Merge branch 'master' of https://github.com/highfidelity/hifi into red

This commit is contained in:
samcake 2016-01-22 18:30:48 -08:00
commit 6fdf1e6cf0
69 changed files with 981 additions and 598 deletions

View file

@ -25,6 +25,11 @@ macro(GENERATE_INSTALLERS)
set(CPACK_PACKAGE_INSTALL_DIRECTORY ${_DISPLAY_NAME})
if (WIN32)
# include CMake module that will install compiler system libraries
# so that we have msvcr120 and msvcp120 installed with targets
set(CMAKE_INSTALL_SYSTEM_RUNTIME_DESTINATION ${INTERFACE_INSTALL_DIR})
include(InstallRequiredSystemLibraries)
set(CPACK_NSIS_MUI_ICON "${HF_CMAKE_DIR}/installer/installer.ico")
# install and reference the Add/Remove icon

View file

@ -12,24 +12,17 @@
macro(install_beside_console)
if (WIN32 OR APPLE)
# install this component beside the installed server-console executable
if (APPLE)
set(CONSOLE_APP_CONTENTS "${CONSOLE_INSTALL_APP_PATH}/Contents")
set(COMPONENT_DESTINATION "${CONSOLE_APP_CONTENTS}/MacOS/Components.app/Contents/MacOS")
else ()
set(COMPONENT_DESTINATION ${CONSOLE_INSTALL_DIR})
endif ()
if (APPLE)
install(
TARGETS ${TARGET_NAME}
RUNTIME DESTINATION ${COMPONENT_DESTINATION}
RUNTIME DESTINATION ${COMPONENT_INSTALL_DIR}
COMPONENT ${SERVER_COMPONENT}
)
else ()
# setup install of executable and things copied by fixup/windeployqt
install(
FILES "$<TARGET_FILE_DIR:${TARGET_NAME}>/"
DESTINATION ${COMPONENT_DESTINATION}
DESTINATION ${COMPONENT_INSTALL_DIR}
COMPONENT ${SERVER_COMPONENT}
)
@ -39,33 +32,42 @@ macro(install_beside_console)
endif ()
if (TARGET_NAME STREQUAL domain-server)
if (APPLE)
set(RESOURCES_DESTINATION ${COMPONENT_DESTINATION})
else ()
set(RESOURCES_DESTINATION ${CONSOLE_INSTALL_DIR})
endif ()
# install the resources folder for the domain-server where its executable will be
install(
DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/resources
DESTINATION ${RESOURCES_DESTINATION}
DESTINATION ${COMPONENT_INSTALL_DIR}
USE_SOURCE_PERMISSIONS
COMPONENT ${SERVER_COMPONENT}
)
endif ()
if (APPLE)
# during the install phase, call fixup to drop the shared libraries for these components in the right place
set(EXECUTABLE_NEEDING_FIXUP "\${CMAKE_INSTALL_PREFIX}/${COMPONENT_DESTINATION}/${TARGET_NAME}")
find_program(MACDEPLOYQT_COMMAND macdeployqt PATHS "${QT_DIR}/bin" NO_DEFAULT_PATH)
if (NOT MACDEPLOYQT_COMMAND AND (PRODUCTION_BUILD OR PR_BUILD))
message(FATAL_ERROR "Could not find macdeployqt at ${QT_DIR}/bin.\
It is required to produce a relocatable interface application.\
Check that the environment variable QT_DIR points to your Qt installation.\
")
endif ()
# during the install phase, call macdeployqt to drop the shared libraries for these components in the right place
set(COMPONENTS_BUNDLE_PATH "\${CMAKE_INSTALL_PREFIX}/${COMPONENT_APP_PATH}")
string(REPLACE " " "\\ " ESCAPED_BUNDLE_NAME ${COMPONENTS_BUNDLE_PATH})
set(EXECUTABLE_NEEDING_FIXUP "\${CMAKE_INSTALL_PREFIX}/${COMPONENT_INSTALL_DIR}/${TARGET_NAME}")
string(REPLACE " " "\\ " ESCAPED_EXECUTABLE_NAME ${EXECUTABLE_NEEDING_FIXUP})
install(CODE "
include(BundleUtilities)
fixup_bundle(\"${EXECUTABLE_NEEDING_FIXUP}\" \"\" \"${FIXUP_LIBS}\")
" COMPONENT ${SERVER_COMPONENT})
endif ()
execute_process(COMMAND ${MACDEPLOYQT_COMMAND} ${ESCAPED_BUNDLE_NAME} -verbose=2 -executable=${ESCAPED_EXECUTABLE_NAME})"
COMPONENT ${SERVER_COMPONENT}
)
endif()
endif ()
# set variables used by manual ssleay library copy
set(TARGET_INSTALL_DIR ${COMPONENT_DESTINATION})
set(TARGET_INSTALL_DIR ${COMPONENT_INSTALL_DIR})
set(TARGET_INSTALL_COMPONENT ${SERVER_COMPONENT})
manually_install_ssl_eay()

View file

@ -52,8 +52,24 @@ macro(SET_PACKAGING_PARAMETERS)
set(CONSOLE_INSTALL_DIR ${DMG_SUBFOLDER_NAME})
set(INTERFACE_INSTALL_DIR ${DMG_SUBFOLDER_NAME})
set(CONSOLE_EXEC_NAME "Server Console.app")
set(CONSOLE_INSTALL_APP_PATH "${CONSOLE_INSTALL_DIR}/${CONSOLE_EXEC_NAME}")
set(CONSOLE_APP_CONTENTS "${CONSOLE_INSTALL_APP_PATH}/Contents")
set(COMPONENT_APP_PATH "${CONSOLE_APP_CONTENTS}/MacOS/Components.app")
set(COMPONENT_INSTALL_DIR "${COMPONENT_APP_PATH}/Contents/MacOS")
set(INTERFACE_INSTALL_APP_PATH "${CONSOLE_INSTALL_DIR}/${INTERFACE_BUNDLE_NAME}.app")
set(INTERFACE_ICON_FILENAME "${INTERFACE_ICON_PREFIX}.icns")
else ()
set(CONSOLE_INSTALL_DIR ".")
if (WIN32)
set(CONSOLE_INSTALL_DIR "server-console")
else ()
set(CONSOLE_INSTALL_DIR ".")
endif ()
set(COMPONENT_INSTALL_DIR ".")
set(INTERFACE_INSTALL_DIR ".")
endif ()
@ -88,15 +104,6 @@ macro(SET_PACKAGING_PARAMETERS)
set(LAUNCH_NOW_REG_KEY "LaunchAfterInstall")
endif ()
if (APPLE)
set(CONSOLE_EXEC_NAME "Server Console.app")
set(CONSOLE_INSTALL_APP_PATH "${CONSOLE_INSTALL_DIR}/${CONSOLE_EXEC_NAME}")
set(INTERFACE_INSTALL_APP_PATH "${CONSOLE_INSTALL_DIR}/${INTERFACE_BUNDLE_NAME}.app")
set(INTERFACE_ICON_FILENAME "${INTERFACE_ICON_PREFIX}.icns")
endif()
# setup component categories for installer
set(DDE_COMPONENT dde)
set(CLIENT_COMPONENT client)

View file

@ -11,6 +11,7 @@
set(INTERFACE_SHORTCUT_NAME "@INTERFACE_SM_SHORTCUT_NAME@")
set(INTERFACE_WIN_EXEC_NAME "@INTERFACE_EXEC_PREFIX@.exe")
set(CONSOLE_INSTALL_SUBDIR "@CONSOLE_INSTALL_DIR@")
set(CONSOLE_SHORTCUT_NAME "@CONSOLE_SM_SHORTCUT_NAME@")
set(CONSOLE_WIN_EXEC_NAME "@CONSOLE_EXEC_NAME@")
set(DS_EXEC_NAME "@DS_EXEC_NAME@")

View file

@ -685,6 +685,31 @@ FunctionEnd
;Installer Sections
Section "-Core installation"
;The following delete blocks are temporary and can be removed once users who had the initial installer have updated
;Delete any server-console files installed before it was placed in sub-folder
Delete "$INSTDIR\server-console.exe"
RMDir /r "$INSTDIR\locales"
RMDir /r "$INSTDIR\resources\app"
Delete "$INSTDIR\resources\atom.asar"
Delete "$INSTDIR\build-info.json"
Delete "$INSTDIR\content_resources_200_percent.pak"
Delete "$INSTDIR\content_shell.pak"
Delete "$INSTDIR\LICENSE"
Delete "$INSTDIR\LICENSES.chromium.html"
Delete "$INSTDIR\natives_blob.bin"
Delete "$INSTDIR\node.dll"
Delete "$INSTDIR\pdf.dll"
Delete "$INSTDIR\snapshot_blob.bin"
Delete "$INSTDIR\ui_resources_200_percent.pak"
Delete "$INSTDIR\vccorlib120.dll"
Delete "$INSTDIR\version"
Delete "$INSTDIR\xinput1_3.dll"
; Remove the Old Interface directory and vcredist_x64.exe (from installs prior to Server Console)
RMDir /r "$INSTDIR\Interface"
Delete "$INSTDIR\vcredist_x64.exe"
;Use the entire tree produced by the INSTALL target. Keep the
;list of directories here in sync with the RMDir commands below.
SetOutPath "$INSTDIR"
@ -769,7 +794,7 @@ Section "-Core installation"
; Conditional handling for server console shortcut
${If} ${SectionIsSelected} ${@SERVER_COMPONENT_NAME@}
CreateShortCut "$SMPROGRAMS\$STARTMENU_FOLDER\@CONSOLE_SHORTCUT_NAME@.lnk" \
"$INSTDIR\@CONSOLE_WIN_EXEC_NAME@"
"$INSTDIR\@CONSOLE_INSTALL_SUBDIR@\@CONSOLE_WIN_EXEC_NAME@"
${EndIf}
CreateShortCut "$SMPROGRAMS\$STARTMENU_FOLDER\Uninstall.lnk" "$INSTDIR\@UNINSTALLER_NAME@"
@ -958,7 +983,7 @@ Function HandlePostInstallOptions
${NSD_GetState} $DesktopServerCheckbox $DesktopServerState
${If} $DesktopServerState == ${BST_CHECKED}
CreateShortCut "$DESKTOP\@CONSOLE_SHORTCUT_NAME@.lnk" "$INSTDIR\@CONSOLE_WIN_EXEC_NAME@"
CreateShortCut "$DESKTOP\@CONSOLE_SHORTCUT_NAME@.lnk" "$INSTDIR\\@CONSOLE_INSTALL_SUBDIR@\@CONSOLE_WIN_EXEC_NAME@"
!insertmacro WritePostInstallOption @CONSOLE_DESKTOP_SHORTCUT_REG_KEY@ YES
${Else}
!insertmacro WritePostInstallOption @CONSOLE_DESKTOP_SHORTCUT_REG_KEY@ NO
@ -968,7 +993,7 @@ Function HandlePostInstallOptions
${NSD_GetState} $ServerStartupCheckbox $ServerStartupState
${If} $ServerStartupState == ${BST_CHECKED}
CreateShortCut "$SMSTARTUP\@CONSOLE_SHORTCUT_NAME@.lnk" "$INSTDIR\@CONSOLE_WIN_EXEC_NAME@"
CreateShortCut "$SMSTARTUP\@CONSOLE_SHORTCUT_NAME@.lnk" "$INSTDIR\@CONSOLE_INSTALL_SUBDIR@\@CONSOLE_WIN_EXEC_NAME@"
!insertmacro WritePostInstallOption @CONSOLE_STARTUP_REG_KEY@ YES
${Else}
@ -1012,7 +1037,7 @@ Function HandlePostInstallOptions
; both launches use the explorer trick in case the user has elevated permissions for the installer
; it won't be possible to use this approach if either application should be launched with a command line param
${If} ${SectionIsSelected} ${@SERVER_COMPONENT_NAME@}
Exec '"$WINDIR\explorer.exe" "$INSTDIR\@CONSOLE_WIN_EXEC_NAME@"'
Exec '"$WINDIR\explorer.exe" "$INSTDIR\\@CONSOLE_INSTALL_SUBDIR@\@CONSOLE_WIN_EXEC_NAME@"'
${Else}
Exec '"$WINDIR\explorer.exe" "$INSTDIR\@INTERFACE_WIN_EXEC_NAME@"'
${EndIf}

View file

@ -1148,13 +1148,22 @@ QJsonObject DomainServer::jsonObjectForNode(const SharedNodePointer& node) {
return nodeJson;
}
const char ASSIGNMENT_SCRIPT_HOST_LOCATION[] = "resources/web/assignment";
QDir pathForAssignmentScriptsDirectory() {
static const QString SCRIPTS_DIRECTORY_NAME = "/scripts/";
QDir directory(ServerPathUtils::getDataDirectory() + SCRIPTS_DIRECTORY_NAME);
if (!directory.exists()) {
directory.mkpath(".");
qInfo() << "Created path to " << directory.path();
}
return directory;
}
QString pathForAssignmentScript(const QUuid& assignmentUUID) {
QString newPath { ServerPathUtils::getDataDirectory() + "/" + QString(ASSIGNMENT_SCRIPT_HOST_LOCATION) };
newPath += "/scripts/";
QDir directory = pathForAssignmentScriptsDirectory();
// append the UUID for this script as the new filename, remove the curly braces
newPath += uuidStringWithoutCurlyBraces(assignmentUUID);
return newPath;
return directory.absoluteFilePath(uuidStringWithoutCurlyBraces(assignmentUUID));
}
const QString URI_OAUTH = "/oauth";
@ -1162,7 +1171,6 @@ bool DomainServer::handleHTTPRequest(HTTPConnection* connection, const QUrl& url
const QString JSON_MIME_TYPE = "application/json";
const QString URI_ASSIGNMENT = "/assignment";
const QString URI_ASSIGNMENT_SCRIPTS = URI_ASSIGNMENT + "/scripts";
const QString URI_NODES = "/nodes";
const QString URI_SETTINGS = "/settings";
@ -1203,13 +1211,14 @@ bool DomainServer::handleHTTPRequest(HTTPConnection* connection, const QUrl& url
if (matchingAssignment && matchingAssignment->getType() == Assignment::AgentType) {
// we have a matching assignment and it is for the right type, have the HTTP manager handle it
// via correct URL for the script so the client can download
QUrl scriptURL = url;
scriptURL.setPath(URI_ASSIGNMENT + "/scripts/"
+ uuidStringWithoutCurlyBraces(matchingAssignment->getUUID()));
// have the HTTPManager serve the appropriate script file
return _httpManager.handleHTTPRequest(connection, scriptURL, true);
QFile scriptFile(pathForAssignmentScript(matchingAssignment->getUUID()));
if (scriptFile.exists() && scriptFile.open(QIODevice::ReadOnly)) {
connection->respond(HTTPConnection::StatusCode200, scriptFile.readAll(), "application/javascript");
} else {
connection->respond(HTTPConnection::StatusCode404, "Resource not found.");
}
return true;
}
// request not handled

