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Merge pull request #2729 from AndrewMeadows/inertia
expose MyAvatar.collisionGroups to JS
This commit is contained in:
commit
3ab61f231b
10 changed files with 224 additions and 110 deletions
142
examples/swissArmyJetpack.js
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142
examples/swissArmyJetpack.js
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//
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// swissArmyJetpack.js
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// examples
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//
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// Created by Andrew Meadows 2014.04.24
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// Copyright 2014 High Fidelity, Inc.
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//
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// This is a work in progress. It will eventually be able to move the avatar around,
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// toggle collision groups, modify avatar movement options, and other stuff (maybe trigger animations).
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var numberOfButtons = 3;
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var enabledColors = new Array();
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enabledColors[0] = { red: 255, green: 0, blue: 0};
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enabledColors[1] = { red: 0, green: 255, blue: 0};
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enabledColors[2] = { red: 0, green: 0, blue: 255};
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var disabledColors = new Array();
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disabledColors[0] = { red: 90, green: 75, blue: 75};
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disabledColors[1] = { red: 75, green: 90, blue: 75};
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disabledColors[2] = { red: 75, green: 90, blue: 90};
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var buttons = new Array();
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var labels = new Array();
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var labelContents = new Array();
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labelContents[0] = "Collide with Avatars";
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labelContents[1] = "Collide with Voxels";
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labelContents[2] = "Collide with Particles";
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var groupBits = 0;
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var buttonStates = new Array();
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var disabledOffsetT = 0;
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var enabledOffsetT = 55;
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var buttonX = 50;
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var buttonY = 200;
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var buttonWidth = 30;
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var buttonHeight = 54;
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var textX = buttonX + buttonWidth + 10;
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for (i = 0; i < numberOfButtons; i++) {
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var offsetS = 12
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var offsetT = disabledOffsetT;
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buttons[i] = Overlays.addOverlay("image", {
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//x: buttonX + (buttonWidth * i),
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x: buttonX,
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y: buttonY + (buttonHeight * i),
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width: buttonWidth,
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height: buttonHeight,
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subImage: { x: offsetS, y: offsetT, width: buttonWidth, height: buttonHeight },
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imageURL: "http://highfidelity-public.s3-us-west-1.amazonaws.com/images/testing-swatches.svg",
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color: disabledColors[i],
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alpha: 1,
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});
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labels[i] = Overlays.addOverlay("text", {
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x: textX,
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y: buttonY + (buttonHeight * i) + 12,
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width: 150,
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height: 50,
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color: { red: 0, green: 0, blue: 0},
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textColor: { red: 255, green: 0, blue: 0},
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topMargin: 4,
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leftMargin: 4,
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text: labelContents[i]
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});
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buttonStates[i] = false;
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}
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function updateButton(i, enabled) {
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var offsetY = disabledOffsetT;
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var buttonColor = disabledColors[i];
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groupBits
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if (enabled) {
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offsetY = enabledOffsetT;
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buttonColor = enabledColors[i];
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if (i == 0) {
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groupBits |= COLLISION_GROUP_AVATARS;
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} else if (i == 1) {
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groupBits |= COLLISION_GROUP_VOXELS;
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} else if (i == 2) {
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groupBits |= COLLISION_GROUP_PARTICLES;
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}
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} else {
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if (i == 0) {
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groupBits &= ~COLLISION_GROUP_AVATARS;
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} else if (i == 1) {
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groupBits &= ~COLLISION_GROUP_VOXELS;
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} else if (i == 2) {
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groupBits &= ~COLLISION_GROUP_PARTICLES;
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}
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}
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MyAvatar.collisionGroups = groupBits;
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Overlays.editOverlay(buttons[i], { subImage: { y: offsetY } } );
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Overlays.editOverlay(buttons[i], { color: buttonColor } );
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buttonStates[i] = enabled;
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}
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// When our script shuts down, we should clean up all of our overlays
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function scriptEnding() {
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for (i = 0; i < numberOfButtons; i++) {
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print("adebug deleting overlay " + i);
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Overlays.deleteOverlay(buttons[i]);
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Overlays.deleteOverlay(labels[i]);
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}
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}
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Script.scriptEnding.connect(scriptEnding);
