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

This commit is contained in:
Leonardo Murillo 2015-12-31 09:06:44 -06:00
commit 379cdf1d5d
43 changed files with 6398 additions and 1258 deletions

56
cmake/externals/neuron/CMakeLists.txt vendored Normal file
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@ -0,0 +1,56 @@
include(ExternalProject)
set(EXTERNAL_NAME neuron)
string(TOUPPER ${EXTERNAL_NAME} EXTERNAL_NAME_UPPER)
set(NEURON_URL "https://s3.amazonaws.com/hifi-public/dependencies/neuron_datareader_b.12.zip")
set(NEURON_URL_MD5 "0ab54ca04c9cc8094e0fa046c226e574")
ExternalProject_Add(${EXTERNAL_NAME}
URL ${NEURON_URL}
URL_MD5 ${NEURON_URL_MD5}
CONFIGURE_COMMAND ""
BUILD_COMMAND ""
INSTALL_COMMAND ""
LOG_DOWNLOAD 1)
ExternalProject_Get_Property(${EXTERNAL_NAME} SOURCE_DIR)
set_target_properties(${EXTERNAL_NAME} PROPERTIES FOLDER "hidden/externals")
# set include dir
if(WIN32)
set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIRS "${SOURCE_DIR}/NeuronDataReader_Windows/include" CACHE TYPE INTERNAL)
elseif(APPLE)
set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIRS "${SOURCE_DIR}/NeuronDataReader_Mac/include" CACHE TYPE INTERNAL)
else()
# Unsupported
endif()
if(WIN32)
if("${CMAKE_SIZEOF_VOID_P}" EQUAL "8")
set(ARCH_DIR "x64")
else()
set(ARCH_DIR "x86")
endif()
set(${EXTERNAL_NAME_UPPER}_LIB_PATH "${SOURCE_DIR}/NeuronDataReader_Windows/lib/${ARCH_DIR}")
set(${EXTERNAL_NAME_UPPER}_LIBRARY_RELEASE "${${EXTERNAL_NAME_UPPER}_LIB_PATH}/NeuronDataReader.lib" CACHE TYPE INTERNAL)
set(${EXTERNAL_NAME_UPPER}_LIBRARIES "${${EXTERNAL_NAME_UPPER}_LIB_PATH}/NeuronDataReader.lib" CACHE TYPE INTERNAL)
add_paths_to_fixup_libs("${${EXTERNAL_NAME_UPPER}_LIB_PATH}")
elseif(APPLE)
set(${EXTERNAL_NAME_UPPER}_LIB_PATH "${SOURCE_DIR}/NeuronDataReader_Mac/dylib")
set(${EXTERNAL_NAME_UPPER}_LIBRARY_RELEASE "${${EXTERNAL_NAME_UPPER}_LIB_PATH}/NeuronDataReader.dylib" CACHE TYPE INTERNAL)
set(${EXTERNAL_NAME_UPPER}_LIBRARIES "${${EXTERNAL_NAME_UPPER}_LIB_PATH}/NeuronDataReader.dylib" CACHE TYPE INTERNAL)
add_paths_to_fixup_libs("${${EXTERNAL_NAME_UPPER}_LIB_PATH}")
else()
# UNSUPPORTED
endif()

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@ -0,0 +1,17 @@
#
# Copyright 2015 High Fidelity, Inc.
# Created by Anthony J. Thibault on 2015/12/21
#
# Distributed under the Apache License, Version 2.0.
# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
#
macro(TARGET_NEURON)
# Neuron data reader is only available on these platforms
if (WIN32 OR APPLE)
add_dependency_external_projects(neuron)
find_package(Neuron REQUIRED)
target_include_directories(${TARGET_NAME} PRIVATE ${NEURON_INCLUDE_DIRS})
target_link_libraries(${TARGET_NAME} ${NEURON_LIBRARIES})
add_definitions(-DHAVE_NEURON)
endif(WIN32 OR APPLE)
endmacro()

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@ -0,0 +1,28 @@
#
# FindNeuron.cmake
#
# Try to find the Perception Neuron SDK
#
# You must provide a NEURON_ROOT_DIR which contains lib and include directories
#
# Once done this will define
#
# NEURON_FOUND - system found Neuron SDK
# NEURON_INCLUDE_DIRS - the Neuron SDK include directory
# NEURON_LIBRARIES - Link this to use Neuron
#
# Created on 12/21/2015 by Anthony J. Thibault
# Copyright 2015 High Fidelity, Inc.
#
# Distributed under the Apache License, Version 2.0.
# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
#
include(SelectLibraryConfigurations)
select_library_configurations(NEURON)
set(NEURON_REQUIREMENTS NEURON_INCLUDE_DIRS NEURON_LIBRARIES)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(Neuron DEFAULT_MSG NEURON_INCLUDE_DIRS NEURON_LIBRARIES)
mark_as_advanced(NEURON_LIBRARIES NEURON_INCLUDE_DIRS NEURON_SEARCH_DIRS)

View file

@ -23,8 +23,9 @@ var WANT_DEBUG = false;
// these tune time-averaging and "on" value for analog trigger
//
var TRIGGER_SMOOTH_RATIO = 0.1; // 0.0 disables smoothing of trigger value
var TRIGGER_ON_VALUE = 0.4;
var TRIGGER_SMOOTH_RATIO = 0.1; // Time averaging of trigger - 0.0 disables smoothing
var TRIGGER_ON_VALUE = 0.4; // Squeezed just enough to activate search or near grab
var TRIGGER_GRAB_VALUE = 0.85; // Squeezed far enough to complete distant grab
var TRIGGER_OFF_VALUE = 0.15;
var BUMPER_ON_VALUE = 0.5;
@ -96,7 +97,7 @@ var MSEC_PER_SEC = 1000.0;
var LIFETIME = 10;
var ACTION_TTL = 15; // seconds
var ACTION_TTL_REFRESH = 5;
var PICKS_PER_SECOND_PER_HAND = 5;
var PICKS_PER_SECOND_PER_HAND = 60;
var MSECS_PER_SEC = 1000.0;
var GRABBABLE_PROPERTIES = [
"position",
@ -123,8 +124,8 @@ var blacklist = [];
//we've created various ways of visualizing looking for and moving distant objects
var USE_ENTITY_LINES_FOR_SEARCHING = false;
var USE_OVERLAY_LINES_FOR_SEARCHING = false;
var USE_PARTICLE_BEAM_FOR_SEARCHING = true;
var USE_OVERLAY_LINES_FOR_SEARCHING = true;
var USE_PARTICLE_BEAM_FOR_SEARCHING = false;
var USE_ENTITY_LINES_FOR_MOVING = false;
var USE_OVERLAY_LINES_FOR_MOVING = false;
@ -285,12 +286,17 @@ function MyController(hand) {
//for visualizations
this.overlayLine = null;
this.particleBeam = null;
//for lights
this.spotlight = null;
this.pointlight = null;
this.overlayLine = null;
this.searchSphere = null;
// how far from camera to search intersection?
this.intersectionDistance = 0.0;
this.searchSphereDistance = 0.0;
this.ignoreIK = false;
this.offsetPosition = Vec3.ZERO;
this.offsetRotation = Quat.IDENTITY;
@ -395,7 +401,7 @@ function MyController(hand) {
userData: JSON.stringify({
grabbableKey: {
grabbable: false
}
}
})
});
} else {
@ -409,6 +415,23 @@ function MyController(hand) {
}
};
var SEARCH_SPHERE_ALPHA = 0.5;
this.searchSphereOn = function(location, size, color) {
if (this.searchSphere === null) {
var sphereProperties = {
position: location,
size: size,
color: color,
alpha: SEARCH_SPHERE_ALPHA,
solid: true,
visible: true
}
this.searchSphere = Overlays.addOverlay("sphere", sphereProperties);
} else {
Overlays.editOverlay(this.searchSphere, { position: location, size: size, color: color, visible: true });
}
}
this.overlayLineOn = function(closePoint, farPoint, color) {
if (this.overlayLine === null) {
var lineProperties = {
@ -452,7 +475,7 @@ function MyController(hand) {
this.createParticleBeam(position, finalRotation, color, speed, spread, lifespan);
} else {
this.updateParticleBeam(position, finalRotation, color, speed, spread, lifespan);
}
}
};
this.handleDistantParticleBeam = function(handPosition, objectPosition, color) {
@ -540,12 +563,12 @@ function MyController(hand) {
Entities.editEntity(this.particleBeam, {
rotation: orientation,
position: position,
visible: true,
color: color,
visible: true,
color: color,
emitSpeed: speed,
speedSpread: spread,
lifespan: lifespan
})
})
};
@ -561,7 +584,7 @@ function MyController(hand) {
x: 1,
y: 0,
z: 0
});
});
return {
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)),
@ -654,6 +677,17 @@ function MyController(hand) {
this.overlayLine = null;
};
this.searchSphereOff = function() {
if (this.searchSphere !== null) {
//Overlays.editOverlay(this.searchSphere, { visible: false });
Overlays.deleteOverlay(this.searchSphere);
this.searchSphere = null;
this.searchSphereDistance = 0.0;
this.intersectionDistance = 0.0;
}
};
this.particleBeamOff = function() {
if (this.particleBeam !== null) {
Entities.editEntity(this.particleBeam, {
@ -687,6 +721,7 @@ function MyController(hand) {
if (USE_PARTICLE_BEAM_FOR_SEARCHING === true || USE_PARTICLE_BEAM_FOR_MOVING === true) {
this.particleBeamOff();
}
this.searchSphereOff();
};
this.triggerPress = function(value) {
@ -704,6 +739,10 @@ function MyController(hand) {
(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
};
this.triggerSmoothedGrab = function() {
return this.triggerValue > TRIGGER_GRAB_VALUE;
};
this.triggerSmoothedSqueezed = function() {
return this.triggerValue > TRIGGER_ON_VALUE;
};
@ -712,11 +751,6 @@ function MyController(hand) {
return this.triggerValue < TRIGGER_OFF_VALUE;
};
this.triggerSqueezed = function() {
var triggerValue = this.rawTriggerValue;
return triggerValue > TRIGGER_ON_VALUE;
};
this.bumperSqueezed = function() {
return _this.rawBumperValue > BUMPER_ON_VALUE;
};
@ -726,15 +760,15 @@ function MyController(hand) {
};
this.off = function() {
if (this.triggerSmoothedSqueezed()) {
if (this.triggerSmoothedSqueezed() || this.bumperSqueezed()) {
this.lastPickTime = 0;
this.setState(STATE_SEARCHING);
return;
}
if (this.bumperSqueezed()) {
this.lastPickTime = 0;
this.setState(STATE_EQUIP_SEARCHING);
return;
var controllerHandInput = (this.hand === RIGHT_HAND) ? Controller.Standard.RightHand : Controller.Standard.LeftHand;
this.startingHandRotation = Controller.getPoseValue(controllerHandInput).rotation;
if (this.triggerSmoothedSqueezed()) {
this.setState(STATE_SEARCHING);
} else {
this.setState(STATE_EQUIP_SEARCHING);
}
}
};
@ -746,15 +780,20 @@ function MyController(hand) {
return;
}
// the trigger is being pressed, do a ray test
// the trigger is being pressed, so do a ray test to see what we are hitting
var handPosition = this.getHandPosition();
var controllerHandInput = (this.hand === RIGHT_HAND) ? Controller.Standard.RightHand : Controller.Standard.LeftHand;
var currentHandRotation = Controller.getPoseValue(controllerHandInput).rotation;
var handDeltaRotation = Quat.multiply(currentHandRotation, Quat.inverse(this.startingHandRotation));
var distantPickRay = {
origin: handPosition,
direction: Quat.getUp(this.getHandRotation()),
origin: Camera.position,
direction: Quat.getFront(Quat.multiply(Camera.orientation, handDeltaRotation)),
length: PICK_MAX_DISTANCE
};
// don't pick 60x per second.
// Pick at some maximum rate, not always
var pickRays = [];
var now = Date.now();
if (now - this.lastPickTime > MSECS_PER_SEC / PICKS_PER_SECOND_PER_HAND) {
@ -779,19 +818,28 @@ function MyController(hand) {
})
}
Messages.sendMessage('Hifi-Light-Overlay-Ray-Check', JSON.stringify(pickRayBacked));
var intersection;
if (USE_BLACKLIST === true && blacklist.length !== 0) {
intersection = Entities.findRayIntersection(pickRay, true, [], blacklist);
intersection = Entities.findRayIntersection(pickRayBacked, true, [], blacklist);
} else {
intersection = Entities.findRayIntersection(pickRayBacked, true);
}
if (intersection.intersects) {
// the ray is intersecting something we can move.
var intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
this.intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, DEFAULT_GRABBABLE_DATA);
var defaultDisableNearGrabData = {
disableNearGrab: false
};
//sometimes we want things to stay right where they are when we let go.
var disableNearGrabData = getEntityCustomData('handControllerKey', intersection.entityID, defaultDisableNearGrabData);
if (intersection.properties.name == "Grab Debug Entity") {
continue;
@ -800,11 +848,11 @@ function MyController(hand) {
if (typeof grabbableData.grabbable !== 'undefined' && !grabbableData.grabbable) {
continue;
}
if (intersectionDistance > pickRay.length) {
if (this.intersectionDistance > pickRay.length) {
// too far away for this ray.
continue;
}
if (intersectionDistance <= NEAR_PICK_MAX_DISTANCE) {
if (this.intersectionDistance <= NEAR_PICK_MAX_DISTANCE) {
// the hand is very close to the intersected object. go into close-grabbing mode.
if (grabbableData.wantsTrigger) {
this.grabbedEntity = intersection.entityID;
@ -813,7 +861,11 @@ function MyController(hand) {
} else if (!intersection.properties.locked) {
this.grabbedEntity = intersection.entityID;
if (this.state == STATE_SEARCHING) {
this.setState(STATE_NEAR_GRABBING);
if (disableNearGrabData.disableNearGrab !== true) {
this.setState(STATE_NEAR_GRABBING);
} else {
//disable near grab on this thing
}
} else { // equipping
if (typeof grabbableData.spatialKey !== 'undefined') {
// TODO
@ -838,11 +890,11 @@ function MyController(hand) {
// this.setState(STATE_EQUIP_SPRING);
this.setState(STATE_EQUIP);
return;
} else if (this.state == STATE_SEARCHING) {
} else if ((this.state == STATE_SEARCHING) && this.triggerSmoothedGrab()) {
this.setState(STATE_DISTANCE_HOLDING);
return;
}
} else if (grabbableData.wantsTrigger) {
} else if (grabbableData.wantsTrigger && this.triggerSmoothedGrab()) {
this.grabbedEntity = intersection.entityID;
this.setState(STATE_FAR_TRIGGER);
return;
@ -851,6 +903,7 @@ function MyController(hand) {
}
}
// forward ray test failed, try sphere test.
if (WANT_DEBUG) {
Entities.addEntity({
@ -936,7 +989,18 @@ function MyController(hand) {
this.setState(STATE_NEAR_TRIGGER);
return;
} else if (!props.locked && props.collisionsWillMove) {
this.setState(this.state == STATE_SEARCHING ? STATE_NEAR_GRABBING : STATE_EQUIP)
var defaultDisableNearGrabData = {
disableNearGrab: false
};
//sometimes we want things to stay right where they are when we let go.
var disableNearGrabData = getEntityCustomData('handControllerKey', this.grabbedEntity, defaultDisableNearGrabData);
if (disableNearGrabData.disableNearGrab === true) {
//do nothing because near grab is disabled for this object
} else {
this.setState(this.state == STATE_SEARCHING ? STATE_NEAR_GRABBING : STATE_EQUIP)
}
return;
}
}
@ -946,14 +1010,23 @@ function MyController(hand) {
this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
}
if (USE_OVERLAY_LINES_FOR_SEARCHING === true) {
this.overlayLineOn(distantPickRay.origin, Vec3.sum(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH)), NO_INTERSECT_COLOR);
}
if (USE_PARTICLE_BEAM_FOR_SEARCHING === true) {
this.handleParticleBeam(distantPickRay.origin, this.getHandRotation(), NO_INTERSECT_COLOR);
}
if (this.intersectionDistance > 0) {
var SPHERE_INTERSECTION_SIZE = 0.011;
var SEARCH_SPHERE_FOLLOW_RATE = 0.50;
var SEARCH_SPHERE_CHASE_DROP = 0.2;
this.searchSphereDistance = this.searchSphereDistance * SEARCH_SPHERE_FOLLOW_RATE + this.intersectionDistance * (1.0 - SEARCH_SPHERE_FOLLOW_RATE);
var searchSphereLocation = Vec3.sum(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, this.searchSphereDistance));
searchSphereLocation.y -= ((this.intersectionDistance - this.searchSphereDistance) / this.intersectionDistance) * SEARCH_SPHERE_CHASE_DROP;
this.searchSphereOn(searchSphereLocation, SPHERE_INTERSECTION_SIZE * this.intersectionDistance, this.triggerSmoothedGrab() ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
if (USE_OVERLAY_LINES_FOR_SEARCHING === true) {
var OVERLAY_BEAM_SETBACK = 0.9;
var startBeam = Vec3.sum(handPosition, Vec3.multiply(Vec3.subtract(searchSphereLocation, handPosition), OVERLAY_BEAM_SETBACK));
this.overlayLineOn(startBeam, searchSphereLocation, this.triggerSmoothedGrab() ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
}
}
};
this.distanceHolding = function() {
@ -1095,22 +1168,54 @@ function MyController(hand) {
this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
Entities.callEntityMethod(this.grabbedEntity, "continueDistantGrab");
// mix in head motion
if (MOVE_WITH_HEAD) {
var objDistance = Vec3.length(objectToAvatar);
var before = Vec3.multiplyQbyV(this.currentCameraOrientation, {
x: 0.0,
y: 0.0,
z: objDistance
});
var after = Vec3.multiplyQbyV(Camera.orientation, {
x: 0.0,
y: 0.0,
z: objDistance
});
var change = Vec3.subtract(before, after);
this.currentCameraOrientation = Camera.orientation;
this.currentObjectPosition = Vec3.sum(this.currentObjectPosition, change);
var defaultMoveWithHeadData = {
disableMoveWithHead: false
};
var handControllerData = getEntityCustomData('handControllerKey', this.grabbedEntity, defaultMoveWithHeadData);
if (handControllerData.disableMoveWithHead !== true) {
// mix in head motion
if (MOVE_WITH_HEAD) {
var objDistance = Vec3.length(objectToAvatar);
var before = Vec3.multiplyQbyV(this.currentCameraOrientation, {
x: 0.0,
y: 0.0,
z: objDistance
});
var after = Vec3.multiplyQbyV(Camera.orientation, {
x: 0.0,
y: 0.0,
z: objDistance
});
var change = Vec3.subtract(before, after);
this.currentCameraOrientation = Camera.orientation;
this.currentObjectPosition = Vec3.sum(this.currentObjectPosition, change);
}
} else {
// print('should not head move!');
}
var defaultConstraintData = {
axisStart: false,
axisEnd: false,
}
var constraintData = getEntityCustomData('lightModifierKey', this.grabbedEntity, defaultConstraintData);
var clampedVector;
var targetPosition;
if (constraintData.axisStart !== false) {
clampedVector = this.projectVectorAlongAxis(this.currentObjectPosition, constraintData.axisStart, constraintData.axisEnd);
targetPosition = clampedVector;
} else {
targetPosition = {
x: this.currentObjectPosition.x,
y: this.currentObjectPosition.y,
z: this.currentObjectPosition.z
}
}
@ -1133,7 +1238,7 @@ function MyController(hand) {
}
Entities.updateAction(this.grabbedEntity, this.actionID, {
targetPosition: this.currentObjectPosition,
targetPosition: targetPosition,
linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
targetRotation: this.currentObjectRotation,
angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
@ -1141,98 +1246,122 @@ function MyController(hand) {
});
this.actionTimeout = now + (ACTION_TTL * MSEC_PER_SEC);
};
this.nearGrabbing = function() {
var now = Date.now();
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
this.projectVectorAlongAxis = function(position, axisStart, axisEnd) {
if (this.state == STATE_NEAR_GRABBING && this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
return;
}
var aPrime = Vec3.subtract(position, axisStart);
this.turnOffVisualizations();
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, GRABBABLE_PROPERTIES);
this.activateEntity(this.grabbedEntity, grabbedProperties);
if (grabbedProperties.collisionsWillMove && NEAR_GRABBING_KINEMATIC) {
Entities.editEntity(this.grabbedEntity, {
collisionsWillMove: false
});
}
var bPrime = Vec3.subtract(axisEnd, axisStart);
var handRotation = this.getHandRotation();
var handPosition = this.getHandPosition();
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
var objectRotation = grabbedProperties.rotation;
var currentObjectPosition = grabbedProperties.position;
var offset = Vec3.subtract(currentObjectPosition, handPosition);
if (this.state != STATE_NEAR_GRABBING && grabbableData.spatialKey) {
// if an object is "equipped" and has a spatialKey, use it.
this.ignoreIK = grabbableData.spatialKey.ignoreIK ? grabbableData.spatialKey.ignoreIK : false;
if (grabbableData.spatialKey.relativePosition || grabbableData.spatialKey.rightRelativePosition
|| grabbableData.spatialKey.leftRelativePosition) {
this.offsetPosition = getSpatialOffsetPosition(this.hand, grabbableData.spatialKey);
} else {
this.offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, this.offsetRotation)), offset);
var bPrimeMagnitude = Vec3.length(bPrime);
var dotProduct = Vec3.dot(aPrime, bPrime);
var scalar = dotProduct / bPrimeMagnitude;
if (scalar < 0) {
scalar = 0;
}
if (grabbableData.spatialKey.relativeRotation || grabbableData.spatialKey.rightRelativeRotation
|| grabbableData.spatialKey.leftRelativeRotation) {
if (scalar > 1) {
scalar = 1;
}
var projection = Vec3.sum(axisStart, Vec3.multiply(scalar, Vec3.normalize(bPrime)));
return projection
},
this.nearGrabbing = function() {
var now = Date.now();
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
if (this.state == STATE_NEAR_GRABBING && this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
return;
}
this.lineOff();
this.overlayLineOff();
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, GRABBABLE_PROPERTIES);
this.activateEntity(this.grabbedEntity, grabbedProperties);
if (grabbedProperties.collisionsWillMove && NEAR_GRABBING_KINEMATIC) {
Entities.editEntity(this.grabbedEntity, {
collisionsWillMove: false
});
}
var handRotation = this.getHandRotation();
var handPosition = this.getHandPosition();
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
if (this.state != STATE_NEAR_GRABBING && grabbableData.spatialKey) {
// if an object is "equipped" and has a spatialKey, use it.
this.ignoreIK = grabbableData.spatialKey.ignoreIK ? grabbableData.spatialKey.ignoreIK : false;
this.offsetPosition = getSpatialOffsetPosition(this.hand, grabbableData.spatialKey);
this.offsetRotation = getSpatialOffsetRotation(this.hand, grabbableData.spatialKey);
} else {
this.ignoreIK = false;
var objectRotation = grabbedProperties.rotation;
this.offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
}
} else {
this.ignoreIK = false;
this.offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
this.offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, this.offsetRotation)), offset);
}
this.actionID = NULL_ACTION_ID;
this.actionID = Entities.addAction("hold", this.grabbedEntity, {
hand: this.hand === RIGHT_HAND ? "right" : "left",
timeScale: NEAR_GRABBING_ACTION_TIMEFRAME,
relativePosition: this.offsetPosition,
relativeRotation: this.offsetRotation,
ttl: ACTION_TTL,
kinematic: NEAR_GRABBING_KINEMATIC,
kinematicSetVelocity: true,
ignoreIK: this.ignoreIK
});
if (this.actionID === NULL_ACTION_ID) {
this.actionID = null;
} else {
this.actionTimeout = now + (ACTION_TTL * MSEC_PER_SEC);
if (this.state == STATE_NEAR_GRABBING) {
this.setState(STATE_CONTINUE_NEAR_GRABBING);
var currentObjectPosition = grabbedProperties.position;
var offset = Vec3.subtract(currentObjectPosition, handPosition);
this.offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, this.offsetRotation)), offset);
}
this.actionID = NULL_ACTION_ID;
this.actionID = Entities.addAction("hold", this.grabbedEntity, {
hand: this.hand === RIGHT_HAND ? "right" : "left",
timeScale: NEAR_GRABBING_ACTION_TIMEFRAME,
relativePosition: this.offsetPosition,
relativeRotation: this.offsetRotation,
ttl: ACTION_TTL,
kinematic: NEAR_GRABBING_KINEMATIC,
kinematicSetVelocity: true,
ignoreIK: this.ignoreIK
});
if (this.actionID === NULL_ACTION_ID) {
this.actionID = null;
} else {
// equipping
Entities.callEntityMethod(this.grabbedEntity, "startEquip", [JSON.stringify(this.hand)]);
this.startHandGrasp();
this.actionTimeout = now + (ACTION_TTL * MSEC_PER_SEC);
if (this.state == STATE_NEAR_GRABBING) {
this.setState(STATE_CONTINUE_NEAR_GRABBING);
} else {
// equipping
Entities.callEntityMethod(this.grabbedEntity, "startEquip", [JSON.stringify(this.hand)]);
this.startHandGrasp();
this.setState(STATE_CONTINUE_EQUIP_BD);
}
if (this.hand === RIGHT_HAND) {
Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
} else {
Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
}
Entities.callEntityMethod(this.grabbedEntity, "setHand", [this.hand]);
Entities.callEntityMethod(this.grabbedEntity, "startNearGrab");
this.setState(STATE_CONTINUE_EQUIP_BD);
}
if (this.hand === RIGHT_HAND) {
Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
} else {
Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
}
this.currentHandControllerTipPosition =
(this.hand === RIGHT_HAND) ? MyAvatar.rightHandTipPosition : MyAvatar.leftHandTipPosition;
Entities.callEntityMethod(this.grabbedEntity, "setHand", [this.hand]);
Entities.callEntityMethod(this.grabbedEntity, "startNearGrab");
}
this.currentHandControllerTipPosition =
(this.hand === RIGHT_HAND) ? MyAvatar.rightHandTipPosition : MyAvatar.leftHandTipPosition;
this.currentObjectTime = Date.now();
};
this.currentObjectTime = Date.now();
};
this.continueNearGrabbing = function() {
if (this.state == STATE_CONTINUE_NEAR_GRABBING && this.triggerSmoothedReleased()) {
@ -1421,7 +1550,7 @@ function MyController(hand) {
}
if (USE_ENTITY_LINES_FOR_MOVING === true) {
this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
}
Entities.callEntityMethod(this.grabbedEntity, "continueFarTrigger");
@ -1502,7 +1631,34 @@ function MyController(hand) {
if (this.grabbedEntity !== null) {
if (this.actionID !== null) {
Entities.deleteAction(this.grabbedEntity, this.actionID);
//add velocity whatnot
var defaultReleaseVelocityData = {
disableReleaseVelocity: false
};
//sometimes we want things to stay right where they are when we let go.
var releaseVelocityData = getEntityCustomData('handControllerKey', this.grabbedEntity, defaultReleaseVelocityData);
if (releaseVelocityData.disableReleaseVelocity === true) {
Entities.deleteAction(this.grabbedEntity, this.actionID);
Entities.editEntity(this.grabbedEntity, {
velocity: {
x: 0,
y: 0,
z: 0
},
angularVelocity: {
x: 0,
y: 0,
z: 0
}
})
Entities.deleteAction(this.grabbedEntity, this.actionID);
} else {
//don't make adjustments
Entities.deleteAction(this.grabbedEntity, this.actionID);
}
}
}
@ -1632,7 +1788,7 @@ Controller.enableMapping(MAPPING_NAME);
var handToDisable = 'none';
function update() {
if (handToDisable !== LEFT_HAND && handToDisable!=='both') {
if (handToDisable !== LEFT_HAND && handToDisable !== 'both') {
leftController.update();
}
if (handToDisable !== RIGHT_HAND && handToDisable !== 'both') {
@ -1658,22 +1814,22 @@ handleHandMessages = function(channel, message, sender) {
}
} else if (channel === 'Hifi-Hand-Grab') {
try {
var data = JSON.parse(message);
var selectedController = (data.hand === 'left') ? leftController : rightController;
selectedController.release();
selectedController.setState(STATE_EQUIP);
selectedController.grabbedEntity = data.entityID;
} catch (e) { }
}
else if (channel === 'Hifi-Hand-RayPick-Blacklist' && sender === MyAvatar.sessionUUID) {
var data = JSON.parse(message);
var selectedController = (data.hand === 'left') ? leftController : rightController;
selectedController.release();
selectedController.setState(STATE_EQUIP);
selectedController.grabbedEntity = data.entityID;
} catch (e) {}
} else if (channel === 'Hifi-Hand-RayPick-Blacklist') {
try {
var data = JSON.parse(message);
var action = data.action;
var id = data.id;
var index = blacklist.indexOf(id);
if (action === 'add' && index ===-1) {
if (action === 'add' && index === -1) {
blacklist.push(id);
}
if (action === 'remove') {