View file

@ -165,6 +165,7 @@ var STATE_EQUIP_SPRING = 16;
// "collidesWith" is specified by comma-separated list of group names
// the possible group names are: static, dynamic, kinematic, myAvatar, otherAvatar
var COLLIDES_WITH_WHILE_GRABBED = "dynamic,otherAvatar";
var COLLIDES_WITH_WHILE_MULTI_GRABBED = "dynamic";
function stateToName(state) {
switch (state) {
@ -1636,6 +1637,13 @@ function MyController(hand) {
"collidesWith": COLLIDES_WITH_WHILE_GRABBED
};
Entities.editEntity(entityID, whileHeldProperties);
} else if (data["refCount"] > 1) {
// if an object is being grabbed by more than one person (or the same person twice, but nevermind), switch
// the collision groups so that it wont collide with "other" avatars. This avoids a situation where two
// people are holding something and one of them will be able (if the other releases at the right time) to
// bootstrap themselves with the held object. This happens because the meaning of "otherAvatar" in
// the collision mask hinges on who the physics simulation owner is.
Entities.editEntity(entityID, {"collidesWith": COLLIDES_WITH_WHILE_MULTI_GRABBED});
}
setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
@ -1746,4 +1754,4 @@ function cleanup() {
}
Script.scriptEnding.connect(cleanup);
Script.update.connect(update);
Script.update.connect(update);

View file

@ -105,8 +105,7 @@
alphaStart: 0.5,
alphaFinish: 0.5,
textures: "https://s3.amazonaws.com/hifi-public/eric/textures/particleSprites/beamParticle.png",
emitterShouldTrail: false,
lifetime: 1000
emitterShouldTrail: false
}
this.beam = Entities.addEntity(props);

View file

@ -1,161 +0,0 @@
//
// weatherBox.js
// examples/widgets/weatherBox
//
// Created by Eric Levin on 1/20/16.
// Copyright 2016 High Fidelity, Inc.
//
// This script creates a weatherBox widget which (in final version) will display the current weather
//
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("../libraries/utils.js");
var weatherBox, boxDimensions;
var orientation = Camera.getOrientation();
orientation = Quat.safeEulerAngles(orientation);
orientation.x = 0;
orientation = Quat.fromVec3Degrees(orientation);
var center = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(orientation)));
var emitters = [];
var spheres = [];
createWeatherBox(center);
center.y += boxDimensions.y / 2;
createCloud(center);
for (var i = 0; i < 7; i++) {
createLightningStrike(center)
}
function createLightningStrike(basePosition) {
var normal = Vec3.subtract(position, MyAvatar.position);
normal.y = 0;
var textureURL = "https://s3-us-west-1.amazonaws.com/hifi-content/eric/textures/lightning.png"
var linePoints = [];
var normals = [];
var strokeWidths = [];
var strokeWidth = 0.02
var currentPointPosition = {x: 0, y: 0, z: 0};
for (var i = 0; i < 8; i++) {
linePoints.push(currentPointPosition);
currentPointPosition = Vec3.sum(currentPointPosition, {x: randFloat(-0.05, 0.05), y: randFloat(-0.1, -0.05), z: randFloat(-0.05, 0.05)});
linePoints.push(currentPointPosition);
normals.push(normal);
normals.push(normal);
strokeWidth -= 0.002;
strokeWidths.push(strokeWidth);
strokeWidths.push(strokeWidth);
}
var position = Vec3.sum(basePosition, {x: randFloat(-boxDimensions.x/20, boxDimensions.x/20), y: 0, z: randFloat(-boxDimensions.x/20, boxDimensions.x/20)});
var bolt = Entities.addEntity({
type: "PolyLine",
textures: textureURL,
position: position,
dimensions: {
x: 10,
y: 10,
z: 10
},
linePoints: linePoints,
normals: normals,
strokeWidths: strokeWidths,
lifetime: randFloat(0.01, 0.2)
});
Script.setTimeout(function() {
createLightningStrike(position)
}, randInt(500, 5000));
}
function createWeatherBox(position) {
var naturalDimensions = {
x: 1.11,
y: 1.3,
z: 1.11
};
boxDimensions = Vec3.multiply(naturalDimensions, 0.7);
var modelURL = "https://s3-us-west-1.amazonaws.com/hifi-content/eric/models/weatherBox.fbx"
weatherBox = Entities.addEntity({
type: "Model",
name: "Weather Box",
modelURL: modelURL,
position: position,
dimensions: boxDimensions
});
}
function createCloud(position) {
var props = {
"type": "ParticleEffect",
"position": position,
"isEmitting": true,
"maxParticles": 10000,
"lifespan": 3,
"emitRate": 2000,
"emitSpeed": 0.025,
"speedSpread": 0,
"emitDimensions": {
x: boxDimensions.x,
y: boxDimensions.x,
z: 0.1
},
"emitRadiusStart": 1,
"polarStart": 0,
"polarFinish": 1.570796012878418,
"azimuthStart": -3.1415927410125732,
"azimuthFinish": 3.1415927410125732,
"emitAcceleration": {
"x": 0,
"y": 0,
"z": 0
},
"particleRadius": 0.04,
"radiusSpread": 0.02,
"radiusStart": 0.04,
radiusFinish: 0.04,
"colorStart": {
"red": 40,
"green": 40,
"blue": 100
},
color: {
red: 40,
green: 40,
blue: 100
},
"colorFinish": {
"red": 40,
"green": 40,
"blue": 100
},
"alpha": 1,
"alphaSpread": 0,
"alphaStart": 0.3,
"alphaFinish": 0,
"emitterShouldTrail": true,
"textures": "https://hifi-public.s3.amazonaws.com/alan/Particles/Particle-Sprite-Smoke-1.png"
}
var oceanEmitter = Entities.addEntity(props);
emitters.push(oceanEmitter);
}
function cleanup() {
emitters.forEach(function(emitter) {
Entities.deleteEntity(emitter);
});
spheres.forEach(function(sphere) {
Entities.deleteEntity(sphere);
});
Entities.deleteEntity(weatherBox);
}
Script.scriptEnding.connect(cleanup);

View file

@ -246,7 +246,8 @@
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
{ "var": "isAway", "state": "awayIntro" },
{ "var": "isFlying", "state": "fly" }
]
},
{
@ -261,7 +262,8 @@
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
{ "var": "isAway", "state": "awayIntro" },
{ "var": "isFlying", "state": "fly" }
]
},
{
@ -275,7 +277,8 @@
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
{ "var": "isAway", "state": "awayIntro" },
{ "var": "isFlying", "state": "fly" }
]
},
{
@ -289,7 +292,8 @@
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
{ "var": "isAway", "state": "awayIntro" },
{ "var": "isFlying", "state": "fly" }
]
},
{
@ -303,7 +307,8 @@
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
{ "var": "isAway", "state": "awayIntro" },
{ "var": "isFlying", "state": "fly" }
]
},
{
@ -317,7 +322,8 @@
{ "var": "isMovingRight", "state": "strafeRight" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
{ "var": "isAway", "state": "awayIntro" },
{ "var": "isFlying", "state": "fly" }
]
},
{
@ -331,7 +337,8 @@
{ "var": "isMovingRight", "state": "strafeRight" },
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
{ "var": "isAway", "state": "awayIntro" },
{ "var": "isFlying", "state": "fly" }
]
},
{
@ -345,7 +352,8 @@
{ "var": "isMovingRight", "state": "strafeRight" },
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isAway", "state": "awayIntro" }
{ "var": "isAway", "state": "awayIntro" },
{ "var": "isFlying", "state": "fly" }
]
},
{
@ -371,6 +379,14 @@
"transitions": [
{ "var": "awayOutroOnDone", "state": "idle" }
]
},
{
"id": "fly",
"interpTarget": 6,
"interpDuration": 6,
"transitions": [
{ "var": "isNotFlying", "state": "idle" }
]
}
]
},
@ -657,6 +673,18 @@
"loopFlag": false
},
"children": []
},
{
"id": "fly",
"type": "clip",
"data": {
"url": "https://hifi-content.s3.amazonaws.com/ozan/dev/anim/standard_anims/fly.fbx",
"startFrame": 1.0,
"endFrame": 80.0,
"timeScale": 1.0,
"loopFlag": true
},
"children": []
}
]
}

View file

@ -95,9 +95,11 @@
#include <PathUtils.h>
#include <PerfStat.h>
#include <PhysicsEngine.h>
#include <PhysicsHelpers.h>
#include <plugins/PluginContainer.h>
#include <plugins/PluginManager.h>
#include <RenderableWebEntityItem.h>
#include <RenderShadowTask.h>
#include <RenderDeferredTask.h>
#include <ResourceCache.h>
#include <RenderScriptingInterface.h>
@ -672,7 +674,9 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
initializeGL();
// Start rendering
_renderEngine->addTask(make_shared<RenderDeferredTask>(LODManager::shouldRender));
render::CullFunctor cullFunctor = LODManager::shouldRender;
_renderEngine->addTask(make_shared<RenderShadowTask>(cullFunctor));
_renderEngine->addTask(make_shared<RenderDeferredTask>(cullFunctor));
_renderEngine->registerScene(_main3DScene);
_offscreenContext->makeCurrent();
@ -3089,13 +3093,14 @@ void Application::update(float deltaTime) {
static VectorOfMotionStates motionStates;
_entitySimulation.getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
_entitySimulation.deleteObjectsRemovedFromPhysics();
getEntities()->getTree()->withWriteLock([&] {
getEntities()->getTree()->withReadLock([&] {
_entitySimulation.getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
});
getEntities()->getTree()->withWriteLock([&] {
getEntities()->getTree()->withReadLock([&] {
_entitySimulation.getObjectsToChange(motionStates);
VectorOfMotionStates stillNeedChange = _physicsEngine->changeObjects(motionStates);
_entitySimulation.setObjectsToChange(stillNeedChange);
@ -3125,7 +3130,7 @@ void Application::update(float deltaTime) {
PerformanceTimer perfTimer("havestChanges");
if (_physicsEngine->hasOutgoingChanges()) {
getEntities()->getTree()->withWriteLock([&] {
_entitySimulation.handleOutgoingChanges(_physicsEngine->getOutgoingChanges(), _physicsEngine->getSessionID());
_entitySimulation.handleOutgoingChanges(_physicsEngine->getOutgoingChanges(), Physics::getSessionUUID());
avatarManager->handleOutgoingChanges(_physicsEngine->getOutgoingChanges());
});
@ -3758,9 +3763,10 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
renderContext.setArgs(renderArgs);
bool occlusionStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugAmbientOcclusion);
bool shadowStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugShadows);
bool antialiasingStatus = Menu::getInstance()->isOptionChecked(MenuOption::Antialiasing);
bool showOwnedStatus = Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowOwned);
renderContext.setOptions(occlusionStatus, antialiasingStatus, showOwnedStatus);
renderContext.setOptions(occlusionStatus, antialiasingStatus, showOwnedStatus, shadowStatus);
_renderEngine->setRenderContext(renderContext);
@ -4225,6 +4231,9 @@ bool Application::acceptURL(const QString& urlString, bool defaultUpload) {
}
void Application::setSessionUUID(const QUuid& sessionUUID) {
// HACK: until we swap the library dependency order between physics and entities
// we cache the sessionID in two distinct places for physics.
Physics::setSessionUUID(sessionUUID); // TODO: remove this one
_physicsEngine->setSessionUUID(sessionUUID);
}

View file

@ -325,6 +325,7 @@ Menu::Menu() {
MenuWrapper* renderOptionsMenu = developerMenu->addMenu("Render");
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::WorldAxes);
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::DebugAmbientOcclusion);
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::DebugShadows);
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Antialiasing);
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Stars, 0, true);

View file

@ -186,6 +186,7 @@ namespace MenuOption {
const QString CopyPath = "Copy Path to Clipboard";
const QString CoupleEyelids = "Couple Eyelids";
const QString CrashInterface = "Crash Interface";
const QString DebugShadows = "Shadows";
const QString DebugAmbientOcclusion = "Ambient Occlusion";
const QString DecreaseAvatarSize = "Decrease Avatar Size";
const QString DeleteBookmark = "Delete Bookmark...";

View file

@ -146,6 +146,6 @@ QUuid AvatarMotionState::getSimulatorID() const {
// virtual
void AvatarMotionState::computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const {
group = BULLET_COLLISION_GROUP_OTHER_AVATAR;
mask = PhysicsEngine::getCollisionMask(group);
mask = Physics::getDefaultCollisionMask(group);
}

