mirror of
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Merge branch 'master' of https://github.com/highfidelity/hifi into pull_out_menu_mess
Conflicts: interface/src/Application.cpp
This commit is contained in:
commit
71b565c33c
46 changed files with 1280 additions and 1132 deletions
29
BUILD_WIN.md
29
BUILD_WIN.md
|
@ -132,6 +132,35 @@ This package contains only headers, so there's nothing to add to the PATH.
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|||
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Be careful with glm. For the folder other libraries would normally call 'include', the folder containing the headers, glm opts to use 'glm'. You will have a glm folder nested inside the top-level glm folder.
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###Bullet
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Bullet 2.82 source can be downloaded [here](https://code.google.com/p/bullet/downloads/detail?name=bullet-2.82-r2704.zip). Bullet does not come with prebuilt libraries, you need to make those yourself.
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* Download the zip file and extract into a temporary folder
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* Create a directory named cmakebuild. Bullet comes with a build\ directory by default, however, that directory is intended for use with premake, and considering premake doesn't support VS2013, I prefer to run the cmake build on its own directory.
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* Make the following modifications to Bullet's source:
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1. In file: Extras\HACD\hacdICHull.cpp --- in line: 17 --- insert: #include <algorithm>
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2. In file: src\MiniCL\cl_MiniCL_Defs.h --- comment lines 364 to 372
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3. In file: CMakeLists.txt set to ON the option USE_MSVC_RUNTIME_LIBRARY_DLL in line 27
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Then create the Visual Studio solution and build the libraries - run the following commands from a Visual Studio 2013 command prompt, from within the cmakebuild directory created before:
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```shell
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cmake .. -G "Visual Studio 12"
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msbuild BULLET_PHYSICS.sln /p:Configuration=Debug
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```
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This will create Debug libraries in cmakebuild\lib\Debug you can replace Debug with Release in the msbuild command and that will generate Release libraries in cmakebuild\lib\Release.
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You now have Bullet libraries compiled, now you need to put them in the right place for hifi to find them:
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* Create a directory named bullet\ inside your %HIFI_LIB_DIR%
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* Create two directores named lib\ and include\ inside bullet\
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* Copy all the contents inside src\ from the bullet unzip path into %HIFI_LIB_DIR%\bullet\include\
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* Copy all the contents inside cmakebuild\lib\ into %HIFI_LIB_DIR\bullet\lib
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_Note that the INSTALL target should handle the copying of files into an install directory automatically, however, without modifications to Cmake, the install target didn't work right for me, please update this instructions if you get that working right - Leo <leo@highfidelity.io>_
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###Build High Fidelity using Visual Studio
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Follow the same build steps from the CMake section, but pass a different generator to CMake.
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|
|
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@ -1,6 +1,7 @@
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// Pool Table
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var tableParts = [];
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var balls = [];
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var cueBall;
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var LENGTH = 2.84;
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var WIDTH = 1.42;
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@ -13,6 +14,8 @@ var HOLE_SIZE = BALL_SIZE;
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var DROP_HEIGHT = BALL_SIZE * 3.0;
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var GRAVITY = -9.8;
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var BALL_GAP = 0.001;
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var tableCenter;
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var cuePosition;
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var startStroke = 0;
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@ -23,7 +26,7 @@ var reticle = Overlays.addOverlay("image", {
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y: screenSize.y / 2 - 16,
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width: 32,
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height: 32,
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imageURL: HIFI_PUBLIC_BUCKET + "images/reticle.png",
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imageURL: HIFI_PUBLIC_BUCKET + "images/billiardsReticle.png",
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color: { red: 255, green: 255, blue: 255},
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alpha: 1
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});
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|
@ -102,7 +105,7 @@ function makeBalls(pos) {
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{ red: 128, green: 128, blue: 128}]; // Gray
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// Object balls
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var ballPosition = { x: pos.x + (LENGTH / 4.0) * SCALE, y: pos.y + DROP_HEIGHT, z: pos.z };
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var ballPosition = { x: pos.x + (LENGTH / 4.0) * SCALE, y: pos.y + HEIGHT / 2.0 + DROP_HEIGHT, z: pos.z };
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for (var row = 1; row <= 5; row++) {
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ballPosition.z = pos.z - ((row - 1.0) / 2.0 * (BALL_SIZE + BALL_GAP) * SCALE);
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for (var spot = 0; spot < row; spot++) {
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|
@ -113,23 +116,26 @@ function makeBalls(pos) {
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color: colors[balls.length],
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gravity: { x: 0, y: GRAVITY, z: 0 },
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ignoreCollisions: false,
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damping: 0.40,
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damping: 0.50,
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collisionsWillMove: true }));
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ballPosition.z += (BALL_SIZE + BALL_GAP) * SCALE;
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}
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ballPosition.x += (BALL_GAP + Math.sqrt(3.0) / 2.0 * BALL_SIZE) * SCALE;
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}
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// Cue Ball
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ballPosition = { x: pos.x - (LENGTH / 4.0) * SCALE, y: pos.y + DROP_HEIGHT, z: pos.z };
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balls.push(Entities.addEntity(
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cuePosition = { x: pos.x - (LENGTH / 4.0) * SCALE, y: pos.y + HEIGHT / 2.0 + DROP_HEIGHT, z: pos.z };
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cueBall = Entities.addEntity(
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{ type: "Sphere",
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position: ballPosition,
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position: cuePosition,
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dimensions: { x: BALL_SIZE * SCALE, y: BALL_SIZE * SCALE, z: BALL_SIZE * SCALE },
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color: { red: 255, green: 255, blue: 255 },
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gravity: { x: 0, y: GRAVITY, z: 0 },
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angularVelocity: { x: 0, y: 0, z: 0 },
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velocity: {x: 0, y: 0, z: 0 },
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ignoreCollisions: false,
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damping: 0.40,
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collisionsWillMove: true }));
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damping: 0.50,
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collisionsWillMove: true });
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}
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function shootCue(velocity) {
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|
@ -140,19 +146,23 @@ function shootCue(velocity) {
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var velocity = Vec3.multiply(forwardVector, velocity);
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var BULLET_LIFETIME = 3.0;
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var BULLET_GRAVITY = 0.0;
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var SHOOTER_COLOR = { red: 255, green: 0, blue: 0 };
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var SHOOTER_SIZE = BALL_SIZE / 1.5 * SCALE;
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bulletID = Entities.addEntity(
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{ type: "Sphere",
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position: cuePosition,
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dimensions: { x: BALL_SIZE * SCALE, y: BALL_SIZE * SCALE, z: BALL_SIZE * SCALE },
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color: { red: 255, green: 255, blue: 255 },
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dimensions: { x: SHOOTER_SIZE, y: SHOOTER_SIZE, z: SHOOTER_SIZE },
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color: SHOOTER_COLOR,
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velocity: velocity,
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lifetime: BULLET_LIFETIME,
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gravity: { x: 0, y: BULLET_GRAVITY, z: 0 },
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damping: 0.10,
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density: 1000,
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density: 8000,
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ignoreCollisions: false,
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collisionsWillMove: true
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});
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print("Shot, velocity = " + velocity);
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}
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function keyReleaseEvent(event) {
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|
@ -185,9 +195,25 @@ function cleanup() {
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Entities.deleteEntity(balls[i]);
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}
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Overlays.deleteOverlay(reticle);
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Entities.deleteEntity(cueBall);
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}
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var tableCenter = Vec3.sum(MyAvatar.position, Vec3.multiply(4.0, Quat.getFront(Camera.getOrientation())));
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function update(deltaTime) {
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if (!cueBall.isKnownID) {
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cueBall = Entities.identifyEntity(cueBall);
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} else {
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// Check if cue ball has fallen off table, re-drop if so
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var cueProperties = Entities.getEntityProperties(cueBall);
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if (cueProperties.position.y < tableCenter.y) {
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// Replace the cueball
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Entities.editEntity(cueBall, { position: cuePosition } );
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}
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}
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|
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}
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tableCenter = Vec3.sum(MyAvatar.position, Vec3.multiply(4.0, Quat.getFront(Camera.getOrientation())));
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makeTable(tableCenter);
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makeBalls(tableCenter);
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|
@ -195,3 +221,4 @@ makeBalls(tableCenter);
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Script.scriptEnding.connect(cleanup);
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Controller.keyPressEvent.connect(keyPressEvent);
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Controller.keyReleaseEvent.connect(keyReleaseEvent);
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Script.update.connect(update);
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|
|
|
@ -47,7 +47,6 @@ var yawFromMouse = 0;
|
|||
var pitchFromMouse = 0;
|
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var isMouseDown = false;
|
||||
|
||||
var BULLET_VELOCITY = 5.0;
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var MIN_THROWER_DELAY = 1000;
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var MAX_THROWER_DELAY = 1000;
|
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var LEFT_BUTTON_3 = 3;
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||||
|
@ -98,7 +97,7 @@ var reticle = Overlays.addOverlay("image", {
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|||
y: screenSize.y / 2 - 16,
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width: 32,
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||||
height: 32,
|
||||
imageURL: HIFI_PUBLIC_BUCKET + "images/reticle.png",