View file

@ -0,0 +1,239 @@
var JOINT_PARENT_MAP = {
Hips: "",
RightUpLeg: "Hips",
RightLeg: "RightUpLeg",
RightFoot: "RightLeg",
LeftUpLeg: "Hips",
LeftLeg: "LeftUpLeg",
LeftFoot: "LeftLeg",
Spine: "Hips",
Spine1: "Spine",
Spine2: "Spine1",
Spine3: "Spine2",
Neck: "Spine3",
Head: "Neck",
RightShoulder: "Spine3",
RightArm: "RightShoulder",
RightForeArm: "RightArm",
RightHand: "RightForeArm",
RightHandThumb1: "RightHand",
RightHandThumb2: "RightHandThumb1",
RightHandThumb3: "RightHandThumb2",
RightHandThumb4: "RightHandThumb3",
RightHandIndex1: "RightHand",
RightHandIndex2: "RightHandIndex1",
RightHandIndex3: "RightHandIndex2",
RightHandIndex4: "RightHandIndex3",
RightHandMiddle1: "RightHand",
RightHandMiddle2: "RightHandMiddle1",
RightHandMiddle3: "RightHandMiddle2",
RightHandMiddle4: "RightHandMiddle3",
RightHandRing1: "RightHand",
RightHandRing2: "RightHandRing1",
RightHandRing3: "RightHandRing2",
RightHandRing4: "RightHandRing3",
RightHandPinky1: "RightHand",
RightHandPinky2: "RightHandPinky1",
RightHandPinky3: "RightHandPinky2",
RightHandPinky4: "RightHandPinky3",
LeftShoulder: "Spine3",
LeftArm: "LeftShoulder",
LeftForeArm: "LeftArm",
LeftHand: "LeftForeArm",
LeftHandThumb1: "LeftHand",
LeftHandThumb2: "LeftHandThumb1",
LeftHandThumb3: "LeftHandThumb2",
LeftHandThumb4: "LeftHandThumb3",
LeftHandIndex1: "LeftHand",
LeftHandIndex2: "LeftHandIndex1",
LeftHandIndex3: "LeftHandIndex2",
LeftHandIndex4: "LeftHandIndex3",
LeftHandMiddle1: "LeftHand",
LeftHandMiddle2: "LeftHandMiddle1",
LeftHandMiddle3: "LeftHandMiddle2",
LeftHandMiddle4: "LeftHandMiddle3",
LeftHandRing1: "LeftHand",
LeftHandRing2: "LeftHandRing1",
LeftHandRing3: "LeftHandRing2",
LeftHandRing4: "LeftHandRing3",
LeftHandPinky1: "LeftHand",
LeftHandPinky2: "LeftHandPinky1",
LeftHandPinky3: "LeftHandPinky2",
LeftHandPinky: "LeftHandPinky3",
};
var USE_TRANSLATIONS = false;
// ctor
function Xform(rot, pos) {
this.rot = rot;
this.pos = pos;
};
Xform.mul = function (lhs, rhs) {
var rot = Quat.multiply(lhs.rot, rhs.rot);
var pos = Vec3.sum(lhs.pos, Vec3.multiplyQbyV(lhs.rot, rhs.pos));
return new Xform(rot, pos);
};
Xform.prototype.inv = function () {
var invRot = Quat.inverse(this.rot);
var invPos = Vec3.multiply(-1, this.pos);
return new Xform(invRot, Vec3.multiplyQbyV(invRot, invPos));
};
Xform.prototype.toString = function () {
var rot = this.rot;
var pos = this.pos;
return "Xform rot = (" + rot.x + ", " + rot.y + ", " + rot.z + ", " + rot.w + "), pos = (" + pos.x + ", " + pos.y + ", " + pos.z + ")";
};
function dumpHardwareMapping() {
Object.keys(Controller.Hardware).forEach(function (deviceName) {
Object.keys(Controller.Hardware[deviceName]).forEach(function (input) {
print("Controller.Hardware." + deviceName + "." + input + ":" + Controller.Hardware[deviceName][input]);
});
});
}
// ctor
function NeuronAvatar() {
var self = this;
Script.scriptEnding.connect(function () {
self.shutdown();
});
Controller.hardwareChanged.connect(function () {
self.hardwareChanged();
});
if (Controller.Hardware.Neuron) {
this.activate();
} else {
this.deactivate();
}
}
NeuronAvatar.prototype.shutdown = function () {
this.deactivate();
};
NeuronAvatar.prototype.hardwareChanged = function () {
if (Controller.Hardware.Neuron) {
this.activate();
} else {
this.deactivate();
}
};
NeuronAvatar.prototype.activate = function () {
if (!this._active) {
Script.update.connect(updateCallback);
}
this._active = true;
// build absDefaultPoseMap
this._defaultAbsRotMap = {};
this._defaultAbsPosMap = {};
this._defaultAbsRotMap[""] = {x: 0, y: 0, z: 0, w: 1};
this._defaultAbsPosMap[""] = {x: 0, y: 0, z: 0};
var keys = Object.keys(JOINT_PARENT_MAP);
var i, l = keys.length;
for (i = 0; i < l; i++) {
var jointName = keys[i];
var j = MyAvatar.getJointIndex(jointName);
var parentJointName = JOINT_PARENT_MAP[jointName];
this._defaultAbsRotMap[jointName] = Quat.multiply(this._defaultAbsRotMap[parentJointName], MyAvatar.getDefaultJointRotation(j));
this._defaultAbsPosMap[jointName] = Vec3.sum(this._defaultAbsPosMap[parentJointName],
Quat.multiply(this._defaultAbsRotMap[parentJointName], MyAvatar.getDefaultJointTranslation(j)));
}
};
NeuronAvatar.prototype.deactivate = function () {
if (this._active) {
var self = this;
Script.update.disconnect(updateCallback);
}
this._active = false;
MyAvatar.clearJointsData();
};
NeuronAvatar.prototype.update = function (deltaTime) {
var hmdActive = HMD.active;
var keys = Object.keys(JOINT_PARENT_MAP);
var i, l = keys.length;
var absDefaultRot = {};
var jointName, channel, pose, parentJointName, j, parentDefaultAbsRot;
var localRotations = {};
var localTranslations = {};
for (i = 0; i < l; i++) {
var jointName = keys[i];
var channel = Controller.Hardware.Neuron[jointName];
if (channel) {
pose = Controller.getPoseValue(channel);
parentJointName = JOINT_PARENT_MAP[jointName];
j = MyAvatar.getJointIndex(jointName);
defaultAbsRot = this._defaultAbsRotMap[jointName];
parentDefaultAbsRot = this._defaultAbsRotMap[parentJointName];
// Rotations from the neuron controller are in world orientation but are delta's from the default pose.
// So first we build the absolute rotation of the default pose (local into world).
// Then apply the rotation from the controller, in world space.
// Then we transform back into joint local by multiplying by the inverse of the parents absolute rotation.
var localRotation = Quat.multiply(Quat.inverse(parentDefaultAbsRot), Quat.multiply(pose.rotation, defaultAbsRot));
if (!hmdActive || jointName !== "Hips") {
MyAvatar.setJointRotation(j, localRotation);
}
localRotations[jointName] = localRotation;
// translation proportions might be different from the neuron avatar and the user avatar skeleton.
// so this is disabled by default
if (USE_TRANSLATIONS) {
var localTranslation = Vec3.multiplyQbyV(Quat.inverse(parentDefaultAbsRot), pose.translation);
MyAvatar.setJointTranslation(j, localTranslation);
localTranslations[jointName] = localTranslation;
} else {
localTranslations[jointName] = MyAvatar.getDefaultJointTranslation(j);
}
}
}
// it attempts to adjust the hips so that the avatar's head is at the same location & oreintation as the HMD.
// however it's fighting with the internal c++ code that also attempts to adjust the hips.
if (hmdActive) {
var UNIT_SCALE = 1 / 100;
var hmdXform = new Xform(HMD.orientation, Vec3.multiply(1 / UNIT_SCALE, HMD.position)); // convert to cm
var y180Xform = new Xform({x: 0, y: 1, z: 0, w: 0}, {x: 0, y: 0, z: 0});
var avatarXform = new Xform(MyAvatar.orientation, Vec3.multiply(1 / UNIT_SCALE, MyAvatar.position)); // convert to cm
var hipsJointIndex = MyAvatar.getJointIndex("Hips");
var modelOffsetInvXform = new Xform({x: 0, y: 0, z: 0, w: 1}, MyAvatar.getDefaultJointTranslation(hipsJointIndex));
var defaultHipsXform = new Xform(MyAvatar.getDefaultJointRotation(hipsJointIndex), MyAvatar.getDefaultJointTranslation(hipsJointIndex));
var headXform = new Xform(localRotations["Head"], localTranslations["Head"]);
// transform eyes down the heirarchy chain into avatar space.
var hierarchy = ["Neck", "Spine3", "Spine2", "Spine1", "Spine"];
var i, l = hierarchy.length;
for (i = 0; i < l; i++) {
var xform = new Xform(localRotations[hierarchy[i]], localTranslations[hierarchy[i]]);
headXform = Xform.mul(xform, headXform);
}
headXform = Xform.mul(defaultHipsXform, headXform);
var preXform = Xform.mul(headXform, y180Xform);
var postXform = Xform.mul(avatarXform, Xform.mul(y180Xform, modelOffsetInvXform.inv()));
// solve for the offset that will put the eyes at the hmd position & orientation.
var hipsOffsetXform = Xform.mul(postXform.inv(), Xform.mul(hmdXform, preXform.inv()));
// now combine it with the default hips transform
var hipsXform = Xform.mul(hipsOffsetXform, defaultHipsXform);
MyAvatar.setJointRotation("Hips", hipsXform.rot);
MyAvatar.setJointTranslation("Hips", hipsXform.pos);
}
};
var neuronAvatar = new NeuronAvatar();
function updateCallback(deltaTime) {
neuronAvatar.update(deltaTime);
}