View file

@ -221,15 +221,13 @@ QByteArray MyAvatar::toByteArray(bool cullSmallChanges, bool sendAll) {
}
void MyAvatar::reset(bool andReload) {
if (andReload) {
qApp->setRawAvatarUpdateThreading(false);
}
// Reset dynamic state.
_wasPushing = _isPushing = _isBraking = _billboardValid = false;
_followVelocity = Vectors::ZERO;
_followSpeed = 0.0f;
_follow.deactivate();
_skeletonModel.reset();
getHead()->reset();
_targetVelocity = glm::vec3(0.0f);
@ -262,9 +260,22 @@ void MyAvatar::reset(bool andReload) {
void MyAvatar::update(float deltaTime) {
// update moving average of HMD facing in xz plane.
const float HMD_FACING_TIMESCALE = 4.0f; // very slow average
float tau = deltaTime / HMD_FACING_TIMESCALE;
_hmdSensorFacingMovingAverage = lerp(_hmdSensorFacingMovingAverage, _hmdSensorFacing, tau);
#ifdef DEBUG_DRAW_HMD_MOVING_AVERAGE
glm::vec3 p = transformPoint(getSensorToWorldMatrix(), _hmdSensorPosition + glm::vec3(_hmdSensorFacingMovingAverage.x, 0.0f, _hmdSensorFacingMovingAverage.y));
DebugDraw::getInstance().addMarker("facing-avg", getOrientation(), p, glm::vec4(1.0f));
p = transformPoint(getSensorToWorldMatrix(), _hmdSensorPosition + glm::vec3(_hmdSensorFacing.x, 0.0f, _hmdSensorFacing.y));
DebugDraw::getInstance().addMarker("facing", getOrientation(), p, glm::vec4(1.0f));
#endif
if (_goToPending) {
setPosition(_goToPosition);
setOrientation(_goToOrientation);
_hmdSensorFacingMovingAverage = _hmdSensorFacing; // reset moving average
_goToPending = false;
// updateFromHMDSensorMatrix (called from paintGL) expects that the sensorToWorldMatrix is updated for any position changes
// that happen between render and Application::update (which calls updateSensorToWorldMatrix to do so).
@ -365,46 +376,7 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
_hmdSensorMatrix = hmdSensorMatrix;
_hmdSensorPosition = extractTranslation(hmdSensorMatrix);
_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
}
void MyAvatar::updateHMDFollowVelocity() {
// compute offset to body's target position (in sensor-frame)
auto sensorBodyMatrix = deriveBodyFromHMDSensor();
glm::vec3 offset = extractTranslation(sensorBodyMatrix) - extractTranslation(_bodySensorMatrix);
_followOffsetDistance = glm::length(offset);
const float FOLLOW_TIMESCALE = 0.5f;
const float FOLLOW_THRESHOLD_SPEED = 0.2f;
const float FOLLOW_MIN_DISTANCE = 0.01f;
const float FOLLOW_THRESHOLD_DISTANCE = 0.2f;
const float FOLLOW_MAX_IDLE_DISTANCE = 0.1f;
bool hmdIsAtRest = _hmdAtRestDetector.update(_hmdSensorPosition, _hmdSensorOrientation);
_followOffsetDistance = glm::length(offset);
if (_followOffsetDistance < FOLLOW_MIN_DISTANCE) {
// close enough
_followOffsetDistance = 0.0f;
} else {
bool avatarIsMoving = glm::length(_velocity - _followVelocity) > FOLLOW_THRESHOLD_SPEED;
bool shouldFollow = (hmdIsAtRest || avatarIsMoving) && _followOffsetDistance > FOLLOW_MAX_IDLE_DISTANCE;
glm::vec3 truncatedOffset = offset;
if (truncatedOffset.y < 0.0f) {
truncatedOffset.y = 0.0f;
}
float truncatedDistance = glm::length(truncatedOffset);
bool needsNewSpeed = truncatedDistance > FOLLOW_THRESHOLD_DISTANCE;
if (needsNewSpeed || (shouldFollow && _followSpeed == 0.0f)) {
// compute new speed
_followSpeed = _followOffsetDistance / FOLLOW_TIMESCALE;
}
if (_followSpeed > 0.0f) {
// to compute new velocity we must rotate offset into the world-frame
glm::quat sensorToWorldRotation = glm::normalize(glm::quat_cast(_sensorToWorldMatrix));
_followVelocity = _followSpeed * glm::normalize(sensorToWorldRotation * offset);
}
}
_hmdSensorFacing = getFacingDir2D(_hmdSensorOrientation);
}
// best called at end of main loop, just before rendering.
@ -1057,63 +1029,21 @@ void MyAvatar::prepareForPhysicsSimulation() {
_characterController.setTargetVelocity(getTargetVelocity());
_characterController.setPositionAndOrientation(getPosition(), getOrientation());
if (qApp->isHMDMode()) {
updateHMDFollowVelocity();
} else if (_followSpeed > 0.0f) {
_followVelocity = Vectors::ZERO;
_followSpeed = 0.0f;
_follow.prePhysicsUpdate(*this, deriveBodyFromHMDSensor(), _bodySensorMatrix);
} else {
_follow.deactivate();
}
_characterController.setFollowVelocity(_followVelocity);
}
void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaType) {
void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
glm::vec3 position = getPosition();
glm::quat orientation = getOrientation();
_characterController.getPositionAndOrientation(position, orientation);
nextAttitude(position, orientation);
if (_followSpeed > 0.0f) {
adjustSensorTransform();
setVelocity(_characterController.getLinearVelocity() + _followVelocity);
} else {
setVelocity(_characterController.getLinearVelocity());
}
_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
// now that physics has adjusted our position, we can update attachements.
Avatar::simulateAttachments(deltaType);
}
void MyAvatar::adjustSensorTransform() {
// compute blendFactor of latest hmdShift
// which we'll use to blend the rotation part
float linearDistance = _characterController.getFollowTime() * _followSpeed;
float blendFactor = linearDistance < _followOffsetDistance ? linearDistance / _followOffsetDistance : 1.0f;
auto newBodySensorMatrix = deriveBodyFromHMDSensor();
auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix;
glm::quat finalBodyRotation = glm::normalize(glm::quat_cast(worldBodyMatrix));
if (blendFactor >= 0.99f) {
// the "adjustment" is more or less complete so stop following
_followVelocity = Vectors::ZERO;
_followSpeed = 0.0f;
// and slam the body's transform anyway to eliminate any slight errors
glm::vec3 finalBodyPosition = extractTranslation(worldBodyMatrix);
nextAttitude(finalBodyPosition, finalBodyRotation);
_bodySensorMatrix = newBodySensorMatrix;
} else {
// physics already did the positional blending for us
glm::vec3 newBodyPosition = getPosition();
// but the rotational part must be done manually
glm::quat newBodyRotation = glm::normalize(safeMix(getOrientation(), finalBodyRotation, blendFactor));
nextAttitude(newBodyPosition, newBodyRotation);
// interp sensor matrix toward the desired
glm::vec3 prevPosition = extractTranslation(_bodySensorMatrix);
glm::quat prevRotation = glm::normalize(glm::quat_cast(_bodySensorMatrix));
glm::vec3 nextPosition = extractTranslation(newBodySensorMatrix);
glm::quat nextRotation = glm::normalize(glm::quat_cast(newBodySensorMatrix));
_bodySensorMatrix = createMatFromQuatAndPos(
glm::normalize(safeMix(prevRotation, nextRotation, blendFactor)),
lerp(prevPosition, nextPosition, blendFactor));
}
Avatar::simulateAttachments(deltaTime);
}
QString MyAvatar::getScriptedMotorFrame() const {
@ -1538,9 +1468,7 @@ void MyAvatar::updatePosition(float deltaTime) {
// rotate velocity into camera frame
glm::quat rotation = getHead()->getCameraOrientation();
glm::vec3 localVelocity = glm::inverse(rotation) * _targetVelocity;
bool isHovering = _characterController.isHovering();
glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, isHovering);
glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, isHovering());
newLocalVelocity = applyScriptedMotor(deltaTime, newLocalVelocity);
// rotate back into world-frame
@ -1636,6 +1564,10 @@ void MyAvatar::doUpdateBillboard() {
sendBillboardPacket();
}
bool MyAvatar::isHovering() const {
return _characterController.isHovering();
}
void MyAvatar::increaseSize() {
if ((1.0f + SCALING_RATIO) * _targetScale < MAX_AVATAR_SCALE) {
_targetScale *= (1.0f + SCALING_RATIO);
@ -1831,3 +1763,78 @@ void audioListenModeFromScriptValue(const QScriptValue& object, AudioListenerMod
void MyAvatar::lateUpdatePalms() {
Avatar::updatePalms();
}
static const float FOLLOW_TIME = 0.5f;
void MyAvatar::FollowHelper::deactivate() {
_timeRemaining = 0.0f;
}
void MyAvatar::FollowHelper::activate() {
// TODO: Perhaps, the follow time should be proportional to the displacement.
_timeRemaining = FOLLOW_TIME;
}
bool MyAvatar::FollowHelper::isActive() const {
return _timeRemaining > 0.0f;
}
bool MyAvatar::FollowHelper::shouldActivate(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 4.0f);
glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
if (glm::dot(myAvatar.getHMDSensorFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD) {
return true;
}
const float CYLINDER_TOP = 0.1f;
const float CYLINDER_BOTTOM = -0.5f;
const float CYLINDER_RADIUS = 0.15f;
glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix);
glm::vec3 radialOffset(offset.x, 0.0f, offset.y);
float radialDistance = glm::length(radialOffset);
return (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM) || (radialDistance > CYLINDER_RADIUS);
}
void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) {
_desiredBodyMatrix = desiredBodyMatrix;
if (!isActive() && shouldActivate(myAvatar, desiredBodyMatrix, currentBodyMatrix)) {
activate();
}
if (isActive()) {
glm::mat4 desiredWorldMatrix = myAvatar.getSensorToWorldMatrix() * _desiredBodyMatrix;
myAvatar.getCharacterController()->setFollowParameters(desiredWorldMatrix, _timeRemaining);
} else {
glm::mat4 currentWorldMatrix = myAvatar.getSensorToWorldMatrix() * currentBodyMatrix;
myAvatar.getCharacterController()->setFollowParameters(currentWorldMatrix, 0.0f);
}
}
glm::mat4 MyAvatar::FollowHelper::postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix) {
if (isActive()) {
float dt = myAvatar.getCharacterController()->getFollowTime();
_timeRemaining -= dt;
// apply follow displacement to the body matrix.
glm::vec3 worldLinearDisplacement = myAvatar.getCharacterController()->getFollowLinearDisplacement();
glm::quat worldAngularDisplacement = myAvatar.getCharacterController()->getFollowAngularDisplacement();
glm::quat sensorToWorld = glmExtractRotation(myAvatar.getSensorToWorldMatrix());
glm::quat worldToSensor = glm::inverse(sensorToWorld);
glm::vec3 sensorLinearDisplacement = worldToSensor * worldLinearDisplacement;
glm::quat sensorAngularDisplacement = worldToSensor * worldAngularDisplacement * sensorToWorld;
glm::mat4 newBodyMat = createMatFromQuatAndPos(sensorAngularDisplacement * glmExtractRotation(currentBodyMatrix),
sensorLinearDisplacement + extractTranslation(currentBodyMatrix));
return newBodyMat;
} else {
return currentBodyMatrix;
}
}

View file

@ -96,8 +96,10 @@ public:
const glm::mat4& getHMDSensorMatrix() const { return _hmdSensorMatrix; }
const glm::vec3& getHMDSensorPosition() const { return _hmdSensorPosition; }
const glm::quat& getHMDSensorOrientation() const { return _hmdSensorOrientation; }
const glm::vec2& getHMDSensorFacingMovingAverage() const { return _hmdSensorFacingMovingAverage; }
glm::mat4 getSensorToWorldMatrix() const;
// Pass a recent sample of the HMD to the avatar.
// This can also update the avatar's position to follow the HMD
// as it moves through the world.
@ -204,10 +206,10 @@ public:
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override;
MyCharacterController* getCharacterController() { return &_characterController; }
const MyCharacterController* getCharacterController() const { return &_characterController; }
void prepareForPhysicsSimulation();
void harvestResultsFromPhysicsSimulation(float deltaTime);
void adjustSensorTransform();
const QString& getCollisionSoundURL() { return _collisionSoundURL; }
void setCollisionSoundURL(const QString& url);
@ -231,6 +233,8 @@ public:
glm::quat getCustomListenOrientation() { return _customListenOrientation; }
void setCustomListenOrientation(glm::quat customListenOrientation) { _customListenOrientation = customListenOrientation; }
bool isHovering() const;
public slots:
void increaseSize();
void decreaseSize();
@ -295,11 +299,6 @@ private:
float scale = 1.0f, bool isSoft = false,
bool allowDuplicates = false, bool useSaved = true) override;
//void beginFollowingHMD();
//bool shouldFollowHMD() const;
//void followHMD(float deltaTime);
void updateHMDFollowVelocity();
bool cameraInsideHead() const;
// These are made private for MyAvatar so that you will use the "use" methods instead
@ -367,6 +366,8 @@ private:
glm::mat4 _hmdSensorMatrix;
glm::quat _hmdSensorOrientation;
glm::vec3 _hmdSensorPosition;
glm::vec2 _hmdSensorFacing; // facing vector in xz plane
glm::vec2 _hmdSensorFacingMovingAverage { 0, 0 }; // facing vector in xz plane
// cache of the current body position and orientation of the avatar's body,
// in sensor space.
@ -375,9 +376,18 @@ private:
// used to transform any sensor into world space, including the _hmdSensorMat, or hand controllers.
glm::mat4 _sensorToWorldMatrix;
glm::vec3 _followVelocity { Vectors::ZERO };
float _followSpeed { 0.0f };
float _followOffsetDistance { 0.0f };
struct FollowHelper {
glm::mat4 _desiredBodyMatrix;
float _timeRemaining { 0.0f };
void deactivate();
void activate();
bool isActive() const;
bool shouldActivate(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix);
glm::mat4 postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix);
};
FollowHelper _follow;
bool _goToPending;
glm::vec3 _goToPosition;

View file

@ -133,7 +133,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
_rig->updateFromHandParameters(handParams, deltaTime);
_rig->computeMotionAnimationState(deltaTime, _owningAvatar->getPosition(), _owningAvatar->getVelocity(), _owningAvatar->getOrientation());
_rig->computeMotionAnimationState(deltaTime, _owningAvatar->getPosition(), _owningAvatar->getVelocity(), _owningAvatar->getOrientation(), myAvatar->isHovering());
// evaluate AnimGraph animation and update jointStates.
Model::updateRig(deltaTime, parentTransform);