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imageURL: HIFI_PUBLIC_BUCKET + "images/billiardsReticle.png",
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color: { red: 255, green: 255, blue: 255},
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alpha: 1
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});
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|
@ -113,6 +112,25 @@ var offButton = Overlays.addOverlay("image", {
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alpha: 1
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});
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||||
var platformButton = Overlays.addOverlay("image", {
|
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x: screenSize.x - 48,
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y: 130,
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||||
width: 32,
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||||
height: 32,
|
||||
imageURL: HIFI_PUBLIC_BUCKET + "images/city.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
var gridButton = Overlays.addOverlay("image", {
|
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x: screenSize.x - 48,
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||||
y: 164,
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||||
width: 32,
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||||
height: 32,
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||||
imageURL: HIFI_PUBLIC_BUCKET + "images/blocks.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
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||||
});
|
||||
|
||||
if (showScore) {
|
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var text = Overlays.addOverlay("text", {
|
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x: screenSize.x / 2 - 100,
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||||
|
@ -127,24 +145,30 @@ if (showScore) {
|
|||
});
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}
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||||
|
||||
function printVector(string, vector) {
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print(string + " " + vector.x + ", " + vector.y + ", " + vector.z);
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}
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var BULLET_VELOCITY = 10.0;
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function shootBullet(position, velocity) {
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var BULLET_SIZE = 0.07;
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function shootBullet(position, velocity, grenade) {
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var BULLET_SIZE = 0.10;
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var BULLET_LIFETIME = 10.0;
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var BULLET_GRAVITY = 0.0;
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var BULLET_GRAVITY = -0.25;
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var GRENADE_VELOCITY = 15.0;
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var GRENADE_SIZE = 0.35;
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var GRENADE_GRAVITY = -9.8;
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||||
var bVelocity = grenade ? Vec3.multiply(GRENADE_VELOCITY, Vec3.normalize(velocity)) : velocity;
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var bSize = grenade ? GRENADE_SIZE : BULLET_SIZE;
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var bGravity = grenade ? GRENADE_GRAVITY : BULLET_GRAVITY;
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|
||||
bulletID = Entities.addEntity(
|
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{ type: "Sphere",
|
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position: position,
|
||||
dimensions: { x: BULLET_SIZE, y: BULLET_SIZE, z: BULLET_SIZE },
|
||||
dimensions: { x: bSize, y: bSize, z: bSize },
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color: { red: 255, green: 0, blue: 0 },
|
||||
velocity: velocity,
|
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velocity: bVelocity,
|
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lifetime: BULLET_LIFETIME,
|
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gravity: { x: 0, y: BULLET_GRAVITY, z: 0 },
|
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gravity: { x: 0, y: bGravity, z: 0 },
|
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damping: 0.01,
|
||||
density: 5000,
|
||||
density: 8000,
|
||||
ignoreCollisions: false,
|
||||
collisionsWillMove: true
|
||||
});
|
||||
|
@ -158,13 +182,15 @@ function shootBullet(position, velocity) {
|
|||
}
|
||||
|
||||
// Kickback the arm
|
||||
if (elbowKickAngle > 0.0) {
|
||||
MyAvatar.setJointData("LeftForeArm", rotationBeforeKickback);
|
||||
}
|
||||
rotationBeforeKickback = MyAvatar.getJointRotation("LeftForeArm");
|
||||
var armRotation = MyAvatar.getJointRotation("LeftForeArm");
|
||||
armRotation = Quat.multiply(armRotation, Quat.fromPitchYawRollDegrees(0.0, 0.0, KICKBACK_ANGLE));
|
||||
MyAvatar.setJointData("LeftForeArm", armRotation);
|
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elbowKickAngle = KICKBACK_ANGLE;
|
||||
}
|
||||
|
||||
function shootTarget() {
|
||||
var TARGET_SIZE = 0.50;
|
||||
var TARGET_GRAVITY = 0.0;
|
||||
|
@ -174,7 +200,7 @@ function shootTarget() {
|
|||
var DISTANCE_TO_LAUNCH_FROM = 5.0;
|
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var ANGLE_RANGE_FOR_LAUNCH = 20.0;
|
||||
var camera = Camera.getPosition();
|
||||
//printVector("camera", camera);
|
||||
|
||||
var targetDirection = Quat.angleAxis(getRandomFloat(-ANGLE_RANGE_FOR_LAUNCH, ANGLE_RANGE_FOR_LAUNCH), { x:0, y:1, z:0 });
|
||||
targetDirection = Quat.multiply(Camera.getOrientation(), targetDirection);
|
||||
var forwardVector = Quat.getFront(targetDirection);
|
||||
|
@ -205,6 +231,78 @@ function shootTarget() {
|
|||
Audio.playSound(targetLaunchSound, audioOptions);
|
||||
}
|
||||
|
||||
function makeGrid(type, scale, size) {
|
||||
var separation = scale * 2;
|
||||
var pos = Vec3.sum(Camera.getPosition(), Vec3.multiply(10.0 * scale * separation, Quat.getFront(Camera.getOrientation())));
|
||||
var x, y, z;
|
||||
var GRID_LIFE = 60.0;
|
||||
var dimensions;
|
||||
|
||||
for (x = 0; x < size; x++) {
|
||||
for (y = 0; y < size; y++) {
|
||||
for (z = 0; z < size; z++) {
|
||||
|
||||
dimensions = { x: separation/2.0 * (0.5 + Math.random()), y: separation/2.0 * (0.5 + Math.random()), z: separation/2.0 * (0.5 + Math.random()) / 4.0 };
|
||||
|
||||
Entities.addEntity(
|
||||
{ type: type,
|
||||
position: { x: pos.x + x * separation, y: pos.y + y * separation, z: pos.z + z * separation },
|
||||
dimensions: dimensions,
|
||||
color: { red: Math.random() * 255, green: Math.random() * 255, blue: Math.random() * 255 },
|
||||
velocity: { x: 0, y: 0, z: 0 },
|
||||
gravity: { x: 0, y: 0, z: 0 },
|
||||
lifetime: GRID_LIFE,
|
||||
rotation: Camera.getOrientation(),
|
||||
damping: 0.1,
|
||||
density: 100.0,
|
||||
collisionsWillMove: true });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
function makePlatform(gravity, scale, size) {
|
||||
var separation = scale * 2;
|
||||
var pos = Vec3.sum(Camera.getPosition(), Vec3.multiply(10.0 * scale * separation, Quat.getFront(Camera.getOrientation())));
|
||||
pos.y -= separation * size;
|
||||
var x, y, z;
|
||||
var TARGET_LIFE = 60.0;
|
||||
var INITIAL_GAP = 0.5;
|
||||
var dimensions;
|
||||
|
||||
for (x = 0; x < size; x++) {
|
||||
for (y = 0; y < size; y++) {
|
||||
for (z = 0; z < size; z++) {
|
||||
|
||||
dimensions = { x: separation/2.0, y: separation, z: separation/2.0 };
|
||||
|
||||
Entities.addEntity(
|
||||
{ type: "Box",
|
||||
position: { x: pos.x - (separation * size / 2.0) + x * separation,
|
||||
y: pos.y + y * (separation + INITIAL_GAP),
|
||||
z: pos.z - (separation * size / 2.0) + z * separation },
|
||||
dimensions: dimensions,
|
||||
color: { red: Math.random() * 255, green: Math.random() * 255, blue: Math.random() * 255 },
|
||||
velocity: { x: 0, y: 0, z: 0 },
|
||||
gravity: { x: 0, y: gravity, z: 0 },
|
||||
lifetime: TARGET_LIFE,
|
||||
damping: 0.1,
|
||||
density: 100.0,
|
||||
collisionsWillMove: true });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Make a floor for this stuff to fall onto
|
||||
Entities.addEntity({
|
||||
type: "Box",
|
||||
position: { x: pos.x, y: pos.y - separation / 2.0, z: pos.z },
|
||||
dimensions: { x: 2.0 * separation * size, y: separation / 2.0, z: 2.0 * separation * size },
|
||||
color: { red: 128, green: 128, blue: 128 },
|
||||
lifetime: TARGET_LIFE
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
function entityCollisionWithEntity(entity1, entity2, collision) {
|
||||
|
||||
if (((entity1.id == bulletID.id) || (entity1.id == targetID.id)) &&
|
||||
|
@ -233,7 +331,9 @@ function keyPressEvent(event) {
|
|||
var time = MIN_THROWER_DELAY + Math.random() * MAX_THROWER_DELAY;
|
||||
Script.setTimeout(shootTarget, time);
|
||||
} else if ((event.text == ".") || (event.text == "SPACE")) {
|
||||
shootFromMouse();
|
||||
shootFromMouse(false);
|
||||
} else if (event.text == ",") {
|
||||
shootFromMouse(true);
|
||||
} else if (event.text == "r") {
|
||||
playLoadSound();
|
||||
} else if (event.text == "s") {
|
||||
|
@ -241,7 +341,6 @@ function keyPressEvent(event) {
|
|||
Quat.print("arm = ", MyAvatar.getJointRotation("LeftArm"));
|
||||
Quat.print("forearm = ", MyAvatar.getJointRotation("LeftForeArm"));
|
||||
Quat.print("hand = ", MyAvatar.getJointRotation("LeftHand"));
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -287,18 +386,7 @@ function update(deltaTime) {
|
|||
if (targetID && !targetID.isKnownID) {
|
||||
targetID = Entities.identifyEntity(targetID);
|
||||
}
|
||||
// Check for mouseLook movement, update rotation
|
||||
// rotate body yaw for yaw received from mouse
|
||||
var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Radians( { x: 0, y: yawFromMouse, z: 0 } ));
|
||||
//MyAvatar.orientation = newOrientation;
|
||||
yawFromMouse = 0;
|
||||
|
||||
// apply pitch from mouse
|
||||
var newPitch = MyAvatar.headPitch + pitchFromMouse;
|
||||
//MyAvatar.headPitch = newPitch;
|
||||
pitchFromMouse = 0;
|
||||
|
||||
|
||||
if (activeControllers == 0) {
|
||||
if (Controller.getNumberOfSpatialControls() > 0) {
|
||||
activeControllers = Controller.getNumberOfSpatialControls();
|
||||
|
@ -372,19 +460,19 @@ function update(deltaTime) {
|
|||
|
||||
var velocity = Vec3.multiply(BULLET_VELOCITY, Vec3.normalize(palmToFingerTipVector));
|
||||
|
||||
shootBullet(position, velocity);
|
||||
shootBullet(position, velocity, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function shootFromMouse() {
|
||||
function shootFromMouse(grenade) {
|
||||
var DISTANCE_FROM_CAMERA = 1.0;
|
||||
var camera = Camera.getPosition();
|
||||
var forwardVector = Quat.getFront(Camera.getOrientation());
|
||||
var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_FROM_CAMERA));
|
||||
var velocity = Vec3.multiply(forwardVector, BULLET_VELOCITY);
|
||||
shootBullet(newPosition, velocity);
|
||||
shootBullet(newPosition, velocity, grenade);
|
||||
}
|
||||
|
||||
function mouseReleaseEvent(event) {
|
||||
|
@ -392,21 +480,23 @@ function mouseReleaseEvent(event) {
|
|||
isMouseDown = false;
|
||||
}
|
||||
|
||||
function mouseMoveEvent(event) {
|
||||
if (isMouseDown) {
|
||||
var MOUSE_YAW_SCALE = -0.25;
|
||||
var MOUSE_PITCH_SCALE = -12.5;
|
||||
var FIXED_MOUSE_TIMESTEP = 0.016;
|
||||
yawFromMouse += ((event.x - lastX) * MOUSE_YAW_SCALE * FIXED_MOUSE_TIMESTEP);
|
||||
pitchFromMouse += ((event.y - lastY) * MOUSE_PITCH_SCALE * FIXED_MOUSE_TIMESTEP);
|
||||
lastX = event.x;
|
||||
lastY = event.y;
|
||||
}
|
||||
function mousePressEvent(event) {
|
||||
var clickedText = false;
|
||||
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
|
||||
if (clickedOverlay == offButton) {
|
||||
Script.stop();
|
||||
} else if (clickedOverlay == platformButton) {
|
||||
makePlatform(-9.8, 1.0, 5);
|
||||
} else if (clickedOverlay == gridButton) {
|
||||
makeGrid("Box", 1.0, 3);
|
||||
}
|
||||
}
|
||||
|
||||
function scriptEnding() {
|
||||
Overlays.deleteOverlay(reticle);
|
||||
Overlays.deleteOverlay(offButton);
|
||||
Overlays.deleteOverlay(platformButton);
|
||||
Overlays.deleteOverlay(gridButton);
|
||||
Overlays.deleteOverlay(pointer[0]);
|
||||
Overlays.deleteOverlay(pointer[1]);
|
||||
Overlays.deleteOverlay(text);
|
||||
|
@ -418,7 +508,7 @@ Entities.entityCollisionWithEntity.connect(entityCollisionWithEntity);
|
|||
Script.scriptEnding.connect(scriptEnding);
|
||||
Script.update.connect(update);
|
||||
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
|
||||
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Controller.keyPressEvent.connect(keyPressEvent);
|
||||
|
||||
|
||||
|
|
|
@ -14,13 +14,9 @@
|
|||
// 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/entityPropertyDialogBox.js");
|
||||
Script.include("../../libraries/entityPropertyDialogBox.js");
|
||||
var entityPropertyDialogBox = EntityPropertyDialogBox;
|
||||
|
||||
var LASER_WIDTH = 4;
|
||||
var LASER_COLOR = { red: 255, green: 0, blue: 0 };
|
||||
var LASER_LENGTH_FACTOR = 500;
|
||||
|
||||
var MIN_ANGULAR_SIZE = 2;
|
||||
var MAX_ANGULAR_SIZE = 45;
|
||||
var allowLargeModels = false;
|
||||
|
@ -32,7 +28,44 @@ var RIGHT = 1;
|
|||
|
||||
var jointList = MyAvatar.getJointNames();
|
||||
|
||||
var mode = 0;
|
||||
var STICKS = 0;
|
||||
var MAPPED = 1;
|
||||
var mode = STICKS;
|
||||
|
||||
var LASER_WIDTH = 4;
|
||||
var LASER_COLOR = [{ red: 200, green: 150, blue: 50 }, // STICKS
|
||||
{ red: 50, green: 150, blue: 200 }]; // MAPPED
|
||||
var LASER_LENGTH_FACTOR = 500;
|
||||
|
||||
var lastAccurateIntersection = null;
|
||||
var accurateIntersections = 0;
|
||||
var totalIntersections = 0;
|
||||
var inaccurateInARow = 0;
|
||||
var maxInaccurateInARow = 0;
|
||||
function getRayIntersection(pickRay) { // pickRay : { origin : {xyz}, direction : {xyz} }
|
||||
if (lastAccurateIntersection === null) {
|
||||
lastAccurateIntersection = Entities.findRayIntersectionBlocking(pickRay);
|
||||
} else {
|
||||
var intersection = Entities.findRayIntersection(pickRay);
|
||||
if (intersection.accurate) {
|
||||
lastAccurateIntersection = intersection;
|
||||
accurateIntersections++;
|
||||
maxInaccurateInARow = (maxInaccurateInARow > inaccurateInARow) ? maxInaccurateInARow : inaccurateInARow;
|
||||
inaccurateInARow = 0;
|
||||
} else {
|
||||
inaccurateInARow++;
|
||||
}
|
||||
totalIntersections++;
|
||||
}
|
||||
return lastAccurateIntersection;
|
||||
}
|
||||
|
||||
function printIntersectionsStats() {
|
||||
var ratio = accurateIntersections / totalIntersections;
|
||||
print("Out of " + totalIntersections + " intersections, " + accurateIntersections + " where accurate. (" + ratio * 100 +"%)");
|
||||
print("Worst case was " + maxInaccurateInARow + " inaccurate intersections in a row.");
