clean up the Transform class and the rendering path in Model.cpp

This commit is contained in:
Sam Gateau 2014-11-11 16:39:00 -08:00
commit 668c5e298d
26 changed files with 6196 additions and 3960 deletions

View file

@ -141,11 +141,6 @@ int AudioMixer::addStreamToMixForListeningNodeWithStream(AudioMixerClientData* l
return 0;
}
// if the stream should be muted, bail
if (shouldMute(streamToAdd->getQuietestFrameLoudness())) {
return 0;
}
float bearingRelativeAngleToSource = 0.0f;
float attenuationCoefficient = 1.0f;
int numSamplesDelay = 0;
@ -722,6 +717,29 @@ void AudioMixer::run() {
// That's how the popped audio data will be read for mixing (but only if the pop was successful)
nodeData->checkBuffersBeforeFrameSend();
// if the stream should be muted, send mute packet
if (shouldMute(nodeData->getAvatarAudioStream()->getQuietestFrameLoudness())) {
static const int TIME_BETWEEN_MUTES = 5; // in secs
if (usecTimestampNow() - nodeData->getAvatarAudioStream()->getLastMuted() >
TIME_BETWEEN_MUTES * USECS_PER_SECOND) {
int headerSize = numBytesForPacketHeaderGivenPacketType(PacketTypeMuteEnvironment);
int packetSize = headerSize + sizeof(glm::vec3) + sizeof(float);
// Fake data to force mute
glm::vec3 position = nodeData->getAvatarAudioStream()->getPosition();
float radius = 1.0f;
char* packet = (char*)malloc(packetSize);
populatePacketHeader(packet, PacketTypeMuteEnvironment);
memcpy(packet + headerSize, &position, sizeof(glm::vec3));
memcpy(packet + headerSize + sizeof(glm::vec3), &radius, sizeof(float));
nodeList->writeDatagram(packet, packetSize, node);
nodeData->getAvatarAudioStream()->setLastMutedNow();
free(packet);
}
}
if (node->getType() == NodeType::Agent && node->getActiveSocket()
&& nodeData->getAvatarAudioStream()) {

View file

@ -14,7 +14,8 @@
#include "AvatarAudioStream.h"
AvatarAudioStream::AvatarAudioStream(bool isStereo, const InboundAudioStream::Settings& settings) :
PositionalAudioStream(PositionalAudioStream::Microphone, isStereo, settings)
PositionalAudioStream(PositionalAudioStream::Microphone, isStereo, settings),
_lastMuted(usecTimestampNow())
{
}

View file

@ -19,13 +19,18 @@
class AvatarAudioStream : public PositionalAudioStream {
public:
AvatarAudioStream(bool isStereo, const InboundAudioStream::Settings& settings);
qint64 getLastMuted() const { return _lastMuted; }
void setLastMutedNow() { _lastMuted = usecTimestampNow(); }
private:
// disallow copying of AvatarAudioStream objects
AvatarAudioStream(const AvatarAudioStream&);
AvatarAudioStream& operator= (const AvatarAudioStream&);
int parseStreamProperties(PacketType type, const QByteArray& packetAfterSeqNum, int& numAudioSamples);
qint64 _lastMuted;
};
#endif // hifi_AvatarAudioStream_h

