This commit is contained in:
Andrzej Kapolka 2014-05-16 16:26:47 -07:00
commit 6eaa549f65
6 changed files with 317 additions and 1 deletions

View file

@ -170,6 +170,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
_packetsPerSecond(0),
_bytesPerSecond(0),
_previousScriptLocation(),
_nodeBoundsDisplay(this),
_runningScriptsWidget(new RunningScriptsWidget(_window)),
_runningScriptsWidgetWasVisible(false)
{
@ -2527,6 +2528,9 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
// restore default, white specular
glMaterialfv(GL_FRONT, GL_SPECULAR, WHITE_SPECULAR_COLOR);
_nodeBoundsDisplay.draw();
}
bool mirrorMode = (whichCamera.getInterpolatedMode() == CAMERA_MODE_MIRROR);
@ -2760,6 +2764,7 @@ void Application::displayOverlay() {
? 80 : 20;
drawText(_glWidget->width() - 100, _glWidget->height() - timerBottom, 0.30f, 0.0f, 0, frameTimer, WHITE_TEXT);
}
_nodeBoundsDisplay.drawOverlay();
// give external parties a change to hook in
emit renderingOverlay();

View file

@ -74,6 +74,7 @@
#include "ui/BandwidthDialog.h"
#include "ui/BandwidthMeter.h"
#include "ui/ModelsBrowser.h"
#include "ui/NodeBounds.h"
#include "ui/OctreeStatsDialog.h"
#include "ui/RearMirrorTools.h"
#include "ui/SnapshotShareDialog.h"
@ -191,6 +192,8 @@ public:
bool isMouseHidden() const { return _mouseHidden; }
const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
int getMouseX() const { return _mouseX; }
int getMouseY() const { return _mouseY; }
Faceplus* getFaceplus() { return &_faceplus; }
Faceshift* getFaceshift() { return &_faceshift; }
Visage* getVisage() { return &_visage; }
@ -246,7 +249,7 @@ public:
void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
NodeBounds& getNodeBoundsDisplay() { return _nodeBoundsDisplay; }
VoxelShader& getVoxelShader() { return _voxelShader; }
PointShader& getPointShader() { return _pointShader; }
@ -526,6 +529,8 @@ private:
NodeToOctreeSceneStats _octreeServerSceneStats;
QReadWriteLock _octreeSceneStatsLock;
NodeBounds _nodeBoundsDisplay;
std::vector<VoxelFade> _voxelFades;
ControllerScriptingInterface _controllerScriptingInterface;
QPointer<LogDialog> _logDialog;

View file

@ -42,6 +42,7 @@
#include "ui/MetavoxelEditor.h"
#include "ui/ModelsBrowser.h"
#include "ui/LoginDialog.h"
#include "ui/NodeBounds.h"
Menu* Menu::_instance = NULL;
@ -242,6 +243,19 @@ Menu::Menu() :
SLOT(setEnable3DTVMode(bool)));
QMenu* nodeBordersMenu = viewMenu->addMenu("Server Borders");
NodeBounds& nodeBounds = appInstance->getNodeBoundsDisplay();
addCheckableActionToQMenuAndActionHash(nodeBordersMenu, MenuOption::ShowBordersVoxelNodes,
Qt::CTRL | Qt::SHIFT | Qt::Key_1, false,
&nodeBounds, SLOT(setShowVoxelNodes(bool)));
addCheckableActionToQMenuAndActionHash(nodeBordersMenu, MenuOption::ShowBordersModelNodes,
Qt::CTRL | Qt::SHIFT | Qt::Key_2, false,
&nodeBounds, SLOT(setShowModelNodes(bool)));
addCheckableActionToQMenuAndActionHash(nodeBordersMenu, MenuOption::ShowBordersParticleNodes,
Qt::CTRL | Qt::SHIFT | Qt::Key_3, false,
&nodeBounds, SLOT(setShowParticleNodes(bool)));
QMenu* avatarSizeMenu = viewMenu->addMenu("Avatar Size");
addActionToQMenuAndActionHash(avatarSizeMenu,

View file

@ -367,6 +367,9 @@ namespace MenuOption {
const QString SettingsExport = "Export Settings";
const QString SettingsImport = "Import Settings";
const QString Shadows = "Shadows";
const QString ShowBordersVoxelNodes = "Show Voxel Nodes";
const QString ShowBordersModelNodes = "Show Model Nodes";
const QString ShowBordersParticleNodes = "Show Particle Nodes";
const QString ShowIKConstraints = "Show IK Constraints";
const QString Stars = "Stars";
const QString Stats = "Stats";