|
||||
}
|
||||
|
||||
|
||||
function controller(wichSide) {
|
||||
this.side = wichSide;
|
||||
|
@ -42,10 +75,10 @@ function controller(wichSide) {
|
|||
this.bumper = 6 * wichSide + 5;
|
||||
|
||||
this.oldPalmPosition = Controller.getSpatialControlPosition(this.palm);
|
||||
this.palmPosition = Controller.getSpatialControlPosition(this.palm);
|
||||
this.palmPosition = this.oldPalmPosition;
|
||||
|
||||
this.oldTipPosition = Controller.getSpatialControlPosition(this.tip);
|
||||
this.tipPosition = Controller.getSpatialControlPosition(this.tip);
|
||||
this.tipPosition = this.oldTipPosition;
|
||||
|
||||
this.oldUp = Controller.getSpatialControlNormal(this.palm);
|
||||
this.up = this.oldUp;
|
||||
|
@ -75,13 +108,13 @@ function controller(wichSide) {
|
|||
this.positionAtGrab;
|
||||
this.rotationAtGrab;
|
||||
this.modelPositionAtGrab;
|
||||
this.rotationAtGrab;
|
||||
this.modelRotationAtGrab;
|
||||
this.jointsIntersectingFromStart = [];
|
||||
|
||||
this.laser = Overlays.addOverlay("line3d", {
|
||||
start: { x: 0, y: 0, z: 0 },
|
||||
end: { x: 0, y: 0, z: 0 },
|
||||
color: LASER_COLOR,
|
||||
color: LASER_COLOR[mode],
|
||||
alpha: 1,
|
||||
visible: false,
|
||||
lineWidth: LASER_WIDTH,
|
||||
|
@ -132,7 +165,7 @@ function controller(wichSide) {
|
|||
this.positionAtGrab = this.palmPosition;
|
||||
this.rotationAtGrab = this.rotation;
|
||||
this.modelPositionAtGrab = properties.position;
|
||||
this.rotationAtGrab = properties.rotation;
|
||||
this.modelRotationAtGrab = properties.rotation;
|
||||
this.jointsIntersectingFromStart = [];
|
||||
for (var i = 0; i < jointList.length; i++) {
|
||||
var distance = Vec3.distance(MyAvatar.getJointPosition(jointList[i]), this.oldModelPosition);
|
||||
|
@ -245,9 +278,9 @@ function controller(wichSide) {
|
|||
|
||||
var inverseRotation = Quat.inverse(MyAvatar.orientation);
|
||||
var startPosition = Vec3.multiplyQbyV(inverseRotation, Vec3.subtract(this.palmPosition, MyAvatar.position));
|
||||
startPosition = Vec3.multiply(startPosition, 1 / MyAvatar.scale);
|
||||
var direction = Vec3.multiplyQbyV(inverseRotation, Vec3.subtract(this.tipPosition, this.palmPosition));
|
||||
var distance = Vec3.length(direction);
|
||||
direction = Vec3.multiply(direction, LASER_LENGTH_FACTOR / distance);
|
||||
direction = Vec3.multiply(direction, LASER_LENGTH_FACTOR / (Vec3.length(direction) * MyAvatar.scale));
|
||||
var endPosition = Vec3.sum(startPosition, direction);
|
||||
|
||||
Overlays.editOverlay(this.laser, {
|
||||
|
@ -267,17 +300,16 @@ function controller(wichSide) {
|
|||
start: Vec3.sum(endPosition, Vec3.multiply(this.up, 2 * this.guideScale)),
|
||||
end: Vec3.sum(endPosition, Vec3.multiply(this.up, -2 * this.guideScale))
|
||||
});
|
||||
this.showLaser(!this.grabbing || mode == 0);
|
||||
this.showLaser(!this.grabbing || mode == STICKS);
|
||||
|
||||
if (this.glowedIntersectingModel.isKnownID) {
|
||||
Entities.editEntity(this.glowedIntersectingModel, { glowLevel: 0.0 });
|
||||
this.glowedIntersectingModel.isKnownID = false;
|
||||
}
|
||||
if (!this.grabbing) {
|
||||
var intersection = Entities.findRayIntersection({
|
||||
origin: this.palmPosition,
|
||||
direction: this.front
|
||||
});
|
||||
var intersection = getRayIntersection({ origin: this.palmPosition,
|
||||
direction: this.front
|
||||
});
|
||||
|
||||
var halfDiagonal = Vec3.length(intersection.properties.dimensions) / 2.0;
|
||||
|
||||
|
@ -304,17 +336,16 @@ function controller(wichSide) {
|
|||
if (this.grabbing) {
|
||||
if (!this.entityID.isKnownID) {
|
||||
print("Unknown grabbed ID " + this.entityID.id + ", isKnown: " + this.entityID.isKnownID);
|
||||
this.entityID = Entities.findRayIntersection({
|
||||
origin: this.palmPosition,
|
||||
direction: this.front
|
||||
}).entityID;
|
||||
this.entityID = getRayIntersection({ origin: this.palmPosition,
|
||||
direction: this.front
|
||||
}).entityID;
|
||||
print("Identified ID " + this.entityID.id + ", isKnown: " + this.entityID.isKnownID);
|
||||
}
|
||||
var newPosition;
|
||||
var newRotation;
|
||||
|
||||
switch (mode) {
|
||||
case 0:
|
||||
case STICKS:
|
||||
newPosition = Vec3.sum(this.palmPosition,
|
||||
Vec3.multiply(this.front, this.x));
|
||||
newPosition = Vec3.sum(newPosition,
|
||||
|
@ -328,7 +359,7 @@ function controller(wichSide) {
|
|||
newRotation = Quat.multiply(newRotation,
|
||||
this.oldModelRotation);
|
||||
break;
|
||||
case 1:
|
||||
case MAPPED:
|
||||
var forward = Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0, z: -1 });
|
||||
var d = Vec3.dot(forward, MyAvatar.position);
|
||||
|
||||
|
@ -350,8 +381,9 @@ function controller(wichSide) {
|
|||
|
||||
newRotation = Quat.multiply(this.rotation,
|
||||
Quat.inverse(this.rotationAtGrab));
|
||||
newRotation = Quat.multiply(newRotation, newRotation);
|
||||
newRotation = Quat.multiply(newRotation,
|
||||
this.rotationAtGrab);
|
||||
this.modelRotationAtGrab);
|
||||
break;
|
||||
}
|
||||
Entities.editEntity(this.entityID, {
|
||||
|
@ -397,15 +429,13 @@ function controller(wichSide) {
|
|||
|
||||
var bumperValue = Controller.isButtonPressed(this.bumper);
|
||||
if (bumperValue && !this.bumperValue) {
|
||||
if (mode == 0) {
|
||||
mode = 1;
|
||||
Overlays.editOverlay(leftController.laser, { color: { red: 0, green: 0, blue: 255 } });
|
||||
Overlays.editOverlay(rightController.laser, { color: { red: 0, green: 0, blue: 255 } });
|
||||
} else {
|
||||
mode = 0;
|
||||
Overlays.editOverlay(leftController.laser, { color: { red: 255, green: 0, blue: 0 } });
|
||||
Overlays.editOverlay(rightController.laser, { color: { red: 255, green: 0, blue: 0 } });
|
||||
if (mode === STICKS) {
|
||||
mode = MAPPED;
|
||||
} else if (mode === MAPPED) {
|
||||
mode = STICKS;
|
||||
}
|
||||
Overlays.editOverlay(leftController.laser, { color: LASER_COLOR[mode] });
|
||||
Overlays.editOverlay(rightController.laser, { color: LASER_COLOR[mode] });
|
||||
}
|
||||
this.bumperValue = bumperValue;
|
||||
|
||||
|
@ -475,10 +505,10 @@ function controller(wichSide) {
|
|||
Vec3.print("Looking at: ", this.palmPosition);
|
||||
var pickRay = { origin: this.palmPosition,
|
||||
direction: Vec3.normalize(Vec3.subtract(this.tipPosition, this.palmPosition)) };
|
||||
var foundIntersection = Entities.findRayIntersection(pickRay);
|
||||
var foundIntersection = getRayIntersection(pickRay);
|
||||
|
||||
if(!foundIntersection.accurate) {
|
||||
print("No accurate intersection");
|
||||
if(!foundIntersection.intersects) {
|
||||
print("No intersection");
|
||||
return;
|
||||
}
|
||||
newModel = foundIntersection.entityID;
|
||||
|
@ -526,7 +556,7 @@ function moveEntities() {
|
|||
|
||||
|
||||
switch (mode) {
|
||||
case 0:
|
||||
case STICKS:
|
||||
var oldLeftPoint = Vec3.sum(leftController.oldPalmPosition, Vec3.multiply(leftController.oldFront, leftController.x));
|
||||
var oldRightPoint = Vec3.sum(rightController.oldPalmPosition, Vec3.multiply(rightController.oldFront, rightController.x));
|
||||
|
||||
|
@ -545,7 +575,7 @@ function moveEntities() {
|
|||
newPosition = Vec3.sum(middle,
|
||||
Vec3.multiply(Vec3.subtract(leftController.oldModelPosition, oldMiddle), ratio));
|
||||
break;
|
||||
case 1:
|
||||
case MAPPED:
|
||||
var u = Vec3.normalize(Vec3.subtract(rightController.oldPalmPosition, leftController.oldPalmPosition));
|
||||
var v = Vec3.normalize(Vec3.subtract(rightController.palmPosition, leftController.palmPosition));
|
||||
|
||||
|
@ -566,11 +596,11 @@ function moveEntities() {
|
|||
leftController.positionAtGrab = leftController.palmPosition;
|
||||
leftController.rotationAtGrab = leftController.rotation;
|
||||
leftController.modelPositionAtGrab = leftController.oldModelPosition;
|
||||
leftController.rotationAtGrab = rotation;
|
||||
leftController.modelRotationAtGrab = rotation;
|
||||
rightController.positionAtGrab = rightController.palmPosition;
|
||||
rightController.rotationAtGrab = rightController.rotation;
|
||||
rightController.modelPositionAtGrab = rightController.oldModelPosition;
|
||||
rightController.rotationAtGrab = rotation;
|
||||
rightController.modelRotationAtGrab = rotation;
|
||||
break;
|
||||
}
|
||||
Entities.editEntity(leftController.entityID, {
|
||||
|
@ -628,43 +658,56 @@ var glowedEntityID = { id: -1, isKnownID: false };
|
|||
// In order for editVoxels and editModels to play nice together, they each check to see if a "delete" menu item already
|
||||
// exists. If it doesn't they add it. If it does they don't. They also only delete the menu item if they were the one that
|
||||
// added it.
|
||||
var ROOT_MENU = "Edit";
|
||||
var ITEM_BEFORE = "Physics";
|
||||
var MENU_SEPARATOR = "Models";
|
||||
var EDIT_PROPERTIES = "Edit Properties...";
|
||||
var INTERSECTION_STATS = "Print Intersection Stats";
|
||||
var DELETE = "Delete";
|
||||
var LARGE_MODELS = "Allow Selecting of Large Models";
|
||||
var SMALL_MODELS = "Allow Selecting of Small Models";
|
||||
var LIGHTS = "Allow Selecting of Lights";
|
||||
|
||||
var modelMenuAddedDelete = false;
|
||||
var originalLightsArePickable = Entities.getLightsArePickable();
|
||||
function setupModelMenus() {
|
||||
print("setupModelMenus()");
|
||||
// adj our menuitems
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Models", isSeparator: true, beforeItem: "Physics" });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Edit Properties...",
|
||||
shortcutKeyEvent: { text: "`" }, afterItem: "Models" });
|
||||
if (!Menu.menuItemExists("Edit", "Delete")) {
|
||||
Menu.addMenuItem({ menuName: ROOT_MENU, menuItemName: MENU_SEPARATOR, isSeparator: true, beforeItem: ITEM_BEFORE });
|
||||
Menu.addMenuItem({ menuName: ROOT_MENU, menuItemName: EDIT_PROPERTIES,
|
||||
shortcutKeyEvent: { text: "`" }, afterItem: MENU_SEPARATOR });
|
||||
Menu.addMenuItem({ menuName: ROOT_MENU, menuItemName: INTERSECTION_STATS, afterItem: MENU_SEPARATOR });
|
||||
if (!Menu.menuItemExists(ROOT_MENU, DELETE)) {
|
||||
print("no delete... adding ours");
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Delete",
|
||||
shortcutKeyEvent: { text: "backspace" }, afterItem: "Models" });
|
||||
Menu.addMenuItem({ menuName: ROOT_MENU, menuItemName: DELETE,
|
||||
shortcutKeyEvent: { text: "backspace" }, afterItem: MENU_SEPARATOR });
|
||||
modelMenuAddedDelete = true;
|
||||
} else {
|
||||
print("delete exists... don't add ours");
|
||||
}
|
||||
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Large Models", shortcutKey: "CTRL+META+L",
|
||||
afterItem: "Paste Models", isCheckable: true });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Small Models", shortcutKey: "CTRL+META+S",
|
||||
afterItem: "Allow Selecting of Large Models", isCheckable: true });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Lights", shortcutKey: "CTRL+SHIFT+META+L",
|
||||
afterItem: "Allow Selecting of Small Models", isCheckable: true });
|
||||
Menu.addMenuItem({ menuName: ROOT_MENU, menuItemName: LARGE_MODELS, shortcutKey: "CTRL+META+L",
|
||||
afterItem: DELETE, isCheckable: true });
|
||||
Menu.addMenuItem({ menuName: ROOT_MENU, menuItemName: SMALL_MODELS, shortcutKey: "CTRL+META+S",
|
||||
afterItem: LARGE_MODELS, isCheckable: true });
|
||||
Menu.addMenuItem({ menuName: ROOT_MENU, menuItemName: LIGHTS, shortcutKey: "CTRL+SHIFT+META+L",
|
||||
afterItem: SMALL_MODELS, isCheckable: true });
|
||||
|
||||
Entities.setLightsArePickable(false);
|
||||
}
|
||||
|
||||
function cleanupModelMenus() {
|
||||
Menu.removeMenuItem("Edit", "Edit Properties...");
|
||||
Menu.removeSeparator(ROOT_MENU, MENU_SEPARATOR);
|
||||
Menu.removeMenuItem(ROOT_MENU, EDIT_PROPERTIES);
|
||||
Menu.removeMenuItem(ROOT_MENU, INTERSECTION_STATS);
|
||||
if (modelMenuAddedDelete) {
|
||||
// delete our menuitems
|
||||
Menu.removeMenuItem("Edit", "Delete");
|
||||
Menu.removeMenuItem(ROOT_MENU, DELETE);
|
||||
}
|
||||
|
||||
Menu.removeMenuItem("Edit", "Allow Selecting of Large Models");
|
||||
Menu.removeMenuItem("Edit", "Allow Selecting of Small Models");
|
||||
Menu.removeMenuItem("Edit", "Allow Selecting of Lights");
|
||||
Menu.removeMenuItem(ROOT_MENU, LARGE_MODELS);
|
||||
Menu.removeMenuItem(ROOT_MENU, SMALL_MODELS);
|
||||
Menu.removeMenuItem(ROOT_MENU, LIGHTS);
|
||||
|
||||
}
|
||||
|
||||
|
@ -688,13 +731,13 @@ function showPropertiesForm(editModelID) {
|
|||
|
||||
Menu.menuItemEvent.connect(function (menuItem) {
|
||||
print("menuItemEvent() in JS... menuItem=" + menuItem);
|
||||
if (menuItem == "Allow Selecting of Small Models") {
|
||||
allowSmallModels = Menu.isOptionChecked("Allow Selecting of Small Models");
|
||||
} else if (menuItem == "Allow Selecting of Large Models") {
|
||||
allowLargeModels = Menu.isOptionChecked("Allow Selecting of Large Models");
|
||||
} else if (menuItem == "Allow Selecting of Lights") {
|
||||
Entities.setLightsArePickable(Menu.isOptionChecked("Allow Selecting of Lights"));
|
||||
} else if (menuItem == "Delete") {
|
||||
if (menuItem == SMALL_MODELS) {
|
||||
allowSmallModels = Menu.isOptionChecked(SMALL_MODELS);
|
||||
} else if (menuItem == LARGE_MODELS) {
|
||||
allowLargeModels = Menu.isOptionChecked(LARGE_MODELS);
|
||||
} else if (menuItem == LIGHTS) {
|
||||
Entities.setLightsArePickable(Menu.isOptionChecked(LIGHTS));
|
||||
} else if (menuItem == DELETE) {
|
||||
if (leftController.grabbing) {
|
||||
print(" Delete Entity.... leftController.entityID="+ leftController.entityID);
|
||||
Entities.deleteEntity(leftController.entityID);
|
||||
|
@ -712,7 +755,7 @@ Menu.menuItemEvent.connect(function (menuItem) {
|
|||
} else {
|
||||
print(" Delete Entity.... not holding...");
|
||||
}
|
||||
} else if (menuItem == "Edit Properties...") {
|
||||
} else if (menuItem == EDIT_PROPERTIES) {
|
||||
editModelID = -1;
|
||||
if (leftController.grabbing) {
|
||||
print(" Edit Properties.... leftController.entityID="+ leftController.entityID);
|
||||
|
@ -727,16 +770,18 @@ Menu.menuItemEvent.connect(function (menuItem) {
|
|||
print(" Edit Properties.... about to edit properties...");
|
||||
showPropertiesForm(editModelID);
|
||||
}
|
||||
} else if (menuItem == INTERSECTION_STATS) {
|
||||
printIntersectionsStats();
|
||||
}
|
||||
});
|
||||
|
||||
Controller.keyReleaseEvent.connect(function (event) {
|
||||
// since sometimes our menu shortcut keys don't work, trap our menu items here also and fire the appropriate menu items
|
||||
if (event.text == "`") {
|
||||
handeMenuEvent("Edit Properties...");
|
||||
handeMenuEvent(EDIT_PROPERTIES);
|
||||
}
|
||||
if (event.text == "BACKSPACE") {
|
||||
handeMenuEvent("Delete");
|
||||
handeMenuEvent(DELETE);
|
||||
}
|
||||
});
|
||||
|
||||
|
|
172
examples/controllers/hydra/paddleBall.js
Normal file
172
examples/controllers/hydra/paddleBall.js
Normal file
|
@ -0,0 +1,172 @@
|
|||
// PaddleBall.js
|
||||
//
|
||||
// Created by Philip Rosedale on January 21, 2015
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Move your hand with the hydra controller, and hit the ball with the paddle.