View file

@ -22,33 +22,13 @@ function length(posA, posB) {
return length;
}
var EXPECTED_CHANGE = 50;
var lastPos = Controller.getReticlePosition();
function moveReticleAbsolute(x, y) {
var globalPos = Controller.getReticlePosition();
var dX = x - globalPos.x;
var dY = y - globalPos.y;
// some debugging to see if position is jumping around on us...
var distanceSinceLastMove = length(lastPos, globalPos);
if (distanceSinceLastMove > EXPECTED_CHANGE) {
debugPrint("------------------ distanceSinceLastMove:" + distanceSinceLastMove + "----------------------------");
}
if (Math.abs(dX) > EXPECTED_CHANGE) {
debugPrint("surpressing unexpectedly large change dX:" + dX + "----------------------------");
}
if (Math.abs(dY) > EXPECTED_CHANGE) {
debugPrint("surpressing unexpectedly large change dY:" + dY + "----------------------------");
}
globalPos.x = x;
globalPos.y = y;
Controller.setReticlePosition(globalPos);
lastPos = globalPos;
}
var MAPPING_NAME = "com.highfidelity.testing.reticleWithHandRotation";
var mapping = Controller.newMapping(MAPPING_NAME);
mapping.from(Controller.Standard.LT).peek().constrainToInteger().to(Controller.Actions.ReticleClick);
@ -56,8 +36,6 @@ mapping.from(Controller.Standard.RT).peek().constrainToInteger().to(Controller.A
mapping.enable();
var lastRotatedLeft = Vec3.UNIT_NEG_Y;
var lastRotatedRight = Vec3.UNIT_NEG_Y;
function debugPrint(message) {
if (DEBUGGING) {
@ -65,24 +43,9 @@ function debugPrint(message) {
}
}
var MAX_WAKE_UP_DISTANCE = 0.005;
var MIN_WAKE_UP_DISTANCE = 0.001;
var INITIAL_WAKE_UP_DISTANCE = MIN_WAKE_UP_DISTANCE;
var INCREMENTAL_WAKE_UP_DISTANCE = 0.001;
var MAX_SLEEP_DISTANCE = 0.0004;
var MIN_SLEEP_DISTANCE = 0.00001; //0.00002;
var INITIAL_SLEEP_DISTANCE = MIN_SLEEP_DISTANCE;
var INCREMENTAL_SLEEP_DISTANCE = 0.000002; // 0.00002;
var leftAsleep = true;
var rightAsleep = true;
var leftWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
var rightWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
var leftSleepDistance = INITIAL_SLEEP_DISTANCE;
var rightSleepDistance = INITIAL_SLEEP_DISTANCE;
var leftRightBias = 0.0;
var filteredRotatedLeft = Vec3.UNIT_NEG_Y;
var filteredRotatedRight = Vec3.UNIT_NEG_Y;
Script.update.connect(function(deltaTime) {
@ -96,153 +59,46 @@ Script.update.connect(function(deltaTime) {
var rotatedRight = Vec3.multiplyQbyV(poseRight.rotation, Vec3.UNIT_NEG_Y);
var rotatedLeft = Vec3.multiplyQbyV(poseLeft.rotation, Vec3.UNIT_NEG_Y);
var suppressRight = false;
var suppressLeft = false;
// What I really want to do is to slowly increase the epsilon you have to move it
// to wake up, the longer you go without moving it
var leftDistance = Vec3.distance(rotatedLeft, lastRotatedLeft);
var rightDistance = Vec3.distance(rotatedRight, lastRotatedRight);
// check to see if hand should wakeup or sleep
if (leftAsleep) {
if (leftDistance > leftWakeUpDistance) {
leftAsleep = false;
leftSleepDistance = INITIAL_SLEEP_DISTANCE;
leftWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
} else {
// grow the wake up distance to make it harder to wake up
leftWakeUpDistance = Math.min(leftWakeUpDistance + INCREMENTAL_WAKE_UP_DISTANCE, MAX_WAKE_UP_DISTANCE);
}
} else {
// we are awake, determine if we should fall asleep, if we haven't moved
// at least as much as our sleep distance then we sleep
if (leftDistance < leftSleepDistance) {
leftAsleep = true;
leftSleepDistance = INITIAL_SLEEP_DISTANCE;
leftWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
} else {
// if we moved more than the sleep amount, but we moved less than the max sleep
// amount, then increase our liklihood of sleep.
if (leftDistance < MAX_SLEEP_DISTANCE) {
print("growing sleep....");
leftSleepDistance = Math.max(leftSleepDistance + INCREMENTAL_SLEEP_DISTANCE, MAX_SLEEP_DISTANCE);
} else {
// otherwise reset it to initial
leftSleepDistance = INITIAL_SLEEP_DISTANCE;
}
}
}
if (leftAsleep) {
suppressLeft = true;
debugPrint("suppressing left not moving enough");
}
// check to see if hand should wakeup or sleep
if (rightAsleep) {
if (rightDistance > rightWakeUpDistance) {
rightAsleep = false;
rightSleepDistance = INITIAL_SLEEP_DISTANCE;
rightWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
} else {
// grow the wake up distance to make it harder to wake up
rightWakeUpDistance = Math.min(rightWakeUpDistance + INCREMENTAL_WAKE_UP_DISTANCE, MAX_WAKE_UP_DISTANCE);
}
} else {
// we are awake, determine if we should fall asleep, if we haven't moved
// at least as much as our sleep distance then we sleep
if (rightDistance < rightSleepDistance) {
rightAsleep = true;
rightSleepDistance = INITIAL_SLEEP_DISTANCE;
rightWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
} else {
// if we moved more than the sleep amount, but we moved less than the max sleep
// amount, then increase our liklihood of sleep.
if (rightDistance < MAX_SLEEP_DISTANCE) {
print("growing sleep....");
rightSleepDistance = Math.max(rightSleepDistance + INCREMENTAL_SLEEP_DISTANCE, MAX_SLEEP_DISTANCE);
} else {
// otherwise reset it to initial
rightSleepDistance = INITIAL_SLEEP_DISTANCE;
}
}
}
if (rightAsleep) {
suppressRight = true;
debugPrint("suppressing right not moving enough");
}
// check to see if hand is on base station
if (Vec3.equal(rotatedLeft, Vec3.UNIT_NEG_Y)) {
suppressLeft = true;
debugPrint("suppressing left on base station");
}
if (Vec3.equal(rotatedRight, Vec3.UNIT_NEG_Y)) {
suppressRight = true;
debugPrint("suppressing right on base station");
}
// Keep track of last rotations, to detect resting (but not on base station hands) in the future
lastRotatedLeft = rotatedLeft;
lastRotatedRight = rotatedRight;
if (suppressLeft && suppressRight) {
debugPrint("both hands suppressed bail out early");
return;
// Decide which hand should be controlling the pointer
// by comparing which one is moving more, and by
// tending to stay with the one moving more.
var BIAS_ADJUST_RATE = 0.5;
var BIAS_ADJUST_DEADZONE = 0.05;
leftRightBias += (Vec3.length(poseRight.angularVelocity) - Vec3.length(poseLeft.angularVelocity)) * BIAS_ADJUST_RATE;
if (leftRightBias < BIAS_ADJUST_DEADZONE) {
leftRightBias = 0.0;
} else if (leftRightBias > (1.0 - BIAS_ADJUST_DEADZONE)) {
leftRightBias = 1.0;
}
if (suppressLeft) {
debugPrint("right only");
rotatedLeft = rotatedRight;
}
if (suppressRight) {
debugPrint("left only");
rotatedRight = rotatedLeft;
}
// Average the two hand positions, if either hand is on base station, the
// other hand becomes the only used hand and the average is the hand in use
var rotated = Vec3.multiply(Vec3.sum(rotatedRight,rotatedLeft), 0.5);
if (DEBUGGING) {
Vec3.print("rotatedRight:", rotatedRight);
Vec3.print("rotatedLeft:", rotatedLeft);
Vec3.print("rotated:", rotated);
}
// Velocity filter the hand rotation used to position reticle so that it is easier to target small things with the hand controllers
var VELOCITY_FILTER_GAIN = 1.0;
filteredRotatedLeft = Vec3.mix(filteredRotatedLeft, rotatedLeft, Math.clamp(Vec3.length(poseLeft.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
filteredRotatedRight = Vec3.mix(filteredRotatedRight, rotatedRight, Math.clamp(Vec3.length(poseRight.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
var rotated = Vec3.mix(filteredRotatedLeft, filteredRotatedRight, leftRightBias);
var absolutePitch = rotated.y; // from 1 down to -1 up ... but note: if you rotate down "too far" it starts to go up again...
var absoluteYaw = -rotated.x; // from -1 left to 1 right
if (DEBUGGING) {
print("absolutePitch:" + absolutePitch);
print("absoluteYaw:" + absoluteYaw);
Vec3.print("rotated:", rotated);
}
var ROTATION_BOUND = 0.6;
var clampYaw = Math.clamp(absoluteYaw, -ROTATION_BOUND, ROTATION_BOUND);
var clampPitch = Math.clamp(absolutePitch, -ROTATION_BOUND, ROTATION_BOUND);
if (DEBUGGING) {
print("clampYaw:" + clampYaw);
print("clampPitch:" + clampPitch);
}
// using only from -ROTATION_BOUND to ROTATION_BOUND
var xRatio = (clampYaw + ROTATION_BOUND) / (2 * ROTATION_BOUND);
var yRatio = (clampPitch + ROTATION_BOUND) / (2 * ROTATION_BOUND);
if (DEBUGGING) {
print("xRatio:" + xRatio);
print("yRatio:" + yRatio);
}
var x = screenSizeX * xRatio;
var y = screenSizeY * yRatio;
if (DEBUGGING) {
print("position x:" + x + " y:" + y);
}
if (!(xRatio == 0.5 && yRatio == 0)) {
// don't move the reticle with the hand controllers unless the controllers are actually being moved
var MINIMUM_CONTROLLER_ANGULAR_VELOCITY = 0.0001;
var angularVelocityMagnitude = Vec3.length(poseLeft.angularVelocity) * (1.0 - leftRightBias) + Vec3.length(poseRight.angularVelocity) * leftRightBias;
if (!(xRatio == 0.5 && yRatio == 0) && (angularVelocityMagnitude > MINIMUM_CONTROLLER_ANGULAR_VELOCITY)) {
moveReticleAbsolute(x, y);
}
});

File diff suppressed because it is too large Load diff

View file

@ -53,7 +53,9 @@ LightOverlayManager = function() {
if (visible != isVisible) {
visible = isVisible;
for (var id in entityOverlays) {
Overlays.editOverlay(entityOverlays[id], { visible: visible });
Overlays.editOverlay(entityOverlays[id], {
visible: visible
});
}
}
};
@ -61,8 +63,7 @@ LightOverlayManager = function() {
// Allocate or get an unused overlay
function getOverlay() {
if (unusedOverlays.length == 0) {
var overlay = Overlays.addOverlay("image3d", {
});
var overlay = Overlays.addOverlay("image3d", {});
allOverlays.push(overlay);
} else {
var overlay = unusedOverlays.pop();
@ -72,7 +73,9 @@ LightOverlayManager = function() {
function releaseOverlay(overlay) {
unusedOverlays.push(overlay);
Overlays.editOverlay(overlay, { visible: false });
Overlays.editOverlay(overlay, {
visible: false
});
}
function addEntity(entityID) {
@ -88,7 +91,11 @@ LightOverlayManager = function() {
visible: visible,
alpha: 0.9,
scale: 0.5,
color: { red: 255, green: 255, blue: 255 }
color: {
red: 255,
green: 255,
blue: 255
}
});
}
}
@ -123,4 +130,4 @@ LightOverlayManager = function() {
Overlays.deleteOverlay(allOverlays[i]);
}
});
};
};

View file

@ -0,0 +1,29 @@
This PR demonstrates one way in-world editing of objects might work.
Running this script will show light overlay icons in-world. Enter edit mode by running your distance beam through a light overlay. Exit using the red X.
When you distant grab the sliders, you can move them along their axis to change their values. You may also rotate / move the block to which the spotlight is attached.
To test: https://rawgit.com/imgntn/hifi/light_mod/examples/lights/lightLoader.js
To reset, I recommend stopping all scripts then re-loading lightLoader.js
When you run the lightLoader.js script, several scripts will be loaded:
- handControllerGrab.js (will not impart velocity when you move the parent or a slider, will not move sliders with head movement,will constrain movement for a slider to a given axis start and end, will support blacklisting of entities for raypicking during search for objects)
- lightModifier.js (listens for message to create sliders for a given light. will start with slider set to the light's initial properties)
- lightModifierTestScene.js (creates a light)
- slider.js (attached to each slider entity)
- lightParent.js (attached to a 3d model of a light, to which a light is parented, so you can move it around. or keep the current parent if a light already has a parent)
- visiblePanel.js (the transparent panel)
- closeButton.js (for closing the ui)
- ../libraries/lightOverlayManager.js (shows 2d overlays for lights in the world)
- ../libraries/entitySelectionTool.js (visualizes volume of the lights)
Current sliders are (top to bottom):
red
green
blue
intensity
cutoff
exponent
![capture](https://cloud.githubusercontent.com/assets/843228/11910139/afaaf1ae-a5a5-11e5-8b66-0eb3fc6976df.PNG)

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//
// closeButton.js
//
// Created by James Pollack @imgntn on 12/15/2015
// Copyright 2015 High Fidelity, Inc.
//
// Entity script that closes sliders when interacted with.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
function CloseButton() {
return this;
}
CloseButton.prototype = {
preload: function(entityID) {
this.entityID = entityID;
var entityProperties = Entities.getEntityProperties(this.entityID, "userData");
this.initialProperties = entityProperties
this.userData = JSON.parse(entityProperties.userData);
},
startNearGrab: function() {
},
startFarTrigger: function() {
Messages.sendMessage('Hifi-Light-Modifier-Cleanup', 'callCleanup')
}
};
return new CloseButton();
});

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//
// lightLoader.js
//
// Created by James Pollack @imgntn on 12/15/2015
// Copyright 2015 High Fidelity, Inc.
//
// Loads a test scene showing sliders that you can grab and move to change entity properties.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var grabScript = Script.resolvePath('../controllers/handControllerGrab.js?' + Math.random(0 - 100));
Script.load(grabScript);
var lightModifier = Script.resolvePath('lightModifier.js?' + Math.random(0 - 100));
Script.load(lightModifier);
Script.setTimeout(function() {
var lightModifierTestScene = Script.resolvePath('lightModifierTestScene.js?' + Math.random(0 - 100));
Script.load(lightModifierTestScene);
}, 750)

