned int Overlays::addOverlay(const QString& type, const QScriptValue& properties) {
unsigned int thisID = 0;
bool created = false;
bool is3D = false;
Overlay* thisOverlay = NULL;
if (type == "image") {
thisOverlay = new ImageOverlay();
thisOverlay->init(_parent);
thisOverlay->setProperties(properties);
created = true;
} else if (type == "text") {
thisOverlay = new TextOverlay();
thisOverlay->init(_parent);
thisOverlay->setProperties(properties);
created = true;
} else if (type == "cube") {
thisOverlay = new Cube3DOverlay();
thisOverlay->init(_parent);
thisOverlay->setProperties(properties);
created = true;
is3D = true;
} else if (type == "sphere") {
thisOverlay = new Sphere3DOverlay();
thisOverlay->init(_parent);
thisOverlay->setProperties(properties);
created = true;
is3D = true;
} else if (type == "line3d") {
thisOverlay = new Line3DOverlay();
thisOverlay->init(_parent);
thisOverlay->setProperties(properties);
created = true;
is3D = true;
}
if (created) {
thisID = _nextOverlayID;
_nextOverlayID++;
if (is3D) {
_overlays3D[thisID] = thisOverlay;
} else {
_overlays2D[thisID] = thisOverlay;
}
}
return thisID;
}
// TODO: make multi-threaded safe
bool Overlays::editOverlay(unsigned int id, const QScriptValue& properties) {
Overlay* thisOverlay = NULL;
if (_overlays2D.contains(id)) {
thisOverlay = _overlays2D[id];
} else if (_overlays3D.contains(id)) {
thisOverlay = _overlays3D[id];
}
if (thisOverlay) {
thisOverlay->setProperties(properties);
return true;
}
return false;
}
// TODO: make multi-threaded safe
void Overlays::deleteOverlay(unsigned int id) {
if (_overlays2D.contains(id)) {
_overlays2D.erase(_overlays2D.find(id));
} else if (_overlays3D.contains(id)) {
_overlays3D.erase(_overlays3D.find(id));
}
}
unsigned int Overlays::getOverlayAtPoint(const glm::vec2& point) {
QMapIterator<unsigned int, Overlay*> i(_overlays2D);
i.toBack();
while (i.hasPrevious()) {
i.previous();
unsigned int thisID = i.key();
Overlay2D* thisOverlay = static_cast<Overlay2D*>(i.value());
if (thisOverlay->getVisible() && thisOverlay->getBounds().contains(point.x, point.y, false)) {
return thisID;
}
}
return 0; // not found
}

View file

@ -0,0 +1,46 @@
//
// Overlays.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Overlays__
#define __interface__Overlays__
#include <QScriptValue>
#include "Overlay.h"
class Overlays : public QObject {
Q_OBJECT
public:
Overlays();
~Overlays();
void init(QGLWidget* parent);
void render3D();
void render2D();
public slots:
/// adds an overlay with the specific properties
unsigned int addOverlay(const QString& type, const QScriptValue& properties);
/// edits an overlay updating only the included properties, will return the identified OverlayID in case of
/// successful edit, if the input id is for an unknown overlay this function will have no effect
bool editOverlay(unsigned int id, const QScriptValue& properties);
/// deletes a particle
void deleteOverlay(unsigned int id);
/// returns the top most overlay at the screen point, or 0 if not overlay at that point
unsigned int getOverlayAtPoint(const glm::vec2& point);
private:
QMap<unsigned int, Overlay*> _overlays2D;
QMap<unsigned int, Overlay*> _overlays3D;
static unsigned int _nextOverlayID;
QGLWidget* _parent;
};
#endif /* defined(__interface__Overlays__) */

View file

@ -0,0 +1,45 @@
//
// Sphere3DOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <SharedUtil.h>
#include "Sphere3DOverlay.h"
Sphere3DOverlay::Sphere3DOverlay() {
}
Sphere3DOverlay::~Sphere3DOverlay() {
}
void Sphere3DOverlay::render() {
if (!_visible) {
return; // do nothing if we're not visible
}
const float MAX_COLOR = 255;
glColor4f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, _alpha);
glDisable(GL_LIGHTING);
glPushMatrix();
glTranslatef(_position.x + _size * 0.5f,
_position.y + _size * 0.5f,
_position.z + _size * 0.5f);
glLineWidth(_lineWidth);
const int slices = 15;
if (_isSolid) {
glutSolidSphere(_size, slices, slices);
} else {
glutWireSphere(_size, slices, slices);
}
glPopMatrix();
}