|
||||
// Click 'X' button to turn off this script.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
var BALL_SIZE = 0.08;
|
||||
var PADDLE_SIZE = 0.20;
|
||||
var PADDLE_THICKNESS = 0.06;
|
||||
var PADDLE_COLOR = { red: 184, green: 134, blue: 11 };
|
||||
var BALL_COLOR = { red: 255, green: 0, blue: 0 };
|
||||
var LINE_COLOR = { red: 255, green: 255, blue: 0 };
|
||||
var PADDLE_OFFSET = { x: 0.05, y: 0.0, z: 0.0 };
|
||||
var GRAVITY = 0.0;
|
||||
var SPRING_FORCE = 15.0;
|
||||
var lastSoundTime = 0;
|
||||
var gameOn = false;
|
||||
var leftHanded = false;
|
||||
var controllerID;
|
||||
|
||||
if (leftHanded) {
|
||||
controllerID = 1;
|
||||
} else {
|
||||
controllerID = 3;
|
||||
}
|
||||
|
||||
|
||||
HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
|
||||
hitSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Collisions-ballhitsandcatches/billiards/collision1.wav");
|
||||
|
||||
var screenSize = Controller.getViewportDimensions();
|
||||
var offButton = Overlays.addOverlay("image", {
|
||||
x: screenSize.x - 48,
|
||||
y: 96,
|
||||
width: 32,
|
||||
height: 32,
|
||||
imageURL: HIFI_PUBLIC_BUCKET + "images/close.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
var ball, paddle, paddleModel, line;
|
||||
|
||||
function createEntities() {
|
||||
ball = Entities.addEntity(
|
||||
{ type: "Sphere",
|
||||
position: Controller.getSpatialControlPosition(controllerID),
|
||||
dimensions: { x: BALL_SIZE, y: BALL_SIZE, z: BALL_SIZE },
|
||||
color: BALL_COLOR,
|
||||
gravity: { x: 0, y: GRAVITY, z: 0 },
|
||||
ignoreCollisions: false,
|
||||
damping: 0.50,
|
||||
collisionsWillMove: true });
|
||||
|
||||
paddle = Entities.addEntity(
|
||||
{ type: "Box",
|
||||
position: Controller.getSpatialControlPosition(controllerID),
|
||||
dimensions: { x: PADDLE_SIZE, y: PADDLE_THICKNESS, z: PADDLE_SIZE * 0.80 },
|
||||
color: PADDLE_COLOR,
|
||||
gravity: { x: 0, y: 0, z: 0 },
|
||||
ignoreCollisions: false,
|
||||
damping: 0.10,
|
||||
visible: false,
|
||||
rotation: Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(controllerID)),
|
||||
collisionsWillMove: false });
|
||||
|
||||
modelURL = "http://public.highfidelity.io/models/attachments/pong_paddle.fbx";
|
||||
paddleModel = Entities.addEntity(
|
||||
{ type: "Model",
|
||||
position: Vec3.sum(Controller.getSpatialControlPosition(controllerID), PADDLE_OFFSET),
|
||||
dimensions: { x: PADDLE_SIZE * 1.5, y: PADDLE_THICKNESS, z: PADDLE_SIZE * 1.25 },
|
||||
color: PADDLE_COLOR,
|
||||
gravity: { x: 0, y: 0, z: 0 },
|
||||
ignoreCollisions: true,
|
||||
modelURL: modelURL,
|
||||
damping: 0.10,
|
||||
rotation: Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(controllerID)),
|
||||
collisionsWillMove: false });
|
||||
|
||||
line = Overlays.addOverlay("line3d", {
|
||||
start: { x: 0, y: 0, z: 0 },
|
||||
end: { x: 0, y: 0, z: 0 },
|
||||
color: LINE_COLOR,
|
||||
alpha: 1,
|
||||
visible: true,
|
||||
lineWidth: 2 });
|
||||
}
|
||||
|
||||
function deleteEntities() {
|
||||
Entities.deleteEntity(ball);
|
||||
Entities.deleteEntity(paddle);
|
||||
Entities.deleteEntity(paddleModel);
|
||||
Overlays.deleteOverlay(line);
|
||||
}
|
||||
|
||||
function update(deltaTime) {
|
||||
var palmPosition = Controller.getSpatialControlPosition(controllerID);
|
||||
var controllerActive = (Vec3.length(palmPosition) > 0);
|
||||
|
||||
if (!gameOn && controllerActive) {
|
||||
createEntities();
|
||||
gameOn = true;
|
||||
} else if (gameOn && !controllerActive) {
|
||||
deleteEntities();
|
||||
gameOn = false;
|
||||
}
|
||||
if (!gameOn || !controllerActive) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!paddle.isKnownID) {
|
||||
paddle = Entities.identifyEntity(paddle);
|
||||
}
|
||||
if (!ball.isKnownID) {
|
||||
ball = Entities.identifyEntity(ball);
|
||||
} else {
|
||||
var props = Entities.getEntityProperties(ball);
|
||||
var spring = Vec3.subtract(palmPosition, props.position);
|
||||
var paddleWorldOrientation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(controllerID));
|
||||
var springLength = Vec3.length(spring);
|
||||
spring = Vec3.normalize(spring);
|
||||
var ballVelocity = Vec3.sum(props.velocity, Vec3.multiply(springLength * SPRING_FORCE * deltaTime, spring));
|
||||
Entities.editEntity(ball, { velocity: ballVelocity });
|
||||
Overlays.editOverlay(line, { start: props.position, end: palmPosition });
|
||||
Entities.editEntity(paddle, { position: palmPosition,
|
||||
velocity: Controller.getSpatialControlVelocity(controllerID),
|
||||
rotation: paddleWorldOrientation });
|
||||
Entities.editEntity(paddleModel, { position: Vec3.sum(palmPosition, Vec3.multiplyQbyV(paddleWorldOrientation, PADDLE_OFFSET)),
|
||||
velocity: Controller.getSpatialControlVelocity(controllerID),
|
||||
rotation: paddleWorldOrientation });
|
||||
}
|
||||
}
|
||||
|
||||
function entityCollisionWithEntity(entity1, entity2, collision) {
|
||||
if ((entity1.id == ball.id) || (entity2.id ==ball.id)) {
|
||||
var props1 = Entities.getEntityProperties(entity1);
|
||||
var props2 = Entities.getEntityProperties(entity2);
|
||||
var dVel = Vec3.length(Vec3.subtract(props1.velocity, props2.velocity));
|
||||
var currentTime = new Date().getTime();
|
||||
var MIN_MSECS_BETWEEN_BOUNCE_SOUNDS = 100;
|
||||
var MIN_VELOCITY_FOR_SOUND_IMPACT = 0.25;
|
||||
if ((dVel > MIN_VELOCITY_FOR_SOUND_IMPACT) && (currentTime - lastSoundTime) > MIN_MSECS_BETWEEN_BOUNCE_SOUNDS) {
|
||||
Audio.playSound(hitSound, { position: props1.position, volume: Math.min(dVel, 1.0) });
|
||||
lastSoundTime = new Date().getTime();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function mousePressEvent(event) {
|
||||
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
|
||||
if (clickedOverlay == offButton) {
|
||||
Script.stop();
|
||||
}
|
||||
}
|
||||
|
||||
function scriptEnding() {
|
||||
if (gameOn) {
|
||||
deleteEntities();
|
||||
}
|
||||
Overlays.deleteOverlay(offButton);
|
||||
}
|
||||
|
||||
Entities.entityCollisionWithEntity.connect(entityCollisionWithEntity);
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Script.scriptEnding.connect(scriptEnding);
|
||||
Script.update.connect(update);
|
|
@ -60,11 +60,9 @@ Script.update.connect(function(deltaTime) {
|
|||
}
|
||||
|
||||
if ((leftFrame != lastLeftFrame) && leftHandAnimation.length){
|
||||
MyAvatar.stopAnimation(leftHandAnimation);
|
||||
MyAvatar.startAnimation(leftHandAnimation, 30.0, 1.0, false, true, leftFrame, leftFrame);
|
||||
}
|
||||
if ((rightFrame != lastRightFrame) && rightHandAnimation.length) {
|
||||
MyAvatar.stopAnimation(rightHandAnimation);
|
||||
MyAvatar.startAnimation(rightHandAnimation, 30.0, 1.0, false, true, rightFrame, rightFrame);
|
||||
}
|
||||
|
||||
|
|
|
@ -8,7 +8,7 @@ body {
|
|||
background-color: rgb(76, 76, 76);
|
||||
color: rgb(204, 204, 204);
|
||||
font-family: Arial;
|
||||
font-size: 11px;
|
||||
font-size: 8.25pt;
|
||||
|
||||
-webkit-touch-callout: none;
|
||||
-webkit-user-select: none;
|
||||
|
@ -31,25 +31,25 @@ body {
|
|||
|
||||
.color-box {
|
||||
display: inline-block;
|
||||
width: 20px;
|
||||
height: 20px;
|
||||
border: 1px solid black;
|
||||
margin: 2px;
|
||||
width: 15pt;
|
||||
height: 15pt;
|
||||
border: 0.75pt solid black;
|
||||
margin: 1.5pt;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.color-box.highlight {
|
||||
width: 18px;
|
||||
height: 18px;
|
||||
border: 2px solid black;
|
||||
width: 13.5pt;
|
||||
height: 13.5pt;
|
||||
border: 1.5pt solid black;
|
||||
}
|
||||
|
||||
.section-header {
|
||||
background: #AAA;
|
||||
border-bottom: 1px solid #CCC;
|
||||
border-bottom: 0.75pt solid #CCC;
|
||||
background-color: #333333;
|
||||
color: #999;
|
||||
padding: 4px;
|
||||
padding: 3pt;
|
||||
}
|
||||
|
||||
.section-header label {
|
||||
|
@ -61,7 +61,7 @@ body {
|
|||
.property-section {
|
||||
display: block;
|
||||
margin: 10 10;
|
||||
height: 30px;
|
||||
height: 22.5pt;
|
||||
}
|
||||
|
||||
.property-section label {
|
||||
|
@ -73,7 +73,7 @@ body {
|
|||
}
|
||||
|
||||
.grid-section {
|
||||
border-top: 1px solid #DDD;
|
||||
border-top: 0.75pt solid #DDD;
|
||||
background-color: #efefef;
|
||||
}
|
||||
|
||||
|
@ -81,8 +81,8 @@ input[type=button] {
|
|||
cursor: pointer;
|
||||
background-color: #608e96;
|
||||
border-color: #608e96;
|
||||
border-radius: 5px;
|
||||
padding: 5px 10px;
|
||||
border-radius: 3.75pt;
|
||||
padding: 3.75pt 7.5pt;
|
||||
border: 0;
|
||||
color: #fff;
|
||||
font-weight: bold;
|
||||
|
@ -90,8 +90,8 @@ input[type=button] {
|
|||
|
||||
textarea, input {
|
||||
margin: 0;
|
||||
padding: 2px;
|
||||
border: 1px solid #999;
|
||||
padding: 1.5pt;
|
||||
border: 0.75pt solid #999;
|
||||
background-color: #eee;
|
||||
}
|
||||
|
||||
|
@ -112,13 +112,13 @@ input.coord {
|
|||
table#entity-table {
|
||||
border-collapse: collapse;
|
||||
font-family: Sans-Serif;
|
||||
font-size: 10px;
|
||||
font-size: 7.5pt;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
#entity-table tr {
|
||||
cursor: pointer;
|
||||
border-bottom: 1px solid rgb(63, 63, 63)
|
||||
border-bottom: 0.75pt solid rgb(63, 63, 63)
|
||||
}
|
||||
|
||||
#entity-table tr.selected {
|
||||
|
@ -128,15 +128,15 @@ table#entity-table {
|
|||
#entity-table th {
|
||||
background-color: #333;
|
||||
color: #fff;
|
||||
border: 0px black solid;
|
||||
border: 0pt black solid;
|
||||
text-align: left;
|
||||
word-wrap: nowrap;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
#entity-table td {
|
||||
font-size: 11px;
|
||||
border: 0px black solid;
|
||||
font-size: 8.25pt;
|
||||
border: 0pt black solid;
|
||||
word-wrap: nowrap;
|
||||
white-space: nowrap;
|
||||
text-overflow: ellipsis;
|
||||
|
@ -148,21 +148,21 @@ table#entity-table {
|
|||
}
|
||||
|
||||
th#entity-type {
|
||||
width: 60px;
|
||||
width: 33.75pt;
|
||||
}
|
||||
|
||||
|
||||
|
||||
div.input-area {
|
||||
display: inline-block;
|
||||
font-size: 10px;
|
||||
font-size: 7.5pt;
|
||||
}
|
||||
|
||||
input {
|
||||
}
|
||||
|
||||
#type {
|
||||
font-size: 14px;
|
||||
font-size: 10.5pt;
|
||||
}
|
||||
|
||||
#type label {
|
||||
|
@ -173,22 +173,22 @@ input {
|
|||
background-color: rgb(102, 102, 102);
|
||||
color: rgb(204, 204, 204);
|
||||
border: none;
|
||||
font-size: 10px;
|
||||
font-size: 7.5pt;
|
||||
}
|
||||
|
||||
#properties-list input[type=button] {
|
||||
cursor: pointer;
|
||||
background-color: rgb(51, 102, 102);
|
||||
border-color: #608e96;
|
||||
border-radius: 5px;
|
||||
padding: 5px 10px;
|
||||
border-radius: 3.75pt;
|
||||
padding: 3.75pt 7.5pt;
|
||||
border: 0;
|
||||
color: rgb(204, 204, 204);
|
||||
}
|
||||
|
||||
#properties-list .property {
|
||||
padding: 8px 8px;
|
||||
border-top: 1px solid rgb(63, 63, 63);
|
||||
padding: 6pt 6pt;
|
||||
border-top: 0.75pt solid rgb(63, 63, 63);
|
||||
min-height: 1em;
|
||||
}
|
||||
|
||||
|
@ -203,11 +203,11 @@ table#properties-list {
|
|||
}
|
||||
|
||||
#properties-list > div {
|
||||
margin: 4px 0;
|
||||
margin: 3pt 0;
|
||||
}
|
||||
|
||||
#properties-list {
|
||||
border-bottom: 1px solid #e5e5e5;
|
||||
border-bottom: 0.75pt solid #e5e5e5;
|
||||
}
|
||||
|
||||
#properties-list .label {
|
||||
|
@ -221,11 +221,11 @@ table#properties-list {
|
|||
}
|
||||
|
||||
#properties-list .value > div{
|
||||
padding: 4px 0;
|
||||
padding: 3pt 0;
|
||||
}
|
||||
|
||||
col#col-label {
|
||||
width: 130px;
|
||||
width: 97.5pt;
|
||||
}
|
||||
|
||||
div.outer {
|
||||
|
|
|
@ -4,6 +4,6 @@ set(TARGET_NAME ice-server)
|
|||
setup_hifi_project(Network)
|
||||
|
||||
# link the shared hifi libraries
|
||||
link_hifi_libraries(networking shared)
|
||||
link_hifi_libraries(embedded-webserver networking shared)
|
||||
|
||||
include_dependency_includes()
|
|
@ -20,14 +20,18 @@
|
|||
const int CLEAR_INACTIVE_PEERS_INTERVAL_MSECS = 1 * 1000;
|
||||
const int PEER_SILENCE_THRESHOLD_MSECS = 5 * 1000;
|
||||
|
||||
