diff --git a/assignment-client/src/scripts/EntityScriptServer.cpp b/assignment-client/src/scripts/EntityScriptServer.cpp index 8f4ce65579..c8067ce81f 100644 --- a/assignment-client/src/scripts/EntityScriptServer.cpp +++ b/assignment-client/src/scripts/EntityScriptServer.cpp @@ -588,6 +588,7 @@ void EntityScriptServer::aboutToFinish() { // cleanup the AudioInjectorManager (and any still running injectors) DependencyManager::destroy(); DependencyManager::destroy(); + DependencyManager::destroy(); // cleanup codec & encoder if (_codec && _encoder) { diff --git a/interface/src/ui/overlays/Billboardable.cpp b/interface/src/ui/overlays/Billboardable.cpp index 34a4ef6df5..892a9d998d 100644 --- a/interface/src/ui/overlays/Billboardable.cpp +++ b/interface/src/ui/overlays/Billboardable.cpp @@ -3,6 +3,7 @@ // interface/src/ui/overlays // // Created by Zander Otavka on 8/7/15. +// Modified by Daniela Fontes on 24/10/17. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. @@ -13,6 +14,7 @@ #include #include +#include "avatar/AvatarManager.h" void Billboardable::setProperties(const QVariantMap& properties) { auto isFacingAvatar = properties["isFacingAvatar"]; @@ -32,10 +34,11 @@ bool Billboardable::pointTransformAtCamera(Transform& transform, glm::quat offse if (isFacingAvatar()) { glm::vec3 billboardPos = transform.getTranslation(); glm::vec3 cameraPos = qApp->getCamera().getPosition(); - glm::vec3 look = cameraPos - billboardPos; - float elevation = -asinf(look.y / glm::length(look)); - float azimuth = atan2f(look.x, look.z); - glm::quat rotation(glm::vec3(elevation, azimuth, 0)); + // use the referencial from the avatar, y isn't always up + glm::vec3 avatarUP = DependencyManager::get()->getMyAvatar()->getOrientation()*Vectors::UP; + + glm::quat rotation(conjugate(toQuat(glm::lookAt(billboardPos, cameraPos, avatarUP)))); + transform.setRotation(rotation); transform.postRotate(offsetRotation); return true; diff --git a/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp b/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp index f0f5506f8c..0235f1b7a3 100644 --- a/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableZoneEntityItem.cpp @@ -112,6 +112,7 @@ void ZoneEntityRenderer::doRender(RenderArgs* args) { // Do we need to allocate the light in the stage ? if (LightStage::isIndexInvalid(_sunIndex)) { _sunIndex = _stage->addLight(_sunLight); + _shadowIndex = _stage->addShadow(_sunIndex); } else { _stage->updateLightArrayBuffer(_sunIndex); } diff --git a/libraries/entities-renderer/src/RenderableZoneEntityItem.h b/libraries/entities-renderer/src/RenderableZoneEntityItem.h index f39a2e6299..050a8a4386 100644 --- a/libraries/entities-renderer/src/RenderableZoneEntityItem.h +++ b/libraries/entities-renderer/src/RenderableZoneEntityItem.h @@ -88,6 +88,7 @@ private: ComponentMode _hazeMode{ COMPONENT_MODE_INHERIT }; indexed_container::Index _sunIndex{ LightStage::INVALID_INDEX }; + indexed_container::Index _shadowIndex{ LightStage::INVALID_INDEX }; indexed_container::Index _ambientIndex{ LightStage::INVALID_INDEX }; BackgroundStagePointer _backgroundStage; diff --git a/libraries/render-utils/src/DebugDeferredBuffer.cpp b/libraries/render-utils/src/DebugDeferredBuffer.cpp index 44e2bd290b..d334a53fa1 100644 --- a/libraries/render-utils/src/DebugDeferredBuffer.cpp +++ b/libraries/render-utils/src/DebugDeferredBuffer.cpp @@ -435,7 +435,7 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I auto lightStage = renderContext->_scene->getStage(); assert(lightStage); assert(lightStage->getNumLights() > 0); - auto lightAndShadow = lightStage->getLightAndShadow(0); + auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow(); const auto& globalShadow = lightAndShadow.second; if (globalShadow) { batch.setResourceTexture(Shadow, globalShadow->map); diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index e6a33a9911..b6a91888a1 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -498,7 +498,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext, auto lightStage = renderContext->_scene->getStage(); assert(lightStage); assert(lightStage->getNumLights() > 0); - auto lightAndShadow = lightStage->getLightAndShadow(0); + auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow(); const auto& globalShadow = lightAndShadow.second; // Bind the shadow buffer @@ -509,7 +509,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext, auto& program = deferredLightingEffect->_directionalSkyboxLight; LightLocationsPtr locations = deferredLightingEffect->_directionalSkyboxLightLocations; - auto keyLight = lightStage->getLight(0); + auto keyLight = lightAndShadow.first; // Setup the global directional pass pipeline { diff --git a/libraries/render-utils/src/LightStage.cpp b/libraries/render-utils/src/LightStage.cpp index d0e9f2467e..079c63f367 100644 --- a/libraries/render-utils/src/LightStage.cpp +++ b/libraries/render-utils/src/LightStage.cpp @@ -142,6 +142,11 @@ LightStage::LightPointer LightStage::removeLight(Index index) { LightPointer removed = _lights.freeElement(index); if (removed) { + auto shadowId = _descs[index].shadowId; + // Remove shadow if one exists for this light + if (shadowId != INVALID_INDEX) { + _shadows.freeElement(shadowId); + } _lightMap.erase(removed); _descs[index] = Desc(); } diff --git a/libraries/render-utils/src/LightStage.h b/libraries/render-utils/src/LightStage.h index f946cf699e..66d73c9a6e 100644 --- a/libraries/render-utils/src/LightStage.h +++ b/libraries/render-utils/src/LightStage.h @@ -116,6 +116,30 @@ public: return LightAndShadow(getLight(lightId), getShadow(lightId)); } + LightPointer getCurrentKeyLight() const { + Index keyLightId{ 0 }; + if (!_currentFrame._sunLights.empty()) { + keyLightId = _currentFrame._sunLights.front(); + } + return _lights.get(keyLightId); + } + + ShadowPointer getCurrentKeyShadow() const { + Index keyLightId{ 0 }; + if (!_currentFrame._sunLights.empty()) { + keyLightId = _currentFrame._sunLights.front(); + } + return getShadow(keyLightId); + } + + LightAndShadow getCurrentKeyLightAndShadow() const { + Index keyLightId{ 0 }; + if (!_currentFrame._sunLights.empty()) { + keyLightId = _currentFrame._sunLights.front(); + } + return LightAndShadow(getLight(keyLightId), getShadow(keyLightId)); + } + LightStage(); Lights _lights; LightMap _lightMap; diff --git a/libraries/render-utils/src/RenderShadowTask.cpp b/libraries/render-utils/src/RenderShadowTask.cpp index d32857bc65..7171543abc 100644 --- a/libraries/render-utils/src/RenderShadowTask.cpp +++ b/libraries/render-utils/src/RenderShadowTask.cpp @@ -33,10 +33,8 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, auto lightStage = renderContext->_scene->getStage(); assert(lightStage); - LightStage::Index globalLightIndex { 0 }; - const auto globalLight = lightStage->getLight(globalLightIndex); - const auto shadow = lightStage->getShadow(globalLightIndex); + const auto shadow = lightStage->getCurrentKeyShadow(); if (!shadow) return; const auto& fbo = shadow->framebuffer; @@ -128,20 +126,22 @@ void RenderShadowTask::configure(const Config& configuration) { void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, Output& output) { auto lightStage = renderContext->_scene->getStage(); assert(lightStage); - const auto globalShadow = lightStage->getShadow(0); - // Cache old render args - RenderArgs* args = renderContext->args; - output = args->_renderMode; + const auto globalShadow = lightStage->getCurrentKeyShadow(); + if (globalShadow) { + // Cache old render