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//
// lightModifier.js
//
// Created by James Pollack @imgntn on 12/15/2015
// Copyright 2015 High Fidelity, Inc.
//
// Given a selected light, instantiate some entities that represent various values you can dynamically adjust by grabbing and moving.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
//some experimental options
var ONLY_I_CAN_EDIT = false;
var SLIDERS_SHOULD_STAY_WITH_AVATAR = false;
var VERTICAL_SLIDERS = false;
var SHOW_OVERLAYS = true;
var SHOW_LIGHT_VOLUME = true;
var USE_PARENTED_PANEL = true;
var VISIBLE_PANEL = true;
var USE_LABELS = true;
var LEFT_LABELS = false;
var RIGHT_LABELS = true;
var ROTATE_CLOSE_BUTTON = false;
//variables for managing overlays
var selectionDisplay;
var selectionManager;
var lightOverlayManager;
//for when we make a 3d model of a light a parent for the light
var PARENT_SCRIPT_URL = Script.resolvePath('lightParent.js?' + Math.random(0 - 100));
if (SHOW_OVERLAYS === true) {
Script.include('../libraries/gridTool.js');
Script.include('../libraries/entitySelectionTool.js?' + Math.random(0 - 100));
Script.include('../libraries/lightOverlayManager.js');
var grid = Grid();
gridTool = GridTool({
horizontalGrid: grid
});
gridTool.setVisible(false);
selectionDisplay = SelectionDisplay;
selectionManager = SelectionManager;
lightOverlayManager = new LightOverlayManager();
selectionManager.addEventListener(function() {
selectionDisplay.updateHandles();
lightOverlayManager.updatePositions();
});
lightOverlayManager.setVisible(true);
}
var DEFAULT_PARENT_ID = '{00000000-0000-0000-0000-000000000000}'
var AXIS_SCALE = 1;
var COLOR_MAX = 255;
var INTENSITY_MAX = 0.05;
var CUTOFF_MAX = 360;
var EXPONENT_MAX = 1;
var SLIDER_SCRIPT_URL = Script.resolvePath('slider.js?' + Math.random(0, 100));
var LIGHT_MODEL_URL = 'http://hifi-content.s3.amazonaws.com/james/light_modifier/source4_very_good.fbx';
var CLOSE_BUTTON_MODEL_URL = 'http://hifi-content.s3.amazonaws.com/james/light_modifier/red_x.fbx';
var CLOSE_BUTTON_SCRIPT_URL = Script.resolvePath('closeButton.js?' + Math.random(0, 100));
var TRANSPARENT_PANEL_URL = 'http://hifi-content.s3.amazonaws.com/james/light_modifier/transparent_box_alpha_15.fbx';
var VISIBLE_PANEL_SCRIPT_URL = Script.resolvePath('visiblePanel.js?' + Math.random(0, 100));
var RED = {
red: 255,
green: 0,
blue: 0
};
var GREEN = {
red: 0,
green: 255,
blue: 0
};
var BLUE = {
red: 0,
green: 0,
blue: 255
};
var PURPLE = {
red: 255,
green: 0,
blue: 255
};
var WHITE = {
red: 255,
green: 255,
blue: 255
};
var ORANGE = {
red: 255,
green: 165,
blue: 0
}
var SLIDER_DIMENSIONS = {
x: 0.075,
y: 0.075,
z: 0.075
};
var CLOSE_BUTTON_DIMENSIONS = {
x: 0.1,
y: 0.025,
z: 0.1
}
var LIGHT_MODEL_DIMENSIONS = {
x: 0.58,
y: 1.21,
z: 0.57
}
var PER_ROW_OFFSET = {
x: 0,
y: -0.2,
z: 0
};
var sliders = [];
var slidersRef = {
'color_red': null,
'color_green': null,
'color_blue': null,
intensity: null,
cutoff: null,
exponent: null
};
var light = null;
var basePosition;
var avatarRotation;
function entitySlider(light, color, sliderType, displayText, row) {
this.light = light;
this.lightID = light.id.replace(/[{}]/g, "");
this.initialProperties = light.initialProperties;
this.color = color;
this.sliderType = sliderType;
this.displayText = displayText;
this.verticalOffset = Vec3.multiply(row, PER_ROW_OFFSET);
this.avatarRot = Quat.fromPitchYawRollDegrees(0, MyAvatar.bodyYaw, 0.0);
this.basePosition = Vec3.sum(MyAvatar.position, Vec3.multiply(1.5, Quat.getFront(this.avatarRot)));
this.basePosition.y += 1;
basePosition = this.basePosition;
avatarRot = this.avatarRot;
var message = {
lightID: this.lightID,
sliderType: this.sliderType,
sliderValue: null
};
if (this.sliderType === 'color_red') {
message.sliderValue = this.initialProperties.color.red
this.setValueFromMessage(message);
}
if (this.sliderType === 'color_green') {
message.sliderValue = this.initialProperties.color.green
this.setValueFromMessage(message);
}
if (this.sliderType === 'color_blue') {
message.sliderValue = this.initialProperties.color.blue
this.setValueFromMessage(message);
}
if (this.sliderType === 'intensity') {
message.sliderValue = this.initialProperties.intensity
this.setValueFromMessage(message);
}
if (this.sliderType === 'exponent') {
message.sliderValue = this.initialProperties.exponent
this.setValueFromMessage(message);
}
if (this.sliderType === 'cutoff') {
message.sliderValue = this.initialProperties.cutoff
this.setValueFromMessage(message);
}
this.setInitialSliderPositions();
this.createAxis();
this.createSliderIndicator();
if (USE_LABELS === true) {
this.createLabel()
}
return this;
}
//what's the ux for adjusting values? start with simple entities, try image overlays etc
entitySlider.prototype = {
createAxis: function() {
//start of line
var position;
var extension;
if (VERTICAL_SLIDERS == true) {
position = Vec3.sum(this.basePosition, Vec3.multiply(row, (Vec3.multiply(0.2, Quat.getRight(this.avatarRot)))));
//line starts on bottom and goes up
var upVector = Quat.getUp(this.avatarRot);
extension = Vec3.multiply(AXIS_SCALE, upVector);
} else {
position = Vec3.sum(this.basePosition, this.verticalOffset);
//line starts on left and goes to right
//set the end of the line to the right
var rightVector = Quat.getRight(this.avatarRot);
extension = Vec3.multiply(AXIS_SCALE, rightVector);
}
this.axisStart = position;
this.endOfAxis = Vec3.sum(position, extension);
this.createEndOfAxisEntity();
var properties = {
type: 'Line',
name: 'Hifi-Slider-Axis::' + this.sliderType,
color: this.color,
collisionsWillMove: false,
ignoreForCollisions: true,
dimensions: {
x: 3,
y: 3,
z: 3
},
position: position,
linePoints: [{
x: 0,
y: 0,
z: 0
}, extension],
lineWidth: 5,
};
this.axis = Entities.addEntity(properties);
},
createEndOfAxisEntity: function() {
//we use this to track the end of the axis while parented to a panel
var properties = {
name: 'Hifi-End-Of-Axis',
type: 'Box',
collisionsWillMove: false,
ignoreForCollisions: true,
dimensions: {
x: 0.01,
y: 0.01,
z: 0.01
},
color: {
red: 255,
green: 255,
blue: 255
},
position: this.endOfAxis,
parentID: this.axis,
visible: false
}
this.endOfAxisEntity = Entities.addEntity(this.endOfAxis);
},
createLabel: function() {
var LABEL_WIDTH = 0.25
var PER_LETTER_SPACING = 0.1;
var textWidth = this.displayText.length * PER_LETTER_SPACING;
var position;
if (LEFT_LABELS === true) {
var leftVector = Vec3.multiply(-1, Quat.getRight(this.avatarRot));
var extension = Vec3.multiply(textWidth, leftVector);
position = Vec3.sum(this.axisStart, extension);
}
if (RIGHT_LABELS === true) {
var rightVector = Quat.getRight(this.avatarRot);
var extension = Vec3.multiply(textWidth / 1.75, rightVector);
position = Vec3.sum(this.endOfAxis, extension);
}
var labelProperties = {
name: 'Hifi-Slider-Label-' + this.sliderType,
type: 'Text',
dimensions: {
x: textWidth,
y: 0.2,
z: 0.1
},
textColor: {
red: 255,
green: 255,
blue: 255
},
text: this.displayText,
lineHeight: 0.14,
backgroundColor: {
red: 0,
green: 0,
blue: 0
},
position: position,
rotation: this.avatarRot,
}
print('BEFORE CREATE LABEL' + JSON.stringify(labelProperties))
this.label = Entities.addEntity(labelProperties);
print('AFTER CREATE LABEL')
},
createSliderIndicator: function() {
var extensionVector;
var position;
if (VERTICAL_SLIDERS == true) {
position = Vec3.sum(this.basePosition, Vec3.multiply(row, (Vec3.multiply(0.2, Quat.getRight(this.avatarRot)))));
extensionVector = Quat.getUp(this.avatarRot);
} else {
position = Vec3.sum(this.basePosition, this.verticalOffset);
extensionVector = Quat.getRight(this.avatarRot);
}
var initialDistance;
if (this.sliderType === 'color_red') {
initialDistance = this.distanceRed;
}
if (this.sliderType === 'color_green') {
initialDistance = this.distanceGreen;
}
if (this.sliderType === 'color_blue') {
initialDistance = this.distanceBlue;
}
if (this.sliderType === 'intensity') {
initialDistance = this.distanceIntensity;
}
if (this.sliderType === 'cutoff') {
initialDistance = this.distanceCutoff;
}
if (this.sliderType === 'exponent') {
initialDistance = this.distanceExponent;
}
var extension = Vec3.multiply(initialDistance, extensionVector);
var sliderPosition = Vec3.sum(position, extension);
var properties = {
type: 'Sphere',
name: 'Hifi-Slider-' + this.sliderType,
dimensions: SLIDER_DIMENSIONS,
collisionsWillMove: true,
color: this.color,
position: sliderPosition,
script: SLIDER_SCRIPT_URL,
ignoreForCollisions: true,
userData: JSON.stringify({
lightModifierKey: {
lightID: this.lightID,
sliderType: this.sliderType,
axisStart: position,
axisEnd: this.endOfAxis,
},
handControllerKey: {
disableReleaseVelocity: true,
disableMoveWithHead: true,
disableNearGrab:true
}
}),
};
this.sliderIndicator = Entities.addEntity(properties);
},
setValueFromMessage: function(message) {
//message is not for our light
if (message.lightID !== this.lightID) {
// print('not our light')
return;
}
//message is not our type
if (message.sliderType !== this.sliderType) {
// print('not our slider type')
return
}
var lightProperties = Entities.getEntityProperties(this.lightID);
if (this.sliderType === 'color_red') {
Entities.editEntity(this.lightID, {
color: {
red: message.sliderValue,
green: lightProperties.color.green,
blue: lightProperties.color.blue
}
});
}
if (this.sliderType === 'color_green') {
Entities.editEntity(this.lightID, {
color: {
red: lightProperties.color.red,
green: message.sliderValue,
blue: lightProperties.color.blue
}
});
}
if (this.sliderType === 'color_blue') {
Entities.editEntity(this.lightID, {
color: {
red: lightProperties.color.red,
green: lightProperties.color.green,
blue: message.sliderValue,
}
});
}
if (this.sliderType === 'intensity') {
Entities.editEntity(this.lightID, {
intensity: message.sliderValue
});
}
if (this.sliderType === 'cutoff') {
Entities.editEntity(this.lightID, {
cutoff: message.sliderValue
});
}
if (this.sliderType === 'exponent') {
Entities.editEntity(this.lightID, {
exponent: message.sliderValue
});
}
},
setInitialSliderPositions: function() {
this.distanceRed = (this.initialProperties.color.red / COLOR_MAX) * AXIS_SCALE;
this.distanceGreen = (this.initialProperties.color.green / COLOR_MAX) * AXIS_SCALE;
this.distanceBlue = (this.initialProperties.color.blue / COLOR_MAX) * AXIS_SCALE;
this.distanceIntensity = (this.initialProperties.intensity / INTENSITY_MAX) * AXIS_SCALE;
this.distanceCutoff = (this.initialProperties.cutoff / CUTOFF_MAX) * AXIS_SCALE;
this.distanceExponent = (this.initialProperties.exponent / EXPONENT_MAX) * AXIS_SCALE;
}
};
var panel;
var visiblePanel;
function makeSliders(light) {
if (USE_PARENTED_PANEL === true) {
panel = createPanelEntity(MyAvatar.position);
}
if (light.type === 'spotlight') {
var USE_COLOR_SLIDER = true;
var USE_INTENSITY_SLIDER = true;
var USE_CUTOFF_SLIDER = true;
var USE_EXPONENT_SLIDER = true;
}
if (light.type === 'pointlight') {
var USE_COLOR_SLIDER = true;
var USE_INTENSITY_SLIDER = true;
var USE_CUTOFF_SLIDER = false;
var USE_EXPONENT_SLIDER = false;
}
if (USE_COLOR_SLIDER === true) {
slidersRef.color_red = new entitySlider(light, RED, 'color_red', 'Red', 1);
slidersRef.color_green = new entitySlider(light, GREEN, 'color_green', 'Green', 2);
slidersRef.color_blue = new entitySlider(light, BLUE, 'color_blue', 'Blue', 3);
sliders.push(slidersRef.color_red);
sliders.push(slidersRef.color_green);
sliders.push(slidersRef.color_blue);
}
if (USE_INTENSITY_SLIDER === true) {
slidersRef.intensity = new entitySlider(light, WHITE, 'intensity', 'Intensity', 4);
sliders.push(slidersRef.intensity);
}
if (USE_CUTOFF_SLIDER === true) {
slidersRef.cutoff = new entitySlider(light, PURPLE, 'cutoff', 'Cutoff', 5);
sliders.push(slidersRef.cutoff);
}
if (USE_EXPONENT_SLIDER === true) {
slidersRef.exponent = new entitySlider(light, ORANGE, 'exponent', 'Exponent', 6);
sliders.push(slidersRef.exponent);
}
createCloseButton(slidersRef.color_red.axisStart);
subscribeToSliderMessages();
if (USE_PARENTED_PANEL === true) {
parentEntitiesToPanel(panel);
}
if (SLIDERS_SHOULD_STAY_WITH_AVATAR === true) {
parentPanelToAvatar(panel);
}
if (VISIBLE_PANEL === true) {
visiblePanel = createVisiblePanel();
}
};
function parentPanelToAvatar(panel) {
//this is going to need some more work re: the sliders actually being grabbable. probably something to do with updating axis movement
Entities.editEntity(panel, {
parentID: MyAvatar.sessionUUID,
//actually figure out which one to parent it to -- probably a spine or something.
parentJointIndex: 1,
})
}
function parentEntitiesToPanel(panel) {
sliders.forEach(function(slider) {
Entities.editEntity(slider.axis, {
parentID: panel
})
Entities.editEntity(slider.sliderIndicator, {
parentID: panel
})
})
closeButtons.forEach(function(button) {
Entities.editEntity(button, {
parentID: panel
})
})
}
function createPanelEntity(position) {
print('CREATING PANEL at ' + JSON.stringify(position));
var panelProperties = {
name: 'Hifi-Slider-Panel',
type: 'Box',
dimensions: {
x: 0.1,
y: 0.1,
z: 0.1
},
visible: false,
collisionsWillMove: false,
ignoreForCollisions: true
}
var panel = Entities.addEntity(panelProperties);
return panel
}
function createVisiblePanel() {
var totalOffset = -PER_ROW_OFFSET.y * sliders.length;
var moveRight = Vec3.sum(basePosition, Vec3.multiply(AXIS_SCALE / 2, Quat.getRight(avatarRot)));
var moveDown = Vec3.sum(moveRight, Vec3.multiply((sliders.length + 1) / 2, PER_ROW_OFFSET))
var panelProperties = {
name: 'Hifi-Visible-Transparent-Panel',
type: 'Model',
modelURL: TRANSPARENT_PANEL_URL,
dimensions: {
x: AXIS_SCALE + 0.1,
y: totalOffset,
z: SLIDER_DIMENSIONS.z / 4
},
visible: true,
collisionsWillMove: false,
ignoreForCollisions: true,
position: moveDown,
rotation: avatarRot,
script: VISIBLE_PANEL_SCRIPT_URL
}
var panel = Entities.addEntity(panelProperties);
return panel
}
function createLightModel(position, rotation) {
var blockProperties = {
name: 'Hifi-Spotlight-Model',
type: 'Model',
shapeType: 'box',
modelURL: LIGHT_MODEL_URL,
dimensions: LIGHT_MODEL_DIMENSIONS,
collisionsWillMove: true,
position: position,
rotation: rotation,
script: PARENT_SCRIPT_URL,
userData: JSON.stringify({
handControllerKey: {
disableReleaseVelocity: true
}
})
};
var block = Entities.addEntity(blockProperties);
return block
}
var closeButtons = [];
function createCloseButton(axisStart) {
var MARGIN = 0.10;
var VERTICAL_OFFFSET = {
x: 0,
y: 0.15,
z: 0
};
var leftVector = Vec3.multiply(-1, Quat.getRight(avatarRot));
var extension = Vec3.multiply(MARGIN, leftVector);
var position = Vec3.sum(axisStart, extension);
var buttonProperties = {
name: 'Hifi-Close-Button',
type: 'Model',
modelURL: CLOSE_BUTTON_MODEL_URL,
dimensions: CLOSE_BUTTON_DIMENSIONS,
position: Vec3.sum(position, VERTICAL_OFFFSET),
rotation: Quat.multiply(avatarRot, Quat.fromPitchYawRollDegrees(90, 0, 45)),
//rotation: Quat.fromPitchYawRollDegrees(0, 0, 90),
collisionsWillMove: false,
ignoreForCollisions: true,
script: CLOSE_BUTTON_SCRIPT_URL,
userData: JSON.stringify({
grabbableKey: {
wantsTrigger: true
}
})
}
var button = Entities.addEntity(buttonProperties);
closeButtons.push(button);
if (ROTATE_CLOSE_BUTTON === true) {
Script.update.connect(rotateCloseButtons);
}
}
function rotateCloseButtons() {
closeButtons.forEach(function(button) {
Entities.editEntity(button, {
angularVelocity: {
x: 0,
y: 0.5,
z: 0
}
})
})
}
function subScribeToNewLights() {
Messages.subscribe('Hifi-Light-Mod-Receiver');
Messages.messageReceived.connect(handleLightModMessages);
}
function subscribeToSliderMessages() {
Messages.subscribe('Hifi-Slider-Value-Reciever');
Messages.messageReceived.connect(handleValueMessages);
}
function subscribeToLightOverlayRayCheckMessages() {
Messages.subscribe('Hifi-Light-Overlay-Ray-Check');
Messages.messageReceived.connect(handleLightOverlayRayCheckMessages);
}
function subscribeToCleanupMessages() {
Messages.subscribe('Hifi-Light-Modifier-Cleanup');
Messages.messageReceived.connect(handleCleanupMessages);
}
function handleLightModMessages(channel, message, sender) {
if (channel !== 'Hifi-Light-Mod-Receiver') {
return;
}
if (sender !== MyAvatar.sessionUUID) {
return;
}
var parsedMessage = JSON.parse(message);
makeSliders(parsedMessage.light);
light = parsedMessage.light.id
if (SHOW_LIGHT_VOLUME === true) {
selectionManager.setSelections([parsedMessage.light.id]);
}
}
function handleValueMessages(channel, message, sender) {
if (channel !== 'Hifi-Slider-Value-Reciever') {
return;
}
if (ONLY_I_CAN_EDIT === true && sender !== MyAvatar.sessionUUID) {
return;
}
var parsedMessage = JSON.parse(message);
slidersRef[parsedMessage.sliderType].setValueFromMessage(parsedMessage);
}
var currentLight;
var block;
var oldParent = null;
var hasParent = false;
function handleLightOverlayRayCheckMessages(channel, message, sender) {
if (channel !== 'Hifi-Light-Overlay-Ray-Check') {
return;
}
if (ONLY_I_CAN_EDIT === true && sender !== MyAvatar.sessionUUID) {
return;
}
var pickRay = JSON.parse(message);
var doesIntersect = lightOverlayManager.findRayIntersection(pickRay);
// print('DOES INTERSECT A LIGHT WE HAVE???' + doesIntersect.intersects);
if (doesIntersect.intersects === true) {
// print('FULL MESSAGE:::' + JSON.stringify(doesIntersect))
var lightID = doesIntersect.entityID;
if (currentLight === lightID) {
// print('ALREADY HAVE A BLOCK, EXIT')
return;
}
currentLight = lightID;
var lightProperties = Entities.getEntityProperties(lightID);
if (lightProperties.parentID !== DEFAULT_PARENT_ID) {
//this light has a parent already. so lets call our block the parent and then make sure not to delete it at the end;
oldParent = lightProperties.parentID;
hasParent = true;
block = lightProperties.parentID;
if (lightProperties.parentJointIndex !== -1) {
//should make sure to retain the parent too. but i don't actually know what the
}
} else {
block = createLightModel(lightProperties.position, lightProperties.rotation);
}
var light = {
id: lightID,
type: 'spotlight',
initialProperties: lightProperties
}
makeSliders(light);
if (SHOW_LIGHT_VOLUME === true) {
selectionManager.setSelections([lightID]);
}
Entities.editEntity(lightID, {
parentID: block,
parentJointIndex: -1
});
}
}
function handleCleanupMessages(channel, message, sender) {
if (channel !== 'Hifi-Light-Modifier-Cleanup') {
return;
}
if (ONLY_I_CAN_EDIT === true && sender !== MyAvatar.sessionUUID) {
return;
}
if (message === 'callCleanup') {
cleanup(true);
}
}
function updateSliderAxis() {
sliders.forEach(function(slider) {
})
}
function cleanup(fromMessage) {
var i;
for (i = 0; i < sliders.length; i++) {
Entities.deleteEntity(sliders[i].axis);
Entities.deleteEntity(sliders[i].sliderIndicator);
Entities.deleteEntity(sliders[i].label);
}
while (closeButtons.length > 0) {
Entities.deleteEntity(closeButtons.pop());
}
//if the light was already parented to something we will want to restore that. or come up with groups or something clever.
if (oldParent !== null) {
Entities.editEntity(currentLight, {
parentID: oldParent,
});
} else {
Entities.editEntity(currentLight, {
parentID: null,
});
}
if (fromMessage !== true) {
Messages.messageReceived.disconnect(handleLightModMessages);
Messages.messageReceived.disconnect(handleValueMessages);
Messages.messageReceived.disconnect(handleLightOverlayRayCheckMessages);
lightOverlayManager.setVisible(false);
}
Entities.deleteEntity(panel);
Entities.deleteEntity(visiblePanel);
selectionManager.clearSelections();
if (ROTATE_CLOSE_BUTTON === true) {
Script.update.disconnect(rotateCloseButtons);
}
if (hasParent === false) {
Entities.deleteEntity(block);
}
oldParent = null;
hasParent = false;
currentLight = null;
sliders = [];
}
Script.scriptEnding.connect(cleanup);
Script.scriptEnding.connect(function() {
lightOverlayManager.setVisible(false);
})
subscribeToLightOverlayRayCheckMessages();
subScribeToNewLights();
subscribeToCleanupMessages();
//other light properties
// diffuseColor: { red: 255, green: 255, blue: 255 },
// ambientColor: { red: 255, green: 255, blue: 255 },
// specularColor: { red: 255, green: 255, blue: 255 },
// constantAttenuation: 1,
// linearAttenuation: 0,
// quadraticAttenuation: 0,
// exponent: 0,
// cutoff: 180, // in degrees

View file

@ -0,0 +1,73 @@
//
// lightModifierTestScene.js
//
// Created by James Pollack @imgntn on 12/15/2015
// Copyright 2015 High Fidelity, Inc.
//
// Given a selected light, instantiate some entities that represent various values you can dynamically adjust.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var PARENT_SCRIPT_URL = Script.resolvePath('lightParent.js?' + Math.random(0 - 100));
var basePosition, avatarRot;
avatarRot = Quat.fromPitchYawRollDegrees(0, MyAvatar.bodyYaw, 0.0);
basePosition = Vec3.sum(MyAvatar.position, Vec3.multiply(0, Quat.getUp(avatarRot)));
var light;
function createLight() {
var position = basePosition;
position.y += 2;
var lightTransform = evalLightWorldTransform(position, avatarRot);
var lightProperties = {
name: 'Hifi-Spotlight',
type: "Light",
isSpotlight: true,
dimensions: {
x: 2,
y: 2,
z: 8
},
color: {
red: 255,
green: 0,
blue: 255
},
intensity: 0.035,
exponent: 1,
cutoff: 30,
lifetime: -1,
position: lightTransform.p,
rotation: lightTransform.q
};
light = Entities.addEntity(lightProperties);
}
function evalLightWorldTransform(modelPos, modelRot) {
var MODEL_LIGHT_POSITION = {
x: 0,
y: -0.3,
z: 0
};
var MODEL_LIGHT_ROTATION = Quat.angleAxis(-90, {
x: 1,
y: 0,
z: 0
});
return {
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
};
}
function cleanup() {
Entities.deleteEntity(light);
}
Script.scriptEnding.connect(cleanup);
createLight();

View file

@ -0,0 +1,40 @@
//
// lightParent.js
//
// Created by James Pollack @imgntn on 12/15/2015
// Copyright 2015 High Fidelity, Inc.
//
// Entity script that tells the light parent to update the selection tool when we move it.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
function LightParent() {
return this;
}
LightParent.prototype = {
preload: function(entityID) {
this.entityID = entityID;
var entityProperties = Entities.getEntityProperties(this.entityID, "userData");
this.initialProperties = entityProperties
this.userData = JSON.parse(entityProperties.userData);
},
startNearGrab: function() {},
startDistantGrab: function() {
},
continueNearGrab: function() {
this.continueDistantGrab();
},
continueDistantGrab: function() {
Messages.sendMessage('entityToolUpdates', 'callUpdate');
},
};
return new LightParent();
});

View file

@ -0,0 +1,105 @@
//
// slider.js
//
// Created by James Pollack @imgntn on 12/15/2015
// Copyright 2015 High Fidelity, Inc.
//
// Entity script that sends a scaled value to a light based on its distance from the start of its constraint axis.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
var AXIS_SCALE = 1;
var COLOR_MAX = 255;
var INTENSITY_MAX = 0.05;
var CUTOFF_MAX = 360;
var EXPONENT_MAX = 1;
function Slider() {
return this;
}
Slider.prototype = {
preload: function(entityID) {
this.entityID = entityID;
var entityProperties = Entities.getEntityProperties(this.entityID, "userData");
var parsedUserData = JSON.parse(entityProperties.userData);
this.userData = parsedUserData.lightModifierKey;
},
startNearGrab: function() {
this.setInitialProperties();
},
startDistantGrab: function() {
this.setInitialProperties();
},
setInitialProperties: function() {
this.initialProperties = Entities.getEntityProperties(this.entityID);
},
continueNearGrab: function() {
// this.continueDistantGrab();
},
continueDistantGrab: function() {
this.setSliderValueBasedOnDistance();
},
setSliderValueBasedOnDistance: function() {
var currentPosition = Entities.getEntityProperties(this.entityID, "position").position;
var distance = Vec3.distance(this.userData.axisStart, currentPosition);
if (this.userData.sliderType === 'color_red' || this.userData.sliderType === 'color_green' || this.userData.sliderType === 'color_blue') {
this.sliderValue = this.scaleValueBasedOnDistanceFromStart(distance, 0, COLOR_MAX);
}
if (this.userData.sliderType === 'intensity') {
this.sliderValue = this.scaleValueBasedOnDistanceFromStart(distance, 0, INTENSITY_MAX);
}
if (this.userData.sliderType === 'cutoff') {
this.sliderValue = this.scaleValueBasedOnDistanceFromStart(distance, 0, CUTOFF_MAX);
}
if (this.userData.sliderType === 'exponent') {
this.sliderValue = this.scaleValueBasedOnDistanceFromStart(distance, 0, EXPONENT_MAX);
};
this.sendValueToSlider();
},
releaseGrab: function() {
Entities.editEntity(this.entityID, {
velocity: {
x: 0,
y: 0,
z: 0
},
angularVelocity: {
x: 0,
y: 0,
z: 0
}
})
this.sendValueToSlider();
},
scaleValueBasedOnDistanceFromStart: function(value, min2, max2) {
var min1 = 0;
var max1 = AXIS_SCALE;
var min2 = min2;
var max2 = max2;
return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
},
sendValueToSlider: function() {
var _t = this;
var message = {
lightID: _t.userData.lightID,
sliderType: _t.userData.sliderType,
sliderValue: _t.sliderValue
}
Messages.sendMessage('Hifi-Slider-Value-Reciever', JSON.stringify(message));
if (_t.userData.sliderType === 'cutoff') {
Messages.sendMessage('entityToolUpdates', 'callUpdate');
}
}
};
return new Slider();
});