View file

@ -0,0 +1,239 @@
//
// NodeBounds.cpp
// interface/src/ui
//
// Created by Ryan Huffman on 05/14/14.
// Copyright 2014 High Fidelity, Inc.
//
// This class draws a border around the different Voxel, Model, and Particle nodes on the current domain,
// and a semi-transparent cube around the currently mouse-overed node.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Application.h"
#include "Util.h"
#include "NodeBounds.h"
NodeBounds::NodeBounds(QObject* parent) :
QObject(parent),
_showVoxelNodes(false),
_showModelNodes(false),
_showParticleNodes(false),
_overlayText() {
}
void NodeBounds::draw() {
if (!(_showVoxelNodes || _showModelNodes || _showParticleNodes)) {
_overlayText[0] = '\0';
return;
}
NodeToJurisdictionMap& voxelServerJurisdictions = Application::getInstance()->getVoxelServerJurisdictions();
NodeToJurisdictionMap& modelServerJurisdictions = Application::getInstance()->getModelServerJurisdictions();
NodeToJurisdictionMap& particleServerJurisdictions = Application::getInstance()->getParticleServerJurisdictions();
NodeToJurisdictionMap* serverJurisdictions;
// Compute ray to find selected nodes later on. We can't use the pre-computed ray in Application because it centers
// itself after the cursor disappears.
Application* application = Application::getInstance();
QGLWidget* glWidget = application->getGLWidget();
float mouseX = application->getMouseX() / (float)glWidget->width();
float mouseY = application->getMouseY() / (float)glWidget->height();
glm::vec3 mouseRayOrigin;
glm::vec3 mouseRayDirection;
application->getViewFrustum()->computePickRay(mouseX, mouseY, mouseRayOrigin, mouseRayDirection);
// Variables to keep track of the selected node and properties to draw the cube later if needed
Node* selectedNode = NULL;
float selectedDistance = FLT_MAX;
bool selectedIsInside = true;
glm::vec3 selectedCenter;
float selectedScale = 0;
NodeList* nodeList = NodeList::getInstance();
foreach (const SharedNodePointer& node, nodeList->getNodeHash()) {
NodeType_t nodeType = node->getType();
if (nodeType == NodeType::VoxelServer && _showVoxelNodes) {
serverJurisdictions = &voxelServerJurisdictions;
} else if (nodeType == NodeType::ModelServer && _showModelNodes) {
serverJurisdictions = &modelServerJurisdictions;
} else if (nodeType == NodeType::ParticleServer && _showParticleNodes) {
serverJurisdictions = &particleServerJurisdictions;
} else {
continue;
}
QUuid nodeUUID = node->getUUID();
if (serverJurisdictions->find(nodeUUID) != serverJurisdictions->end()) {
const JurisdictionMap& map = serverJurisdictions->value(nodeUUID);
unsigned char* rootCode = map.getRootOctalCode();
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
glm::vec3 location(rootDetails.x, rootDetails.y, rootDetails.z);
location *= (float)TREE_SCALE;
AABox serverBounds(location, rootDetails.s * TREE_SCALE);
glm::vec3 center = serverBounds.getVertex(BOTTOM_RIGHT_NEAR)
+ ((serverBounds.getVertex(TOP_LEFT_FAR) - serverBounds.getVertex(BOTTOM_RIGHT_NEAR)) / 2.0f);
const float VOXEL_NODE_SCALE = 1.00f;
const float MODEL_NODE_SCALE = 0.99f;
const float PARTICLE_NODE_SCALE = 0.98f;
float scaleFactor = rootDetails.s * TREE_SCALE;
// Scale by 0.92 - 1.00 depending on the scale of the node. This allows smaller nodes to scale in
// a bit and not overlap larger nodes.
scaleFactor *= 0.92 + (rootDetails.s * 0.08);
// Scale different node types slightly differently because it's common for them to overlap.
if (nodeType == NodeType::VoxelServer) {
scaleFactor *= VOXEL_NODE_SCALE;
} else if (nodeType == NodeType::ModelServer) {
scaleFactor *= MODEL_NODE_SCALE;
} else {
scaleFactor *= PARTICLE_NODE_SCALE;
}
float red, green, blue;
getColorForNodeType(nodeType, red, green, blue);
drawNodeBorder(center, scaleFactor, red, green, blue);
float distance;
BoxFace face;
bool inside = serverBounds.contains(mouseRayOrigin);
bool colliding = serverBounds.findRayIntersection(mouseRayOrigin, mouseRayDirection, distance, face);
// If the camera is inside a node it will be "selected" if you don't have your cursor over another node
// that you aren't inside.
if (colliding && (!selectedNode || (!inside && (distance < selectedDistance || selectedIsInside)))) {
selectedNode = node.data();
selectedDistance = distance;
selectedIsInside = inside;
selectedCenter = center;
selectedScale = scaleFactor;
}
}
}
}
if (selectedNode) {
glPushMatrix();
glTranslatef(selectedCenter.x, selectedCenter.y, selectedCenter.z);
glScalef(selectedScale, selectedScale, selectedScale);
NodeType_t selectedNodeType = selectedNode->getType();
float red, green, blue;
getColorForNodeType(selectedNode->getType(), red, green, blue);
glColor4f(red, green, blue, 0.2);
glutSolidCube(1.0);
glPopMatrix();
HifiSockAddr addr = selectedNode->getPublicSocket();
QString overlay = QString("%1:%2 %3ms")
.arg(addr.getAddress().toString())
.arg(addr.getPort())
.arg(selectedNode->getPingMs())
.left(MAX_OVERLAY_TEXT_LENGTH);
// Ideally we'd just use a QString, but I ran into weird blinking issues using
// constData() directly, as if the data was being overwritten.
strcpy(_overlayText, overlay.toLocal8Bit().constData());
} else {
_overlayText[0] = '\0';
}
}
void NodeBounds::drawNodeBorder(const glm::vec3& center, float scale, float red, float green, float blue) {
glPushMatrix();
glTranslatef(center.x, center.y, center.z);
glScalef(scale, scale, scale);
glLineWidth(2.5);
glColor3f(red, green, blue);
glBegin(GL_LINES);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f( 0.5, -0.5, -0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f( 0.5, 0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f( 0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f( 0.5, 0.5, 0.5);
glVertex3f( 0.5, -0.5, 0.5);
glVertex3f( 0.5, 0.5, 0.5);
glVertex3f( 0.5, 0.5, -0.5);
glVertex3f( 0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f( 0.5, -0.5, 0.5);
glVertex3f( 0.5, -0.5, -0.5);
glVertex3f( 0.5, 0.5, -0.5);
glVertex3f( 0.5, -0.5, -0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glEnd();
glPopMatrix();
}
void NodeBounds::getColorForNodeType(NodeType_t nodeType, float& red, float& green, float& blue) {
red = nodeType == NodeType::VoxelServer ? 1.0 : 0.0;
green = nodeType == NodeType::ParticleServer ? 1.0 : 0.0;
blue = nodeType == NodeType::ModelServer ? 1.0 : 0.0;
}
void NodeBounds::drawOverlay() {
if (strlen(_overlayText) > 0) {
Application* application = Application::getInstance();
const float TEXT_COLOR[] = { 0.90f, 0.90f, 0.90f };
const float TEXT_SCALE = 0.1f;
const int TEXT_HEIGHT = 10;
const float ROTATION = 0.0f;
const int FONT = 2;
const int PADDING = 10;
const int MOUSE_OFFSET = 10;
const int BACKGROUND_OFFSET_Y = -20;
const int BACKGROUND_BEVEL = 3;
int mouseX = application->getMouseX(),
mouseY = application->getMouseY(),
textWidth = widthText(TEXT_SCALE, 0, _overlayText);
glColor4f(0.4, 0.4, 0.4, 0.6);
renderBevelCornersRect(mouseX + MOUSE_OFFSET, mouseY - TEXT_HEIGHT - PADDING,
textWidth + (2 * PADDING), TEXT_HEIGHT + (2 * PADDING), BACKGROUND_BEVEL);
drawText(mouseX + MOUSE_OFFSET + PADDING, mouseY, TEXT_SCALE, ROTATION, FONT, _overlayText, TEXT_COLOR);
}
}

