Merge branch 'master' of ssh://github.com/highfidelity/hifi into camera-occlusion

Conflicts:
	interface/src/Menu.h
	interface/src/avatar/Avatar.cpp
This commit is contained in:
Andrew Meadows 2014-02-17 12:12:47 -08:00
commit 48f28ecee7
79 changed files with 3037 additions and 802 deletions

View file

@ -0,0 +1,47 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
<key>CFBundleGetInfoString</key>
<string>${MACOSX_BUNDLE_INFO_STRING}</string>
<key>CFBundleIconFile</key>
<string>${MACOSX_BUNDLE_ICON_FILE}</string>
<key>CFBundleIdentifier</key>
<string>${MACOSX_BUNDLE_GUI_IDENTIFIER}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleLongVersionString</key>
<string>${MACOSX_BUNDLE_LONG_VERSION_STRING}</string>
<key>CFBundleName</key>
<string>${MACOSX_BUNDLE_BUNDLE_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${MACOSX_BUNDLE_SHORT_VERSION_STRING}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${MACOSX_BUNDLE_BUNDLE_VERSION}</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>LSRequiresCarbon</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string>${MACOSX_BUNDLE_COPYRIGHT}</string>
<key>CFBundleURLTypes</key>
<array>
<dict>
<key>CFBundleURLName</key>
<string>${MACOSX_BUNDLE_BUNDLE_NAME} URL</string>
<key>CFBundleURLSchemes</key>
<array>
<string>hifi</string>
</array>
</dict>
</array>
</dict>
</plist>

View file

@ -69,6 +69,12 @@ function checkCamera() {
var viewJoystickPosition = Controller.getJoystickPosition(VIEW_CONTROLLER);
yaw -= viewJoystickPosition.x * JOYSTICK_YAW_MAG * deltaTime;
pitch += viewJoystickPosition.y * JOYSTICK_PITCH_MAG * deltaTime;
if (yaw > 360) {
yaw -= 360;
}
if (yaw < -360) {
yaw += 360;
}
var orientation = Quat.fromPitchYawRoll(pitch, yaw, roll);
Camera.setOrientation(orientation);
}

View file

@ -7,9 +7,11 @@
//
// Captures mouse clicks and edits voxels accordingly.
//
// click = create a new voxel on this face, same color as old
// Alt + click = delete this voxel
// click = create a new voxel on this face, same color as old (default color picker state)
// right click or control + click = delete this voxel
// shift + click = recolor this voxel
// 1 - 8 = pick new color from palette
// 9 = create a new voxel in front of the camera
//
// Click and drag to create more new voxels in the same direction
//
@ -18,15 +20,41 @@ function vLength(v) {
return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
}
function vMinus(a, b) {
var rval = { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };
return rval;
}
var NEW_VOXEL_SIZE = 1.0;
var NEW_VOXEL_DISTANCE_FROM_CAMERA = 3.0;
var ORBIT_RATE_ALTITUDE = 200.0;
var ORBIT_RATE_AZIMUTH = 90.0;
var PIXELS_PER_EXTRUDE_VOXEL = 16;
var oldMode = Camera.getMode();
var key_alt = false;
var key_shift = false;
var isAdding = false;
var isExtruding = false;
var isOrbiting = false;
var orbitAzimuth = 0.0;
var orbitAltitude = 0.0;
var orbitCenter = { x: 0, y: 0, z: 0 };
var orbitPosition = { x: 0, y: 0, z: 0 };
var orbitRadius = 0.0;
var extrudeDirection = { x: 0, y: 0, z: 0 };
var extrudeScale = 0.0;
var lastVoxelPosition = { x: 0, y: 0, z: 0 };
var lastVoxelColor = { red: 0, green: 0, blue: 0 };
var lastVoxelScale = 0;
var dragStart = { x: 0, y: 0 };
var mouseX = 0;
var mouseY = 0;
// Create a table of the different colors you can choose
var colors = new Array();
colors[0] = { red: 237, green: 175, blue: 0 };
@ -37,31 +65,70 @@ colors[4] = { red: 193, green: 99, blue: 122 };
colors[5] = { red: 255, green: 54, blue: 69 };
colors[6] = { red: 124, green: 36, blue: 36 };
colors[7] = { red: 63, green: 35, blue: 19 };
var numColors = 6;
var whichColor = 0;
var numColors = 8;
var whichColor = -1; // Starting color is 'Copy' mode
// Create sounds for adding, deleting, recoloring voxels
var addSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Electronic/ElectronicBurst1.raw");
var deleteSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Bubbles/bubbles1.raw");
var changeColorSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Electronic/ElectronicBurst6.raw");
var addSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+create.raw");
var deleteSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+delete.raw");
var changeColorSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+edit.raw");
var clickSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Switches+and+sliders/toggle+switch+-+medium.raw");
var audioOptions = new AudioInjectionOptions();
audioOptions.volume = 0.5;
function setAudioPosition() {
var camera = Camera.getPosition();
var forwardVector = Quat.getFront(MyAvatar.orientation);
audioOptions.position = Vec3.sum(camera, forwardVector);
}
function getNewVoxelPosition() {
var camera = Camera.getPosition();
var forwardVector = Quat.getFront(MyAvatar.orientation);
var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, NEW_VOXEL_DISTANCE_FROM_CAMERA));
return newPosition;
}
function fixEulerAngles(eulers) {
var rVal = { x: 0, y: 0, z: eulers.z };
if (eulers.x >= 90.0) {
rVal.x = 180.0 - eulers.x;
rVal.y = eulers.y - 180.0;
} else if (eulers.x <= -90.0) {
rVal.x = 180.0 - eulers.x;
rVal.y = eulers.y - 180.0;
}
return rVal;
}
function mousePressEvent(event) {
mouseX = event.x;
mouseY = event.y;
var pickRay = Camera.computePickRay(event.x, event.y);
var intersection = Voxels.findRayIntersection(pickRay);
audioOptions.volume = 1.0;
audioOptions.position = { x: intersection.voxel.x, y: intersection.voxel.y, z: intersection.voxel.z };
audioOptions.position = Vec3.sum(pickRay.origin, pickRay.direction);
if (intersection.intersects) {
if (key_alt) {
if (event.isAlt) {
// start orbit camera!
var cameraPosition = Camera.getPosition();
oldMode = Camera.getMode();
Camera.setMode("independent");
isOrbiting = true;
Camera.keepLookingAt(intersection.intersection);
// get position for initial azimuth, elevation
orbitCenter = intersection.intersection;
var orbitVector = Vec3.subtract(cameraPosition, orbitCenter);
orbitRadius = vLength(orbitVector);
orbitAzimuth = Math.atan2(orbitVector.z, orbitVector.x);
orbitAltitude = Math.asin(orbitVector.y / Vec3.length(orbitVector));
} else if (event.isRightButton || event.isControl) {
// Delete voxel
Voxels.eraseVoxel(intersection.voxel.x, intersection.voxel.y, intersection.voxel.z, intersection.voxel.s);
Audio.playSound(deleteSound, audioOptions);
} else if (key_shift) {
} else if (event.isShifted) {
// Recolor Voxel
whichColor++;
if (whichColor == numColors) whichColor = 0;
Voxels.setVoxel(intersection.voxel.x,
intersection.voxel.y,
intersection.voxel.z,
@ -70,7 +137,9 @@ function mousePressEvent(event) {
Audio.playSound(changeColorSound, audioOptions);
} else {
// Add voxel on face
var newVoxel = {
if (whichColor == -1) {
// Copy mode - use clicked voxel color
var newVoxel = {
x: intersection.voxel.x,
y: intersection.voxel.y,
z: intersection.voxel.z,
@ -78,6 +147,16 @@ function mousePressEvent(event) {
red: intersection.voxel.red,
green: intersection.voxel.green,
blue: intersection.voxel.blue };
} else {
var newVoxel = {
x: intersection.voxel.x,
y: intersection.voxel.y,
z: intersection.voxel.z,
s: intersection.voxel.s,
red: colors[whichColor].red,
green: colors[whichColor].green,
blue: colors[whichColor].blue };
}
if (intersection.face == "MIN_X_FACE") {
newVoxel.x -= newVoxel.s;
@ -108,55 +187,113 @@ function mousePressEvent(event) {
function keyPressEvent(event) {
key_alt = event.isAlt;
key_shift = event.isShifted;
var nVal = parseInt(event.text);
if (event.text == "0") {
print("Color = Copy");
whichColor = -1;
Audio.playSound(clickSound, audioOptions);
} else if ((nVal > 0) && (nVal <= numColors)) {
whichColor = nVal - 1;
print("Color = " + (whichColor + 1));
Audio.playSound(clickSound, audioOptions);
} else if (event.text == "9") {
// Create a brand new 1 meter voxel in front of your avatar
var color = whichColor;
if (color == -1) color = 0;
var newPosition = getNewVoxelPosition();
var newVoxel = {
x: newPosition.x,
y: newPosition.y ,
z: newPosition.z,
s: NEW_VOXEL_SIZE,
red: colors[color].red,
green: colors[color].green,
blue: colors[color].blue };
Voxels.setVoxel(newVoxel.x, newVoxel.y, newVoxel.z, newVoxel.s, newVoxel.red, newVoxel.green, newVoxel.blue);
setAudioPosition();
Audio.playSound(addSound, audioOptions);
} else if (event.text == " ") {
// Reset my orientation!
var orientation = { x:0, y:0, z:0, w:1 };
Camera.setOrientation(orientation);
MyAvatar.orientation = orientation;
}
}
function keyReleaseEvent(event) {
key_alt = false;
key_shift = false;
}
function mouseMoveEvent(event) {
if (isOrbiting) {
var cameraOrientation = Camera.getOrientation();
var origEulers = Quat.safeEulerAngles(cameraOrientation);
var newEulers = fixEulerAngles(Quat.safeEulerAngles(cameraOrientation));
var dx = event.x - mouseX;
var dy = event.y - mouseY;
orbitAzimuth += dx / ORBIT_RATE_AZIMUTH;
orbitAltitude += dy / ORBIT_RATE_ALTITUDE;
var orbitVector = { x:(Math.cos(orbitAltitude) * Math.cos(orbitAzimuth)) * orbitRadius,
y:Math.sin(orbitAltitude) * orbitRadius,
z:(Math.cos(orbitAltitude) * Math.sin(orbitAzimuth)) * orbitRadius };
orbitPosition = Vec3.sum(orbitCenter, orbitVector);
Camera.setPosition(orbitPosition);
mouseX = event.x;
mouseY = event.y;
}
if (isAdding) {
var pickRay = Camera.computePickRay(event.x, event.y);
var lastVoxelDistance = { x: pickRay.origin.x - lastVoxelPosition.x,
// Watch the drag direction to tell which way to 'extrude' this voxel
if (!isExtruding) {
var pickRay = Camera.computePickRay(event.x, event.y);
var lastVoxelDistance = { x: pickRay.origin.x - lastVoxelPosition.x,
y: pickRay.origin.y - lastVoxelPosition.y,
z: pickRay.origin.z - lastVoxelPosition.z };
var distance = vLength(lastVoxelDistance);
var mouseSpot = { x: pickRay.direction.x * distance, y: pickRay.direction.y * distance, z: pickRay.direction.z * distance };
mouseSpot.x += pickRay.origin.x;
mouseSpot.y += pickRay.origin.y;
mouseSpot.z += pickRay.origin.z;
var dx = mouseSpot.x - lastVoxelPosition.x;
var dy = mouseSpot.y - lastVoxelPosition.y;
var dz = mouseSpot.z - lastVoxelPosition.z;
if (dx > lastVoxelScale) {
lastVoxelPosition.x += lastVoxelScale;
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
} else if (dx < -lastVoxelScale) {
lastVoxelPosition.x -= lastVoxelScale;
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
} else if (dy > lastVoxelScale) {
lastVoxelPosition.y += lastVoxelScale;
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
} else if (dy < -lastVoxelScale) {
lastVoxelPosition.y -= lastVoxelScale;
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
} else if (dz > lastVoxelScale) {
lastVoxelPosition.z += lastVoxelScale;
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
} else if (dz < -lastVoxelScale) {
lastVoxelPosition.z -= lastVoxelScale;
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
var distance = vLength(lastVoxelDistance);
var mouseSpot = { x: pickRay.direction.x * distance, y: pickRay.direction.y * distance, z: pickRay.direction.z * distance };
mouseSpot.x += pickRay.origin.x;
mouseSpot.y += pickRay.origin.y;
mouseSpot.z += pickRay.origin.z;
var dx = mouseSpot.x - lastVoxelPosition.x;
var dy = mouseSpot.y - lastVoxelPosition.y;
var dz = mouseSpot.z - lastVoxelPosition.z;
extrudeScale = lastVoxelScale;
extrudeDirection = { x: 0, y: 0, z: 0 };
isExtruding = true;
if (dx > lastVoxelScale) extrudeDirection.x = extrudeScale;
else if (dx < -lastVoxelScale) extrudeDirection.x = -extrudeScale;
else if (dy > lastVoxelScale) extrudeDirection.y = extrudeScale;
else if (dy < -lastVoxelScale) extrudeDirection.y = -extrudeScale;
else if (dz > lastVoxelScale) extrudeDirection.z = extrudeScale;
else if (dz < -lastVoxelScale) extrudeDirection.z = -extrudeScale;
else isExtruding = false;
} else {
// We have got an extrusion direction, now look for mouse move beyond threshold to add new voxel
var dx = event.x - mouseX;
var dy = event.y - mouseY;
if (Math.sqrt(dx*dx + dy*dy) > PIXELS_PER_EXTRUDE_VOXEL) {
lastVoxelPosition = Vec3.sum(lastVoxelPosition, extrudeDirection);
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
extrudeScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
mouseX = event.x;
mouseY = event.y;
}
}
}
}
function mouseReleaseEvent(event) {
if (isOrbiting) {
var cameraOrientation = Camera.getOrientation();
var eulers = Quat.safeEulerAngles(cameraOrientation);
MyAvatar.position = Camera.getPosition();
MyAvatar.orientation = cameraOrientation;
Camera.stopLooking();
Camera.setMode(oldMode);
Camera.setOrientation(cameraOrientation);
}
isAdding = false;
isOrbiting = false;
isExtruding = false;
}
Controller.mousePressEvent.connect(mousePressEvent);

210
examples/hydraMove.js Normal file
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@ -0,0 +1,210 @@
//
// hydraMove.js
// hifi
//
// Created by Brad Hefta-Gaub on 2/10/14.
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
//
// This is an example script that demonstrates use of the Controller and MyAvatar classes to implement
// avatar flying through the hydra/controller joysticks
//
//
var damping = 0.9;
var position = { x: MyAvatar.position.x, y: MyAvatar.position.y, z: MyAvatar.position.z };
var joysticksCaptured = false;
var THRUST_CONTROLLER = 0;
var VIEW_CONTROLLER = 1;
var INITIAL_THRUST_MULTPLIER = 1.0;
var THRUST_INCREASE_RATE = 1.05;
var MAX_THRUST_MULTIPLIER = 75.0;
var thrustMultiplier = INITIAL_THRUST_MULTPLIER;
var grabDelta = { x: 0, y: 0, z: 0};
var grabDeltaVelocity = { x: 0, y: 0, z: 0};
var grabStartRotation = { x: 0, y: 0, z: 0, w: 1};
var grabCurrentRotation = { x: 0, y: 0, z: 0, w: 1};
var grabbingWithRightHand = false;
var wasGrabbingWithRightHand = false;
var grabbingWithLeftHand = false;
var wasGrabbingWithLeftHand = false;
var EPSILON = 0.000001;
var velocity = { x: 0, y: 0, z: 0};
var deltaTime = 1/60; // approximately our FPS - maybe better to be elapsed time since last call
var THRUST_MAG_UP = 800.0;
var THRUST_MAG_DOWN = 300.0;
var THRUST_MAG_FWD = 500.0;
var THRUST_MAG_BACK = 300.0;
var THRUST_MAG_LATERAL = 250.0;
var THRUST_JUMP = 120.0;
var YAW_MAG = 500.0;
var PITCH_MAG = 100.0;
var THRUST_MAG_HAND_JETS = THRUST_MAG_FWD;
var JOYSTICK_YAW_MAG = YAW_MAG;
var JOYSTICK_PITCH_MAG = PITCH_MAG * 0.5;
var LEFT_PALM = 0;
var LEFT_BUTTON_4 = 4;
var RIGHT_PALM = 2;
var RIGHT_BUTTON_4 = 10;
// Used by handleGrabBehavior() for managing the grab position changes
function getAndResetGrabDelta() {
var HAND_GRAB_SCALE_DISTANCE = 2.0;
var delta = Vec3.multiply(grabDelta, (MyAvatar.scale * HAND_GRAB_SCALE_DISTANCE));
grabDelta = { x: 0, y: 0, z: 0};
var avatarRotation = MyAvatar.orientation;
var result = Vec3.multiplyQbyV(avatarRotation, Vec3.multiply(delta, -1));
return result;
}
// Used by handleGrabBehavior() for managing the grab velocity feature
function getAndResetGrabDeltaVelocity() {
var HAND_GRAB_SCALE_VELOCITY = 50.0;
var delta = Vec3.multiply(grabDeltaVelocity, (MyAvatar.scale * HAND_GRAB_SCALE_VELOCITY));
grabDeltaVelocity = { x: 0, y: 0, z: 0};
var avatarRotation = MyAvatar.orientation;
var result = Quat.multiply(avatarRotation, Vec3.multiply(delta, -1));
return result;
}
// Used by handleGrabBehavior() for managing the grab rotation feature
function getAndResetGrabRotation() {
var quatDiff = Quat.multiply(grabCurrentRotation, Quat.inverse(grabStartRotation));
grabStartRotation = grabCurrentRotation;
return quatDiff;
}
// handles all the grab related behavior: position (crawl), velocity (flick), and rotate (twist)
function handleGrabBehavior() {
// check for and handle grab behaviors
grabbingWithRightHand = Controller.isButtonPressed(RIGHT_BUTTON_4);
grabbingWithLeftHand = Controller.isButtonPressed(LEFT_BUTTON_4);
stoppedGrabbingWithLeftHand = false;
stoppedGrabbingWithRightHand = false;
if (grabbingWithRightHand && !wasGrabbingWithRightHand) {
// Just starting grab, capture starting rotation
grabStartRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM);
}
if (grabbingWithRightHand) {
grabDelta = Vec3.sum(grabDelta, Vec3.multiply(Controller.getSpatialControlVelocity(RIGHT_PALM), deltaTime));
grabCurrentRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM);
}
if (!grabbingWithRightHand && wasGrabbingWithRightHand) {
// Just ending grab, capture velocity
grabDeltaVelocity = Controller.getSpatialControlVelocity(RIGHT_PALM);
stoppedGrabbingWithRightHand = true;
}
if (grabbingWithLeftHand && !wasGrabbingWithLeftHand) {
// Just starting grab, capture starting rotation
grabStartRotation = Controller.getSpatialControlRawRotation(LEFT_PALM);
}
if (grabbingWithLeftHand) {
grabDelta = Vec3.sum(grabDelta, Vec3.multiply(Controller.getSpatialControlVelocity(LEFT_PALM), deltaTime));
grabCurrentRotation = Controller.getSpatialControlRawRotation(LEFT_PALM);
}
if (!grabbingWithLeftHand && wasGrabbingWithLeftHand) {
// Just ending grab, capture velocity
grabDeltaVelocity = Controller.getSpatialControlVelocity(LEFT_PALM);
stoppedGrabbingWithLeftHand = true;
}
grabbing = grabbingWithRightHand || grabbingWithLeftHand;
stoppedGrabbing = stoppedGrabbingWithRightHand || stoppedGrabbingWithLeftHand;
if (grabbing) {
// move position
var moveFromGrab = getAndResetGrabDelta();
if (Vec3.length(moveFromGrab) > EPSILON) {
MyAvatar.position = Vec3.sum(MyAvatar.position, moveFromGrab);
velocity = { x: 0, y: 0, z: 0};
}
// add some rotation...
var deltaRotation = getAndResetGrabRotation();
var GRAB_CONTROLLER_TURN_SCALING = 0.5;
var euler = Vec3.multiply(Quat.safeEulerAngles(deltaRotation), GRAB_CONTROLLER_TURN_SCALING);
// Adjust body yaw by yaw from controller
var orientation = Quat.multiply(Quat.angleAxis(-euler.y, {x:0, y: 1, z:0}), MyAvatar.orientation);
MyAvatar.orientation = orientation;
// Adjust head pitch from controller
MyAvatar.headPitch = MyAvatar.headPitch - euler.x;
}
// add some velocity...
if (stoppedGrabbing) {
velocity = Vec3.sum(velocity, getAndResetGrabDeltaVelocity());
}
// handle residual velocity
if(Vec3.length(velocity) > EPSILON) {
MyAvatar.position = Vec3.sum(MyAvatar.position, Vec3.multiply(velocity, deltaTime));
// damp velocity
velocity = Vec3.multiply(velocity, damping);
}
wasGrabbingWithRightHand = grabbingWithRightHand;
wasGrabbingWithLeftHand = grabbingWithLeftHand;
}
// Main update function that handles flying and grabbing behaviort
function flyWithHydra() {
var thrustJoystickPosition = Controller.getJoystickPosition(THRUST_CONTROLLER);
if (thrustJoystickPosition.x != 0 || thrustJoystickPosition.y != 0) {
if (thrustMultiplier < MAX_THRUST_MULTIPLIER) {
thrustMultiplier *= 1 + (deltaTime * THRUST_INCREASE_RATE);
}
var currentOrientation = MyAvatar.orientation;
var front = Quat.getFront(currentOrientation);
var right = Quat.getRight(currentOrientation);
var up = Quat.getUp(currentOrientation);
var thrustFront = Vec3.multiply(front, MyAvatar.scale * THRUST_MAG_HAND_JETS *
thrustJoystickPosition.y * thrustMultiplier * deltaTime);
MyAvatar.addThrust(thrustFront);
var thrustRight = Vec3.multiply(right, MyAvatar.scale * THRUST_MAG_HAND_JETS *
thrustJoystickPosition.x * thrustMultiplier * deltaTime);
MyAvatar.addThrust(thrustRight);
} else {
thrustMultiplier = INITIAL_THRUST_MULTPLIER;
}
// View Controller
var viewJoystickPosition = Controller.getJoystickPosition(VIEW_CONTROLLER);
if (viewJoystickPosition.x != 0 || viewJoystickPosition.y != 0) {
// change the body yaw based on our x controller
var orientation = MyAvatar.orientation;
var deltaOrientation = Quat.fromPitchYawRoll(0, (-1 * viewJoystickPosition.x * JOYSTICK_YAW_MAG * deltaTime), 0);
MyAvatar.orientation = Quat.multiply(orientation, deltaOrientation);
// change the headPitch based on our x controller
//pitch += viewJoystickPosition.y * JOYSTICK_PITCH_MAG * deltaTime;
var newPitch = MyAvatar.headPitch + (viewJoystickPosition.y * JOYSTICK_PITCH_MAG * deltaTime);
MyAvatar.headPitch = newPitch;
}
handleGrabBehavior();
}
Script.willSendVisualDataCallback.connect(flyWithHydra);
Controller.captureJoystick(THRUST_CONTROLLER);
Controller.captureJoystick(VIEW_CONTROLLER);
// Map keyPress and mouse move events to our callbacks
function scriptEnding() {
// re-enabled the standard application for touch events
Controller.releaseJoystick(THRUST_CONTROLLER);
Controller.releaseJoystick(VIEW_CONTROLLER);
}
Script.scriptEnding.connect(scriptEnding);