args + RenderArgs* args = renderContext->args; + output = args->_renderMode; - auto nearClip = args->getViewFrustum().getNearClip(); - float nearDepth = -args->_boomOffset.z; - const int SHADOW_FAR_DEPTH = 20; - globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH); + auto nearClip = args->getViewFrustum().getNearClip(); + float nearDepth = -args->_boomOffset.z; + const int SHADOW_FAR_DEPTH = 20; + globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH); - // Set the keylight render args - args->pushViewFrustum(*(globalShadow->getFrustum())); - args->_renderMode = RenderArgs::SHADOW_RENDER_MODE; + // Set the keylight render args + args->pushViewFrustum(*(globalShadow->getFrustum())); + args->_renderMode = RenderArgs::SHADOW_RENDER_MODE; + } } void RenderShadowTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) { diff --git a/scripts/system/libraries/entitySelectionTool.js b/scripts/system/libraries/entitySelectionTool.js index 88d1e627c3..3a422bcb8a 100644 --- a/scripts/system/libraries/entitySelectionTool.js +++ b/scripts/system/libraries/entitySelectionTool.js @@ -3,7 +3,7 @@ // examples // // Created by Brad hefta-Gaub on 10/1/14. -// Modified by Daniela Fontes @DanielaFifo and Tiago Andrade @TagoWill on 4/7/2017 +// Modified by Daniela Fontes * @DanielaFifo and Tiago Andrade @TagoWill on 4/7/2017 // Copyright 2014 High Fidelity, Inc. // // This script implements a class useful for building tools for editing entities. @@ -203,6 +203,7 @@ SelectionManager = (function() { print("ERROR: entitySelectionTool.update got exception: " + JSON.stringify(e)); } } + }; return that; @@ -1422,11 +1423,11 @@ SelectionDisplay = (function() { Overlays.editOverlay(rollHandle, { scale: handleSize }); - var pos = Vec3.sum(grabberMoveUpPosition, { - x: 0, - y: Vec3.length(diff) * GRABBER_DISTANCE_TO_SIZE_RATIO * 3, - z: 0 - }); + var upDiff = Vec3.multiply(( + Vec3.length(diff) * GRABBER_DISTANCE_TO_SIZE_RATIO * 3), + Quat.getUp(MyAvatar.orientation) + ); + var pos = Vec3.sum(grabberMoveUpPosition, upDiff); Overlays.editOverlay(grabberMoveUp, { position: pos, scale: handleSize / 1.25 @@ -2099,10 +2100,11 @@ SelectionDisplay = (function() { }); var grabberMoveUpOffset = 0.1; + var upVec = Quat.getUp(MyAvatar.orientation); grabberMoveUpPosition = { - x: position.x, - y: position.y + worldTop + grabberMoveUpOffset, - z: position.z + x: position.x + (grabberMoveUpOffset + worldTop) * upVec.x , + y: position.y+ (grabberMoveUpOffset + worldTop) * upVec.y, + z: position.z + (grabberMoveUpOffset + worldTop) * upVec.z }; Overlays.editOverlay(grabberMoveUp, { visible: (!activeTool) || isActiveTool(grabberMoveUp) @@ -2416,9 +2418,6 @@ SelectionDisplay = (function() { mode: "TRANSLATE_UP_DOWN", onBegin: function(event, pickRay, pickResult) { upDownPickNormal = Quat.getForward(lastCameraOrientation); - // Remove y component so the y-axis lies along the plane we're picking on - this will - // give movements that follow the mouse. - upDownPickNormal.y = 0; lastXYPick = rayPlaneIntersection(pickRay, SelectionManager.worldPosition, upDownPickNormal); SelectionManager.saveProperties(); @@ -2455,11 +2454,17 @@ SelectionDisplay = (function() { var newIntersection = rayPlaneIntersection(pickRay, SelectionManager.worldPosition, upDownPickNormal); var vector = Vec3.subtract(newIntersection, lastXYPick); + + // project vector onto avatar up vector + // we want the avatar referential not the camera. + var avatarUpVector = Quat.getUp(MyAvatar.orientation); + var dotVectorUp = Vec3.dot(vector, avatarUpVector); + vector = Vec3.multiply(dotVectorUp, avatarUpVector); + + vector = grid.snapToGrid(vector); - // we only care about the Y axis - vector.x = 0; - vector.z = 0; + var wantDebug = false; if (wantDebug) {