const quint16 ICE_SERVER_MONITORING_PORT = 40110;
|
||||
|
||||
IceServer::IceServer(int argc, char* argv[]) :
|
||||
QCoreApplication(argc, argv),
|
||||
_id(QUuid::createUuid()),
|
||||
_serverSocket(),
|
||||
_activePeers()
|
||||
_activePeers(),
|
||||
_httpManager(ICE_SERVER_MONITORING_PORT, QString("%1/web/").arg(QCoreApplication::applicationDirPath()), this)
|
||||
{
|
||||
// start the ice-server socket
|
||||
qDebug() << "ice-server socket is listening on" << ICE_SERVER_DEFAULT_PORT;
|
||||
qDebug() << "monitoring http endpoint is listening on " << ICE_SERVER_MONITORING_PORT;
|
||||
_serverSocket.bind(QHostAddress::AnyIPv4, ICE_SERVER_DEFAULT_PORT);
|
||||
|
||||
// call our process datagrams slot when the UDP socket has packets ready
|
||||
|
@ -165,3 +169,17 @@ void IceServer::clearInactivePeers() {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool IceServer::handleHTTPRequest(HTTPConnection* connection, const QUrl& url, bool skipSubHandler) {
|
||||
//
|
||||
// We need an HTTP handler in order to monitor the health of the ice server
|
||||
// The correct functioning of the ICE server will be determined by its HTTP availability,
|
||||
//
|
||||
|
||||
if (connection->requestOperation() == QNetworkAccessManager::GetOperation) {
|
||||
if (url.path() == "/status") {
|
||||
connection->respond(HTTPConnection::StatusCode200, QByteArray::number(_activePeers.size()));
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -12,17 +12,21 @@
|
|||
#ifndef hifi_IceServer_h
|
||||
#define hifi_IceServer_h
|
||||
|
||||
#include <qcoreapplication.h>
|
||||
#include <qsharedpointer.h>
|
||||
#include <qudpsocket.h>
|
||||
#include <QtCore/QCoreApplication>
|
||||
#include <QtCore/QSharedPointer>
|
||||
#include <QUdpSocket>
|
||||
|
||||
#include <NetworkPeer.h>
|
||||
#include <HTTPConnection.h>
|
||||
#include <HTTPManager.h>
|
||||
|
||||
typedef QHash<QUuid, SharedNetworkPeer> NetworkPeerHash;
|
||||
|
||||
class IceServer : public QCoreApplication {
|
||||
class IceServer : public QCoreApplication, public HTTPRequestHandler {
|
||||
Q_OBJECT
|
||||
public:
|
||||
IceServer(int argc, char* argv[]);
|
||||
bool handleHTTPRequest(HTTPConnection* connection, const QUrl& url, bool skipSubHandler = false);
|
||||
private slots:
|
||||
void processDatagrams();
|
||||
void clearInactivePeers();
|
||||
|
@ -34,6 +38,7 @@ private:
|
|||
QUdpSocket _serverSocket;
|
||||
NetworkPeerHash _activePeers;
|
||||
QHash<QUuid, QSet<QUuid> > _currentConnections;
|
||||
HTTPManager _httpManager;
|
||||
};
|
||||
|
||||
#endif // hifi_IceServer_h
|
|
@ -208,7 +208,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
|
|||
_justStarted(true),
|
||||
_physicsEngine(glm::vec3(0.0f)),
|
||||
_entities(true, this, this),
|
||||
_entityCollisionSystem(),
|
||||
_entityClipboardRenderer(false, this, this),
|
||||
_entityClipboard(),
|
||||
_viewFrustum(),
|
||||
|
@ -1688,17 +1687,16 @@ void Application::init() {
|
|||
_entities.init();
|
||||
_entities.setViewFrustum(getViewFrustum());
|
||||
|
||||
EntityTree* entityTree = _entities.getTree();
|
||||
|
||||
_entityCollisionSystem.init(&_entityEditSender, entityTree, &_avatarManager);
|
||||
|
||||
entityTree->setSimulation(&_entityCollisionSystem);
|
||||
EntityTree* tree = _entities.getTree();
|
||||
_physicsEngine.setEntityTree(tree);
|
||||
tree->setSimulation(&_physicsEngine);
|
||||
_physicsEngine.init(&_entityEditSender);
|
||||
|
||||
connect(&_entityCollisionSystem, &EntityCollisionSystem::entityCollisionWithEntity,
|
||||
connect(&_physicsEngine, &EntitySimulation::entityCollisionWithEntity,
|
||||
ScriptEngine::getEntityScriptingInterface(), &EntityScriptingInterface::entityCollisionWithEntity);
|
||||
|
||||
// connect the _entityCollisionSystem to our EntityTreeRenderer since that's what handles running entity scripts
|
||||
connect(&_entityCollisionSystem, &EntityCollisionSystem::entityCollisionWithEntity,
|
||||
connect(&_physicsEngine, &EntitySimulation::entityCollisionWithEntity,
|
||||
&_entities, &EntityTreeRenderer::entityCollisionWithEntity);
|
||||
|
||||
// connect the _entities (EntityTreeRenderer) to our script engine's EntityScriptingInterface for firing
|
||||
|
@ -1719,10 +1717,6 @@ void Application::init() {
|
|||
connect(_rearMirrorTools, SIGNAL(shrinkView()), SLOT(shrinkMirrorView()));
|
||||
connect(_rearMirrorTools, SIGNAL(resetView()), SLOT(resetSensors()));
|
||||
|
||||
EntityTree* tree = _entities.getTree();
|
||||
_physicsEngine.setEntityTree(tree);
|
||||
tree->setSimulation(&_physicsEngine);
|
||||
_physicsEngine.init(&_entityEditSender);
|
||||
// make sure our texture cache knows about window size changes
|
||||
DependencyManager::get<TextureCache>()->associateWithWidget(glCanvas.data());
|
||||
|
||||
|
@ -2044,9 +2038,6 @@ void Application::update(float deltaTime) {
|
|||
// NOTE: the _entities.update() call below will wait for lock
|
||||
// and will simulate entity motion (the EntityTree has been given an EntitySimulation).
|
||||
_entities.update(); // update the models...
|
||||
// The _entityCollisionSystem.updateCollisions() call below merely tries for lock,
|
||||
// and on failure it skips collision detection.
|
||||
_entityCollisionSystem.updateCollisions(); // collide the entities...
|
||||
}
|
||||
|
||||
{
|
||||
|
|
|
@ -24,7 +24,6 @@
|
|||
|
||||
#include <AbstractScriptingServicesInterface.h>
|
||||
#include <AbstractViewStateInterface.h>
|
||||
#include <EntityCollisionSystem.h>
|
||||
#include <EntityEditPacketSender.h>
|
||||
#include <EntityTreeRenderer.h>
|
||||
#include <GeometryCache.h>
|
||||
|
@ -470,7 +469,6 @@ private:
|
|||
PhysicsEngine _physicsEngine;
|
||||
|
||||
EntityTreeRenderer _entities;
|
||||
EntityCollisionSystem _entityCollisionSystem;
|
||||
EntityTreeRenderer _entityClipboardRenderer;
|
||||
EntityTree _entityClipboard;
|
||||
|
||||
|
|
|
@ -133,7 +133,9 @@ void Audio::audioMixerKilled() {
|
|||
|
||||
QAudioDeviceInfo getNamedAudioDeviceForMode(QAudio::Mode mode, const QString& deviceName) {
|
||||
QAudioDeviceInfo result;
|
||||
#ifdef WIN32
|
||||
// Temporarily enable audio device selection in Windows again to test how it behaves now
|
||||
//#ifdef WIN32
|
||||
#if FALSE
|
||||
// NOTE
|
||||
// this is a workaround for a windows only QtBug https://bugreports.qt-project.org/browse/QTBUG-16117
|
||||
// static QAudioDeviceInfo objects get deallocated when QList<QAudioDevieInfo> objects go out of scope
|
||||
|
|
|
@ -1427,6 +1427,8 @@ public:
|
|||
void setColorMaterial(const StackArray::Entry& entry) { color = entry.color; material = entry.material; }
|
||||
|
||||
void mix(const EdgeCrossing& first, const EdgeCrossing& second, float t);
|
||||
|
||||
VoxelPoint createPoint(int clampedX, int clampedZ, float step) const;
|
||||
};
|
||||
|
||||
void EdgeCrossing::mix(const EdgeCrossing& first, const EdgeCrossing& second, float t) {
|
||||
|
@ -1437,6 +1439,16 @@ void EdgeCrossing::mix(const EdgeCrossing& first, const EdgeCrossing& second, fl
|
|||
material = (t < 0.5f) ? first.material : second.material;
|
||||
}
|
||||
|
||||
VoxelPoint EdgeCrossing::createPoint(int clampedX, int clampedZ, float step) const {
|
||||
VoxelPoint voxelPoint = { glm::vec3(clampedX + point.x, point.y, clampedZ + point.z) * step,
|
||||
{ (quint8)qRed(color), (quint8)qGreen(color), (quint8)qBlue(color) },
|
||||
{ (char)(normal.x * numeric_limits<qint8>::max()), (char)(normal.y * numeric_limits<qint8>::max()),
|
||||
(char)(normal.z * numeric_limits<qint8>::max()) },
|
||||
{ (quint8)material, 0, 0, 0 },
|
||||
{ numeric_limits<quint8>::max(), 0, 0, 0 } };
|
||||
return voxelPoint;
|
||||
}
|
||||
|
||||
const int MAX_NORMALS_PER_VERTEX = 4;
|
||||
|
||||
class NormalIndex {
|
||||
|
@ -1498,6 +1510,84 @@ const NormalIndex& IndexVector::get(int y) const {
|
|||
return (relative >= 0 && relative < size()) ? at(relative) : invalidIndex;
|
||||
}
|
||||
|
||||
static inline glm::vec3 getNormal(const QVector<VoxelPoint>& vertices, const NormalIndex& i0,
|
||||
const NormalIndex& i1, const NormalIndex& i2, const NormalIndex& i3) {
|
||||
// check both triangles in case one is degenerate
|
||||
const glm::vec3& v0 = vertices.at(i0.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(vertices.at(i1.indices[0]).vertex - v0, vertices.at(i2.indices[0]).vertex - v0);
|
||||
if (glm::length(normal) > EPSILON) {
|
||||
return normal;
|
||||
}
|
||||
return glm::cross(vertices.at(i2.indices[0]).vertex - v0, vertices.at(i3.indices[0]).vertex - v0);
|
||||
}
|
||||
|
||||
static inline void appendTriangle(const EdgeCrossing& e0, const EdgeCrossing& e1, const EdgeCrossing& e2,
|
||||
int clampedX, int clampedZ, float step, QVector<VoxelPoint>& vertices, QVector<int>& indices,
|
||||
QMultiHash<VoxelCoord, int>& quadIndices) {
|
||||
int firstIndex = vertices.size();
|
||||
vertices.append(e0.createPoint(clampedX, clampedZ, step));
|
||||
vertices.append(e1.createPoint(clampedX, clampedZ, step));
|
||||
vertices.append(e2.createPoint(clampedX, clampedZ, step));
|
||||
indices.append(firstIndex);
|
||||
indices.append(firstIndex + 1);
|
||||
indices.append(firstIndex + 2);
|
||||
indices.append(firstIndex + 2);
|
||||
|
||||
int minimumY = qMin((int)e0.point.y, qMin((int)e1.point.y, (int)e2.point.y));
|
||||
int maximumY = qMax((int)e0.point.y, qMax((int)e1.point.y, (int)e2.point.y));
|
||||
for (int y = minimumY; y <= maximumY; y++) {
|
||||
quadIndices.insert(qRgb(clampedX, y, clampedZ), firstIndex);
|
||||
}
|
||||
}
|
||||
|
||||
const int CORNER_COUNT = 4;
|
||||
|
||||
static StackArray::Entry getEntry(const StackArray* lineSrc, int stackWidth, int y, float heightfieldHeight,
|
||||
EdgeCrossing cornerCrossings[CORNER_COUNT], int cornerIndex) {
|
||||
int offsetX = (cornerIndex & X_MAXIMUM_FLAG) ? 1 : 0;
|
||||
int offsetZ = (cornerIndex & Y_MAXIMUM_FLAG) ? 1 : 0;
|
||||
const StackArray& src = lineSrc[offsetZ * stackWidth + offsetX];
|
||||
int count = src.getEntryCount();
|
||||
if (count > 0) {
|
||||
int relative = y - src.getPosition();
|
||||
if (relative < count && (relative >= 0 || heightfieldHeight == 0.0f)) {
|
||||
return src.getEntry(y, heightfieldHeight);
|
||||
}
|
||||
}
|
||||
const EdgeCrossing& cornerCrossing = cornerCrossings[cornerIndex];
|
||||
if (cornerCrossing.point.y == 0.0f) {
|
||||
return src.getEntry(y, heightfieldHeight);
|
||||
}
|
||||
StackArray::Entry entry;
|
||||
bool set = false;
|
||||
if (cornerCrossing.point.y >= y) {
|
||||
entry.color = cornerCrossing.color;
|
||||
entry.material = cornerCrossing.material;
|
||||
set = true;
|
||||
entry.setHermiteY(cornerCrossing.normal, glm::clamp(cornerCrossing.point.y - y, 0.0f, 1.0f));
|
||||
|
||||
} else {
|
||||
entry.material = entry.color = 0;
|
||||
}
|
||||
if (!(cornerIndex & X_MAXIMUM_FLAG)) {
|
||||
const EdgeCrossing& nextCornerCrossingX = cornerCrossings[cornerIndex | X_MAXIMUM_FLAG];
|
||||
if (nextCornerCrossingX.point.y != 0.0f && (nextCornerCrossingX.point.y >= y) != set) {
|
||||
float t = glm::clamp((y - cornerCrossing.point.y) /
|
||||
(nextCornerCrossingX.point.y - cornerCrossing.point.y), 0.0f, 1.0f);
|
||||
entry.setHermiteX(glm::normalize(glm::mix(cornerCrossing.normal, nextCornerCrossingX.normal, t)), t);
|
||||
}
|
||||
}
|
||||
if (!(cornerIndex & Y_MAXIMUM_FLAG)) {
|
||||
const EdgeCrossing& nextCornerCrossingZ = cornerCrossings[cornerIndex | Y_MAXIMUM_FLAG];
|
||||
if (nextCornerCrossingZ.point.y != 0.0f && (nextCornerCrossingZ.point.y >= y) != set) {
|
||||
float t = glm::clamp((y - cornerCrossing.point.y) /
|
||||
(nextCornerCrossingZ.point.y - cornerCrossing.point.y), 0.0f, 1.0f);
|
||||
entry.setHermiteZ(glm::normalize(glm::mix(cornerCrossing.normal, nextCornerCrossingZ.normal, t)), t);
|
||||
}
|
||||
}
|
||||
return entry;
|
||||
}
|
||||
|
||||
void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const glm::vec3& translation,
|
||||
