Merge branch 'master' into toybox

This commit is contained in:
ericrius1 2015-09-29 15:40:46 -07:00
commit 648fb7cb8c
12 changed files with 140 additions and 22 deletions

View file

@ -101,9 +101,11 @@ function MyController(hand, triggerAction) {
this.getHandRotation = MyAvatar.getLeftPalmRotation;
}
var SPATIAL_CONTROLLERS_PER_PALM = 2;
var TIP_CONTROLLER_OFFSET = 1;
this.triggerAction = triggerAction;
this.palm = 2 * hand;
// this.tip = 2 * hand + 1; // unused, but I'm leaving this here for fear it will be needed
this.palm = SPATIAL_CONTROLLERS_PER_PALM * hand;
this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
this.actionID = null; // action this script created...
this.grabbedEntity = null; // on this entity.
@ -292,6 +294,9 @@ function MyController(hand, triggerAction) {
Entities.callEntityMethod(this.grabbedEntity, "startDistantGrab");
}
this.currentAvatarPosition = MyAvatar.position;
this.currentAvatarOrientation = MyAvatar.orientation;
};
this.continueDistanceHolding = function() {
@ -310,11 +315,46 @@ function MyController(hand, triggerAction) {
// the action was set up on a previous call. update the targets.
var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
// how far did avatar move this timestep?
var currentPosition = MyAvatar.position;
var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
this.currentAvatarPosition = currentPosition;
// How far did the avatar turn this timestep?
// Note: The following code is too long because we need a Quat.quatBetween() function
// that returns the minimum quaternion between two quaternions.
var currentOrientation = MyAvatar.orientation;
if (Quat.dot(currentOrientation, this.currentAvatarOrientation) < 0.0) {
var negativeCurrentOrientation = {
x: -currentOrientation.x,
y: -currentOrientation.y,
z: -currentOrientation.z,
w: -currentOrientation.w
};
var avatarDeltaOrientation = Quat.multiply(negativeCurrentOrientation, Quat.inverse(this.currentAvatarOrientation));
} else {
var avatarDeltaOrientation = Quat.multiply(currentOrientation, Quat.inverse(this.currentAvatarOrientation));
}
var handToAvatar = Vec3.subtract(handControllerPosition, this.currentAvatarPosition);
var objectToAvatar = Vec3.subtract(this.currentObjectPosition, this.currentAvatarPosition);
var handMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, handToAvatar), handToAvatar);
var objectMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, objectToAvatar), objectToAvatar);
this.currentAvatarOrientation = currentOrientation;
// how far did hand move this timestep?
var handMoved = Vec3.subtract(handControllerPosition, this.handPreviousPosition);
this.handPreviousPosition = handControllerPosition;
// magnify the hand movement but not the change from avatar movement & rotation
handMoved = Vec3.subtract(handMoved, avatarDeltaPosition);
handMoved = Vec3.subtract(handMoved, handMovementFromTurning);
var superHandMoved = Vec3.multiply(handMoved, radius);
// Move the object by the magnified amount and then by amount from avatar movement & rotation
var newObjectPosition = Vec3.sum(this.currentObjectPosition, superHandMoved);
newObjectPosition = Vec3.sum(newObjectPosition, avatarDeltaPosition);
newObjectPosition = Vec3.sum(newObjectPosition, objectMovementFromTurning);
var deltaPosition = Vec3.subtract(newObjectPosition, this.currentObjectPosition); // meters
var now = Date.now();
var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
@ -379,7 +419,8 @@ function MyController(hand, triggerAction) {
}
this.currentHandControllerPosition = Controller.getSpatialControlPosition(this.palm);
this.currentHandControllerTipPosition = Controller.getSpatialControlPosition(this.tip);
this.currentObjectTime = Date.now();
};
@ -389,15 +430,21 @@ function MyController(hand, triggerAction) {
return;
}
// keep track of the measured velocity of the held object
var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
// Keep track of the fingertip velocity to impart when we release the object
// Note that the idea of using a constant 'tip' velocity regardless of the
// object's actual held offset is an idea intended to make it easier to throw things:
// Because we might catch something or transfer it between hands without a good idea
// of it's actual offset, let's try imparting a velocity which is at a fixed radius
// from the palm.
var handControllerPosition = Controller.getSpatialControlPosition(this.tip);
var now = Date.now();
var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerPosition); // meters
var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerTipPosition); // meters
var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
this.computeReleaseVelocity(deltaPosition, deltaTime, true);
this.currentHandControllerPosition = handControllerPosition;
this.currentHandControllerTipPosition = handControllerPosition;
this.currentObjectTime = now;
Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
};
@ -480,17 +527,14 @@ function MyController(hand, triggerAction) {
};
this.startTouch = function(entityID) {
// print('START TOUCH' + entityID);
Entities.callEntityMethod(entityID, "startTouch");
};
this.continueTouch = function(entityID) {
// print('CONTINUE TOUCH' + entityID);
Entities.callEntityMethod(entityID, "continueTouch");
};
this.stopTouch = function(entityID) {
// print('STOP TOUCH' + entityID);
Entities.callEntityMethod(entityID, "stopTouch");
};
@ -514,8 +558,10 @@ function MyController(hand, triggerAction) {
this.release = function() {
this.lineOff();
if (this.grabbedEntity !== null && this.actionID !== null) {
Entities.deleteAction(this.grabbedEntity, this.actionID);
if (this.grabbedEntity !== null) {
if(this.actionID !== null) {
Entities.deleteAction(this.grabbedEntity, this.actionID);
}
Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
}