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// Our update() function is called at approximately 60fps, and we will use it to animate our various overlays
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function update(deltaTime) {
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if (groupBits != MyAvatar.collisionGroups) {
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groupBits = MyAvatar.collisionGroups;
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updateButton(0, groupBits & COLLISION_GROUP_AVATARS);
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updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
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updateButton(2, groupBits & COLLISION_GROUP_PARTICLES);
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}
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}
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Script.update.connect(update);
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// we also handle click detection in our mousePressEvent()
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function mousePressEvent(event) {
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var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
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for (i = 0; i < numberOfButtons; i++) {
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if (clickedOverlay == buttons[i]) {
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var enabled = !(buttonStates[i]);
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updateButton(i, enabled);
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}
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}
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}
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Controller.mousePressEvent.connect(mousePressEvent);
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@ -857,7 +857,7 @@ void Application::keyPressEvent(QKeyEvent* event) {
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case Qt::Key_G:
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if (isShifted) {
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Menu::getInstance()->triggerOption(MenuOption::Gravity);
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Menu::getInstance()->triggerOption(MenuOption::ObeyGravity);
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}
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break;
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@ -187,9 +187,9 @@ Menu::Menu() :
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QAction::PreferencesRole);
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addDisabledActionAndSeparator(editMenu, "Physics");
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addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::Gravity, Qt::SHIFT | Qt::Key_G, false);
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QObject* avatar = appInstance->getAvatar();
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addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::ObeyGravity, Qt::SHIFT | Qt::Key_G, true,
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avatar, SLOT(updateMotionBehaviorFlags()));
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addAvatarCollisionSubMenu(editMenu);
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@ -508,7 +508,7 @@ void Menu::loadSettings(QSettings* settings) {
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// MyAvatar caches some menu options, so we have to update them whenever we load settings.
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// TODO: cache more settings in MyAvatar that are checked with very high frequency.
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MyAvatar* myAvatar = Application::getInstance()->getAvatar();
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myAvatar->updateCollisionFlags();
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myAvatar->updateCollisionGroups();
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if (lockedSettings) {
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Application::getInstance()->unlockSettings();
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@ -1381,13 +1381,13 @@ void Menu::addAvatarCollisionSubMenu(QMenu* overMenu) {
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Application* appInstance = Application::getInstance();
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QObject* avatar = appInstance->getAvatar();
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addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithEnvironment,
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0, false, avatar, SLOT(updateCollisionFlags()));
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0, false, avatar, SLOT(updateCollisionGroups()));
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addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithAvatars,
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0, true, avatar, SLOT(updateCollisionFlags()));
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0, true, avatar, SLOT(updateCollisionGroups()));
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addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithVoxels,
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0, false, avatar, SLOT(updateCollisionFlags()));
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0, false, avatar, SLOT(updateCollisionGroups()));
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addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithParticles,
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0, true, avatar, SLOT(updateCollisionFlags()));
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0, true, avatar, SLOT(updateCollisionGroups()));
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}
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QAction* Menu::getActionFromName(const QString& menuName, QMenu* menu) {
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@ -315,7 +315,7 @@ namespace MenuOption {
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const QString GoTo = "Go To...";
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const QString GoToDomain = "Go To Domain...";
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const QString GoToLocation = "Go To Location...";
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const QString Gravity = "Use Gravity";
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const QString ObeyGravity = "Obey Gravity";
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const QString HandsCollideWithSelf = "Collide With Self";
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const QString HeadMouse = "Head Mouse";
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const QString IncreaseAvatarSize = "Increase Avatar Size";
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@ -47,16 +47,14 @@ Avatar::Avatar() :
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AvatarData(),
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_skeletonModel(this),
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_bodyYawDelta(0.0f),
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_mode(AVATAR_MODE_STANDING),
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_velocity(0.0f, 0.0f, 0.0f),
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_thrust(0.0f, 0.0f, 0.0f),
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_leanScale(0.5f),
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_scale(1.0f),
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_worldUpDirection(DEFAULT_UP_DIRECTION),
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_mouseRayOrigin(0.0f, 0.0f, 0.0f),
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_mouseRayDirection(0.0f, 0.0f, 0.0f),
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_moving(false),
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_collisionFlags(0),
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_collisionGroups(0),
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_initialized(false),
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_shouldRenderBillboard(true)
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{
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@ -138,20 +136,9 @@ void Avatar::simulate(float deltaTime) {
