mirror of
https://github.com/overte-org/overte.git
synced 2025-08-08 07:37:31 +02:00
Merge branch 'master' into toybox
This commit is contained in:
commit
648fb7cb8c
12 changed files with 140 additions and 22 deletions
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@ -101,9 +101,11 @@ function MyController(hand, triggerAction) {
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this.getHandRotation = MyAvatar.getLeftPalmRotation;
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}
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var SPATIAL_CONTROLLERS_PER_PALM = 2;
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var TIP_CONTROLLER_OFFSET = 1;
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this.triggerAction = triggerAction;
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this.palm = 2 * hand;
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// this.tip = 2 * hand + 1; // unused, but I'm leaving this here for fear it will be needed
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this.palm = SPATIAL_CONTROLLERS_PER_PALM * hand;
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this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
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this.actionID = null; // action this script created...
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this.grabbedEntity = null; // on this entity.
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@ -292,6 +294,9 @@ function MyController(hand, triggerAction) {
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Entities.callEntityMethod(this.grabbedEntity, "startDistantGrab");
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}
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this.currentAvatarPosition = MyAvatar.position;
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this.currentAvatarOrientation = MyAvatar.orientation;
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};
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this.continueDistanceHolding = function() {
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@ -310,11 +315,46 @@ function MyController(hand, triggerAction) {
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// the action was set up on a previous call. update the targets.
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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// how far did avatar move this timestep?
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var currentPosition = MyAvatar.position;
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var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
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this.currentAvatarPosition = currentPosition;
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// How far did the avatar turn this timestep?
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// Note: The following code is too long because we need a Quat.quatBetween() function
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// that returns the minimum quaternion between two quaternions.
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var currentOrientation = MyAvatar.orientation;
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if (Quat.dot(currentOrientation, this.currentAvatarOrientation) < 0.0) {
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var negativeCurrentOrientation = {
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x: -currentOrientation.x,
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y: -currentOrientation.y,
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z: -currentOrientation.z,
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w: -currentOrientation.w
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};
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var avatarDeltaOrientation = Quat.multiply(negativeCurrentOrientation, Quat.inverse(this.currentAvatarOrientation));
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} else {
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var avatarDeltaOrientation = Quat.multiply(currentOrientation, Quat.inverse(this.currentAvatarOrientation));
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}
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var handToAvatar = Vec3.subtract(handControllerPosition, this.currentAvatarPosition);
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var objectToAvatar = Vec3.subtract(this.currentObjectPosition, this.currentAvatarPosition);
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var handMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, handToAvatar), handToAvatar);
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var objectMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, objectToAvatar), objectToAvatar);
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this.currentAvatarOrientation = currentOrientation;
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// how far did hand move this timestep?
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var handMoved = Vec3.subtract(handControllerPosition, this.handPreviousPosition);
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this.handPreviousPosition = handControllerPosition;
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// magnify the hand movement but not the change from avatar movement & rotation
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handMoved = Vec3.subtract(handMoved, avatarDeltaPosition);
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handMoved = Vec3.subtract(handMoved, handMovementFromTurning);
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var superHandMoved = Vec3.multiply(handMoved, radius);
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// Move the object by the magnified amount and then by amount from avatar movement & rotation
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var newObjectPosition = Vec3.sum(this.currentObjectPosition, superHandMoved);
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newObjectPosition = Vec3.sum(newObjectPosition, avatarDeltaPosition);
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newObjectPosition = Vec3.sum(newObjectPosition, objectMovementFromTurning);
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var deltaPosition = Vec3.subtract(newObjectPosition, this.currentObjectPosition); // meters
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var now = Date.now();
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var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
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@ -379,7 +419,8 @@ function MyController(hand, triggerAction) {
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}
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this.currentHandControllerPosition = Controller.getSpatialControlPosition(this.palm);
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this.currentHandControllerTipPosition = Controller.getSpatialControlPosition(this.tip);
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this.currentObjectTime = Date.now();
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};
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@ -389,15 +430,21 @@ function MyController(hand, triggerAction) {
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return;
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}
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// keep track of the measured velocity of the held object
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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// Keep track of the fingertip velocity to impart when we release the object
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// Note that the idea of using a constant 'tip' velocity regardless of the
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// object's actual held offset is an idea intended to make it easier to throw things:
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// Because we might catch something or transfer it between hands without a good idea
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// of it's actual offset, let's try imparting a velocity which is at a fixed radius
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// from the palm.