View file

@ -0,0 +1,23 @@
//
// Sphere3DOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Sphere3DOverlay__
#define __interface__Sphere3DOverlay__
#include "Volume3DOverlay.h"
class Sphere3DOverlay : public Volume3DOverlay {
Q_OBJECT
public:
Sphere3DOverlay();
~Sphere3DOverlay();
virtual void render();
};
#endif /* defined(__interface__Sphere3DOverlay__) */

View file

@ -0,0 +1,82 @@
//
// TextOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <SharedUtil.h>
#include "TextOverlay.h"
#include "TextRenderer.h"
TextOverlay::TextOverlay() :
_leftMargin(DEFAULT_MARGIN),
_topMargin(DEFAULT_MARGIN)
{
}
TextOverlay::~TextOverlay() {
}
void TextOverlay::render() {
if (!_visible) {
return; // do nothing if we're not visible
}
const float MAX_COLOR = 255;
glColor4f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, _alpha);
glBegin(GL_QUADS);
glVertex2f(_bounds.left(), _bounds.top());
glVertex2f(_bounds.right(), _bounds.top());
glVertex2f(_bounds.right(), _bounds.bottom());
glVertex2f(_bounds.left(), _bounds.bottom());
glEnd();
//TextRenderer(const char* family, int pointSize = -1, int weight = -1, bool italic = false,
// EffectType effect = NO_EFFECT, int effectThickness = 1);
TextRenderer textRenderer(SANS_FONT_FAMILY, 11, 50);
const int leftAdjust = -1; // required to make text render relative to left edge of bounds
const int topAdjust = -2; // required to make text render relative to top edge of bounds
int x = _bounds.left() + _leftMargin + leftAdjust;
int y = _bounds.top() + _topMargin + topAdjust;
glColor3f(1.0f, 1.0f, 1.0f);
QStringList lines = _text.split("\n");
int lineOffset = 0;
foreach(QString thisLine, lines) {
if (lineOffset == 0) {
lineOffset = textRenderer.calculateHeight(qPrintable(thisLine));
}
lineOffset += textRenderer.draw(x, y + lineOffset, qPrintable(thisLine));
const int lineGap = 2;
lineOffset += lineGap;
}
}
void TextOverlay::setProperties(const QScriptValue& properties) {
Overlay2D::setProperties(properties);
QScriptValue text = properties.property("text");
if (text.isValid()) {
setText(text.toVariant().toString());
}
if (properties.property("leftMargin").isValid()) {
setLeftMargin(properties.property("leftMargin").toVariant().toInt());
}
if (properties.property("topMargin").isValid()) {
setTopMargin(properties.property("topMargin").toVariant().toInt());
}
}

View file

@ -0,0 +1,59 @@
//
// TextOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__TextOverlay__
#define __interface__TextOverlay__
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QImage>
#include <QNetworkAccessManager>
#include <QNetworkReply>
#include <QRect>
#include <QScriptValue>
#include <QString>
#include <QUrl>
#include <SharedUtil.h>
#include "Overlay.h"
#include "Overlay2D.h"
const int DEFAULT_MARGIN = 10;
class TextOverlay : public Overlay2D {
Q_OBJECT
public:
TextOverlay();
~TextOverlay();
virtual void render();
// getters
const QString& getText() const { return _text; }
int getLeftMargin() const { return _leftMargin; }
int getTopMargin() const { return _topMargin; }
// setters
void setText(const QString& text) { _text = text; }
void setLeftMargin(int margin) { _leftMargin = margin; }
void setTopMargin(int margin) { _topMargin = margin; }
virtual void setProperties(const QScriptValue& properties);
private:
QString _text;
int _leftMargin;
int _topMargin;
};
#endif /* defined(__interface__TextOverlay__) */