View file

@ -0,0 +1,40 @@
//
// visiblePanel.js
//
// Created by James Pollack @imgntn on 12/15/2015
// Copyright 2015 High Fidelity, Inc.
//
// Entity script that disables picking on this panel.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
function VisiblePanel() {
return this;
}
VisiblePanel.prototype = {
preload: function(entityID) {
this.entityID = entityID;
var data = {
action: 'add',
id: this.entityID
};
Messages.sendMessage('Hifi-Hand-RayPick-Blacklist', JSON.stringify(data))
},
unload: function() {
var data = {
action: 'remove',
id: this.entityID
};
Messages.sendMessage('Hifi-Hand-RayPick-Blacklist', JSON.stringify(data))
}
};
return new VisiblePanel();
});

View file

@ -29,21 +29,14 @@
this.equipped = false;
this.forceMultiplier = 1;
this.laserLength = 100;
this.laserOffsets = {
y: .095
};
this.firingOffsets = {
z: 0.16
}
this.fireSound = SoundCache.getSound("https://s3.amazonaws.com/hifi-public/sounds/Guns/GUN-SHOT2.raw");
this.ricochetSound = SoundCache.getSound("https://s3.amazonaws.com/hifi-public/sounds/Guns/Ricochet.L.wav");
this.playRichochetSoundChance = 0.1;
this.fireVolume = 0.2;
this.bulletForce = 10;
this.showLaser = false;
};
Pistol.prototype = {
@ -58,20 +51,36 @@
if (!this.equipped) {
return;
}
this.toggleWithTriggerPressure();
this.updateProps();
if (this.showLaser) {
this.updateLaser();
}
this.toggleWithTriggerPressure();
},
updateProps: function() {
var gunProps = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
this.position = gunProps.position;
this.rotation = gunProps.rotation;
this.firingDirection = Quat.getFront(this.rotation);
var upVec = Quat.getUp(this.rotation);
this.barrelPoint = Vec3.sum(this.position, Vec3.multiply(upVec, this.laserOffsets.y));
this.laserTip = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.laserLength));
this.barrelPoint = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.firingOffsets.z))
var pickRay = {
origin: this.barrelPoint,
direction: this.firingDirection
};
},
toggleWithTriggerPressure: function() {
this.triggerValue = Controller.getValue(TRIGGER_CONTROLS[this.hand]);
if (this.triggerValue < RELOAD_THRESHOLD) {
// print('RELOAD');
this.canShoot = true;
}
if (this.canShoot === true && this.triggerValue === 1) {
// print('SHOOT');
this.fire();
this.canShoot = false;
}
@ -91,17 +100,10 @@
},
updateLaser: function() {
var gunProps = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
var position = gunProps.position;
var rotation = gunProps.rotation;
this.firingDirection = Quat.getFront(rotation);
var upVec = Quat.getUp(rotation);
this.barrelPoint = Vec3.sum(position, Vec3.multiply(upVec, this.laserOffsets.y));
var laserTip = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.laserLength));
this.barrelPoint = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.firingOffsets.z))
Overlays.editOverlay(this.laser, {
start: this.barrelPoint,
end: laserTip,
end: this.laserTip,
alpha: 1
});
},
@ -114,19 +116,6 @@
});
},
preload: function(entityID) {
this.entityID = entityID;
// this.initControllerMapping();
this.laser = Overlays.addOverlay("line3d", {
start: ZERO_VECTOR,
end: ZERO_VECTOR,
color: COLORS.RED,
alpha: 1,
visible: true,
lineWidth: 2
});
},
triggerPress: function(hand, value) {
if (this.hand === hand && value === 1) {
//We are pulling trigger on the hand we have the gun in, so fire
@ -135,15 +124,16 @@
},
fire: function() {
var pickRay = {
origin: this.barrelPoint,
direction: this.firingDirection
};
Audio.playSound(this.fireSound, {
position: this.barrelPoint,
volume: this.fireVolume
});
var pickRay = {
origin: this.barrelPoint,
direction: this.firingDirection
};
this.createGunFireEffect(this.barrelPoint)
var intersection = Entities.findRayIntersectionBlocking(pickRay, true);
if (intersection.intersects) {
@ -170,11 +160,11 @@
},
createEntityHitEffect: function(position) {
var flash = Entities.addEntity({
var sparks = Entities.addEntity({
type: "ParticleEffect",
position: position,
lifetime: 4,
"name": "Flash Emitter",
"name": "Sparks Emitter",
"color": {
red: 228,
green: 128,
@ -228,7 +218,7 @@
});
Script.setTimeout(function() {
Entities.editEntity(flash, {
Entities.editEntity(sparks, {
isEmitting: false
});
}, 100);
@ -261,11 +251,11 @@
"z": 0
},
"accelerationSpread": {
"x": .2,
"x": 0.2,
"y": 0,
"z": .2
"z": 0.2
},
"radiusSpread": .04,
"radiusSpread": 0.04,
"particleRadius": 0.07,
"radiusStart": 0.07,
"radiusFinish": 0.07,
@ -282,11 +272,46 @@
});
}, 100);
var flash = Entities.addEntity({
Entities.editEntity(this.flash, {
isEmitting: true
});
Script.setTimeout(function() {
Entities.editEntity(_this.flash, {
isEmitting: false
});
}, 100)
},
preload: function(entityID) {
this.entityID = entityID;
this.laser = Overlays.addOverlay("line3d", {
start: ZERO_VECTOR,
end: ZERO_VECTOR,
color: COLORS.RED,
alpha: 1,
visible: true,
lineWidth: 2
});
this.laserOffsets = {
y: 0.095
};
this.firingOffsets = {
z: 0.16
}
var gunProps = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
var position = gunProps.position;
var rotation = Quat.fromPitchYawRollDegrees(0, 0, 0);
this.firingDirection = Quat.getFront(rotation);
var upVec = Quat.getUp(rotation);
this.barrelPoint = Vec3.sum(position, Vec3.multiply(upVec, this.laserOffsets.y));
this.barrelPoint = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.firingOffsets.z))
this.flash = Entities.addEntity({
type: "ParticleEffect",
position: position,
lifetime: 4,
position: this.barrelPoint,
"name": "Muzzle Flash",
isEmitting: false,
"color": {
red: 228,
green: 128,
@ -339,16 +364,13 @@
"textures": "http://ericrius1.github.io/PartiArt/assets/star.png"
});
Script.setTimeout(function() {
Entities.editEntity(flash, {
isEmitting: false
});
}, 100)
}
Script.setTimeout(function() {
Entities.editEntity(_this.flash, {parentID: _this.entityID});
}, 500)
},
};
// entity scripts always need to return a newly constructed object of our type
return new Pistol();
});
});

View file

@ -109,7 +109,9 @@ add_dependency_external_projects(sdl2)
if (WIN32)
add_dependency_external_projects(OpenVR)
endif()
if(WIN32 OR APPLE)
add_dependency_external_projects(neuron)
endif()
# disable /OPT:REF and /OPT:ICF for the Debug builds
# This will prevent the following linker warnings

View file

@ -0,0 +1,7 @@
{
"name": "Neuron to Standard",
"channels": [
{ "from": "Hydra.LeftHand", "to": "Standard.LeftHand" },
{ "from": "Hydra.RightHand", "to": "Standard.RightHand" }
]
}

View file

@ -3486,78 +3486,86 @@ namespace render {
// Background rendering decision
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
if (skyStage->getBackgroundMode() == model::SunSkyStage::NO_BACKGROUND) {
auto backgroundMode = skyStage->getBackgroundMode();
if (backgroundMode == model::SunSkyStage::NO_BACKGROUND) {
// this line intentionally left blank
} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_DOME) {
if (Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
PerformanceTimer perfTimer("stars");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::payloadRender<BackgroundRenderData>() ... stars...");
// should be the first rendering pass - w/o depth buffer / lighting
// compute starfield alpha based on distance from atmosphere
float alpha = 1.0f;
bool hasStars = true;
if (Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
// TODO: handle this correctly for zones
const EnvironmentData& closestData = background->_environment->getClosestData(args->_viewFrustum->getPosition()); // was theCamera instead of _viewFrustum
if (closestData.getHasStars()) {
const float APPROXIMATE_DISTANCE_FROM_HORIZON = 0.1f;
const float DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON = 0.2f;
glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation())
/ closestData.getAtmosphereOuterRadius();
float height = glm::distance(args->_viewFrustum->getPosition()/*theCamera.getPosition()*/, closestData.getAtmosphereCenter());
if (height < closestData.getAtmosphereInnerRadius()) {
// If we're inside the atmosphere, then determine if our keyLight is below the horizon
alpha = 0.0f;
if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
+ APPROXIMATE_DISTANCE_FROM_HORIZON;
alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
}
} else if (height < closestData.getAtmosphereOuterRadius()) {
alpha = (height - closestData.getAtmosphereInnerRadius()) /
(closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius());
if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
+ APPROXIMATE_DISTANCE_FROM_HORIZON;
alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
}
}
} else {
hasStars = false;
}
} else {
if (backgroundMode == model::SunSkyStage::SKY_BOX) {
auto skybox = skyStage->getSkybox();
if (skybox && skybox->getCubemap() && skybox->getCubemap()->isDefined()) {
PerformanceTimer perfTimer("skybox");
skybox->render(batch, *(args->_viewFrustum));
} else {
// If no skybox texture is available, render the SKY_DOME while it loads
backgroundMode = model::SunSkyStage::SKY_DOME;
}
// finally render the starfield
if (hasStars) {
background->_stars.render(args, alpha);
}
// draw the sky dome
if (/*!selfAvatarOnly &&*/ Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
PerformanceTimer perfTimer("atmosphere");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... atmosphere...");
background->_environment->renderAtmospheres(batch, *(args->_viewFrustum));
}
}
} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
PerformanceTimer perfTimer("skybox");
auto skybox = skyStage->getSkybox();
if (skybox) {
skybox->render(batch, *(args->_viewFrustum));
if (backgroundMode == model::SunSkyStage::SKY_DOME) {
if (Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
PerformanceTimer perfTimer("stars");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::payloadRender<BackgroundRenderData>() ... stars...");
// should be the first rendering pass - w/o depth buffer / lighting
// compute starfield alpha based on distance from atmosphere
float alpha = 1.0f;
bool hasStars = true;
if (Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
// TODO: handle this correctly for zones
const EnvironmentData& closestData = background->_environment->getClosestData(args->_viewFrustum->getPosition()); // was theCamera instead of _viewFrustum
if (closestData.getHasStars()) {
const float APPROXIMATE_DISTANCE_FROM_HORIZON = 0.1f;
const float DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON = 0.2f;
glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation())
/ closestData.getAtmosphereOuterRadius();
float height = glm::distance(args->_viewFrustum->getPosition()/*theCamera.getPosition()*/, closestData.getAtmosphereCenter());
if (height < closestData.getAtmosphereInnerRadius()) {
// If we're inside the atmosphere, then determine if our keyLight is below the horizon
alpha = 0.0f;
if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
+ APPROXIMATE_DISTANCE_FROM_HORIZON;
alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
}
} else if (height < closestData.getAtmosphereOuterRadius()) {
alpha = (height - closestData.getAtmosphereInnerRadius()) /
(closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius());
if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
+ APPROXIMATE_DISTANCE_FROM_HORIZON;
alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
}
}
} else {
hasStars = false;
}
}
// finally render the starfield
if (hasStars) {
background->_stars.render(args, alpha);
}
// draw the sky dome
if (/*!selfAvatarOnly &&*/ Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
PerformanceTimer perfTimer("atmosphere");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... atmosphere...");
background->_environment->renderAtmospheres(batch, *(args->_viewFrustum));
}
}
}
}
}

View file

@ -310,8 +310,8 @@ QVector<QUuid> AvatarManager::getAvatarIdentifiers() {
}
AvatarData* AvatarManager::getAvatar(QUuid avatarID) {
QReadLocker locker(&_hashLock);
return _avatarHash[avatarID].get(); // Non-obvious: A bogus avatarID answers your own avatar.
// Null/Default-constructed QUuids will return MyAvatar
return getAvatarBySessionID(avatarID).get();
}