const glm::quat& rotation, const glm::vec3& scale, bool cursor) {
|
||||
if (!node->getHeight()) {
|
||||
|
@ -1706,7 +1796,6 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
const int LOWER_RIGHT_CORNER = 8;
|
||||
const int NO_CORNERS = 0;
|
||||
const int ALL_CORNERS = UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER | LOWER_LEFT_CORNER | LOWER_RIGHT_CORNER;
|
||||
const int CORNER_COUNT = 4;
|
||||
const int NEXT_CORNERS[] = { 1, 3, 0, 2 };
|
||||
int corners = NO_CORNERS;
|
||||
if (heightfieldHeight != 0.0f) {
|
||||
|
@ -1772,6 +1861,15 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
}
|
||||
minimumY = qMin(minimumY, cornerMinimumY);
|
||||
maximumY = qMax(maximumY, cornerMaximumY);
|
||||
|
||||
if (corners == (LOWER_LEFT_CORNER | UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER)) {
|
||||
appendTriangle(cornerCrossings[1], cornerCrossings[0], cornerCrossings[2],
|
||||
clampedX, clampedZ, step, vertices, indices, quadIndices);
|
||||
|
||||
} else if (corners == (UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER)) {
|
||||
appendTriangle(cornerCrossings[2], cornerCrossings[3], cornerCrossings[1],
|
||||
clampedX, clampedZ, step, vertices, indices, quadIndices);
|
||||
}
|
||||
}
|
||||
int position = minimumY;
|
||||
int count = maximumY - minimumY + 1;
|
||||
|
@ -1781,7 +1879,7 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
indicesZ[x].position = position;
|
||||
indicesZ[x].resize(count);
|
||||
for (int y = position, end = position + count; y < end; y++) {
|
||||
const StackArray::Entry& entry = lineSrc->getEntry(y, heightfieldHeight);
|
||||
StackArray::Entry entry = getEntry(lineSrc, stackWidth, y, heightfieldHeight, cornerCrossings, 0);
|
||||
if (displayHermite && x != 0 && z != 0 && !lineSrc->isEmpty() && y >= lineSrc->getPosition()) {
|
||||
glm::vec3 normal;
|
||||
if (entry.hermiteX != 0) {
|
||||
|
@ -1846,41 +1944,38 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
if (!(corners & (1 << i))) {
|
||||
continue;
|
||||
}
|
||||
int offsetX = (i & X_MAXIMUM_FLAG) ? 1 : 0;
|
||||
int offsetZ = (i & Y_MAXIMUM_FLAG) ? 1 : 0;
|
||||
const quint16* height = heightLineSrc + offsetZ * width + offsetX;
|
||||
float heightValue = *height * voxelScale;
|
||||
if (heightValue >= y && heightValue < y + 1) {
|
||||
const EdgeCrossing& cornerCrossing = cornerCrossings[i];
|
||||
if (cornerCrossing.point.y >= y && cornerCrossing.point.y < y + 1) {
|
||||
crossedCorners |= (1 << i);
|
||||
}
|
||||
}
|
||||
switch (crossedCorners) {
|
||||
case UPPER_LEFT_CORNER:
|
||||
case LOWER_LEFT_CORNER | UPPER_LEFT_CORNER:
|
||||
case LOWER_LEFT_CORNER | UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER:
|
||||
case LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER | UPPER_LEFT_CORNER:
|
||||
case UPPER_LEFT_CORNER | LOWER_RIGHT_CORNER:
|
||||
crossings[crossingCount++] = cornerCrossings[0];
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
break;
|
||||
|
||||
|
||||
case UPPER_RIGHT_CORNER:
|
||||
case UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER:
|
||||
case UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER:
|
||||
case UPPER_RIGHT_CORNER | LOWER_LEFT_CORNER:
|
||||
case LOWER_LEFT_CORNER | UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER:
|
||||
crossings[crossingCount++] = cornerCrossings[1];
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
break;
|
||||
|
||||
|
||||
case LOWER_LEFT_CORNER:
|
||||
case LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER:
|
||||
case LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER | UPPER_LEFT_CORNER:
|
||||
case UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER:
|
||||
crossings[crossingCount++] = cornerCrossings[2];
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
break;
|
||||
|
||||
|
||||
case LOWER_RIGHT_CORNER:
|
||||
case UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER:
|
||||
case UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER:
|
||||
case UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER:
|
||||
crossings[crossingCount++] = cornerCrossings[3];
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
break;
|
||||
|
@ -1890,30 +1985,24 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
if (!(corners & (1 << i))) {
|
||||
continue;
|
||||
}
|
||||
int offsetX = (i & X_MAXIMUM_FLAG) ? 1 : 0;
|
||||
int offsetZ = (i & Y_MAXIMUM_FLAG) ? 1 : 0;
|
||||
const quint16* height = heightLineSrc + offsetZ * width + offsetX;
|
||||
float heightValue = *height * voxelScale;
|
||||
int nextIndex = NEXT_CORNERS[i];
|
||||
if (!(corners & (1 << nextIndex))) {
|
||||
continue;
|
||||
}
|
||||
int nextOffsetX = (nextIndex & X_MAXIMUM_FLAG) ? 1 : 0;
|
||||
int nextOffsetZ = (nextIndex & Y_MAXIMUM_FLAG) ? 1 : 0;
|
||||
const quint16* nextHeight = heightLineSrc + nextOffsetZ * width + nextOffsetX;
|
||||
float nextHeightValue = *nextHeight * voxelScale;
|
||||
float divisor = (nextHeightValue - heightValue);
|
||||
const EdgeCrossing& cornerCrossing = cornerCrossings[i];
|
||||
const EdgeCrossing& nextCornerCrossing = cornerCrossings[nextIndex];
|
||||
float divisor = (nextCornerCrossing.point.y - cornerCrossing.point.y);
|
||||
if (divisor == 0.0f) {
|
||||
continue;
|
||||
}
|
||||
float t1 = (y - heightValue) / divisor;
|
||||
float t2 = (y + 1 - heightValue) / divisor;
|
||||
float t1 = (y - cornerCrossing.point.y) / divisor;
|
||||
float t2 = (y + 1 - cornerCrossing.point.y) / divisor;
|
||||
if (t1 >= 0.0f && t1 <= 1.0f) {
|
||||
crossings[crossingCount++].mix(cornerCrossings[i], cornerCrossings[nextIndex], t1);
|
||||
crossings[crossingCount++].mix(cornerCrossing, nextCornerCrossing, t1);
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
}
|
||||
if (t2 >= 0.0f && t2 <= 1.0f) {
|
||||
crossings[crossingCount++].mix(cornerCrossings[i], cornerCrossings[nextIndex], t2);
|
||||
crossings[crossingCount++].mix(cornerCrossing, nextCornerCrossing, t2);
|
||||
crossings[crossingCount - 1].point.y -= y;
|
||||
}
|
||||
}
|
||||
|
@ -1924,10 +2013,13 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
// the terrifying conditional code that follows checks each cube edge for a crossing, gathering
|
||||
// its properties (color, material, normal) if one is present; as before, boundary edges are excluded
|
||||
if (crossingCount == 0) {
|
||||
const StackArray::Entry& nextEntryY = lineSrc->getEntry(y + 1, heightfieldHeight);
|
||||
StackArray::Entry nextEntryY = getEntry(lineSrc, stackWidth, y + 1,
|
||||
heightfieldHeight, cornerCrossings, 0);
|
||||
if (middleX) {
|
||||
const StackArray::Entry& nextEntryX = lineSrc[1].getEntry(y, nextHeightfieldHeightX);
|
||||
const StackArray::Entry& nextEntryXY = lineSrc[1].getEntry(y + 1, nextHeightfieldHeightX);
|
||||
StackArray::Entry nextEntryX = getEntry(lineSrc, stackWidth, y, nextHeightfieldHeightX,
|
||||
cornerCrossings, 1);
|
||||
StackArray::Entry nextEntryXY = getEntry(lineSrc, stackWidth, y + 1, nextHeightfieldHeightX,
|
||||
cornerCrossings, 1);
|
||||
if (alpha0 != alpha1) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
crossing.point = glm::vec3(entry.getHermiteX(crossing.normal), 0.0f, 0.0f);
|
||||
|
@ -1944,12 +2036,12 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
crossing.setColorMaterial(alpha2 == 0 ? nextEntryXY : nextEntryY);
|
||||
}
|
||||
if (middleZ) {
|
||||
const StackArray::Entry& nextEntryZ = lineSrc[stackWidth].getEntry(y,
|
||||
nextHeightfieldHeightZ);
|
||||
const StackArray::Entry& nextEntryXZ = lineSrc[stackWidth + 1].getEntry(
|
||||
y, nextHeightfieldHeightXZ);
|
||||
const StackArray::Entry& nextEntryXYZ = lineSrc[stackWidth + 1].getEntry(
|
||||
y + 1, nextHeightfieldHeightXZ);
|
||||
StackArray::Entry nextEntryZ = getEntry(lineSrc, stackWidth, y, nextHeightfieldHeightZ,
|
||||
cornerCrossings, 2);
|
||||
StackArray::Entry nextEntryXZ = getEntry(lineSrc, stackWidth, y, nextHeightfieldHeightXZ,
|
||||
cornerCrossings, 3);
|
||||
StackArray::Entry nextEntryXYZ = getEntry(lineSrc, stackWidth, y + 1,
|
||||
nextHeightfieldHeightXZ, cornerCrossings, 3);
|
||||
if (alpha1 != alpha5) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
crossing.point = glm::vec3(1.0f, 0.0f, nextEntryX.getHermiteZ(crossing.normal));
|
||||
|
@ -1957,8 +2049,8 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
}
|
||||
if (alpha3 != alpha7) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
const StackArray::Entry& nextEntryXY = lineSrc[1].getEntry(y + 1,
|
||||
nextHeightfieldHeightX);
|
||||
StackArray::Entry nextEntryXY = getEntry(lineSrc, stackWidth, y + 1,
|
||||
nextHeightfieldHeightX, cornerCrossings, 1);
|
||||
crossing.point = glm::vec3(1.0f, 1.0f, nextEntryXY.getHermiteZ(crossing.normal));
|
||||
crossing.setColorMaterial(alpha3 == 0 ? nextEntryXYZ : nextEntryXY);
|
||||
}
|
||||
|
@ -1969,15 +2061,15 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
}
|
||||
if (alpha5 != alpha7) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
const StackArray::Entry& nextEntryXZ = lineSrc[stackWidth + 1].getEntry(
|
||||
y, nextHeightfieldHeightXZ);
|
||||
StackArray::Entry nextEntryXZ = getEntry(lineSrc, stackWidth, y,
|
||||
nextHeightfieldHeightXZ, cornerCrossings, 3);
|
||||
crossing.point = glm::vec3(1.0f, nextEntryXZ.getHermiteY(crossing.normal), 1.0f);
|
||||
crossing.setColorMaterial(alpha5 == 0 ? nextEntryXYZ : nextEntryXZ);
|
||||
}
|
||||
if (alpha6 != alpha7) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
const StackArray::Entry& nextEntryYZ = lineSrc[stackWidth].getEntry(
|
||||
y + 1, nextHeightfieldHeightZ);
|
||||
StackArray::Entry nextEntryYZ = getEntry(lineSrc, stackWidth, y + 1,
|
||||
nextHeightfieldHeightZ, cornerCrossings, 2);
|
||||
crossing.point = glm::vec3(nextEntryYZ.getHermiteX(crossing.normal), 1.0f, 1.0f);
|
||||
crossing.setColorMaterial(alpha6 == 0 ? nextEntryXYZ : nextEntryYZ);
|
||||
}
|
||||
|
@ -1989,9 +2081,10 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
crossing.setColorMaterial(alpha0 == 0 ? nextEntryY : entry);
|
||||
}
|
||||
if (middleZ) {
|
||||
const StackArray::Entry& nextEntryZ = lineSrc[stackWidth].getEntry(y, nextHeightfieldHeightZ);
|
||||
const StackArray::Entry& nextEntryYZ = lineSrc[stackWidth].getEntry(y + 1,
|
||||
nextHeightfieldHeightZ);
|
||||
StackArray::Entry nextEntryZ = getEntry(lineSrc, stackWidth, y,
|
||||
nextHeightfieldHeightZ, cornerCrossings, 2);
|
||||
StackArray::Entry nextEntryYZ = getEntry(lineSrc, stackWidth, y + 1,
|
||||
nextHeightfieldHeightZ, cornerCrossings, 2);
|
||||
if (alpha0 != alpha4) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
crossing.point = glm::vec3(0.0f, 0.0f, entry.getHermiteZ(crossing.normal));
|
||||
|
@ -2174,10 +2267,7 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
quadIndices.insert(qRgb(reclampedX, y - 1, reclampedZ - 1), indices.size());
|
||||
quadIndices.insert(qRgb(reclampedX, y, reclampedZ - 1), indices.size());
|
||||
}
|
||||
const glm::vec3& first = vertices.at(index.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(vertices.at(index1.indices[0]).vertex - first,
|
||||
vertices.at(index3.indices[0]).vertex - first);
|
||||
|
||||
glm::vec3 normal = getNormal(vertices, index, index1, index2, index3);
|
||||
if (alpha0 == 0) { // quad faces negative x
|
||||
indices.append(index3.getClosestIndex(normal = -normal, vertices));
|
||||
indices.append(index2.getClosestIndex(normal, vertices));
|
||||
|
@ -2206,10 +2296,7 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
if (reclampedZ > 0) {
|
||||
quadIndices.insert(qRgb(reclampedX, y, reclampedZ - 1), indices.size());
|
||||
}
|
||||
const glm::vec3& first = vertices.at(index.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(vertices.at(index3.indices[0]).vertex - first,
|
||||
vertices.at(index1.indices[0]).vertex - first);
|
||||
|
||||
glm::vec3 normal = getNormal(vertices, index, index3, index2, index1);
|
||||
if (alpha0 == 0) { // quad faces negative y