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@ -0,0 +1,412 @@
//
// walkObjects.js
//
// version 1.001
//
// Created by David Wooldridge, Autumn 2014
//
// Motion, state and Transition objects for use by the walk.js script v1.1
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// constructor for the Motion object
Motion = function() {
this.setGender = function(gender) {
this.avatarGender = gender;
switch(this.avatarGender) {
case MALE:
this.selWalk = walkAssets.maleStandardWalk;
this.selStand = walkAssets.maleStandOne;
this.selFlyUp = walkAssets.maleFlyingUp;
this.selFly = walkAssets.maleFlying;
this.selFlyDown = walkAssets.maleFlyingDown;
this.selSideStepLeft = walkAssets.maleSideStepLeft;
this.selSideStepRight = walkAssets.maleSideStepRight;
this.curAnim = this.selStand;
return;
case FEMALE:
this.selWalk = walkAssets.femaleStandardWalk;
this.selStand = walkAssets.femaleStandOne;
this.selFlyUp = walkAssets.femaleFlyingUp;
this.selFly = walkAssets.femaleFlying;
this.selFlyDown = walkAssets.femaleFlyingDown;
this.selSideStepLeft = walkAssets.femaleSideStepLeft;
this.selSideStepRight = walkAssets.femaleSideStepRight;
this.curAnim = this.selStand;
return;
}
}
this.hydraCheck = function() {
// function courtesy of Thijs Wenker, frisbee.js
var numberOfButtons = Controller.getNumberOfButtons();
var numberOfTriggers = Controller.getNumberOfTriggers();
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
hydrasConnected = (numberOfButtons == 12 && numberOfTriggers == 2 && controllersPerTrigger == 2);
return hydrasConnected;
}
// settings
this.armsFree = this.hydraCheck(); // automatically sets true for Hydra support - temporary fix
this.makesFootStepSounds = true;
this.avatarGender = MALE;
this.motionPitchMax = 60;
this.motionRollMax = 40;
// timing
this.frameStartTime = 0; // used for measuring frame execution times
this.frameExecutionTimeMax = 0; // keep track of the longest frame execution time
this.cumulativeTime = 0.0;
this.lastWalkStartTime = 0;
// selected animations
this.selWalk = walkAssets.maleStandardWalk;
this.selStand = walkAssets.maleStandOne;
this.selFlyUp = walkAssets.maleFlyingUp;
this.selFly = walkAssets.maleFlying;
this.selFlyDown = walkAssets.maleFlyingDown;
this.selSideStepLeft = walkAssets.maleSideStepLeft;
this.selSideStepRight = walkAssets.maleSideStepRight;
// the currently selected animation, joint and transition
this.curAnim = this.selStand;
this.curJointIndex = 0;
this.curTransition = null;
// zero out avi's joints, curl the fingers nicely then take some measurements
this.avatarJointNames = MyAvatar.getJointNames();
if (!this.armsFree) {
for (var i = 0; i < this.avatarJointNames.length; i++) {
if (i > 17 || i < 34) {
// left hand fingers
MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(16, 0, 0));
} else if (i > 33 || i < 38) {
// left hand thumb
MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(4, 0, 0));
} else if (i > 41 || i < 58) {
// right hand fingers
MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(16, 0, 0));
} else if (i > 57 || i < 62) {
// right hand thumb
MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(4, 0, 0));
} else {
// zero out the remaining joints
MyAvatar.clearJointData(this.avatarJointNames[i]);
}
}
}
this.footRPos = MyAvatar.getJointPosition("RightFoot");
this.hipsToFeet = MyAvatar.getJointPosition("Hips").y - this.footRPos.y;
// walkwheel (foot / ground speed matching)
this.direction = FORWARDS;
this.nextStep = RIGHT;
this.nFrames = 0;
this.strideLength = this.selWalk.calibration.strideLengthForwards;
this.walkWheelPos = 0;
this.advanceWalkWheel = function(angle){
this.walkWheelPos += angle;
if (motion.walkWheelPos >= 360) {
this.walkWheelPos = this.walkWheelPos % 360;
}
}
// last frame history
this.lastDirection = 0;
this.lastVelocity = 0;
this.lastStrideLength = 0; // kept for use during transitions
}; // end Motion constructor
// finite state machine
state = (function () {
return {
// the finite list of states
STANDING: 1,
WALKING: 2,
SIDE_STEP: 3,
FLYING: 4,
EDIT_WALK_STYLES: 5,
EDIT_WALK_TWEAKS: 6,
EDIT_WALK_JOINTS: 7,
EDIT_STANDING: 8,
EDIT_FLYING: 9,
EDIT_FLYING_UP: 10,
EDIT_FLYING_DOWN: 11,
EDIT_SIDESTEP_LEFT: 12,
EDIT_SIDESTEP_RIGHT: 14,
currentState: this.STANDING,
// status vars
powerOn: true,
minimised: true,
editing: false,
editingTranslation: false,
setInternalState: function(newInternalState) {
switch (newInternalState) {
case this.WALKING:
this.currentState = this.WALKING;
this.editing = false;
motion.lastWalkStartTime = new Date().getTime();
walkInterface.updateMenu();
return;
case this.FLYING:
this.currentState = this.FLYING;
this.editing = false;
motion.lastWalkStartTime = 0;
walkInterface.updateMenu();
return;
case this.SIDE_STEP:
this.currentState = this.SIDE_STEP;
this.editing = false;
motion.lastWalkStartTime = new Date().getTime();
walkInterface.updateMenu();
return;
case this.EDIT_WALK_STYLES:
this.currentState = this.EDIT_WALK_STYLES;
this.editing = true;
motion.lastWalkStartTime = new Date().getTime();
motion.curAnim = motion.selWalk;
walkInterface.updateMenu();
return;
case this.EDIT_WALK_TWEAKS:
this.currentState = this.EDIT_WALK_TWEAKS;
this.editing = true;
motion.lastWalkStartTime = new Date().getTime();
motion.curAnim = motion.selWalk;
walkInterface.updateMenu();
return;
case this.EDIT_WALK_JOINTS:
this.currentState = this.EDIT_WALK_JOINTS;
this.editing = true;
motion.lastWalkStartTime = new Date().getTime();
motion.curAnim = motion.selWalk;
walkInterface.updateMenu();
return;
case this.EDIT_STANDING:
this.currentState = this.EDIT_STANDING;
this.editing = true;
motion.lastWalkStartTime = 0;
motion.curAnim = motion.selStand;
walkInterface.updateMenu();
return;
case this.EDIT_SIDESTEP_LEFT:
this.currentState = this.EDIT_SIDESTEP_LEFT;
this.editing = true;
motion.lastWalkStartTime = new Date().getTime();
motion.curAnim = motion.selSideStepLeft;
walkInterface.updateMenu();
return;
case this.EDIT_SIDESTEP_RIGHT:
this.currentState = this.EDIT_SIDESTEP_RIGHT;
this.editing = true;
motion.lastWalkStartTime = new Date().getTime();
motion.curAnim = motion.selSideStepRight;
walkInterface.updateMenu();
return;
case this.EDIT_FLYING:
this.currentState = this.EDIT_FLYING;
this.editing = true;
motion.lastWalkStartTime = 0;
motion.curAnim = motion.selFly;
walkInterface.updateMenu();
return;
case this.EDIT_FLYING_UP:
this.currentState = this.EDIT_FLYING_UP;
this.editing = true;
motion.lastWalkStartTime = 0;
motion.curAnim = motion.selFlyUp;
walkInterface.updateMenu();
return;
case this.EDIT_FLYING_DOWN:
this.currentState = this.EDIT_FLYING_DOWN;
this.editing = true;
motion.lastWalkStartTime = 0;
motion.curAnim = motion.selFlyDown;
walkInterface.updateMenu();
return;
case this.STANDING:
default:
this.currentState = this.STANDING;
this.editing = false;
motion.lastWalkStartTime = 0;
motion.curAnim = motion.selStand;
walkInterface.updateMenu();
// initialisation - runs at script startup only
if (motion.strideLength === 0) {
motion.setGender(MALE);
if (motion.direction === BACKWARDS) {
motion.strideLength = motion.selWalk.calibration.strideLengthBackwards;
} else {
motion.strideLength = motion.selWalk.calibration.strideLengthForwards;
}
}
return;
}
}
}
})(); // end state object literal
// constructor for animation Transition
Transition = function(lastAnimation, nextAnimation, reachPoses, transitionDuration, easingLower, easingUpper) {
this.lastAnim = lastAnimation; // name of last animation
this.nextAnimation = nextAnimation; // name of next animation
if (lastAnimation === motion.selWalk ||
nextAnimation === motion.selSideStepLeft ||
nextAnimation === motion.selSideStepRight) {
// boolean - is the last animation a walking animation?
this.walkingAtStart = true;
} else {
this.walkingAtStart = false;
}
if (nextAnimation === motion.selWalk ||
nextAnimation === motion.selSideStepLeft ||
nextAnimation === motion.selSideStepRight) {
// boolean - is the next animation a walking animation?
this.walkingAtEnd = true;
} else {
this.walkingAtEnd = false;
}
this.reachPoses = reachPoses; // placeholder / stub: array of reach poses for squash and stretch techniques
this.transitionDuration = transitionDuration; // length of transition (seconds)
this.easingLower = easingLower; // Bezier curve handle (normalised)
this.easingUpper = easingUpper; // Bezier curve handle (normalised)
this.startTime = new Date().getTime(); // Starting timestamp (seconds)
this.progress = 0; // how far are we through the transition?
this.walkWheelIncrement = 3; // how much to turn the walkwheel each frame when transitioning to / from walking
this.walkWheelAdvance = 0; // how many degrees the walk wheel has been advanced during the transition
this.walkStopAngle = 0; // what angle should we stop the walk cycle?
}; // end Transition constructor
walkAssets = (function () {
// path to the sounds used for the footsteps
var _pathToSounds = 'https://s3.amazonaws.com/hifi-public/sounds/Footsteps/';
// read in the sounds
var _footsteps = [];
_footsteps.push(new Sound(_pathToSounds+"FootstepW2Left-12db.wav"));
_footsteps.push(new Sound(_pathToSounds+"FootstepW2Right-12db.wav"));
_footsteps.push(new Sound(_pathToSounds+"FootstepW3Left-12db.wav"));
_footsteps.push(new Sound(_pathToSounds+"FootstepW3Right-12db.wav"));
_footsteps.push(new Sound(_pathToSounds+"FootstepW5Left-12db.wav"));
_footsteps.push(new Sound(_pathToSounds+"FootstepW5Right-12db.wav"));
// load the animation datafiles
Script.include(pathToAssets+"animations/dd-female-standard-walk-animation.js");
Script.include(pathToAssets+"animations/dd-female-flying-up-animation.js");
Script.include(pathToAssets+"animations/dd-female-flying-animation.js");
Script.include(pathToAssets+"animations/dd-female-flying-down-animation.js");
Script.include(pathToAssets+"animations/dd-female-standing-one-animation.js");
Script.include(pathToAssets+"animations/dd-female-sidestep-left-animation.js");
Script.include(pathToAssets+"animations/dd-female-sidestep-right-animation.js");
Script.include(pathToAssets+"animations/dd-male-standard-walk-animation.js");
Script.include(pathToAssets+"animations/dd-male-flying-up-animation.js");
Script.include(pathToAssets+"animations/dd-male-flying-animation.js");
Script.include(pathToAssets+"animations/dd-male-flying-down-animation.js");
Script.include(pathToAssets+"animations/dd-male-standing-one-animation.js");
Script.include(pathToAssets+"animations/dd-male-sidestep-left-animation.js");
Script.include(pathToAssets+"animations/dd-male-sidestep-right-animation.js");
// read in the animation files
var _FemaleStandardWalkFile = new FemaleStandardWalk();
var _femaleStandardWalk = _FemaleStandardWalkFile.loadAnimation();
var _FemaleFlyingUpFile = new FemaleFlyingUp();
var _femaleFlyingUp = _FemaleFlyingUpFile.loadAnimation();
var _FemaleFlyingFile = new FemaleFlying();
var _femaleFlying = _FemaleFlyingFile.loadAnimation();
var _FemaleFlyingDownFile = new FemaleFlyingDown();
var _femaleFlyingDown = _FemaleFlyingDownFile.loadAnimation();
var _FemaleStandOneFile = new FemaleStandingOne();
var _femaleStandOne = _FemaleStandOneFile.loadAnimation();
var _FemaleSideStepLeftFile = new FemaleSideStepLeft();
var _femaleSideStepLeft = _FemaleSideStepLeftFile.loadAnimation();
var _FemaleSideStepRightFile = new FemaleSideStepRight();
var _femaleSideStepRight = _FemaleSideStepRightFile.loadAnimation();
var _MaleStandardWalkFile = new MaleStandardWalk(filter);
var _maleStandardWalk = _MaleStandardWalkFile.loadAnimation();
var _MaleFlyingUpFile = new MaleFlyingUp();
var _maleFlyingUp = _MaleFlyingUpFile.loadAnimation();
var _MaleFlyingFile = new MaleFlying();
var _maleFlying = _MaleFlyingFile.loadAnimation();
var _MaleFlyingDownFile = new MaleFlyingDown();
var _maleFlyingDown = _MaleFlyingDownFile.loadAnimation();
var _MaleStandOneFile = new MaleStandingOne();
var _maleStandOne = _MaleStandOneFile.loadAnimation();
var _MaleSideStepLeftFile = new MaleSideStepLeft();
var _maleSideStepLeft = _MaleSideStepLeftFile.loadAnimation();
var _MaleSideStepRightFile = new MaleSideStepRight();
var _maleSideStepRight = _MaleSideStepRightFile.loadAnimation();
return {
// expose the sound assets
footsteps: _footsteps,
// expose the animation assets
femaleStandardWalk: _femaleStandardWalk,
femaleFlyingUp: _femaleFlyingUp,
femaleFlying: _femaleFlying,
femaleFlyingDown: _femaleFlyingDown,
femaleStandOne: _femaleStandOne,
femaleSideStepLeft: _femaleSideStepLeft,
femaleSideStepRight: _femaleSideStepRight,
maleStandardWalk: _maleStandardWalk,
maleFlyingUp: _maleFlyingUp,
maleFlying: _maleFlying,
maleFlyingDown: _maleFlyingDown,
maleStandOne: _maleStandOne,
maleSideStepLeft: _maleSideStepLeft,
maleSideStepRight: _maleSideStepRight,
}
})();

