Merge branch 'master' into homer

This commit is contained in:
Brad Davis 2015-07-20 13:34:21 -07:00
commit 488a449cb1
10 changed files with 408 additions and 189 deletions

View file

@ -53,6 +53,10 @@ var toolIconUrl = HIFI_PUBLIC_BUCKET + "images/tools/";
var toolHeight = 50;
var toolWidth = 50;
var DEGREES_TO_RADIANS = Math.PI / 180.0;
var RADIANS_TO_DEGREES = 180.0 / Math.PI;
var epsilon = 0.001;
var MIN_ANGULAR_SIZE = 2;
var MAX_ANGULAR_SIZE = 45;
var allowLargeModels = true;
@ -658,7 +662,7 @@ function handleIdleMouse() {
idleMouseTimerId = null;
if (isActive) {
highlightEntityUnderCursor(lastMousePosition, true);
}
}
}
function highlightEntityUnderCursor(position, accurateRay) {
@ -1207,6 +1211,49 @@ PropertiesTool = function(opts) {
webView.setVisible(visible);
};
vecToPolar = function(direction) {
var x = direction.x;
var y = direction.y;
var z = direction.z;
var pitch, yaw;
pitch = -Math.asin(y);
var c = Math.cos(-pitch);
if (Math.abs(pitch) > (Math.PI / 2.0 - epsilon)) {
//handle gymbal lock
if (pitch > 0) {
pitch = Math.PI / 2.0;
} else {
pitch = -Math.PI / 2.0;
}
yaw = 0.0;
} else {
if (z < 0) {
if(x > 0 && x < 1) {
yaw = Math.PI - Math.asin(x / c);
} else {
yaw = -Math.asin(x / c) - Math.PI;
}
} else {
yaw = Math.asin(x / c);
}
}
return {
x: pitch * RADIANS_TO_DEGREES,
y: yaw * RADIANS_TO_DEGREES,
z: 0.0 //discard roll component
};
};
polarToVec = function(orientation) {
var pitch = orientation.x * DEGREES_TO_RADIANS;
var yaw = orientation.y * DEGREES_TO_RADIANS;
return {
x: Math.cos(pitch) * Math.sin(yaw),
y: Math.sin(-pitch),
z: Math.cos(pitch) * Math.cos(yaw)
};
}
selectionManager.addEventListener(function() {
data = {
type: 'update',
@ -1216,7 +1263,12 @@ PropertiesTool = function(opts) {
var entity = {};
entity.id = selectionManager.selections[i];
entity.properties = Entities.getEntityProperties(selectionManager.selections[i]);
entity.properties.rotation = Quat.safeEulerAngles(entity.properties.rotation);
if (entity.properties.rotation !== undefined) {
entity.properties.rotation = Quat.safeEulerAngles(entity.properties.rotation);
}
if (entity.properties.keyLightDirection !== undefined) {
entity.properties.keyLightDirection = vecToPolar(entity.properties.keyLightDirection);
}
selections.push(entity);
}
data.selections = selections;
@ -1244,6 +1296,9 @@ PropertiesTool = function(opts) {
var rotation = data.properties.rotation;
data.properties.rotation = Quat.fromPitchYawRollDegrees(rotation.x, rotation.y, rotation.z);
}
if (data.properties.keyLightDirection !== undefined) {
data.properties.keyLightDirection = polarToVec(data.properties.keyLightDirection);
}
Entities.editEntity(selectionManager.selections[0], data.properties);
if (data.properties.name != undefined) {
entityListTool.sendUpdate();