View file

@ -0,0 +1,50 @@
//
// NodeBounds.h
// interface/src/ui
//
// Created by Ryan Huffman on 05/14/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_NodeBounds_h
#define hifi_NodeBounds_h
#include <QObject>
#include <NodeList.h>
const int MAX_OVERLAY_TEXT_LENGTH = 64;
class NodeBounds : public QObject {
Q_OBJECT
public:
NodeBounds(QObject* parent = NULL);
bool getShowVoxelNodes() { return _showVoxelNodes; }
bool getShowModelNodes() { return _showModelNodes; }
bool getShowParticleNodes() { return _showParticleNodes; }
void draw();
void drawOverlay();
public slots:
void setShowVoxelNodes(bool value) { _showVoxelNodes = value; }
void setShowModelNodes(bool value) { _showModelNodes = value; }
void setShowParticleNodes(bool value) { _showParticleNodes = value; }
protected:
void drawNodeBorder(const glm::vec3& center, float scale, float red, float green, float blue);
void getColorForNodeType(NodeType_t nodeType, float& red, float& green, float& blue);
private:
bool _showVoxelNodes;
bool _showModelNodes;
bool _showParticleNodes;
char _overlayText[MAX_OVERLAY_TEXT_LENGTH + 1];
};
#endif // hifi_NodeBounds_h