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head->simulate(deltaTime, false, _shouldRenderBillboard);
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}
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// use speed and angular velocity to determine walking vs. standing
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float speed = glm::length(_velocity);
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if (speed + fabs(_bodyYawDelta) > 0.2) {
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_mode = AVATAR_MODE_WALKING;
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} else {
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_mode = AVATAR_MODE_INTERACTING;
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}
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// update position by velocity, and subtract the change added earlier for gravity
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_position += _velocity * deltaTime;
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// Zero thrust out now that we've added it to velocity in this frame
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_thrust = glm::vec3(0, 0, 0);
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// update animation for display name fade in/out
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if ( _displayNameTargetAlpha != _displayNameAlpha) {
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// the alpha function is
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@ -166,7 +153,7 @@ void Avatar::simulate(float deltaTime) {
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// Fading in
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_displayNameAlpha = 1 - (1 - _displayNameAlpha) * coef;
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}
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_displayNameAlpha = abs(_displayNameAlpha - _displayNameTargetAlpha) < 0.01? _displayNameTargetAlpha : _displayNameAlpha;
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_displayNameAlpha = abs(_displayNameAlpha - _displayNameTargetAlpha) < 0.01f ? _displayNameTargetAlpha : _displayNameAlpha;
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}
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}
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@ -563,7 +550,7 @@ bool Avatar::findCollisions(const QVector<const Shape*>& shapes, CollisionList&
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}
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bool Avatar::findParticleCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions) {
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if (_collisionFlags & COLLISION_GROUP_PARTICLES) {
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if (_collisionGroups & COLLISION_GROUP_PARTICLES) {
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return false;
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}
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bool collided = false;
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@ -753,19 +740,19 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
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glEnd();
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}
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void Avatar::updateCollisionFlags() {
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_collisionFlags = 0;
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void Avatar::updateCollisionGroups() {
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_collisionGroups = 0;
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithEnvironment)) {
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_collisionFlags |= COLLISION_GROUP_ENVIRONMENT;
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_collisionGroups |= COLLISION_GROUP_ENVIRONMENT;
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) {
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_collisionFlags |= COLLISION_GROUP_AVATARS;
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_collisionGroups |= COLLISION_GROUP_AVATARS;
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithVoxels)) {
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_collisionFlags |= COLLISION_GROUP_VOXELS;
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_collisionGroups |= COLLISION_GROUP_VOXELS;
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithParticles)) {
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_collisionFlags |= COLLISION_GROUP_PARTICLES;
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_collisionGroups |= COLLISION_GROUP_PARTICLES;
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}
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}
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@ -46,13 +46,6 @@ enum DriveKeys {
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MAX_DRIVE_KEYS
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};
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enum AvatarMode {
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AVATAR_MODE_STANDING = 0,
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AVATAR_MODE_WALKING,
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AVATAR_MODE_INTERACTING,
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NUM_AVATAR_MODES
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};
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enum ScreenTintLayer {
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SCREEN_TINT_BEFORE_LANDSCAPE = 0,
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SCREEN_TINT_BEFORE_AVATARS,
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@ -70,6 +63,7 @@ class Texture;
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class Avatar : public AvatarData {
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Q_OBJECT
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Q_PROPERTY(quint32 collisionGroups READ getCollisionGroups WRITE setCollisionGroups)
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public:
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Avatar();
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@ -155,8 +149,11 @@ public:
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virtual float getBoundingRadius() const;
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void updateShapePositions();
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quint32 getCollisionGroups() const { return _collisionGroups; }
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virtual void setCollisionGroups(quint32 collisionGroups) { _collisionGroups = (collisionGroups & VALID_COLLISION_GROUPS); }
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public slots:
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void updateCollisionFlags();
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void updateCollisionGroups();
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signals:
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void collisionWithAvatar(const QUuid& myUUID, const QUuid& theirUUID, const CollisionInfo& collision);
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@ -164,9 +161,7 @@ signals:
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protected:
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SkeletonModel _skeletonModel;
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float _bodyYawDelta;
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AvatarMode _mode;
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glm::vec3 _velocity;
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glm::vec3 _thrust;
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float _leanScale;
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float _scale;
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glm::vec3 _worldUpDirection;
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@ -175,7 +170,7 @@ protected:
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float _stringLength;
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bool _moving; ///< set when position is changing
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uint32_t _collisionFlags;
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quint32 _collisionGroups;
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// protected methods...