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var handControllerPosition = Controller.getSpatialControlPosition(this.tip);
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var now = Date.now();
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var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerPosition); // meters
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var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerTipPosition); // meters
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var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
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this.computeReleaseVelocity(deltaPosition, deltaTime, true);
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this.currentHandControllerPosition = handControllerPosition;
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this.currentHandControllerTipPosition = handControllerPosition;
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this.currentObjectTime = now;
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
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};
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@ -480,17 +527,14 @@ function MyController(hand, triggerAction) {
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};
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this.startTouch = function(entityID) {
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// print('START TOUCH' + entityID);
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Entities.callEntityMethod(entityID, "startTouch");
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};
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this.continueTouch = function(entityID) {
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// print('CONTINUE TOUCH' + entityID);
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Entities.callEntityMethod(entityID, "continueTouch");
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};
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this.stopTouch = function(entityID) {
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// print('STOP TOUCH' + entityID);
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Entities.callEntityMethod(entityID, "stopTouch");
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};
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@ -514,8 +558,10 @@ function MyController(hand, triggerAction) {
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this.release = function() {
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this.lineOff();
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if (this.grabbedEntity !== null && this.actionID !== null) {
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Entities.deleteAction(this.grabbedEntity, this.actionID);
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if (this.grabbedEntity !== null) {
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if(this.actionID !== null) {
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Entities.deleteAction(this.grabbedEntity, this.actionID);
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}
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Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
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}
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10
examples/example/hmd/colorCube.fs
Normal file
10
examples/example/hmd/colorCube.fs
Normal file
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@ -0,0 +1,10 @@
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float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
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specular = _modelNormal.rgb;
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if (any(lessThan(specular, vec3(0.0)))) {
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specular = vec3(1.0) + specular;
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}
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diffuse = vec3(1.0, 1.0, 1.0);
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return 1.0;
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}
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42
examples/example/hmd/colorCube.js
Normal file
42
examples/example/hmd/colorCube.js
Normal file
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@ -0,0 +1,42 @@
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function avatarRelativePosition(position) {
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return Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, position));
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}
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ColorCube = function() {};
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ColorCube.prototype.NAME = "ColorCube";
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ColorCube.prototype.POSITION = { x: 0, y: 0.5, z: -0.5 };
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ColorCube.prototype.USER_DATA = { ProceduralEntity: {
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version: 2, shaderUrl: Script.resolvePath("colorCube.fs"),
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} };
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// Clear any previous entities within 50 meters
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ColorCube.prototype.clear = function() {
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var ids = Entities.findEntities(MyAvatar.position, 50);
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var that = this;
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ids.forEach(function(id) {
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var properties = Entities.getEntityProperties(id);
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if (properties.name == that.NAME) {
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Entities.deleteEntity(id);
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}
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}, this);
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}
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ColorCube.prototype.create = function() {
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var that = this;
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var size = HMD.ipd;
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var id = Entities.addEntity({
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type: "Box",
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position: avatarRelativePosition(that.POSITION),
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name: that.NAME,
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color: that.COLOR,
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ignoreCollisions: true,
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collisionsWillMove: false,
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dimensions: { x: size, y: size, z: size },
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lifetime: 3600,
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userData: JSON.stringify(that.USER_DATA)
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});
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}
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var colorCube = new ColorCube();
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colorCube.clear();
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colorCube.create();
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@ -10,7 +10,7 @@
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//
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#include "HMDScriptingInterface.h"
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#include "display-plugins/DisplayPlugin.h"
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#include <avatar/AvatarManager.h>
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HMDScriptingInterface& HMDScriptingInterface::getInstance() {
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@ -53,3 +53,7 @@ QScriptValue HMDScriptingInterface::getHUDLookAtPosition3D(QScriptContext* conte
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}
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return QScriptValue::NullValue;
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}
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float HMDScriptingInterface::getIPD() const {
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return Application::getInstance()->getActiveDisplayPlugin()->getIPD();
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}