279
examples/overlaysExample.js Normal file
View file

@ -0,0 +1,279 @@
//
// overlaysExample.js
// hifi
//
// Created by Brad Hefta-Gaub on 2/14/14.
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
//
// This is an example script that demonstrates use of the Overlays class
//
//
// The "Swatches" example of this script will create 9 different image overlays, that use the color feature to
// display different colors as color swatches. The overlays can be clicked on, to change the "selectedSwatch" variable
// and update the image used for the overlay so that it appears to have a selected indicator.
// These are our colors...
var swatchColors = new Array();
swatchColors[0] = { red: 255, green: 0, blue: 0};
swatchColors[1] = { red: 0, green: 255, blue: 0};
swatchColors[2] = { red: 0, green: 0, blue: 255};
swatchColors[3] = { red: 255, green: 255, blue: 0};
swatchColors[4] = { red: 255, green: 0, blue: 255};
swatchColors[5] = { red: 0, green: 255, blue: 255};
swatchColors[6] = { red: 128, green: 128, blue: 128};
swatchColors[7] = { red: 128, green: 0, blue: 0};
swatchColors[8] = { red: 0, green: 240, blue: 240};
// The location of the placement of these overlays
var swatchesX = 100;
var swatchesY = 200;
// These will be our "overlay IDs"
var swatches = new Array();
var numberOfSwatches = 9;
var selectedSwatch = 0;
// create the overlays, position them in a row, set their colors, and for the selected one, use a different source image
// location so that it displays the "selected" marker
for (s = 0; s < numberOfSwatches; s++) {
var imageFromX = 12 + (s * 27);
var imageFromY = 0;
if (s == selectedSwatch) {
imageFromY = 55;
}
swatches[s] = Overlays.addOverlay("image", {
x: 100 + (30 * s),
y: 200,
width: 31,
height: 54,
subImage: { x: imageFromX, y: imageFromY, width: 30, height: 54 },
imageURL: "http://highfidelity-public.s3-us-west-1.amazonaws.com/images/testing-swatches.svg",
color: swatchColors[s],
alpha: 1
});
}
// This will create a text overlay that when you click on it, the text will change
var text = Overlays.addOverlay("text", {
x: 200,
y: 100,
width: 150,
height: 50,
color: { red: 0, green: 0, blue: 0},
textColor: { red: 255, green: 0, blue: 0},
topMargin: 4,
leftMargin: 4,
text: "Here is some text.\nAnd a second line."
});
// This will create an image overlay, which starts out as invisible
var toolA = Overlays.addOverlay("image", {
x: 100,
y: 100,
width: 62,
height: 40,
subImage: { x: 0, y: 0, width: 62, height: 40 },
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/hifi-interface-tools.svg",
color: { red: 255, green: 255, blue: 255},
visible: false
});
// This will create a couple of image overlays that make a "slider", we will demonstrate how to trap mouse messages to
// move the slider
var slider = Overlays.addOverlay("image", {
// alternate form of expressing bounds
bounds: { x: 100, y: 300, width: 158, height: 35},
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/slider.png",
color: { red: 255, green: 255, blue: 255},
alpha: 1
});
// This is the thumb of our slider
var minThumbX = 130;
var maxThumbX = minThumbX + 65;
var thumbX = (minThumbX + maxThumbX) / 2;
var thumb = Overlays.addOverlay("image", {
x: thumbX,
y: 309,
width: 18,
height: 17,
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
color: { red: 255, green: 255, blue: 255},
alpha: 1
});
// We will also demonstrate some 3D overlays. We will create a couple of cubes, spheres, and lines
// our 3D cube that moves around...
var cubePosition = { x: 2, y: 0, z: 2 };
var cubeSize = 5;
var cubeMove = 0.1;
var minCubeX = 1;
var maxCubeX = 20;
var cube = Overlays.addOverlay("cube", {
position: cubePosition,
size: cubeSize,
color: { red: 255, green: 0, blue: 0},
alpha: 1,
solid: false
});
var solidCubePosition = { x: 0, y: 5, z: 0 };
var solidCubeSize = 2;
var minSolidCubeX = 0;
var maxSolidCubeX = 10;
var solidCubeMove = 0.05;
var solidCube = Overlays.addOverlay("cube", {
position: solidCubePosition,
size: solidCubeSize,
color: { red: 0, green: 255, blue: 0},
alpha: 1,
solid: true
});
var spherePosition = { x: 5, y: 5, z: 5 };
var sphereSize = 1;
var minSphereSize = 0.5;
var maxSphereSize = 10;
var sphereSizeChange = 0.05;
var sphere = Overlays.addOverlay("sphere", {
position: spherePosition,
size: sphereSize,
color: { red: 0, green: 0, blue: 255},
alpha: 1,
solid: false
});
var line3d = Overlays.addOverlay("line3d", {
position: { x: 0, y: 0, z:0 },
end: { x: 10, y: 10, z:10 },
color: { red: 0, green: 255, blue: 255},
alpha: 1,
lineWidth: 5
});
// When our script shuts down, we should clean up all of our overlays
function scriptEnding() {
Overlays.deleteOverlay(toolA);
for (s = 0; s < numberOfSwatches; s++) {
Overlays.deleteOverlay(swatches[s]);
}
Overlays.deleteOverlay(thumb);
Overlays.deleteOverlay(slider);
Overlays.deleteOverlay(text);
Overlays.deleteOverlay(cube);
Overlays.deleteOverlay(solidCube);
Overlays.deleteOverlay(sphere);
Overlays.deleteOverlay(line3d);
}
Script.scriptEnding.connect(scriptEnding);
var toolAVisible = false;
var count = 0;
// Our update() function is called at approximately 60fps, and we will use it to animate our various overlays
function update() {
count++;
// every second or so, toggle the visibility our our blinking tool
if (count % 60 == 0) {
if (toolAVisible) {
toolAVisible = false;
} else {
toolAVisible = true;
}
Overlays.editOverlay(toolA, { visible: toolAVisible } );
}
// move our 3D cube
cubePosition.x += cubeMove;
cubePosition.z += cubeMove;
if (cubePosition.x > maxCubeX || cubePosition.x < minCubeX) {
cubeMove = cubeMove * -1;
}
Overlays.editOverlay(cube, { position: cubePosition } );
// move our solid 3D cube
solidCubePosition.x += solidCubeMove;
solidCubePosition.z += solidCubeMove;
if (solidCubePosition.x > maxSolidCubeX || solidCubePosition.x < minSolidCubeX) {
solidCubeMove = solidCubeMove * -1;
}
Overlays.editOverlay(solidCube, { position: solidCubePosition } );
// adjust our 3D sphere
sphereSize += sphereSizeChange;
if (sphereSize > maxSphereSize || sphereSize < minSphereSize) {
sphereSizeChange = sphereSizeChange * -1;
}
Overlays.editOverlay(sphere, { size: sphereSize, solid: (sphereSizeChange < 0) } );
// update our 3D line to go from origin to our avatar's position
Overlays.editOverlay(line3d, { end: MyAvatar.position } );
}
Script.willSendVisualDataCallback.connect(update);
// The slider is handled in the mouse event callbacks.
var movingSlider = false;
var thumbClickOffsetX = 0;
function mouseMoveEvent(event) {
if (movingSlider) {
newThumbX = event.x - thumbClickOffsetX;
if (newThumbX < minThumbX) {
newThumbX = minThumbX;
}
if (newThumbX > maxThumbX) {
newThumbX = maxThumbX;
}
Overlays.editOverlay(thumb, { x: newThumbX } );
}
}
// we also handle click detection in our mousePressEvent()
function mousePressEvent(event) {
var clickedText = false;
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
// If the user clicked on the thumb, handle the slider logic
if (clickedOverlay == thumb) {
movingSlider = true;
thumbClickOffsetX = event.x - thumbX;
} else if (clickedOverlay == text) { // if the user clicked on the text, update text with where you clicked
Overlays.editOverlay(text, { text: "you clicked here:\n " + event.x + "," + event.y } );
clickedText = true;
} else { // if the user clicked on one of the color swatches, update the selectedSwatch
for (s = 0; s < numberOfSwatches; s++) {
if (clickedOverlay == swatches[s]) {
Overlays.editOverlay(swatches[selectedSwatch], { subImage: { y: 0 } } );
Overlays.editOverlay(swatches[s], { subImage: { y: 55 } } );
selectedSwatch = s;
}
}
}
if (!clickedText) { // if you didn't click on the text, then update the text accordningly
Overlays.editOverlay(text, { text: "you didn't click here" } );
}
}
function mouseReleaseEvent(event) {
if (movingSlider) {
movingSlider = false;
}
}
Controller.mouseMoveEvent.connect(mouseMoveEvent);
Controller.mousePressEvent.connect(mousePressEvent);
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);

View file

@ -90,7 +90,13 @@ qt5_wrap_ui(QT_UI_HEADERS ${QT_UI_FILES})
set(INTERFACE_SRCS ${INTERFACE_SRCS} ${QT_UI_HEADERS})
if (APPLE)
# configure CMake to use a custom Info.plist
SET_TARGET_PROPERTIES( ${this_target} PROPERTIES MACOSX_BUNDLE_INFO_PLIST MacOSXBundleInfo.plist.in )
set(MACOSX_BUNDLE_BUNDLE_NAME Interface)
set(MACOSX_BUNDLE_GUI_IDENTIFIER io.highfidelity.Interface)
# set how the icon shows up in the Info.plist file
SET(MACOSX_BUNDLE_ICON_FILE interface.icns)

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@ -1,3 +1,5 @@
filename=defaultAvatar/body.fbx
texdir=defaultAvatar
scale=130
joint = jointRoot = jointRoot
joint = jointLean = jointSpine

View file

@ -1,7 +1,7 @@
# faceshift target mapping file
name= defaultAvatar_head
filename=../../../Avatars/Jelly/jellyrob_blue.fbx
texdir=../../../Avatars/Jelly
filename=defaultAvatar/head.fbx
texdir=defaultAvatar
scale=80
rx=0
ry=0

View file

@ -12,7 +12,7 @@
uniform sampler2D permutationNormalTexture;
// the noise frequency
const float frequency = 1024.0;
const float frequency = 65536.0; // looks better with current TREE_SCALE, was 1024 when TREE_SCALE was either 512 or 128
// the noise amplitude
const float amplitude = 0.1;

View file

@ -101,6 +101,8 @@ const QString SKIP_FILENAME = QStandardPaths::writableLocation(QStandardPaths::D
const int STATS_PELS_PER_LINE = 20;
const QString CUSTOM_URL_SCHEME = "hifi:";
void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString& message) {
if (message.size() > 0) {
QString messageWithNewLine = message + "\n";
@ -289,6 +291,9 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
_sixenseManager.setFilter(Menu::getInstance()->isOptionChecked(MenuOption::FilterSixense));
checkVersion();
_overlays.init(_glWidget); // do this before scripts load
// do this as late as possible so that all required subsystems are inialized
loadScripts();
@ -679,6 +684,38 @@ void Application::controlledBroadcastToNodes(const QByteArray& packet, const Nod
}
}
bool Application::event(QEvent* event) {
// handle custom URL
if (event->type() == QEvent::FileOpen) {
QFileOpenEvent* fileEvent = static_cast<QFileOpenEvent*>(event);
if (!fileEvent->url().isEmpty() && fileEvent->url().toLocalFile().startsWith(CUSTOM_URL_SCHEME)) {
QString destination = fileEvent->url().toLocalFile().remove(CUSTOM_URL_SCHEME);
QStringList urlParts = destination.split('/', QString::SkipEmptyParts);
if (urlParts.count() > 1) {
// if url has 2 or more parts, the first one is domain name
Menu::getInstance()->goToDomain(urlParts[0]);
// location coordinates
Menu::getInstance()->goToDestination(urlParts[1]);
if (urlParts.count() > 2) {
// location orientation
Menu::getInstance()->goToOrientation(urlParts[2]);
}
} else if (urlParts.count() == 1) {
// location coordinates
Menu::getInstance()->goToDestination(urlParts[0]);
}
}
return false;
}
return QApplication::event(event);
}
void Application::keyPressEvent(QKeyEvent* event) {
_controllerScriptingInterface.emitKeyPressEvent(event); // send events to any registered scripts
@ -1875,6 +1912,8 @@ void Application::init() {
connect(_rearMirrorTools, SIGNAL(restoreView()), SLOT(restoreMirrorView()));
connect(_rearMirrorTools, SIGNAL(shrinkView()), SLOT(shrinkMirrorView()));
connect(_rearMirrorTools, SIGNAL(resetView()), SLOT(resetSensors()));
}
void Application::closeMirrorView() {
@ -2146,15 +2185,6 @@ void Application::updateThreads(float deltaTime) {
}
}
void Application::updateParticles(float deltaTime) {
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateParticles()");
if (Menu::getInstance()->isOptionChecked(MenuOption::ParticleCloud)) {
_cloud.simulate(deltaTime);
}
}
void Application::updateMetavoxels(float deltaTime) {
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateMetavoxels()");
@ -2276,7 +2306,6 @@ void Application::update(float deltaTime) {
updateMyAvatar(deltaTime); // Sample hardware, update view frustum if needed, and send avatar data to mixer/nodes
updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
_avatarManager.updateOtherAvatars(deltaTime); //loop through all the other avatars and simulate them...
updateParticles(deltaTime); // Simulate particle cloud movements
updateMetavoxels(deltaTime); // update metavoxels
updateCamera(deltaTime); // handle various camera tweaks like off axis projection
updateDialogs(deltaTime); // update various stats dialogs if present
@ -2711,16 +2740,18 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
// disable specular lighting for ground and voxels
glMaterialfv(GL_FRONT, GL_SPECULAR, NO_SPECULAR_COLOR);
// Draw Cloud Particles
if (Menu::getInstance()->isOptionChecked(MenuOption::ParticleCloud)) {
_cloud.render();
}
// Draw voxels
if (Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... voxels...");
if (!Menu::getInstance()->isOptionChecked(MenuOption::DontRenderVoxels)) {
_voxels.render(Menu::getInstance()->isOptionChecked(MenuOption::VoxelTextures));
_voxels.render();
// double check that our LOD doesn't need to be auto-adjusted
// only adjust if our option is set
if (Menu::getInstance()->isOptionChecked(MenuOption::AutoAdjustLOD)) {
Menu::getInstance()->autoAdjustLOD(_fps);
}
}
}
@ -2811,7 +2842,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
_mouseVoxel.s,
_mouseVoxel.s);
_sharedVoxelSystem.render(true);
_sharedVoxelSystem.render();
glPopMatrix();
}
}
@ -2851,6 +2882,9 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
// give external parties a change to hook in
emit renderingInWorldInterface();
// render JS/scriptable overlays
_overlays.render3D();
}
}
@ -2997,6 +3031,8 @@ void Application::displayOverlay() {
_pieMenu.render();
}
_overlays.render2D();
glPopMatrix();
}
@ -3998,6 +4034,32 @@ void Application::saveScripts() {
settings->endArray();
}
void Application::stopAllScripts() {
// stops all current running scripts
QList<QAction*> scriptActions = Menu::getInstance()->getActiveScriptsMenu()->actions();
foreach (QAction* scriptAction, scriptActions) {
scriptAction->activate(QAction::Trigger);
qDebug() << "stopping script..." << scriptAction->text();
}
_activeScripts.clear();
}
void Application::reloadAllScripts() {
// remember all the current scripts so we can reload them
QStringList reloadList = _activeScripts;
// reloads all current running scripts
QList<QAction*> scriptActions = Menu::getInstance()->getActiveScriptsMenu()->actions();
foreach (QAction* scriptAction, scriptActions) {
scriptAction->activate(QAction::Trigger);
qDebug() << "stopping script..." << scriptAction->text();
}
_activeScripts.clear();
foreach (QString scriptName, reloadList){
qDebug() << "reloading script..." << scriptName;
loadScript(scriptName);
}
}
void Application::removeScriptName(const QString& fileNameString) {
_activeScripts.removeOne(fileNameString);
}
@ -4042,12 +4104,14 @@ void Application::loadScript(const QString& fileNameString) {
scriptEngine->getParticlesScriptingInterface()->setParticleTree(_particles.getTree());
// hook our avatar object into this script engine
scriptEngine->setAvatarData( static_cast<Avatar*>(_myAvatar), "MyAvatar");
scriptEngine->setAvatarData(_myAvatar, "MyAvatar"); // leave it as a MyAvatar class to expose thrust features
CameraScriptableObject* cameraScriptable = new CameraScriptableObject(&_myCamera, &_viewFrustum);
scriptEngine->registerGlobalObject("Camera", cameraScriptable);
connect(scriptEngine, SIGNAL(finished(const QString&)), cameraScriptable, SLOT(deleteLater()));
scriptEngine->registerGlobalObject("Overlays", &_overlays);
QThread* workerThread = new QThread(this);
// when the worker thread is started, call our engine's run..

View file

@ -32,7 +32,6 @@
#include "BandwidthMeter.h"
#include "Camera.h"
#include "Cloud.h"
#include "DatagramProcessor.h"
#include "Environment.h"
#include "GLCanvas.h"
@ -71,6 +70,7 @@
#include "FileLogger.h"
#include "ParticleTreeRenderer.h"
#include "ControllerScriptingInterface.h"
#include "ui/Overlays.h"
class QAction;
@ -127,7 +127,9 @@ public:
void touchUpdateEvent(QTouchEvent* event);
void wheelEvent(QWheelEvent* event);
bool event(QEvent* event);
void makeVoxel(glm::vec3 position,
float scale,
unsigned char red,
@ -232,6 +234,8 @@ public slots:
void loadDialog();
void toggleLogDialog();
void initAvatarAndViewFrustum();
void stopAllScripts();
void reloadAllScripts();
private slots:
void timer();
@ -284,7 +288,6 @@ private:
void updateSixense(float deltaTime);
void updateSerialDevices(float deltaTime);
void updateThreads(float deltaTime);
void updateParticles(float deltaTime);
void updateMetavoxels(float deltaTime);
void updateCamera(float deltaTime);
void updateDialogs(float deltaTime);
@ -351,8 +354,6 @@ private:
Stars _stars;
Cloud _cloud;
VoxelSystem _voxels;
VoxelTree _clipboard; // if I copy/paste
VoxelImporter* _voxelImporter;
@ -490,6 +491,8 @@ private:
void takeSnapshot();
TouchEvent _lastTouchEvent;
Overlays _overlays;
};
#endif /* defined(__interface__Application__) */