View file

@ -8,6 +8,8 @@
#include <QFont>
#include <QPaintEngine>
#include <QtDebug>
#include <QString>
#include <QStringList>
#include "InterfaceConfig.h"
#include "TextRenderer.h"
@ -30,10 +32,25 @@ TextRenderer::~TextRenderer() {
glDeleteTextures(_allTextureIDs.size(), _allTextureIDs.constData());
}
void TextRenderer::draw(int x, int y, const char* str) {
int TextRenderer::calculateHeight(const char* str) {
int maxHeight = 0;
for (const char* ch = str; *ch != 0; ch++) {
const Glyph& glyph = getGlyph(*ch);
if (glyph.textureID() == 0) {
continue;
}
if (glyph.bounds().height() > maxHeight) {
maxHeight = glyph.bounds().height();
}
}
return maxHeight;
}
int TextRenderer::draw(int x, int y, const char* str) {
glEnable(GL_TEXTURE_2D);
int maxHeight = 0;
for (const char* ch = str; *ch != 0; ch++) {
const Glyph& glyph = getGlyph(*ch);
if (glyph.textureID() == 0) {
@ -41,19 +58,23 @@ void TextRenderer::draw(int x, int y, const char* str) {
continue;
}
if (glyph.bounds().height() > maxHeight) {
maxHeight = glyph.bounds().height();
}
glBindTexture(GL_TEXTURE_2D, glyph.textureID());
int left = x + glyph.bounds().x();
int right = x + glyph.bounds().x() + glyph.bounds().width();
int bottom = y + glyph.bounds().y();
int top = y + glyph.bounds().y() + glyph.bounds().height();
float scale = 1.0 / IMAGE_SIZE;
float ls = glyph.location().x() * scale;
float rs = (glyph.location().x() + glyph.bounds().width()) * scale;
float bt = glyph.location().y() * scale;
float tt = (glyph.location().y() + glyph.bounds().height()) * scale;
glBegin(GL_QUADS);
glTexCoord2f(ls, bt);
glVertex2f(left, bottom);
@ -64,12 +85,13 @@ void TextRenderer::draw(int x, int y, const char* str) {
glTexCoord2f(ls, tt);
glVertex2f(left, top);
glEnd();
x += glyph.width();
}
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
return maxHeight;
}
int TextRenderer::computeWidth(char ch)

View file

@ -20,6 +20,16 @@
// a special "character" that renders as a solid block
const char SOLID_BLOCK_CHAR = 127;
// the standard sans serif font family
#define SANS_FONT_FAMILY "Helvetica"
// the standard mono font family
#define MONO_FONT_FAMILY "Courier"
// the Inconsolata font family
#define INCONSOLATA_FONT_FAMILY "Inconsolata"
class Glyph;
class TextRenderer {
@ -33,7 +43,11 @@ public:
const QFontMetrics& metrics() const { return _metrics; }
void draw(int x, int y, const char* str);
// returns the height of the tallest character
int calculateHeight(const char* str);
// also returns the height of the tallest character
int draw(int x, int y, const char* str);
int computeWidth(char ch);
int computeWidth(const char* str);

View file

@ -0,0 +1,47 @@
//
// Volume3DOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <SharedUtil.h>
#include "Volume3DOverlay.h"
const float DEFAULT_SIZE = 1.0f;
const bool DEFAULT_IS_SOLID = false;
Volume3DOverlay::Volume3DOverlay() :
_size(DEFAULT_SIZE),
_isSolid(DEFAULT_IS_SOLID)
{
}
Volume3DOverlay::~Volume3DOverlay() {
}
void Volume3DOverlay::setProperties(const QScriptValue& properties) {
Base3DOverlay::setProperties(properties);
if (properties.property("size").isValid()) {
setSize(properties.property("size").toVariant().toFloat());
}
if (properties.property("isSolid").isValid()) {
setIsSolid(properties.property("isSolid").toVariant().toBool());
}
if (properties.property("isWire").isValid()) {
setIsSolid(!properties.property("isWire").toVariant().toBool());
}
if (properties.property("solid").isValid()) {
setIsSolid(properties.property("solid").toVariant().toBool());
}
if (properties.property("wire").isValid()) {
setIsSolid(!properties.property("wire").toVariant().toBool());
}
}

View file

@ -0,0 +1,42 @@
//
// Volume3DOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Volume3DOverlay__
#define __interface__Volume3DOverlay__
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QScriptValue>
#include "Base3DOverlay.h"
class Volume3DOverlay : public Base3DOverlay {
Q_OBJECT
public:
Volume3DOverlay();
~Volume3DOverlay();
// getters
float getSize() const { return _size; }
bool getIsSolid() const { return _isSolid; }
// setters
void setSize(float size) { _size = size; }
void setIsSolid(bool isSolid) { _isSolid = isSolid; }
virtual void setProperties(const QScriptValue& properties);
protected:
float _size;
bool _isSolid;
};
#endif /* defined(__interface__Volume3DOverlay__) */