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@ -20,6 +20,7 @@ class HMDScriptingInterface : public QObject {
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Q_OBJECT
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Q_PROPERTY(bool magnifier READ getMagnifier)
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Q_PROPERTY(bool active READ isHMDMode)
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Q_PROPERTY(float ipd READ getIPD)
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public:
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static HMDScriptingInterface& getInstance();
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@ -33,6 +34,7 @@ private:
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HMDScriptingInterface() {};
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bool getMagnifier() const { return Application::getInstance()->getApplicationCompositor().hasMagnifier(); };
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bool isHMDMode() const { return Application::getInstance()->isHMDMode(); }
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float getIPD() const;
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bool getHUDLookAtPosition3D(glm::vec3& result) const;
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@ -989,8 +989,11 @@ void AvatarData::setFaceModelURL(const QUrl& faceModelURL) {
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}
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void AvatarData::setSkeletonModelURL(const QUrl& skeletonModelURL) {
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_skeletonModelURL = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
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const QUrl& expanded = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
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if (expanded == _skeletonModelURL) {
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return;
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}
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_skeletonModelURL = expanded;
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qCDebug(avatars) << "Changing skeleton model for avatar to" << _skeletonModelURL.toString();
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updateJointMappings();
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@ -121,6 +121,8 @@ public:
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static const glm::mat4 pose; return pose;
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}
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virtual float getIPD() const { return 0.0f; }
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virtual void abandonCalibration() {}
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virtual void resetSensors() {}
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virtual float devicePixelRatio() { return 1.0; }
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@ -149,3 +149,11 @@ void OculusBaseDisplayPlugin::deactivate() {
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void OculusBaseDisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
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++_frameIndex;
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}
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float OculusBaseDisplayPlugin::getIPD() const {
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float result = 0.0f;
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#if (OVR_MAJOR_VERSION >= 6)
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result = ovr_GetFloat(_hmd, OVR_KEY_IPD, OVR_DEFAULT_IPD);
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#endif
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return result;
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}
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@ -31,6 +31,7 @@ public:
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virtual void resetSensors() override final;
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virtual glm::mat4 getEyePose(Eye eye) const override final;
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virtual glm::mat4 getHeadPose() const override final;
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virtual float getIPD() const override final;
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protected:
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virtual void preRender() override final;
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@ -442,7 +442,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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deferredTransforms[i].projection = projMats[i];
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auto sideViewMat = eyeViews[i] * monoViewMat;
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auto sideViewMat = monoViewMat * glm::inverse(eyeViews[i]);
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viewTransforms[i].evalFromRawMatrix(sideViewMat);
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deferredTransforms[i].viewInverse = sideViewMat;
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@ -574,10 +574,8 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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for (auto lightID : _pointLights) {
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auto& light = _allocatedLights[lightID];
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// IN DEBUG: light->setShowContour(true);
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if (_pointLightLocations->lightBufferUnit >= 0) {
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batch.setUniformBuffer(_pointLightLocations->lightBufferUnit, light->getSchemaBuffer());
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}
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// IN DEBUG: light->setShowContour(true);
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batch.setUniformBuffer(_pointLightLocations->lightBufferUnit, light->getSchemaBuffer());
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float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
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// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
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@ -612,8 +610,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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for (auto lightID : _spotLights) {
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auto light = _allocatedLights[lightID];
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// IN DEBUG: light->setShowContour(true);
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// IN DEBUG: light->setShowContour(true);
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batch.setUniformBuffer(_spotLightLocations->lightBufferUnit, light->getSchemaBuffer());
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auto eyeLightPos = eyePoint - light->getPosition();
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@ -17,6 +17,7 @@
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// the interpolated normal
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in vec3 _normal;
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in vec3 _modelNormal;
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in vec3 _color;
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in vec2 _texCoord0;
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in vec4 _position;
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@ -22,6 +22,7 @@ uniform bool Instanced = false;
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// the interpolated normal
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out vec3 _normal;
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out vec3 _modelNormal;
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out vec3 _color;
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out vec2 _texCoord0;
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out vec4 _position;
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@ -30,6 +31,7 @@ void main(void) {
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_color = inColor.rgb;
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_texCoord0 = inTexCoord0.st;
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_position = inPosition;
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_modelNormal = inNormal.xyz;
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// standard transform
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TransformCamera cam = getTransformCamera();
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