View file

@ -500,7 +500,7 @@ static const std::vector<float> FORWARD_SPEEDS = { 0.4f, 1.4f, 4.5f }; // m/s
static const std::vector<float> BACKWARD_SPEEDS = { 0.6f, 1.45f }; // m/s
static const std::vector<float> LATERAL_SPEEDS = { 0.2f, 0.65f }; // m/s
void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation) {
void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation, bool isHovering) {
glm::vec3 front = worldRotation * IDENTITY_FRONT;
@ -568,36 +568,43 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
const float TURN_ENTER_SPEED_THRESHOLD = 0.5f; // rad/sec
const float TURN_EXIT_SPEED_THRESHOLD = 0.2f; // rad/sec
float moveThresh;
if (_state != RigRole::Move) {
moveThresh = MOVE_ENTER_SPEED_THRESHOLD;
} else {
moveThresh = MOVE_EXIT_SPEED_THRESHOLD;
}
float turnThresh;
if (_state != RigRole::Turn) {
turnThresh = TURN_ENTER_SPEED_THRESHOLD;
} else {
turnThresh = TURN_EXIT_SPEED_THRESHOLD;
}
if (glm::length(localVel) > moveThresh) {
if (_desiredState != RigRole::Move) {
if (isHovering) {
if (_desiredState != RigRole::Hover) {
_desiredStateAge = 0.0f;
}
_desiredState = RigRole::Move;
_desiredState = RigRole::Hover;
} else {
if (fabsf(turningSpeed) > turnThresh) {
if (_desiredState != RigRole::Turn) {
float moveThresh;
if (_state != RigRole::Move) {
moveThresh = MOVE_ENTER_SPEED_THRESHOLD;
} else {
moveThresh = MOVE_EXIT_SPEED_THRESHOLD;
}
float turnThresh;
if (_state != RigRole::Turn) {
turnThresh = TURN_ENTER_SPEED_THRESHOLD;
} else {
turnThresh = TURN_EXIT_SPEED_THRESHOLD;
}
if (glm::length(localVel) > moveThresh) {
if (_desiredState != RigRole::Move) {
_desiredStateAge = 0.0f;
}
_desiredState = RigRole::Turn;
} else { // idle
if (_desiredState != RigRole::Idle) {
_desiredStateAge = 0.0f;
_desiredState = RigRole::Move;
} else {
if (fabsf(turningSpeed) > turnThresh) {
if (_desiredState != RigRole::Turn) {
_desiredStateAge = 0.0f;
}
_desiredState = RigRole::Turn;
} else { // idle
if (_desiredState != RigRole::Idle) {
_desiredStateAge = 0.0f;
}
_desiredState = RigRole::Idle;
}
_desiredState = RigRole::Idle;
}
}
@ -649,6 +656,8 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
_animVars.set("isTurningLeft", false);
_animVars.set("isTurningRight", false);
_animVars.set("isNotTurning", true);
_animVars.set("isFlying", false);
_animVars.set("isNotFlying", true);
}
} else if (_state == RigRole::Turn) {
if (turningSpeed > 0.0f) {
@ -667,7 +676,9 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
_animVars.set("isMovingRight", false);
_animVars.set("isMovingLeft", false);
_animVars.set("isNotMoving", true);
} else {
_animVars.set("isFlying", false);
_animVars.set("isNotFlying", true);
} else if (_state == RigRole::Idle ) {
// default anim vars to notMoving and notTurning
_animVars.set("isMovingForward", false);
_animVars.set("isMovingBackward", false);
@ -677,6 +688,20 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
_animVars.set("isTurningLeft", false);
_animVars.set("isTurningRight", false);
_animVars.set("isNotTurning", true);
_animVars.set("isFlying", false);
_animVars.set("isNotFlying", true);
} else {
// flying.
_animVars.set("isMovingForward", false);
_animVars.set("isMovingBackward", false);
_animVars.set("isMovingLeft", false);
_animVars.set("isMovingRight", false);
_animVars.set("isNotMoving", true);
_animVars.set("isTurningLeft", false);
_animVars.set("isTurningRight", false);
_animVars.set("isNotTurning", true);
_animVars.set("isFlying", true);
_animVars.set("isNotFlying", false);
}
t += deltaTime;

View file

@ -141,7 +141,7 @@ public:
glm::mat4 getJointTransform(int jointIndex) const;
// Start or stop animations as needed.
void computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation);
void computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation, bool isHovering);
// Regardless of who started the animations or how many, update the joints.
void updateAnimations(float deltaTime, glm::mat4 rootTransform);
@ -268,7 +268,8 @@ public:
enum class RigRole {
Idle = 0,
Turn,
Move
Move,
Hover
};
RigRole _state { RigRole::Idle };
RigRole _desiredState { RigRole::Idle };

View file

@ -1507,6 +1507,33 @@ void EntityItem::updateCreated(uint64_t value) {
}
}
void EntityItem::computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask) const {
// TODO: detect attachment status and adopt group of wearer
if (_collisionless) {
group = BULLET_COLLISION_GROUP_COLLISIONLESS;
mask = 0;
} else {
if (_dynamic) {
group = BULLET_COLLISION_GROUP_DYNAMIC;
} else if (isMoving() || hasActions()) {
group = BULLET_COLLISION_GROUP_KINEMATIC;
} else {
group = BULLET_COLLISION_GROUP_STATIC;
}
uint8_t userMask = getCollisionMask();
if ((bool)(userMask & USER_COLLISION_GROUP_MY_AVATAR) !=
(bool)(userMask & USER_COLLISION_GROUP_OTHER_AVATAR)) {
// asymmetric avatar collision mask bits
if (!getSimulatorID().isNull() && (!getSimulatorID().isNull()) && getSimulatorID() != Physics::getSessionUUID()) {
// someone else owns the simulation, so we toggle the avatar bits (swap interpretation)
userMask ^= USER_COLLISION_MASK_AVATARS | ~userMask;
}
}
mask = Physics::getDefaultCollisionMask(group) & (int16_t)(userMask);
}
}
void EntityItem::setSimulationOwner(const QUuid& id, quint8 priority) {
if (wantTerseEditLogging() && (id != _simulationOwner.getID() || priority != _simulationOwner.getPriority())) {
qCDebug(entities) << "sim ownership for" << getDebugName() << "is now" << id << priority;

View file

@ -275,9 +275,10 @@ public:
void setCollisionless(bool value) { _collisionless = value; }
uint8_t getCollisionMask() const { return _collisionMask; }
uint8_t getFinalCollisionMask() const { return _collisionless ? 0 : _collisionMask; }
void setCollisionMask(uint8_t value) { _collisionMask = value; }
void computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask) const;
bool getDynamic() const { return _dynamic; }
void setDynamic(bool value) { _dynamic = value; }
@ -370,8 +371,8 @@ public:
bool clearActions(EntitySimulation* simulation);
void setActionData(QByteArray actionData);
const QByteArray getActionData() const;
bool hasActions() { return !_objectActions.empty(); }
QList<QUuid> getActionIDs() { return _objectActions.keys(); }
bool hasActions() const { return !_objectActions.empty(); }
QList<QUuid> getActionIDs() const { return _objectActions.keys(); }
QVariantMap getActionArguments(const QUuid& actionID) const;
void deserializeActions();

View file

@ -160,8 +160,8 @@ QString EntityItemProperties::getCollisionMaskAsString() const {
void EntityItemProperties::setCollisionMaskFromString(const QString& maskString) {
QVector<QStringRef> groups = maskString.splitRef(',');
uint8_t mask = 0x00;
for (auto group : groups) {
mask |= getCollisionGroupAsBitMask(group);
for (auto groupName : groups) {
mask |= getCollisionGroupAsBitMask(groupName);
}
_collisionMask = mask;
_collisionMaskChanged = true;

View file

@ -48,6 +48,7 @@ void EntitySimulation::takeEntitiesToDelete(VectorOfEntities& entitiesToDelete)
}
void EntitySimulation::removeEntityInternal(EntityItemPointer entity) {
QMutexLocker lock(&_mutex);
// remove from all internal lists except _entitiesToDelete
_mortalEntities.remove(entity);
_entitiesToUpdate.remove(entity);
@ -61,6 +62,7 @@ void EntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
assert(entity);
assert(entity->isDead());
if (entity->isSimulated()) {
QMutexLocker lock(&_mutex);
entity->clearActions(this);
removeEntityInternal(entity);
_entitiesToDelete.insert(entity);
@ -69,11 +71,13 @@ void EntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
void EntitySimulation::addEntityInternal(EntityItemPointer entity) {
if (entity->isMoving() && !entity->getPhysicsInfo()) {
QMutexLocker lock(&_mutex);
_simpleKinematicEntities.insert(entity);
}
}
void EntitySimulation::changeEntityInternal(EntityItemPointer entity) {
QMutexLocker lock(&_mutex);
if (entity->isMoving() && !entity->getPhysicsInfo()) {
_simpleKinematicEntities.insert(entity);
} else {
@ -86,6 +90,7 @@ void EntitySimulation::expireMortalEntities(const quint64& now) {
if (now > _nextExpiry) {
// only search for expired entities if we expect to find one
_nextExpiry = quint64(-1);
QMutexLocker lock(&_mutex);
SetOfEntities::iterator itemItr = _mortalEntities.begin();
while (itemItr != _mortalEntities.end()) {
EntityItemPointer entity = *itemItr;
@ -108,6 +113,7 @@ void EntitySimulation::expireMortalEntities(const quint64& now) {
// protected
void EntitySimulation::callUpdateOnEntitiesThatNeedIt(const quint64& now) {
PerformanceTimer perfTimer("updatingEntities");
QMutexLocker lock(&_mutex);
SetOfEntities::iterator itemItr = _entitiesToUpdate.begin();
while (itemItr != _entitiesToUpdate.end()) {
EntityItemPointer entity = *itemItr;
@ -124,6 +130,7 @@ void EntitySimulation::callUpdateOnEntitiesThatNeedIt(const quint64& now) {
// protected
void EntitySimulation::sortEntitiesThatMoved() {
QMutexLocker lock(&_mutex);
// NOTE: this is only for entities that have been moved by THIS EntitySimulation.
// External changes to entity position/shape are expected to be sorted outside of the EntitySimulation.
PerformanceTimer perfTimer("sortingEntities");

View file

@ -23,6 +23,7 @@ void SimpleEntitySimulation::updateEntitiesInternal(const quint64& now) {
// has finished simulating it.
auto nodeList = DependencyManager::get<LimitedNodeList>();
QMutexLocker lock(&_mutex);
SetOfEntities::iterator itemItr = _entitiesWithSimulator.begin();
while (itemItr != _entitiesWithSimulator.end()) {
EntityItemPointer entity = *itemItr;
@ -48,18 +49,21 @@ void SimpleEntitySimulation::updateEntitiesInternal(const quint64& now) {
void SimpleEntitySimulation::addEntityInternal(EntityItemPointer entity) {
EntitySimulation::addEntityInternal(entity);
if (!entity->getSimulatorID().isNull()) {
QMutexLocker lock(&_mutex);
_entitiesWithSimulator.insert(entity);
}
}
void SimpleEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
EntitySimulation::removeEntityInternal(entity);
QMutexLocker lock(&_mutex);
_entitiesWithSimulator.remove(entity);
}
void SimpleEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
EntitySimulation::changeEntityInternal(entity);
if (!entity->getSimulatorID().isNull()) {
QMutexLocker lock(&_mutex);
_entitiesWithSimulator.insert(entity);
}
entity->clearDirtyFlags();

View file

@ -1035,7 +1035,7 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
} else if (type.contains("transparentcolor")) { // it should be TransparentColor...
// THis is how Maya assign a texture that affect diffuse color AND transparency ?
opacityTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
diffuseTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("bump")) {
bumpTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("normal")) {

View file

@ -402,7 +402,6 @@ public:
QHash<QString, QString> specularTextures;
QHash<QString, QString> emissiveTextures;
QHash<QString, QString> ambientTextures;
QHash<QString, QString> opacityTextures;
QHash<QString, FBXMaterial> _fbxMaterials;

View file

@ -70,7 +70,8 @@ void FBXReader::consolidateFBXMaterials() {
FBXTexture diffuseTexture;
QString diffuseTextureID = diffuseTextures.value(material.materialID);
if (!diffuseTextureID.isNull()) {
diffuseTexture = getTexture(diffuseTextureID);
diffuseTexture = getTexture(diffuseTextureID);
// FBX files generated by 3DSMax have an intermediate texture parent, apparently
foreach (const QString& childTextureID, _connectionChildMap.values(diffuseTextureID)) {
if (_textureFilenames.contains(childTextureID)) {
@ -79,16 +80,9 @@ void FBXReader::consolidateFBXMaterials() {
}
material.diffuseTexture = diffuseTexture;
detectDifferentUVs = (diffuseTexture.texcoordSet != 0) || (!diffuseTexture.transform.isIdentity());
}
FBXTexture opacityTexture;
QString opacityTextureID = opacityTextures.value(material.materialID);
if (!opacityTextureID.isNull()) {
opacityTexture = getTexture(opacityTextureID);
material.opacityTexture = opacityTexture;
}
FBXTexture normalTexture;
QString bumpTextureID = bumpTextures.value(material.materialID);

View file

@ -63,10 +63,6 @@ Framebuffer* Framebuffer::createShadowmap(uint16 width) {
depthTexture->setSampler(Sampler(samplerDesc));
framebuffer->setDepthStencilBuffer(depthTexture, depthFormat);
// Use a render buffer to allow use of the DebugDeferredBuffer Job
gpu::TexturePointer colorbuffer{gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, width)};
framebuffer->setRenderBuffer(0, colorbuffer);
return framebuffer;
}

View file

@ -155,8 +155,6 @@ void NetworkGeometry::setTextureWithNameToURL(const QString& name, const QUrl& u
material->specularTexture = textureCache->getTexture(url);
} else if (material->emissiveTextureName == name) {
material->emissiveTexture = textureCache->getTexture(url);
} else if (material->opacityTextureName == name) {
material->opacityTexture = textureCache->getTexture(url);
}
}
} else {
@ -288,16 +286,6 @@ static NetworkMaterial* buildNetworkMaterial(const FBXMaterial& material, const
material._material->setTextureMap(model::MaterialKey::DIFFUSE_MAP, diffuseMap);
}
if (!material.opacityTexture.filename.isEmpty()) {
networkMaterial->opacityTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(material.opacityTexture.filename)), DEFAULT_TEXTURE, material.opacityTexture.content);
networkMaterial->opacityTextureName = material.opacityTexture.name;
auto opacityMap = model::TextureMapPointer(new model::TextureMap());
opacityMap->setTextureSource(networkMaterial->opacityTexture->_textureSource);
opacityMap->setTextureTransform(material.opacityTexture.transform);
material._material->setTextureMap(model::MaterialKey::TRANSPARENT_MAP, opacityMap);
}
if (!material.normalTexture.filename.isEmpty()) {
networkMaterial->normalTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(material.normalTexture.filename)), (material.normalTexture.isBumpmap ? BUMP_TEXTURE : NORMAL_TEXTURE), material.normalTexture.content);
networkMaterial->normalTextureName = material.normalTexture.name;