|
||||
indices.append(index3.getClosestIndex(normal, vertices));
|
||||
indices.append(index2.getClosestIndex(normal, vertices));
|
||||
|
@ -2235,10 +2322,7 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
}
|
||||
quadIndices.insert(qRgb(reclampedX, y - 1, reclampedZ), indices.size());
|
||||
|
||||
const glm::vec3& first = vertices.at(index.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(vertices.at(index1.indices[0]).vertex - first,
|
||||
vertices.at(index3.indices[0]).vertex - first);
|
||||
|
||||
glm::vec3 normal = getNormal(vertices, index, index1, index2, index3);
|
||||
if (alpha0 == 0) { // quad faces negative z
|
||||
indices.append(index1.getClosestIndex(normal, vertices));
|
||||
indices.append(index2.getClosestIndex(normal, vertices));
|
||||
|
|
|
@ -171,10 +171,6 @@ void Hand::renderHandTargets(bool isMine) {
|
|||
glm::vec3 tip = palm.getTipPosition();
|
||||
glm::vec3 root = palm.getPosition();
|
||||
|
||||
//Scale the positions based on avatar scale
|
||||
myAvatar->scaleVectorRelativeToPosition(tip);
|
||||
myAvatar->scaleVectorRelativeToPosition(root);
|
||||
|
||||
Avatar::renderJointConnectingCone(root, tip, PALM_FINGER_ROD_RADIUS, PALM_FINGER_ROD_RADIUS);
|
||||
// Render sphere at palm/finger root
|
||||
glm::vec3 offsetFromPalm = root + palm.getNormal() * PALM_DISK_THICKNESS;
|
||||
|
|
|
@ -22,88 +22,62 @@
|
|||
#include "ImageOverlay.h"
|
||||
|
||||
ImageOverlay::ImageOverlay() :
|
||||
_textureID(0),
|
||||
_imageURL(),
|
||||
_renderImage(false),
|
||||
_textureBound(false),
|
||||
_wantClipFromImage(false)
|
||||
{
|
||||
_isLoaded = false;
|
||||
}
|
||||
|
||||
ImageOverlay::ImageOverlay(const ImageOverlay* imageOverlay) :
|
||||
Overlay2D(imageOverlay),
|
||||
_texture(imageOverlay->_texture),
|
||||
_imageURL(imageOverlay->_imageURL),
|
||||
_textureImage(imageOverlay->_textureImage),
|
||||
_textureID(0),
|
||||
_fromImage(),
|
||||
_fromImage(imageOverlay->_fromImage),
|
||||
_renderImage(imageOverlay->_renderImage),
|
||||
_textureBound(false),
|
||||
_wantClipFromImage(false)
|
||||
_wantClipFromImage(imageOverlay->_wantClipFromImage)
|
||||
{
|
||||
}
|
||||
|
||||
ImageOverlay::~ImageOverlay() {
|
||||
if (_parent && _textureID) {
|
||||
// do we need to call this?
|
||||
//_parent->deleteTexture(_textureID);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: handle setting image multiple times, how do we manage releasing the bound texture?
|
||||
void ImageOverlay::setImageURL(const QUrl& url) {
|
||||
_imageURL = url;
|
||||
_isLoaded = false;
|
||||
QNetworkAccessManager& networkAccessManager = NetworkAccessManager::getInstance();
|
||||
QNetworkReply* reply = networkAccessManager.get(QNetworkRequest(url));
|
||||
connect(reply, &QNetworkReply::finished, this, &ImageOverlay::replyFinished);
|
||||
}
|
||||
|
||||
void ImageOverlay::replyFinished() {
|
||||
QNetworkReply* reply = static_cast<QNetworkReply*>(sender());
|
||||
|
||||
// replace our byte array with the downloaded data
|
||||
QByteArray rawData = reply->readAll();
|
||||
_textureImage.loadFromData(rawData);
|
||||
_renderImage = true;
|
||||
_isLoaded = true;
|
||||
reply->deleteLater();
|
||||
if (url.isEmpty()) {
|
||||
_isLoaded = true;
|
||||
_renderImage = false;
|
||||
_texture.clear();
|
||||
} else {
|
||||
_isLoaded = false;
|
||||
_renderImage = true;
|
||||
}
|
||||
}
|
||||
|
||||
void ImageOverlay::render(RenderArgs* args) {
|
||||
if (!_visible || !_isLoaded) {
|
||||
return; // do nothing if we're not visible
|
||||
if (!_isLoaded && _renderImage) {
|
||||
_isLoaded = true;
|
||||
_texture = DependencyManager::get<TextureCache>()->getTexture(_imageURL);
|
||||
}
|
||||
if (_renderImage && !_textureBound) {
|
||||
_textureID = _parent->bindTexture(_textureImage);
|
||||
_textureBound = true;
|
||||
|
||||
// If we are not visible or loaded, return. If we are trying to render an
|
||||
// image but the texture hasn't loaded, return.
|
||||
if (!_visible || !_isLoaded || (_renderImage && !_texture->isLoaded())) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (_renderImage) {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, _textureID);
|
||||
glBindTexture(GL_TEXTURE_2D, _texture->getID());
|
||||
}
|
||||
|
||||
const float MAX_COLOR = 255.0f;
|
||||
xColor color = getColor();
|
||||
float alpha = getAlpha();
|
||||
glColor4f(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
|
||||
|
||||
float imageWidth = _textureImage.width();
|
||||
float imageHeight = _textureImage.height();
|
||||
|
||||
QRect fromImage;
|
||||
if (_wantClipFromImage) {
|
||||
fromImage = _fromImage;
|
||||
} else {
|
||||
fromImage.setX(0);
|
||||
fromImage.setY(0);
|
||||
fromImage.setWidth(imageWidth);
|
||||
fromImage.setHeight(imageHeight);
|
||||
}
|
||||
float x = fromImage.x() / imageWidth;
|
||||
float y = fromImage.y() / imageHeight;
|
||||
float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure
|
||||
float h = fromImage.height() / imageHeight;
|
||||
|
||||
int left = _bounds.left();
|
||||
int right = _bounds.right() + 1;
|
||||
int top = _bounds.top();
|
||||
|
@ -111,10 +85,29 @@ void ImageOverlay::render(RenderArgs* args) {
|
|||
|
||||
glm::vec2 topLeft(left, top);
|
||||
glm::vec2 bottomRight(right, bottom);
|
||||
glm::vec2 texCoordTopLeft(x, 1.0f - y);
|
||||
glm::vec2 texCoordBottomRight(x + w, 1.0f - (y + h));
|
||||
|
||||
if (_renderImage) {
|
||||
float imageWidth = _texture->getWidth();
|
||||
float imageHeight = _texture->getHeight();
|
||||
|
||||
QRect fromImage;
|
||||
if (_wantClipFromImage) {
|
||||
fromImage = _fromImage;
|
||||
} else {
|
||||
fromImage.setX(0);
|
||||
fromImage.setY(0);
|
||||
fromImage.setWidth(imageWidth);
|
||||
fromImage.setHeight(imageHeight);
|
||||
}
|
||||
|
||||
float x = fromImage.x() / imageWidth;
|
||||
float y = fromImage.y() / imageHeight;
|
||||
float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure
|
||||
float h = fromImage.height() / imageHeight;
|
||||
|
||||
glm::vec2 texCoordTopLeft(x, y);
|
||||
glm::vec2 texCoordBottomRight(x + w, y + h);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight);
|
||||
} else {
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight);
|
||||
|
@ -153,7 +146,7 @@ void ImageOverlay::setProperties(const QScriptValue& properties) {
|
|||
subImageRect.setHeight(oldSubImageRect.height());
|
||||
}
|
||||
setClipFromSource(subImageRect);
|
||||
}
|
||||
}
|
||||
|
||||
QScriptValue imageURL = properties.property("imageURL");
|
||||
if (imageURL.isValid()) {
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
|
||||
#include <NetworkAccessManager.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <TextureCache.h>
|
||||
|
||||
#include "Overlay.h"
|
||||
#include "Overlay2D.h"
|
||||
|
@ -49,18 +50,14 @@ public:
|
|||
|
||||
virtual ImageOverlay* createClone() const;
|
||||
|
||||
private slots:
|
||||
void replyFinished(); // we actually want to hide this...
|
||||
|
||||
private:
|
||||
|
||||
QUrl _imageURL;
|
||||
QImage _textureImage;
|
||||
|
||||
GLuint _textureID;
|
||||
NetworkTexturePointer _texture;
|
||||
QRect _fromImage; // where from in the image to sample
|
||||
bool _renderImage; // is there an image associated with this overlay, or is it just a colored rectangle
|
||||
bool _textureBound; // has the texture been bound
|
||||
bool _wantClipFromImage;
|
||||
};
|
||||
|
||||
|
|
|
@ -70,7 +70,7 @@
|
|||
<property name="font">
|
||||
<font>
|
||||
<family>Helvetica,Arial,sans-serif</family>
|
||||
<pointsize>-1</pointsize>
|
||||
<pointsize>16</pointsize>
|
||||
<weight>75</weight>
|
||||
<italic>false</italic>
|
||||
<bold>true</bold>
|
||||
|
@ -78,7 +78,7 @@
|
|||
</property>
|
||||
<property name="styleSheet">
|
||||
<string notr="true">color: #0e7077;
|
||||
font: bold 16px;
|
||||
font: bold 16pt;
|
||||
</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
|
@ -192,7 +192,7 @@ font: bold 16px;
|
|||
</sizepolicy>
|
||||
</property>
|
||||
<property name="styleSheet">
|
||||
<string notr="true">font: 14px; color: #5f5f5f; margin: 2px;</string>
|
||||
<string notr="true">font: 14pt; color: #5f5f5f; margin: 2px;</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>There are no scripts running.</string>
|
||||
|
@ -245,8 +245,8 @@ font: bold 16px;
|
|||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>334</width>
|
||||
<height>20</height>
|
||||
<width>328</width>
|
||||
<height>18</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="sizePolicy">
|
||||
|
@ -259,7 +259,7 @@ font: bold 16px;
|
|||
<enum>Qt::LeftToRight</enum>
|
||||
</property>
|
||||
<property name="styleSheet">
|
||||
<string notr="true">font-size: 14px;</string>
|
||||
<string notr="true">font-size: 14pt;</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout_3">
|
||||
<property name="spacing">
|
||||
|
@ -301,7 +301,7 @@ font: bold 16px;
|
|||
<item>
|
||||
<widget class="QLabel" name="tipLabel">
|
||||
<property name="styleSheet">
|
||||
<string notr="true">font: 14px; color: #5f5f5f; margin: 2px;</string>
|
||||
<string notr="true">font: 14pt; color: #5f5f5f; margin: 2px;</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Tip</string>
|
||||
|
@ -370,7 +370,7 @@ font: bold 16px;
|
|||
<widget class="QLabel" name="label">
|
||||
<property name="styleSheet">
|
||||
<string notr="true">color: #0e7077;
|
||||
font: bold 16px;</string>
|
||||
font: bold 16pt;</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Load Scripts</string>
|
||||
|
|
|
@ -27,7 +27,7 @@ HandData::HandData(AvatarData* owningAvatar) :
|
|||
}
|
||||
|
||||
glm::vec3 HandData::worldToLocalVector(const glm::vec3& worldVector) const {
|
||||
return glm::inverse(getBaseOrientation()) * worldVector;
|
||||
return glm::inverse(getBaseOrientation()) * worldVector / getBaseScale();
|
||||
}
|
||||
|
||||
PalmData& HandData::addNewPalm() {
|
||||
|
@ -108,15 +108,19 @@ glm::quat HandData::getBaseOrientation() const {
|
|||
glm::vec3 HandData::getBasePosition() const {
|
||||
return _owningAvatarData->getPosition();
|
||||
}
|
||||
|
||||
float HandData::getBaseScale() const {
|
||||
return _owningAvatarData->getTargetScale();
|
||||
}
|
||||
|
||||
glm::vec3 PalmData::getFingerDirection() const {
|
||||
const glm::vec3 LOCAL_FINGER_DIRECTION(0.0f, 0.0f, 1.0f);
|
||||
return _owningHandData->localToWorldDirection(_rawRotation * LOCAL_FINGER_DIRECTION);
|
||||
return glm::normalize(_owningHandData->localToWorldDirection(_rawRotation * LOCAL_FINGER_DIRECTION));
|
||||
}
|
||||
|
||||
glm::vec3 PalmData::getNormal() const {
|
||||
const glm::vec3 LOCAL_PALM_DIRECTION(0.0f, -1.0f, 0.0f);
|
||||
return _owningHandData->localToWorldDirection(_rawRotation * LOCAL_PALM_DIRECTION);
|
||||
return glm::normalize(_owningHandData->localToWorldDirection(_rawRotation * LOCAL_PALM_DIRECTION));
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -36,11 +36,11 @@ public:
|
|||
|
||||
// position conversion
|
||||
glm::vec3 localToWorldPosition(const glm::vec3& localPosition) {
|
||||
return getBasePosition() + getBaseOrientation() * localPosition;
|
||||
return getBasePosition() + getBaseOrientation() * localPosition * getBaseScale();
|
||||
}
|
||||
|
||||
glm::vec3 localToWorldDirection(const glm::vec3& localVector) {
|
||||
return getBaseOrientation() * localVector;
|
||||
return getBaseOrientation() * localVector * getBaseScale();
|
||||
}
|
||||
|
||||
glm::vec3 worldToLocalVector(const glm::vec3& worldVector) const;
|
||||
|
@ -71,6 +71,7 @@ protected:
|
|||
|
||||
glm::quat getBaseOrientation() const;
|
||||
glm::vec3 getBasePosition() const;
|
||||
float getBaseScale() const;
|
||||
|
||||
private:
|
||||
// privatize copy ctor and assignment operator so copies of this object cannot be made
|
||||
|
|
|
@ -1,302 +0,0 @@
|
|||
//
|
||||
// EntityCollisionSystem.cpp
|
||||
// libraries/entities/src
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 9/23/14.