View file

@ -37,6 +37,8 @@ static const short JITTER_BUFFER_SAMPLES = JITTER_BUFFER_LENGTH_MSECS * NUM_AUDI
static const float AUDIO_CALLBACK_MSECS = (float) NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL / (float)SAMPLE_RATE * 1000.0;
static const int NUMBER_OF_NOISE_SAMPLE_FRAMES = 300;
// Mute icon configration
static const int ICON_SIZE = 24;
static const int ICON_LEFT = 0;
@ -65,7 +67,8 @@ Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples, QObject* p
_measuredJitter(0),
_jitterBufferSamples(initialJitterBufferSamples),
_lastInputLoudness(0),
_averageInputLoudness(0),
_noiseGateMeasuredFloor(0),
_noiseGateSampleCounter(0),
_noiseGateOpen(false),
_noiseGateEnabled(true),
_noiseGateFramesToClose(0),
@ -82,6 +85,8 @@ Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples, QObject* p
{
// clear the array of locally injected samples
memset(_localProceduralSamples, 0, NETWORK_BUFFER_LENGTH_BYTES_PER_CHANNEL);
// Create the noise sample array
_noiseSampleFrames = new float[NUMBER_OF_NOISE_SAMPLE_FRAMES];
}
void Audio::init(QGLWidget *parent) {
@ -351,26 +356,66 @@ void Audio::handleAudioInput() {
NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL,
_inputFormat, _desiredInputFormat);
//
// Impose Noise Gate
//
// The Noise Gate is used to reject constant background noise by measuring the noise
// floor observed at the microphone and then opening the 'gate' to allow microphone
// signals to be transmitted when the microphone samples average level exceeds a multiple
// of the noise floor.
//
// NOISE_GATE_HEIGHT: How loud you have to speak relative to noise background to open the gate.
// Make this value lower for more sensitivity and less rejection of noise.
// NOISE_GATE_WIDTH: The number of samples in an audio frame for which the height must be exceeded
// to open the gate.
// NOISE_GATE_CLOSE_FRAME_DELAY: Once the noise is below the gate height for the frame, how many frames
// will we wait before closing the gate.
// NOISE_GATE_FRAMES_TO_AVERAGE: How many audio frames should we average together to compute noise floor.
// More means better rejection but also can reject continuous things like singing.
// NUMBER_OF_NOISE_SAMPLE_FRAMES: How often should we re-evaluate the noise floor?
float loudness = 0;
float thisSample = 0;
int samplesOverNoiseGate = 0;
const float NOISE_GATE_HEIGHT = 3.f;
const float NOISE_GATE_HEIGHT = 7.f;
const int NOISE_GATE_WIDTH = 5;
const int NOISE_GATE_CLOSE_FRAME_DELAY = 30;
const int NOISE_GATE_CLOSE_FRAME_DELAY = 5;
const int NOISE_GATE_FRAMES_TO_AVERAGE = 5;
for (int i = 0; i < NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL; i++) {
thisSample = fabsf(monoAudioSamples[i]);
loudness += thisSample;
// Noise Reduction: Count peaks above the average loudness
if (thisSample > (_averageInputLoudness * NOISE_GATE_HEIGHT)) {
if (thisSample > (_noiseGateMeasuredFloor * NOISE_GATE_HEIGHT)) {
samplesOverNoiseGate++;
}
}
_lastInputLoudness = loudness / NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL;
const float LOUDNESS_AVERAGING_FRAMES = 1000.f; // This will be about 10 seconds
_averageInputLoudness = (1.f - 1.f / LOUDNESS_AVERAGING_FRAMES) * _averageInputLoudness + (1.f / LOUDNESS_AVERAGING_FRAMES) * _lastInputLoudness;
float averageOfAllSampleFrames = 0.f;
_noiseSampleFrames[_noiseGateSampleCounter++] = _lastInputLoudness;
if (_noiseGateSampleCounter == NUMBER_OF_NOISE_SAMPLE_FRAMES) {
float smallestSample = FLT_MAX;
for (int i = 0; i <= NUMBER_OF_NOISE_SAMPLE_FRAMES - NOISE_GATE_FRAMES_TO_AVERAGE; i+= NOISE_GATE_FRAMES_TO_AVERAGE) {
float thisAverage = 0.0f;
for (int j = i; j < i + NOISE_GATE_FRAMES_TO_AVERAGE; j++) {
thisAverage += _noiseSampleFrames[j];
averageOfAllSampleFrames += _noiseSampleFrames[j];
}
thisAverage /= NOISE_GATE_FRAMES_TO_AVERAGE;
if (thisAverage < smallestSample) {
smallestSample = thisAverage;
}
}
averageOfAllSampleFrames /= NUMBER_OF_NOISE_SAMPLE_FRAMES;
_noiseGateMeasuredFloor = smallestSample;
_noiseGateSampleCounter = 0;
//qDebug("smallest sample = %.1f, avg of all = %.1f", _noiseGateMeasuredFloor, averageOfAllSampleFrames);
}
if (_noiseGateEnabled) {
if (samplesOverNoiseGate > NOISE_GATE_WIDTH) {
_noiseGateOpen = true;
@ -487,7 +532,7 @@ void Audio::addReceivedAudioToBuffer(const QByteArray& audioByteArray) {
if (!_ringBuffer.isStarved() && _audioOutput->bytesFree() == _audioOutput->bufferSize()) {
// we don't have any audio data left in the output buffer
// we just starved
qDebug() << "Audio output just starved.";
//qDebug() << "Audio output just starved.";
_ringBuffer.setIsStarved(true);
_numFramesDisplayStarve = 10;
}
@ -505,7 +550,7 @@ void Audio::addReceivedAudioToBuffer(const QByteArray& audioByteArray) {
if (!_ringBuffer.isNotStarvedOrHasMinimumSamples(NETWORK_BUFFER_LENGTH_SAMPLES_STEREO
+ (_jitterBufferSamples * 2))) {
// starved and we don't have enough to start, keep waiting
qDebug() << "Buffer is starved and doesn't have enough samples to start. Held back.";
//qDebug() << "Buffer is starved and doesn't have enough samples to start. Held back.";
} else {
// We are either already playing back, or we have enough audio to start playing back.
_ringBuffer.setIsStarved(false);

View file

@ -45,7 +45,7 @@ public:
void render(int screenWidth, int screenHeight);
float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _averageInputLoudness, 0.f); }
float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _noiseGateMeasuredFloor, 0.f); }
void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; }
@ -109,7 +109,9 @@ private:
float _measuredJitter;
int16_t _jitterBufferSamples;
float _lastInputLoudness;
float _averageInputLoudness;
float _noiseGateMeasuredFloor;
float* _noiseSampleFrames;
int _noiseGateSampleCounter;
bool _noiseGateOpen;
bool _noiseGateEnabled;
int _noiseGateFramesToClose;

View file

@ -1,85 +0,0 @@
//
// Cloud.cpp
// interface
//
// Created by Philip Rosedale on 11/17/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#include <iostream>
#include <InterfaceConfig.h>
#include "Cloud.h"
#include "Util.h"
#include "Field.h"
const int NUM_PARTICLES = 100000;
const float FIELD_COUPLE = 0.001f;
const bool RENDER_FIELD = false;
Cloud::Cloud() {
glm::vec3 box = glm::vec3(PARTICLE_WORLD_SIZE);
_bounds = box;
_count = NUM_PARTICLES;
_particles = new Particle[_count];
_field = new Field(PARTICLE_WORLD_SIZE, FIELD_COUPLE);
for (unsigned int i = 0; i < _count; i++) {
_particles[i].position = randVector() * box;
const float INIT_VEL_SCALE = 0.03f;
_particles[i].velocity = randVector() * ((float)PARTICLE_WORLD_SIZE * INIT_VEL_SCALE);
_particles[i].color = randVector();
}
}
void Cloud::render() {
if (RENDER_FIELD) {
_field->render();
}
glPointSize(3.0f);
glDisable(GL_TEXTURE_2D);
glEnable(GL_POINT_SMOOTH);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(glm::vec3), &_particles[0].position);
glColorPointer(3, GL_FLOAT, 3 * sizeof(glm::vec3), &_particles[0].color);
glDrawArrays(GL_POINTS, 0, NUM_PARTICLES);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
void Cloud::simulate (float deltaTime) {
unsigned int i;
_field->simulate(deltaTime);
for (i = 0; i < _count; ++i) {
// Update position
_particles[i].position += _particles[i].velocity * deltaTime;
// Decay Velocity (Drag)
const float CONSTANT_DAMPING = 0.15f;
_particles[i].velocity *= (1.f - CONSTANT_DAMPING * deltaTime);
// Interact with Field
_field->interact(deltaTime, _particles[i].position, _particles[i].velocity);
// Update color to velocity
_particles[i].color = (glm::normalize(_particles[i].velocity) * 0.5f) + 0.5f;
// Bounce at bounds
if ((_particles[i].position.x > _bounds.x) || (_particles[i].position.x < 0.f)) {
_particles[i].position.x = glm::clamp(_particles[i].position.x, 0.f, _bounds.x);
_particles[i].velocity.x *= -1.f;
}
if ((_particles[i].position.y > _bounds.y) || (_particles[i].position.y < 0.f)) {
_particles[i].position.y = glm::clamp(_particles[i].position.y, 0.f, _bounds.y);
_particles[i].velocity.y *= -1.f;
}
if ((_particles[i].position.z > _bounds.z) || (_particles[i].position.z < 0.f)) {
_particles[i].position.z = glm::clamp(_particles[i].position.z, 0.f, _bounds.z);
_particles[i].velocity.z *= -1.f;
}
}
}

View file

@ -1,32 +0,0 @@
//
// Cloud.h
// interface
//
// Created by Philip Rosedale on 11/17/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Cloud__
#define __interface__Cloud__
#include "Field.h"
#define PARTICLE_WORLD_SIZE 256.0
class Cloud {
public:
Cloud();
void simulate(float deltaTime);
void render();
private:
struct Particle {
glm::vec3 position, velocity, color;
}* _particles;
unsigned int _count;
glm::vec3 _bounds;
Field* _field;
};
#endif

View file

@ -172,6 +172,21 @@ glm::vec3 ControllerScriptingInterface::getSpatialControlVelocity(int controlInd
return glm::vec3(0); // bad index
}
glm::quat ControllerScriptingInterface::getSpatialControlRawRotation(int controlIndex) const {
int palmIndex = controlIndex / NUMBER_OF_SPATIALCONTROLS_PER_PALM;
int controlOfPalm = controlIndex % NUMBER_OF_SPATIALCONTROLS_PER_PALM;
const PalmData* palmData = getActivePalm(palmIndex);
if (palmData) {
switch (controlOfPalm) {
case PALM_SPATIALCONTROL:
return palmData->getRawRotation();
case TIP_SPATIALCONTROL:
return palmData->getRawRotation(); // currently the tip doesn't have a unique rotation, use the palm rotation
}
}
return glm::quat(); // bad index
}
glm::vec3 ControllerScriptingInterface::getSpatialControlNormal(int controlIndex) const {
int palmIndex = controlIndex / NUMBER_OF_SPATIALCONTROLS_PER_PALM;
int controlOfPalm = controlIndex % NUMBER_OF_SPATIALCONTROLS_PER_PALM;

View file

@ -58,7 +58,7 @@ public slots:
virtual glm::vec3 getSpatialControlPosition(int controlIndex) const;
virtual glm::vec3 getSpatialControlVelocity(int controlIndex) const;
virtual glm::vec3 getSpatialControlNormal(int controlIndex) const;
virtual glm::quat getSpatialControlRawRotation(int controlIndex) const;
virtual void captureKeyEvents(const KeyEvent& event);
virtual void releaseKeyEvents(const KeyEvent& event);

View file

@ -70,7 +70,8 @@ Menu::Menu() :
_maxVoxels(DEFAULT_MAX_VOXELS_PER_SYSTEM),
_voxelSizeScale(DEFAULT_OCTREE_SIZE_SCALE),
_boundaryLevelAdjust(0),
_maxVoxelPacketsPerSecond(DEFAULT_MAX_VOXEL_PPS)
_maxVoxelPacketsPerSecond(DEFAULT_MAX_VOXEL_PPS),
_lastAdjust(usecTimestampNow())
{
Application *appInstance = Application::getInstance();
@ -93,6 +94,8 @@ Menu::Menu() :
addDisabledActionAndSeparator(fileMenu, "Scripts");
addActionToQMenuAndActionHash(fileMenu, MenuOption::LoadScript, Qt::CTRL | Qt::Key_O, appInstance, SLOT(loadDialog()));
addActionToQMenuAndActionHash(fileMenu, MenuOption::StopAllScripts, 0, appInstance, SLOT(stopAllScripts()));
addActionToQMenuAndActionHash(fileMenu, MenuOption::ReloadAllScripts, 0, appInstance, SLOT(reloadAllScripts()));
_activeScriptsMenu = fileMenu->addMenu("Running Scripts");
addDisabledActionAndSeparator(fileMenu, "Voxels");
@ -161,7 +164,7 @@ Menu::Menu() :
#endif
addDisabledActionAndSeparator(editMenu, "Physics");
addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::Gravity, Qt::SHIFT | Qt::Key_G, true);
addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::Gravity, Qt::SHIFT | Qt::Key_G, false);
addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::ClickToFly);
@ -238,9 +241,9 @@ Menu::Menu() :
SLOT(setFullscreen(bool)));
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::FirstPerson, Qt::Key_P, true,
appInstance,SLOT(cameraMenuChanged()));
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Mirror, Qt::SHIFT | Qt::Key_H);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::FullscreenMirror, Qt::Key_H,false,
appInstance,SLOT(cameraMenuChanged()));
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Mirror, Qt::SHIFT | Qt::Key_H, true);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::FullscreenMirror, Qt::Key_H, false,
appInstance, SLOT(cameraMenuChanged()));
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Enable3DTVMode, 0,
false,
@ -266,14 +269,8 @@ Menu::Menu() :
appInstance->getAvatar(),
SLOT(resetSize()));
addCheckableActionToQMenuAndActionHash(viewMenu,
MenuOption::OffAxisProjection,
0,
true);
addCheckableActionToQMenuAndActionHash(viewMenu,
MenuOption::TurnWithHead,
0,
true);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::OffAxisProjection, 0, false);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::TurnWithHead, 0, false);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::MoveWithLean, 0, false);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::HeadMouse, 0, false);
@ -298,7 +295,6 @@ Menu::Menu() :
appInstance->getGlowEffect(),
SLOT(cycleRenderMode()));
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ParticleCloud, 0, false);
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Shadows, 0, false);
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Metavoxels, 0, false);
@ -323,6 +319,7 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontFadeOnVoxelServerChanges);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AutoAdjustLOD);
addActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::LodTools, Qt::SHIFT | Qt::Key_L, this, SLOT(lodTools()));
QMenu* voxelProtoOptionsMenu = voxelOptionsMenu->addMenu("Voxel Server Protocol Options");
@ -340,14 +337,14 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionProxies);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionProxies);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, false);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu,
MenuOption::FaceshiftTCP,
0,
false,
appInstance->getFaceshift(),
SLOT(setTCPEnabled(bool)));
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::ChatCircling, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::ChatCircling, 0, false);
QMenu* handOptionsMenu = developerMenu->addMenu("Hand Options");
@ -357,7 +354,7 @@ Menu::Menu() :
true,
appInstance->getSixenseManager(),
SLOT(setFilter(bool)));
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayLeapHands, 0, true);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHands, 0, true);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::VoxelDrumming, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::PlaySlaps, 0, false);
@ -890,6 +887,17 @@ void Menu::editPreferences() {
sendFakeEnterEvent();
}
void Menu::goToDomain(const QString newDomain) {
if (NodeList::getInstance()->getDomainHostname() != newDomain) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
Application::getInstance()->getAvatar()->sendKillAvatar();
// give our nodeList the new domain-server hostname
NodeList::getInstance()->setDomainHostname(newDomain);
}
}
void Menu::goToDomain() {
QString currentDomainHostname = NodeList::getInstance()->getDomainHostname();
@ -914,17 +922,77 @@ void Menu::goToDomain() {
// the user input a new hostname, use that
newHostname = domainDialog.textValue();
}
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
Application::getInstance()->getAvatar()->sendKillAvatar();
// give our nodeList the new domain-server hostname
NodeList::getInstance()->setDomainHostname(domainDialog.textValue());
goToDomain(newHostname);
}
sendFakeEnterEvent();
}
void Menu::goToOrientation(QString orientation) {
if (orientation.isEmpty()) {
return;
}
QStringList orientationItems = orientation.split(QRegExp("_|,"), QString::SkipEmptyParts);
const int NUMBER_OF_ORIENTATION_ITEMS = 4;
const int W_ITEM = 0;
const int X_ITEM = 1;
const int Y_ITEM = 2;
const int Z_ITEM = 3;
if (orientationItems.size() == NUMBER_OF_ORIENTATION_ITEMS) {
double w = replaceLastOccurrence('-', '.', orientationItems[W_ITEM].trimmed()).toDouble();
double x = replaceLastOccurrence('-', '.', orientationItems[X_ITEM].trimmed()).toDouble();
double y = replaceLastOccurrence('-', '.', orientationItems[Y_ITEM].trimmed()).toDouble();
double z = replaceLastOccurrence('-', '.', orientationItems[Z_ITEM].trimmed()).toDouble();
glm::quat newAvatarOrientation(w, x, y, z);
MyAvatar* myAvatar = Application::getInstance()->getAvatar();
glm::quat avatarOrientation = myAvatar->getOrientation();
if (newAvatarOrientation != avatarOrientation) {
myAvatar->setOrientation(newAvatarOrientation);
}
}
}
bool Menu::goToDestination(QString destination) {
QStringList coordinateItems = destination.split(QRegExp("_|,"), QString::SkipEmptyParts);
const int NUMBER_OF_COORDINATE_ITEMS = 3;
const int X_ITEM = 0;
const int Y_ITEM = 1;
const int Z_ITEM = 2;
if (coordinateItems.size() == NUMBER_OF_COORDINATE_ITEMS) {
double x = replaceLastOccurrence('-', '.', coordinateItems[X_ITEM].trimmed()).toDouble();
double y = replaceLastOccurrence('-', '.', coordinateItems[Y_ITEM].trimmed()).toDouble();
double z = replaceLastOccurrence('-', '.', coordinateItems[Z_ITEM].trimmed()).toDouble();
glm::vec3 newAvatarPos(x, y, z);
MyAvatar* myAvatar = Application::getInstance()->getAvatar();
glm::vec3 avatarPos = myAvatar->getPosition();
if (newAvatarPos != avatarPos) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
MyAvatar::sendKillAvatar();
qDebug("Going To Location: %f, %f, %f...", x, y, z);
myAvatar->setPosition(newAvatarPos);
}
return true;
}
// no coordinates were parsed
return false;
}
void Menu::goTo() {
QInputDialog gotoDialog(Application::getInstance()->getWindow());
@ -940,31 +1008,8 @@ void Menu::goTo() {
destination = gotoDialog.textValue();
QStringList coordinateItems = destination.split(QRegExp("_|,"), QString::SkipEmptyParts);
const int NUMBER_OF_COORDINATE_ITEMS = 3;
const int X_ITEM = 0;
const int Y_ITEM = 1;
const int Z_ITEM = 2;
if (coordinateItems.size() == NUMBER_OF_COORDINATE_ITEMS) {
double x = replaceLastOccurrence('-', '.', coordinateItems[X_ITEM].trimmed()).toDouble();
double y = replaceLastOccurrence('-', '.', coordinateItems[Y_ITEM].trimmed()).toDouble();
double z = replaceLastOccurrence('-', '.', coordinateItems[Z_ITEM].trimmed()).toDouble();
glm::vec3 newAvatarPos(x, y, z);
MyAvatar* myAvatar = Application::getInstance()->getAvatar();
glm::vec3 avatarPos = myAvatar->getPosition();
if (newAvatarPos != avatarPos) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
MyAvatar::sendKillAvatar();
qDebug("Going To Location: %f, %f, %f...", x, y, z);
myAvatar->setPosition(newAvatarPos);
}
} else {
// go to coordinate destination or to Username
if (!goToDestination(destination)) {
// there's a username entered by the user, make a request to the data-server
DataServerClient::getValuesForKeysAndUserString(
QStringList()
@ -995,29 +1040,7 @@ void Menu::goToLocation() {
int dialogReturn = coordinateDialog.exec();
if (dialogReturn == QDialog::Accepted && !coordinateDialog.textValue().isEmpty()) {
QByteArray newCoordinates;
QString delimiterPattern(",");
QStringList coordinateItems = coordinateDialog.textValue().split(delimiterPattern);
const int NUMBER_OF_COORDINATE_ITEMS = 3;
const int X_ITEM = 0;
const int Y_ITEM = 1;
const int Z_ITEM = 2;
if (coordinateItems.size() == NUMBER_OF_COORDINATE_ITEMS) {
double x = coordinateItems[X_ITEM].toDouble();
double y = coordinateItems[Y_ITEM].toDouble();
double z = coordinateItems[Z_ITEM].toDouble();
glm::vec3 newAvatarPos(x, y, z);
if (newAvatarPos != avatarPos) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
MyAvatar::sendKillAvatar();
qDebug("Going To Location: %f, %f, %f...", x, y, z);
myAvatar->setPosition(newAvatarPos);
}
}
goToDestination(coordinateDialog.textValue());
}
sendFakeEnterEvent();
@ -1097,14 +1120,38 @@ void Menu::voxelStatsDetailsClosed() {
}
}
void Menu::autoAdjustLOD(float currentFPS) {
bool changed = false;
quint64 now = usecTimestampNow();
quint64 elapsed = now - _lastAdjust;
if (elapsed > ADJUST_LOD_DOWN_DELAY && currentFPS < ADJUST_LOD_DOWN_FPS && _voxelSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) {
_voxelSizeScale *= ADJUST_LOD_DOWN_BY;
changed = true;
_lastAdjust = now;
qDebug() << "adjusting LOD down... currentFPS=" << currentFPS << "_voxelSizeScale=" << _voxelSizeScale;
}
if (elapsed > ADJUST_LOD_UP_DELAY && currentFPS > ADJUST_LOD_UP_FPS && _voxelSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) {
_voxelSizeScale *= ADJUST_LOD_UP_BY;
changed = true;
_lastAdjust = now;
qDebug() << "adjusting LOD up... currentFPS=" << currentFPS << "_voxelSizeScale=" << _voxelSizeScale;
}
if (changed) {
if (_lodToolsDialog) {
_lodToolsDialog->reloadSliders();
}
}
}
void Menu::setVoxelSizeScale(float sizeScale) {
_voxelSizeScale = sizeScale;
Application::getInstance()->getVoxels()->redrawInViewVoxels();
}
void Menu::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
_boundaryLevelAdjust = boundaryLevelAdjust;
Application::getInstance()->getVoxels()->redrawInViewVoxels();
}
void Menu::lodTools() {

