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Merge branch 'master' of https://github.com/highfidelity/hifi into editHandleFixesImprovements
This commit is contained in:
commit
3967ca6bf6
2 changed files with 31 additions and 23 deletions
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@ -1163,24 +1163,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
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});
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audioIO->startThread();
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auto audioScriptingInterface = DependencyManager::set<AudioScriptingInterface, scripting::Audio>();
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connect(audioIO.data(), &AudioClient::mutedByMixer, audioScriptingInterface.data(), &AudioScriptingInterface::mutedByMixer);
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connect(audioIO.data(), &AudioClient::receivedFirstPacket, audioScriptingInterface.data(), &AudioScriptingInterface::receivedFirstPacket);
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connect(audioIO.data(), &AudioClient::disconnected, audioScriptingInterface.data(), &AudioScriptingInterface::disconnected);
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connect(audioIO.data(), &AudioClient::muteEnvironmentRequested, [](glm::vec3 position, float radius) {
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auto audioClient = DependencyManager::get<AudioClient>();
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auto audioScriptingInterface = DependencyManager::get<AudioScriptingInterface>();
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auto myAvatarPosition = DependencyManager::get<AvatarManager>()->getMyAvatar()->getWorldPosition();
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float distance = glm::distance(myAvatarPosition, position);
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if (distance < radius) {
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audioClient->setMuted(true);
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audioScriptingInterface->environmentMuted();
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}
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});
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connect(this, &Application::activeDisplayPluginChanged,
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reinterpret_cast<scripting::Audio*>(audioScriptingInterface.data()), &scripting::Audio::onContextChanged);
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// Make sure we don't time out during slow operations at startup
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updateHeartbeat();
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@ -1366,6 +1348,28 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
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initializeDisplayPlugins();
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qCDebug(interfaceapp, "Initialized Display");
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// An audio device changed signal received before the display plugins are set up will cause a crash,
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// so we defer the setup of the `scripting::Audio` class until this point
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{
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auto audioScriptingInterface = DependencyManager::set<AudioScriptingInterface, scripting::Audio>();
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connect(audioIO.data(), &AudioClient::mutedByMixer, audioScriptingInterface.data(), &AudioScriptingInterface::mutedByMixer);
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connect(audioIO.data(), &AudioClient::receivedFirstPacket, audioScriptingInterface.data(), &AudioScriptingInterface::receivedFirstPacket);
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connect(audioIO.data(), &AudioClient::disconnected, audioScriptingInterface.data(), &AudioScriptingInterface::disconnected);
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connect(audioIO.data(), &AudioClient::muteEnvironmentRequested, [](glm::vec3 position, float radius) {
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auto audioClient = DependencyManager::get<AudioClient>();
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auto audioScriptingInterface = DependencyManager::get<AudioScriptingInterface>();
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auto myAvatarPosition = DependencyManager::get<AvatarManager>()->getMyAvatar()->getWorldPosition();
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float distance = glm::distance(myAvatarPosition, position);
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if (distance < radius) {
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audioClient->setMuted(true);
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audioScriptingInterface->environmentMuted();
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}
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});
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connect(this, &Application::activeDisplayPluginChanged,
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reinterpret_cast<scripting::Audio*>(audioScriptingInterface.data()), &scripting::Audio::onContextChanged);
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}
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// Create the rendering engine. This can be slow on some machines due to lots of
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// GPU pipeline creation.
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initializeRenderEngine();
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@ -1751,6 +1755,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
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// set the local loopback interface for local sounds
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AudioInjector::setLocalAudioInterface(audioIO.data());
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auto audioScriptingInterface = DependencyManager::get<AudioScriptingInterface>();
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audioScriptingInterface->setLocalAudioInterface(audioIO.data());
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connect(audioIO.data(), &AudioClient::noiseGateOpened, audioScriptingInterface.data(), &AudioScriptingInterface::noiseGateOpened);
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connect(audioIO.data(), &AudioClient::noiseGateClosed, audioScriptingInterface.data(), &AudioScriptingInterface::noiseGateClosed);
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@ -108,12 +108,15 @@ bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm:
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btScalar lengthAxis = axis.length();
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if (lengthAxis > FLT_EPSILON) {
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// we're walking sideways
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btScalar angle = acosf(lengthAxis / adjustedDirection.length());
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if (rayDirection.dot(forward) < 0.0f) {
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angle = PI - angle;
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btScalar cosAngle = lengthAxis / adjustedDirection.length();
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if (cosAngle < 1.0f) {
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btScalar angle = acosf(cosAngle);
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if (rayDirection.dot(forward) < 0.0f) {
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angle = PI - angle;
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}
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axis /= lengthAxis;
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rotation = btMatrix3x3(btQuaternion(axis, angle)) * rotation;
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}
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axis /= lengthAxis;
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rotation = btMatrix3x3(btQuaternion(axis, angle)) * rotation;
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} else if (rayDirection.dot(forward) < 0.0f) {
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// we're walking backwards
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rotation = btMatrix3x3(btQuaternion(_currentUp, PI)) * rotation;
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