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@ -0,0 +1,225 @@
//
// walkFilters.js
//
// version 1.001
//
// Created by David Wooldridge, Autumn 2014
//
// Provides a variety of filters for use by the walk.js script v1.1
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
AveragingFilter = function(length) {
//this.name = name;
this.pastValues = [];
for(var i = 0; i < length; i++) {
this.pastValues.push(0);
}
// single arg is the nextInputValue
this.process = function() {
if (this.pastValues.length === 0 && arguments[0]) {
return arguments[0];
} else if (arguments[0]) {
// apply quick and simple LP filtering
this.pastValues.push(arguments[0]);
this.pastValues.shift();
var nextOutputValue = 0;
for (var ea in this.pastValues) nextOutputValue += this.pastValues[ea];
return nextOutputValue / this.pastValues.length;
} else {
return 0;
}
};
};
// 2nd order Butterworth LP filter - calculate coeffs here: http://www-users.cs.york.ac.uk/~fisher/mkfilter/trad.html
// provides LP filtering with a more stable frequency / phase response
ButterworthFilter = function(cutOff) {
// cut off frequency = 5Hz
this.gain = 20.20612010;
this.coeffOne = -0.4775922501;
this.coeffTwo = 1.2796324250;
// initialise the arrays
this.xv = [];
this.yv = [];
for(var i = 0; i < 3; i++) {
this.xv.push(0);
this.yv.push(0);
}
// process values
this.process = function(nextInputValue) {
this.xv[0] = this.xv[1];
this.xv[1] = this.xv[2];
this.xv[2] = nextInputValue / this.gain;
this.yv[0] = this.yv[1];
this.yv[1] = this.yv[2];
this.yv[2] = (this.xv[0] + this.xv[2]) +
2 * this.xv[1] +
(this.coeffOne * this.yv[0]) +
(this.coeffTwo * this.yv[1]);
return this.yv[2];
};
}; // end Butterworth filter contructor
// Add harmonics to a given sine wave to form square, sawtooth or triangle waves
// Geometric wave synthesis fundamentals taken from: http://hyperphysics.phy-astr.gsu.edu/hbase/audio/geowv.html
WaveSynth = function(waveShape, numHarmonics, smoothing) {
this.numHarmonics = numHarmonics;
this.waveShape = waveShape;
this.averagingFilter = new AveragingFilter(smoothing);
// NB: frequency in radians
this.shapeWave = function(frequency) {
// make some shapes
var harmonics = 0;
var multiplier = 0;
var iterations = this.numHarmonics * 2 + 2;
if (this.waveShape === TRIANGLE) {
iterations++;
}
for(var n = 2; n < iterations; n++) {
switch(this.waveShape) {
case SAWTOOTH: {
multiplier = 1 / n;
harmonics += multiplier * Math.sin(n * frequency);
break;
}
case TRIANGLE: {
if (n % 2 === 1) {
var mulitplier = 1 / (n * n);
// multiply (4n-1)th harmonics by -1
if (n === 3 || n === 7 || n === 11 || n === 15) {
mulitplier *= -1;
}
harmonics += mulitplier * Math.sin(n * frequency);
}
break;
}
case SQUARE: {
if (n % 2 === 1) {
multiplier = 1 / n;
harmonics += multiplier * Math.sin(n * frequency);
}
break;
}
}
}
// smooth the result and return
return this.averagingFilter.process(harmonics);
};
};
// Create a wave shape by summing pre-calcualted sinusoidal harmonics
HarmonicsFilter = function(magnitudes, phaseAngles) {
this.magnitudes = magnitudes;
this.phaseAngles = phaseAngles;
this.calculate = function(twoPiFT) {
var harmonics = 0;
var numHarmonics = magnitudes.length;
for(var n = 0; n < numHarmonics; n++) {
harmonics += this.magnitudes[n] * Math.cos(n * twoPiFT - this.phaseAngles[n]);
}
return harmonics;
};
};
// the main filter object literal
filter = (function() {
// Bezier private functions
function _B1(t) { return t * t * t };
function _B2(t) { return 3 * t * t * (1 - t) };
function _B3(t) { return 3 * t * (1 - t) * (1 - t) };
function _B4(t) { return (1 - t) * (1 - t) * (1 - t) };
return {
// helper methods
degToRad: function(degrees) {
var convertedValue = degrees * Math.PI / 180;
return convertedValue;
},
radToDeg: function(radians) {
var convertedValue = radians * 180 / Math.PI;
return convertedValue;
},
// these filters need instantiating, as they hold arrays of previous values
createAveragingFilter: function(length) {
var newAveragingFilter = new AveragingFilter(length);
return newAveragingFilter;
},
createButterworthFilter: function(cutoff) {
var newButterworthFilter = new ButterworthFilter(cutoff);
return newButterworthFilter;
},
createWaveSynth: function(waveShape, numHarmonics, smoothing) {
var newWaveSynth = new WaveSynth(waveShape, numHarmonics, smoothing);
return newWaveSynth;
},
createHarmonicsFilter: function(magnitudes, phaseAngles) {
var newHarmonicsFilter = new HarmonicsFilter(magnitudes, phaseAngles);
return newHarmonicsFilter;
},
// the following filters do not need separate instances, as they hold no previous values
bezier: function(percent, C1, C2, C3, C4) {
// Bezier functions for more natural transitions
// based on script by Dan Pupius (www.pupius.net) http://13thparallel.com/archive/bezier-curves/
var pos = {x: 0, y: 0};
pos.x = C1.x * _B1(percent) + C2.x * _B2(percent) + C3.x * _B3(percent) + C4.x * _B4(percent);
pos.y = C1.y * _B1(percent) + C2.y * _B2(percent) + C3.y * _B3(percent) + C4.y * _B4(percent);
return pos;
},
// simple clipping filter (clips bottom of wave only, special case for hips y-axis skeleton offset)
clipTrough: function(inputValue, peak, strength) {
var outputValue = inputValue * strength;
if (outputValue < -peak) {
outputValue = -peak;
}
return outputValue;
}
}
})();