View file

@ -0,0 +1,676 @@
//
// AnimExpression.cpp
//
// Created by Anthony J. Thibault on 11/1/15.
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <StreamUtils.h>
#include <QRegExp>
#include "AnimExpression.h"
#include "AnimationLogging.h"
AnimExpression::AnimExpression(const QString& str) :
_expression(str) {
auto iter = str.begin();
parseExpr(_expression, iter);
while(!_tokenStack.empty()) {
_tokenStack.pop();
}
}
//
// Tokenizer
//
void AnimExpression::unconsumeToken(const Token& token) {
_tokenStack.push(token);
}
AnimExpression::Token AnimExpression::consumeToken(const QString& str, QString::const_iterator& iter) const {
if (!_tokenStack.empty()) {
Token top = _tokenStack.top();
_tokenStack.pop();
return top;
} else {
while (iter != str.end()) {
if (iter->isSpace()) {
++iter;
} else if (iter->isLetter()) {
return consumeIdentifier(str, iter);
} else if (iter->isDigit()) {
return consumeNumber(str, iter);
} else {
switch (iter->unicode()) {
case '&': return consumeAnd(str, iter);
case '|': return consumeOr(str, iter);
case '>': return consumeGreaterThan(str, iter);
case '<': return consumeLessThan(str, iter);
case '(': ++iter; return Token(Token::LeftParen);
case ')': ++iter; return Token(Token::RightParen);
case '!': return consumeNot(str, iter);
case '-': ++iter; return Token(Token::Minus);
case '+': ++iter; return Token(Token::Plus);
case '*': ++iter; return Token(Token::Multiply);
case '/': ++iter; return Token(Token::Divide);
case '%': ++iter; return Token(Token::Modulus);
case ',': ++iter; return Token(Token::Comma);
default:
qCCritical(animation) << "AnimExpression: unexpected char" << *iter << "at index " << (int)(iter - str.begin());
return Token(Token::Error);
}
}
}
return Token(Token::End);
}
}
AnimExpression::Token AnimExpression::consumeIdentifier(const QString& str, QString::const_iterator& iter) const {
assert(iter != str.end());
assert(iter->isLetter());
auto begin = iter;
while ((iter->isLetter() || iter->isDigit()) && iter != str.end()) {
++iter;
}
int pos = (int)(begin - str.begin());
int len = (int)(iter - begin);
QStringRef stringRef(const_cast<const QString*>(&str), pos, len);
if (stringRef == "true") {
return Token(true);
} else if (stringRef == "false") {
return Token(false);
} else {
return Token(stringRef);
}
}
// TODO: not very efficient or accruate, but it's close enough for now.
static float computeFractionalPart(int fractionalPart)
{
float frac = (float)fractionalPart;
while (fractionalPart) {
fractionalPart /= 10;
frac /= 10.0f;
}
return frac;
}
static float computeFloat(int whole, int fraction) {
return (float)whole + computeFractionalPart(fraction);
}
AnimExpression::Token AnimExpression::consumeNumber(const QString& str, QString::const_iterator& iter) const {
assert(iter != str.end());
assert(iter->isDigit());
auto begin = iter;
while (iter->isDigit() && iter != str.end()) {
++iter;
}
// parse whole integer part
int pos = (int)(begin - str.begin());
int len = (int)(iter - begin);
QString sub = QStringRef(const_cast<const QString*>(&str), pos, len).toString();
int whole = sub.toInt();
// parse optional fractional part
if (iter->unicode() == '.') {
iter++;
auto begin = iter;
while (iter->isDigit() && iter != str.end()) {
++iter;
}
int pos = (int)(begin - str.begin());
int len = (int)(iter - begin);
QString sub = QStringRef(const_cast<const QString*>(&str), pos, len).toString();
int fraction = sub.toInt();
return Token(computeFloat(whole, fraction));
} else {
return Token(whole);
}
}
AnimExpression::Token AnimExpression::consumeAnd(const QString& str, QString::const_iterator& iter) const {
assert(iter != str.end());
assert(iter->unicode() == '&');
iter++;
if (iter->unicode() == '&') {
iter++;
return Token(Token::And);
} else {
qCCritical(animation) << "AnimExpression: unexpected char" << *iter << "at index " << (int)(iter - str.begin());
return Token(Token::Error);
}
}
AnimExpression::Token AnimExpression::consumeOr(const QString& str, QString::const_iterator& iter) const {
assert(iter != str.end());
assert(iter->unicode() == '|');
iter++;
if (iter->unicode() == '|') {
iter++;
return Token(Token::Or);
} else {
qCCritical(animation) << "AnimExpression: unexpected char" << *iter << "at index " << (int)(iter - str.begin());
return Token(Token::Error);
}
}
AnimExpression::Token AnimExpression::consumeGreaterThan(const QString& str, QString::const_iterator& iter) const {
assert(iter != str.end());
assert(iter->unicode() == '>');
iter++;
if (iter->unicode() == '=') {
iter++;
return Token(Token::GreaterThanEqual);
} else {
return Token(Token::GreaterThan);
}
}
AnimExpression::Token AnimExpression::consumeLessThan(const QString& str, QString::const_iterator& iter) const {
assert(iter != str.end());
assert(iter->unicode() == '<');
iter++;
if (iter->unicode() == '=') {
iter++;
return Token(Token::LessThanEqual);
} else {
return Token(Token::LessThan);
}
}
AnimExpression::Token AnimExpression::consumeNot(const QString& str, QString::const_iterator& iter) const {
assert(iter != str.end());
assert(iter->unicode() == '!');
iter++;
if (iter->unicode() == '=') {
iter++;
return Token(Token::NotEqual);
} else {
return Token(Token::Not);
}
}
//
// Parser
//
/*
Expr Term Expr'
Expr' '||' Term Expr'
| ε
Term Unary Term'
Term' '&&' Unary Term'
| ε
Unary '!' Unary
| Factor
Factor INT
| BOOL
| FLOAT
| IDENTIFIER
| '(' Expr ')'
*/
// Expr → Term Expr'
bool AnimExpression::parseExpr(const QString& str, QString::const_iterator& iter) {
if (!parseTerm(str, iter)) {
return false;
}
if (!parseExprPrime(str, iter)) {
return false;
}
return true;
}
// Expr' → '||' Term Expr' | ε
bool AnimExpression::parseExprPrime(const QString& str, QString::const_iterator& iter) {
auto token = consumeToken(str, iter);
if (token.type == Token::Or) {
if (!parseTerm(str, iter)) {
unconsumeToken(token);
return false;
}
if (!parseExprPrime(str, iter)) {
unconsumeToken(token);
return false;
}
_opCodes.push_back(OpCode {OpCode::Or});
return true;
} else {
unconsumeToken(token);
return true;
}
}
// Term → Unary Term'
bool AnimExpression::parseTerm(const QString& str, QString::const_iterator& iter) {
if (!parseUnary(str, iter)) {
return false;
}
if (!parseTermPrime(str, iter)) {
return false;
}
return true;
}
// Term' → '&&' Unary Term' | ε
bool AnimExpression::parseTermPrime(const QString& str, QString::const_iterator& iter) {
auto token = consumeToken(str, iter);
if (token.type == Token::And) {
if (!parseUnary(str, iter)) {
unconsumeToken(token);
return false;
}
if (!parseTermPrime(str, iter)) {
unconsumeToken(token);
return false;
}
_opCodes.push_back(OpCode {OpCode::And});
return true;
} else {
unconsumeToken(token);
return true;
}
}
// Unary → '!' Unary | Factor
bool AnimExpression::parseUnary(const QString& str, QString::const_iterator& iter) {
auto token = consumeToken(str, iter);
if (token.type == Token::Not) {
if (!parseUnary(str, iter)) {
unconsumeToken(token);
return false;
}
_opCodes.push_back(OpCode {OpCode::Not});
return true;
}
unconsumeToken(token);
return parseFactor(str, iter);
}
// Factor → INT | BOOL | FLOAT | IDENTIFIER | '(' Expr ')'
bool AnimExpression::parseFactor(const QString& str, QString::const_iterator& iter) {
auto token = consumeToken(str, iter);
if (token.type == Token::Int) {
_opCodes.push_back(OpCode {token.intVal});
return true;
} else if (token.type == Token::Bool) {
_opCodes.push_back(OpCode {(bool)token.intVal});
return true;
} else if (token.type == Token::Float) {
_opCodes.push_back(OpCode {token.floatVal});
return true;
} else if (token.type == Token::Identifier) {
_opCodes.push_back(OpCode {token.strVal});
return true;
} else if (token.type == Token::LeftParen) {
if (!parseExpr(str, iter)) {
unconsumeToken(token);
return false;
}
auto nextToken = consumeToken(str, iter);
if (nextToken.type != Token::RightParen) {
unconsumeToken(nextToken);
unconsumeToken(token);
return false;
}
return true;
} else {
unconsumeToken(token);
return false;
}
}
//
// Evaluator
//
AnimExpression::OpCode AnimExpression::evaluate(const AnimVariantMap& map) const {
std::stack<OpCode> stack;
for (auto& opCode : _opCodes) {
switch (opCode.type) {
case OpCode::Identifier:
case OpCode::Int:
case OpCode::Float:
case OpCode::Bool:
stack.push(opCode);
break;
case OpCode::And: evalAnd(map, stack); break;
case OpCode::Or: evalOr(map, stack); break;
case OpCode::GreaterThan: evalGreaterThan(map, stack); break;
case OpCode::GreaterThanEqual: evalGreaterThanEqual(map, stack); break;
case OpCode::LessThan: evalLessThan(map, stack); break;
case OpCode::LessThanEqual: evalLessThanEqual(map, stack); break;
case OpCode::Equal: evalEqual(map, stack); break;
case OpCode::NotEqual: evalNotEqual(map, stack); break;
case OpCode::Not: evalNot(map, stack); break;
case OpCode::Subtract: evalSubtract(map, stack); break;
case OpCode::Add: evalAdd(map, stack); break;
case OpCode::Multiply: evalMultiply(map, stack); break;
case OpCode::Divide: evalDivide(map, stack); break;
case OpCode::Modulus: evalModulus(map, stack); break;
case OpCode::UnaryMinus: evalUnaryMinus(map, stack); break;
}
}
return coerseToValue(map, stack.top());
}
#define POP_BOOL(NAME) \
const OpCode& NAME##_temp = stack.top(); \
bool NAME = NAME##_temp.coerceBool(map); \
stack.pop()
#define PUSH(EXPR) \
stack.push(OpCode {(EXPR)})
void AnimExpression::evalAnd(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
POP_BOOL(lhs);
POP_BOOL(rhs);
PUSH(lhs && rhs);
}
void AnimExpression::evalOr(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
POP_BOOL(lhs);
POP_BOOL(rhs);
PUSH(lhs || rhs);
}
void AnimExpression::evalGreaterThan(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode lhs = stack.top(); stack.pop();
OpCode rhs = stack.top(); stack.pop();
// TODO:
PUSH(false);
}
void AnimExpression::evalGreaterThanEqual(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode lhs = stack.top(); stack.pop();
OpCode rhs = stack.top(); stack.pop();
// TODO:
PUSH(false);
}
void AnimExpression::evalLessThan(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode lhs = stack.top(); stack.pop();
OpCode rhs = stack.top(); stack.pop();
// TODO:
PUSH(false);
}
void AnimExpression::evalLessThanEqual(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode lhs = stack.top(); stack.pop();
OpCode rhs = stack.top(); stack.pop();
// TODO:
PUSH(false);
}
void AnimExpression::evalEqual(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode lhs = stack.top(); stack.pop();
OpCode rhs = stack.top(); stack.pop();
// TODO:
PUSH(false);
}
void AnimExpression::evalNotEqual(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode lhs = stack.top(); stack.pop();
OpCode rhs = stack.top(); stack.pop();
// TODO:
PUSH(false);
}
void AnimExpression::evalNot(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
POP_BOOL(rhs);
PUSH(!rhs);
}
void AnimExpression::evalSubtract(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode lhs = stack.top(); stack.pop();
OpCode rhs = stack.top(); stack.pop();
// TODO:
PUSH(0.0f);
}
void AnimExpression::add(int lhs, const OpCode& rhs, std::stack<OpCode>& stack) const {
switch (rhs.type) {
case OpCode::Bool:
case OpCode::Int:
PUSH(lhs + rhs.intVal);
break;
case OpCode::Float:
PUSH((float)lhs + rhs.floatVal);
break;
default:
PUSH(lhs);
}
}
void AnimExpression::add(float lhs, const OpCode& rhs, std::stack<OpCode>& stack) const {
switch (rhs.type) {
case OpCode::Bool:
case OpCode::Int:
PUSH(lhs + (float)rhs.intVal);
break;
case OpCode::Float:
PUSH(lhs + rhs.floatVal);
break;
default:
PUSH(lhs);
}
}
void AnimExpression::evalAdd(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode lhs = coerseToValue(map, stack.top());
stack.pop();
OpCode rhs = coerseToValue(map, stack.top());
stack.pop();
switch (lhs.type) {
case OpCode::Bool:
add(lhs.intVal, rhs, stack);
break;
case OpCode::Int:
add(lhs.intVal, rhs, stack);
break;
case OpCode::Float:
add(lhs.floatVal, rhs, stack);
break;
default:
add(0, rhs, stack);
break;
}
}
void AnimExpression::evalMultiply(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode lhs = coerseToValue(map, stack.top());
stack.pop();
OpCode rhs = coerseToValue(map, stack.top());
stack.pop();
switch(lhs.type) {
case OpCode::Bool:
mul(lhs.intVal, rhs, stack);
break;
case OpCode::Int:
mul(lhs.intVal, rhs, stack);
break;
case OpCode::Float:
mul(lhs.floatVal, rhs, stack);
break;
default:
mul(0, rhs, stack);
break;
}
}
void AnimExpression::mul(int lhs, const OpCode& rhs, std::stack<OpCode>& stack) const {
switch (rhs.type) {
case OpCode::Bool:
case OpCode::Int:
PUSH(lhs * rhs.intVal);
break;
case OpCode::Float:
PUSH((float)lhs * rhs.floatVal);
break;
default:
PUSH(lhs);
}
}
void AnimExpression::mul(float lhs, const OpCode& rhs, std::stack<OpCode>& stack) const {
switch (rhs.type) {
case OpCode::Bool:
case OpCode::Int:
PUSH(lhs * (float)rhs.intVal);
break;
case OpCode::Float:
PUSH(lhs * rhs.floatVal);
break;
default:
PUSH(lhs);
}
}
void AnimExpression::evalDivide(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode lhs = stack.top(); stack.pop();
OpCode rhs = stack.top(); stack.pop();
// TODO:
PUSH(0.0f);
}
void AnimExpression::evalModulus(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode lhs = stack.top(); stack.pop();
OpCode rhs = stack.top(); stack.pop();
// TODO:
PUSH((int)0);
}
void AnimExpression::evalUnaryMinus(const AnimVariantMap& map, std::stack<OpCode>& stack) const {
OpCode rhs = stack.top(); stack.pop();
switch (rhs.type) {
case OpCode::Identifier: {
const AnimVariant& var = map.get(rhs.strVal);
switch (var.getType()) {
case AnimVariant::Type::Bool:
qCWarning(animation) << "AnimExpression: type missmatch for unary minus, expected a number not a bool";
// interpret this as boolean not.
PUSH(!var.getBool());
break;
case AnimVariant::Type::Int:
PUSH(-var.getInt());
break;
case AnimVariant::Type::Float:
PUSH(-var.getFloat());
break;
default:
// TODO: Vec3, Quat are unsupported
assert(false);
PUSH(false);
break;
}
}
case OpCode::Int:
PUSH(-rhs.intVal);
break;
case OpCode::Float:
PUSH(-rhs.floatVal);
break;
case OpCode::Bool:
qCWarning(animation) << "AnimExpression: type missmatch for unary minus, expected a number not a bool";
// interpret this as boolean not.
PUSH(!rhs.coerceBool(map));
break;
default:
qCCritical(animation) << "AnimExpression: ERRROR for unary minus, expected a number, type = " << rhs.type;
assert(false);
PUSH(false);
break;
}
}
AnimExpression::OpCode AnimExpression::coerseToValue(const AnimVariantMap& map, const OpCode& opCode) const {
switch (opCode.type) {
case OpCode::Identifier:
{
const AnimVariant& var = map.get(opCode.strVal);
switch (var.getType()) {
case AnimVariant::Type::Bool:
return OpCode((bool)var.getBool());
break;
case AnimVariant::Type::Int:
return OpCode(var.getInt());
break;
case AnimVariant::Type::Float:
return OpCode(var.getFloat());
break;
default:
// TODO: Vec3, Quat are unsupported
assert(false);
return OpCode(0);
break;
}
}
break;
case OpCode::Bool:
case OpCode::Int:
case OpCode::Float:
return opCode;
default:
qCCritical(animation) << "AnimExpression: ERROR expected a number, type = " << opCode.type;
assert(false);
return OpCode(0);
break;
}
}
#ifndef NDEBUG
void AnimExpression::dumpOpCodes() const {
QString tmp;
for (auto& op : _opCodes) {
switch (op.type) {
case OpCode::Identifier: tmp += QString(" %1").arg(op.strVal); break;
case OpCode::Bool: tmp += QString(" %1").arg(op.intVal ? "true" : "false"); break;
case OpCode::Int: tmp += QString(" %1").arg(op.intVal); break;
case OpCode::Float: tmp += QString(" %1").arg(op.floatVal); break;
case OpCode::And: tmp += " &&"; break;
case OpCode::Or: tmp += " ||"; break;
case OpCode::GreaterThan: tmp += " >"; break;
case OpCode::GreaterThanEqual: tmp += " >="; break;
case OpCode::LessThan: tmp += " <"; break;
case OpCode::LessThanEqual: tmp += " <="; break;
case OpCode::Equal: tmp += " =="; break;
case OpCode::NotEqual: tmp += " !="; break;
case OpCode::Not: tmp += " !"; break;
case OpCode::Subtract: tmp += " -"; break;
case OpCode::Add: tmp += " +"; break;
case OpCode::Multiply: tmp += " *"; break;
case OpCode::Divide: tmp += " /"; break;
case OpCode::Modulus: tmp += " %"; break;
case OpCode::UnaryMinus: tmp += " unary-"; break;
default: tmp += " ???"; break;
}
}
qCDebug(animation).nospace().noquote() << "opCodes =" << tmp;
qCDebug(animation).resetFormat();
}
#endif

View file

@ -0,0 +1,158 @@
//
// AnimExpression.h
//
// Created by Anthony J. Thibault on 11/1/15.
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_AnimExpression
#define hifi_AnimExpression
#include <QString>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <stack>
#include <vector>
#include "AnimVariant.h"
class AnimExpression {
public:
friend class AnimTests;
AnimExpression(const QString& str);
protected:
struct Token {
enum Type {
End = 0,
Identifier,
Bool,
Int,
Float,
And,
Or,
GreaterThan,
GreaterThanEqual,
LessThan,
LessThanEqual,
Equal,
NotEqual,
LeftParen,
RightParen,
Not,
Minus,
Plus,
Multiply,
Divide,
Modulus,
Comma,
Error
};
Token(Type type) : type {type} {}
Token(const QStringRef& strRef) : type {Type::Identifier}, strVal {strRef.toString()} {}
explicit Token(int val) : type {Type::Int}, intVal {val} {}
explicit Token(bool val) : type {Type::Bool}, intVal {val} {}
explicit Token(float val) : type {Type::Float}, floatVal {val} {}
Type type {End};
QString strVal;
int intVal {0};
float floatVal {0.0f};
};
struct OpCode {
enum Type {
Identifier,
Bool,
Int,
Float,
And,
Or,
GreaterThan,
GreaterThanEqual,
LessThan,
LessThanEqual,
Equal,
NotEqual,
Not,
Subtract,
Add,
Multiply,
Divide,
Modulus,
UnaryMinus
};
OpCode(Type type) : type {type} {}
explicit OpCode(const QStringRef& strRef) : type {Type::Identifier}, strVal {strRef.toString()} {}
explicit OpCode(const QString& str) : type {Type::Identifier}, strVal {str} {}
explicit OpCode(int val) : type {Type::Int}, intVal {val} {}
explicit OpCode(bool val) : type {Type::Bool}, intVal {(int)val} {}
explicit OpCode(float val) : type {Type::Float}, floatVal {val} {}
bool coerceBool(const AnimVariantMap& map) const {
if (type == Int || type == Bool) {
return intVal != 0;
} else if (type == Identifier) {
return map.lookup(strVal, false);
} else {
return true;
}
}
Type type {Int};
QString strVal;
int intVal {0};
float floatVal {0.0f};
};
void unconsumeToken(const Token& token);
Token consumeToken(const QString& str, QString::const_iterator& iter) const;
Token consumeIdentifier(const QString& str, QString::const_iterator& iter) const;
Token consumeNumber(const QString& str, QString::const_iterator& iter) const;
Token consumeAnd(const QString& str, QString::const_iterator& iter) const;
Token consumeOr(const QString& str, QString::const_iterator& iter) const;
Token consumeGreaterThan(const QString& str, QString::const_iterator& iter) const;
Token consumeLessThan(const QString& str, QString::const_iterator& iter) const;
Token consumeNot(const QString& str, QString::const_iterator& iter) const;
bool parseExpr(const QString& str, QString::const_iterator& iter);
bool parseExprPrime(const QString& str, QString::const_iterator& iter);
bool parseTerm(const QString& str, QString::const_iterator& iter);
bool parseTermPrime(const QString& str, QString::const_iterator& iter);
bool parseUnary(const QString& str, QString::const_iterator& iter);
bool parseFactor(const QString& str, QString::const_iterator& iter);
OpCode evaluate(const AnimVariantMap& map) const;
void evalAnd(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalOr(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalGreaterThan(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalGreaterThanEqual(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalLessThan(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalLessThanEqual(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalEqual(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalNotEqual(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalNot(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalSubtract(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalAdd(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void add(int lhs, const OpCode& rhs, std::stack<OpCode>& stack) const;
void add(float lhs, const OpCode& rhs, std::stack<OpCode>& stack) const;
void evalMultiply(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void mul(int lhs, const OpCode& rhs, std::stack<OpCode>& stack) const;
void mul(float lhs, const OpCode& rhs, std::stack<OpCode>& stack) const;
void evalDivide(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalModulus(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
void evalUnaryMinus(const AnimVariantMap& map, std::stack<OpCode>& stack) const;
OpCode coerseToValue(const AnimVariantMap& map, const OpCode& opCode) const;
QString _expression;
mutable std::stack<Token> _tokenStack; // TODO: remove, only needed during parsing
std::vector<OpCode> _opCodes;
#ifndef NDEBUG
void dumpOpCodes() const;
#endif
};
#endif

View file

@ -15,6 +15,8 @@
#include <RegisteredMetaTypes.h>
#include "AnimVariant.h" // which has AnimVariant/AnimVariantMap
const AnimVariant AnimVariant::False = AnimVariant();
QScriptValue AnimVariantMap::animVariantMapToScriptValue(QScriptEngine* engine, const QStringList& names, bool useNames) const {
if (QThread::currentThread() != engine->thread()) {
qCWarning(animation) << "Cannot create Javacript object from non-script thread" << QThread::currentThread();

View file

@ -34,6 +34,8 @@ public:
NumTypes
};
static const AnimVariant False;
AnimVariant() : _type(Type::Bool) { memset(&_val, 0, sizeof(_val)); }
AnimVariant(bool value) : _type(Type::Bool) { _val.boolVal = value; }
AnimVariant(int value) : _type(Type::Int) { _val.intVal = value; }
@ -57,13 +59,50 @@ public:
void setQuat(const glm::quat& value) { assert(_type == Type::Quat); *reinterpret_cast<glm::quat*>(&_val) = value; }
void setString(const QString& value) { assert(_type == Type::String); _stringVal = value; }
bool getBool() const { assert(_type == Type::Bool); return _val.boolVal; }
int getInt() const { assert(_type == Type::Int || _type == Type::Float); return _type == Type::Float ? (int)_val.floats[0] : _val.intVal; }
float getFloat() const { assert(_type == Type::Float || _type == Type::Int); return _type == Type::Int ? (float)_val.intVal : _val.floats[0]; }
const glm::vec3& getVec3() const { assert(_type == Type::Vec3); return *reinterpret_cast<const glm::vec3*>(&_val); }
const glm::quat& getQuat() const { assert(_type == Type::Quat); return *reinterpret_cast<const glm::quat*>(&_val); }
const QString& getString() const { assert(_type == Type::String); return _stringVal; }
bool getBool() const {
if (_type == Type::Bool) {
return _val.boolVal;
} else if (_type == Type::Int) {
return _val.intVal != 0;
} else {
return false;
}
}
int getInt() const {
if (_type == Type::Int) {
return _val.intVal;
} else if (_type == Type::Float) {
return (int)_val.floats[0];
} else {
return 0;
}
}
float getFloat() const {
if (_type == Type::Float) {
return _val.floats[0];
} else if (_type == Type::Int) {
return (float)_val.intVal;
} else {
return 0.0f;
}
}
const glm::vec3& getVec3() const {
if (_type == Type::Vec3) {
return *reinterpret_cast<const glm::vec3*>(&_val);
} else {
return Vectors::ZERO;
}
}
const glm::quat& getQuat() const {
if (_type == Type::Quat) {
return *reinterpret_cast<const glm::quat*>(&_val);
} else {
return Quaternions::IDENTITY;
}
}
const QString& getString() const {
return _stringVal;
}
protected:
Type _type;
@ -71,7 +110,7 @@ protected:
union {
bool boolVal;
int intVal;
float floats[16];
float floats[4];
} _val;
};
@ -172,6 +211,15 @@ public:
void clearMap() { _map.clear(); }
bool hasKey(const QString& key) const { return _map.find(key) != _map.end(); }
const AnimVariant& get(const QString& key) const {
auto iter = _map.find(key);
if (iter != _map.end()) {
return iter->second;
} else {
return AnimVariant::False;
}
}
// Answer a Plain Old Javascript Object (for the given engine) all of our values set as properties.
QScriptValue animVariantMapToScriptValue(QScriptEngine* engine, const QStringList& names, bool useNames) const;
// Side-effect us with the value of object's own properties. (No inherited properties.)

View file

@ -289,8 +289,10 @@ void Rig::clearJointState(int index) {
void Rig::clearJointStates() {
_internalPoseSet._overrideFlags.clear();
_internalPoseSet._overrideFlags.resize(_animSkeleton->getNumJoints());
_internalPoseSet._overridePoses = _animSkeleton->getRelativeDefaultPoses();
if (_animSkeleton) {
_internalPoseSet._overrideFlags.resize(_animSkeleton->getNumJoints());
_internalPoseSet._overridePoses = _animSkeleton->getRelativeDefaultPoses();
}
}
void Rig::clearJointAnimationPriority(int index) {

View file

@ -88,15 +88,73 @@ namespace controller {
// No correlation to SDL
enum StandardPoseChannel {
LEFT_HAND = 0,
RIGHT_HAND,
HIPS = 0,
RIGHT_UP_LEG,
RIGHT_LEG,
RIGHT_FOOT,
LEFT_UP_LEG,
LEFT_LEG,
LEFT_FOOT,
SPINE,
SPINE1,
SPINE2,
SPINE3,
NECK,
HEAD,
RIGHT_SHOULDER,
RIGHT_ARM,
RIGHT_FORE_ARM,
RIGHT_HAND,
RIGHT_HAND_THUMB1,
RIGHT_HAND_THUMB2,
RIGHT_HAND_THUMB3,
RIGHT_HAND_THUMB4,
RIGHT_HAND_INDEX1,
RIGHT_HAND_INDEX2,
RIGHT_HAND_INDEX3,
RIGHT_HAND_INDEX4,
RIGHT_HAND_MIDDLE1,
RIGHT_HAND_MIDDLE2,
RIGHT_HAND_MIDDLE3,
RIGHT_HAND_MIDDLE4,
RIGHT_HAND_RING1,
RIGHT_HAND_RING2,
RIGHT_HAND_RING3,
RIGHT_HAND_RING4,
RIGHT_HAND_PINKY1,
RIGHT_HAND_PINKY2,
RIGHT_HAND_PINKY3,
RIGHT_HAND_PINKY4,
LEFT_SHOULDER,
LEFT_ARM,
LEFT_FORE_ARM,
LEFT_HAND,
LEFT_HAND_THUMB1,
LEFT_HAND_THUMB2,
LEFT_HAND_THUMB3,
LEFT_HAND_THUMB4,
LEFT_HAND_INDEX1,
LEFT_HAND_INDEX2,
LEFT_HAND_INDEX3,
LEFT_HAND_INDEX4,
LEFT_HAND_MIDDLE1,
LEFT_HAND_MIDDLE2,
LEFT_HAND_MIDDLE3,
LEFT_HAND_MIDDLE4,
LEFT_HAND_RING1,
LEFT_HAND_RING2,
LEFT_HAND_RING3,
LEFT_HAND_RING4,
LEFT_HAND_PINKY1,
LEFT_HAND_PINKY2,
LEFT_HAND_PINKY3,
LEFT_HAND_PINKY4,
NUM_STANDARD_POSES
};
enum StandardCounts {
TRIGGERS = 2,
ANALOG_STICKS = 2,
POSES = 2, // FIXME 3? if we want to expose the head?
POSES = NUM_STANDARD_POSES
};
}