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glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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@ -55,16 +55,13 @@ MyAvatar::MyAvatar() :
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_shouldJump(false),
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_gravity(0.0f, -1.0f, 0.0f),
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_distanceToNearestAvatar(std::numeric_limits<float>::max()),
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_elapsedTimeMoving(0.0f),
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_elapsedTimeStopped(0.0f),
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_elapsedTimeSinceCollision(0.0f),
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_lastCollisionPosition(0, 0, 0),
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_speedBrakes(false),
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_thrust(0.0f),
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_isThrustOn(false),
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_thrustMultiplier(1.0f),
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_moveTarget(0,0,0),
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_motionBehaviors(0),
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_lastBodyPenetration(0.0f),
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_moveTargetStepCounter(0),
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_lookAtTargetAvatar(),
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_shouldRender(true),
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_billboardValid(false),
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@ -98,11 +95,6 @@ void MyAvatar::reset() {
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setOrientation(glm::quat(glm::vec3(0.0f)));
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}
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void MyAvatar::setMoveTarget(const glm::vec3 moveTarget) {
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_moveTarget = moveTarget;
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_moveTargetStepCounter = 0;
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}
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void MyAvatar::update(float deltaTime) {
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Head* head = getHead();
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head->relaxLean(deltaTime);
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@ -133,7 +125,7 @@ void MyAvatar::update(float deltaTime) {
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head->setAudioLoudness(audio->getLastInputLoudness());
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head->setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
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if (Menu::getInstance()->isOptionChecked(MenuOption::Gravity)) {
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if (_motionBehaviors & AVATAR_MOTION_OBEY_GRAVITY) {
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setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()));
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} else {
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setGravity(glm::vec3(0.0f, 0.0f, 0.0f));
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@ -146,17 +138,6 @@ void MyAvatar::simulate(float deltaTime) {
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glm::quat orientation = getOrientation();
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// Update movement timers
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_elapsedTimeSinceCollision += deltaTime;
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const float VELOCITY_MOVEMENT_TIMER_THRESHOLD = 0.2f;
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if (glm::length(_velocity) < VELOCITY_MOVEMENT_TIMER_THRESHOLD) {
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_elapsedTimeMoving = 0.0f;