View file

@ -0,0 +1,10 @@
float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
specular = _modelNormal.rgb;
if (any(lessThan(specular, vec3(0.0)))) {
specular = vec3(1.0) + specular;
}
diffuse = vec3(1.0, 1.0, 1.0);
return 1.0;
}

View file

@ -0,0 +1,42 @@
function avatarRelativePosition(position) {
return Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, position));
}
ColorCube = function() {};
ColorCube.prototype.NAME = "ColorCube";
ColorCube.prototype.POSITION = { x: 0, y: 0.5, z: -0.5 };
ColorCube.prototype.USER_DATA = { ProceduralEntity: {
version: 2, shaderUrl: Script.resolvePath("colorCube.fs"),
} };
// Clear any previous entities within 50 meters
ColorCube.prototype.clear = function() {
var ids = Entities.findEntities(MyAvatar.position, 50);
var that = this;
ids.forEach(function(id) {
var properties = Entities.getEntityProperties(id);
if (properties.name == that.NAME) {
Entities.deleteEntity(id);
}
}, this);
}
ColorCube.prototype.create = function() {
var that = this;
var size = HMD.ipd;
var id = Entities.addEntity({
type: "Box",
position: avatarRelativePosition(that.POSITION),
name: that.NAME,
color: that.COLOR,
ignoreCollisions: true,
collisionsWillMove: false,
dimensions: { x: size, y: size, z: size },
lifetime: 3600,
userData: JSON.stringify(that.USER_DATA)
});
}
var colorCube = new ColorCube();
colorCube.clear();
colorCube.create();

View file

@ -10,7 +10,7 @@
//
#include "HMDScriptingInterface.h"
#include "display-plugins/DisplayPlugin.h"
#include <avatar/AvatarManager.h>
HMDScriptingInterface& HMDScriptingInterface::getInstance() {
@ -53,3 +53,7 @@ QScriptValue HMDScriptingInterface::getHUDLookAtPosition3D(QScriptContext* conte
}
return QScriptValue::NullValue;
}
float HMDScriptingInterface::getIPD() const {
return Application::getInstance()->getActiveDisplayPlugin()->getIPD();
}