View file

@ -16,6 +16,18 @@
#include <AbstractMenuInterface.h>
const float ADJUST_LOD_DOWN_FPS = 40.0;
const float ADJUST_LOD_UP_FPS = 55.0;
const quint64 ADJUST_LOD_DOWN_DELAY = 1000 * 1000 * 5;
const quint64 ADJUST_LOD_UP_DELAY = ADJUST_LOD_DOWN_DELAY * 2;
const float ADJUST_LOD_DOWN_BY = 0.9f;
const float ADJUST_LOD_UP_BY = 1.1f;
const float ADJUST_LOD_MIN_SIZE_SCALE = TREE_SCALE * 1.0f;
const float ADJUST_LOD_MAX_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE;
enum FrustumDrawMode {
FRUSTUM_DRAW_MODE_ALL,
FRUSTUM_DRAW_MODE_VECTORS,
@ -68,6 +80,7 @@ public:
void handleViewFrustumOffsetKeyModifier(int key);
// User Tweakable LOD Items
void autoAdjustLOD(float currentFPS);
void setVoxelSizeScale(float sizeScale);
float getVoxelSizeScale() const { return _voxelSizeScale; }
void setBoundaryLevelAdjust(int boundaryLevelAdjust);
@ -84,6 +97,9 @@ public:
const char* member = NULL,
QAction::MenuRole role = QAction::NoRole);
virtual void removeAction(QMenu* menu, const QString& actionName);
bool goToDestination(QString destination);
void goToOrientation(QString orientation);
void goToDomain(const QString newDomain);
public slots:
void bandwidthDetails();
@ -154,6 +170,7 @@ private:
int _maxVoxelPacketsPerSecond;
QMenu* _activeScriptsMenu;
QString replaceLastOccurrence(QChar search, QChar replace, QString string);
quint64 _lastAdjust;
};
namespace MenuOption {
@ -161,6 +178,7 @@ namespace MenuOption {
const QString AmbientOcclusion = "Ambient Occlusion";
const QString Avatars = "Avatars";
const QString Atmosphere = "Atmosphere";
const QString AutoAdjustLOD = "Automatically Adjust LOD";
const QString AutomaticallyAuditTree = "Automatically Audit Tree Stats";
const QString Bandwidth = "Bandwidth Display";
const QString BandwidthDetails = "Bandwidth Details";
@ -182,7 +200,7 @@ namespace MenuOption {
const QString DisableDeltaSending = "Disable Delta Sending";
const QString DisableLowRes = "Disable Lower Resolution While Moving";
const QString DisplayFrustum = "Display Frustum";
const QString DisplayLeapHands = "Display Leap Hands";
const QString DisplayHands = "Display Hands";
const QString DisplayHandTargets = "Display Hand Targets";
const QString FilterSixense = "Smooth Sixense Movement";
const QString DontRenderVoxels = "Don't call _voxels.render()";
@ -222,7 +240,6 @@ namespace MenuOption {
const QString KillLocalVoxels = "Kill Local Voxels";
const QString GoHome = "Go Home";
const QString Gravity = "Use Gravity";
const QString ParticleCloud = "Particle Cloud";
const QString LodTools = "LOD Tools";
const QString Log = "Log";
const QString Login = "Login";
@ -243,8 +260,10 @@ namespace MenuOption {
const QString PasteVoxels = "Paste";
const QString PasteToVoxel = "Paste to Voxel...";
const QString PipelineWarnings = "Show Render Pipeline Warnings";
const QString PlaySlaps = "Play Slaps";
const QString Preferences = "Preferences...";
const QString RandomizeVoxelColors = "Randomize Voxel TRUE Colors";
const QString ReloadAllScripts = "Reload All Scripts";
const QString RenderSkeletonCollisionProxies = "Skeleton Collision Proxies";
const QString RenderHeadCollisionProxies = "Head Collision Proxies";
const QString ResetAvatarSize = "Reset Avatar Size";
@ -255,11 +274,10 @@ namespace MenuOption {
const QString SettingsExport = "Export Settings";
const QString ShowAllLocalVoxels = "Show All Local Voxels";
const QString ShowTrueColors = "Show TRUE Colors";
const QString VoxelDrumming = "Voxel Drumming";
const QString PlaySlaps = "Play Slaps";
const QString SuppressShortTimings = "Suppress Timings Less than 10ms";
const QString Stars = "Stars";
const QString Stats = "Stats";
const QString StopAllScripts = "Stop All Scripts";
const QString TestPing = "Test Ping";
const QString TreeStats = "Calculate Tree Stats";
const QString TransmitterDrive = "Transmitter Drive";
@ -270,6 +288,7 @@ namespace MenuOption {
const QString VoxelAddMode = "Add Voxel Mode";
const QString VoxelColorMode = "Color Voxel Mode";
const QString VoxelDeleteMode = "Delete Voxel Mode";
const QString VoxelDrumming = "Voxel Drumming";
const QString VoxelGetColorMode = "Get Color Mode";
const QString VoxelMode = "Cycle Voxel Mode";
const QString VoxelPaintColor = "Voxel Paint Color";

View file

@ -19,15 +19,6 @@
#include <glm/gtc/quaternion.hpp>
#include <QSettings>
// the standard sans serif font family
#define SANS_FONT_FAMILY "Helvetica"
// the standard mono font family
#define MONO_FONT_FAMILY "Courier"
// the Inconsolata font family
#define INCONSOLATA_FONT_FAMILY "Inconsolata"
void eulerToOrthonormals(glm::vec3 * angles, glm::vec3 * fwd, glm::vec3 * left, glm::vec3 * up);
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);

View file

@ -57,9 +57,12 @@ GLubyte identityIndicesBack[] = { 4, 5, 6, 4, 6, 7 };
VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
: NodeData(),
_treeScale(treeScale),
_maxVoxels(maxVoxels),
_initialized(false) {
_treeScale(treeScale),
_maxVoxels(maxVoxels),
_initialized(false),
_writeArraysLock(QReadWriteLock::Recursive),
_readArraysLock(QReadWriteLock::Recursive)
{
_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
_writeRenderFullVBO = true;
@ -99,6 +102,9 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
_culledOnce = false;
_inhideOutOfView = false;
_lastKnownVoxelSizeScale = DEFAULT_OCTREE_SIZE_SCALE;
_lastKnownBoundaryLevelAdjust = 0;
}
void VoxelSystem::elementDeleted(OctreeElement* element) {
@ -121,6 +127,7 @@ void VoxelSystem::setDisableFastVoxelPipeline(bool disableFastVoxelPipeline) {
void VoxelSystem::elementUpdated(OctreeElement* element) {
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
// If we're in SetupNewVoxelsForDrawing() or _writeRenderFullVBO then bail..
if (!_useFastVoxelPipeline || _inSetupNewVoxelsForDrawing || _writeRenderFullVBO) {
return;
@ -249,6 +256,9 @@ VoxelSystem::~VoxelSystem() {
delete _tree;
}
// This is called by the main application thread on both the initialization of the application and when
// the preferences dialog box is called/saved
void VoxelSystem::setMaxVoxels(int maxVoxels) {
if (maxVoxels == _maxVoxels) {
return;
@ -267,6 +277,8 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
}
}
// This is called by the main application thread on both the initialization of the application and when
// the use voxel shader menu item is chosen
void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
if (_useVoxelShader == useVoxelShader) {
return;
@ -330,7 +342,7 @@ void VoxelSystem::setVoxelsAsPoints(bool voxelsAsPoints) {
void VoxelSystem::cleanupVoxelMemory() {
if (_initialized) {
_bufferWriteLock.lock();
_readArraysLock.lockForWrite();
_initialized = false; // no longer initialized
if (_useVoxelShader) {
// these are used when in VoxelShader mode.
@ -368,7 +380,7 @@ void VoxelSystem::cleanupVoxelMemory() {
delete[] _writeVoxelDirtyArray;
delete[] _readVoxelDirtyArray;
_writeVoxelDirtyArray = _readVoxelDirtyArray = NULL;
_bufferWriteLock.unlock();
_readArraysLock.unlock();
}
}
@ -401,7 +413,8 @@ void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndice
}
void VoxelSystem::initVoxelMemory() {
_bufferWriteLock.lock();
_readArraysLock.lockForWrite();
_writeArraysLock.lockForWrite();
_memoryUsageRAM = 0;
_memoryUsageVBO = 0; // our VBO allocations as we know them
@ -516,7 +529,8 @@ void VoxelSystem::initVoxelMemory() {
_initialized = true;
_bufferWriteLock.unlock();
_writeArraysLock.unlock();
_readArraysLock.unlock();
}
void VoxelSystem::writeToSVOFile(const char* filename, VoxelTreeElement* element) const {
@ -646,7 +660,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
}
_inSetupNewVoxelsForDrawing = true;
bool didWriteFullVBO = _writeRenderFullVBO;
if (_tree->isDirty()) {
static char buffer[64] = { 0 };
@ -673,7 +687,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
}
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
_bufferWriteLock.lock();
_readArraysLock.lockForWrite();
if (_voxelsUpdated) {
_voxelsDirty=true;
@ -682,7 +696,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
// copy the newly written data to the arrays designated for reading, only does something if _voxelsDirty && _voxelsUpdated
copyWrittenDataToReadArrays(didWriteFullVBO);
_bufferWriteLock.unlock();
_readArraysLock.unlock();
quint64 end = usecTimestampNow();
int elapsedmsec = (end - start) / 1000;
@ -713,8 +727,8 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
{
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"setupNewVoxelsForDrawingSingleNode()... _bufferWriteLock.lock();" );
_bufferWriteLock.lock();
"setupNewVoxelsForDrawingSingleNode()... _readArraysLock.lockForWrite();" );
_readArraysLock.lockForWrite();
}
_voxelsDirty = true; // if we got this far, then we can assume some voxels are dirty
@ -725,7 +739,7 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
// after...
_voxelsUpdated = 0;
_bufferWriteLock.unlock();
_readArraysLock.unlock();
quint64 end = usecTimestampNow();
int elapsedmsec = (end - start) / 1000;
@ -733,8 +747,73 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
_setupNewVoxelsForDrawingLastElapsed = elapsedmsec;
}
void VoxelSystem::checkForCulling() {
class recreateVoxelGeometryInViewArgs {
public:
VoxelSystem* thisVoxelSystem;
ViewFrustum thisViewFrustum;
unsigned long nodesScanned;
float voxelSizeScale;
int boundaryLevelAdjust;
recreateVoxelGeometryInViewArgs(VoxelSystem* voxelSystem) :
thisVoxelSystem(voxelSystem),
thisViewFrustum(*voxelSystem->getViewFrustum()),
nodesScanned(0),
voxelSizeScale(Menu::getInstance()->getVoxelSizeScale()),
boundaryLevelAdjust(Menu::getInstance()->getBoundaryLevelAdjust())
{
}
};
// The goal of this operation is to remove any old references to old geometry, and if the voxel
// should be visible, create new geometry for it.
bool VoxelSystem::recreateVoxelGeometryInViewOperation(OctreeElement* element, void* extraData) {
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
recreateVoxelGeometryInViewArgs* args = (recreateVoxelGeometryInViewArgs*)extraData;
args->nodesScanned++;
// reset the old geometry...
// note: this doesn't "mark the voxel as changed", so it only releases the old buffer index thereby forgetting the
// old geometry
voxel->setBufferIndex(GLBUFFER_INDEX_UNKNOWN);
bool shouldRender = voxel->calculateShouldRender(&args->thisViewFrustum, args->voxelSizeScale, args->boundaryLevelAdjust);
bool inView = voxel->isInView(args->thisViewFrustum);
voxel->setShouldRender(inView && shouldRender);
if (shouldRender && inView) {
// recreate the geometry
args->thisVoxelSystem->updateNodeInArrays(voxel, false, true); // DONT_REUSE_INDEX, FORCE_REDRAW
}
return true; // keep recursing!
}
// TODO: does cleanupRemovedVoxels() ever get called?
// TODO: other than cleanupRemovedVoxels() is there anyplace we attempt to detect too many abandoned slots???
void VoxelSystem::recreateVoxelGeometryInView() {
qDebug() << "recreateVoxelGeometryInView()...";
recreateVoxelGeometryInViewArgs args(this);
_writeArraysLock.lockForWrite(); // don't let anyone read or write our write arrays until we're done
_tree->lockForRead(); // don't let anyone change our tree structure until we're run
// reset our write arrays bookkeeping to think we've got no voxels in it
clearFreeBufferIndexes();
// do we need to reset out _writeVoxelDirtyArray arrays??
memset(_writeVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
_tree->recurseTreeWithOperation(recreateVoxelGeometryInViewOperation,(void*)&args);
_tree->unlock();
_writeArraysLock.unlock();
}
void VoxelSystem::checkForCulling() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "checkForCulling()");
quint64 start = usecTimestampNow();
@ -762,7 +841,20 @@ void VoxelSystem::checkForCulling() {
_hasRecentlyChanged = false;
}
hideOutOfView(forceFullFrustum);
// This would be a good place to do a special processing pass, for example, switching the LOD of the scene
bool fullRedraw = (_lastKnownVoxelSizeScale != Menu::getInstance()->getVoxelSizeScale() ||
_lastKnownBoundaryLevelAdjust != Menu::getInstance()->getBoundaryLevelAdjust());
// track that these values
_lastKnownVoxelSizeScale = Menu::getInstance()->getVoxelSizeScale();
_lastKnownBoundaryLevelAdjust = Menu::getInstance()->getBoundaryLevelAdjust();
if (fullRedraw) {
// this will remove all old geometry and recreate the correct geometry for all in view voxels
recreateVoxelGeometryInView();
} else {
hideOutOfView(forceFullFrustum);
}
if (forceFullFrustum) {
quint64 endViewCulling = usecTimestampNow();
@ -880,12 +972,26 @@ void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"copyWrittenDataToReadArrays()");
if (_voxelsDirty && _voxelsUpdated) {
if (fullVBOs) {
copyWrittenDataToReadArraysFullVBOs();
// attempt to get the writeArraysLock for reading and the readArraysLock for writing
// so we can copy from the write to the read... if we fail, that's ok, we'll get it the next
// time around, the only side effect is the VBOs won't be updated this frame
const int WAIT_FOR_LOCK_IN_MS = 5;
if (_readArraysLock.tryLockForWrite(WAIT_FOR_LOCK_IN_MS)) {
if (_writeArraysLock.tryLockForRead(WAIT_FOR_LOCK_IN_MS)) {
if (_voxelsDirty && _voxelsUpdated) {
if (fullVBOs) {
copyWrittenDataToReadArraysFullVBOs();
} else {
copyWrittenDataToReadArraysPartialVBOs();
}
}
_writeArraysLock.unlock();
} else {
copyWrittenDataToReadArraysPartialVBOs();
qDebug() << "couldn't get _writeArraysLock.LockForRead()...";
}
_readArraysLock.unlock();
} else {
qDebug() << "couldn't get _readArraysLock.LockForWrite()...";
}
}
@ -1141,17 +1247,27 @@ void VoxelSystem::updateVBOs() {
// would like to include _callsToTreesToArrays
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), buffer);
if (_voxelsDirty) {
if (_readRenderFullVBO) {
updateFullVBOs();
// attempt to lock the read arrays, to for copying from them to the actual GPU VBOs.
// if we fail to get the lock, that's ok, our VBOs will update on the next frame...
const int WAIT_FOR_LOCK_IN_MS = 5;
if (_readArraysLock.tryLockForRead(WAIT_FOR_LOCK_IN_MS)) {
if (_readRenderFullVBO) {
updateFullVBOs();
} else {
updatePartialVBOs();
}
_voxelsDirty = false;
_readRenderFullVBO = false;
_readArraysLock.unlock();
} else {
updatePartialVBOs();
qDebug() << "updateVBOs().... couldn't get _readArraysLock.tryLockForRead()";
}
_voxelsDirty = false;
_readRenderFullVBO = false;
}
_callsToTreesToArrays = 0; // clear it
}
// this should only be called on the main application thread during render
void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd) {
bool showWarning = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarning, "updateVBOSegment()");
@ -1197,7 +1313,8 @@ void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex seg
}
}
void VoxelSystem::render(bool texture) {
void VoxelSystem::render() {
bool texture = Menu::getInstance()->isOptionChecked(MenuOption::VoxelTextures);
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "render()");
@ -1404,11 +1521,7 @@ void VoxelSystem::killLocalVoxels() {
setupNewVoxelsForDrawing();
}
void VoxelSystem::redrawInViewVoxels() {
hideOutOfView(true);
}
// only called on main thread
bool VoxelSystem::clearAllNodesBufferIndexOperation(OctreeElement* element, void* extraData) {
_nodeCount++;
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
@ -1416,12 +1529,15 @@ bool VoxelSystem::clearAllNodesBufferIndexOperation(OctreeElement* element, void
return true;
}
// only called on main thread, and also always followed by a call to cleanupVoxelMemory()
// you shouldn't be calling this on any other thread or without also cleaning up voxel memory
void VoxelSystem::clearAllNodesBufferIndex() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"VoxelSystem::clearAllNodesBufferIndex()");
_nodeCount = 0;
_tree->lockForRead(); // we won't change the tree so it's ok to treat this as a read
_tree->recurseTreeWithOperation(clearAllNodesBufferIndexOperation);
clearFreeBufferIndexes(); // this should be called too
_tree->unlock();
if (Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings)) {
qDebug("clearing buffer index of %d nodes", _nodeCount);

View file

@ -53,7 +53,7 @@ public:
virtual void init();
void simulate(float deltaTime) { }
void render(bool texture);
void render();
void changeTree(VoxelTree* newTree);
VoxelTree* getTree() const { return _tree; }
@ -79,7 +79,6 @@ public:
unsigned long getVoxelMemoryUsageGPU();
void killLocalVoxels();
void redrawInViewVoxels();
virtual void removeOutOfView();
virtual void hideOutOfView(bool forceFullFrustum = false);
@ -151,6 +150,7 @@ protected:
static const bool DONT_BAIL_EARLY; // by default we will bail early, if you want to force not bailing, then use this
void setupNewVoxelsForDrawingSingleNode(bool allowBailEarly = true);
void checkForCulling();
void recreateVoxelGeometryInView();
glm::vec3 computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const;
@ -194,6 +194,7 @@ private:
static bool showAllSubTreeOperation(OctreeElement* element, void* extraData);
static bool showAllLocalVoxelsOperation(OctreeElement* element, void* extraData);
static bool getVoxelEnclosingOperation(OctreeElement* element, void* extraData);
static bool recreateVoxelGeometryInViewOperation(OctreeElement* element, void* extraData);
int updateNodeInArrays(VoxelTreeElement* node, bool reuseIndex, bool forceDraw);
int forceRemoveNodeFromArrays(VoxelTreeElement* node);
@ -211,6 +212,11 @@ private:
GLfloat* _readVerticesArray;
GLubyte* _readColorsArray;
QReadWriteLock _writeArraysLock;
QReadWriteLock _readArraysLock;
GLfloat* _writeVerticesArray;
GLubyte* _writeColorsArray;
bool* _writeVoxelDirtyArray;
@ -253,9 +259,6 @@ private:
GLuint _vboIndicesFront;
GLuint _vboIndicesBack;
QMutex _bufferWriteLock;
QMutex _treeLock;
ViewFrustum _lastKnownViewFrustum;
ViewFrustum _lastStableViewFrustum;
ViewFrustum* _viewFrustum;
@ -299,6 +302,9 @@ private:
bool _useFastVoxelPipeline;
bool _inhideOutOfView;
float _lastKnownVoxelSizeScale;
int _lastKnownBoundaryLevelAdjust;
};
#endif

View file

@ -278,11 +278,14 @@ bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penet
bool didPenetrate = false;
glm::vec3 skeletonPenetration;
ModelCollisionInfo collisionInfo;
/* Temporarily disabling collisions against the skeleton because the collision proxies up
* near the neck are bad and prevent the hand from hitting the face.
if (_skeletonModel.findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo, 1.0f, skeletonSkipIndex)) {
collisionInfo._model = &_skeletonModel;
collisions.push_back(collisionInfo);
didPenetrate = true;
}
*/
if (_head.getFaceModel().findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo)) {
collisionInfo._model = &(_head.getFaceModel());
collisions.push_back(collisionInfo);
@ -347,13 +350,13 @@ bool Avatar::findSphereCollisionWithSkeleton(const glm::vec3& sphereCenter, floa
void Avatar::setFaceModelURL(const QUrl &faceModelURL) {
AvatarData::setFaceModelURL(faceModelURL);
const QUrl DEFAULT_FACE_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_head.fbx");
const QUrl DEFAULT_FACE_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_head.fst");
_head.getFaceModel().setURL(_faceModelURL, DEFAULT_FACE_MODEL_URL);
}
void Avatar::setSkeletonModelURL(const QUrl &skeletonModelURL) {
AvatarData::setSkeletonModelURL(skeletonModelURL);
const QUrl DEFAULT_SKELETON_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_body.fbx");
const QUrl DEFAULT_SKELETON_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_body.fst");
_skeletonModel.setURL(_skeletonModelURL, DEFAULT_SKELETON_MODEL_URL);
}
@ -447,15 +450,36 @@ float Avatar::getHeight() const {
return extents.maximum.y - extents.minimum.y;
}
bool Avatar::poke(ModelCollisionInfo& collision) {
// ATM poke() can only affect the Skeleton (not the head)
bool Avatar::collisionWouldMoveAvatar(ModelCollisionInfo& collision) const {
// ATM only the Skeleton is pokeable
// TODO: make poke affect head
if (!collision._model) {
return false;
}
if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
return _skeletonModel.poke(collision);
// collision response of skeleton is temporarily disabled
return false;
//return _skeletonModel.collisionHitsMoveableJoint(collision);
}
if (collision._model == &(_head.getFaceModel())) {
return true;
}
return false;
}
void Avatar::applyCollision(ModelCollisionInfo& collision) {
if (!collision._model) {
return;
}
if (collision._model == &(_head.getFaceModel())) {
_head.applyCollision(collision);
}
// TODO: make skeleton respond to collisions
//if (collision._model == &_skeletonModel && collision._jointIndex != -1) {
// _skeletonModel.applyCollision(collision);
//}
}
float Avatar::getPelvisFloatingHeight() const {
return -_skeletonModel.getBindExtents().minimum.y;
}

View file

@ -128,9 +128,11 @@ public:
float getHeight() const;
/// \return true if we expect the avatar would move as a result of the collision
bool collisionWouldMoveAvatar(ModelCollisionInfo& collision) const;
/// \param collision a data structure for storing info about collisions against Models
/// \return true if the collision affects the Avatar models
bool poke(ModelCollisionInfo& collision);
void applyCollision(ModelCollisionInfo& collision);
public slots:
void updateCollisionFlags();