View file

@ -96,7 +96,12 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
}
});
// Render
gpu::TexturePointer skymap = skybox.getCubemap();
// FIXME: skymap->isDefined may not be threadsafe
assert(skymap && skymap->isDefined());
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
@ -106,11 +111,6 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
gpu::TexturePointer skymap;
if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
skymap = skybox.getCubemap();
}
batch.setPipeline(thePipeline);
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, skybox._dataBuffer);
batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, skymap);
@ -118,6 +118,5 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
batch.draw(gpu::TRIANGLE_STRIP, 4);
batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, nullptr);
}

View file

@ -234,6 +234,7 @@ void NodeList::addSetOfNodeTypesToNodeInterestSet(const NodeSet& setOfNodeTypes)
void NodeList::sendDomainServerCheckIn() {
if (_isShuttingDown) {
qCDebug(networking) << "Refusing to send a domain-server check in while shutting down.";
return;
}
if (_publicSockAddr.isNull()) {

View file

@ -48,6 +48,10 @@ void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum,
}
if (skybox._procedural && skybox._procedural->_enabled && skybox._procedural->ready()) {
gpu::TexturePointer skymap = skybox.getCubemap();
// FIXME: skymap->isDefined may not be threadsafe
assert(skymap && skymap->isDefined());
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
@ -56,10 +60,7 @@ void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum,
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
batch.setResourceTexture(0, skybox.getCubemap());
}
batch.setResourceTexture(0, skybox.getCubemap());
skybox._procedural->prepare(batch, glm::vec3(0), glm::vec3(1));
batch.draw(gpu::TRIANGLE_STRIP, 4);

View file

@ -82,6 +82,7 @@ public:
static const vec3& RIGHT;
static const vec3& UP;
static const vec3& FRONT;
static const vec3 ZERO4;
};
// These pack/unpack functions are designed to start specific known types in as efficient a manner

View file

@ -0,0 +1,13 @@
#
# Created by Anthony Thibault on 2015/12/18
# Copyright 2015 High Fidelity, Inc.
#
# Distributed under the Apache License, Version 2.0.
# See the accompanying file LICENSE or http:#www.apache.org/licenses/LICENSE-2.0.html
#
set(TARGET_NAME hifiNeuron)
setup_hifi_plugin(Script Qml Widgets)
link_hifi_libraries(shared controllers plugins input-plugins)
target_neuron()

View file

@ -0,0 +1,557 @@
//
// NeuronPlugin.cpp
// input-plugins/src/input-plugins
//
// Created by Anthony Thibault on 12/18/2015.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "NeuronPlugin.h"
#include <controllers/UserInputMapper.h>
#include <QLoggingCategory>
#include <PathUtils.h>
#include <DebugDraw.h>
#include <cassert>
#include <NumericalConstants.h>
#include <StreamUtils.h>
Q_DECLARE_LOGGING_CATEGORY(inputplugins)
Q_LOGGING_CATEGORY(inputplugins, "hifi.inputplugins")
#define __OS_XUN__ 1
#define BOOL int
#ifdef HAVE_NEURON
#include <NeuronDataReader.h>
#endif
const QString NeuronPlugin::NAME = "Neuron";
const QString NeuronPlugin::NEURON_ID_STRING = "Perception Neuron";
// indices of joints of the Neuron standard skeleton.
// This is 'almost' the same as the High Fidelity standard skeleton.
// It is missing a thumb joint.
enum NeuronJointIndex {
Hips = 0,
RightUpLeg,
RightLeg,
RightFoot,
LeftUpLeg,
LeftLeg,
LeftFoot,
Spine,
Spine1,
Spine2,
Spine3,
Neck,
Head,
RightShoulder,
RightArm,
RightForeArm,
RightHand,
RightHandThumb1,
RightHandThumb2,
RightHandThumb3,
RightInHandIndex,
RightHandIndex1,
RightHandIndex2,
RightHandIndex3,
RightInHandMiddle,
RightHandMiddle1,
RightHandMiddle2,
RightHandMiddle3,
RightInHandRing,
RightHandRing1,
RightHandRing2,
RightHandRing3,
RightInHandPinky,
RightHandPinky1,
RightHandPinky2,
RightHandPinky3,
LeftShoulder,
LeftArm,
LeftForeArm,
LeftHand,
LeftHandThumb1,
LeftHandThumb2,
LeftHandThumb3,
LeftInHandIndex,
LeftHandIndex1,
LeftHandIndex2,
LeftHandIndex3,
LeftInHandMiddle,
LeftHandMiddle1,
LeftHandMiddle2,
LeftHandMiddle3,
LeftInHandRing,
LeftHandRing1,
LeftHandRing2,
LeftHandRing3,
LeftInHandPinky,
LeftHandPinky1,
LeftHandPinky2,
LeftHandPinky3,
Size
};
// Almost a direct mapping except for LEFT_HAND_THUMB1 and RIGHT_HAND_THUMB1,
// which are not present in the Neuron standard skeleton.
static controller::StandardPoseChannel neuronJointIndexToPoseIndexMap[NeuronJointIndex::Size] = {
controller::HIPS,
controller::RIGHT_UP_LEG,
controller::RIGHT_LEG,
controller::RIGHT_FOOT,
controller::LEFT_UP_LEG,
controller::LEFT_LEG,
controller::LEFT_FOOT,
controller::SPINE,
controller::SPINE1,
controller::SPINE2,
controller::SPINE3,
controller::NECK,
controller::HEAD,
controller::RIGHT_SHOULDER,
controller::RIGHT_ARM,
controller::RIGHT_FORE_ARM,
controller::RIGHT_HAND,
controller::RIGHT_HAND_THUMB2,
controller::RIGHT_HAND_THUMB3,
controller::RIGHT_HAND_THUMB4,
controller::RIGHT_HAND_INDEX1,
controller::RIGHT_HAND_INDEX2,
controller::RIGHT_HAND_INDEX3,
controller::RIGHT_HAND_INDEX4,
controller::RIGHT_HAND_MIDDLE1,
controller::RIGHT_HAND_MIDDLE2,
controller::RIGHT_HAND_MIDDLE3,
controller::RIGHT_HAND_MIDDLE4,
controller::RIGHT_HAND_RING1,
controller::RIGHT_HAND_RING2,
controller::RIGHT_HAND_RING3,
controller::RIGHT_HAND_RING4,
controller::RIGHT_HAND_PINKY1,
controller::RIGHT_HAND_PINKY2,
controller::RIGHT_HAND_PINKY3,
controller::RIGHT_HAND_PINKY4,
controller::LEFT_SHOULDER,
controller::LEFT_ARM,
controller::LEFT_FORE_ARM,
controller::LEFT_HAND,
controller::LEFT_HAND_THUMB2,
controller::LEFT_HAND_THUMB3,
controller::LEFT_HAND_THUMB4,
controller::LEFT_HAND_INDEX1,
controller::LEFT_HAND_INDEX2,
controller::LEFT_HAND_INDEX3,
controller::LEFT_HAND_INDEX4,
controller::LEFT_HAND_MIDDLE1,
controller::LEFT_HAND_MIDDLE2,
controller::LEFT_HAND_MIDDLE3,
controller::LEFT_HAND_MIDDLE4,
controller::LEFT_HAND_RING1,
controller::LEFT_HAND_RING2,
controller::LEFT_HAND_RING3,
controller::LEFT_HAND_RING4,
controller::LEFT_HAND_PINKY1,
controller::LEFT_HAND_PINKY2,
controller::LEFT_HAND_PINKY3,
controller::LEFT_HAND_PINKY4
};
// in rig frame
static glm::vec3 rightHandThumb1DefaultAbsTranslation(-2.155500650405884, -0.7610001564025879, 2.685631036758423);
static glm::vec3 leftHandThumb1DefaultAbsTranslation(2.1555817127227783, -0.7603635787963867, 2.6856393814086914);
// default translations (cm)
static glm::vec3 neuronJointTranslations[NeuronJointIndex::Size] = {
{131.901, 95.6602, -27.9815},
{-9.55907, -1.58772, 0.0760284},
{0.0144232, -41.4683, -0.105322},
{1.59348, -41.5875, -0.557237},
{9.72077, -1.68926, -0.280643},
{0.0886684, -43.1586, -0.0111596},
{-2.98473, -44.0517, 0.0694456},
{0.110967, 16.3959, 0.140463},
{0.0500451, 10.0238, 0.0731921},
{0.061568, 10.4352, 0.0583075},
{0.0500606, 10.0217, 0.0711083},
{0.0317731, 10.7176, 0.0779325},
{-0.0204253, 9.71067, 0.131734},
{-3.24245, 7.13584, 0.185638},
{-13.0885, -0.0877601, 0.176065},
{-27.2674, 0.0688724, 0.0272146},
{-26.7673, 0.0301916, 0.0102847},
{-2.56017, 0.195537, 3.20968},
{-3.78796, 0, 0},
{-2.63141, 0, 0},
{-3.31579, 0.522947, 2.03495},
{-5.36589, -0.0939789, 1.02771},
{-3.72278, 0, 0},
{-2.11074, 0, 0},
{-3.47874, 0.532042, 0.778358},
{-5.32194, -0.0864, 0.322863},
{-4.06232, 0, 0},
{-2.54653, 0, 0},
{-3.46131, 0.553263, -0.132632},
{-4.76716, -0.0227368, -0.492632},
{-3.54073, 0, 0},
{-2.45634, 0, 0},
{-3.25137, 0.482779, -1.23613},
{-4.25937, -0.0227368, -1.12168},
{-2.83528, 0, 0},
{-1.79166, 0, 0},
{3.25624, 7.13148, -0.131575},
{13.149, -0.052598, -0.125076},
{27.2903, 0.00282644, -0.0181535},
{26.6602, 0.000969969, -0.0487599},
{2.56017, 0.195537, 3.20968},
{3.78796, 0, 0},
{2.63141, 0, 0},
{3.31579, 0.522947, 2.03495},
{5.36589, -0.0939789, 1.02771},
{3.72278, 0, 0},
{2.11074, 0, 0},
{3.47874, 0.532042, 0.778358},
{5.32194, -0.0864, 0.322863},
{4.06232, 0, 0},
{2.54653, 0, 0},
{3.46131, 0.553263, -0.132632},
{4.76716, -0.0227368, -0.492632},
{3.54073, 0, 0},
{2.45634, 0, 0},
{3.25137, 0.482779, -1.23613},
{4.25937, -0.0227368, -1.12168},
{2.83528, 0, 0},
{1.79166, 0, 0}
};
static controller::StandardPoseChannel neuronJointIndexToPoseIndex(NeuronJointIndex i) {
assert(i >= 0 && i < NeuronJointIndex::Size);
if (i >= 0 && i < NeuronJointIndex::Size) {
return neuronJointIndexToPoseIndexMap[i];
} else {
return (controller::StandardPoseChannel)0; // not sure what to do here, but don't crash!
}
}
static const char* controllerJointName(controller::StandardPoseChannel i) {
switch (i) {
case controller::HIPS: return "Hips";
case controller::RIGHT_UP_LEG: return "RightUpLeg";
case controller::RIGHT_LEG: return "RightLeg";
case controller::RIGHT_FOOT: return "RightFoot";
case controller::LEFT_UP_LEG: return "LeftUpLeg";
case controller::LEFT_LEG: return "LeftLeg";
case controller::LEFT_FOOT: return "LeftFoot";
case controller::SPINE: return "Spine";
case controller::SPINE1: return "Spine1";
case controller::SPINE2: return "Spine2";
case controller::SPINE3: return "Spine3";
case controller::NECK: return "Neck";
case controller::HEAD: return "Head";
case controller::RIGHT_SHOULDER: return "RightShoulder";
case controller::RIGHT_ARM: return "RightArm";
case controller::RIGHT_FORE_ARM: return "RightForeArm";
case controller::RIGHT_HAND: return "RightHand";
case controller::RIGHT_HAND_THUMB1: return "RightHandThumb1";
case controller::RIGHT_HAND_THUMB2: return "RightHandThumb2";
case controller::RIGHT_HAND_THUMB3: return "RightHandThumb3";
case controller::RIGHT_HAND_THUMB4: return "RightHandThumb4";
case controller::RIGHT_HAND_INDEX1: return "RightHandIndex1";
case controller::RIGHT_HAND_INDEX2: return "RightHandIndex2";
case controller::RIGHT_HAND_INDEX3: return "RightHandIndex3";
case controller::RIGHT_HAND_INDEX4: return "RightHandIndex4";
case controller::RIGHT_HAND_MIDDLE1: return "RightHandMiddle1";
case controller::RIGHT_HAND_MIDDLE2: return "RightHandMiddle2";
case controller::RIGHT_HAND_MIDDLE3: return "RightHandMiddle3";
case controller::RIGHT_HAND_MIDDLE4: return "RightHandMiddle4";
case controller::RIGHT_HAND_RING1: return "RightHandRing1";
case controller::RIGHT_HAND_RING2: return "RightHandRing2";
case controller::RIGHT_HAND_RING3: return "RightHandRing3";
case controller::RIGHT_HAND_RING4: return "RightHandRing4";
case controller::RIGHT_HAND_PINKY1: return "RightHandPinky1";
case controller::RIGHT_HAND_PINKY2: return "RightHandPinky2";
case controller::RIGHT_HAND_PINKY3: return "RightHandPinky3";
case controller::RIGHT_HAND_PINKY4: return "RightHandPinky4";
case controller::LEFT_SHOULDER: return "LeftShoulder";
case controller::LEFT_ARM: return "LeftArm";
case controller::LEFT_FORE_ARM: return "LeftForeArm";
case controller::LEFT_HAND: return "LeftHand";
case controller::LEFT_HAND_THUMB1: return "LeftHandThumb1";
case controller::LEFT_HAND_THUMB2: return "LeftHandThumb2";
case controller::LEFT_HAND_THUMB3: return "LeftHandThumb3";
case controller::LEFT_HAND_THUMB4: return "LeftHandThumb4";
case controller::LEFT_HAND_INDEX1: return "LeftHandIndex1";
case controller::LEFT_HAND_INDEX2: return "LeftHandIndex2";
case controller::LEFT_HAND_INDEX3: return "LeftHandIndex3";
case controller::LEFT_HAND_INDEX4: return "LeftHandIndex4";
case controller::LEFT_HAND_MIDDLE1: return "LeftHandMiddle1";
case controller::LEFT_HAND_MIDDLE2: return "LeftHandMiddle2";
case controller::LEFT_HAND_MIDDLE3: return "LeftHandMiddle3";
case controller::LEFT_HAND_MIDDLE4: return "LeftHandMiddle4";
case controller::LEFT_HAND_RING1: return "LeftHandRing1";
case controller::LEFT_HAND_RING2: return "LeftHandRing2";
case controller::LEFT_HAND_RING3: return "LeftHandRing3";
case controller::LEFT_HAND_RING4: return "LeftHandRing4";
case controller::LEFT_HAND_PINKY1: return "LeftHandPinky1";
case controller::LEFT_HAND_PINKY2: return "LeftHandPinky2";
case controller::LEFT_HAND_PINKY3: return "LeftHandPinky3";
case controller::LEFT_HAND_PINKY4: return "LeftHandPinky4";
default: return "???";
}
}
// convert between YXZ neuron euler angles in degrees to quaternion
// this is the default setting in the Axis Neuron server.
static quat eulerToQuat(vec3 euler) {
// euler.x and euler.y are swaped, WTF.
glm::vec3 e = glm::vec3(euler.y, euler.x, euler.z) * RADIANS_PER_DEGREE;
return (glm::angleAxis(e.y, Vectors::UNIT_Y) *
glm::angleAxis(e.x, Vectors::UNIT_X) *
glm::angleAxis(e.z, Vectors::UNIT_Z));
}
#ifdef HAVE_NEURON
//
// neuronDataReader SDK callback functions
//
// NOTE: must be thread-safe
void FrameDataReceivedCallback(void* context, SOCKET_REF sender, BvhDataHeaderEx* header, float* data) {
auto neuronPlugin = reinterpret_cast<NeuronPlugin*>(context);
// version 1.0
if (header->DataVersion.Major == 1 && header->DataVersion.Minor == 0) {
// skip reference joint if present
if (header->WithReference && header->WithDisp) {
data += 6;
} else if (header->WithReference && !header->WithDisp) {
data += 3;
}
if (header->WithDisp) {
// enter mutex
std::lock_guard<std::mutex> guard(neuronPlugin->_jointsMutex);
//
// Data is 6 floats per joint: 3 position values, 3 rotation euler angles (degrees)
//
// resize vector if necessary
const size_t NUM_FLOATS_PER_JOINT = 6;
const size_t NUM_JOINTS = header->DataCount / NUM_FLOATS_PER_JOINT;
if (neuronPlugin->_joints.size() != NUM_JOINTS) {
neuronPlugin->_joints.resize(NUM_JOINTS, { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } });
}
assert(sizeof(NeuronPlugin::NeuronJoint) == (NUM_FLOATS_PER_JOINT * sizeof(float)));
// copy the data
memcpy(&(neuronPlugin->_joints[0]), data, sizeof(NeuronPlugin::NeuronJoint) * NUM_JOINTS);
} else {
qCWarning(inputplugins) << "NeuronPlugin: unsuported binary format, please enable displacements";
// enter mutex
std::lock_guard<std::mutex> guard(neuronPlugin->_jointsMutex);
if (neuronPlugin->_joints.size() != NeuronJointIndex::Size) {
neuronPlugin->_joints.resize(NeuronJointIndex::Size, { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } });
}
for (int i = 0; i < NeuronJointIndex::Size; i++) {
neuronPlugin->_joints[i].euler = glm::vec3();
neuronPlugin->_joints[i].pos = neuronJointTranslations[i];
}
}
} else {
static bool ONCE = false;
if (!ONCE) {
qCCritical(inputplugins) << "NeuronPlugin: bad frame version number, expected 1.0";
ONCE = true;
}
}
}
// I can't even get the SDK to send me a callback.
// BRCommandFetchAvatarDataFromServer & BRRegisterAutoSyncParmeter [sic] don't seem to work.
// So this is totally untested.
// NOTE: must be thread-safe
static void CommandDataReceivedCallback(void* context, SOCKET_REF sender, CommandPack* pack, void* data) {
DATA_VER version;
version._VersionMask = pack->DataVersion;
if (version.Major == 1 && version.Minor == 0) {
const char* str = "Unknown";
switch (pack->CommandId) {
case Cmd_BoneSize: // Id can be used to request bone size from server or register avatar name command.
str = "BoneSize";
break;
case Cmd_AvatarName: // Id can be used to request avatar name from server or register avatar name command.
str = "AvatarName";
break;
case Cmd_FaceDirection: // Id used to request face direction from server
str = "FaceDirection";
break;
case Cmd_DataFrequency: // Id can be used to request data frequency from server or register data frequency command.
str = "DataFrequency";
break;
case Cmd_BvhInheritanceTxt: // Id can be used to request bvh header txt from server or register bvh header txt command.
str = "BvhInheritanceTxt";
break;
case Cmd_AvatarCount: // Id can be used to request avatar count from server or register avatar count command.
str = "AvatarCount";
break;
case Cmd_CombinationMode: // Id can be used to request combination mode from server or register combination mode command.
str = "CombinationMode";
break;
case Cmd_RegisterEvent: // Id can be used to register event.
str = "RegisterEvent";
break;
case Cmd_UnRegisterEvent: // Id can be used to unregister event.
str = "UnRegisterEvent";
break;
}
qCDebug(inputplugins) << "NeuronPlugin: command data received CommandID = " << str;
} else {
static bool ONCE = false;
if (!ONCE) {
qCCritical(inputplugins) << "NeuronPlugin: bad command version number, expected 1.0";
ONCE = true;
}
}
}
// NOTE: must be thread-safe
static void SocketStatusChangedCallback(void* context, SOCKET_REF sender, SocketStatus status, char* message) {
// just dump to log, later we might want to pop up a connection lost dialog or attempt to reconnect.
qCDebug(inputplugins) << "NeuronPlugin: socket status = " << message;
}
#endif // #ifdef HAVE_NEURON
//
// NeuronPlugin
//
bool NeuronPlugin::isSupported() const {
#ifdef HAVE_NEURON
// Because it's a client/server network architecture, we can't tell
// if the neuron is actually connected until we connect to the server.
return true;
#else
return false;
#endif
}
void NeuronPlugin::activate() {
#ifdef HAVE_NEURON
InputPlugin::activate();
// register with userInputMapper
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->registerDevice(_inputDevice);
// register c-style callbacks
BRRegisterFrameDataCallback((void*)this, FrameDataReceivedCallback);
BRRegisterCommandDataCallback((void*)this, CommandDataReceivedCallback);
BRRegisterSocketStatusCallback((void*)this, SocketStatusChangedCallback);
// TODO: Pull these from prefs dialog?
// localhost is fine for now.
_serverAddress = "localhost";
_serverPort = 7001; // default port for TCP Axis Neuron server.
_socketRef = BRConnectTo((char*)_serverAddress.c_str(), _serverPort);
if (!_socketRef) {
// error
qCCritical(inputplugins) << "NeuronPlugin: error connecting to " << _serverAddress.c_str() << ":" << _serverPort << ", error = " << BRGetLastErrorMessage();
} else {
qCDebug(inputplugins) << "NeuronPlugin: success connecting to " << _serverAddress.c_str() << ":" << _serverPort;
BRRegisterAutoSyncParmeter(_socketRef, Cmd_CombinationMode);
}
#endif
}
void NeuronPlugin::deactivate() {
#ifdef HAVE_NEURON
// unregister from userInputMapper
if (_inputDevice->_deviceID != controller::Input::INVALID_DEVICE) {
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->removeDevice(_inputDevice->_deviceID);
}
if (_socketRef) {
BRUnregisterAutoSyncParmeter(_socketRef, Cmd_CombinationMode);
BRCloseSocket(_socketRef);
}
InputPlugin::deactivate();
#endif
}
void NeuronPlugin::pluginUpdate(float deltaTime, bool jointsCaptured) {
std::vector<NeuronJoint> joints;
{
// lock and copy
std::lock_guard<std::mutex> guard(_jointsMutex);
joints = _joints;
}
_inputDevice->update(deltaTime, joints, _prevJoints);
_prevJoints = joints;
}
void NeuronPlugin::saveSettings() const {
InputPlugin::saveSettings();
}
void NeuronPlugin::loadSettings() {
InputPlugin::loadSettings();
}
//
// InputDevice
//
controller::Input::NamedVector NeuronPlugin::InputDevice::getAvailableInputs() const {
static controller::Input::NamedVector availableInputs;
if (availableInputs.size() == 0) {
for (int i = 0; i < controller::NUM_STANDARD_POSES; i++) {
auto channel = static_cast<controller::StandardPoseChannel>(i);
availableInputs.push_back(makePair(channel, controllerJointName(channel)));
}
};
return availableInputs;
}
QString NeuronPlugin::InputDevice::getDefaultMappingConfig() const {
static const QString MAPPING_JSON = PathUtils::resourcesPath() + "/controllers/neuron.json";
return MAPPING_JSON;
}
void NeuronPlugin::InputDevice::update(float deltaTime, const std::vector<NeuronPlugin::NeuronJoint>& joints, const std::vector<NeuronPlugin::NeuronJoint>& prevJoints) {
for (size_t i = 0; i < joints.size(); i++) {
glm::vec3 linearVel, angularVel;
glm::vec3 pos = joints[i].pos;
glm::quat rot = eulerToQuat(joints[i].euler);
if (i < prevJoints.size()) {
linearVel = (pos - (prevJoints[i].pos * METERS_PER_CENTIMETER)) / deltaTime; // m/s
// quat log imaginary part points along the axis of rotation, with length of one half the angle of rotation.
glm::quat d = glm::log(rot * glm::inverse(eulerToQuat(prevJoints[i].euler)));
angularVel = glm::vec3(d.x, d.y, d.z) / (0.5f * deltaTime); // radians/s
}
int poseIndex = neuronJointIndexToPoseIndex((NeuronJointIndex)i);
_poseStateMap[poseIndex] = controller::Pose(pos, rot, linearVel, angularVel);
}
_poseStateMap[controller::RIGHT_HAND_THUMB1] = controller::Pose(rightHandThumb1DefaultAbsTranslation, glm::quat(), glm::vec3(), glm::vec3());
_poseStateMap[controller::LEFT_HAND_THUMB1] = controller::Pose(leftHandThumb1DefaultAbsTranslation, glm::quat(), glm::vec3(), glm::vec3());
}