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@ -726,11 +726,11 @@ void Application::paintGL() {
displaySide(*whichCamera);
glPopMatrix();
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
renderRearViewMirror(_mirrorViewRect);
} else if (Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
if (Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
_rearMirrorTools->render(true);
} else if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
renderRearViewMirror(_mirrorViewRect);
}
_glowEffect.render();
@ -788,7 +788,7 @@ void Application::updateProjectionMatrix(Camera& camera, bool updateViewFrustum)
// Tell our viewFrustum about this change, using the application camera
if (updateViewFrustum) {
loadViewFrustum(camera, _viewFrustum);
computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
// If we're in Display Frustum mode, then we want to use the slightly adjust near/far clip values of the
// _viewFrustumOffsetCamera, so that we can see more of the application content in the application's frustum
@ -2011,25 +2011,17 @@ void Application::init() {
void Application::closeMirrorView() {
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
Menu::getInstance()->triggerOption(MenuOption::Mirror);;
Menu::getInstance()->triggerOption(MenuOption::Mirror);
}
}
void Application::restoreMirrorView() {
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
Menu::getInstance()->triggerOption(MenuOption::Mirror);;
}
if (!Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
Menu::getInstance()->triggerOption(MenuOption::FullscreenMirror);
}
}
void Application::shrinkMirrorView() {
if (!Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
Menu::getInstance()->triggerOption(MenuOption::Mirror);;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
Menu::getInstance()->triggerOption(MenuOption::FullscreenMirror);
}
@ -3050,13 +3042,16 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
}
}
bool mirrorMode = (whichCamera.getMode() == CAMERA_MODE_MIRROR);
{
PerformanceTimer perfTimer("avatars");
_avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE,
false, selfAvatarOnly);
}
{
PROFILE_RANGE("DeferredLighting");
PerformanceTimer perfTimer("lighting");
@ -3115,7 +3110,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
emit renderingInWorldInterface();
}
}
if (Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
@ -4325,8 +4320,6 @@ bool Application::isVSyncOn() const {
if (wglewGetExtension("WGL_EXT_swap_control")) {
int swapInterval = wglGetSwapIntervalEXT();
return (swapInterval > 0);
} else {
return true;
}
#elif defined(Q_OS_LINUX)
// TODO: write the poper code for linux
@ -4337,10 +4330,9 @@ bool Application::isVSyncOn() const {
} else {
return true;
}
*/
#else
return true;
*/
#endif
return true;
}
bool Application::isVSyncEditable() const {
@ -4355,7 +4347,6 @@ bool Application::isVSyncEditable() const {
return true;
}
*/
#else
#endif
return false;
}

View file

@ -97,6 +97,9 @@ Audio::Audio(QObject* parent) :
_muted(false),
_reverb(false),
_reverbOptions(&_scriptReverbOptions),
_gverb(NULL),
_iconColor(1.0f),
_iconPulseTimeReference(usecTimestampNow()),
_processSpatialAudio(false),
_spatialAudioStart(0),
_spatialAudioFinish(0),
@ -544,7 +547,7 @@ void Audio::addReverb(int16_t* samplesData, int numSamples, QAudioFormat& audioF
gverb_do(_gverb, value, &lValue, &rValue);
// Mix, accounting for clipping, the left and right channels. Ignore the rest.
for (unsigned int j = sample; j < sample + audioFormat.channelCount(); j++) {
for (int j = sample; j < sample + audioFormat.channelCount(); j++) {
if (j == sample) {
// left channel
int lResult = glm::clamp((int)(samplesData[j] * dryFraction + lValue * wetFraction), -32768, 32767);
@ -1342,8 +1345,11 @@ void Audio::handleAudioByteArray(const QByteArray& audioByteArray, const AudioIn
QAudioOutput* localSoundOutput = new QAudioOutput(getNamedAudioDeviceForMode(QAudio::AudioOutput, _outputAudioDeviceName), localFormat, this);
QIODevice* localIODevice = localSoundOutput->start();
qDebug() << "Writing" << audioByteArray.size() << "to" << localIODevice;
localIODevice->write(audioByteArray);
if (localIODevice) {
localIODevice->write(audioByteArray);
} else {
qDebug() << "Unable to handle audio byte array. Error:" << localSoundOutput->error();
}
} else {
qDebug() << "Audio::handleAudioByteArray called with an empty byte array. Sound is likely still downloading.";
}
@ -1390,23 +1396,37 @@ void Audio::renderToolBox(int x, int y, bool boxed) {
_iconBounds = QRect(x, y, MUTE_ICON_SIZE, MUTE_ICON_SIZE);
if (!_muted) {
glBindTexture(GL_TEXTURE_2D, _micTextureId);
_iconColor = 1.0f;
} else {
glBindTexture(GL_TEXTURE_2D, _muteTextureId);
// Make muted icon pulsate
static const float PULSE_MIN = 0.4f;
static const float PULSE_MAX = 1.0f;
static const float PULSE_FREQUENCY = 1.0f; // in Hz
qint64 now = usecTimestampNow();
if (now - _iconPulseTimeReference > USECS_PER_SECOND) {
// Prevents t from getting too big, which would diminish glm::cos precision
_iconPulseTimeReference = now - ((now - _iconPulseTimeReference) % USECS_PER_SECOND);
}
float t = (float)(now - _iconPulseTimeReference) / (float)USECS_PER_SECOND;
float pulseFactor = (glm::cos(t * PULSE_FREQUENCY * 2.0f * PI) + 1.0f) / 2.0f;
_iconColor = PULSE_MIN + (PULSE_MAX - PULSE_MIN) * pulseFactor;
}
glColor3f(1,1,1);
glColor3f(_iconColor, _iconColor, _iconColor);
glBegin(GL_QUADS);
glTexCoord2f(1, 1);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(_iconBounds.left(), _iconBounds.top());
glTexCoord2f(0, 1);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(_iconBounds.right(), _iconBounds.top());
glTexCoord2f(0, 0);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(_iconBounds.right(), _iconBounds.bottom());
glTexCoord2f(1, 0);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(_iconBounds.left(), _iconBounds.bottom());
glEnd();

View file

@ -248,11 +248,13 @@ private:
AudioEffectOptions _scriptReverbOptions;
AudioEffectOptions _zoneReverbOptions;
AudioEffectOptions* _reverbOptions;
ty_gverb *_gverb;
ty_gverb* _gverb;
GLuint _micTextureId;
GLuint _muteTextureId;
GLuint _boxTextureId;
QRect _iconBounds;
float _iconColor;
qint64 _iconPulseTimeReference;
/// Audio callback in class context.
inline void performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* outputRight);

View file

@ -386,7 +386,7 @@ Menu::Menu() :
#if defined(Q_OS_MAC)
#else
QAction* vsyncAction = addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::RenderTargetFramerateVSyncOn, 0, true, this, SLOT(changeVSync()));
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::RenderTargetFramerateVSyncOn, 0, true, this, SLOT(changeVSync()));
#endif
}

View file

@ -49,7 +49,7 @@ const float PITCH_SPEED = 100.0f; // degrees/sec
const float COLLISION_RADIUS_SCALAR = 1.2f; // pertains to avatar-to-avatar collisions
const float COLLISION_RADIUS_SCALE = 0.125f;
const float MAX_WALKING_SPEED = 4.5f;
const float MAX_WALKING_SPEED = 2.5f; // human walking speed
const float MAX_BOOST_SPEED = 0.5f * MAX_WALKING_SPEED; // keyboard motor gets additive boost below this speed
const float MIN_AVATAR_SPEED = 0.05f; // speed is set to zero below this