View file

@ -182,8 +182,6 @@ public:
QSharedPointer<NetworkTexture> specularTexture;
QString emissiveTextureName;
QSharedPointer<NetworkTexture> emissiveTexture;
QString opacityTextureName;
QSharedPointer<NetworkTexture> opacityTexture;
};

View file

@ -32,4 +32,54 @@ inline btQuaternion glmToBullet(const glm::quat& g) {
return btQuaternion(g.x, g.y, g.z, g.w);
}
inline btMatrix3x3 glmToBullet(const glm::mat3& m) {
return btMatrix3x3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
// btTransform does not contain a full 4x4 matrix, so this transform is lossy.
// Affine transformations are OK but perspective transformations are not.
inline btTransform glmToBullet(const glm::mat4& m) {
glm::mat3 m3(m);
return btTransform(glmToBullet(m3), glmToBullet(glm::vec3(m[3][0], m[3][1], m[3][2])));
}
inline glm::mat4 bulletToGLM(const btTransform& t) {
glm::mat4 m(glm::mat4::_null);
const btMatrix3x3& basis = t.getBasis();
// copy over 3x3 part
for (int r = 0; r < 3; r++) {
for (int c = 0; c < 3; c++) {
m[c][r] = basis[r][c];
}
}
// copy traslation part
btVector3 origin = t.getOrigin();
m[3][0] = origin.getX();
m[3][1] = origin.getY();
m[3][2] = origin.getZ();
// set last row
m[0][3] = 0.0f;
m[1][3] = 0.0f;
m[2][3] = 0.0f;
m[3][3] = 1.0f;
return m;
}
inline btVector3 rotateVector(const btQuaternion& q, const btVector3& vec) {
return glmToBullet(bulletToGLM(q) * bulletToGLM(vec));
}
inline btVector3 clampLength(const btVector3& v, const float& maxLength) {
if (v.length() > maxLength) {
return v.normalized() * maxLength;
} else {
return v;
}
}
#endif // hifi_BulletUtil_h

View file

@ -13,7 +13,6 @@
#include <NumericalConstants.h>
#include "BulletUtil.h"
#include "PhysicsCollisionGroups.h"
#include "ObjectMotionState.h"
@ -21,7 +20,6 @@ const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
const float JUMP_SPEED = 3.5f;
const float MAX_FALL_HEIGHT = 20.0f;
// helper class for simple ray-traces from character
class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback {
public:
@ -50,7 +48,8 @@ CharacterController::CharacterController() {
_floorDistance = MAX_FALL_HEIGHT;
_walkVelocity.setValue(0.0f, 0.0f, 0.0f);
_followVelocity.setValue(0.0f, 0.0f, 0.0f);
_followDesiredBodyTransform.setIdentity();
_followTimeRemaining = 0.0f;
_jumpSpeed = JUMP_SPEED;
_isOnGround = false;
_isJumping = false;
@ -59,6 +58,8 @@ CharacterController::CharacterController() {
_isPushingUp = false;
_jumpToHoverStart = 0;
_followTime = 0.0f;
_followLinearDisplacement = btVector3(0, 0, 0);
_followAngularDisplacement = btQuaternion::getIdentity();
_pendingFlags = PENDING_FLAG_UPDATE_SHAPE;
@ -189,12 +190,40 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
}
}
// Rather than add _followVelocity to the velocity of the RigidBody, we explicitly teleport
// the RigidBody forward according to the formula: distance = rate * time
if (_followVelocity.length2() > 0.0f) {
// Dynamicaly compute a follow velocity to move this body toward the _followDesiredBodyTransform.
// Rather then add this velocity to velocity the RigidBody, we explicitly teleport the RigidBody towards its goal.
// This mirrors the computation done in MyAvatar::FollowHelper::postPhysicsUpdate().
// These two computations must be kept in sync.
const float MINIMUM_TIME_REMAINING = 0.005f;
const float MAX_DISPLACEMENT = 0.5f * _radius;
_followTimeRemaining -= dt;
if (_followTimeRemaining >= MINIMUM_TIME_REMAINING) {
btTransform bodyTransform = _rigidBody->getWorldTransform();
bodyTransform.setOrigin(bodyTransform.getOrigin() + dt * _followVelocity);
_rigidBody->setWorldTransform(bodyTransform);
btVector3 startPos = bodyTransform.getOrigin();
btVector3 deltaPos = _followDesiredBodyTransform.getOrigin() - startPos;
btVector3 vel = deltaPos / _followTimeRemaining;
btVector3 linearDisplacement = clampLength(vel * dt, MAX_DISPLACEMENT); // clamp displacement to prevent tunneling.
btVector3 endPos = startPos + linearDisplacement;
btQuaternion startRot = bodyTransform.getRotation();
glm::vec2 currentFacing = getFacingDir2D(bulletToGLM(startRot));
glm::vec2 currentRight(currentFacing.y, -currentFacing.x);
glm::vec2 desiredFacing = getFacingDir2D(bulletToGLM(_followDesiredBodyTransform.getRotation()));
float deltaAngle = acosf(glm::clamp(glm::dot(currentFacing, desiredFacing), -1.0f, 1.0f));
float angularSpeed = deltaAngle / _followTimeRemaining;
float sign = copysignf(1.0f, glm::dot(desiredFacing, currentRight));
btQuaternion angularDisplacement = btQuaternion(btVector3(0.0f, 1.0f, 0.0f), sign * angularSpeed * dt);
btQuaternion endRot = angularDisplacement * startRot;
// in order to accumulate displacement of avatar position, we need to take _shapeLocalOffset into account.
btVector3 shapeLocalOffset = glmToBullet(_shapeLocalOffset);
btVector3 swingDisplacement = rotateVector(endRot, -shapeLocalOffset) - rotateVector(startRot, -shapeLocalOffset);
_followLinearDisplacement = linearDisplacement + swingDisplacement + _followLinearDisplacement;
_followAngularDisplacement = angularDisplacement * _followAngularDisplacement;
_rigidBody->setWorldTransform(btTransform(endRot, endPos));
}
_followTime += dt;
}
@ -323,8 +352,17 @@ void CharacterController::setTargetVelocity(const glm::vec3& velocity) {
_walkVelocity = glmToBullet(velocity);
}
void CharacterController::setFollowVelocity(const glm::vec3& velocity) {
_followVelocity = glmToBullet(velocity);
void CharacterController::setFollowParameters(const glm::mat4& desiredWorldBodyMatrix, float timeRemaining) {
_followTimeRemaining = timeRemaining;
_followDesiredBodyTransform = glmToBullet(desiredWorldBodyMatrix) * btTransform(btQuaternion::getIdentity(), glmToBullet(_shapeLocalOffset));
}
glm::vec3 CharacterController::getFollowLinearDisplacement() const {
return bulletToGLM(_followLinearDisplacement);
}
glm::quat CharacterController::getFollowAngularDisplacement() const {
return bulletToGLM(_followAngularDisplacement);
}
glm::vec3 CharacterController::getLinearVelocity() const {
@ -378,6 +416,9 @@ void CharacterController::preSimulation() {
}
}
_followTime = 0.0f;
_followLinearDisplacement = btVector3(0, 0, 0);
_followAngularDisplacement = btQuaternion::getIdentity();
}
void CharacterController::postSimulation() {

View file

@ -18,6 +18,7 @@
#include <BulletDynamics/Character/btCharacterControllerInterface.h>
#include <GLMHelpers.h>
#include "BulletUtil.h"
const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
@ -66,8 +67,10 @@ public:
void getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const;
void setTargetVelocity(const glm::vec3& velocity);
void setFollowVelocity(const glm::vec3& velocity);
void setFollowParameters(const glm::mat4& desiredWorldMatrix, float timeRemaining);
float getFollowTime() const { return _followTime; }
glm::vec3 getFollowLinearDisplacement() const;
glm::quat getFollowAngularDisplacement() const;
glm::vec3 getLinearVelocity() const;
@ -87,7 +90,8 @@ protected:
protected:
btVector3 _currentUp;
btVector3 _walkVelocity;
btVector3 _followVelocity;
btTransform _followDesiredBodyTransform;
btScalar _followTimeRemaining;
btTransform _characterBodyTransform;
glm::vec3 _shapeLocalOffset;
@ -105,6 +109,8 @@ protected:
btScalar _jumpSpeed;
btScalar _followTime;
btVector3 _followLinearDisplacement;
btQuaternion _followAngularDisplacement;
bool _enabled;
bool _isOnGround;

View file

@ -82,7 +82,7 @@ EntityMotionState::~EntityMotionState() {
void EntityMotionState::updateServerPhysicsVariables() {
assert(entityTreeIsLocked());
if (_entity->getSimulatorID() == PhysicsEngine::getSessionID()) {
if (_entity->getSimulatorID() == Physics::getSessionUUID()) {
// don't slam these values if we are the simulation owner
return;
}
@ -113,7 +113,7 @@ bool EntityMotionState::handleEasyChanges(uint32_t& flags) {
_outgoingPriority = NO_PRORITY;
} else {
_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
if (PhysicsEngine::getSessionID() == _entity->getSimulatorID() || _entity->getSimulationPriority() >= _outgoingPriority) {
if (Physics::getSessionUUID() == _entity->getSimulatorID() || _entity->getSimulationPriority() >= _outgoingPriority) {
// we own the simulation or our priority looses to (or ties with) remote
_outgoingPriority = NO_PRORITY;
}
@ -527,7 +527,7 @@ uint32_t EntityMotionState::getIncomingDirtyFlags() {
if (dirtyFlags | Simulation::DIRTY_SIMULATOR_ID) {
// when SIMULATOR_ID changes we must check for reinterpretation of asymmetric collision mask
// bits for the avatar groups (e.g. MY_AVATAR vs OTHER_AVATAR)
uint8_t entityCollisionMask = _entity->getCollisionMask();
uint8_t entityCollisionMask = _entity->getCollisionless() ? 0 : _entity->getCollisionMask();
if ((bool)(entityCollisionMask & USER_COLLISION_GROUP_MY_AVATAR) !=
(bool)(entityCollisionMask & USER_COLLISION_GROUP_OTHER_AVATAR)) {
// bits are asymmetric --> flag for reinsertion in physics simulation
@ -622,39 +622,8 @@ QString EntityMotionState::getName() const {
// virtual
void EntityMotionState::computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const {
group = BULLET_COLLISION_GROUP_STATIC;
if (_entity) {
if (_entity->getCollisionless()) {
group = BULLET_COLLISION_GROUP_COLLISIONLESS;
}
switch (computePhysicsMotionType()){
case MOTION_TYPE_STATIC:
group = BULLET_COLLISION_GROUP_STATIC;
break;
case MOTION_TYPE_DYNAMIC:
group = BULLET_COLLISION_GROUP_DYNAMIC;
break;
case MOTION_TYPE_KINEMATIC:
group = BULLET_COLLISION_GROUP_KINEMATIC;
break;
default:
break;
}
}
mask = PhysicsEngine::getCollisionMask(group);
if (_entity) {
uint8_t entityCollisionMask = _entity->getFinalCollisionMask();
if ((bool)(entityCollisionMask & USER_COLLISION_GROUP_MY_AVATAR) !=
(bool)(entityCollisionMask & USER_COLLISION_GROUP_OTHER_AVATAR)) {
// asymmetric avatar collision mask bits
if (!_entity->getSimulatorID().isNull() && _entity->getSimulatorID() != PhysicsEngine::getSessionID()) {
// someone else owns the simulation, so we swap the interpretation of the bits
entityCollisionMask ^= USER_COLLISION_MASK_AVATARS | ~entityCollisionMask;
}
}
mask &= (int16_t)(entityCollisionMask);
}
assert(_entity);
_entity->computeCollisionGroupAndFinalMask(group, mask);
}
void EntityMotionState::setOutgoingPriority(quint8 priority) {

View file

@ -43,6 +43,7 @@ void PhysicalEntitySimulation::updateEntitiesInternal(const quint64& now) {
}
void PhysicalEntitySimulation::addEntityInternal(EntityItemPointer entity) {
QMutexLocker lock(&_mutex);
assert(entity);
assert(!entity->isDead());
if (entity->shouldBePhysical()) {
@ -57,6 +58,7 @@ void PhysicalEntitySimulation::addEntityInternal(EntityItemPointer entity) {
void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
EntitySimulation::removeEntityInternal(entity);
QMutexLocker lock(&_mutex);
_entitiesToAddToPhysics.remove(entity);
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
@ -78,8 +80,7 @@ void PhysicalEntitySimulation::takeEntitiesToDelete(VectorOfEntities& entitiesTo
// rather than do it here
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
delete motionState;
entity->setPhysicsInfo(nullptr);
_entitiesToRemoveFromPhysics.insert(entity);
}
}
_entitiesToDelete.clear();
@ -87,6 +88,7 @@ void PhysicalEntitySimulation::takeEntitiesToDelete(VectorOfEntities& entitiesTo
void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
// queue incoming changes: from external sources (script, EntityServer, etc) to physics engine
QMutexLocker lock(&_mutex);
assert(entity);
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
@ -119,7 +121,7 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
// while it is in the middle of a simulation step. As it is, we're probably in shutdown mode
// anyway, so maybe the simulation was already properly shutdown? Cross our fingers...
// first disconnect each MotionStates from its Entity
// copy everything into _entitiesToDelete
for (auto stateItr : _physicalObjects) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(&(*stateItr));
_entitiesToDelete.insert(motionState->getEntity());
@ -134,8 +136,8 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
for (auto entity : _entitiesToDelete) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
delete motionState;
entity->setPhysicsInfo(nullptr);
delete motionState;
}
}
@ -158,22 +160,39 @@ void PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity)
// end EntitySimulation overrides
void PhysicalEntitySimulation::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) {
_entitiesToRelease.clear();
result.clear();
QMutexLocker lock(&_mutex);
for (auto entity: _entitiesToRemoveFromPhysics) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
_pendingChanges.remove(motionState);
_physicalObjects.remove(motionState);
result.push_back(motionState);
}
// make sure it isn't on any side lists
_entitiesToAddToPhysics.remove(entity);
if (entity->isDead()) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
assert(motionState);
_pendingChanges.remove(motionState);
_physicalObjects.remove(motionState);
result.push_back(motionState);
_entitiesToRelease.insert(entity);
if (entity->isSimulated() && entity->isDead()) {
_entitiesToDelete.insert(entity);
}
}
_entitiesToRemoveFromPhysics.swap(_entitiesToRelease);
_entitiesToRemoveFromPhysics.clear();
}
void PhysicalEntitySimulation::deleteObjectsRemovedFromPhysics() {
QMutexLocker lock(&_mutex);
for (auto entity: _entitiesToRelease) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
assert(motionState);
entity->setPhysicsInfo(nullptr);
delete motionState;
if (entity->isSimulated() && entity->isDead()) {
_entitiesToDelete.insert(entity);
}
}
_entitiesToRelease.clear();
}
void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& result) {