View file

@ -135,14 +135,10 @@ public:
virtual const glm::vec3& getVelocity() const { return vec3Zero; }
virtual bool findSphereCollisionWithHands(const glm::vec3& sphereCenter, float sphereRadius, CollisionInfo& collision) {
virtual bool findParticleCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions) {
return false;
}
virtual bool findSphereCollisionWithSkeleton(const glm::vec3& sphereCenter, float sphereRadius, CollisionInfo& collision) {
return false;
}
bool hasIdentityChangedAfterParsing(const QByteArray& packet);
QByteArray identityByteArray();
@ -150,6 +146,8 @@ public:
const QUrl& getSkeletonModelURL() const { return _skeletonModelURL; }
virtual void setFaceModelURL(const QUrl& faceModelURL);
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
virtual float getBoundingRadius() const { return 1.f; }
protected:
glm::vec3 _position;

View file

@ -2,7 +2,7 @@
// AvatarHashMap.cpp
// hifi
//
// Created by Stephen AndrewMeadows on 1/28/2014.
// Created by AndrewMeadows on 1/28/2014.
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
//

View file

@ -45,10 +45,3 @@ void HeadData::addLean(float sideways, float forwards) {
_leanForward += forwards;
}
bool HeadData::findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration) const {
// we would like to update this to determine collisions/penetrations with the Avatar's head sphere...
// but right now it does not appear as if the HeadData has a position and radius.
// this is a placeholder for now.
return false;
}

View file

@ -58,13 +58,6 @@ public:
void setLookAtPosition(const glm::vec3& lookAtPosition) { _lookAtPosition = lookAtPosition; }
friend class AvatarData;
/// Checks for penetration between the described sphere and the hand.
/// \param penetratorCenter the center of the penetration test sphere
/// \param penetratorRadius the radius of the penetration test sphere
/// \param penetration[out] the vector in which to store the penetration
/// \return whether or not the sphere penetrated
bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration) const;
protected:
float _yaw;

View file

@ -791,7 +791,6 @@ const char* OctreeSceneStats::getItemValue(Item item) {
break;
}
default:
sprintf(_itemValueBuffer, "");
break;
}
return _itemValueBuffer;

View file

@ -11,7 +11,12 @@
#include "OctreeScriptingInterface.h"
OctreeScriptingInterface::OctreeScriptingInterface(OctreeEditPacketSender* packetSender,
JurisdictionListener* jurisdictionListener)
JurisdictionListener* jurisdictionListener) :
_packetSender(NULL),
_jurisdictionListener(NULL),
_managedPacketSender(false),
_managedJurisdictionListener(false),
_initialized(false)
{
setPacketSender(packetSender);
setJurisdictionListener(jurisdictionListener);
@ -45,6 +50,9 @@ void OctreeScriptingInterface::setJurisdictionListener(JurisdictionListener* jur
}
void OctreeScriptingInterface::init() {
if (_initialized) {
return;
}
if (_jurisdictionListener) {
_managedJurisdictionListener = false;
} else {
@ -64,5 +72,5 @@ void OctreeScriptingInterface::init() {
if (QCoreApplication::instance()) {
connect(QCoreApplication::instance(), SIGNAL(aboutToQuit()), this, SLOT(cleanupManagedObjects()));
}
_initialized = true;
}

View file

@ -93,6 +93,7 @@ protected:
JurisdictionListener* _jurisdictionListener;
bool _managedPacketSender;
bool _managedJurisdictionListener;
bool _initialized;
};
#endif /* defined(__hifi__OctreeScriptingInterface__) */