View file

@ -106,7 +106,7 @@ void Batch::setInputStream(Slot startChannel, const BufferStream& stream) {
const Buffers& buffers = stream.getBuffers();
const Offsets& offsets = stream.getOffsets();
const Offsets& strides = stream.getStrides();
for (int i = 0; i < buffers.size(); i++) {
for (unsigned int i = 0; i < buffers.size(); i++) {
setInputBuffer(startChannel + i, buffers[i], offsets[i], strides[i]);
}
}

View file

@ -33,15 +33,15 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_glEnable),
(&::gpu::GLBackend::do_glDisable),
(&::gpu::GLBackend::do_glEnableClientState),
(&::gpu::GLBackend::do_glDisableClientState),
(&::gpu::GLBackend::do_glCullFace),
(&::gpu::GLBackend::do_glAlphaFunc),
(&::gpu::GLBackend::do_glDepthFunc),
(&::gpu::GLBackend::do_glDepthMask),
(&::gpu::GLBackend::do_glDepthFunc),
(&::gpu::GLBackend::do_glDepthMask),
(&::gpu::GLBackend::do_glDepthRange),
(&::gpu::GLBackend::do_glBindBuffer),
@ -59,18 +59,18 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_glPushMatrix),
(&::gpu::GLBackend::do_glPopMatrix),
(&::gpu::GLBackend::do_glMultMatrixf),
(&::gpu::GLBackend::do_glLoadMatrixf),
(&::gpu::GLBackend::do_glLoadIdentity),
(&::gpu::GLBackend::do_glRotatef),
(&::gpu::GLBackend::do_glScalef),
(&::gpu::GLBackend::do_glTranslatef),
(&::gpu::GLBackend::do_glLoadMatrixf),
(&::gpu::GLBackend::do_glLoadIdentity),
(&::gpu::GLBackend::do_glRotatef),
(&::gpu::GLBackend::do_glScalef),
(&::gpu::GLBackend::do_glTranslatef),
(&::gpu::GLBackend::do_glDrawArrays),
(&::gpu::GLBackend::do_glDrawArrays),
(&::gpu::GLBackend::do_glDrawRangeElements),
(&::gpu::GLBackend::do_glColorPointer),
(&::gpu::GLBackend::do_glNormalPointer),
(&::gpu::GLBackend::do_glTexCoordPointer),
(&::gpu::GLBackend::do_glColorPointer),
(&::gpu::GLBackend::do_glNormalPointer),
(&::gpu::GLBackend::do_glTexCoordPointer),
(&::gpu::GLBackend::do_glVertexPointer),
(&::gpu::GLBackend::do_glVertexAttribPointer),
@ -79,7 +79,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_glColor4f),
(&::gpu::GLBackend::do_glMaterialf),
(&::gpu::GLBackend::do_glMaterialf),
(&::gpu::GLBackend::do_glMaterialfv),
};
@ -113,20 +113,16 @@ static const GLenum _elementTypeToGLType[NUM_TYPES]= {
GLBackend::GLBackend() :
_inputFormat(0),
_inputAttributeActivation(0),
_needInputFormatUpdate(true),
_inputFormat(0),
_inputBuffersState(0),
_inputBuffers(_inputBuffersState.size(), BufferPointer(0)),
_inputBufferOffsets(_inputBuffersState.size(), 0),
_inputBufferStrides(_inputBuffersState.size(), 0),
_indexBuffer(0),
_indexBufferOffset(0),
_inputAttributeActivation(0),
_transform()
{
}
@ -142,7 +138,7 @@ void GLBackend::renderBatch(Batch& batch) {
GLBackend backend;
for (int i = 0; i < numCommands; i++) {
for (unsigned int i = 0; i < numCommands; i++) {
CommandCall call = _commandCalls[(*command)];
(backend.*(call))(batch, *offset);
command++;
@ -209,7 +205,7 @@ void GLBackend::do_drawIndexed(Batch& batch, uint32 paramOffset) {
GLenum glType = _elementTypeToGLType[_indexBufferType];
glDrawElements(mode, numIndices, glType, (GLvoid*)(startIndex + _indexBufferOffset));
glDrawElements(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _indexBufferOffset));
CHECK_GL_ERROR();
}
@ -271,7 +267,7 @@ void GLBackend::updateInput() {
}
// Manage Activation what was and what is expected now
for (int i = 0; i < newActivation.size(); i++) {
for (unsigned int i = 0; i < newActivation.size(); i++) {
bool newState = newActivation[i];
if (newState != _inputAttributeActivation[i]) {
#if defined(SUPPORT_LEGACY_OPENGL)
@ -320,7 +316,7 @@ void GLBackend::updateInput() {
CHECK_GL_ERROR();
_inputBuffersState[bufferNum] = false;
for (int i = 0; i < channel._slots.size(); i++) {
for (unsigned int i = 0; i < channel._slots.size(); i++) {
const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
GLuint slot = attrib._slot;
GLuint count = attrib._element.getDimensionCount();
@ -331,16 +327,16 @@ void GLBackend::updateInput() {
if (slot < NUM_CLASSIC_ATTRIBS) {
switch (slot) {
case Stream::POSITION:
glVertexPointer(count, type, stride, (GLvoid*)pointer);
glVertexPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::NORMAL:
glNormalPointer(type, stride, (GLvoid*)pointer);
glNormalPointer(type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::COLOR:
glColorPointer(count, type, stride, (GLvoid*)pointer);
glColorPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::TEXCOORD:
glTexCoordPointer(count, type, stride, (GLvoid*)pointer);
glTexCoordPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
};
} else {
@ -348,7 +344,8 @@ void GLBackend::updateInput() {
{
#endif
GLboolean isNormalized = attrib._element.isNormalized();
glVertexAttribPointer(slot, count, type, isNormalized, stride, (GLvoid*)pointer);
glVertexAttribPointer(slot, count, type, isNormalized, stride,
reinterpret_cast<GLvoid*>(pointer));
}
CHECK_GL_ERROR();
}
@ -475,21 +472,24 @@ void GLBackend::updateTransform() {
glMatrixMode(GL_MODELVIEW);
_transform._lastMode = GL_MODELVIEW;
}
Transform::Mat4 modelView;
if (!_transform._view.isNull()) {
Transform mvx;
Transform::mult(mvx, (*_transform._view), (*_transform._model));
Transform::Mat4 mv = mvx.getMatrix();
glLoadMatrixf((const GLfloat*) &mv[0]);
mvx.getMatrix(modelView);
} else {
glLoadMatrixf((const GLfloat*) &_transform._model->getMatrix());
_transform._model->getMatrix(modelView);
}
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
} else {
if (!_transform._view.isNull()) {
if (_transform._lastMode != GL_MODELVIEW) {
glMatrixMode(GL_MODELVIEW);
_transform._lastMode = GL_MODELVIEW;
}
glLoadMatrixf((const GLfloat*) & _transform._view->getMatrix());
Transform::Mat4 modelView;
_transform._model->getMatrix(modelView);
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
} else {
// glLoadIdentity();
}

View file

@ -8,6 +8,8 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Context.h"
#include "Resource.h"
#include <QDebug>