View file

@ -20,6 +20,7 @@ FaceModel::FaceModel(Head* owningHead) :
void FaceModel::simulate(float deltaTime) {
if (!isActive()) {
Model::simulate(deltaTime);
return;
}
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
@ -55,7 +56,7 @@ void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBX
glm::mat3 axes = glm::mat3_cast(_rotation);
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform * glm::translate(state.translation) *
joint.preTransform * glm::mat4_cast(joint.preRotation)));
state.rotation = glm::angleAxis(-_owningHead->getRoll(), glm::normalize(inverse * axes[2])) *
state.rotation = glm::angleAxis(-_owningHead->getTweakedRoll(), glm::normalize(inverse * axes[2])) *
glm::angleAxis(_owningHead->getTweakedYaw(), glm::normalize(inverse * axes[1])) *
glm::angleAxis(-_owningHead->getTweakedPitch(), glm::normalize(inverse * axes[0])) * joint.rotation;
}

View file

@ -32,12 +32,7 @@ Hand::Hand(Avatar* owningAvatar) :
_ballColor(0.0, 0.0, 0.4),
_collisionCenter(0,0,0),
_collisionAge(0),
_collisionDuration(0),
_pitchUpdate(0),
_grabDelta(0, 0, 0),
_grabDeltaVelocity(0, 0, 0),
_grabStartRotation(0, 0, 0, 1),
_grabCurrentRotation(0, 0, 0, 1)
_collisionDuration(0)
{
}
@ -54,28 +49,6 @@ void Hand::init() {
void Hand::reset() {
}
glm::vec3 Hand::getAndResetGrabDelta() {
const float HAND_GRAB_SCALE_DISTANCE = 2.f;
glm::vec3 delta = _grabDelta * _owningAvatar->getScale() * HAND_GRAB_SCALE_DISTANCE;
_grabDelta = glm::vec3(0,0,0);
glm::quat avatarRotation = _owningAvatar->getOrientation();
return avatarRotation * -delta;
}
glm::vec3 Hand::getAndResetGrabDeltaVelocity() {
const float HAND_GRAB_SCALE_VELOCITY = 5.f;
glm::vec3 delta = _grabDeltaVelocity * _owningAvatar->getScale() * HAND_GRAB_SCALE_VELOCITY;
_grabDeltaVelocity = glm::vec3(0,0,0);
glm::quat avatarRotation = _owningAvatar->getOrientation();
return avatarRotation * -delta;
}
glm::quat Hand::getAndResetGrabRotation() {
glm::quat diff = _grabCurrentRotation * glm::inverse(_grabStartRotation);
_grabStartRotation = _grabCurrentRotation;
return diff;
}
void Hand::simulate(float deltaTime, bool isMine) {
if (_collisionAge > 0.f) {
@ -84,7 +57,6 @@ void Hand::simulate(float deltaTime, bool isMine) {
if (isMine) {
_buckyBalls.simulate(deltaTime);
updateCollisions();
}
calculateGeometry();
@ -99,19 +71,6 @@ void Hand::simulate(float deltaTime, bool isMine) {
_buckyBalls.grab(palm, fingerTipPosition, _owningAvatar->getOrientation(), deltaTime);
if (palm.getControllerButtons() & BUTTON_4) {
_grabDelta += palm.getRawVelocity() * deltaTime;
_grabCurrentRotation = palm.getRawRotation();
}
if ((palm.getLastControllerButtons() & BUTTON_4) && !(palm.getControllerButtons() & BUTTON_4)) {
// Just ending grab, capture velocity
_grabDeltaVelocity = palm.getRawVelocity();
}
if (!(palm.getLastControllerButtons() & BUTTON_4) && (palm.getControllerButtons() & BUTTON_4)) {
// Just starting grab, capture starting rotation
_grabStartRotation = palm.getRawRotation();
}
if (palm.getControllerButtons() & BUTTON_1) {
if (glm::length(fingerTipPosition - _lastFingerAddVoxel) > (FINGERTIP_VOXEL_SIZE / 2.f)) {
QColor paintColor = Menu::getInstance()->getActionForOption(MenuOption::VoxelPaintColor)->data().value<QColor>();
@ -166,91 +125,105 @@ void Hand::simulate(float deltaTime, bool isMine) {
}
}
void Hand::updateCollisions() {
// use position to obtain the left and right palm indices
int leftPalmIndex, rightPalmIndex;
getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
ModelCollisionList collisions;
// check for collisions
void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
if (!avatar || avatar == _owningAvatar) {
// don't collide with our own hands (that is done elsewhere)
return;
}
float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
for (size_t i = 0; i < getNumPalms(); i++) {
PalmData& palm = getPalms()[i];
if (!palm.isActive()) {
continue;
}
float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
glm::vec3 totalPenetration;
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) {
// check other avatars
foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) {
Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
if (avatar == _owningAvatar) {
// don't collid with our own hands
ModelCollisionList collisions;
if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
// Check for palm collisions
glm::vec3 myPalmPosition = palm.getPosition();
float palmCollisionDistance = 0.1f;
bool wasColliding = palm.getIsCollidingWithPalm();
palm.setIsCollidingWithPalm(false);
// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) {
PalmData& otherPalm = avatar->getHand().getPalms()[j];
if (!otherPalm.isActive()) {
continue;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
// Check for palm collisions
glm::vec3 myPalmPosition = palm.getPosition();
float palmCollisionDistance = 0.1f;
bool wasColliding = palm.getIsCollidingWithPalm();
palm.setIsCollidingWithPalm(false);
// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) {
PalmData& otherPalm = avatar->getHand().getPalms()[j];
if (!otherPalm.isActive()) {
continue;
}
glm::vec3 otherPalmPosition = otherPalm.getPosition();
if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
palm.setIsCollidingWithPalm(true);
if (!wasColliding) {
const float PALM_COLLIDE_VOLUME = 1.f;
const float PALM_COLLIDE_FREQUENCY = 1000.f;
const float PALM_COLLIDE_DURATION_MAX = 0.75f;
const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
PALM_COLLIDE_FREQUENCY,
PALM_COLLIDE_DURATION_MAX,
PALM_COLLIDE_DECAY_PER_SAMPLE);
// If the other person's palm is in motion, move mine downward to show I was hit
const float MIN_VELOCITY_FOR_SLAP = 0.05f;
if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
// add slapback here
}
}
}
}
}
if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) {
for (size_t j = 0; j < collisions.size(); ++j) {
if (!avatar->poke(collisions[j])) {
totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
glm::vec3 otherPalmPosition = otherPalm.getPosition();
if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
palm.setIsCollidingWithPalm(true);
if (!wasColliding) {
const float PALM_COLLIDE_VOLUME = 1.f;
const float PALM_COLLIDE_FREQUENCY = 1000.f;
const float PALM_COLLIDE_DURATION_MAX = 0.75f;
const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
PALM_COLLIDE_FREQUENCY,
PALM_COLLIDE_DURATION_MAX,
PALM_COLLIDE_DECAY_PER_SAMPLE);
// If the other person's palm is in motion, move mine downward to show I was hit
const float MIN_VELOCITY_FOR_SLAP = 0.05f;
if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
// add slapback here
}
}
}
}
}
if (Menu::getInstance()->isOptionChecked(MenuOption::HandsCollideWithSelf)) {
// and the current avatar (ignoring everything below the parent of the parent of the last free joint)
collisions.clear();
const Model& skeletonModel = _owningAvatar->getSkeletonModel();
int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex(
skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() :
(i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1)));
if (_owningAvatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions, skipIndex)) {
for (size_t j = 0; j < collisions.size(); ++j) {
totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) {
for (int j = 0; j < collisions.size(); ++j) {
if (isMyHand) {
if (!avatar->collisionWouldMoveAvatar(collisions[j])) {
// we resolve the hand from collision when it belongs to MyAvatar AND the other Avatar is
// not expected to respond to the collision (hand hit unmovable part of their Avatar)
totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
}
} else {
// when !isMyHand then avatar is MyAvatar and we apply the collision
// which might not do anything (hand hit unmovable part of MyAvatar) however
// we don't resolve the hand's penetration because we expect the remote
// simulation to do the right thing.
avatar->applyCollision(collisions[j]);
}
}
}
// un-penetrate
palm.addToPosition(-totalPenetration);
if (isMyHand) {
// resolve penetration
palm.addToPosition(-totalPenetration);
}
}
}
// we recycle the collisions container, so we clear it for the next loop
void Hand::collideAgainstOurself() {
if (!Menu::getInstance()->isOptionChecked(MenuOption::HandsCollideWithSelf)) {
return;
}
ModelCollisionList collisions;
int leftPalmIndex, rightPalmIndex;
getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
for (size_t i = 0; i < getNumPalms(); i++) {
PalmData& palm = getPalms()[i];
if (!palm.isActive()) {
continue;
}
glm::vec3 totalPenetration;
// and the current avatar (ignoring everything below the parent of the parent of the last free joint)
collisions.clear();
const Model& skeletonModel = _owningAvatar->getSkeletonModel();
int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex(
skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() :
(i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1)));
if (_owningAvatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions, skipIndex)) {
for (int j = 0; j < collisions.size(); ++j) {
totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
}
}
// resolve penetration
palm.addToPosition(-totalPenetration);
}
}
@ -344,7 +317,7 @@ void Hand::render(bool isMine) {
}
}
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayLeapHands)) {
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayHands)) {
renderLeapHands(isMine);
}

View file

@ -58,14 +58,8 @@ public:
const glm::vec3& getLeapFingerTipBallPosition (int ball) const { return _leapFingerTipBalls [ball].position;}
const glm::vec3& getLeapFingerRootBallPosition(int ball) const { return _leapFingerRootBalls[ball].position;}
// Pitch from controller input to view
const float getPitchUpdate() const { return _pitchUpdate; }
void setPitchUpdate(float pitchUpdate) { _pitchUpdate = pitchUpdate; }
// Get the drag distance to move
glm::vec3 getAndResetGrabDelta();
glm::vec3 getAndResetGrabDeltaVelocity();
glm::quat getAndResetGrabRotation();
void collideAgainstAvatar(Avatar* avatar, bool isMyHand);
void collideAgainstOurself();
private:
// disallow copies of the Hand, copy of owning Avatar is disallowed too
@ -96,17 +90,9 @@ private:
void renderLeapHands(bool isMine);
void renderLeapFingerTrails();
void updateCollisions();
void calculateGeometry();
void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime);
float _pitchUpdate;
glm::vec3 _grabDelta;
glm::vec3 _grabDeltaVelocity;
glm::quat _grabStartRotation;
glm::quat _grabCurrentRotation;
};
#endif

View file

@ -219,6 +219,34 @@ float Head::getTweakedRoll() const {
return glm::clamp(_roll + _tweakedRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
}
void Head::applyCollision(ModelCollisionInfo& collisionInfo) {
// HACK: the collision proxies for the FaceModel are bad. As a temporary workaround
// we collide against a hard coded collision proxy.
// TODO: get a better collision proxy here.
const float HEAD_RADIUS = 0.15f;
const glm::vec3 HEAD_CENTER = _position;
// collide the contactPoint against the collision proxy to obtain a new penetration
// NOTE: that penetration is in opposite direction (points the way out for the point, not the sphere)
glm::vec3 penetration;
if (findPointSpherePenetration(collisionInfo._contactPoint, HEAD_CENTER, HEAD_RADIUS, penetration)) {
// compute lean angles
Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
glm::quat bodyRotation = owningAvatar->getOrientation();
glm::vec3 neckPosition;
if (owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f);
glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f);
float neckLength = glm::length(_position - neckPosition);
if (neckLength > 0.f) {
float forward = glm::dot(collisionInfo._penetration, zAxis) / neckLength;
float sideways = - glm::dot(collisionInfo._penetration, xAxis) / neckLength;
addLean(sideways, forward);
}
}
}
}
void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
Application::getInstance()->getGlowEffect()->begin();

View file

@ -79,6 +79,8 @@ public:
float getTweakedPitch() const;
float getTweakedYaw() const;
float getTweakedRoll() const;
void applyCollision(ModelCollisionInfo& collisionInfo);
private:
// disallow copies of the Head, copy of owning Avatar is disallowed too

View file

@ -111,23 +111,7 @@ void MyAvatar::updateTransmitter(float deltaTime) {
void MyAvatar::update(float deltaTime) {
updateTransmitter(deltaTime);
// TODO: resurrect touch interactions between avatars
//// rotate body yaw for yaw received from multitouch
//setOrientation(getOrientation() * glm::quat(glm::vec3(0, _yawFromTouch, 0)));
//_yawFromTouch = 0.f;
//
//// apply pitch from touch
//_head.setPitch(_head.getPitch() + _pitchFromTouch);
//_pitchFromTouch = 0.0f;
//
//float TOUCH_YAW_SCALE = -0.25f;
//float TOUCH_PITCH_SCALE = -12.5f;
//float FIXED_TOUCH_TIMESTEP = 0.016f;
//_yawFromTouch += ((_touchAvgX - _lastTouchAvgX) * TOUCH_YAW_SCALE * FIXED_TOUCH_TIMESTEP);
//_pitchFromTouch += ((_touchAvgY - _lastTouchAvgY) * TOUCH_PITCH_SCALE * FIXED_TOUCH_TIMESTEP);
// Update my avatar's state from gyros
updateFromGyros(Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead));
updateFromGyros(deltaTime);
// Update head mouse from faceshift if active
Faceshift* faceshift = Application::getInstance()->getFaceshift();
@ -224,8 +208,6 @@ void MyAvatar::simulate(float deltaTime) {
updateCollisionWithVoxels(deltaTime, radius);
}
if (_collisionFlags & COLLISION_GROUP_AVATARS) {
// Note, hand-vs-avatar collisions are done elsewhere
// This is where we avatar-vs-avatar bounding capsule
updateCollisionWithAvatars(deltaTime);
}
}
@ -327,24 +309,10 @@ void MyAvatar::simulate(float deltaTime) {
updateChatCircle(deltaTime);
// Get any position, velocity, or rotation update from Grab Drag controller
glm::vec3 moveFromGrab = _hand.getAndResetGrabDelta();
if (glm::length(moveFromGrab) > EPSILON) {
_position += moveFromGrab;
_velocity = glm::vec3(0, 0, 0);
}
_velocity += _hand.getAndResetGrabDeltaVelocity();
glm::quat deltaRotation = _hand.getAndResetGrabRotation();
const float GRAB_CONTROLLER_TURN_SCALING = 0.5f;
glm::vec3 euler = safeEulerAngles(deltaRotation) * GRAB_CONTROLLER_TURN_SCALING;
// Adjust body yaw by yaw from controller
setOrientation(glm::angleAxis(-euler.y, glm::vec3(0, 1, 0)) * getOrientation());
// Adjust head pitch from controller
getHead().setPitch(getHead().getPitch() - euler.x);
_position += _velocity * deltaTime;
// update avatar skeleton and simulate hand and head
_hand.collideAgainstOurself();
_hand.simulate(deltaTime, true);
_skeletonModel.simulate(deltaTime);
_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
@ -364,7 +332,7 @@ void MyAvatar::simulate(float deltaTime) {
const float MAX_PITCH = 90.0f;
// Update avatar head rotation with sensor data
void MyAvatar::updateFromGyros(bool turnWithHead) {
void MyAvatar::updateFromGyros(float deltaTime) {
Faceshift* faceshift = Application::getInstance()->getFaceshift();
glm::vec3 estimatedPosition, estimatedRotation;
@ -372,7 +340,7 @@ void MyAvatar::updateFromGyros(bool turnWithHead) {
estimatedPosition = faceshift->getHeadTranslation();
estimatedRotation = safeEulerAngles(faceshift->getHeadRotation());
// Rotate the body if the head is turned beyond the screen
if (turnWithHead) {
if (Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead)) {
const float FACESHIFT_YAW_TURN_SENSITIVITY = 0.5f;
const float FACESHIFT_MIN_YAW_TURN = 15.f;
const float FACESHIFT_MAX_YAW_TURN = 50.f;
@ -387,11 +355,12 @@ void MyAvatar::updateFromGyros(bool turnWithHead) {
}
} else {
// restore rotation, lean to neutral positions
const float RESTORE_RATE = 0.05f;
_head.setYaw(glm::mix(_head.getYaw(), 0.0f, RESTORE_RATE));
_head.setRoll(glm::mix(_head.getRoll(), 0.0f, RESTORE_RATE));
_head.setLeanSideways(glm::mix(_head.getLeanSideways(), 0.0f, RESTORE_RATE));
_head.setLeanForward(glm::mix(_head.getLeanForward(), 0.0f, RESTORE_RATE));
const float RESTORE_PERIOD = 1.f; // seconds
float restorePercentage = glm::clamp(deltaTime/RESTORE_PERIOD, 0.f, 1.f);
_head.setYaw(glm::mix(_head.getYaw(), 0.0f, restorePercentage));
_head.setRoll(glm::mix(_head.getRoll(), 0.0f, restorePercentage));
_head.setLeanSideways(glm::mix(_head.getLeanSideways(), 0.0f, restorePercentage));
_head.setLeanForward(glm::mix(_head.getLeanForward(), 0.0f, restorePercentage));
return;
}
@ -809,39 +778,6 @@ void MyAvatar::updateThrust(float deltaTime) {
up;
}
}
// Add thrust and rotation from hand controllers
const float THRUST_MAG_HAND_JETS = THRUST_MAG_FWD;
const float JOYSTICK_YAW_MAG = YAW_MAG;
const float JOYSTICK_PITCH_MAG = PITCH_MAG * 0.5f;
const int THRUST_CONTROLLER = 0;
const int VIEW_CONTROLLER = 1;
for (size_t i = 0; i < getHand().getPalms().size(); ++i) {
PalmData& palm = getHand().getPalms()[i];
// If the script hasn't captured this joystick, then let the default behavior work
if (!Application::getInstance()->getControllerScriptingInterface()->isJoystickCaptured(palm.getSixenseID())) {
if (palm.isActive() && (palm.getSixenseID() == THRUST_CONTROLLER)) {
if (palm.getJoystickY() != 0.f) {
FingerData& finger = palm.getFingers()[0];
if (finger.isActive()) {
}
_thrust += front * _scale * THRUST_MAG_HAND_JETS * palm.getJoystickY() * _thrustMultiplier * deltaTime;
}
if (palm.getJoystickX() != 0.f) {
_thrust += right * _scale * THRUST_MAG_HAND_JETS * palm.getJoystickX() * _thrustMultiplier * deltaTime;
}
} else if (palm.isActive() && (palm.getSixenseID() == VIEW_CONTROLLER)) {
if (palm.getJoystickX() != 0.f) {
_bodyYawDelta -= palm.getJoystickX() * JOYSTICK_YAW_MAG * deltaTime;
}
if (palm.getJoystickY() != 0.f) {
getHand().setPitchUpdate(getHand().getPitchUpdate() +
(palm.getJoystickY() * JOYSTICK_PITCH_MAG * deltaTime));
}
}
}
}
// Update speed brake status
const float MIN_SPEED_BRAKE_VELOCITY = _scale * 0.4f;
@ -906,7 +842,6 @@ void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
}
}
void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
const float VOXEL_ELASTICITY = 0.4f;
const float VOXEL_DAMPING = 0.0f;
@ -976,7 +911,43 @@ void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTim
}
}
const float DEFAULT_HAND_RADIUS = 0.1f;
bool findAvatarAvatarPenetration(const glm::vec3 positionA, float radiusA, float heightA,
const glm::vec3 positionB, float radiusB, float heightB, glm::vec3& penetration) {
glm::vec3 positionBA = positionB - positionA;
float xzDistance = sqrt(positionBA.x * positionBA.x + positionBA.z * positionBA.z);
if (xzDistance < (radiusA + radiusB)) {
float yDistance = fabs(positionBA.y);
float halfHeights = 0.5 * (heightA + heightB);
if (yDistance < halfHeights) {
// cylinders collide
if (xzDistance > 0.f) {
positionBA.y = 0.f;
// note, penetration should point from A into B
penetration = positionBA * ((radiusA + radiusB - xzDistance) / xzDistance);
return true;
} else {
// exactly coaxial -- we'll return false for this case
return false;
}
} else if (yDistance < halfHeights + radiusA + radiusB) {
// caps collide
if (positionBA.y < 0.f) {
// A is above B
positionBA.y += halfHeights;
float BA = glm::length(positionBA);
penetration = positionBA * (radiusA + radiusB - BA) / BA;
return true;
} else {
// A is below B
positionBA.y -= halfHeights;
float BA = glm::length(positionBA);
penetration = positionBA * (radiusA + radiusB - BA) / BA;
return true;
}
}
}
return false;
}
void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
// Reset detector for nearest avatar
@ -986,7 +957,14 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
// no need to compute a bunch of stuff if we have one or fewer avatars
return;
}
float myRadius = getHeight();
float myBoundingRadius = 0.5f * getHeight();
// HACK: body-body collision uses two coaxial capsules with axes parallel to y-axis
// TODO: make the collision work without assuming avatar orientation
Extents myStaticExtents = _skeletonModel.getStaticExtents();
glm::vec3 staticScale = myStaticExtents.maximum - myStaticExtents.minimum;
float myCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
float myCapsuleHeight = staticScale.y;
CollisionInfo collisionInfo;
foreach (const AvatarSharedPointer& avatarPointer, avatars) {
@ -999,9 +977,25 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
if (_distanceToNearestAvatar > distance) {
_distanceToNearestAvatar = distance;
}
float theirRadius = avatar->getHeight();
if (distance < myRadius + theirRadius) {
// TODO: Andrew to make avatar-avatar capsule collisions work here
float theirBoundingRadius = 0.5f * avatar->getHeight();
if (distance < myBoundingRadius + theirBoundingRadius) {
Extents theirStaticExtents = _skeletonModel.getStaticExtents();
glm::vec3 staticScale = theirStaticExtents.maximum - theirStaticExtents.minimum;
float theirCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
float theirCapsuleHeight = staticScale.y;
glm::vec3 penetration(0.f);
if (findAvatarAvatarPenetration(_position, myCapsuleRadius, myCapsuleHeight,
avatar->getPosition(), theirCapsuleRadius, theirCapsuleHeight, penetration)) {
// move the avatar out by half the penetration
setPosition(_position - 0.5f * penetration);
}
// collide our hands against them
_hand.collideAgainstAvatar(avatar, true);
// collide their hands against us
avatar->getHand().collideAgainstAvatar(this, false);
}
}
}