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@ -0,0 +1,85 @@
//
// NeuronPlugin.h
// input-plugins/src/input-plugins
//
// Created by Anthony Thibault on 12/18/2015.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_NeuronPlugin_h
#define hifi_NeuronPlugin_h
#include <controllers/InputDevice.h>
#include <controllers/StandardControls.h>
#include <plugins/InputPlugin.h>
struct _BvhDataHeaderEx;
void FrameDataReceivedCallback(void* context, void* sender, _BvhDataHeaderEx* header, float* data);
// Handles interaction with the Neuron SDK
class NeuronPlugin : public InputPlugin {
Q_OBJECT
public:
friend void FrameDataReceivedCallback(void* context, void* sender, _BvhDataHeaderEx* header, float* data);
// Plugin functions
virtual bool isSupported() const override;
virtual bool isJointController() const override { return true; }
const QString& getName() const override { return NAME; }
const QString& getID() const override { return NEURON_ID_STRING; }
virtual void activate() override;
virtual void deactivate() override;
virtual void pluginFocusOutEvent() override { _inputDevice->focusOutEvent(); }
virtual void pluginUpdate(float deltaTime, bool jointsCaptured) override;
virtual void saveSettings() const override;
virtual void loadSettings() override;
protected:
struct NeuronJoint {
glm::vec3 pos;
glm::vec3 euler;
};
class InputDevice : public controller::InputDevice {
public:
friend class NeuronPlugin;
InputDevice() : controller::InputDevice("Neuron") {}
// Device functions
virtual controller::Input::NamedVector getAvailableInputs() const override;
virtual QString getDefaultMappingConfig() const override;
virtual void update(float deltaTime, bool jointsCaptured) override {};
virtual void focusOutEvent() override {};
void update(float deltaTime, const std::vector<NeuronPlugin::NeuronJoint>& joints, const std::vector<NeuronPlugin::NeuronJoint>& prevJoints);
};
std::shared_ptr<InputDevice> _inputDevice { std::make_shared<InputDevice>() };
static const QString NAME;
static const QString NEURON_ID_STRING;
std::string _serverAddress;
int _serverPort;
void* _socketRef;
// used to guard multi-threaded access to _joints
std::mutex _jointsMutex;
// copy of data directly from the NeuronDataReader SDK
std::vector<NeuronJoint> _joints;
// one frame old copy of _joints, used to caluclate angular and linear velocity.
std::vector<NeuronJoint> _prevJoints;
};
#endif // hifi_NeuronPlugin_h

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@ -0,0 +1,45 @@
//
// Created by Anthony Thibault on 2015/12/18
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <mutex>
#include <QtCore/QObject>
#include <QtCore/QtPlugin>
#include <QtCore/QStringList>
#include <plugins/RuntimePlugin.h>
#include <plugins/InputPlugin.h>
#include "NeuronPlugin.h"
class NeuronProvider : public QObject, public InputProvider
{
Q_OBJECT
Q_PLUGIN_METADATA(IID InputProvider_iid FILE "plugin.json")
Q_INTERFACES(InputProvider)
public:
NeuronProvider(QObject* parent = nullptr) : QObject(parent) {}
virtual ~NeuronProvider() {}
virtual InputPluginList getInputPlugins() override {
static std::once_flag once;
std::call_once(once, [&] {
InputPluginPointer plugin(new NeuronPlugin());
if (plugin->isSupported()) {
_inputPlugins.push_back(plugin);
}
});
return _inputPlugins;
}
private:
InputPluginList _inputPlugins;
};
#include "NeuronProvider.moc"

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@ -0,0 +1 @@
{}

View file

@ -274,7 +274,7 @@ struct ByteData {
QTextStream & operator << (QTextStream& stream, const ByteData & wrapper) {
// Print bytes as hex
stream << QByteArray::fromRawData(wrapper.data, wrapper.length).toHex();
stream << QByteArray::fromRawData(wrapper.data, (int)wrapper.length).toHex();
return stream;
}

View file

@ -8,12 +8,13 @@
//
#include "AnimTests.h"
#include "AnimNodeLoader.h"
#include "AnimClip.h"
#include "AnimBlendLinear.h"
#include "AnimationLogging.h"
#include "AnimVariant.h"
#include "AnimUtil.h"
#include <AnimNodeLoader.h>
#include <AnimClip.h>
#include <AnimBlendLinear.h>
#include <AnimationLogging.h>
#include <AnimVariant.h>
#include <AnimExpression.h>
#include <AnimUtil.h>
#include <../QTestExtensions.h>
@ -315,7 +316,6 @@ void AnimTests::testAccumulateTimeWithParameters(float startFrame, float endFram
triggers.clear();
}
void AnimTests::testAnimPose() {
const float PI = (float)M_PI;
const glm::quat ROT_X_90 = glm::angleAxis(PI / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
@ -394,3 +394,234 @@ void AnimTests::testAnimPose() {
}
}
}
void AnimTests::testExpressionTokenizer() {
QString str = "(10 + x) >= 20.1 && (y != !z)";
AnimExpression e("x");
auto iter = str.cbegin();
AnimExpression::Token token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::LeftParen);
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::Int);
QVERIFY(token.intVal == 10);
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::Plus);
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::Identifier);
QVERIFY(token.strVal == "x");
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::RightParen);
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::GreaterThanEqual);
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::Float);
QVERIFY(fabsf(token.floatVal - 20.1f) < 0.0001f);
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::And);
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::LeftParen);
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::Identifier);
QVERIFY(token.strVal == "y");
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::NotEqual);
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::Not);
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::Identifier);
QVERIFY(token.strVal == "z");
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::RightParen);
token = e.consumeToken(str, iter);
str = "true";
iter = str.cbegin();
token = e.consumeToken(str, iter);
QVERIFY(token.type == AnimExpression::Token::Bool);
QVERIFY(token.intVal == (int)true);
}
void AnimTests::testExpressionParser() {
auto vars = AnimVariantMap();
vars.set("f", false);
vars.set("t", true);
vars.set("ten", (int)10);
vars.set("twenty", (int)20);
vars.set("five", (float)5.0f);
vars.set("forty", (float)40.0f);
AnimExpression e("10");
QVERIFY(e._opCodes.size() == 1);
if (e._opCodes.size() == 1) {
QVERIFY(e._opCodes[0].type == AnimExpression::OpCode::Int);
QVERIFY(e._opCodes[0].intVal == 10);
}
e = AnimExpression("(10)");
QVERIFY(e._opCodes.size() == 1);
if (e._opCodes.size() == 1) {
QVERIFY(e._opCodes[0].type == AnimExpression::OpCode::Int);
QVERIFY(e._opCodes[0].intVal == 10);
}
e = AnimExpression("((10))");
QVERIFY(e._opCodes.size() == 1);
if (e._opCodes.size() == 1) {
QVERIFY(e._opCodes[0].type == AnimExpression::OpCode::Int);
QVERIFY(e._opCodes[0].intVal == 10);
}
e = AnimExpression("12.5");
QVERIFY(e._opCodes.size() == 1);
if (e._opCodes.size() == 1) {
QVERIFY(e._opCodes[0].type == AnimExpression::OpCode::Float);
QVERIFY(e._opCodes[0].floatVal == 12.5f);
}
e = AnimExpression("twenty");
QVERIFY(e._opCodes.size() == 1);
if (e._opCodes.size() == 1) {
QVERIFY(e._opCodes[0].type == AnimExpression::OpCode::Identifier);
QVERIFY(e._opCodes[0].strVal == "twenty");
}
e = AnimExpression("true || false");
QVERIFY(e._opCodes.size() == 3);
if (e._opCodes.size() == 3) {
QVERIFY(e._opCodes[0].type == AnimExpression::OpCode::Bool);
QVERIFY(e._opCodes[0].intVal == (int)true);
QVERIFY(e._opCodes[1].type == AnimExpression::OpCode::Bool);
QVERIFY(e._opCodes[1].intVal == (int)false);
QVERIFY(e._opCodes[2].type == AnimExpression::OpCode::Or);
}
e = AnimExpression("true || false && true");
QVERIFY(e._opCodes.size() == 5);
if (e._opCodes.size() == 5) {
QVERIFY(e._opCodes[0].type == AnimExpression::OpCode::Bool);
QVERIFY(e._opCodes[0].intVal == (int)true);
QVERIFY(e._opCodes[1].type == AnimExpression::OpCode::Bool);
QVERIFY(e._opCodes[1].intVal == (int)false);
QVERIFY(e._opCodes[2].type == AnimExpression::OpCode::Bool);
QVERIFY(e._opCodes[2].intVal == (int)true);
QVERIFY(e._opCodes[3].type == AnimExpression::OpCode::And);
QVERIFY(e._opCodes[4].type == AnimExpression::OpCode::Or);
}
e = AnimExpression("(true || false) && true");
QVERIFY(e._opCodes.size() == 5);
if (e._opCodes.size() == 5) {
QVERIFY(e._opCodes[0].type == AnimExpression::OpCode::Bool);
QVERIFY(e._opCodes[0].intVal == (int)true);
QVERIFY(e._opCodes[1].type == AnimExpression::OpCode::Bool);
QVERIFY(e._opCodes[1].intVal == (int)false);
QVERIFY(e._opCodes[2].type == AnimExpression::OpCode::Or);
QVERIFY(e._opCodes[3].type == AnimExpression::OpCode::Bool);
QVERIFY(e._opCodes[3].intVal == (int)true);
QVERIFY(e._opCodes[4].type == AnimExpression::OpCode::And);
}
e = AnimExpression("!(true || false) && true");
QVERIFY(e._opCodes.size() == 6);
if (e._opCodes.size() == 6) {
QVERIFY(e._opCodes[0].type == AnimExpression::OpCode::Bool);
QVERIFY(e._opCodes[0].intVal == (int)true);
QVERIFY(e._opCodes[1].type == AnimExpression::OpCode::Bool);
QVERIFY(e._opCodes[1].intVal == (int)false);
QVERIFY(e._opCodes[2].type == AnimExpression::OpCode::Or);
QVERIFY(e._opCodes[3].type == AnimExpression::OpCode::Not);
QVERIFY(e._opCodes[4].type == AnimExpression::OpCode::Bool);
QVERIFY(e._opCodes[4].intVal == (int)true);
QVERIFY(e._opCodes[5].type == AnimExpression::OpCode::And);
}
}
#define TEST_BOOL_EXPR(EXPR) \
result = AnimExpression( #EXPR ).evaluate(vars); \
QVERIFY(result.type == AnimExpression::OpCode::Bool); \
QVERIFY(result.intVal == (int)(EXPR))
void AnimTests::testExpressionEvaluator() {
auto vars = AnimVariantMap();
bool f = false;
bool t = true;
int ten = 10;
int twenty = 20;
float five = 5.0f;
float fourty = 40.0f;
vars.set("f", f);
vars.set("t", t);
vars.set("ten", ten);
vars.set("twenty", twenty);
vars.set("five", five);
vars.set("forty", fourty);
AnimExpression::OpCode result(AnimExpression::OpCode::Int);
result = AnimExpression("10").evaluate(vars);
QVERIFY(result.type == AnimExpression::OpCode::Int);
QVERIFY(result.intVal == 10);
result = AnimExpression("(10)").evaluate(vars);
QVERIFY(result.type == AnimExpression::OpCode::Int);
QVERIFY(result.intVal == 10);
TEST_BOOL_EXPR(true);
TEST_BOOL_EXPR(false);
TEST_BOOL_EXPR(t);
TEST_BOOL_EXPR(f);
TEST_BOOL_EXPR(true || false);
TEST_BOOL_EXPR(true || true);
TEST_BOOL_EXPR(false || false);
TEST_BOOL_EXPR(false || true);
TEST_BOOL_EXPR(true && false);
TEST_BOOL_EXPR(true && true);
TEST_BOOL_EXPR(false && false);
TEST_BOOL_EXPR(false && true);
TEST_BOOL_EXPR(true || false && true);
TEST_BOOL_EXPR(true || false && false);
TEST_BOOL_EXPR(true || true && true);
TEST_BOOL_EXPR(true || true && false);
TEST_BOOL_EXPR(false || false && true);
TEST_BOOL_EXPR(false || false && false);
TEST_BOOL_EXPR(false || true && true);
TEST_BOOL_EXPR(false || true && false);
TEST_BOOL_EXPR(true && false || true);
TEST_BOOL_EXPR(true && false || false);
TEST_BOOL_EXPR(true && true || true);
TEST_BOOL_EXPR(true && true || false);
TEST_BOOL_EXPR(false && false || true);
TEST_BOOL_EXPR(false && false || false);
TEST_BOOL_EXPR(false && true || true);
TEST_BOOL_EXPR(false && true || false);
TEST_BOOL_EXPR(t || false);
TEST_BOOL_EXPR(t || true);
TEST_BOOL_EXPR(f || false);
TEST_BOOL_EXPR(f || true);
TEST_BOOL_EXPR(!true);
TEST_BOOL_EXPR(!false);
TEST_BOOL_EXPR(!true || true);
TEST_BOOL_EXPR(!true && !false || !true);
TEST_BOOL_EXPR(!true && !false || true);
TEST_BOOL_EXPR(!true && false || !true);
TEST_BOOL_EXPR(!true && false || true);
TEST_BOOL_EXPR(true && !false || !true);
TEST_BOOL_EXPR(true && !false || true);
TEST_BOOL_EXPR(true && false || !true);
TEST_BOOL_EXPR(true && false || true);
TEST_BOOL_EXPR(!(true && f) || !t);
TEST_BOOL_EXPR(!!!(t) && (!!f || true));
TEST_BOOL_EXPR(!(true && f) && true);
}

View file

@ -27,6 +27,9 @@ private slots:
void testVariant();
void testAccumulateTime();
void testAnimPose();
void testExpressionTokenizer();
void testExpressionParser();
void testExpressionEvaluator();
};
#endif // hifi_AnimTests_h

View file

@ -0,0 +1,57 @@
//
// GLMHelpersTests.cpp
// tests/shared/src
//
// Created by Anthony Thibault on 2015.12.29
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GLMHelpersTests.h"
#include <NumericalConstants.h>
#include <StreamUtils.h>
#include <../QTestExtensions.h>
QTEST_MAIN(GLMHelpersTests)
void GLMHelpersTests::testEulerDecomposition() {
// quat to euler and back again....
const glm::quat ROT_X_90 = glm::angleAxis(PI / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
const glm::quat ROT_Y_180 = glm::angleAxis(PI, glm::vec3(0.0f, 1.0, 0.0f));
const glm::quat ROT_Z_30 = glm::angleAxis(PI / 6.0f, glm::vec3(1.0f, 0.0f, 0.0f));
const float EPSILON = 0.00001f;
std::vector<glm::quat> quatVec = {
glm::quat(),
ROT_X_90,
ROT_Y_180,
ROT_Z_30,
ROT_X_90 * ROT_Y_180 * ROT_Z_30,
ROT_X_90 * ROT_Z_30 * ROT_Y_180,
ROT_Y_180 * ROT_Z_30 * ROT_X_90,
ROT_Y_180 * ROT_X_90 * ROT_Z_30,
ROT_Z_30 * ROT_X_90 * ROT_Y_180,
ROT_Z_30 * ROT_Y_180 * ROT_X_90,
};
for (auto& q : quatVec) {
glm::vec3 euler = safeEulerAngles(q);
glm::quat r(euler);
// when the axis and angle are flipped.
if (glm::dot(q, r) < 0.0f) {
r = -r;
}
QCOMPARE_WITH_ABS_ERROR(q, r, EPSILON);
}
}

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@ -0,0 +1,27 @@
//
// GLMHelpersTests.h
// tests/shared/src
//
// Created by Anthony thibault on 2015.12.29
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_GLMHelpersTests_h
#define hifi_GLMHelpersTests_h
#include <QtTest/QtTest>
#include <GLMHelpers.h>
class GLMHelpersTests : public QObject {
Q_OBJECT
private slots:
void testEulerDecomposition();
};
float getErrorDifference(const float& a, const float& b);
float getErrorDifference(const glm::vec3& a, const glm::vec3& b);
#endif // hifi_GLMHelpersTest_h

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@ -1,6 +1,6 @@
//
// GeometryUtilTests.cpp
// tests/physics/src
// tests/shared/src
//
// Created by Andrew Meadows on 2015.07.27
// Copyright 2015 High Fidelity, Inc.

View file

@ -1,6 +1,6 @@
//
// GeometryUtilTests.h
// tests/physics/src
// tests/shared/src
//
// Created by Andrew Meadows on 2014.05.30
// Copyright 2014 High Fidelity, Inc.
@ -9,8 +9,8 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_AngularConstraintTests_h
#define hifi_AngularConstraintTests_h
#ifndef hifi_GeometryUtilTests_h
#define hifi_GeometryUtilTests_h
#include <QtTest/QtTest>
#include <glm/glm.hpp>
@ -26,4 +26,4 @@ private slots:
float getErrorDifference(const float& a, const float& b);
float getErrorDifference(const glm::vec3& a, const glm::vec3& b);
#endif // hifi_AngularConstraintTests_h
#endif // hifi_GeometryUtilTests_h