View file

@ -479,9 +479,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
float bestDistance = std::numeric_limits<float>::max();
float distanceToSubMesh;
BoxFace subMeshFace;
BoxFace bestSubMeshFace;
int subMeshIndex = 0;
int bestSubMeshIndex = -1;
// If we hit the models box, then consider the submeshes...
foreach(const AABox& subMeshBox, _calculatedMeshBoxes) {
@ -489,10 +487,9 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
if (subMeshBox.findRayIntersection(origin, direction, distanceToSubMesh, subMeshFace)) {
if (distanceToSubMesh < bestDistance) {
bestSubMeshIndex = subMeshIndex;
bestDistance = distanceToSubMesh;
bestSubMeshFace = subMeshFace;
intersectedSomething = true;
face = subMeshFace;
extraInfo = geometry.getModelNameOfMesh(subMeshIndex);
}
}
@ -562,16 +559,7 @@ bool Model::render(float alpha, RenderMode mode, RenderArgs* args) {
if (_transforms.empty()) {
_transforms.push_back(gpu::TransformPointer(new gpu::Transform()));
}
_transforms[0]->evalFromRawMatrix(Application::getInstance()->getUntranslatedViewMatrix());
gpu::TransformPointer currentView(Application::getInstance()->getViewTransform());
currentView->getMatrix();
gpu::Transform::Mat4 glview = Application::getInstance()->getUntranslatedViewMatrix();
_transforms[0]->setTranslation(currentView->getTranslation());
_transforms[0]->setRotation(currentView->getRotation());
_transforms[0]->setScale(currentView->getScale());
(*_transforms[0]) = gpu::Transform((*Application::getInstance()->getViewTransform()));
_transforms[0]->postTranslate(_translation);
batch.setViewTransform(_transforms[0]);
@ -1872,14 +1860,6 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
}
GLBATCH(glPushMatrix)();
// Application::getInstance()->loadTranslatedViewMatrix(_translation);
// GLBATCH(glLoadMatrixf)((const GLfloat*)&Application::getInstance()->getUntranslatedViewMatrix());
glm::vec3 viewMatTranslation = Application::getInstance()->getViewMatrixTranslation();
// GLBATCH(glTranslatef)(_translation.x + viewMatTranslation.x, _translation.y + viewMatTranslation.y, _translation.z + viewMatTranslation.z);
const MeshState& state = _meshStates.at(i);
if (state.clusterMatrices.size() > 1) {
@ -1889,7 +1869,6 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
gpu::TransformPointer modelTransform(new gpu::Transform());
batch.setModelTransform(modelTransform);
} else {
// GLBATCH(glMultMatrixf)((const GLfloat*)&state.clusterMatrices[0]);
gpu::TransformPointer modelTransform(new gpu::Transform(state.clusterMatrices[0]));
batch.setModelTransform(modelTransform);

View file

@ -984,7 +984,9 @@ void ApplicationOverlay::renderAudioMeter() {
const int AUDIO_METER_X = MIRROR_VIEW_LEFT_PADDING + MUTE_ICON_SIZE + AUDIO_METER_INSET + AUDIO_METER_GAP;
int audioMeterY;
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
bool boxed = Menu::getInstance()->isOptionChecked(MenuOption::Mirror) &&
!Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror);
if (boxed) {
audioMeterY = MIRROR_VIEW_HEIGHT + AUDIO_METER_GAP + MUTE_ICON_PADDING;
} else {
audioMeterY = AUDIO_METER_GAP + MUTE_ICON_PADDING;
@ -1022,9 +1024,7 @@ void ApplicationOverlay::renderAudioMeter() {
renderCollisionOverlay(glWidget->width(), glWidget->height(), magnitude, 1.0f);
}
audio->renderToolBox(MIRROR_VIEW_LEFT_PADDING + AUDIO_METER_GAP,
audioMeterY,
Menu::getInstance()->isOptionChecked(MenuOption::Mirror));
audio->renderToolBox(MIRROR_VIEW_LEFT_PADDING + AUDIO_METER_GAP, audioMeterY, boxed);
audio->renderScope(glWidget->width(), glWidget->height());

View file

@ -156,6 +156,9 @@ void RearMirrorTools::displayIcon(QRect bounds, QRect iconBounds, GLuint texture
}
glEnd();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}

View file

@ -129,7 +129,7 @@ int TextRenderer::draw(int x, int y, const char* str) {
leftBottom.x, rightTop.y, ls, tt, };
const int NUM_COLOR_SCALARS_PER_GLYPH = 4;
unsigned int colorBuffer[NUM_COLOR_SCALARS_PER_GLYPH] = { compactColor, compactColor, compactColor, compactColor };
int colorBuffer[NUM_COLOR_SCALARS_PER_GLYPH] = { compactColor, compactColor, compactColor, compactColor };
gpu::Buffer::Size offset = sizeof(vertexBuffer) * _numGlyphsBatched;
gpu::Buffer::Size colorOffset = sizeof(colorBuffer) * _numGlyphsBatched;
@ -181,9 +181,9 @@ TextRenderer::TextRenderer(const Properties& properties) :
_color(properties.color),
_glyphsBuffer(new gpu::Buffer()),
_glyphsColorBuffer(new gpu::Buffer()),
_numGlyphsBatched(0),
_glyphsStreamFormat(new gpu::Stream::Format()),
_glyphsStream(new gpu::BufferStream())
_glyphsStream(new gpu::BufferStream()),
_numGlyphsBatched(0)
{
_glyphsStreamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::POS_XYZ), 0);
const int NUM_POS_COORDS = 2;

View file

@ -297,7 +297,7 @@ void Player::play() {
_injector->setOptions(_options);
}
void Player::setCurrentFrame(unsigned int currentFrame) {
void Player::setCurrentFrame(int currentFrame) {
if (_recording && currentFrame >= _recording->getFrameNumber()) {
stopPlaying();
return;
@ -314,7 +314,7 @@ void Player::setCurrentFrame(unsigned int currentFrame) {
}
}
void Player::setCurrentTime(unsigned int currentTime) {
void Player::setCurrentTime(int currentTime) {
if (currentTime >= _recording->getLength()) {
stopPlaying();
return;
@ -393,7 +393,7 @@ bool Player::computeCurrentFrame() {
_currentFrame = 0;
}
quint64 elapsed = glm::clamp(Player::elapsed() - _audioOffset, (qint64)0, (qint64)_recording->getLength());
qint64 elapsed = glm::clamp(Player::elapsed() - _audioOffset, (qint64)0, (qint64)_recording->getLength());
while(_currentFrame >= 0 &&
_recording->getFrameTimestamp(_currentFrame) > elapsed) {
--_currentFrame;

View file

@ -44,8 +44,8 @@ public slots:
void loadRecording(RecordingPointer recording);
void play();
void setCurrentFrame(unsigned int currentFrame);
void setCurrentTime(unsigned int currentTime);
void setCurrentFrame(int currentFrame);
void setCurrentTime(int currentTime);
void setVolume(float volume);
void setAudioOffset(int audioOffset);
@ -87,4 +87,4 @@ private:
bool _useSkeletonURL;
};
#endif // hifi_Player_h
#endif // hifi_Player_h

View file

@ -383,8 +383,8 @@ private:
// NOTE: The following are pseudo client only properties. They are only used in clients which can access
// properties of model geometry. But these properties are not serialized like other properties.
QVector<SittingPoint> _sittingPoints;
glm::vec3 _naturalDimensions;
QStringList _textureNames;
glm::vec3 _naturalDimensions;
};
Q_DECLARE_METATYPE(EntityItemProperties);
QScriptValue EntityItemPropertiesToScriptValue(QScriptEngine* engine, const EntityItemProperties& properties);

View file

@ -547,11 +547,12 @@ void Octree::deleteOctalCodeFromTreeRecursion(OctreeElement* element, void* extr
void Octree::eraseAllOctreeElements(bool createNewRoot) {
delete _rootElement; // this will recurse and delete all children
_rootElement = NULL;
if (createNewRoot) {
_rootElement = createNewElement();
} else {
_rootElement = NULL;
}
_isDirty = true;
}