View file

@ -1,10 +1,10 @@
// stick.js
// sword.js
// examples
//
// Created by Seth Alves on 2015-6-10
// Copyright 2015 High Fidelity, Inc.
//
// Allow avatar to hold a stick
// Allow avatar to hold a sword
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
@ -14,32 +14,48 @@
var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar, Settings; // Referenced globals provided by High Fidelity.
Script.include("http://s3.amazonaws.com/hifi-public/scripts/libraries/toolBars.js");
var hand = Settings.getValue("highfidelity.sword.hand", "right");
var zombieFight;
var hand = "right";
var nullActionID = "00000000-0000-0000-0000-000000000000";
var controllerID;
var controllerActive;
var stickID = null;
var swordID = null;
var actionID = nullActionID;
var targetIDs = [];
var dimensions = { x: 0.3, y: 0.15, z: 2.0 };
var dimensions = {
x: 0.3,
y: 0.15,
z: 2.0
};
var BUTTON_SIZE = 32;
var stickModel = "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx";
var health = 100;
var healthLossOnHit = 10;
var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx";
var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj";
// var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj";
var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/eric/models/noHandleSwordCollisionShape.obj?=v2";
var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav";
var avatarCollisionSoundURL = "https://s3.amazonaws.com/hifi-public/sounds/Collisions-hitsandslaps/airhockey_hit1.wav";
var avatarCollisionSoundURL = "https://hifi-public.s3.amazonaws.com/eric/sounds/blankSound.wav"; //Just to avoid no collision callback bug
var zombieGameScriptURL = "https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js";
var whichModel = "sword";
var originalAvatarCollisionSound;
var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function () {
return {x: 100, y: 380};
var avatarCollisionSounds = [SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit.wav"), SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit2.wav?=v2")];
var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function() {
return {
x: 100,
y: 380
};
});
var SWORD_IMAGE = "http://s3.amazonaws.com/hifi-public/images/billiardsReticle.png"; // Toggle between brandishing/sheathing sword (creating if necessary)
var TARGET_IMAGE = "http://s3.amazonaws.com/hifi-public/images/puck.png"; // Create a target dummy
var gameStarted = false;
var SWORD_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/sword.svg"; // Toggle between brandishing/sheathing sword (creating if necessary)
var TARGET_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/dummy2.svg"; // Create a target dummy
var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f
var SWITCH_HANDS_IMAGE = "http://s3.amazonaws.com/hifi-public/images/up-arrow.svg"; // Toggle left vs right hand. Persists in settings.
var swordButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
@ -52,12 +68,7 @@ var targetButton = toolBar.addOverlay("image", {
imageURL: TARGET_IMAGE,
alpha: 1
});
var switchHandsButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
imageURL: SWITCH_HANDS_IMAGE,
alpha: 1
});
var cleanupButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
@ -66,6 +77,24 @@ var cleanupButton = toolBar.addOverlay("image", {
});
var flasher;
var leftTriggerButton = 0;
var leftTriggerValue = 0;
var prevLeftTriggerValue = 0;
var LEFT = 0;
var RIGHT = 1;
var leftPalm = 2 * LEFT;
var rightPalm = 2 * RIGHT;
var rightTriggerButton = 1;
var prevRightTriggerValue = 0;
var rightTriggerValue = 0;
var TRIGGER_THRESHOLD = 0.2;
var swordHeld = false;
function clearFlash() {
if (!flasher) {
return;
@ -74,7 +103,9 @@ function clearFlash() {
Overlays.deleteOverlay(flasher.overlay);
flasher = null;
}
function flash(color) {
return;
clearFlash();
flasher = {};
flasher.overlay = Overlays.addOverlay("text", {
@ -86,42 +117,74 @@ function flash(color) {
flasher.timer = Script.setTimeout(clearFlash, 500);
}
var health = 100;
var display2d, display3d;
function trackAvatarWithText() {
Entities.editEntity(display3d, {
position: Vec3.sum(MyAvatar.position, {x: 0, y: 1.5, z: 0}),
position: Vec3.sum(MyAvatar.position, {
x: 0,
y: 1.5,
z: 0
}),
rotation: Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollDegrees(0, 180, 0))