View file

@ -34,7 +34,7 @@ public:
void reset();
void update(float deltaTime);
void simulate(float deltaTime);
void updateFromGyros(bool turnWithHead);
void updateFromGyros(float deltaTime);
void updateTransmitter(float deltaTime);
void render(bool forceRenderHead);
@ -45,7 +45,6 @@ public:
// setters
void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; }
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
void setVelocity(const glm::vec3 velocity) { _velocity = velocity; }
void setLeanScale(float scale) { _leanScale = scale; }
void setGravity(glm::vec3 gravity);
@ -78,9 +77,6 @@ public:
static void sendKillAvatar();
// Set/Get update the thrust that will move the avatar around
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
glm::vec3 getThrust() { return _thrust; };
void orbit(const glm::vec3& position, int deltaX, int deltaY);
@ -93,9 +89,13 @@ public slots:
void increaseSize();
void decreaseSize();
void resetSize();
void sendIdentityPacket();
// Set/Get update the thrust that will move the avatar around
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
glm::vec3 getThrust() { return _thrust; };
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
private:
bool _mousePressed;
float _bodyPitchDelta;

View file

@ -21,9 +21,9 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
void SkeletonModel::simulate(float deltaTime) {
if (!isActive()) {
Model::simulate(deltaTime);
return;
}
setTranslation(_owningAvatar->getPosition());
setRotation(_owningAvatar->getOrientation() * glm::angleAxis(180.0f, 0.0f, 1.0f, 0.0f));
const float MODEL_SCALE = 0.0006f;
@ -36,23 +36,24 @@ void SkeletonModel::simulate(float deltaTime) {
HandData& hand = _owningAvatar->getHand();
hand.getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
const float HAND_RESTORATION_RATE = 0.25f;
const float HAND_RESTORATION_PERIOD = 1.f; // seconds
float handRestorePercent = glm::clamp(deltaTime / HAND_RESTORATION_PERIOD, 0.f, 1.f);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (leftPalmIndex == -1) {
// no Leap data; set hands from mouse
if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
restoreRightHandPosition(HAND_RESTORATION_RATE);
restoreRightHandPosition(handRestorePercent);
} else {
applyHandPosition(geometry.rightHandJointIndex, _owningAvatar->getHandPosition());
}
restoreLeftHandPosition(HAND_RESTORATION_RATE);
restoreLeftHandPosition(handRestorePercent);
} else if (leftPalmIndex == rightPalmIndex) {
// right hand only
applyPalmData(geometry.rightHandJointIndex, geometry.rightFingerJointIndices, geometry.rightFingertipJointIndices,
hand.getPalms()[leftPalmIndex]);
restoreLeftHandPosition(HAND_RESTORATION_RATE);
restoreLeftHandPosition(handRestorePercent);
} else {
applyPalmData(geometry.leftHandJointIndex, geometry.leftFingerJointIndices, geometry.leftFingertipJointIndices,

View file

@ -1274,6 +1274,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
geometry.bindExtents.minimum = glm::vec3(FLT_MAX, FLT_MAX, FLT_MAX);
geometry.bindExtents.maximum = glm::vec3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
geometry.staticExtents.minimum = glm::vec3(FLT_MAX, FLT_MAX, FLT_MAX);
geometry.staticExtents.maximum = glm::vec3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
QVariantHash springs = mapping.value("spring").toHash();
QVariant defaultSpring = springs.value("default");
@ -1430,6 +1432,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
boneDirection /= boneLength;
}
}
bool jointIsStatic = joint.freeLineage.isEmpty();
glm::vec3 jointTranslation = extractTranslation(geometry.offset * joint.bindTransform);
float radiusScale = extractUniformScale(joint.transform * fbxCluster.inverseBindMatrix);
float totalWeight = 0.0f;
for (int j = 0; j < cluster.indices.size(); j++) {
@ -1447,6 +1451,11 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
joint.boneRadius = glm::max(joint.boneRadius, radiusScale * glm::distance(
vertex, boneEnd + boneDirection * proj));
}
if (jointIsStatic) {
// expand the extents of static (nonmovable) joints
geometry.staticExtents.minimum = glm::min(geometry.staticExtents.minimum, vertex + jointTranslation);
geometry.staticExtents.maximum = glm::max(geometry.staticExtents.maximum, vertex + jointTranslation);
}
}
// look for an unused slot in the weights vector
@ -1568,14 +1577,16 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
return geometry;
}
FBXGeometry readFBX(const QByteArray& model, const QByteArray& mapping) {
QBuffer modelBuffer(const_cast<QByteArray*>(&model));
modelBuffer.open(QIODevice::ReadOnly);
QVariantHash readMapping(const QByteArray& data) {
QBuffer buffer(const_cast<QByteArray*>(&data));
buffer.open(QIODevice::ReadOnly);
return parseMapping(&buffer);
}
QBuffer mappingBuffer(const_cast<QByteArray*>(&mapping));
mappingBuffer.open(QIODevice::ReadOnly);
return extractFBXGeometry(parseFBX(&modelBuffer), parseMapping(&mappingBuffer));
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping) {
QBuffer buffer(const_cast<QByteArray*>(&model));
buffer.open(QIODevice::ReadOnly);
return extractFBXGeometry(parseFBX(&buffer), mapping);
}
bool addMeshVoxelsOperation(OctreeElement* element, void* extraData) {

View file

@ -159,13 +159,17 @@ public:
glm::vec3 neckPivot;
Extents bindExtents;
Extents staticExtents;
QVector<FBXAttachment> attachments;
};
/// Reads an FST mapping from the supplied data.
QVariantHash readMapping(const QByteArray& data);
/// Reads FBX geometry from the supplied model and mapping data.
/// \exception QString if an error occurs in parsing
FBXGeometry readFBX(const QByteArray& model, const QByteArray& mapping);
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping);
/// Reads SVO geometry from the supplied model data.
FBXGeometry readSVO(const QByteArray& model);

View file

@ -7,11 +7,7 @@
#include <cmath>
// include this before QOpenGLBuffer, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QNetworkReply>
#include <QOpenGLBuffer>
#include <QTimer>
#include "Application.h"
@ -298,46 +294,86 @@ QSharedPointer<NetworkGeometry> GeometryCache::getGeometry(const QUrl& url, cons
if (geometry.isNull()) {
geometry = QSharedPointer<NetworkGeometry>(new NetworkGeometry(url, fallback.isValid() ?
getGeometry(fallback) : QSharedPointer<NetworkGeometry>()));
geometry->setLODParent(geometry);
_networkGeometry.insert(url, geometry);
}
return geometry;
}
NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback) :
_modelRequest(url),
_modelReply(NULL),
_mappingReply(NULL),
const float NetworkGeometry::NO_HYSTERESIS = -1.0f;
NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback,
const QVariantHash& mapping, const QUrl& textureBase) :
_request(url),
_reply(NULL),
_mapping(mapping),
_textureBase(textureBase.isValid() ? textureBase : url),
_fallback(fallback),
_attempts(0)
{
_startedLoading(false),
_failedToLoad(false),
_attempts(0) {
if (!url.isValid()) {
return;
}
_modelRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache);
makeModelRequest();
_request.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache);
QUrl mappingURL = url;
QString path = url.path();
mappingURL.setPath(path.left(path.lastIndexOf('.')) + ".fst");
QNetworkRequest mappingRequest(mappingURL);
mappingRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache);
_mappingReply = Application::getInstance()->getNetworkAccessManager()->get(mappingRequest);
connect(_mappingReply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(maybeReadModelWithMapping()));
connect(_mappingReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleMappingReplyError()));
// if we already have a mapping (because we're an LOD), hold off on loading until we're requested
if (mapping.isEmpty()) {
makeRequest();
}
}
NetworkGeometry::~NetworkGeometry() {
if (_modelReply != NULL) {
delete _modelReply;
if (_reply != NULL) {
delete _reply;
}
if (_mappingReply != NULL) {
delete _mappingReply;
}
QSharedPointer<NetworkGeometry> NetworkGeometry::getLODOrFallback(float distance, float& hysteresis) const {
if (_lodParent.data() != this) {
return _lodParent.data()->getLODOrFallback(distance, hysteresis);
}
foreach (const NetworkMesh& mesh, _meshes) {
glDeleteBuffers(1, &mesh.indexBufferID);
glDeleteBuffers(1, &mesh.vertexBufferID);
}
if (_failedToLoad && _fallback) {
return _fallback;
}
QSharedPointer<NetworkGeometry> lod = _lodParent;
float lodDistance = 0.0f;
QMap<float, QSharedPointer<NetworkGeometry> >::const_iterator it = _lods.upperBound(distance);
if (it != _lods.constBegin()) {
it = it - 1;
lod = it.value();
lodDistance = it.key();
}
if (hysteresis != NO_HYSTERESIS && hysteresis != lodDistance) {
// if we previously selected a different distance, make sure we've moved far enough to justify switching
const float HYSTERESIS_PROPORTION = 0.1f;
if (glm::abs(distance - qMax(hysteresis, lodDistance)) / fabsf(hysteresis - lodDistance) < HYSTERESIS_PROPORTION) {
return getLODOrFallback(hysteresis, hysteresis);
}
}
if (lod->isLoaded()) {
hysteresis = lodDistance;
return lod;
}
// if the ideal LOD isn't loaded, we need to make sure it's started to load, and possibly return the closest loaded one
if (!lod->_startedLoading) {
lod->makeRequest();
}
float closestDistance = FLT_MAX;
if (isLoaded()) {
lod = _lodParent;
closestDistance = distance;
}
for (it = _lods.constBegin(); it != _lods.constEnd(); it++) {
float distanceToLOD = glm::abs(distance - it.key());
if (it.value()->isLoaded() && distanceToLOD < closestDistance) {
lod = it.value();
closestDistance = distanceToLOD;
}
}
hysteresis = NO_HYSTERESIS;
return lod;
}
glm::vec4 NetworkGeometry::computeAverageColor() const {
@ -364,20 +400,167 @@ glm::vec4 NetworkGeometry::computeAverageColor() const {
return (totalTriangles == 0) ? glm::vec4(1.0f, 1.0f, 1.0f, 1.0f) : totalColor / totalTriangles;
}
void NetworkGeometry::makeModelRequest() {
_modelReply = Application::getInstance()->getNetworkAccessManager()->get(_modelRequest);
void NetworkGeometry::makeRequest() {
_startedLoading = true;
_reply = Application::getInstance()->getNetworkAccessManager()->get(_request);
connect(_modelReply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(maybeReadModelWithMapping()));
connect(_modelReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleModelReplyError()));
connect(_reply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(handleDownloadProgress(qint64,qint64)));
connect(_reply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleReplyError()));
}
void NetworkGeometry::handleModelReplyError() {
QDebug debug = qDebug() << _modelReply->errorString();
void NetworkGeometry::handleDownloadProgress(qint64 bytesReceived, qint64 bytesTotal) {
if (!_reply->isFinished()) {
return;
}
QNetworkReply::NetworkError error = _modelReply->error();
_modelReply->disconnect(this);
_modelReply->deleteLater();
_modelReply = NULL;
QUrl url = _reply->url();
QByteArray data = _reply->readAll();
_reply->disconnect(this);
_reply->deleteLater();
_reply = NULL;
if (url.path().toLower().endsWith(".fst")) {
// it's a mapping file; parse it and get the mesh filename
_mapping = readMapping(data);
QString filename = _mapping.value("filename").toString();
if (filename.isNull()) {
qDebug() << "Mapping file " << url << " has no filename.";
_failedToLoad = true;
} else {
QString texdir = _mapping.value("texdir").toString();
if (!texdir.isNull()) {
if (!texdir.endsWith('/')) {
texdir += '/';
}
_textureBase = url.resolved(texdir);
}
QVariantHash lods = _mapping.value("lod").toHash();
for (QVariantHash::const_iterator it = lods.begin(); it != lods.end(); it++) {
QSharedPointer<NetworkGeometry> geometry(new NetworkGeometry(url.resolved(it.key()),
QSharedPointer<NetworkGeometry>(), _mapping, _textureBase));
geometry->setLODParent(_lodParent);
_lods.insert(it.value().toFloat(), geometry);
}
_request.setUrl(url.resolved(filename));
// make the request immediately only if we have no LODs to switch between
_startedLoading = false;
if (_lods.isEmpty()) {
makeRequest();
}
}
return;
}
try {
_geometry = url.path().toLower().endsWith(".svo") ? readSVO(data) : readFBX(data, _mapping);
} catch (const QString& error) {
qDebug() << "Error reading " << url << ": " << error;
_failedToLoad = true;
return;
}
foreach (const FBXMesh& mesh, _geometry.meshes) {
NetworkMesh networkMesh = { QOpenGLBuffer(QOpenGLBuffer::IndexBuffer), QOpenGLBuffer(QOpenGLBuffer::VertexBuffer) };
int totalIndices = 0;
foreach (const FBXMeshPart& part, mesh.parts) {
NetworkMeshPart networkPart;
if (!part.diffuseFilename.isEmpty()) {
networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(
_textureBase.resolved(QUrl(part.diffuseFilename)), false, mesh.isEye);
}
if (!part.normalFilename.isEmpty()) {
networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(
_textureBase.resolved(QUrl(part.normalFilename)), true);
}
networkMesh.parts.append(networkPart);
totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
}
networkMesh.indexBuffer.create();
networkMesh.indexBuffer.bind();
networkMesh.indexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
networkMesh.indexBuffer.allocate(totalIndices * sizeof(int));
int offset = 0;
foreach (const FBXMeshPart& part, mesh.parts) {
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.quadIndices.size() * sizeof(int),
part.quadIndices.constData());
offset += part.quadIndices.size() * sizeof(int);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.triangleIndices.size() * sizeof(int),
part.triangleIndices.constData());
offset += part.triangleIndices.size() * sizeof(int);
}
networkMesh.indexBuffer.release();
networkMesh.vertexBuffer.create();
networkMesh.vertexBuffer.bind();
networkMesh.vertexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
// if we don't need to do any blending or springing, then the positions/normals can be static
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3);
int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
networkMesh.vertexBuffer.allocate(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
networkMesh.vertexBuffer.write(0, mesh.vertices.constData(), mesh.vertices.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(normalsOffset, mesh.normals.constData(), mesh.normals.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(tangentsOffset, mesh.tangents.constData(),
mesh.tangents.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(colorsOffset, mesh.colors.constData(), mesh.colors.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(texCoordsOffset, mesh.texCoords.constData(),
mesh.texCoords.size() * sizeof(glm::vec2));
networkMesh.vertexBuffer.write(clusterIndicesOffset, mesh.clusterIndices.constData(),
mesh.clusterIndices.size() * sizeof(glm::vec4));
networkMesh.vertexBuffer.write(clusterWeightsOffset, mesh.clusterWeights.constData(),
mesh.clusterWeights.size() * sizeof(glm::vec4));
// if there's no springiness, then the cluster indices/weights can be static
} else if (mesh.springiness == 0.0f) {
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
networkMesh.vertexBuffer.allocate(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
networkMesh.vertexBuffer.write(0, mesh.tangents.constData(), mesh.tangents.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(colorsOffset, mesh.colors.constData(), mesh.colors.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(texCoordsOffset, mesh.texCoords.constData(),
mesh.texCoords.size() * sizeof(glm::vec2));
networkMesh.vertexBuffer.write(clusterIndicesOffset, mesh.clusterIndices.constData(),
mesh.clusterIndices.size() * sizeof(glm::vec4));
networkMesh.vertexBuffer.write(clusterWeightsOffset, mesh.clusterWeights.constData(),
mesh.clusterWeights.size() * sizeof(glm::vec4));
} else {
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
networkMesh.vertexBuffer.allocate(texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2));
networkMesh.vertexBuffer.write(0, mesh.tangents.constData(), mesh.tangents.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(colorsOffset, mesh.colors.constData(), mesh.colors.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(texCoordsOffset, mesh.texCoords.constData(),
mesh.texCoords.size() * sizeof(glm::vec2));
}
networkMesh.vertexBuffer.release();
_meshes.append(networkMesh);
}
}
void NetworkGeometry::handleReplyError() {
QDebug debug = qDebug() << _reply->errorString();
QNetworkReply::NetworkError error = _reply->error();
_reply->disconnect(this);
_reply->deleteLater();
_reply = NULL;
// retry for certain types of failures
switch (error) {
@ -394,164 +577,19 @@ void NetworkGeometry::handleModelReplyError() {
const int MAX_ATTEMPTS = 8;
const int BASE_DELAY_MS = 1000;
if (++_attempts < MAX_ATTEMPTS) {
QTimer::singleShot(BASE_DELAY_MS * (int)pow(2.0, _attempts), this, SLOT(makeModelRequest()));
QTimer::singleShot(BASE_DELAY_MS * (int)pow(2.0, _attempts), this, SLOT(makeRequest()));
debug << " -- retrying...";
return;
}
// fall through to final failure
}
default:
maybeLoadFallback();
_failedToLoad = true;
break;
}
}
void NetworkGeometry::handleMappingReplyError() {
_mappingReply->disconnect(this);
_mappingReply->deleteLater();
_mappingReply = NULL;
maybeReadModelWithMapping();
}
void NetworkGeometry::maybeReadModelWithMapping() {
if (_modelReply == NULL || !_modelReply->isFinished() || (_mappingReply != NULL && !_mappingReply->isFinished())) {
return;
}
QUrl url = _modelReply->url();
QByteArray model = _modelReply->readAll();
_modelReply->disconnect(this);
_modelReply->deleteLater();
_modelReply = NULL;
QByteArray mapping;
if (_mappingReply != NULL) {
mapping = _mappingReply->readAll();
_mappingReply->disconnect(this);
_mappingReply->deleteLater();
_mappingReply = NULL;
}
try {
_geometry = url.path().toLower().endsWith(".svo") ? readSVO(model) : readFBX(model, mapping);
} catch (const QString& error) {
qDebug() << "Error reading " << url << ": " << error;
maybeLoadFallback();
return;
}
foreach (const FBXMesh& mesh, _geometry.meshes) {
NetworkMesh networkMesh;
int totalIndices = 0;
foreach (const FBXMeshPart& part, mesh.parts) {
NetworkMeshPart networkPart;
QString basePath = url.path();
basePath = basePath.left(basePath.lastIndexOf('/') + 1);
if (!part.diffuseFilename.isEmpty()) {
url.setPath(basePath + part.diffuseFilename);
networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(url, false, mesh.isEye);
}
if (!part.normalFilename.isEmpty()) {
url.setPath(basePath + part.normalFilename);
networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(url, true);
}
networkMesh.parts.append(networkPart);
totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
}
glGenBuffers(1, &networkMesh.indexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, totalIndices * sizeof(int), NULL, GL_STATIC_DRAW);
int offset = 0;
foreach (const FBXMeshPart& part, mesh.parts) {
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.quadIndices.size() * sizeof(int),
part.quadIndices.constData());
offset += part.quadIndices.size() * sizeof(int);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.triangleIndices.size() * sizeof(int),
part.triangleIndices.constData());
offset += part.triangleIndices.size() * sizeof(int);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glGenBuffers(1, &networkMesh.vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
// if we don't need to do any blending or springing, then the positions/normals can be static
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3);
int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
glBufferData(GL_ARRAY_BUFFER, clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4),
NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.vertices.size() * sizeof(glm::vec3), mesh.vertices.constData());
glBufferSubData(GL_ARRAY_BUFFER, normalsOffset, mesh.normals.size() * sizeof(glm::vec3), mesh.normals.constData());
glBufferSubData(GL_ARRAY_BUFFER, tangentsOffset, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2),
mesh.texCoords.constData());
glBufferSubData(GL_ARRAY_BUFFER, clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4),
mesh.clusterIndices.constData());
glBufferSubData(GL_ARRAY_BUFFER, clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4),
mesh.clusterWeights.constData());
// if there's no springiness, then the cluster indices/weights can be static
} else if (mesh.springiness == 0.0f) {
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
glBufferData(GL_ARRAY_BUFFER, clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4),
NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2), mesh.texCoords.constData());
glBufferSubData(GL_ARRAY_BUFFER, clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4),
mesh.clusterIndices.constData());
glBufferSubData(GL_ARRAY_BUFFER, clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4),
mesh.clusterWeights.constData());
} else {
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
glBufferData(GL_ARRAY_BUFFER, texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2), NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2),
mesh.texCoords.constData());
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
_meshes.append(networkMesh);
}
emit loaded();
}
void NetworkGeometry::loadFallback() {
_geometry = _fallback->_geometry;
_meshes = _fallback->_meshes;
emit loaded();
}
void NetworkGeometry::maybeLoadFallback() {
if (_fallback) {
if (_fallback->isLoaded()) {
loadFallback();
} else {
connect(_fallback.data(), SIGNAL(loaded()), SLOT(loadFallback()));
}
}
}
bool NetworkMeshPart::isTranslucent() const {
return diffuseTexture && diffuseTexture->isTranslucent();
}