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_elapsedTimeStopped += deltaTime;
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} else {
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_elapsedTimeStopped = 0.0f;
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_elapsedTimeMoving += deltaTime;
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}
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if (_scale != _targetScale) {
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float scale = (1.0f - SMOOTHING_RATIO) * _scale + SMOOTHING_RATIO * _targetScale;
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setScale(scale);
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@ -270,34 +251,11 @@ void MyAvatar::simulate(float deltaTime) {
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// update the euler angles
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setOrientation(orientation);
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const float WALKING_SPEED_THRESHOLD = 0.2f;
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// use speed and angular velocity to determine walking vs. standing
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float speed = glm::length(_velocity);
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if (speed + fabs(_bodyYawDelta) > WALKING_SPEED_THRESHOLD) {
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_mode = AVATAR_MODE_WALKING;
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} else {
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_mode = AVATAR_MODE_INTERACTING;
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}
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// update moving flag based on speed
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const float MOVING_SPEED_THRESHOLD = 0.01f;
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float speed = glm::length(_velocity);
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_moving = speed > MOVING_SPEED_THRESHOLD;
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// If a move target is set, update position explicitly
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const float MOVE_FINISHED_TOLERANCE = 0.1f;
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const float MOVE_SPEED_FACTOR = 2.0f;
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const int MOVE_TARGET_MAX_STEPS = 250;
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if ((glm::length(_moveTarget) > EPSILON) && (_moveTargetStepCounter < MOVE_TARGET_MAX_STEPS)) {
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if (glm::length(_position - _moveTarget) > MOVE_FINISHED_TOLERANCE) {
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_position += (_moveTarget - _position) * (deltaTime * MOVE_SPEED_FACTOR);
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_moveTargetStepCounter++;
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} else {
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// Move completed
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_moveTarget = glm::vec3(0,0,0);
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_moveTargetStepCounter = 0;
|
||||
}
|
||||
}
|
||||
|
||||
updateChatCircle(deltaTime);
|
||||
|
||||
_position += _velocity * deltaTime;
|
||||
|
@ -325,10 +283,10 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
head->simulate(deltaTime, true);
|
||||
|
||||
// Zero thrust out now that we've added it to velocity in this frame
|
||||
_thrust = glm::vec3(0.0f);
|
||||
_thrust *= glm::vec3(0.0f);
|
||||
|
||||
// now that we're done stepping the avatar forward in time, compute new collisions
|
||||
if (_collisionFlags != 0) {
|
||||
if (_collisionGroups != 0) {
|
||||
Camera* myCamera = Application::getInstance()->getCamera();
|
||||
|
||||
float radius = getSkeletonHeight() * COLLISION_RADIUS_SCALE;
|
||||
|