});
}
function updateDisplay() {
var text = health.toString();
if (!display2d) {
health = 100;
display2d = Overlays.addOverlay("text", {
text: text,
font: { size: 20 },
color: {red: 0, green: 255, blue: 0},
backgroundColor: {red: 100, green: 100, blue: 100}, // Why doesn't this and the next work?
font: {
size: 20
},
color: {
red: 0,
green: 255,
blue: 0
},
backgroundColor: {
red: 100,
green: 100,
blue: 100
}, // Why doesn't this and the next work?
backgroundAlpha: 0.9,
x: toolBar.x - 5, // I'd like to add the score to the toolBar and have it drag with it, but toolBar doesn't support text (just buttons).
y: toolBar.y - 30 // So next best thing is to position it each time as if it were on top.
});
display3d = Entities.addEntity({
name: MyAvatar.displayName + " score",
textColor: {red: 255, green: 255, blue: 255},
textColor: {
red: 255,
green: 255,
blue: 255
},
type: "Text",
text: text,
lineHeight: 0.14,
backgroundColor: {red: 64, green: 64, blue: 64},
dimensions: {x: 0.3, y: 0.2, z: 0.01},
backgroundColor: {
red: 64,
green: 64,
blue: 64
},
dimensions: {
x: 0.3,
y: 0.2,
z: 0.01
},
});
Script.update.connect(trackAvatarWithText);
} else {
Overlays.editOverlay(display2d, {text: text});
Entities.editEntity(display3d, {text: text});
Overlays.editOverlay(display2d, {
text: text
});
Entities.editEntity(display3d, {
text: text
});
}
}
function removeDisplay() {
if (display2d) {
Overlays.deleteOverlay(display2d);
@ -131,97 +194,57 @@ function removeDisplay() {
display3d = null;
}
}
function computeEnergy(collision, entityID) {
var id = entityID || collision.idA || collision.idB;
var entity = id && Entities.getEntityProperties(id);
var mass = entity ? (entity.density * entity.dimensions.x * entity.dimensions.y * entity.dimensions.z) : 1;
var linearVelocityChange = Vec3.length(collision.velocityChange);
var energy = 0.5 * mass * linearVelocityChange * linearVelocityChange;
return Math.min(Math.max(1.0, Math.round(energy)), 20);
}
function gotHit(collision) {
var energy = computeEnergy(collision);
print("Got hit - " + energy + " from " + collision.idA + " " + collision.idB);
health -= energy;
flash({red: 255, green: 0, blue: 0});
updateDisplay();
}
function scoreHit(idA, idB, collision) {
var energy = computeEnergy(collision, idA);
print("Score + " + energy + " from " + JSON.stringify(idA) + " " + JSON.stringify(idB));
health += energy;
flash({red: 0, green: 255, blue: 0});
Audio.playSound(avatarCollisionSounds[randInt(0, avatarCollisionSounds.length)], {
position: MyAvatar.position,
volume: 0.5
});
health -= healthLossOnHit;
if (health <= 30) {
Overlays.editOverlay(display2d, {
color: {
red: 200,
green: 10,
blue: 10
}
});
}
if (health <= 0 && zombieFight) {
zombieFight.loseGame();
}
flash({
red: 255,
green: 0,
blue: 0
});
updateDisplay();
}
function isFighting() {
return stickID && (actionID !== nullActionID);
return swordID && (actionID !== nullActionID);
}
function initControls() {
print("Sword hand is " + hand);
if (hand === "right") {
controllerID = 3; // right handed
} else {
controllerID = 4; // left handed
}
}
var inHand = false;
function positionStick(stickOrientation) {
var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0);
var baseOffset = {x: -dimensions.z * 0.8, y: 0, z: 0};
var offset = Vec3.multiplyQbyV(reorient, baseOffset);
stickOrientation = Quat.multiply(reorient, stickOrientation);
inHand = false;
Entities.updateAction(stickID, actionID, {
relativePosition: offset,
relativeRotation: stickOrientation,
hand: "right"
});
}
function resetToHand() { // For use with controllers, puts the sword in contact with the hand.
// Maybe coordinate with positionStick?
if (inHand) { // Optimization: bail if we're already inHand.
return;
}
print('Reset to hand');
Entities.updateAction(stickID, actionID, {
relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5},
relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}),
hand: hand, // It should not be necessary to repeat these two, but there seems to be a bug in that that
timeScale: 0.05 // they do not retain their earlier values if you don't repeat them.
});
inHand = true;
}
function isControllerActive() {
// I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both.