View file

@ -12,27 +12,11 @@
#include "Transform.h"
Transform::Transform() :
_translation(0),
_rotation(1.f, 0, 0, 0),
_scale(1.f),
_flags(1) // invalid cache
{
}
Transform::Transform(const Mat4& raw) {
evalFromRawMatrix(raw);
}
Transform::Mat4& Transform::evalRelativeTransform( Mat4& result, const Vec3& origin) {
updateCache();
result = _matrix;
result[3] = Vec4(_translation - origin, 1.f);
return result;
}
void Transform::evalRotationScale(const Mat3& rotationScaleMatrix) {
void Transform::evalRotationScale(Quat& rotation, Vec3& scale, const Mat3& rotationScaleMatrix) {
const float ACCURACY_THREASHOLD = 0.00001f;
// Following technique taken from:
// http://callumhay.blogspot.com/2010/10/decomposing-affine-transforms.html
// Extract the rotation component - this is done using polar decompostion, where
// we successively average the matrix with its inverse transpose until there is
// no/a very small difference between successive averages
@ -67,8 +51,7 @@ void Transform::evalRotationScale(const Mat3& rotationScaleMatrix) {
// extract scale of the matrix as the length of each axis
Mat3 scaleMat = glm::inverse(rotationMat) * rotationScaleMatrix;
Vec3 scale2(glm::length(rotationScaleMatrix[0]), glm::length(rotationScaleMatrix[1]), glm::length(rotationScaleMatrix[2]));
Vec3 scale(scaleMat[0][0], scaleMat[1][1], scaleMat[2][2]);
scale = Vec3(scaleMat[0][0], scaleMat[1][1], scaleMat[2][2]);
if (scale.x < ACCURACY_THREASHOLD) scale.x = ACCURACY_THREASHOLD;
if (scale.y < ACCURACY_THREASHOLD) scale.y = ACCURACY_THREASHOLD;
if (scale.z < ACCURACY_THREASHOLD) scale.z = ACCURACY_THREASHOLD;
@ -85,34 +68,15 @@ void Transform::evalRotationScale(const Mat3& rotationScaleMatrix) {
float determinant = glm::determinant(matRot);
if (determinant < 0.f) {
scale.x = -scale.x;
// matRot[0] *= -1.f;
matRot[0] *= -1.f;
}
// Beware: even though the matRot is supposed to be normalized at that point,
// glm::quat_cast doesn't always return a normalized quaternion...
setRotation(glm::normalize(glm::quat_cast(matRot)));
// and assign the scale
setScale(scale);
rotation = glm::normalize(glm::quat_cast(matRot));
}
void Transform::evalFromRawMatrix(const Mat4& matrix) {
// for now works only in the case of TRS transformation
if ((matrix[0][3] == 0) && (matrix[1][3] == 0) && (matrix[2][3] == 0) && (matrix[3][3] == 1.f)) {
setTranslation(Vec3(matrix[3]));
evalRotationScale(Mat3(matrix));
}
}
Transform& Transform::evalInverseTranspose(Transform& result) {
result.setTranslation(-_translation);
result.setRotation(-_rotation);
if (isScaling()) {
result.setScale(Vec3(1.f/_scale.x, 1.f/_scale.y, 1.f/_scale.z));
}
return result;
}