View file

@ -49,6 +49,7 @@ public:
virtual void prepareEntityForDelete(EntityItemPointer entity) override;
void getObjectsToRemoveFromPhysics(VectorOfMotionStates& result);
void deleteObjectsRemovedFromPhysics();
void getObjectsToAddToPhysics(VectorOfMotionStates& result);
void setObjectsToChange(const VectorOfMotionStates& objectsToChange);
void getObjectsToChange(VectorOfMotionStates& result);

View file

@ -18,47 +18,10 @@
#include "ThreadSafeDynamicsWorld.h"
#include "PhysicsLogging.h"
uint32_t PhysicsEngine::getNumSubsteps() {
return _numSubsteps;
}
btHashMap<btHashInt, int16_t> _collisionMasks;
void initCollisionMaskTable() {
if (_collisionMasks.size() == 0) {
// build table of masks with their group as the key
_collisionMasks.insert(btHashInt((int)BULLET_COLLISION_GROUP_DYNAMIC), BULLET_COLLISION_MASK_DYNAMIC);
_collisionMasks.insert(btHashInt((int)BULLET_COLLISION_GROUP_STATIC), BULLET_COLLISION_MASK_STATIC);
_collisionMasks.insert(btHashInt((int)BULLET_COLLISION_GROUP_KINEMATIC), BULLET_COLLISION_MASK_KINEMATIC);
_collisionMasks.insert(btHashInt((int)BULLET_COLLISION_GROUP_MY_AVATAR), BULLET_COLLISION_MASK_MY_AVATAR);
_collisionMasks.insert(btHashInt((int)BULLET_COLLISION_GROUP_OTHER_AVATAR), BULLET_COLLISION_MASK_OTHER_AVATAR);
_collisionMasks.insert(btHashInt((int)BULLET_COLLISION_GROUP_COLLISIONLESS), BULLET_COLLISION_MASK_COLLISIONLESS);
}
}
// static
int16_t PhysicsEngine::getCollisionMask(int16_t group) {
const int16_t* mask = _collisionMasks.find(btHashInt((int)group));
return mask ? *mask : BULLET_COLLISION_MASK_DEFAULT;
}
QUuid _sessionID;
// static
void PhysicsEngine::setSessionUUID(const QUuid& sessionID) {
_sessionID = sessionID;
}
// static
const QUuid& PhysicsEngine::getSessionID() {
return _sessionID;
}
PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
_originOffset(offset),
_sessionID(),
_myAvatarController(nullptr) {
initCollisionMaskTable();
}
PhysicsEngine::~PhysicsEngine() {
@ -90,6 +53,10 @@ void PhysicsEngine::init() {
}
}
uint32_t PhysicsEngine::getNumSubsteps() {
return _numSubsteps;
}
// private
void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
assert(motionState);

View file

@ -45,16 +45,11 @@ typedef QVector<Collision> CollisionEvents;
class PhysicsEngine {
public:
static int16_t getCollisionMask(int16_t group);
uint32_t getNumSubsteps();
PhysicsEngine(const glm::vec3& offset);
~PhysicsEngine();
void init();
static void setSessionUUID(const QUuid& sessionID);
static const QUuid& getSessionID();
uint32_t getNumSubsteps();
void removeObjects(const VectorOfMotionStates& objects);
void removeObjects(const SetOfMotionStates& objects); // only called during teardown
@ -95,6 +90,8 @@ public:
void removeAction(const QUuid actionID);
void forEachAction(std::function<void(EntityActionPointer)> actor);
void setSessionUUID(const QUuid& sessionID) { _sessionID = sessionID; }
private:
void addObjectToDynamicsWorld(ObjectMotionState* motionState);
void removeObjectFromDynamicsWorld(ObjectMotionState* motionState);
@ -111,23 +108,21 @@ private:
ThreadSafeDynamicsWorld* _dynamicsWorld = NULL;
btGhostPairCallback* _ghostPairCallback = NULL;
glm::vec3 _originOffset;
ContactMap _contactMap;
uint32_t _numContactFrames = 0;
CollisionEvents _collisionEvents;
QHash<QUuid, EntityActionPointer> _objectActions;
glm::vec3 _originOffset;
QUuid _sessionID;
/// character collisions
CharacterController* _myAvatarController;
uint32_t _numContactFrames = 0;
uint32_t _numSubsteps;
bool _dumpNextStats = false;
bool _hasOutgoingChanges = false;
CollisionEvents _collisionEvents;
QHash<QUuid, EntityActionPointer> _objectActions;
uint32_t _numSubsteps;
};
typedef std::shared_ptr<PhysicsEngine> PhysicsEnginePointer;

View file

@ -70,12 +70,16 @@ static const std::string DEFAULT_LIGHTING_SHADER {
" return vec4(pow(texture(lightingMap, uv).xyz, vec3(1.0 / 2.2)), 1.0);"
" }"
};
static const std::string DEFAULT_SHADOW_SHADER{
"uniform sampler2D shadowMapColor;"
// The actual shadowMap is a sampler2DShadow, so we cannot normally sample it
static const std::string DEFAULT_SHADOW_SHADER {
"uniform sampler2DShadow shadowMap;"
"vec4 getFragmentColor() {"
" return vec4(texture(shadowMapColor, uv).xyz, 1.0);"
" for (int i = 255; i >= 0; --i) {"
" float depth = i / 255.0;"
" if (texture(shadowMap, vec3(uv, depth)) > 0.5) {"
" return vec4(vec3(depth), 1.0);"
" }"
" }"
" return vec4(vec3(0.0), 1.0);"
" }"
};
@ -194,7 +198,7 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Modes mode, std::st
slotBindings.insert(gpu::Shader::Binding("specularMap", Specular));
slotBindings.insert(gpu::Shader::Binding("depthMap", Depth));
slotBindings.insert(gpu::Shader::Binding("lightingMap", Lighting));
slotBindings.insert(gpu::Shader::Binding("shadowMapColor", Shadow));
slotBindings.insert(gpu::Shader::Binding("shadowMap", Shadow));
slotBindings.insert(gpu::Shader::Binding("pyramidMap", Pyramid));
slotBindings.insert(gpu::Shader::Binding("occlusionMap", AmbientOcclusion));
slotBindings.insert(gpu::Shader::Binding("occlusionBlurredMap", AmbientOcclusionBlurred));
@ -253,7 +257,7 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren
batch.setResourceTexture(Specular, framebufferCache->getDeferredSpecularTexture());
batch.setResourceTexture(Depth, framebufferCache->getPrimaryDepthTexture());
batch.setResourceTexture(Lighting, framebufferCache->getLightingTexture());
batch.setResourceTexture(Shadow, lightStage.lights[0]->shadow.framebuffer->getRenderBuffer(0));
batch.setResourceTexture(Shadow, lightStage.lights[0]->shadow.framebuffer->getDepthStencilBuffer());
batch.setResourceTexture(Pyramid, framebufferCache->getDepthPyramidTexture());
batch.setResourceTexture(AmbientOcclusion, framebufferCache->getOcclusionTexture());
batch.setResourceTexture(AmbientOcclusionBlurred, framebufferCache->getOcclusionBlurredTexture());

View file

@ -64,14 +64,21 @@ void DeferredLightingEffect::init() {
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
_directionalLightShadowLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightShadowLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightShadowLocations = std::make_shared<LightLocations>();
_pointLightLocations = std::make_shared<LightLocations>();
_spotLightLocations = std::make_shared<LightLocations>();
// TODO: To use shadowmaps, replace directional_*_light_frag with directional_*_light_shadow_frag shaders.
loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
loadLightProgram(deferred_light_vert, directional_light_shadow_frag, false, _directionalLightShadow, _directionalLightShadowLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_frag, false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_frag, false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations);
@ -306,18 +313,27 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
{
bool useSkyboxCubemap = (_skybox) && (_skybox->getCubemap());
auto& program = _directionalLight;
LightLocationsPtr locations = _directionalLightLocations;
auto& program = _shadowMapStatus ? _directionalLightShadow : _directionalLight;
LightLocationsPtr locations = _shadowMapStatus ? _directionalLightShadowLocations : _directionalLightLocations;
// TODO: At some point bring back the shadows...
// Setup the global directional pass pipeline
{
if (useSkyboxCubemap) {
program = _directionalSkyboxLight;
locations = _directionalSkyboxLightLocations;
} else if (_ambientLightMode > -1) {
program = _directionalAmbientSphereLight;
locations = _directionalAmbientSphereLightLocations;
if (_shadowMapStatus) {
if (useSkyboxCubemap) {
program = _directionalSkyboxLightShadow;
locations = _directionalSkyboxLightShadowLocations;
} else if (_ambientLightMode > -1) {
program = _directionalAmbientSphereLightShadow;
locations = _directionalAmbientSphereLightShadowLocations;
}
} else {
if (useSkyboxCubemap) {
program = _directionalSkyboxLight;
locations = _directionalSkyboxLightLocations;
} else if (_ambientLightMode > -1) {
program = _directionalAmbientSphereLight;
locations = _directionalAmbientSphereLightLocations;
}
}
if (locations->shadowTransformBuffer >= 0) {

View file

@ -54,27 +54,37 @@ public:
void setGlobalSkybox(const model::SkyboxPointer& skybox);
const LightStage& getLightStage() { return _lightStage; }
void setShadowMapStatus(bool enable) { _shadowMapStatus = enable; };
private:
LightStage _lightStage;
bool _shadowMapStatus{ false };
DeferredLightingEffect() = default;
model::MeshPointer _spotLightMesh;
model::MeshPointer getSpotLightMesh();
gpu::PipelinePointer _directionalSkyboxLight;
LightLocationsPtr _directionalSkyboxLightLocations;
gpu::PipelinePointer _directionalAmbientSphereLight;
LightLocationsPtr _directionalAmbientSphereLightLocations;
gpu::PipelinePointer _directionalLight;
LightLocationsPtr _directionalLightLocations;
gpu::PipelinePointer _directionalSkyboxLightShadow;
gpu::PipelinePointer _directionalAmbientSphereLightShadow;
gpu::PipelinePointer _directionalLightShadow;
gpu::PipelinePointer _pointLight;
LightLocationsPtr _pointLightLocations;
gpu::PipelinePointer _spotLight;
LightLocationsPtr _directionalSkyboxLightLocations;
LightLocationsPtr _directionalAmbientSphereLightLocations;
LightLocationsPtr _directionalLightLocations;
LightLocationsPtr _directionalSkyboxLightShadowLocations;
LightLocationsPtr _directionalAmbientSphereLightShadowLocations;
LightLocationsPtr _directionalLightShadowLocations;
LightLocationsPtr _pointLightLocations;
LightLocationsPtr _spotLightLocations;
using Lights = std::vector<model::LightPointer>;

View file

@ -27,7 +27,9 @@ void LightStage::Shadow::setKeylightFrustum(ViewFrustum* viewFrustum, float near
const auto& direction = glm::normalize(_light->getDirection());
glm::quat orientation;
if (direction == IDENTITY_UP) {
orientation = glm::quat(glm::mat3(IDENTITY_RIGHT, IDENTITY_UP, IDENTITY_FRONT));
orientation = glm::quat(glm::mat3(-IDENTITY_RIGHT, IDENTITY_FRONT, -IDENTITY_UP));
} else if (direction == -IDENTITY_UP) {
orientation = glm::quat(glm::mat3(IDENTITY_RIGHT, IDENTITY_FRONT, IDENTITY_UP));
} else {
auto side = glm::normalize(glm::cross(direction, IDENTITY_UP));
auto up = glm::normalize(glm::cross(side, direction));
@ -70,6 +72,9 @@ void LightStage::Shadow::setKeylightFrustum(ViewFrustum* viewFrustum, float near
glm::mat4 ortho = glm::ortho<float>(min.x, max.x, min.y, max.y, -max.z, -min.z);
_frustum->setProjection(ortho);
// Calculate the frustum's internal state
_frustum->calculate();
// Update the buffer
_schemaBuffer.edit<Schema>().projection = ortho;
_schemaBuffer.edit<Schema>().viewInverse = viewInverse.getMatrix();

View file

@ -215,7 +215,7 @@ void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ShapePipeline::Locat
}
}
void MeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations) const {
void MeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, bool canCauterize) const {
batch.setModelTransform(_drawTransform);
}
@ -442,25 +442,25 @@ void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const {
}
}
void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations) const {
void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, bool canCauterize) const {
// Still relying on the raw data from the model
const Model::MeshState& state = _model->_meshStates.at(_meshIndex);
Transform transform;
if (state.clusterBuffer) {
if (_model->_cauterizeBones) {
if (canCauterize && _model->getCauterizeBones()) {
batch.setUniformBuffer(ShapePipeline::Slot::SKINNING_GPU, state.cauterizedClusterBuffer);
} else {
batch.setUniformBuffer(ShapePipeline::Slot::SKINNING_GPU, state.clusterBuffer);
}
} else {
if (_model->_cauterizeBones) {
if (canCauterize && _model->getCauterizeBones()) {
transform = Transform(state.cauterizedClusterMatrices[0]);
} else {
transform = Transform(state.clusterMatrices[0]);
}
}
// transform.preTranslate(_modelPosition);
transform.preTranslate(_transform.getTranslation());
batch.setModelTransform(transform);
}
@ -507,8 +507,9 @@ void ModelMeshPartPayload::render(RenderArgs* args) const {
assert(locations);
// Bind the model transform and the skinCLusterMatrices if needed
bool canCauterize = args->_renderMode != RenderArgs::SHADOW_RENDER_MODE;
_model->updateClusterMatrices(_transform.getTranslation(), _transform.getRotation());
bindTransform(batch, locations);
bindTransform(batch, locations, canCauterize);
//Bind the index buffer and vertex buffer and Blend shapes if needed
bindMesh(batch);