controllerActive = (Vec3.length(Controller.getSpatialControlPosition(3)) > 0) || Vec3.length(Controller.getSpatialControlPosition(4)) > 0;
return controllerActive;
}
function mouseMoveEvent(event) {
// When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID
if (event.deviceID || !isFighting() || isControllerActive()) {
print('Attempting attachment reset');
resetToHand();
return;
}
var windowCenterX = Window.innerWidth / 2;
var windowCenterY = Window.innerHeight / 2;
var mouseXCenterOffset = event.x - windowCenterX;
var mouseYCenterOffset = event.y - windowCenterY;
var mouseXRatio = mouseXCenterOffset / windowCenterX;
var mouseYRatio = mouseYCenterOffset / windowCenterY;
var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0);
positionStick(stickOrientation);
}
function removeSword() {
if (stickID) {
print('deleting action ' + actionID + ' and entity ' + stickID);
Entities.deleteAction(stickID, actionID);
Entities.deleteEntity(stickID);
stickID = null;
if (swordID) {
print('deleting action ' + actionID + ' and entity ' + swordID);
Entities.deleteAction(swordID, actionID);
Entities.deleteEntity(swordID);
swordID = null;
actionID = nullActionID;
Controller.mouseMoveEvent.disconnect(mouseMoveEvent);
MyAvatar.collisionWithEntity.disconnect(gotHit);
@ -232,101 +255,219 @@ function removeSword() {
MyAvatar.collisionSoundURL = originalAvatarCollisionSound;
}
removeDisplay();
swordHeld = false;
}
function cleanUp(leaveButtons) {
removeSword();
targetIDs.forEach(function (id) {
Entities.deleteAction(id.entity, id.action);
Entities.deleteEntity(id.entity);
});
targetIDs = [];
if (!leaveButtons) {
toolBar.cleanup();
}
removeSword();
gameStarted = false;
zombieFight.cleanup();
}
function makeSword() {
initControls();
var swordPosition;
if (!isControllerActive()) { // Dont' knock yourself with sword
swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(MyAvatar.orientation)));
} else if (hand === 'right') {
swordPosition = MyAvatar.getRightPalmPosition();
} else {
swordPosition = MyAvatar.getLeftPalmPosition();
}
stickID = Entities.addEntity({
var swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(5, Quat.getFront(MyAvatar.orientation)));
var orientationAdjustment = Quat.fromPitchYawRollDegrees(90, 0, 0);
swordID = Entities.addEntity({
type: "Model",
name: "sword",
modelURL: swordModel,
compoundShapeURL: swordCollisionShape,
dimensions: dimensions,
position: swordPosition,
rotation: MyAvatar.orientation,
rotation: Quat.fromPitchYawRollDegrees(90, 0, 0),
damping: 0.1,
collisionSoundURL: swordCollisionSoundURL,
restitution: 0.01,
collisionsWillMove: true
collisionsWillMove: true,
});
actionID = Entities.addAction("hold", stickID, {
relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5},
relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}),
if (originalAvatarCollisionSound === undefined) {
originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.)
SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?)
}
if (!isControllerActive()) {
grabSword("right");
}
MyAvatar.collisionSoundURL = avatarCollisionSoundURL;
Controller.mouseMoveEvent.connect(mouseMoveEvent);
MyAvatar.collisionWithEntity.connect(gotHit);
updateDisplay();
}
function grabSword(hand) {
if (!swordID) {
print("Create a sword by clicking on sword icon!")
return;
}
var handRotation;
if (hand === "right") {
handRotation = MyAvatar.getRightPalmRotation();
} else if (hand === "left") {
handRotation = MyAvatar.getLeftPalmRotation();
}
var swordRotation = Entities.getEntityProperties(swordID).rotation;
var offsetRotation = Quat.multiply(Quat.inverse(handRotation), swordRotation);
actionID = Entities.addAction("hold", swordID, {
relativePosition: {
x: 0.0,
y: 0.0,
z: -dimensions.z * 0.5
},
relativeRotation: offsetRotation,
hand: hand,
timeScale: 0.05
});
if (actionID === nullActionID) {
print('*** FAILED TO MAKE SWORD ACTION ***');
cleanUp();
} else {
swordHeld = true;
}
if (originalAvatarCollisionSound === undefined) {
originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.)
SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?)
}
MyAvatar.collisionSoundURL = avatarCollisionSoundURL;
Controller.mouseMoveEvent.connect(mouseMoveEvent);
MyAvatar.collisionWithEntity.connect(gotHit);
Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit);
updateDisplay();
}
function releaseSword() {
Entities.deleteAction(swordID, actionID);
actionID = nullActionID;
Entities.editEntity(swordID, {
velocity: {
x: 0,
y: 0,
z: 0
},
angularVelocity: {
x: 0,
y: 0,
z: 0
}
});
swordHeld = false;
}
function update() {
updateControllerState();
}
function updateControllerState() {
rightTriggerValue = Controller.getTriggerValue(rightTriggerButton);
leftTriggerValue = Controller.getTriggerValue(leftTriggerButton);
if (rightTriggerValue > TRIGGER_THRESHOLD && !swordHeld) {
grabSword("right")
} else if (rightTriggerValue < TRIGGER_THRESHOLD && prevRightTriggerValue > TRIGGER_THRESHOLD && swordHeld) {
releaseSword();
}
if (leftTriggerValue > TRIGGER_THRESHOLD && !swordHeld) {
grabSword("left")
} else if (leftTriggerValue < TRIGGER_THRESHOLD && prevLeftTriggerValue > TRIGGER_THRESHOLD && swordHeld) {
releaseSword();
}
prevRightTriggerValue = rightTriggerValue;
prevLeftTriggerValue = leftTriggerValue;
}
randFloat = function(low, high) {
return low + Math.random() * (high - low);
}
randInt = function(low, high) {
return Math.floor(randFloat(low, high));
}
function positionSword(swordOrientation) {
var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0);
var baseOffset = {
x: -dimensions.z * 0.8,
y: 0,
z: 0
};
var offset = Vec3.multiplyQbyV(reorient, baseOffset);
swordOrientation = Quat.multiply(reorient, swordOrientation);
inHand = false;
Entities.updateAction(swordID, actionID, {
relativePosition: offset,
relativeRotation: swordOrientation,
hand: "right"
});
}
function resetToHand() { // For use with controllers, puts the sword in contact with the hand.
// Maybe coordinate with positionSword?
if (inHand) { // Optimization: bail if we're already inHand.
return;
}
print('Reset to hand');
Entities.updateAction(swordID, actionID, {
relativePosition: {
x: 0.0,
y: 0.0,
z: -dimensions.z * 0.5
},
relativeRotation: Quat.fromVec3Degrees({
x: 45.0,
y: 0.0,
z: 0.0
}),
hand: "right", // It should not be necessary to repeat these two, but there seems to be a bug in that that
timeScale: 0.05 // they do not retain their earlier values if you don't repeat them.
});
inHand = true;
}
function mouseMoveEvent(event) {
//When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID
if (event.deviceID || !isFighting() || isControllerActive()) {
resetToHand();
return;
}
var windowCenterX = Window.innerWidth / 2;
var windowCenterY = Window.innerHeight / 2;
var mouseXCenterOffset = event.x - windowCenterX;
var mouseYCenterOffset = event.y - windowCenterY;
var mouseXRatio = mouseXCenterOffset / windowCenterX;
var mouseYRatio = mouseYCenterOffset / windowCenterY;
var swordOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0);
positionSword(swordOrientation);
}
function onClick(event) {
switch (Overlays.getOverlayAtPoint(event)) {
case swordButton:
if (!stickID) {
makeSword();
} else {
removeSword();
}
break;
case targetButton:
var position = Vec3.sum(MyAvatar.position, {x: 1.0, y: 0.4, z: 0.0});
var boxId = Entities.addEntity({
type: "Box",
name: "dummy",
position: position,
dimensions: {x: 0.3, y: 0.7, z: 0.3},
gravity: {x: 0.0, y: -3.0, z: 0.0},
damping: 0.2,
collisionsWillMove: true
});
case swordButton:
if (!swordID) {
makeSword();
} else {
removeSword();
}
break;
case targetButton:
if (gameStarted) {
return;
}
Script.include("https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js");
zombieFight = new ZombieFight();
zombieFight.initiateZombieApocalypse();
gameStarted = true;
var pointToOffsetFrom = Vec3.sum(position, {x: 0.0, y: 2.0, z: 0.0});
var action = Entities.addAction("offset", boxId, {pointToOffsetFrom: pointToOffsetFrom,
linearDistance: 2.0,
// linearTimeScale: 0.005
linearTimeScale: 0.1
});
targetIDs.push({entity: boxId, action: action});
break;
case switchHandsButton:
cleanUp('leaveButtons');
hand = hand === "right" ? "left" : "right";
Settings.setValue("highfidelity.sword.hand", hand);
makeSword();
break;
case cleanupButton:
cleanUp('leaveButtons');
break;
break;
case cleanupButton:
cleanUp('leaveButtons');
break;
}
}
Script.scriptEnding.connect(cleanUp);
Controller.mousePressEvent.connect(onClick);
Script.update.connect(update);
Controller.mousePressEvent.connect(onClick);