View file

@ -29,7 +29,13 @@ public:
typedef glm::vec2 Vec2;
typedef glm::quat Quat;
Transform();
Transform() :
_translation(0),
_rotation(1.f, 0, 0, 0),
_scale(1.f),
_flags(1) // invalid cache
{
}
Transform(const Transform& transform) :
_translation(transform._translation),
_rotation(transform._rotation),
@ -38,86 +44,46 @@ public:
{
invalidCache();
}
Transform(const Mat4& raw);
Transform(const Mat4& raw) {
evalFromRawMatrix(raw);
}
~Transform() {}
void setTranslation(const Vec3& translation) { invalidCache(); flagTranslation(); _translation = translation; }
const Vec3& getTranslation() const { return _translation; }
void setIdentity();
void preTranslate(const Vec3& translation) { invalidCache(); flagTranslation(); _translation += translation; }
void postTranslate(const Vec3& translation) {
invalidCache();
flagTranslation();
if (isRotating()) {
_translation += glm::rotate(_rotation, translation * _scale);
} else {
_translation += translation * _scale;
}
}
const Vec3& getTranslation() const;
void setTranslation(const Vec3& translation);
void preTranslate(const Vec3& translation);
void postTranslate(const Vec3& translation);
void setRotation(const Quat& rotation) { invalidCache(); flagRotation(); _rotation = rotation; }
const Quat& getRotation() const { return _rotation; }
const Quat& getRotation() const;
void setRotation(const Quat& rotation);
void preRotate(const Quat& rotation);
void postRotate(const Quat& rotation);
void preRotate(const Quat& rotation) {
invalidCache();
if (isRotating()) {
_rotation = rotation * _rotation;
} else {
_rotation = rotation;
}
flagRotation();
_translation = glm::rotate(rotation, _translation);
}
void postRotate(const Quat& rotation) {
invalidCache();
if (isRotating()) {
_rotation *= rotation;
} else {
_rotation = rotation;
}
flagRotation();
}
void setScale(float scale) { invalidCache(); flagScaling(); _scale = Vec3(scale); }
void setScale(const Vec3& scale) { invalidCache(); flagScaling(); _scale = scale; }
const Vec3& getScale() const { return _scale; }
void postScale(const Vec3& scale) {
invalidCache();
if (isScaling()) {
_scale *= scale;
} else {
_scale = scale;
}
flagScaling();
}
const Mat4& getMatrix() const { updateCache(); return _matrix; }
Mat4& evalRelativeTransform(Mat4& result, const Vec3& origin);
Transform& evalInverseTranspose(Transform& result);
void evalFromRawMatrix(const Mat4& matrix);
void evalRotationScale(const Mat3& rotationScalematrix);
static Transform& mult( Transform& result, const Transform& left, const Transform& right) {
result = left;
if ( right.isTranslating()) result.postTranslate(right.getTranslation());
if ( right.isRotating()) result.postRotate(right.getRotation());
if (right.isScaling()) result.postScale(right.getScale());
Transform::Mat4 mv = left.getMatrix() * right.getMatrix();
Transform::Mat4 mv2 = result.getMatrix();
result.evalFromRawMatrix(mv);
Transform::Mat4 mv3 = result.getMatrix();
return result;
}
const Vec3& getScale() const;
void setScale(float scale);
void setScale(const Vec3& scale);
void postScale(float scale);
void postScale(const Vec3& scale);
bool isIdentity() const { return (_flags & ~Flags(1)).none(); }
bool isTranslating() const { return _flags[FLAG_TRANSLATION]; }
bool isRotating() const { return _flags[FLAG_ROTATION]; }
bool isScaling() const { return _flags[FLAG_SCALING]; }
bool isUniform() const { return !isNonUniform(); }
bool isNonUniform() const { return _flags[FLAG_NON_UNIFORM]; }
void evalFromRawMatrix(const Mat4& matrix);
void evalFromRawMatrix(const Mat3& rotationScalematrix);
Mat4& getMatrix(Mat4& result) const;
Transform& evalInverse(Transform& result) const;
static void evalRotationScale(Quat& rotation, Vec3& scale, const Mat3& rotationScaleMatrix);
static Transform& mult(Transform& result, const Transform& left, const Transform& right);
protected:
@ -127,6 +93,8 @@ protected:
FLAG_TRANSLATION,
FLAG_ROTATION,
FLAG_SCALING,
FLAG_NON_UNIFORM,
FLAG_ZERO_SCALE,
FLAG_PROJECTION,
@ -145,40 +113,234 @@ protected:
// Cached transform
mutable Mat4 _matrix;
bool isCacheInvalid() const { return _flags[FLAG_CACHE_INVALID]; }
void validCache() const { _flags.set(FLAG_CACHE_INVALID, false); }
void invalidCache() const { _flags.set(FLAG_CACHE_INVALID, true); }
void flagTranslation() { _flags.set(FLAG_TRANSLATION, true); }
void flagRotation() { _flags.set(FLAG_ROTATION, true); }
void flagScaling() { _flags.set(FLAG_SCALING, true); }
void unflagScaling() { _flags.set(FLAG_SCALING, false); }
void updateCache() const {
if (isCacheInvalid()) {
if (isRotating()) {
glm::mat3x3 rot = glm::mat3_cast(_rotation);
if ((_scale.x != 1.f) || (_scale.y != 1.f) || (_scale.z != 1.f)) {
rot[0] *= _scale.x;
rot[1] *= _scale.y;
rot[2] *= _scale.z;
}
void flagUniform() { _flags.set(FLAG_NON_UNIFORM, false); }
void flagNonUniform() { _flags.set(FLAG_NON_UNIFORM, true); }
_matrix[0] = Vec4(rot[0], 0.f);
_matrix[1] = Vec4(rot[1], 0.f);
_matrix[2] = Vec4(rot[2], 0.f);
} else {
_matrix[0] = Vec4(_scale.x, 0.f, 0.f, 0.f);
_matrix[1] = Vec4(0.f, _scale.y, 0.f, 0.f);
_matrix[2] = Vec4(0.f, 0.f, _scale.z, 0.f);
}
_matrix[3] = Vec4(_translation, 1.f);
validCache();
}
}
void updateCache() const;
};
inline void Transform::setIdentity() {
_translation = Vec3(0);
_rotation = Quat(1.f, 0, 0, 0);
_scale = Vec3(1.f);
_flags = Flags(1);
}
inline const Transform::Vec3& Transform::getTranslation() const {
return _translation;
}
inline void Transform::setTranslation(const Vec3& translation) {
invalidCache();
flagTranslation();
_translation = translation;
}
inline void Transform::preTranslate(const Vec3& translation) {
invalidCache();
flagTranslation();
_translation += translation;
}
inline void Transform::postTranslate(const Vec3& translation) {
invalidCache();
flagTranslation();
Vec3 scaledT = translation;
if (isScaling()) scaledT *= _scale;
if (isRotating()) {
_translation += glm::rotate(_rotation, scaledT);
} else {
_translation += scaledT;
}
}
inline const Transform::Quat& Transform::getRotation() const {
return _rotation;
}
inline void Transform::setRotation(const Quat& rotation) {
invalidCache();
flagRotation();
_rotation = rotation;
}
inline void Transform::preRotate(const Quat& rotation) {
invalidCache();
if (isRotating()) {
_rotation = rotation * _rotation;
} else {
_rotation = rotation;
}
flagRotation();
_translation = glm::rotate(rotation, _translation);
}
inline void Transform::postRotate(const Quat& rotation) {
invalidCache();
if (isNonUniform()) {
Quat newRot;
Vec3 newScale;
Mat3 scaleRot(glm::mat3_cast(rotation));
scaleRot[0] *= _scale;
scaleRot[1] *= _scale;
scaleRot[2] *= _scale;
evalRotationScale(newRot, newScale, scaleRot);
if (isRotating()) {
_rotation *= newRot;
} else {
_rotation = newRot;
}
setScale(newScale);
} else {
if (isRotating()) {
_rotation *= rotation;
} else {
_rotation = rotation;
}
}
flagRotation();
}
inline const Transform::Vec3& Transform::getScale() const {
return _scale;
}
inline void Transform::setScale(float scale) {
invalidCache();
flagUniform();
if (scale == 1.f) {
unflagScaling();
} else {
flagScaling();
}
_scale = Vec3(scale);
}
inline void Transform::setScale(const Vec3& scale) {
if ((scale.x == scale.y) && (scale.x == scale.z)) {
setScale(scale.x);
} else {
invalidCache();
flagScaling();
flagNonUniform();
_scale = scale;
}
}
inline void Transform::postScale(float scale) {
if (scale == 1.f) return;
if (isScaling()) {
// if already scaling, just invalid cache and aply uniform scale
invalidCache();
_scale *= scale;
} else {
setScale(scale);
}
}
inline void Transform::postScale(const Vec3& scale) {
invalidCache();
if (isScaling()) {
_scale *= scale;
} else {
_scale = scale;
}
flagScaling();
}
inline Transform::Mat4& Transform::getMatrix(Transform::Mat4& result) const {
updateCache();
result = _matrix;
return result;
}
inline void Transform::evalFromRawMatrix(const Mat4& matrix) {
// for now works only in the case of TRS transformation
if ((matrix[0][3] == 0) && (matrix[1][3] == 0) && (matrix[2][3] == 0) && (matrix[3][3] == 1.f)) {
setTranslation(Vec3(matrix[3]));
evalFromRawMatrix(Mat3(matrix));
}
}
inline void Transform::evalFromRawMatrix(const Mat3& rotationScaleMatrix) {
Quat rotation;
Vec3 scale;
evalRotationScale(rotation, scale, rotationScaleMatrix);
setRotation(rotation);
setScale(scale);
}
inline Transform& Transform::evalInverse(Transform& inverse) const {
inverse.setIdentity();
if (isScaling()) {
if (isNonUniform()) {
inverse.setScale(Vec3(1.f/_scale.x, 1.f/_scale.y, 1.f/_scale.z));
} else {
inverse.setScale(1.f/_scale.x);
}
}
if (isRotating()) {
inverse.postRotate(-_rotation);
}
if (isTranslating()) {
inverse.postTranslate(-_translation);
}
return inverse;
}
inline Transform& Transform::mult( Transform& result, const Transform& left, const Transform& right) {
result = left;
if ( right.isTranslating()) result.postTranslate(right.getTranslation());
if ( right.isRotating()) result.postRotate(right.getRotation());
if (right.isScaling()) result.postScale(right.getScale());
// HACK: In case of an issue in the Transform multiplication results, to make sure this code is
// working properly uncomment the next 2 lines and compare the results, they should be the same...
// Transform::Mat4 mv = left.getMatrix() * right.getMatrix();
// Transform::Mat4 mv2 = result.getMatrix();
return result;
}
inline void Transform::updateCache() const {
if (isCacheInvalid()) {
if (isRotating()) {
glm::mat3x3 rot = glm::mat3_cast(_rotation);
if (isScaling()) {
rot[0] *= _scale.x;
rot[1] *= _scale.y;
rot[2] *= _scale.z;
}
_matrix[0] = Vec4(rot[0], 0.f);
_matrix[1] = Vec4(rot[1], 0.f);
_matrix[2] = Vec4(rot[2], 0.f);
} else {
_matrix[0] = Vec4(_scale.x, 0.f, 0.f, 0.f);
_matrix[1] = Vec4(0.f, _scale.y, 0.f, 0.f);
_matrix[2] = Vec4(0.f, 0.f, _scale.z, 0.f);
}
_matrix[3] = Vec4(_translation, 1.f);
validCache();
}
}
#endif

View file

@ -79,8 +79,8 @@ public:
protected:
uint32_t _glBufferIndex : 24, /// Client only, vbo index for this voxel if being rendered, 3 bytes
_voxelSystemIndex : 8; /// Client only, index to the VoxelSystem rendering this voxel, 1 bytes
uint32_t _glBufferIndex : 24; /// Client only, vbo index for this voxel if being rendered, 3 bytes
uint32_t _voxelSystemIndex : 8; /// Client only, index to the VoxelSystem rendering this voxel, 1 bytes
// Support for _voxelSystemIndex, we use these static member variables to track the VoxelSystems that are
// in use by various voxel nodes. We map the VoxelSystem pointers into an 1 byte key, this limits us to at