View file

@ -46,7 +46,7 @@ public:
void drawCall(gpu::Batch& batch) const;
virtual void bindMesh(gpu::Batch& batch) const;
virtual void bindMaterial(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations) const;
virtual void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations) const;
virtual void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, bool canCauterize = true) const;
// Payload resource cached values
model::MeshPointer _drawMesh;
@ -88,15 +88,17 @@ public:
// ModelMeshPartPayload functions to perform render
void bindMesh(gpu::Batch& batch) const override;
void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations) const override;
void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, bool canCauterize) const override;
void initCache();
Model* _model;
int _meshIndex;
int _shapeID;
bool _isSkinned = false;
bool _isBlendShaped = false;
bool _isSkinned{ false };
bool _isBlendShaped{ false };
};
#endif // hifi_MeshPartPayload_h

View file

@ -191,6 +191,9 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
setToneMappingToneCurve(renderContext->getTone().toneCurve);
// TODO: Allow runtime manipulation of culling ShouldRenderFunctor
// TODO: For now, lighting is controlled through a singleton, so it is distinct
DependencyManager::get<DeferredLightingEffect>()->setShadowMapStatus(renderContext->getShadowMapStatus());
renderContext->getArgs()->_context->syncCache();
for (auto job : _jobs) {

View file

@ -124,15 +124,12 @@ public:
void setDrawHitEffect(bool draw) { enableJob(_drawHitEffectJobIndex, draw); }
bool doDrawHitEffect() const { return getEnableJob(_drawHitEffectJobIndex); }
void setOcclusionStatus(bool draw) { enableJob(_occlusionJobIndex, draw); }
bool doOcclusionStatus() const { return getEnableJob(_occlusionJobIndex); }
void setAntialiasingStatus(bool draw) { enableJob(_antialiasingJobIndex, draw); }
bool doAntialiasingStatus() const { return getEnableJob(_antialiasingJobIndex); }
void setToneMappingExposure(float exposure);
float getToneMappingExposure() const;

View file

@ -123,6 +123,11 @@ void RenderShadowTask::run(const SceneContextPointer& sceneContext, const render
assert(sceneContext);
RenderArgs* args = renderContext->getArgs();
// This feature is in a debugging stage - it must be turned on explicitly
if (!renderContext->getShadowMapStatus()) {
return;
}
// sanity checks
if (!sceneContext->_scene || !args) {
return;
@ -136,21 +141,26 @@ void RenderShadowTask::run(const SceneContextPointer& sceneContext, const render
return;
}
// Cache old render args
ViewFrustum* viewFrustum = args->_viewFrustum;
RenderArgs::RenderMode mode = args->_renderMode;
auto nearClip = viewFrustum->getNearClip();
const int SHADOW_NEAR_DEPTH = -2;
const int SHADOW_FAR_DEPTH = 20;
globalLight->shadow.setKeylightFrustum(viewFrustum, nearClip + SHADOW_NEAR_DEPTH, nearClip + SHADOW_FAR_DEPTH);
// Set the keylight frustum
// Set the keylight render args
args->_viewFrustum = globalLight->shadow.getFrustum().get();
args->_renderMode = RenderArgs::SHADOW_RENDER_MODE;
// TODO: Allow runtime manipulation of culling ShouldRenderFunctor
for (auto job : _jobs) {
job.run(sceneContext, renderContext);
}
// Reset the view frustum
// Reset the render args
args->_viewFrustum = viewFrustum;
args->_renderMode = mode;
};

View file

@ -60,44 +60,39 @@ float fetchShadow(vec3 shadowTexcoord) {
return texture(shadowMap, shadowTexcoord);
}
vec2 samples[8] = vec2[8](
vec2(-2.0, -2.0),
vec2(2.0, -2.0),
vec2(2.0, 2.0),
vec2(-2.0, 2.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(-1.0, 0.0),
vec2(0.0, -1.0)
vec2 PCFkernel[4] = vec2[4](
vec2(-1.5, 0.5),
vec2(0.5, 0.5),
vec2(-1.5, -1.5),
vec2(0.5, -1.5)
);
float evalShadowAttenuationSampling(vec4 shadowTexcoord) {
float evalShadowAttenuationPCF(vec4 position, vec4 shadowTexcoord) {
float pcfRadius = 3.0;
float shadowScale = getShadowScale();
float shadowAttenuation = (0.25 * (
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(samples[0], 0.0)) +
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(samples[1], 0.0)) +
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(samples[2], 0.0)) +
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(samples[3], 0.0))
));
// Offset for efficient PCF, see http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
vec2 offset = pcfRadius * step(fract(position.xy), vec2(0.5, 0.5));
// Check for early bailing
if ((shadowAttenuation > 0) && (shadowAttenuation < 1.0)) {
shadowAttenuation = 0.5 * shadowAttenuation + (0.125 * (
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(samples[4], 0.0)) +
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(samples[5], 0.0)) +
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(samples[6], 0.0)) +
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(samples[7], 0.0))
));
}
float shadowAttenuation = (0.25 * (
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(offset + PCFkernel[0], 0.0)) +
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(offset + PCFkernel[1], 0.0)) +
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(offset + PCFkernel[2], 0.0)) +
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(offset + PCFkernel[3], 0.0))
));
return shadowAttenuation;
}
float evalShadowAttenuation(vec4 position) {
vec4 shadowTexcoord = evalShadowTexcoord(position);
if (shadowTexcoord.x < 0.0 || shadowTexcoord.x > 1.0 ||
shadowTexcoord.y < 0.0 || shadowTexcoord.y > 1.0) {
// If a point is not in the map, do not attenuate
return 1.0;
}
return evalShadowAttenuationSampling(shadowTexcoord);
return evalShadowAttenuationPCF(position, shadowTexcoord);
}
<@endif@>

View file

@ -15,6 +15,6 @@
layout(location = 0) out vec4 _fragColor;
void main(void) {
// stencil in solid color for debugging
_fragColor = vec4(0.0, 0.0, 1.0, 1.0);
// pass-through to set z-buffer
_fragColor = vec4(1.0, 1.0, 1.0, 0.0);
}

View file

@ -15,6 +15,6 @@
layout(location = 0) out vec4 _fragColor;
void main(void) {
// stencil in solid color for debugging
_fragColor = vec4(1.0, 0.0, 0.0, 1.0);
// pass-through to set z-buffer
_fragColor = vec4(1.0, 1.0, 1.0, 0.0);
}

View file

@ -19,9 +19,10 @@ RenderContext::RenderContext(ItemsConfig items, Tone tone, AmbientOcclusion ao,
_drawStatus{ drawStatus }, _drawHitEffect{ drawHitEffect },
_items{ items }, _tone{ tone }, _ambientOcclusion{ ao } {}
void RenderContext::setOptions(bool occlusion, bool fxaa, bool showOwned) {
void RenderContext::setOptions(bool occlusion, bool fxaa, bool showOwned, bool shadowMap) {
_occlusionStatus = occlusion;
_fxaaStatus = fxaa;
_shadowMapStatus = shadowMap;
if (showOwned) {
_drawStatus |= render::showNetworkStatusFlag;

View file

@ -100,7 +100,8 @@ public:
bool getDrawHitEffect() { return _drawHitEffect; }
bool getOcclusionStatus() { return _occlusionStatus; }
bool getFxaaStatus() { return _fxaaStatus; }
void setOptions(bool occlusion, bool fxaa, bool showOwned);
bool getShadowMapStatus() { return _shadowMapStatus; }
void setOptions(bool occlusion, bool fxaa, bool showOwned, bool shadowMap);
// Debugging
int _deferredDebugMode;
@ -114,6 +115,7 @@ protected:
bool _drawHitEffect;
bool _occlusionStatus { false };
bool _fxaaStatus { false };
bool _shadowMapStatus { false };
ItemsConfig _items;
Tone _tone;

View file

@ -236,6 +236,9 @@ void PipelineSortShapes::run(const SceneContextPointer& sceneContext, const Rend
}
void DepthSortShapes::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapesIDsBounds& inShapes, ShapesIDsBounds& outShapes) {
outShapes.clear();
outShapes.reserve(inShapes.size());
for (auto& pipeline : inShapes) {
auto& inItems = pipeline.second;
auto outItems = outShapes.find(pipeline.first);

View file

@ -478,3 +478,7 @@ AACube& AACube::operator += (const glm::vec3& point) {
return (*this);
}
bool AACube::containsNaN() const {
return isNaN(_corner) || isNaN(_scale);
}

View file

@ -66,6 +66,8 @@ public:
AACube& operator += (const glm::vec3& point);
bool containsNaN() const;
private:
glm::vec3 getClosestPointOnFace(const glm::vec3& point, BoxFace face) const;
glm::vec3 getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const;

View file

@ -425,3 +425,33 @@ void generateBasisVectors(const glm::vec3& primaryAxis, const glm::vec3& seconda
vAxisOut = glm::cross(wAxisOut, uAxisOut);
}
glm::vec2 getFacingDir2D(const glm::quat& rot) {
glm::vec3 facing3D = rot * Vectors::UNIT_NEG_Z;
glm::vec2 facing2D(facing3D.x, facing3D.z);
const float ALMOST_ZERO = 0.0001f;
if (glm::length(facing2D) < ALMOST_ZERO) {
return glm::vec2(1.0f, 0.0f);
} else {
return glm::normalize(facing2D);
}
}
glm::vec2 getFacingDir2D(const glm::mat4& m) {
glm::vec3 facing3D = transformVector(m, Vectors::UNIT_NEG_Z);
glm::vec2 facing2D(facing3D.x, facing3D.z);
const float ALMOST_ZERO = 0.0001f;
if (glm::length(facing2D) < ALMOST_ZERO) {
return glm::vec2(1.0f, 0.0f);
} else {
return glm::normalize(facing2D);
}
}
bool isNaN(glm::vec3 value) {
return isNaN(value.x) || isNaN(value.y) || isNaN(value.z);
}
bool isNaN(glm::quat value) {
return isNaN(value.w) || isNaN(value.x) || isNaN(value.y) || isNaN(value.z);
}

View file

@ -224,4 +224,10 @@ glm::vec3 transformVector(const glm::mat4& m, const glm::vec3& v);
void generateBasisVectors(const glm::vec3& primaryAxis, const glm::vec3& secondaryAxis,
glm::vec3& uAxisOut, glm::vec3& vAxisOut, glm::vec3& wAxisOut);
glm::vec2 getFacingDir2D(const glm::quat& rot);
glm::vec2 getFacingDir2D(const glm::mat4& m);
bool isNaN(glm::vec3 value);
bool isNaN(glm::quat value);
#endif // hifi_GLMHelpers_h

View file

@ -11,6 +11,9 @@
#include "PhysicsHelpers.h"
#include "NumericalConstants.h"
#include <QUuid>
#include "PhysicsCollisionGroups.h"
// This chunk of code was copied from Bullet-2.82, so we include the Bullet license here:
/*
@ -19,12 +22,12 @@
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it freely,
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it freely,
* subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment in the product documentation would be appreciated but
* 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment in the product documentation would be appreciated but
* is not required.
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
@ -56,3 +59,33 @@ glm::quat computeBulletRotationStep(const glm::vec3& angularVelocity, float time
}
return glm::quat(cosf(0.5f * speed * timeStep), axis.x, axis.y, axis.z);
}
/* end Bullet code derivation*/
int16_t Physics::getDefaultCollisionMask(int16_t group) {
switch(group) {
case BULLET_COLLISION_GROUP_STATIC:
return BULLET_COLLISION_MASK_STATIC;
case BULLET_COLLISION_GROUP_DYNAMIC:
return BULLET_COLLISION_MASK_DYNAMIC;
case BULLET_COLLISION_GROUP_KINEMATIC:
return BULLET_COLLISION_MASK_KINEMATIC;
case BULLET_COLLISION_GROUP_MY_AVATAR:
return BULLET_COLLISION_MASK_MY_AVATAR;
case BULLET_COLLISION_GROUP_OTHER_AVATAR:
return BULLET_COLLISION_MASK_OTHER_AVATAR;
default:
break;
};
return BULLET_COLLISION_MASK_COLLISIONLESS;
}
QUuid _sessionID;
void Physics::setSessionUUID(const QUuid& sessionID) {
_sessionID = sessionID;
}
const QUuid& Physics::getSessionUUID() {
return _sessionID;
}

View file

@ -14,6 +14,10 @@
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <QUuid>
// TODO: move everything in here to the physics library after the physics/entities library
// dependency order is swapped.
const int PHYSICS_ENGINE_MAX_NUM_SUBSTEPS = 6; // Bullet will start to "lose time" at 10 FPS.
const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 90.0f;
@ -21,4 +25,11 @@ const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 90.0f;
// return incremental rotation (Bullet-style) caused by angularVelocity over timeStep
glm::quat computeBulletRotationStep(const glm::vec3& angularVelocity, float timeStep);
namespace Physics {
int16_t getDefaultCollisionMask(int16_t group);
void setSessionUUID(const QUuid& sessionID);
const QUuid& getSessionUUID();
};
#endif // hifi_PhysicsHelpers_h

View file

@ -624,8 +624,8 @@ void debug::checkDeadBeef(void* memoryVoid, int size) {
assert(memcmp((unsigned char*)memoryVoid, DEADBEEF, std::min(size, DEADBEEF_SIZE)) != 0);
}
bool isNaN(float value) {
return value != value;
bool isNaN(float value) {
return value != value;
}
QString formatUsecTime(float usecs, int prec) {