View file

@ -286,6 +286,8 @@ var usersWindow = (function () {
MENU_ITEM = "Users Online",
MENU_ITEM_AFTER = "Chat...",
SETTING_USERS_WINDOW_MINIMIZED = "UsersWindow.Minimized",
isVisible = true,
isMinimized = false,
@ -869,9 +871,13 @@ var usersWindow = (function () {
pollUsers();
// Set minimized at end - setup code does not handle `minimized == false` correctly
setMinimized(Settings.getValue(SETTING_USERS_WINDOW_MINIMIZED, false));
}
function tearDown() {
Settings.setValue(SETTING_USERS_WINDOW_MINIMIZED, isMinimized);
Menu.removeMenuItem(MENU_NAME, MENU_ITEM);
Script.clearTimeout(usersTimer);

View file

@ -331,6 +331,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
_lastNackTime(usecTimestampNow()),
_lastSendDownstreamAudioStats(usecTimestampNow()),
_isVSyncOn(true),
_isThrottleFPSEnabled(false),
_aboutToQuit(false),
_notifiedPacketVersionMismatchThisDomain(false),
_domainConnectionRefusals(QList<QString>()),
@ -2025,13 +2026,6 @@ void Application::setActiveFaceTracker() {
#endif
}
void Application::toggleFaceTrackerMute() {
FaceTracker* faceTracker = getSelectedFaceTracker();
if (faceTracker) {
faceTracker->toggleMute();
}
}
bool Application::exportEntities(const QString& filename, const QVector<EntityItemID>& entityIDs) {
QVector<EntityItemPointer> entities;
@ -2463,7 +2457,13 @@ void Application::update(float deltaTime) {
{
PerformanceTimer perfTimer("devices");
DeviceTracker::updateAll();
FaceTracker* tracker = getActiveFaceTracker();
FaceTracker* tracker = getSelectedFaceTracker();
if (tracker && Menu::getInstance()->isOptionChecked(MenuOption::MuteFaceTracking) != tracker->isMuted()) {
tracker->toggleMute();
}
tracker = getActiveFaceTracker();
if (tracker && !tracker->isMuted()) {
tracker->update(deltaTime);
@ -4387,6 +4387,10 @@ void Application::setVSyncEnabled() {
#endif
}
void Application::setThrottleFPSEnabled() {
_isThrottleFPSEnabled = Menu::getInstance()->isOptionChecked(MenuOption::ThrottleFPSIfNotFocus);
}
bool Application::isVSyncOn() const {
#if defined(Q_OS_WIN)
if (wglewGetExtension("WGL_EXT_swap_control")) {

View file

@ -418,10 +418,12 @@ public slots:
void domainSettingsReceived(const QJsonObject& domainSettingsObject);
void setVSyncEnabled();
void setThrottleFPSEnabled();
bool isThrottleFPSEnabled() { return _isThrottleFPSEnabled; }
void resetSensors();
void setActiveFaceTracker();
void toggleFaceTrackerMute();
void aboutApp();
void showEditEntitiesHelp();
@ -634,6 +636,7 @@ private:
quint64 _lastSendDownstreamAudioStats;
bool _isVSyncOn;
bool _isThrottleFPSEnabled;
bool _aboutToQuit;

