mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 20:44:14 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into warings
This commit is contained in:
commit
407d1bd013
7 changed files with 70 additions and 75 deletions
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@ -13,7 +13,6 @@
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var isGrabbing = false;
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var grabbedEntity = null;
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var lineEntityID = null;
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var prevMouse = {};
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var deltaMouse = {
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z: 0
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@ -39,9 +38,9 @@ var angularVelocity = {
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var grabSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/CloseClamp.wav");
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var releaseSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/ReleaseClamp.wav");
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var VOLUME = 0.10;
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var VOLUME = 0.0;
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var DROP_DISTANCE = 5.0;
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var DROP_DISTANCE = 0.10;
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var DROP_COLOR = {
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red: 200,
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green: 200,
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@ -92,14 +91,6 @@ function mousePressEvent(event) {
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gravity: {x: 0, y: 0, z: 0}
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});
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lineEntityID = Entities.addEntity({
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type: "Line",
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position: nearLinePoint(targetPosition),
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dimensions: Vec3.subtract(targetPosition, nearLinePoint(targetPosition)),
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color: { red: 255, green: 255, blue: 255 },
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lifetime: 300 // if someone crashes while moving something, don't leave the line there forever.
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});
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Audio.playSound(grabSound, {
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position: props.position,
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volume: VOLUME
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@ -145,8 +136,6 @@ function mouseReleaseEvent() {
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});
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targetPosition = null;
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Entities.deleteEntity(lineEntityID);
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Audio.playSound(releaseSound, {
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position: entityProps.position,
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volume: VOLUME
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@ -193,10 +182,6 @@ function mouseMoveEvent(event) {
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angularVelocity = Vec3.multiply((theta / dT), axisAngle);
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}
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Entities.editEntity(lineEntityID, {
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position: nearLinePoint(targetPosition),
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dimensions: Vec3.subtract(targetPosition, nearLinePoint(targetPosition))
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});
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}
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prevMouse.x = event.x;
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prevMouse.y = event.y;
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@ -13,7 +13,6 @@
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var isGrabbing = false;
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var grabbedEntity = null;
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var lineEntityID = null;
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var prevMouse = {};
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var deltaMouse = {
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z: 0
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@ -91,14 +90,6 @@ function mousePressEvent(event) {
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gravity: {x: 0, y: 0, z: 0}
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});
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lineEntityID = Entities.addEntity({
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type: "Line",
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position: nearLinePoint(targetPosition),
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dimensions: Vec3.subtract(targetPosition, nearLinePoint(targetPosition)),
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color: { red: 255, green: 255, blue: 255 },
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lifetime: 300 // if someone crashes while moving something, don't leave the line there forever.
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});
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Audio.playSound(grabSound, {
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position: props.position,
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volume: 0.4
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@ -144,8 +135,6 @@ function mouseReleaseEvent() {
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});
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targetPosition = null;
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Entities.deleteEntity(lineEntityID);
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Audio.playSound(grabSound, {
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position: entityProps.position,
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volume: 0.25
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@ -191,11 +180,6 @@ function mouseMoveEvent(event) {
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axisAngle = Quat.axis(dQ);
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angularVelocity = Vec3.multiply((theta / dT), axisAngle);
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}
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Entities.editEntity(lineEntityID, {
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position: nearLinePoint(targetPosition),
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dimensions: Vec3.subtract(targetPosition, nearLinePoint(targetPosition))
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});
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}
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prevMouse.x = event.x;
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prevMouse.y = event.y;
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@ -24,23 +24,28 @@ function removeLine() {
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function createOrUpdateLine(event) {
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var pickRay = Camera.computePickRay(event.x, event.y);
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var intersection = Entities.findRayIntersection(pickRay, true); // accurate picking
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var props = Entities.getEntityProperties(intersection.entityID);
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if (lineIsRezzed) {
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Entities.editEntity(lineEntityID, {
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position: nearLinePoint(intersection.intersection),
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dimensions: Vec3.subtract(intersection.intersection, nearLinePoint(intersection.intersection)),
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lifetime: 30 // renew lifetime
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});
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if (intersection.intersects) {
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var dim = Vec3.subtract(intersection.intersection, nearLinePoint(intersection.intersection));
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if (lineIsRezzed) {
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Entities.editEntity(lineEntityID, {
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position: nearLinePoint(intersection.intersection),
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dimensions: dim,
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lifetime: 60 + props.lifespan // renew lifetime
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});
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} else {
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lineIsRezzed = true;
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lineEntityID = Entities.addEntity({
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type: "Line",
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position: nearLinePoint(intersection.intersection),
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dimensions: dim,
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color: { red: 255, green: 255, blue: 255 },
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lifetime: 60 // if someone crashes while pointing, don't leave the line there forever.