View file

@ -19,9 +19,11 @@
#include "ParticleEditPacketSender.h"
#include "ParticleTree.h"
const int MAX_COLLISIONS_PER_PARTICLE = 16;
ParticleCollisionSystem::ParticleCollisionSystem(ParticleEditPacketSender* packetSender,
ParticleTree* particles, VoxelTree* voxels, AbstractAudioInterface* audio,
AvatarHashMap* avatars) {
AvatarHashMap* avatars) : _collisions(MAX_COLLISIONS_PER_PARTICLE) {
init(packetSender, particles, voxels, audio, avatars);
}
@ -181,39 +183,53 @@ void ParticleCollisionSystem::updateCollisionWithAvatars(Particle* particle) {
const float COLLISION_FREQUENCY = 0.5f;
glm::vec3 penetration;
_collisions.clear();
foreach (const AvatarSharedPointer& avatarPointer, _avatars->getAvatarHash()) {
AvatarData* avatar = avatarPointer.data();
CollisionInfo collisionInfo;
collisionInfo._damping = DAMPING;
collisionInfo._elasticity = ELASTICITY;
if (avatar->findSphereCollisionWithHands(center, radius, collisionInfo)) {
// TODO: Andrew to resurrect particles-vs-avatar body collisions
//avatar->findSphereCollisionWithSkeleton(center, radius, collisionInfo)) {
collisionInfo._addedVelocity /= (float)(TREE_SCALE);
glm::vec3 relativeVelocity = collisionInfo._addedVelocity - particle->getVelocity();
if (glm::dot(relativeVelocity, collisionInfo._penetration) < 0.f) {
// only collide when particle and collision point are moving toward each other
// (doing this prevents some "collision snagging" when particle penetrates the object)
// HACK BEGIN: to allow paddle hands to "hold" particles we attenuate soft collisions against the avatar.
// NOTE: the physics are wrong (particles cannot roll) but it IS possible to catch a slow moving particle.
// TODO: make this less hacky when we have more per-collision details
float elasticity = ELASTICITY;
float attenuationFactor = glm::length(collisionInfo._addedVelocity) / HALTING_SPEED;
float damping = DAMPING;
if (attenuationFactor < 1.f) {
collisionInfo._addedVelocity *= attenuationFactor;
elasticity *= attenuationFactor;
// NOTE: the math below keeps the damping piecewise continuous,
// while ramping it up to 1.0 when attenuationFactor = 0
damping = DAMPING + (1.f - attenuationFactor) * (1.f - DAMPING);
// use a very generous bounding radius since the arms can stretch
float totalRadius = 2.f * avatar->getBoundingRadius() + radius;
glm::vec3 relativePosition = center - avatar->getPosition();
if (glm::dot(relativePosition, relativePosition) > (totalRadius * totalRadius)) {
continue;
}
if (avatar->findParticleCollisions(center, radius, _collisions)) {
int numCollisions = _collisions.size();
for (int i = 0; i < numCollisions; ++i) {
CollisionInfo* collision = _collisions.getCollision(i);
collision->_damping = DAMPING;
collision->_elasticity = ELASTICITY;
collision->_addedVelocity /= (float)(TREE_SCALE);
glm::vec3 relativeVelocity = collision->_addedVelocity - particle->getVelocity();
if (glm::dot(relativeVelocity, collision->_penetration) <= 0.f) {
// only collide when particle and collision point are moving toward each other
// (doing this prevents some "collision snagging" when particle penetrates the object)
// HACK BEGIN: to allow paddle hands to "hold" particles we attenuate soft collisions against them.
if (collision->_type == PADDLE_HAND_COLLISION) {
// NOTE: the physics are wrong (particles cannot roll) but it IS possible to catch a slow moving particle.
// TODO: make this less hacky when we have more per-collision details
float elasticity = ELASTICITY;
float attenuationFactor = glm::length(collision->_addedVelocity) / HALTING_SPEED;
float damping = DAMPING;
if (attenuationFactor < 1.f) {
collision->_addedVelocity *= attenuationFactor;
elasticity *= attenuationFactor;
// NOTE: the math below keeps the damping piecewise continuous,
// while ramping it up to 1 when attenuationFactor = 0
damping = DAMPING + (1.f - attenuationFactor) * (1.f - DAMPING);
}
}
// HACK END
updateCollisionSound(particle, collision->_penetration, COLLISION_FREQUENCY);
collision->_penetration /= (float)(TREE_SCALE);
particle->applyHardCollision(*collision);
queueParticlePropertiesUpdate(particle);
}
// HACK END
updateCollisionSound(particle, collisionInfo._penetration, COLLISION_FREQUENCY);
collisionInfo._penetration /= (float)(TREE_SCALE);
particle->applyHardCollision(collisionInfo);
queueParticlePropertiesUpdate(particle);
}
}
}

View file

@ -66,6 +66,7 @@ private:
VoxelTree* _voxels;
AbstractAudioInterface* _audio;
AvatarHashMap* _avatars;
CollisionList _collisions;
};
#endif /* defined(__hifi__ParticleCollisionSystem__) */