View file

@ -35,7 +35,8 @@ void GLCanvas::stopFrameTimer() {
}
bool GLCanvas::isThrottleRendering() const {
return _throttleRendering || Application::getInstance()->getWindow()->isMinimized();
return (_throttleRendering
|| (Application::getInstance()->getWindow()->isMinimized() && Application::getInstance()->isThrottleFPSEnabled()));
}
int GLCanvas::getDeviceWidth() const {
@ -59,7 +60,8 @@ void GLCanvas::initializeGL() {
void GLCanvas::paintGL() {
PROFILE_RANGE(__FUNCTION__);
if (!_throttleRendering && !Application::getInstance()->getWindow()->isMinimized()) {
if (!_throttleRendering
&& (!Application::getInstance()->getWindow()->isMinimized()) || !Application::getInstance()->isThrottleFPSEnabled()) {
Application::getInstance()->paintGL();
}
}
@ -85,7 +87,8 @@ void GLCanvas::activeChanged(Qt::ApplicationState state) {
default:
// Otherwise, throttle.
if (!_throttleRendering && !Application::getInstance()->isAboutToQuit()) {
if (!_throttleRendering && !Application::getInstance()->isAboutToQuit()
&& Application::getInstance()->isThrottleFPSEnabled()) {
_frameTimer.start(_idleRenderInterval);
_throttleRendering = true;
}

View file

@ -370,6 +370,8 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::RenderTargetFramerateVSyncOn, 0, true,
qApp, SLOT(setVSyncEnabled()));
#endif
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ThrottleFPSIfNotFocus, 0, false,
qApp, SLOT(setThrottleFPSEnabled()));
}
@ -433,8 +435,7 @@ Menu::Menu() {
#if defined(HAVE_FACESHIFT) || defined(HAVE_DDE)
faceTrackingMenu->addSeparator();
addCheckableActionToQMenuAndActionHash(faceTrackingMenu, MenuOption::MuteFaceTracking,
Qt::CTRL | Qt::SHIFT | Qt::Key_F, true, // DDE face tracking is on by default
qApp, SLOT(toggleFaceTrackerMute()));
Qt::CTRL | Qt::SHIFT | Qt::Key_F, true); // DDE face tracking is on by default
addCheckableActionToQMenuAndActionHash(faceTrackingMenu, MenuOption::AutoMuteAudio, 0, false);
#endif

View file

@ -280,6 +280,7 @@ namespace MenuOption {
const QString SuppressShortTimings = "Suppress Timings Less than 10ms";
const QString TestPing = "Test Ping";
const QString ThirdPerson = "Third Person";
const QString ThrottleFPSIfNotFocus = "Throttle FPS If Not Focus";
const QString ToolWindow = "Tool Window";
const QString TransmitterDrive = "Transmitter Drive";
const QString TurnWithHead = "Turn using Head";

View file

@ -93,6 +93,7 @@ void AudioInjector::injectAudio() {
}
void AudioInjector::restart() {
_isPlaying = true;
connect(this, &AudioInjector::finished, this, &AudioInjector::restartPortionAfterFinished);
if (!_isStarted || _isFinished) {
emit finished();
@ -270,6 +271,7 @@ void AudioInjector::injectToMixer() {
}
setIsFinished(true);
_isPlaying = !_isFinished; // Which can be false if a restart was requested
}
void AudioInjector::stop() {
@ -277,6 +279,7 @@ void AudioInjector::stop() {
if (_options.localOnly) {
// we're only a local injector, so we can say we are finished right away too
_isPlaying = false;
setIsFinished(true);
}
}
@ -334,6 +337,7 @@ AudioInjector* AudioInjector::playSound(const QByteArray& buffer, const AudioInj
injectorThread->setObjectName("Audio Injector Thread");
AudioInjector* injector = new AudioInjector(buffer, options);
injector->_isPlaying = true;
injector->setLocalAudioInterface(localInterface);
injector->moveToThread(injectorThread);

View file

@ -62,7 +62,7 @@ public slots:
void setCurrentSendPosition(int currentSendPosition) { _currentSendPosition = currentSendPosition; }
float getLoudness() const { return _loudness; }
bool isPlaying() const { return !_isFinished; }
bool isPlaying() const { return _isPlaying; }
void restartPortionAfterFinished();
signals:
@ -78,6 +78,7 @@ private:
AudioInjectorOptions _options;
bool _shouldStop = false;
float _loudness = 0.0f;
bool _isPlaying = false;
bool _isStarted = false;
bool _isFinished = false;
bool _shouldDeleteAfterFinish = false;