View file

@ -20,6 +20,7 @@ class HMDScriptingInterface : public QObject {
Q_OBJECT
Q_PROPERTY(bool magnifier READ getMagnifier)
Q_PROPERTY(bool active READ isHMDMode)
Q_PROPERTY(float ipd READ getIPD)
public:
static HMDScriptingInterface& getInstance();
@ -33,6 +34,7 @@ private:
HMDScriptingInterface() {};
bool getMagnifier() const { return Application::getInstance()->getApplicationCompositor().hasMagnifier(); };
bool isHMDMode() const { return Application::getInstance()->isHMDMode(); }
float getIPD() const;
bool getHUDLookAtPosition3D(glm::vec3& result) const;

View file

@ -989,8 +989,11 @@ void AvatarData::setFaceModelURL(const QUrl& faceModelURL) {
}
void AvatarData::setSkeletonModelURL(const QUrl& skeletonModelURL) {
_skeletonModelURL = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
const QUrl& expanded = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
if (expanded == _skeletonModelURL) {
return;
}
_skeletonModelURL = expanded;
qCDebug(avatars) << "Changing skeleton model for avatar to" << _skeletonModelURL.toString();
updateJointMappings();

View file

@ -121,6 +121,8 @@ public:
static const glm::mat4 pose; return pose;
}
virtual float getIPD() const { return 0.0f; }
virtual void abandonCalibration() {}
virtual void resetSensors() {}
virtual float devicePixelRatio() { return 1.0; }

View file

@ -149,3 +149,11 @@ void OculusBaseDisplayPlugin::deactivate() {
void OculusBaseDisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
++_frameIndex;
}
float OculusBaseDisplayPlugin::getIPD() const {
float result = 0.0f;
#if (OVR_MAJOR_VERSION >= 6)
result = ovr_GetFloat(_hmd, OVR_KEY_IPD, OVR_DEFAULT_IPD);
#endif
return result;
}

View file

@ -31,6 +31,7 @@ public:
virtual void resetSensors() override final;
virtual glm::mat4 getEyePose(Eye eye) const override final;
virtual glm::mat4 getHeadPose() const override final;
virtual float getIPD() const override final;
protected:
virtual void preRender() override final;

View file

@ -442,7 +442,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
deferredTransforms[i].projection = projMats[i];
auto sideViewMat = eyeViews[i] * monoViewMat;
auto sideViewMat = monoViewMat * glm::inverse(eyeViews[i]);
viewTransforms[i].evalFromRawMatrix(sideViewMat);
deferredTransforms[i].viewInverse = sideViewMat;
@ -574,10 +574,8 @@ void DeferredLightingEffect::render(RenderArgs* args) {
for (auto lightID : _pointLights) {
auto& light = _allocatedLights[lightID];
// IN DEBUG: light->setShowContour(true);
if (_pointLightLocations->lightBufferUnit >= 0) {
batch.setUniformBuffer(_pointLightLocations->lightBufferUnit, light->getSchemaBuffer());
}
// IN DEBUG: light->setShowContour(true);
batch.setUniformBuffer(_pointLightLocations->lightBufferUnit, light->getSchemaBuffer());
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
@ -612,8 +610,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
for (auto lightID : _spotLights) {
auto light = _allocatedLights[lightID];
// IN DEBUG: light->setShowContour(true);
// IN DEBUG: light->setShowContour(true);
batch.setUniformBuffer(_spotLightLocations->lightBufferUnit, light->getSchemaBuffer());
auto eyeLightPos = eyePoint - light->getPosition();

View file

@ -17,6 +17,7 @@
// the interpolated normal
in vec3 _normal;
in vec3 _modelNormal;
in vec3 _color;
in vec2 _texCoord0;
in vec4 _position;

View file

@ -22,6 +22,7 @@ uniform bool Instanced = false;
// the interpolated normal
out vec3 _normal;
out vec3 _modelNormal;
out vec3 _color;
out vec2 _texCoord0;
out vec4 _position;
@ -30,6 +31,7 @@ void main(void) {
_color = inColor.rgb;
_texCoord0 = inTexCoord0.st;
_position = inPosition;
_modelNormal = inNormal.xyz;
// standard transform
TransformCamera cam = getTransformCamera();