View file

@ -314,6 +314,11 @@ glm::vec3 SpatiallyNestable::getPosition(int jointIndex, bool& success) const {
}
void SpatiallyNestable::setPosition(const glm::vec3& position, bool& success) {
// guard against introducing NaN into the transform
if (isNaN(position)) {
success = false;
return;
}
Transform parentTransform = getParentTransform(success);
Transform myWorldTransform;
_transformLock.withWriteLock([&] {
@ -358,6 +363,12 @@ glm::quat SpatiallyNestable::getOrientation(int jointIndex, bool& success) const
}
void SpatiallyNestable::setOrientation(const glm::quat& orientation, bool& success) {
// guard against introducing NaN into the transform
if (isNaN(orientation)) {
success = false;
return;
}
Transform parentTransform = getParentTransform(success);
Transform myWorldTransform;
_transformLock.withWriteLock([&] {
@ -408,6 +419,10 @@ const Transform SpatiallyNestable::getTransform(int jointIndex, bool& success) c
}
void SpatiallyNestable::setTransform(const Transform& transform, bool& success) {
if (transform.containsNaN()) {
success = false;
return;
}
Transform parentTransform = getParentTransform(success);
_transformLock.withWriteLock([&] {
Transform::inverseMult(_transform, parentTransform, transform);
@ -432,6 +447,11 @@ glm::vec3 SpatiallyNestable::getScale(int jointIndex) const {
}
void SpatiallyNestable::setScale(const glm::vec3& scale) {
// guard against introducing NaN into the transform
if (isNaN(scale)) {
qDebug() << "SpatiallyNestable::setLocalScale -- scale contains NaN";
return;
}
// TODO: scale
_transformLock.withWriteLock([&] {
_transform.setScale(scale);
@ -448,6 +468,11 @@ const Transform SpatiallyNestable::getLocalTransform() const {
}
void SpatiallyNestable::setLocalTransform(const Transform& transform) {
// guard against introducing NaN into the transform
if (transform.containsNaN()) {
qDebug() << "SpatiallyNestable::setLocalTransform -- transform contains NaN";
return;
}
_transformLock.withWriteLock([&] {
_transform = transform;
});
@ -463,6 +488,11 @@ glm::vec3 SpatiallyNestable::getLocalPosition() const {
}
void SpatiallyNestable::setLocalPosition(const glm::vec3& position) {
// guard against introducing NaN into the transform
if (isNaN(position)) {
qDebug() << "SpatiallyNestable::setLocalPosition -- position contains NaN";
return;
}
_transformLock.withWriteLock([&] {
_transform.setTranslation(position);
});
@ -478,6 +508,11 @@ glm::quat SpatiallyNestable::getLocalOrientation() const {
}
void SpatiallyNestable::setLocalOrientation(const glm::quat& orientation) {
// guard against introducing NaN into the transform
if (isNaN(orientation)) {
qDebug() << "SpatiallyNestable::setLocalOrientation -- orientation contains NaN";
return;
}
_transformLock.withWriteLock([&] {
_transform.setRotation(orientation);
});
@ -494,6 +529,11 @@ glm::vec3 SpatiallyNestable::getLocalScale() const {
}
void SpatiallyNestable::setLocalScale(const glm::vec3& scale) {
// guard against introducing NaN into the transform
if (isNaN(scale)) {
qDebug() << "SpatiallyNestable::setLocalScale -- scale contains NaN";
return;
}
// TODO: scale
_transformLock.withWriteLock([&] {
_transform.setScale(scale);
@ -561,6 +601,10 @@ AACube SpatiallyNestable::getMaximumAACube(bool& success) const {
}
void SpatiallyNestable::setQueryAACube(const AACube& queryAACube) {
if (queryAACube.containsNaN()) {
qDebug() << "SpatiallyNestable::setQueryAACube -- cube contains NaN";
return;
}
_queryAACube = queryAACube;
if (queryAACube.getScale() > 0.0f) {
_queryAACubeSet = true;

View file

@ -150,3 +150,7 @@ QJsonObject Transform::toJson(const Transform& transform) {
}
return result;
}
bool Transform::containsNaN() const {
return isNaN(_rotation) || isNaN(_scale) || isNaN(_translation);
}

View file

@ -145,6 +145,8 @@ public:
Vec4 transform(const Vec4& pos) const;
Vec3 transform(const Vec3& pos) const;
bool containsNaN() const;
protected:
enum Flag {

View file

@ -12,6 +12,7 @@
#include <QtQml/QtQml>
#include <QtQuick/QQuickWindow>
#include <QtGui/QGuiApplication>
#include <AbstractUriHandler.h>
#include <AccountManager.h>
@ -233,6 +234,58 @@ void OffscreenUi::setNavigationFocused(bool focused) {
offscreenFlags->setNavigationFocused(focused);
}
// FIXME HACK....
// This hack is an attempt to work around the 'offscreen UI can't gain keyboard focus' bug
// https://app.asana.com/0/27650181942747/83176475832393
// The problem seems related to https://bugreports.qt.io/browse/QTBUG-50309
//
// The workaround seems to be to give some other window (same process or another process doesn't seem to matter)
// focus and then put focus back on the interface main window.
//
// If I could reliably reproduce this bug I could eventually track down what state change is occuring
// during the process of the main window losing and then gaining focus, but failing that, here's a
// brute force way of triggering that state change at application start in a way that should be nearly
// imperceptible to the user.
class KeyboardFocusHack : public QObject {
Q_OBJECT
public:
KeyboardFocusHack() {
Q_ASSERT(_mainWindow);
QTimer::singleShot(200, [=] {
_hackWindow = new QWindow();
_hackWindow->setFlags(Qt::FramelessWindowHint);
_hackWindow->setGeometry(_mainWindow->x(), _mainWindow->y(), 10, 10);
_hackWindow->show();
_hackWindow->requestActivate();
QTimer::singleShot(200, [=] {
_hackWindow->hide();
_hackWindow->deleteLater();
_hackWindow = nullptr;
_mainWindow->requestActivate();
this->deleteLater();
});
});
}
private:
static QWindow* findMainWindow() {
auto windows = qApp->topLevelWindows();
QWindow* result = nullptr;
for (auto window : windows) {
QVariant isMainWindow = window->property("MainWindow");
if (!qobject_cast<QQuickWindow*>(window)) {
result = window;
break;
}
}
return result;
}
QWindow* const _mainWindow { findMainWindow() };
QWindow* _hackWindow { nullptr };
};
void OffscreenUi::createDesktop(const QUrl& url) {
if (_desktop) {
qDebug() << "Desktop already created";
@ -254,6 +307,8 @@ void OffscreenUi::createDesktop(const QUrl& url) {
_toolWindow = _desktop->findChild<QQuickItem*>("ToolWindow");
new VrMenu(this);
new KeyboardFocusHack();
}
QQuickItem* OffscreenUi::getDesktop() {

View file

@ -52,6 +52,7 @@ ul.tabs li.current {
display: none;
background-color: #ededed;
width: 100%;
height: 100%;
overflow: auto;
margin: 0;
padding: 0;
@ -63,7 +64,7 @@ ul.tabs li.current {
}
.tab-content {
overflow: auto;
overflow: hidden;
padding: 10px;
background-color: #ededed;
}
@ -81,7 +82,11 @@ ul.tabs li.current {
}
.search {
display: none;
float: right;
margin: 10px;
}
}
.log-line {
font-family: "Consolas", monospace;
font-size: 9.5pt;
}

View file

@ -154,9 +154,7 @@ ready = function() {
}
function appendLogMessage(pid, msg, name) {
console.log(pid, msg, name);
var id = "pid-" + pid;
id = name == "ds" ? "domain-server" : "assignment-client";
var id = name == "ds" ? "domain-server" : "assignment-client";
var $pidLog = $('#' + id);
var size = ++tabStates[id].size;
@ -167,8 +165,7 @@ ready = function() {
var wasAtBottom = false;
if (currentTab == id) {
var padding = 15;
wasAtBottom = $pidLog[0].scrollTop >= ($pidLog[0].scrollHeight - $pidLog.height() - (2 * padding));
wasAtBottom = $pidLog[0].scrollTop >= ($pidLog[0].scrollHeight - $pidLog.height());
}
var $logLine = $('<div class="log-line">').text(msg);

View file

@ -23,9 +23,10 @@ exports.searchPaths = function(name, binaryType, releaseType) {
if (!releaseType) {
// check in the developer build tree for binaries
var typeSpecificPath = (binaryType == "local-release" ? "Release/" : "Debug/")
paths = [
devBasePath + name + extension,
devBasePath + (binaryType == "local-release" ? "Release/" : "Debug/") + name + extension
devBasePath + typeSpecificPath + name + extension
]
} else {
// check directly beside the binary
@ -33,6 +34,11 @@ exports.searchPaths = function(name, binaryType, releaseType) {
path.join(path.dirname(process.execPath), name + extension)
];
if (process.platform == "win32") {
// check a level back in case we're packaged on windows
paths.push(path.resolve(path.dirname(process.execPath), '../' + name + extension))
}
// assume we're inside an app bundle on OS X
if (process.platform == "darwin") {
var contentPath = ".app/Contents/";

View file

@ -15,6 +15,7 @@
#include <BulletUtil.h>
#include <NumericalConstants.h>
#include <GLMHelpers.h>
// Add additional qtest functionality (the include order is important!)
#include "../QTestExtensions.h"
@ -46,12 +47,49 @@ void BulletUtilTests::fromBulletToGLM() {
QCOMPARE(gQ.y, bQ.getY());
QCOMPARE(gQ.z, bQ.getZ());
QCOMPARE(gQ.w, bQ.getW());
// mat4
btMatrix3x3 basis(bQ);
btVector3 origin(100.0f, 200.0f, 300.0f);
btTransform bM(basis, origin);
glm::mat4 gM = bulletToGLM(bM);
glm::vec3 translation = extractTranslation(gM);
QCOMPARE(translation.x, bM.getOrigin().getX());
QCOMPARE(translation.y, bM.getOrigin().getY());
QCOMPARE(translation.z, bM.getOrigin().getZ());
glm::quat rotation = glmExtractRotation(gM);
QCOMPARE(rotation.x, bM.getRotation().getX());
QCOMPARE(rotation.y, bM.getRotation().getY());
QCOMPARE(rotation.z, bM.getRotation().getZ());
QCOMPARE(rotation.w, bM.getRotation().getW());
// As a sanity check, transform vectors by their corresponding matrices and compare the result.
btVector3 bX = bM * btVector3(1.0f, 0.0f, 0.0f);
btVector3 bY = bM * btVector3(0.0f, 1.0f, 0.0f);
btVector3 bZ = bM * btVector3(0.0f, 0.0f, 1.0f);
glm::vec3 gX = transformPoint(gM, glm::vec3(1.0f, 0.0f, 0.0f));
glm::vec3 gY = transformPoint(gM, glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec3 gZ = transformPoint(gM, glm::vec3(0.0f, 0.0f, 1.0f));
QCOMPARE(gX.x, bX.getX());
QCOMPARE(gX.y, bX.getY());
QCOMPARE(gX.z, bX.getZ());
QCOMPARE(gY.x, bY.getX());
QCOMPARE(gY.y, bY.getY());
QCOMPARE(gY.z, bY.getZ());
QCOMPARE(gZ.x, bZ.getX());
QCOMPARE(gZ.y, bZ.getY());
QCOMPARE(gZ.z, bZ.getZ());
}
void BulletUtilTests::fromGLMToBullet() {
glm::vec3 gV(1.23f, 4.56f, 7.89f);
btVector3 bV = glmToBullet(gV);
QCOMPARE(gV.x, bV.getX());
QCOMPARE(gV.y, bV.getY());
QCOMPARE(gV.z, bV.getZ());
@ -66,4 +104,60 @@ void BulletUtilTests::fromGLMToBullet() {
QCOMPARE(gQ.y, bQ.getY());
QCOMPARE(gQ.z, bQ.getZ());
QCOMPARE(gQ.w, bQ.getW());
// mat3
glm::mat3 gM3 = glm::mat3_cast(gQ);
btMatrix3x3 bM3 = glmToBullet(gM3);
bM3.getRotation(bQ);
QCOMPARE(gQ.x, bQ.getX());
QCOMPARE(gQ.y, bQ.getY());
QCOMPARE(gQ.z, bQ.getZ());
QCOMPARE(gQ.w, bQ.getW());
// mat4
glm::mat4 gM4 = createMatFromQuatAndPos(gQ, gV);
btTransform bM4 = glmToBullet(gM4);
bQ = bM4.getRotation();
bV = bM4.getOrigin();
QCOMPARE(gQ.x, bQ.getX());
QCOMPARE(gQ.y, bQ.getY());
QCOMPARE(gQ.z, bQ.getZ());
QCOMPARE(gQ.w, bQ.getW());
QCOMPARE(gV.x, bV.getX());
QCOMPARE(gV.y, bV.getY());
QCOMPARE(gV.z, bV.getZ());
}
void BulletUtilTests::rotateVectorTest() {
float angle = 0.317f * PI;
btVector3 axis(1.23f, 2.34f, 3.45f);
axis.normalize();
btQuaternion q(axis, angle);
btVector3 xAxis(1.0f, 0.0f, 0.0f);
btVector3 result0 = rotateVector(q, xAxis);
btTransform m(q);
btVector3 result1 = m * xAxis;
QCOMPARE(result0.getX(), result0.getX());
QCOMPARE(result0.getY(), result1.getY());
QCOMPARE(result0.getZ(), result1.getZ());
}
void BulletUtilTests::clampLengthTest() {
btVector3 vec(1.0f, 3.0f, 2.0f);
btVector3 clampedVec1 = clampLength(vec, 1.0f);
btVector3 clampedVec2 = clampLength(vec, 2.0f);
btVector3 normalizedVec = vec.normalized();
QCOMPARE(clampedVec1.getX(), normalizedVec.getX());
QCOMPARE(clampedVec1.getY(), normalizedVec.getY());
QCOMPARE(clampedVec1.getZ(), normalizedVec.getZ());
QCOMPARE(clampedVec2.getX(), normalizedVec.getX() * 2.0f);
QCOMPARE(clampedVec2.getY(), normalizedVec.getY() * 2.0f);
QCOMPARE(clampedVec2.getZ(), normalizedVec.getZ() * 2.0f);
}

View file

@ -20,6 +20,8 @@ class BulletUtilTests : public QObject {
private slots:
void fromBulletToGLM();
void fromGLMToBullet();
void rotateVectorTest();
void clampLengthTest();
};
#endif // hifi_BulletUtilTests_h