View file

@ -9,17 +9,20 @@
#ifndef __interface__GeometryCache__
#define __interface__GeometryCache__
// include this before QOpenGLBuffer, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QHash>
#include <QMap>
#include <QNetworkRequest>
#include <QObject>
#include <QOpenGLBuffer>
#include <QSharedPointer>
#include <QWeakPointer>
#include "FBXReader.h"
#include "InterfaceConfig.h"
class QNetworkReply;
class QOpenGLBuffer;
class NetworkGeometry;
class NetworkMesh;
@ -59,41 +62,52 @@ class NetworkGeometry : public QObject {
public:
NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback);
/// A hysteresis value indicating that we have no state memory.
static const float NO_HYSTERESIS;
NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback,
const QVariantHash& mapping = QVariantHash(), const QUrl& textureBase = QUrl());
~NetworkGeometry();
/// Checks whether the geometry is fulled loaded.
bool isLoaded() const { return !_geometry.joints.isEmpty(); }
/// Returns a pointer to the geometry appropriate for the specified distance.
/// \param hysteresis a hysteresis parameter that prevents rapid model switching
QSharedPointer<NetworkGeometry> getLODOrFallback(float distance, float& hysteresis) const;
const FBXGeometry& getFBXGeometry() const { return _geometry; }
const QVector<NetworkMesh>& getMeshes() const { return _meshes; }
/// Returns the average color of all meshes in the geometry.
glm::vec4 computeAverageColor() const;
signals:
void loaded();
private slots:
void makeModelRequest();
void handleModelReplyError();
void handleMappingReplyError();
void maybeReadModelWithMapping();
void loadFallback();
void makeRequest();
void handleDownloadProgress(qint64 bytesReceived, qint64 bytesTotal);
void handleReplyError();
private:
void maybeLoadFallback();
friend class GeometryCache;
QNetworkRequest _modelRequest;
QNetworkReply* _modelReply;
QNetworkReply* _mappingReply;
void setLODParent(const QWeakPointer<NetworkGeometry>& lodParent) { _lodParent = lodParent; }
QNetworkRequest _request;
QNetworkReply* _reply;
QVariantHash _mapping;
QUrl _textureBase;
QSharedPointer<NetworkGeometry> _fallback;
bool _startedLoading;
bool _failedToLoad;
int _attempts;
QMap<float, QSharedPointer<NetworkGeometry> > _lods;
FBXGeometry _geometry;
QVector<NetworkMesh> _meshes;
QWeakPointer<NetworkGeometry> _lodParent;
};
/// The state associated with a single mesh part.
@ -110,8 +124,8 @@ public:
class NetworkMesh {
public:
GLuint indexBufferID;
GLuint vertexBufferID;
QOpenGLBuffer indexBuffer;
QOpenGLBuffer vertexBuffer;
QVector<NetworkMeshPart> parts;

View file

@ -90,6 +90,16 @@ void Model::reset() {
}
void Model::simulate(float deltaTime) {
// update our LOD
if (_geometry) {
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(glm::distance(_translation,
Application::getInstance()->getCamera()->getPosition()), _lodHysteresis);
if (_geometry != geometry) {
deleteGeometry();
_dilatedTextures.clear();
_geometry = geometry;
}
}
if (!isActive()) {
return;
}
@ -305,6 +315,15 @@ Extents Model::getBindExtents() const {
return scaledExtents;
}
Extents Model::getStaticExtents() const {
if (!isActive()) {
return Extents();
}
const Extents& staticExtents = _geometry->getFBXGeometry().staticExtents;
Extents scaledExtents = { staticExtents.minimum * _scale, staticExtents.maximum * _scale };
return scaledExtents;
}
int Model::getParentJointIndex(int jointIndex) const {
return (isActive() && jointIndex != -1) ? _geometry->getFBXGeometry().joints.at(jointIndex).parentIndex : -1;
}
@ -400,8 +419,9 @@ void Model::setURL(const QUrl& url, const QUrl& fallback) {
// delete our local geometry and custom textures
deleteGeometry();
_dilatedTextures.clear();
_lodHysteresis = NetworkGeometry::NO_HYSTERESIS;
_geometry = Application::getInstance()->getGeometryCache()->getGeometry(url, fallback);
_baseGeometry = _geometry = Application::getInstance()->getGeometryCache()->getGeometry(url, fallback);
}
glm::vec4 Model::computeAverageColor() const {
@ -468,7 +488,10 @@ bool Model::findSphereCollision(const glm::vec3& penetratorCenter, float penetra
if (findSphereCapsuleConePenetration(relativeCenter, penetratorRadius, start, end,
startRadius, endRadius, bonePenetration)) {
totalPenetration = addPenetrations(totalPenetration, bonePenetration);
// TODO: Andrew to try to keep the joint furthest toward the root
// BUG: we currently overwrite the jointIndex with the last one found
// which can cause incorrect collisions when colliding against more than
// one joint.
// TODO: fix this.
jointIndex = i;
}
outerContinue: ;
@ -713,7 +736,19 @@ void Model::renderCollisionProxies(float alpha) {
glPopMatrix();
}
bool Model::poke(ModelCollisionInfo& collision) {
bool Model::collisionHitsMoveableJoint(ModelCollisionInfo& collision) const {
// the joint is pokable by a collision if it exists and is free to move
const FBXJoint& joint = _geometry->getFBXGeometry().joints[collision._jointIndex];
if (joint.parentIndex == -1 || _jointStates.isEmpty()) {
return false;
}
// an empty freeLineage means the joint can't move
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(collision._jointIndex).freeLineage;
return !freeLineage.isEmpty();
}
void Model::applyCollision(ModelCollisionInfo& collision) {
// This needs work. At the moment it can wiggle joints that are free to move (such as arms)
// but unmovable joints (such as torso) cannot be influenced at all.
glm::vec3 jointPosition(0.f);
@ -737,11 +772,10 @@ bool Model::poke(ModelCollisionInfo& collision) {
getJointPosition(jointIndex, end);
glm::vec3 newEnd = start + glm::angleAxis(glm::degrees(angle), axis) * (end - start);
// try to move it
return setJointPosition(jointIndex, newEnd, -1, true);
setJointPosition(jointIndex, newEnd, -1, true);
}
}
}
return false;
}
void Model::deleteGeometry() {
@ -768,13 +802,17 @@ void Model::renderMeshes(float alpha, bool translucent) {
(networkMesh.getTranslucentPartCount() == networkMesh.parts.size())) {
continue;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID);
const_cast<QOpenGLBuffer&>(networkMesh.indexBuffer).bind();
const FBXMesh& mesh = geometry.meshes.at(i);
int vertexCount = mesh.vertices.size();
if (vertexCount == 0) {
// sanity check
continue;
}
const_cast<QOpenGLBuffer&>(networkMesh.vertexBuffer).bind();
glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
ProgramObject* program = &_program;
ProgramObject* skinProgram = &_skinProgram;
SkinLocations* skinLocations = &_skinLocations;
@ -881,11 +919,11 @@ void Model::renderMeshes(float alpha, bool translucent) {
qint64 offset = 0;
for (int j = 0; j < networkMesh.parts.size(); j++) {
const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
const FBXMeshPart& part = mesh.parts.at(j);
if (networkPart.isTranslucent() != translucent) {
offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
continue;
}
const FBXMeshPart& part = mesh.parts.at(j);
// apply material properties
glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha);
glm::vec4 specular = glm::vec4(part.specularColor, alpha);

View file

@ -66,6 +66,9 @@ public:
/// Returns the extents of the model in its bind pose.
Extents getBindExtents() const;
/// Returns the extents of the unmovable joints of the model.
Extents getStaticExtents() const;
/// Returns a reference to the shared geometry.
const QSharedPointer<NetworkGeometry>& getGeometry() const { return _geometry; }
@ -164,9 +167,12 @@ public:
void renderCollisionProxies(float alpha);
/// \return true if the collision is against a moveable joint
bool collisionHitsMoveableJoint(ModelCollisionInfo& collision) const;
/// \param collisionInfo info about the collision
/// \return true if collision affects the Model
bool poke(ModelCollisionInfo& collisionInfo);
/// Use the collisionInfo to affect the model
void applyCollision(ModelCollisionInfo& collisionInfo);
protected:
@ -230,6 +236,9 @@ private:
void deleteGeometry();
void renderMeshes(float alpha, bool translucent);
QSharedPointer<NetworkGeometry> _baseGeometry;
float _lodHysteresis;
float _pupilDilation;
std::vector<float> _blendshapeCoefficients;

View file

@ -0,0 +1,61 @@
//
// Base3DOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <SharedUtil.h>
#include "Base3DOverlay.h"
#include "TextRenderer.h"
const glm::vec3 DEFAULT_POSITION = glm::vec3(0.0f, 0.0f, 0.0f);
const float DEFAULT_LINE_WIDTH = 1.0f;
Base3DOverlay::Base3DOverlay() :
_position(DEFAULT_POSITION),
_lineWidth(DEFAULT_LINE_WIDTH)
{
}
Base3DOverlay::~Base3DOverlay() {
}
void Base3DOverlay::setProperties(const QScriptValue& properties) {
Overlay::setProperties(properties);
QScriptValue position = properties.property("position");
// if "position" property was not there, check to see if they included aliases: start, point, p1
if (!position.isValid()) {
position = properties.property("start");
if (!position.isValid()) {
position = properties.property("p1");
if (!position.isValid()) {
position = properties.property("point");
}
}
}
if (position.isValid()) {
QScriptValue x = position.property("x");
QScriptValue y = position.property("y");
QScriptValue z = position.property("z");
if (x.isValid() && y.isValid() && z.isValid()) {
glm::vec3 newPosition;
newPosition.x = x.toVariant().toFloat();
newPosition.y = y.toVariant().toFloat();
newPosition.z = z.toVariant().toFloat();
setPosition(newPosition);
}
}
if (properties.property("lineWidth").isValid()) {
setLineWidth(properties.property("lineWidth").toVariant().toFloat());
}
}

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@ -0,0 +1,36 @@
//
// Base3DOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Base3DOverlay__
#define __interface__Base3DOverlay__
#include "Overlay.h"
class Base3DOverlay : public Overlay {
Q_OBJECT
public:
Base3DOverlay();
~Base3DOverlay();
// getters
const glm::vec3& getPosition() const { return _position; }
float getLineWidth() const { return _lineWidth; }
// setters
void setPosition(const glm::vec3& position) { _position = position; }
void setLineWidth(float lineWidth) { _lineWidth = lineWidth; }
virtual void setProperties(const QScriptValue& properties);
protected:
glm::vec3 _position;
float _lineWidth;
};
#endif /* defined(__interface__Base3DOverlay__) */

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@ -0,0 +1,44 @@
//
// Cube3DOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <SharedUtil.h>
#include "Cube3DOverlay.h"
Cube3DOverlay::Cube3DOverlay() {
}
Cube3DOverlay::~Cube3DOverlay() {
}
void Cube3DOverlay::render() {
if (!_visible) {
return; // do nothing if we're not visible
}
const float MAX_COLOR = 255;
glColor4f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, _alpha);
glDisable(GL_LIGHTING);
glPushMatrix();
glTranslatef(_position.x + _size * 0.5f,
_position.y + _size * 0.5f,
_position.z + _size * 0.5f);
glLineWidth(_lineWidth);
if (_isSolid) {
glutSolidCube(_size);
} else {
glutWireCube(_size);
}
glPopMatrix();
}

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@ -0,0 +1,23 @@
//
// Cube3DOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Cube3DOverlay__
#define __interface__Cube3DOverlay__
#include "Volume3DOverlay.h"
class Cube3DOverlay : public Volume3DOverlay {
Q_OBJECT
public:
Cube3DOverlay();
~Cube3DOverlay();
virtual void render();
};
#endif /* defined(__interface__Cube3DOverlay__) */

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@ -0,0 +1,145 @@
//
// ImageOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QPainter>
#include <QSvgRenderer>
#include <SharedUtil.h>
#include "ImageOverlay.h"
ImageOverlay::ImageOverlay() :
_textureID(0),
_renderImage(false),
_textureBound(false),
_wantClipFromImage(false)
{
}
ImageOverlay::~ImageOverlay() {
if (_parent && _textureID) {
// do we need to call this?
//_parent->deleteTexture(_textureID);
}
}
// TODO: handle setting image multiple times, how do we manage releasing the bound texture?
void ImageOverlay::setImageURL(const QUrl& url) {
// TODO: are we creating too many QNetworkAccessManager() when multiple calls to setImageURL are made?
QNetworkAccessManager* manager = new QNetworkAccessManager(this);
connect(manager, SIGNAL(finished(QNetworkReply*)), this, SLOT(replyFinished(QNetworkReply*)));
manager->get(QNetworkRequest(url));
}
void ImageOverlay::replyFinished(QNetworkReply* reply) {
// replace our byte array with the downloaded data
QByteArray rawData = reply->readAll();
_textureImage.loadFromData(rawData);
_renderImage = true;
}
void ImageOverlay::render() {
if (!_visible) {
return; // do nothing if we're not visible
}
if (_renderImage && !_textureBound) {
_textureID = _parent->bindTexture(_textureImage);
_textureBound = true;
}
if (_renderImage) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, _textureID);
}
const float MAX_COLOR = 255;
glColor4f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, _alpha);
float imageWidth = _textureImage.width();
float imageHeight = _textureImage.height();
QRect fromImage;
if (_wantClipFromImage) {
fromImage = _fromImage;
} else {
fromImage.setX(0);
fromImage.setY(0);
fromImage.setWidth(imageWidth);
fromImage.setHeight(imageHeight);
}
float x = fromImage.x() / imageWidth;
float y = fromImage.y() / imageHeight;
float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure
float h = fromImage.height() / imageHeight;
glBegin(GL_QUADS);
if (_renderImage) {
glTexCoord2f(x, 1.0f - y);
}
glVertex2f(_bounds.left(), _bounds.top());
if (_renderImage) {
glTexCoord2f(x + w, 1.0f - y);
}
glVertex2f(_bounds.right(), _bounds.top());
if (_renderImage) {
glTexCoord2f(x + w, 1.0f - (y + h));
}
glVertex2f(_bounds.right(), _bounds.bottom());
if (_renderImage) {
glTexCoord2f(x, 1.0f - (y + h));
}
glVertex2f(_bounds.left(), _bounds.bottom());
glEnd();
if (_renderImage) {
glDisable(GL_TEXTURE_2D);
}
}
void ImageOverlay::setProperties(const QScriptValue& properties) {
Overlay2D::setProperties(properties);
QScriptValue subImageBounds = properties.property("subImage");
if (subImageBounds.isValid()) {
QRect oldSubImageRect = _fromImage;
QRect subImageRect = _fromImage;
if (subImageBounds.property("x").isValid()) {
subImageRect.setX(subImageBounds.property("x").toVariant().toInt());
} else {
subImageRect.setX(oldSubImageRect.x());
}
if (subImageBounds.property("y").isValid()) {
subImageRect.setY(subImageBounds.property("y").toVariant().toInt());
} else {
subImageRect.setY(oldSubImageRect.y());
}
if (subImageBounds.property("width").isValid()) {
subImageRect.setWidth(subImageBounds.property("width").toVariant().toInt());
} else {
subImageRect.setWidth(oldSubImageRect.width());
}
if (subImageBounds.property("height").isValid()) {
subImageRect.setHeight(subImageBounds.property("height").toVariant().toInt());
} else {
subImageRect.setHeight(oldSubImageRect.height());
}
setClipFromSource(subImageRect);
}
QScriptValue imageURL = properties.property("imageURL");
if (imageURL.isValid()) {
setImageURL(imageURL.toVariant().toString());
}
}

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@ -0,0 +1,60 @@
//
// ImageOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__ImageOverlay__
#define __interface__ImageOverlay__
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QImage>
#include <QNetworkAccessManager>
#include <QNetworkReply>
#include <QRect>
#include <QScriptValue>
#include <QString>
#include <QUrl>
#include <SharedUtil.h>
#include "Overlay.h"
#include "Overlay2D.h"
class ImageOverlay : public Overlay2D {
Q_OBJECT
public:
ImageOverlay();
~ImageOverlay();
virtual void render();
// getters
const QRect& getClipFromSource() const { return _fromImage; }
const QUrl& getImageURL() const { return _imageURL; }
// setters
void setClipFromSource(const QRect& bounds) { _fromImage = bounds; _wantClipFromImage = true; }
void setImageURL(const QUrl& url);
virtual void setProperties(const QScriptValue& properties);
private slots:
void replyFinished(QNetworkReply* reply); // we actually want to hide this...
private:
QUrl _imageURL;
QImage _textureImage;
GLuint _textureID;
QRect _fromImage; // where from in the image to sample
bool _renderImage; // is there an image associated with this overlay, or is it just a colored rectangle
bool _textureBound; // has the texture been bound
bool _wantClipFromImage;
};
#endif /* defined(__interface__ImageOverlay__) */

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@ -0,0 +1,60 @@
//
// Line3DOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include "Line3DOverlay.h"
Line3DOverlay::Line3DOverlay() {
}
Line3DOverlay::~Line3DOverlay() {
}
void Line3DOverlay::render() {
if (!_visible) {
return; // do nothing if we're not visible
}
const float MAX_COLOR = 255;
glDisable(GL_LIGHTING);
glLineWidth(_lineWidth);
glColor4f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, _alpha);
glBegin(GL_LINES);
glVertex3f(_position.x, _position.y, _position.z);
glVertex3f(_end.x, _end.y, _end.z);
glEnd();
glEnable(GL_LIGHTING);
}
void Line3DOverlay::setProperties(const QScriptValue& properties) {
Base3DOverlay::setProperties(properties);
QScriptValue end = properties.property("end");
// if "end" property was not there, check to see if they included aliases: endPoint, or p2
if (!end.isValid()) {
end = properties.property("endPoint");
if (!end.isValid()) {
end = properties.property("p2");
}
}
if (end.isValid()) {
QScriptValue x = end.property("x");
QScriptValue y = end.property("y");
QScriptValue z = end.property("z");
if (x.isValid() && y.isValid() && z.isValid()) {
glm::vec3 newEnd;
newEnd.x = x.toVariant().toFloat();
newEnd.y = y.toVariant().toFloat();
newEnd.z = z.toVariant().toFloat();
setEnd(newEnd);
}
}
}

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@ -0,0 +1,34 @@
//
// Line3DOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Line3DOverlay__
#define __interface__Line3DOverlay__
#include "Base3DOverlay.h"
class Line3DOverlay : public Base3DOverlay {
Q_OBJECT
public:
Line3DOverlay();
~Line3DOverlay();
virtual void render();
// getters
const glm::vec3& getEnd() const { return _end; }
// setters
void setEnd(const glm::vec3& end) { _end = end; }
virtual void setProperties(const QScriptValue& properties);
protected:
glm::vec3 _end;
};
#endif /* defined(__interface__Line3DOverlay__) */

View file

@ -121,6 +121,12 @@ LodToolsDialog::~LodToolsDialog() {
delete _boundaryLevelAdjust;
}
void LodToolsDialog::reloadSliders() {
_lodSize->setValue(Menu::getInstance()->getVoxelSizeScale() / TREE_SCALE);
_boundaryLevelAdjust->setValue(Menu::getInstance()->getBoundaryLevelAdjust());
_feedback->setText(getFeedbackText());
}
void LodToolsDialog::sizeScaleValueChanged(int value) {
float realValue = value * TREE_SCALE;
Menu::getInstance()->setVoxelSizeScale(realValue);

View file

@ -28,6 +28,7 @@ public slots:
void sizeScaleValueChanged(int value);
void boundaryLevelValueChanged(int value);
void resetClicked(bool checked);
void reloadSliders();
protected:

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@ -0,0 +1,55 @@
//
// Overlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QSvgRenderer>
#include <QPainter>
#include <QGLWidget>
#include <SharedUtil.h>
#include "Overlay.h"
Overlay::Overlay() :
_parent(NULL),
_alpha(DEFAULT_ALPHA),
_color(DEFAULT_BACKGROUND_COLOR),
_visible(true)
{
}
void Overlay::init(QGLWidget* parent) {
_parent = parent;
}
Overlay::~Overlay() {
}
void Overlay::setProperties(const QScriptValue& properties) {
QScriptValue color = properties.property("color");
if (color.isValid()) {
QScriptValue red = color.property("red");
QScriptValue green = color.property("green");
QScriptValue blue = color.property("blue");
if (red.isValid() && green.isValid() && blue.isValid()) {
_color.red = red.toVariant().toInt();
_color.green = green.toVariant().toInt();
_color.blue = blue.toVariant().toInt();
}
}
if (properties.property("alpha").isValid()) {
setAlpha(properties.property("alpha").toVariant().toFloat());
}
if (properties.property("visible").isValid()) {
setVisible(properties.property("visible").toVariant().toBool());
}
}

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@ -0,0 +1,53 @@
//
// Overlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Overlay__
#define __interface__Overlay__
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QRect>
#include <QScriptValue>
#include <QString>
#include <SharedUtil.h> // for xColor
const xColor DEFAULT_BACKGROUND_COLOR = { 255, 255, 255 };
const float DEFAULT_ALPHA = 0.7f;
class Overlay : public QObject {
Q_OBJECT
public:
Overlay();
~Overlay();
void init(QGLWidget* parent);
virtual void render() = 0;
// getters
bool getVisible() const { return _visible; }
const xColor& getColor() const { return _color; }
float getAlpha() const { return _alpha; }
// setters
void setVisible(bool visible) { _visible = visible; }
void setColor(const xColor& color) { _color = color; }
void setAlpha(float alpha) { _alpha = alpha; }
virtual void setProperties(const QScriptValue& properties);
protected:
QGLWidget* _parent;
float _alpha;
xColor _color;
bool _visible; // should the overlay be drawn at all
};
#endif /* defined(__interface__Overlay__) */

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@ -0,0 +1,63 @@
//
// Overlay2D.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QSvgRenderer>
#include <QPainter>
#include <QGLWidget>
#include <SharedUtil.h>
#include "Overlay2D.h"
Overlay2D::Overlay2D() {
}
Overlay2D::~Overlay2D() {
}
void Overlay2D::setProperties(const QScriptValue& properties) {
Overlay::setProperties(properties);
QScriptValue bounds = properties.property("bounds");
if (bounds.isValid()) {
QRect boundsRect;
boundsRect.setX(bounds.property("x").toVariant().toInt());
boundsRect.setY(bounds.property("y").toVariant().toInt());
boundsRect.setWidth(bounds.property("width").toVariant().toInt());
boundsRect.setHeight(bounds.property("height").toVariant().toInt());
setBounds(boundsRect);
} else {
QRect oldBounds = getBounds();
QRect newBounds = oldBounds;
if (properties.property("x").isValid()) {
newBounds.setX(properties.property("x").toVariant().toInt());
} else {
newBounds.setX(oldBounds.x());
}
if (properties.property("y").isValid()) {
newBounds.setY(properties.property("y").toVariant().toInt());
} else {
newBounds.setY(oldBounds.y());
}
if (properties.property("width").isValid()) {
newBounds.setWidth(properties.property("width").toVariant().toInt());
} else {
newBounds.setWidth(oldBounds.width());
}
if (properties.property("height").isValid()) {
newBounds.setHeight(properties.property("height").toVariant().toInt());
} else {
newBounds.setHeight(oldBounds.height());
}
setBounds(newBounds);
//qDebug() << "set bounds to " << getBounds();
}
}