View file

@ -0,0 +1,42 @@
//
// CollisionInfo.cpp
// hifi
//
// Created by Andrew Meadows on 2014.02.14
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#include "CollisionInfo.h"
CollisionList::CollisionList(int maxSize) :
_maxSize(maxSize),
_size(0) {
_collisions.resize(_maxSize);
}
CollisionInfo* CollisionList::getNewCollision() {
// return pointer to existing CollisionInfo, or NULL of list is full
return (_size < _maxSize) ? &(_collisions[++_size]) : NULL;
}
CollisionInfo* CollisionList::getCollision(int index) {
return (index > -1 && index < _size) ? &(_collisions[index]) : NULL;
}
void CollisionList::clear() {
for (int i = 0; i < _size; ++i) {
// we only clear the important stuff
CollisionInfo& collision = _collisions[i];
collision._type = BASE_COLLISION;
collision._data = NULL; // CollisionInfo does not own whatever this points to.
collision._flags = 0;
// we rely on the consumer to properly overwrite these fields when the collision is "created"
//collision._damping;
//collision._elasticity;
//collision._contactPoint;
//collision._penetration;
//collision._addedVelocity;
}
_size = 0;
}

View file

@ -11,15 +11,42 @@
#include <glm/glm.hpp>
const uint32_t COLLISION_GROUP_ENVIRONMENT = 1U << 0;
const uint32_t COLLISION_GROUP_AVATARS = 1U << 1;
const uint32_t COLLISION_GROUP_VOXELS = 1U << 2;
const uint32_t COLLISION_GROUP_PARTICLES = 1U << 3;
#include <QVector>
enum CollisionType {
BASE_COLLISION = 0,
PADDLE_HAND_COLLISION,
MODEL_COLLISION,
};
const quint32 COLLISION_GROUP_ENVIRONMENT = 1U << 0;
const quint32 COLLISION_GROUP_AVATARS = 1U << 1;
const quint32 COLLISION_GROUP_VOXELS = 1U << 2;
const quint32 COLLISION_GROUP_PARTICLES = 1U << 3;
// CollisionInfo contains details about the collision between two things: BodyA and BodyB.
// The assumption is that the context that analyzes the collision knows about BodyA but
// does not necessarily know about BodyB. Hence the data storred in the CollisionInfo
// is expected to be relative to BodyA (for example the penetration points from A into B).
class CollisionInfo {
public:
CollisionInfo()
: _damping(0.f),
: _type(0),
_data(NULL),
_flags(0),
_damping(0.f),
_elasticity(1.f),
_contactPoint(0.f),
_penetration(0.f),
_addedVelocity(0.f) {
}
CollisionInfo(qint32 type)
: _type(type),
_data(NULL),
_flags(0),
_damping(0.f),
_elasticity(1.f),
_contactPoint(0.f),
_penetration(0.f),
@ -28,13 +55,40 @@ public:
~CollisionInfo() {}
//glm::vec3 _normal;
float _damping;
float _elasticity;
glm::vec3 _contactPoint; // world-frame point on bodyA that is deepest into bodyB
glm::vec3 _penetration; // depth that bodyA penetrates into bodyB
glm::vec3 _addedVelocity;
qint32 _type; // type of Collision (will determine what is supposed to be in _data and _flags)
void* _data; // pointer to user supplied data
quint32 _flags; // 32 bits for whatever
float _damping; // range [0,1] of friction coeficient
float _elasticity; // range [0,1] of energy conservation
glm::vec3 _contactPoint; // world-frame point on BodyA that is deepest into BodyB
glm::vec3 _penetration; // depth that BodyA penetrates into BodyB
glm::vec3 _addedVelocity; // velocity of BodyB
};
// CollisionList is intended to be a recycled container. Fill the CollisionInfo's,
// use them, and then clear them for the next frame or context.
class CollisionList {
public:
CollisionList(int maxSize);
/// \return pointer to next collision. NULL if list is full.
CollisionInfo* getNewCollision();
/// \return pointer to collision by index. NULL if index out of bounds.
CollisionInfo* getCollision(int index);
/// \return number of valid collisions
int size() const { return _size; }
/// Clear valid collisions.
void clear();
private:
int _maxSize;
int _size;
QVector<CollisionInfo> _collisions;
};
#endif /* defined(__hifi__CollisionInfo__) */

View file

@ -45,6 +45,8 @@ public:
_alwaysDisplay(alwaysDisplay),
_runningTotal(runningTotal),
_totalCalls(totalCalls) { }
quint64 elapsed() const { return (usecTimestampNow() - _start); };
~PerformanceWarning();