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});
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}
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} else {
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lineIsRezzed = true;
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lineEntityID = Entities.addEntity({
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type: "Line",
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position: nearLinePoint(intersection.intersection),
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dimensions: Vec3.subtract(intersection.intersection, nearLinePoint(intersection.intersection)),
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color: { red: 255, green: 255, blue: 255 },
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lifetime: 30 // if someone crashes while pointing, don't leave the line there forever.
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});
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removeLine();
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}
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}
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@ -3077,13 +3077,10 @@ PickRay Application::computePickRay(float x, float y) const {
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y /= size.y;
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PickRay result;
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if (isHMDMode()) {
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ApplicationOverlay::computeHmdPickRay(glm::vec2(x, y), result.origin, result.direction);
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getApplicationOverlay().computeHmdPickRay(glm::vec2(x, y), result.origin, result.direction);
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} else {
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if (QThread::currentThread() == activeRenderingThread) {
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getDisplayViewFrustum()->computePickRay(x, y, result.origin, result.direction);
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} else {
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getViewFrustum()->computePickRay(x, y, result.origin, result.direction);
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}
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auto frustum = activeRenderingThread ? getDisplayViewFrustum() : getViewFrustum();
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frustum->computePickRay(x, y, result.origin, result.direction);
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}
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return result;
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}
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@ -3111,8 +3108,8 @@ QImage Application::renderAvatarBillboard() {
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ViewFrustum* Application::getViewFrustum() {
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#ifdef DEBUG
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if (QThread::currentThread() == activeRenderingThread) {
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// FIXME, should this be an assert?
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qWarning() << "Calling Application::getViewFrustum() from the active rendering thread, did you mean Application::getDisplayViewFrustum()?";
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// FIXME, figure out a better way to do this
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//qWarning() << "Calling Application::getViewFrustum() from the active rendering thread, did you mean Application::getDisplayViewFrustum()?";
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}
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#endif
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return &_viewFrustum;
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@ -3121,8 +3118,8 @@ ViewFrustum* Application::getViewFrustum() {
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const ViewFrustum* Application::getViewFrustum() const {
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#ifdef DEBUG
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if (QThread::currentThread() == activeRenderingThread) {
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// FIXME, should this be an assert?
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qWarning() << "Calling Application::getViewFrustum() from the active rendering thread, did you mean Application::getDisplayViewFrustum()?";
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// FIXME, figure out a better way to do this
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//qWarning() << "Calling Application::getViewFrustum() from the active rendering thread, did you mean Application::getDisplayViewFrustum()?";
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}
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#endif
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return &_viewFrustum;
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@ -3131,8 +3128,8 @@ const ViewFrustum* Application::getViewFrustum() const {
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ViewFrustum* Application::getDisplayViewFrustum() {
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#ifdef DEBUG
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if (QThread::currentThread() != activeRenderingThread) {
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// FIXME, should this be an assert?
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qWarning() << "Calling Application::getDisplayViewFrustum() from outside the active rendering thread or outside rendering, did you mean Application::getViewFrustum()?";
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// FIXME, figure out a better way to do this
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// qWarning() << "Calling Application::getDisplayViewFrustum() from outside the active rendering thread or outside rendering, did you mean Application::getViewFrustum()?";
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}
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#endif
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return &_displayViewFrustum;
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@ -3141,8 +3138,8 @@ ViewFrustum* Application::getDisplayViewFrustum() {
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const ViewFrustum* Application::getDisplayViewFrustum() const {
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#ifdef DEBUG
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if (QThread::currentThread() != activeRenderingThread) {
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// FIXME, should this be an assert?
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qWarning() << "Calling Application::getDisplayViewFrustum() from outside the active rendering thread or outside rendering, did you mean Application::getViewFrustum()?";
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// FIXME, figure out a better way to do this
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// qWarning() << "Calling Application::getDisplayViewFrustum() from outside the active rendering thread or outside rendering, did you mean Application::getViewFrustum()?";
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}
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#endif
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return &_displayViewFrustum;
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@ -301,9 +301,14 @@ void ApplicationOverlay::displayOverlayTextureHmd(Camera& whichCamera) {
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//Update and draw the magnifiers
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MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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const glm::quat& orientation = myAvatar->getOrientation();
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const glm::vec3& position = myAvatar->getDefaultEyePosition();
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// Always display the HMD overlay relative to the camera position but
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// remove the HMD pose offset. This results in an overlay that sticks with you
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// even in third person mode, but isn't drawn at a fixed distance.