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@ -0,0 +1,51 @@
//
// Overlay2D.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Overlay2D__
#define __interface__Overlay2D__
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QRect>
#include <QScriptValue>
#include <QString>
#include <SharedUtil.h> // for xColor
#include "Overlay.h"
class Overlay2D : public Overlay {
Q_OBJECT
public:
Overlay2D();
~Overlay2D();
// getters
int getX() const { return _bounds.x(); }
int getY() const { return _bounds.y(); }
int getWidth() const { return _bounds.width(); }
int getHeight() const { return _bounds.height(); }
const QRect& getBounds() const { return _bounds; }
// setters
void setX(int x) { _bounds.setX(x); }
void setY(int y) { _bounds.setY(y); }
void setWidth(int width) { _bounds.setWidth(width); }
void setHeight(int height) { _bounds.setHeight(height); }
void setBounds(const QRect& bounds) { _bounds = bounds; }
virtual void setProperties(const QScriptValue& properties);
protected:
QRect _bounds; // where on the screen to draw
};
#endif /* defined(__interface__Overlay2D__) */

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@ -0,0 +1,129 @@
//
// Overlays.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#include "Cube3DOverlay.h"
#include "ImageOverlay.h"
#include "Line3DOverlay.h"
#include "Overlays.h"
#include "Sphere3DOverlay.h"
#include "TextOverlay.h"
unsigned int Overlays::_nextOverlayID = 1;
Overlays::Overlays() {
}
Overlays::~Overlays() {
}
void Overlays::init(QGLWidget* parent) {
_parent = parent;
}
void Overlays::render2D() {
foreach(Overlay* thisOverlay, _overlays2D) {
thisOverlay->render();
}
}
void Overlays::render3D() {
foreach(Overlay* thisOverlay, _overlays3D) {
thisOverlay->render();
}
}
// TODO: make multi-threaded safe
unsigned int Overlays::addOverlay(const QString& type, const QScriptValue& properties) {
unsigned int thisID = 0;
bool created = false;
bool is3D = false;
Overlay* thisOverlay = NULL;
if (type == "image") {
thisOverlay = new ImageOverlay();
thisOverlay->init(_parent);
thisOverlay->setProperties(properties);
created = true;
} else if (type == "text") {
thisOverlay = new TextOverlay();
thisOverlay->init(_parent);
thisOverlay->setProperties(properties);
created = true;
} else if (type == "cube") {
thisOverlay = new Cube3DOverlay();
thisOverlay->init(_parent);
thisOverlay->setProperties(properties);
created = true;
is3D = true;
} else if (type == "sphere") {
thisOverlay = new Sphere3DOverlay();
thisOverlay->init(_parent);
thisOverlay->setProperties(properties);
created = true;
is3D = true;
} else if (type == "line3d") {
thisOverlay = new Line3DOverlay();
thisOverlay->init(_parent);
thisOverlay->setProperties(properties);
created = true;
is3D = true;
}
if (created) {
thisID = _nextOverlayID;
_nextOverlayID++;
if (is3D) {
_overlays3D[thisID] = thisOverlay;
} else {
_overlays2D[thisID] = thisOverlay;
}
}
return thisID;
}
// TODO: make multi-threaded safe
bool Overlays::editOverlay(unsigned int id, const QScriptValue& properties) {
Overlay* thisOverlay = NULL;
if (_overlays2D.contains(id)) {
thisOverlay = _overlays2D[id];
} else if (_overlays3D.contains(id)) {
thisOverlay = _overlays3D[id];
}
if (thisOverlay) {
thisOverlay->setProperties(properties);
return true;
}
return false;
}
// TODO: make multi-threaded safe
void Overlays::deleteOverlay(unsigned int id) {
if (_overlays2D.contains(id)) {
_overlays2D.erase(_overlays2D.find(id));
} else if (_overlays3D.contains(id)) {
_overlays3D.erase(_overlays3D.find(id));
}
}
unsigned int Overlays::getOverlayAtPoint(const glm::vec2& point) {
QMapIterator<unsigned int, Overlay*> i(_overlays2D);
i.toBack();
while (i.hasPrevious()) {
i.previous();
unsigned int thisID = i.key();
Overlay2D* thisOverlay = static_cast<Overlay2D*>(i.value());
if (thisOverlay->getVisible() && thisOverlay->getBounds().contains(point.x, point.y, false)) {
return thisID;
}
}
return 0; // not found
}

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@ -0,0 +1,46 @@
//
// Overlays.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Overlays__
#define __interface__Overlays__
#include <QScriptValue>
#include "Overlay.h"
class Overlays : public QObject {
Q_OBJECT
public:
Overlays();
~Overlays();
void init(QGLWidget* parent);
void render3D();
void render2D();
public slots:
/// adds an overlay with the specific properties
unsigned int addOverlay(const QString& type, const QScriptValue& properties);
/// edits an overlay updating only the included properties, will return the identified OverlayID in case of
/// successful edit, if the input id is for an unknown overlay this function will have no effect
bool editOverlay(unsigned int id, const QScriptValue& properties);
/// deletes a particle
void deleteOverlay(unsigned int id);
/// returns the top most overlay at the screen point, or 0 if not overlay at that point
unsigned int getOverlayAtPoint(const glm::vec2& point);
private:
QMap<unsigned int, Overlay*> _overlays2D;
QMap<unsigned int, Overlay*> _overlays3D;
static unsigned int _nextOverlayID;
QGLWidget* _parent;
};
#endif /* defined(__interface__Overlays__) */

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@ -0,0 +1,45 @@
//
// Sphere3DOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <SharedUtil.h>
#include "Sphere3DOverlay.h"
Sphere3DOverlay::Sphere3DOverlay() {
}
Sphere3DOverlay::~Sphere3DOverlay() {
}
void Sphere3DOverlay::render() {
if (!_visible) {
return; // do nothing if we're not visible
}
const float MAX_COLOR = 255;
glColor4f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, _alpha);
glDisable(GL_LIGHTING);
glPushMatrix();
glTranslatef(_position.x + _size * 0.5f,
_position.y + _size * 0.5f,
_position.z + _size * 0.5f);
glLineWidth(_lineWidth);
const int slices = 15;
if (_isSolid) {
glutSolidSphere(_size, slices, slices);
} else {
glutWireSphere(_size, slices, slices);
}
glPopMatrix();
}

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@ -0,0 +1,23 @@
//
// Sphere3DOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Sphere3DOverlay__
#define __interface__Sphere3DOverlay__
#include "Volume3DOverlay.h"
class Sphere3DOverlay : public Volume3DOverlay {
Q_OBJECT
public:
Sphere3DOverlay();
~Sphere3DOverlay();
virtual void render();
};
#endif /* defined(__interface__Sphere3DOverlay__) */

View file

@ -0,0 +1,82 @@
//
// TextOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <SharedUtil.h>
#include "TextOverlay.h"
#include "TextRenderer.h"
TextOverlay::TextOverlay() :
_leftMargin(DEFAULT_MARGIN),
_topMargin(DEFAULT_MARGIN)
{
}
TextOverlay::~TextOverlay() {
}
void TextOverlay::render() {
if (!_visible) {
return; // do nothing if we're not visible
}
const float MAX_COLOR = 255;
glColor4f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, _alpha);
glBegin(GL_QUADS);
glVertex2f(_bounds.left(), _bounds.top());
glVertex2f(_bounds.right(), _bounds.top());
glVertex2f(_bounds.right(), _bounds.bottom());
glVertex2f(_bounds.left(), _bounds.bottom());
glEnd();
//TextRenderer(const char* family, int pointSize = -1, int weight = -1, bool italic = false,
// EffectType effect = NO_EFFECT, int effectThickness = 1);
TextRenderer textRenderer(SANS_FONT_FAMILY, 11, 50);
const int leftAdjust = -1; // required to make text render relative to left edge of bounds
const int topAdjust = -2; // required to make text render relative to top edge of bounds
int x = _bounds.left() + _leftMargin + leftAdjust;
int y = _bounds.top() + _topMargin + topAdjust;
glColor3f(1.0f, 1.0f, 1.0f);
QStringList lines = _text.split("\n");
int lineOffset = 0;
foreach(QString thisLine, lines) {
if (lineOffset == 0) {
lineOffset = textRenderer.calculateHeight(qPrintable(thisLine));
}
lineOffset += textRenderer.draw(x, y + lineOffset, qPrintable(thisLine));
const int lineGap = 2;
lineOffset += lineGap;
}
}
void TextOverlay::setProperties(const QScriptValue& properties) {
Overlay2D::setProperties(properties);
QScriptValue text = properties.property("text");
if (text.isValid()) {
setText(text.toVariant().toString());
}
if (properties.property("leftMargin").isValid()) {
setLeftMargin(properties.property("leftMargin").toVariant().toInt());
}
if (properties.property("topMargin").isValid()) {
setTopMargin(properties.property("topMargin").toVariant().toInt());
}
}

View file

@ -0,0 +1,59 @@
//
// TextOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__TextOverlay__
#define __interface__TextOverlay__
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QImage>
#include <QNetworkAccessManager>
#include <QNetworkReply>
#include <QRect>
#include <QScriptValue>
#include <QString>
#include <QUrl>
#include <SharedUtil.h>
#include "Overlay.h"
#include "Overlay2D.h"
const int DEFAULT_MARGIN = 10;
class TextOverlay : public Overlay2D {
Q_OBJECT
public:
TextOverlay();
~TextOverlay();
virtual void render();
// getters
const QString& getText() const { return _text; }
int getLeftMargin() const { return _leftMargin; }
int getTopMargin() const { return _topMargin; }
// setters
void setText(const QString& text) { _text = text; }
void setLeftMargin(int margin) { _leftMargin = margin; }
void setTopMargin(int margin) { _topMargin = margin; }
virtual void setProperties(const QScriptValue& properties);
private:
QString _text;
int _leftMargin;
int _topMargin;
};
#endif /* defined(__interface__TextOverlay__) */

View file

@ -8,6 +8,8 @@
#include <QFont>
#include <QPaintEngine>
#include <QtDebug>
#include <QString>
#include <QStringList>
#include "InterfaceConfig.h"
#include "TextRenderer.h"
@ -30,10 +32,25 @@ TextRenderer::~TextRenderer() {
glDeleteTextures(_allTextureIDs.size(), _allTextureIDs.constData());
}
void TextRenderer::draw(int x, int y, const char* str) {
int TextRenderer::calculateHeight(const char* str) {
int maxHeight = 0;
for (const char* ch = str; *ch != 0; ch++) {
const Glyph& glyph = getGlyph(*ch);
if (glyph.textureID() == 0) {
continue;
}
if (glyph.bounds().height() > maxHeight) {
maxHeight = glyph.bounds().height();
}
}
return maxHeight;
}
int TextRenderer::draw(int x, int y, const char* str) {
glEnable(GL_TEXTURE_2D);
int maxHeight = 0;
for (const char* ch = str; *ch != 0; ch++) {
const Glyph& glyph = getGlyph(*ch);
if (glyph.textureID() == 0) {
@ -41,19 +58,23 @@ void TextRenderer::draw(int x, int y, const char* str) {
continue;
}
if (glyph.bounds().height() > maxHeight) {
maxHeight = glyph.bounds().height();
}
glBindTexture(GL_TEXTURE_2D, glyph.textureID());
int left = x + glyph.bounds().x();
int right = x + glyph.bounds().x() + glyph.bounds().width();
int bottom = y + glyph.bounds().y();
int top = y + glyph.bounds().y() + glyph.bounds().height();
float scale = 1.0 / IMAGE_SIZE;
float ls = glyph.location().x() * scale;
float rs = (glyph.location().x() + glyph.bounds().width()) * scale;
float bt = glyph.location().y() * scale;
float tt = (glyph.location().y() + glyph.bounds().height()) * scale;
glBegin(GL_QUADS);
glTexCoord2f(ls, bt);
glVertex2f(left, bottom);
@ -64,12 +85,13 @@ void TextRenderer::draw(int x, int y, const char* str) {
glTexCoord2f(ls, tt);
glVertex2f(left, top);
glEnd();
x += glyph.width();
}
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
return maxHeight;
}
int TextRenderer::computeWidth(char ch)

View file

@ -20,6 +20,16 @@
// a special "character" that renders as a solid block
const char SOLID_BLOCK_CHAR = 127;
// the standard sans serif font family
#define SANS_FONT_FAMILY "Helvetica"
// the standard mono font family
#define MONO_FONT_FAMILY "Courier"
// the Inconsolata font family
#define INCONSOLATA_FONT_FAMILY "Inconsolata"
class Glyph;
class TextRenderer {
@ -33,7 +43,11 @@ public:
const QFontMetrics& metrics() const { return _metrics; }
void draw(int x, int y, const char* str);
// returns the height of the tallest character
int calculateHeight(const char* str);
// also returns the height of the tallest character
int draw(int x, int y, const char* str);
int computeWidth(char ch);
int computeWidth(const char* str);

View file

@ -0,0 +1,47 @@
//
// Volume3DOverlay.cpp
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <SharedUtil.h>
#include "Volume3DOverlay.h"
const float DEFAULT_SIZE = 1.0f;
const bool DEFAULT_IS_SOLID = false;
Volume3DOverlay::Volume3DOverlay() :
_size(DEFAULT_SIZE),
_isSolid(DEFAULT_IS_SOLID)
{
}
Volume3DOverlay::~Volume3DOverlay() {
}
void Volume3DOverlay::setProperties(const QScriptValue& properties) {
Base3DOverlay::setProperties(properties);
if (properties.property("size").isValid()) {
setSize(properties.property("size").toVariant().toFloat());
}
if (properties.property("isSolid").isValid()) {
setIsSolid(properties.property("isSolid").toVariant().toBool());
}
if (properties.property("isWire").isValid()) {
setIsSolid(!properties.property("isWire").toVariant().toBool());
}
if (properties.property("solid").isValid()) {
setIsSolid(properties.property("solid").toVariant().toBool());
}
if (properties.property("wire").isValid()) {
setIsSolid(!properties.property("wire").toVariant().toBool());
}
}

View file

@ -0,0 +1,42 @@
//
// Volume3DOverlay.h
// interface
//
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Volume3DOverlay__
#define __interface__Volume3DOverlay__
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <QScriptValue>
#include "Base3DOverlay.h"
class Volume3DOverlay : public Base3DOverlay {
Q_OBJECT
public:
Volume3DOverlay();
~Volume3DOverlay();
// getters
float getSize() const { return _size; }
bool getIsSolid() const { return _isSolid; }
// setters
void setSize(float size) { _size = size; }
void setIsSolid(bool isSolid) { _isSolid = isSolid; }
virtual void setProperties(const QScriptValue& properties);
protected:
float _size;
bool _isSolid;
};
#endif /* defined(__interface__Volume3DOverlay__) */

View file

@ -52,8 +52,8 @@ static const float MIN_AVATAR_SCALE = .005f;
const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
const QUrl DEFAULT_HEAD_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_head.fbx");
const QUrl DEFAULT_BODY_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_body.fbx");
const QUrl DEFAULT_HEAD_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_head.fst");
const QUrl DEFAULT_BODY_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_body.fst");
enum KeyState {
NO_KEY_DOWN = 0,
@ -67,6 +67,7 @@ class AvatarData : public NodeData {
Q_OBJECT
Q_PROPERTY(glm::vec3 position READ getPosition WRITE setPosition)
Q_PROPERTY(float scale READ getTargetScale WRITE setTargetScale)
Q_PROPERTY(glm::vec3 handPosition READ getHandPosition WRITE setHandPosition)
Q_PROPERTY(float bodyYaw READ getBodyYaw WRITE setBodyYaw)
Q_PROPERTY(float bodyPitch READ getBodyPitch WRITE setBodyPitch)

View file

@ -2,7 +2,7 @@
// AvatarHashMap.cpp
// hifi
//
// Created by Stephen AndrewMeadows on 1/28/2014.
// Created by AndrewMeadows on 1/28/2014.
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
//

View file

@ -45,10 +45,3 @@ void HeadData::addLean(float sideways, float forwards) {
_leanForward += forwards;
}
bool HeadData::findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration) const {
// we would like to update this to determine collisions/penetrations with the Avatar's head sphere...
// but right now it does not appear as if the HeadData has a position and radius.
// this is a placeholder for now.
return false;
}

View file

@ -58,13 +58,6 @@ public:
void setLookAtPosition(const glm::vec3& lookAtPosition) { _lookAtPosition = lookAtPosition; }
friend class AvatarData;
/// Checks for penetration between the described sphere and the hand.
/// \param penetratorCenter the center of the penetration test sphere
/// \param penetratorRadius the radius of the penetration test sphere
/// \param penetration[out] the vector in which to store the penetration
/// \return whether or not the sphere penetrated
bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration) const;
protected:
float _yaw;

View file

@ -11,7 +11,12 @@
#include "OctreeScriptingInterface.h"
OctreeScriptingInterface::OctreeScriptingInterface(OctreeEditPacketSender* packetSender,
JurisdictionListener* jurisdictionListener)
JurisdictionListener* jurisdictionListener) :
_packetSender(NULL),
_jurisdictionListener(NULL),
_managedPacketSender(false),
_managedJurisdictionListener(false),
_initialized(false)
{
setPacketSender(packetSender);
setJurisdictionListener(jurisdictionListener);
@ -45,6 +50,9 @@ void OctreeScriptingInterface::setJurisdictionListener(JurisdictionListener* jur
}
void OctreeScriptingInterface::init() {
if (_initialized) {
return;
}
if (_jurisdictionListener) {
_managedJurisdictionListener = false;
} else {
@ -64,5 +72,5 @@ void OctreeScriptingInterface::init() {
if (QCoreApplication::instance()) {
connect(QCoreApplication::instance(), SIGNAL(aboutToQuit()), this, SLOT(cleanupManagedObjects()));
}
_initialized = true;
}

View file

@ -93,6 +93,7 @@ protected:
JurisdictionListener* _jurisdictionListener;
bool _managedPacketSender;
bool _managedJurisdictionListener;
bool _initialized;
};
#endif /* defined(__hifi__OctreeScriptingInterface__) */

View file

@ -12,6 +12,7 @@
#include <QtCore/QObject>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include "EventTypes.h"
@ -37,6 +38,7 @@ public slots:
virtual glm::vec3 getSpatialControlPosition(int controlIndex) const = 0;
virtual glm::vec3 getSpatialControlVelocity(int controlIndex) const = 0;
virtual glm::vec3 getSpatialControlNormal(int controlIndex) const = 0;
virtual glm::quat getSpatialControlRawRotation(int controlIndex) const = 0;
virtual void captureKeyEvents(const KeyEvent& event) = 0;
virtual void releaseKeyEvents(const KeyEvent& event) = 0;

View file

@ -9,7 +9,10 @@
//
//
#include <glm/gtx/vector_angle.hpp>
#include <OctreeConstants.h>
#include <SharedUtil.h>
#include "Quat.h"
glm::quat Quat::multiply(const glm::quat& q1, const glm::quat& q2) {
@ -24,6 +27,11 @@ glm::quat Quat::fromPitchYawRoll(float pitch, float yaw, float roll) {
return glm::quat(glm::radians(glm::vec3(pitch, yaw, roll)));
}
glm::quat Quat::inverse(const glm::quat& q) {
return glm::inverse(q);
}
glm::vec3 Quat::getFront(const glm::quat& orientation) {
return orientation * IDENTITY_FRONT;
}
@ -35,3 +43,12 @@ glm::vec3 Quat::getRight(const glm::quat& orientation) {
glm::vec3 Quat::getUp(const glm::quat& orientation) {
return orientation * IDENTITY_UP;
}
glm::vec3 Quat::safeEulerAngles(const glm::quat& orientation) {
return ::safeEulerAngles(orientation);
}
glm::quat Quat::angleAxis(float angle, const glm::vec3& v) {
return glm::angleAxis(angle, v);
}

View file

@ -23,11 +23,12 @@ public slots:
glm::quat multiply(const glm::quat& q1, const glm::quat& q2);
glm::quat fromVec3(const glm::vec3& vec3);
glm::quat fromPitchYawRoll(float pitch, float yaw, float roll);
glm::quat inverse(const glm::quat& q);
glm::vec3 getFront(const glm::quat& orientation);
glm::vec3 getRight(const glm::quat& orientation);
glm::vec3 getUp(const glm::quat& orientation);
glm::vec3 safeEulerAngles(const glm::quat& orientation);
glm::quat angleAxis(float angle, const glm::vec3& v);
};
#endif /* defined(__hifi__Quat__) */

View file

@ -19,6 +19,16 @@ glm::vec3 Vec3::multiply(const glm::vec3& v1, float f) {
return v1 * f;
}
glm::vec3 Vec3::multiplyQbyV(const glm::quat& q, const glm::vec3& v) {
return q * v;
}
glm::vec3 Vec3::sum(const glm::vec3& v1, const glm::vec3& v2) {
return v1 + v2;
}
glm::vec3 Vec3::subtract(const glm::vec3& v1, const glm::vec3& v2) {
return v1 - v2;
}
float Vec3::length(const glm::vec3& v) {
return glm::length(v);
}

View file

@ -23,7 +23,10 @@ class Vec3 : public QObject {
public slots:
glm::vec3 multiply(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 multiply(const glm::vec3& v1, float f);
glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v);
glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 subtract(const glm::vec3& v1, const glm::vec3& v2);
float length(const glm::vec3& v);
};

View file

@ -45,6 +45,8 @@ public:
_alwaysDisplay(alwaysDisplay),
_runningTotal(runningTotal),
_totalCalls(totalCalls) { }
quint64 elapsed() const { return (usecTimestampNow() - _start); };
~PerformanceWarning();