@ -336,15 +294,15 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cos(myCamera->getFieldOfView() / 2.0f));
|
||||
radius *= COLLISION_RADIUS_SCALAR;
|
||||
}
|
||||
if (_collisionFlags) {
|
||||
if (_collisionGroups) {
|
||||
updateShapePositions();
|
||||
if (_collisionFlags & COLLISION_GROUP_ENVIRONMENT) {
|
||||
if (_collisionGroups & COLLISION_GROUP_ENVIRONMENT) {
|
||||
updateCollisionWithEnvironment(deltaTime, radius);
|
||||
}
|
||||
if (_collisionFlags & COLLISION_GROUP_VOXELS) {
|
||||
if (_collisionGroups & COLLISION_GROUP_VOXELS) {
|
||||
updateCollisionWithVoxels(deltaTime, radius);
|
||||
}
|
||||
if (_collisionFlags & COLLISION_GROUP_AVATARS) {
|
||||
if (_collisionGroups & COLLISION_GROUP_AVATARS) {
|
||||
updateCollisionWithAvatars(deltaTime);
|
||||
}
|
||||
}
|
||||
|
@ -452,8 +410,6 @@ void MyAvatar::renderDebugBodyPoints() {
|
|||
glTranslatef(position.x, position.y, position.z);
|
||||
glutSolidSphere(0.15, 10, 10);
|
||||
glPopMatrix();
|
||||
|
||||
|
||||
}
|
||||
|
||||
// virtual
|
||||
|
@ -831,7 +787,6 @@ void MyAvatar::applyHardCollision(const glm::vec3& penetration, float elasticity
|
|||
// cancel out the velocity component in the direction of penetration
|
||||
float penetrationLength = glm::length(penetration);
|
||||
if (penetrationLength > EPSILON) {
|
||||
_elapsedTimeSinceCollision = 0.0f;
|
||||
glm::vec3 direction = penetration / penetrationLength;
|
||||
_velocity -= glm::dot(_velocity, direction) * direction * (1.0f + elasticity);
|
||||
_velocity *= glm::clamp(1.0f - damping, 0.0f, 1.0f);
|
||||
|
@ -868,7 +823,7 @@ void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTim
|
|||
std::min(COLLISION_LOUDNESS * velocityTowardCollision, 1.0f),
|
||||
frequency * (1.0f + velocityTangentToCollision / velocityTowardCollision),
|
||||
std::min(velocityTangentToCollision / velocityTowardCollision * NOISE_SCALING, 1.0f),
|
||||
1.0f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision, true);
|
||||
1.0f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1188,7 +1143,28 @@ void MyAvatar::goToLocationFromResponse(const QJsonObject& jsonObject) {
|
|||
} else {
|
||||
QMessageBox::warning(Application::getInstance()->getWindow(), "", "That user or location could not be found.");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void MyAvatar::updateMotionBehaviors() {
|
||||
_motionBehaviors = 0;
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::ObeyGravity)) {
|
||||
_motionBehaviors |= AVATAR_MOTION_OBEY_GRAVITY;
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::setCollisionGroups(quint32 collisionGroups) {
|
||||
Avatar::setCollisionGroups(collisionGroups & VALID_COLLISION_GROUPS);
|
||||
Menu* menu = Menu::getInstance();
|
||||
menu->setIsOptionChecked(MenuOption::CollideWithEnvironment, (bool)(_collisionGroups & COLLISION_GROUP_ENVIRONMENT));
|
||||
menu->setIsOptionChecked(MenuOption::CollideWithAvatars, (bool)(_collisionGroups & COLLISION_GROUP_AVATARS));
|
||||
menu->setIsOptionChecked(MenuOption::CollideWithVoxels, (bool)(_collisionGroups & COLLISION_GROUP_VOXELS));
|
||||
menu->setIsOptionChecked(MenuOption::CollideWithParticles, (bool)(_collisionGroups & COLLISION_GROUP_PARTICLES));
|
||||
}
|
||||
|
||||
void MyAvatar::setMotionBehaviors(quint32 flags) {
|
||||
_motionBehaviors = flags;
|
||||
Menu* menu = Menu::getInstance();
|
||||
menu->setIsOptionChecked(MenuOption::ObeyGravity, (bool)(_motionBehaviors & AVATAR_MOTION_OBEY_GRAVITY));
|
||||
}
|
||||
|
||||
void MyAvatar::applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) {
|
||||
|
|
|
@ -25,9 +25,12 @@ enum AvatarHandState
|
|||
NUM_HAND_STATES
|
||||
};
|
||||
|
||||
const quint32 AVATAR_MOTION_OBEY_GRAVITY = 1U << 0;
|
||||
|
||||
class MyAvatar : public Avatar {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
|
||||
Q_PROPERTY(quint32 motionBehaviors READ getMotionBehaviors WRITE setMotionBehaviors)
|
||||
|
||||
public:
|
||||
MyAvatar();
|
||||
|
@ -54,10 +57,7 @@ public:
|
|||