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glm::vec3 position = whichCamera.getPosition();
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position -= qApp->getCamera()->getHmdPosition();
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const float scale = myAvatar->getScale() * _oculusUIRadius;
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// glm::vec3 eyeOffset = setEyeOffsetPosition;
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix(); {
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glTranslatef(position.x, position.y, position.z);
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@ -453,19 +458,32 @@ void ApplicationOverlay::displayOverlayTextureStereo(Camera& whichCamera, float
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glEnable(GL_LIGHTING);
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}
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void ApplicationOverlay::computeHmdPickRay(glm::vec2 cursorPos, glm::vec3& origin, glm::vec3& direction) {
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const MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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cursorPos = 0.5f - cursorPos;
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cursorPos *= MOUSE_RANGE;
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const glm::quat orientation(glm::vec3(cursorPos, 0.0f));
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const glm::vec3 localDirection = orientation * IDENTITY_FRONT;
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void ApplicationOverlay::computeHmdPickRay(glm::vec2 cursorPos, glm::vec3& origin, glm::vec3& direction) const {
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cursorPos *= qApp->getCanvasSize();
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const glm::vec2 projection = screenToSpherical(cursorPos);
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// The overlay space orientation of the mouse coordinates
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const glm::quat orientation(glm::vec3(-projection.y, projection.x, 0.0f));
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// FIXME We now have the direction of the ray FROM THE DEFAULT HEAD POSE.
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// Now we need to account for the actual camera position relative to the overlay
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glm::vec3 overlaySpaceDirection = glm::normalize(orientation * IDENTITY_FRONT);
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// Get cursor position
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const glm::vec3 cursorDir = myAvatar->getDefaultEyePosition() + myAvatar->getOrientation() * localDirection;
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// Ray start where the eye position is and stop where the cursor is
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origin = myAvatar->getEyePosition();
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direction = cursorDir - origin;
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const glm::vec3& hmdPosition = qApp->getCamera()->getHmdPosition();
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const glm::quat& hmdOrientation = qApp->getCamera()->getHmdRotation();
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// We need the RAW camera orientation and position, because this is what the overlay is
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// rendered relative to
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const glm::vec3 overlayPosition = qApp->getCamera()->getPosition() - hmdPosition;
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const glm::quat overlayOrientation = qApp->getCamera()->getRotation() * glm::inverse(hmdOrientation);
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// Intersection UI overlay space
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glm::vec3 worldSpaceDirection = overlayOrientation * overlaySpaceDirection;
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glm::vec3 intersectionWithUi = glm::normalize(worldSpaceDirection) * _oculusUIRadius;
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intersectionWithUi += overlayPosition;
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// Intersection in world space
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origin = overlayPosition + hmdPosition;
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direction = glm::normalize(intersectionWithUi - origin);
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}
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//Caculate the click location using one of the sixense controllers. Scale is not applied
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@ -58,12 +58,12 @@ public:
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glm::vec2 overlayToSpherical(const glm::vec2 & overlayPos) const;
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glm::vec2 screenToOverlay(const glm::vec2 & screenPos) const;
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glm::vec2 overlayToScreen(const glm::vec2 & overlayPos) const;
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void computeHmdPickRay(glm::vec2 cursorPos, glm::vec3& origin, glm::vec3& direction) const;
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static glm::vec2 directionToSpherical(const glm::vec3 & direction);
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static glm::vec3 sphericalToDirection(const glm::vec2 & sphericalPos);
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static glm::vec2 screenToSpherical(const glm::vec2 & screenPos);
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static glm::vec2 sphericalToScreen(const glm::vec2 & sphericalPos);
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static void computeHmdPickRay(glm::vec2 cursorPos, glm::vec3& origin, glm::vec3& direction);
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private:
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// Interleaved vertex data
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@ -53,6 +53,12 @@ class LineEntityItem : public EntityItem {
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virtual ShapeType getShapeType() const { return SHAPE_TYPE_LINE; }
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// never have a ray intersection pick a LineEntityItem.
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virtual bool supportsDetailedRayIntersection() const { return true; }
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject, bool precisionPicking) const { return false; }
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virtual void debugDump() const;
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protected:
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