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
|
||||
|
||||
// getters
|
||||
AvatarMode getMode() const { return _mode; }
|
||||
float getLeanScale() const { return _leanScale; }
|
||||
float getElapsedTimeStopped() const { return _elapsedTimeStopped; }
|
||||
float getElapsedTimeMoving() const { return _elapsedTimeMoving; }
|
||||
const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
|
||||
const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
|
||||
glm::vec3 getGravity() const { return _gravity; }
|
||||
|
@ -91,6 +91,10 @@ public:
|
|||
virtual void setFaceModelURL(const QUrl& faceModelURL);
|
||||
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
|
||||
|
||||
virtual void setCollisionGroups(quint32 collisionGroups);
|
||||
void setMotionBehaviors(quint32 flags);
|
||||
quint32 getMotionBehaviors() const { return _motionBehaviors; }
|
||||
|
||||
void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration);
|
||||
|
||||
public slots:
|
||||
|
@ -107,6 +111,8 @@ public slots:
|
|||
glm::vec3 getThrust() { return _thrust; };
|
||||
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
|
||||
|
||||
void updateMotionBehaviors();
|
||||
|
||||
signals:
|
||||
void transformChanged();
|
||||
|
||||
|
@ -118,16 +124,17 @@ private:
|
|||
float _driveKeys[MAX_DRIVE_KEYS];
|
||||
glm::vec3 _gravity;
|
||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||
float _elapsedTimeMoving; // Timers to drive camera transitions when moving
|
||||
float _elapsedTimeStopped;
|
||||
float _elapsedTimeSinceCollision;
|
||||
|
||||
// motion stuff
|
||||
glm::vec3 _lastCollisionPosition;
|
||||
bool _speedBrakes;
|
||||
glm::vec3 _thrust; // final acceleration for the current frame
|
||||
bool _isThrustOn;
|
||||
float _thrustMultiplier;
|
||||
glm::vec3 _moveTarget;
|
||||
|
||||
quint32 _motionBehaviors;
|
||||
|
||||
glm::vec3 _lastBodyPenetration;
|
||||
int _moveTargetStepCounter;
|
||||
QWeakPointer<AvatarData> _lookAtTargetAvatar;
|
||||
glm::vec3 _targetAvatarPosition;
|
||||
bool _shouldRender;
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
|
||||
#include <AudioRingBuffer.h>
|
||||
#include <AvatarData.h>
|
||||
#include <CollisionInfo.h>
|
||||
#include <NodeList.h>
|
||||
#include <PacketHeaders.h>
|
||||
#include <UUID.h>
|
||||
|
@ -230,8 +231,13 @@ void ScriptEngine::init() {
|
|||
|
||||
registerGlobalObject("Voxels", &_voxelsScriptingInterface);
|
||||
|
||||
QScriptValue treeScaleValue = _engine.newVariant(QVariant(TREE_SCALE));
|
||||
_engine.globalObject().setProperty("TREE_SCALE", treeScaleValue);
|
||||
// constants
|
||||
QScriptValue globalObject = _engine.globalObject();
|
||||
globalObject.setProperty("TREE_SCALE", _engine.newVariant(QVariant(TREE_SCALE)));
|
||||
globalObject.setProperty("COLLISION_GROUP_ENVIRONMENT", _engine.newVariant(QVariant(COLLISION_GROUP_ENVIRONMENT)));
|
||||
globalObject.setProperty("COLLISION_GROUP_AVATARS", _engine.newVariant(QVariant(COLLISION_GROUP_AVATARS)));
|
||||
globalObject.setProperty("COLLISION_GROUP_VOXELS", _engine.newVariant(QVariant(COLLISION_GROUP_VOXELS)));
|
||||
globalObject.setProperty("COLLISION_GROUP_PARTICLES", _engine.newVariant(QVariant(COLLISION_GROUP_PARTICLES)));
|
||||
|
||||
// let the VoxelPacketSender know how frequently we plan to call it
|
||||
_voxelsScriptingInterface.getVoxelPacketSender()->setProcessCallIntervalHint(SCRIPT_DATA_CALLBACK_USECS);
|
||||
|
|
|
@ -27,6 +27,7 @@ const quint32 COLLISION_GROUP_ENVIRONMENT = 1U << 0;
|
|||
const quint32 COLLISION_GROUP_AVATARS = 1U << 1;
|
||||
const quint32 COLLISION_GROUP_VOXELS = 1U << 2;
|
||||
const quint32 COLLISION_GROUP_PARTICLES = 1U << 3;
|
||||
const quint32 VALID_COLLISION_GROUPS = 0x0f;
|
||||
|
||||
// CollisionInfo contains details about the collision between two things: BodyA and BodyB.
|
||||
// The assumption is that the context that analyzes the collision knows about BodyA but
|
||||
|
|
Loading…
Reference in a new issue