|
||||
// Copyright 2013-2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <algorithm>
|
||||
#include <AbstractAudioInterface.h>
|
||||
#include <AvatarData.h>
|
||||
#include <CollisionInfo.h>
|
||||
#include <HeadData.h>
|
||||
#include <HandData.h>
|
||||
#include <PerfStat.h>
|
||||
#include <SphereShape.h>
|
||||
|
||||
#include "EntityCollisionSystem.h"
|
||||
#include "EntityEditPacketSender.h"
|
||||
#include "EntityItem.h"
|
||||
#include "EntityTreeElement.h"
|
||||
#include "EntityTree.h"
|
||||
|
||||
const int MAX_COLLISIONS_PER_Entity = 16;
|
||||
|
||||
EntityCollisionSystem::EntityCollisionSystem()
|
||||
: SimpleEntitySimulation(),
|
||||
_packetSender(NULL),
|
||||
_avatars(NULL),
|
||||
_collisions(MAX_COLLISIONS_PER_Entity) {
|
||||
}
|
||||
|
||||
void EntityCollisionSystem::init(EntityEditPacketSender* packetSender,
|
||||
EntityTree* entities, AvatarHashMap* avatars) {
|
||||
assert(entities);
|
||||
setEntityTree(entities);
|
||||
_packetSender = packetSender;
|
||||
_avatars = avatars;
|
||||
}
|
||||
|
||||
EntityCollisionSystem::~EntityCollisionSystem() {
|
||||
}
|
||||
|
||||
void EntityCollisionSystem::updateCollisions() {
|
||||
PerformanceTimer perfTimer("collisions");
|
||||
assert(_entityTree);
|
||||
// update all Entities
|
||||
if (_entityTree->tryLockForWrite()) {
|
||||
foreach (EntityItem* entity, _movingEntities) {
|
||||
checkEntity(entity);
|
||||
}
|
||||
_entityTree->unlock();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void EntityCollisionSystem::checkEntity(EntityItem* entity) {
|
||||
updateCollisionWithEntities(entity);
|
||||
updateCollisionWithAvatars(entity);
|
||||
}
|
||||
|
||||
void EntityCollisionSystem::emitGlobalEntityCollisionWithEntity(EntityItem* entityA,
|
||||
EntityItem* entityB, const Collision& collision) {
|
||||
|
||||
EntityItemID idA = entityA->getEntityItemID();
|
||||
EntityItemID idB = entityB->getEntityItemID();
|
||||
emit entityCollisionWithEntity(idA, idB, collision);
|
||||
}
|
||||
|
||||
void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
|
||||
|
||||
if (entityA->getIgnoreForCollisions()) {
|
||||
return; // bail early if this entity is to be ignored...
|
||||
}
|
||||
|
||||
// don't collide entities with unknown IDs,
|
||||
if (!entityA->isKnownID()) {
|
||||
return;
|
||||
}
|
||||
|
||||
glm::vec3 penetration;
|
||||
EntityItem* entityB = NULL;
|
||||
|
||||
const int MAX_COLLISIONS_PER_ENTITY = 32;
|
||||
CollisionList collisions(MAX_COLLISIONS_PER_ENTITY);
|
||||
bool shapeCollisionsAccurate = false;
|
||||
|
||||
bool shapeCollisions = _entityTree->findShapeCollisions(&entityA->getCollisionShapeInMeters(),
|
||||
collisions, Octree::NoLock, &shapeCollisionsAccurate);
|
||||
|
||||
if (shapeCollisions) {
|
||||
for(int i = 0; i < collisions.size(); i++) {
|
||||
|
||||
CollisionInfo* collision = collisions[i];
|
||||
penetration = collision->_penetration;
|
||||
entityB = static_cast<EntityItem*>(collision->_extraData);
|
||||
|
||||
// The collision _extraData should be a valid entity, but if for some reason
|
||||
// it's NULL then continue with a warning.
|
||||
if (!entityB) {
|
||||
qDebug() << "UNEXPECTED - we have a collision with missing _extraData. Something went wrong down below!";
|
||||
continue; // skip this loop pass if the entity is NULL
|
||||
}
|
||||
|
||||
// don't collide entities with unknown IDs,
|
||||
if (!entityB->isKnownID()) {
|
||||
continue; // skip this loop pass if the entity has an unknown ID
|
||||
}
|
||||
|
||||
// NOTE: 'penetration' is the depth that 'entityA' overlaps 'entityB'. It points from A into B.
|
||||
glm::vec3 penetrationInTreeUnits = penetration / (float)(TREE_SCALE);
|
||||
|
||||
// Even if the Entities overlap... when the Entities are already moving appart
|
||||
// we don't want to count this as a collision.
|
||||
glm::vec3 relativeVelocity = entityA->getVelocity() - entityB->getVelocity();
|
||||
|
||||
bool fullyEnclosedCollision = glm::length(penetrationInTreeUnits) > entityA->getLargestDimension();
|
||||
|
||||
bool wantToMoveA = entityA->getCollisionsWillMove();
|
||||
bool wantToMoveB = entityB->getCollisionsWillMove();
|
||||
bool movingTowardEachOther = glm::dot(relativeVelocity, penetrationInTreeUnits) > 0.0f;
|
||||
|
||||
// only do collisions if the entities are moving toward each other and one or the other
|
||||
// of the entities are movable from collisions
|
||||
bool doCollisions = !fullyEnclosedCollision && movingTowardEachOther && (wantToMoveA || wantToMoveB);
|
||||
|
||||
if (doCollisions) {
|
||||
|
||||
quint64 now = usecTimestampNow();
|
||||
|
||||
glm::vec3 axis = glm::normalize(penetration);
|
||||
glm::vec3 axialVelocity = glm::dot(relativeVelocity, axis) * axis;
|
||||
|
||||
float massA = entityA->computeMass();
|
||||
float massB = entityB->computeMass();
|
||||
float totalMass = massA + massB;
|
||||
float massRatioA = (2.0f * massB / totalMass);
|
||||
float massRatioB = (2.0f * massA / totalMass);
|
||||
|
||||
// in the event that one of our entities is non-moving, then fix up these ratios
|
||||
if (wantToMoveA && !wantToMoveB) {
|
||||
massRatioA = 2.0f;
|
||||
massRatioB = 0.0f;
|
||||
}
|
||||
|
||||
if (!wantToMoveA && wantToMoveB) {
|
||||
massRatioA = 0.0f;
|
||||
massRatioB = 2.0f;
|
||||
}
|
||||
|
||||
// unless the entity is configured to not be moved by collision, calculate it's new position
|
||||
// and velocity and apply it
|
||||
if (wantToMoveA) {
|
||||
// handle Entity A
|
||||
glm::vec3 newVelocityA = entityA->getVelocity() - axialVelocity * massRatioA;
|
||||
glm::vec3 newPositionA = entityA->getPosition() - 0.5f * penetrationInTreeUnits;
|
||||
|
||||
EntityItemProperties propertiesA = entityA->getProperties();
|
||||
EntityItemID idA(entityA->getID());
|
||||
propertiesA.setVelocity(newVelocityA * (float)TREE_SCALE);
|
||||
propertiesA.setPosition(newPositionA * (float)TREE_SCALE);
|
||||
propertiesA.setLastEdited(now);
|
||||
|
||||
// NOTE: EntityTree::updateEntity() will cause the entity to get sorted correctly in the EntitySimulation,
|
||||
// thereby waking up static non-moving entities.
|
||||
_entityTree->updateEntity(entityA, propertiesA);
|
||||
_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idA, propertiesA);
|
||||
}
|
||||
|
||||
// unless the entity is configured to not be moved by collision, calculate it's new position
|
||||
// and velocity and apply it
|
||||
if (wantToMoveB) {
|
||||
glm::vec3 newVelocityB = entityB->getVelocity() + axialVelocity * massRatioB;
|
||||
glm::vec3 newPositionB = entityB->getPosition() + 0.5f * penetrationInTreeUnits;
|
||||
|
||||
EntityItemProperties propertiesB = entityB->getProperties();
|
||||
|
||||
EntityItemID idB(entityB->getID());
|
||||
propertiesB.setVelocity(newVelocityB * (float)TREE_SCALE);
|
||||
propertiesB.setPosition(newPositionB * (float)TREE_SCALE);
|
||||
propertiesB.setLastEdited(now);
|
||||
|
||||
// NOTE: EntityTree::updateEntity() will cause the entity to get sorted correctly in the EntitySimulation,
|
||||
// thereby waking up static non-moving entities.
|
||||
_entityTree->updateEntity(entityB, propertiesB);
|
||||
_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idB, propertiesB);
|
||||
}
|
||||
|
||||
// NOTE: Do this after updating the entities so that the callback can delete the entities if they want to
|
||||
Collision collision;
|
||||
collision.penetration = penetration;
|
||||
collision.contactPoint = (0.5f * (float)TREE_SCALE) * (entityA->getPosition() + entityB->getPosition());
|
||||
emitGlobalEntityCollisionWithEntity(entityA, entityB, collision);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EntityCollisionSystem::updateCollisionWithAvatars(EntityItem* entity) {
|
||||
|
||||
// Entities that are in hand, don't collide with avatars
|
||||
if (!_avatars) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (entity->getIgnoreForCollisions() || !entity->getCollisionsWillMove()) {
|
||||
return; // bail early if this entity is to be ignored or wont move
|
||||
}
|
||||
|
||||
glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE);
|
||||
float radius = entity->getRadius() * (float)(TREE_SCALE);
|
||||
const float ELASTICITY = 0.9f;
|
||||
const float DAMPING = 0.1f;
|
||||
glm::vec3 penetration;
|
||||
|
||||
_collisions.clear();
|
||||
foreach (const AvatarSharedPointer& avatarPointer, _avatars->getAvatarHash()) {
|
||||
AvatarData* avatar = avatarPointer.data();
|
||||
|
||||
float totalRadius = avatar->getBoundingRadius() + radius;
|
||||
glm::vec3 relativePosition = center - avatar->getPosition();
|
||||
if (glm::dot(relativePosition, relativePosition) > (totalRadius * totalRadius)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (avatar->findSphereCollisions(center, radius, _collisions)) {
|
||||
int numCollisions = _collisions.size();
|
||||
for (int i = 0; i < numCollisions; ++i) {
|
||||
CollisionInfo* collision = _collisions.getCollision(i);
|
||||
collision->_damping = DAMPING;
|
||||
collision->_elasticity = ELASTICITY;
|
||||
|
||||
collision->_addedVelocity /= (float)(TREE_SCALE);
|
||||
glm::vec3 relativeVelocity = collision->_addedVelocity - entity->getVelocity();
|
||||
|
||||
if (glm::dot(relativeVelocity, collision->_penetration) <= 0.0f) {
|
||||
// only collide when Entity and collision point are moving toward each other
|
||||
// (doing this prevents some "collision snagging" when Entity penetrates the object)
|
||||
collision->_penetration /= (float)(TREE_SCALE);
|
||||
applyHardCollision(entity, *collision);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EntityCollisionSystem::applyHardCollision(EntityItem* entity, const CollisionInfo& collisionInfo) {
|
||||
|
||||
// don't collide entities with unknown IDs,
|
||||
if (!entity->isKnownID()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// HALTING_* params are determined using expected acceleration of gravity over some timescale.
|
||||
// This is a HACK for entities that bounce in a 1.0 gravitational field and should eventually be made more universal.
|
||||
const float HALTING_ENTITY_PERIOD = 0.0167f; // ~1/60th of a second
|
||||
const float HALTING_ENTITY_SPEED = 9.8 * HALTING_ENTITY_PERIOD / (float)(TREE_SCALE);
|
||||
|
||||
//
|
||||
// Update the entity in response to a hard collision. Position will be reset exactly
|
||||
// to outside the colliding surface. Velocity will be modified according to elasticity.
|
||||
//
|
||||
// if elasticity = 0.0, collision is inelastic (vel normal to collision is lost)
|
||||
// if elasticity = 1.0, collision is 100% elastic.
|
||||
//
|
||||
glm::vec3 position = entity->getPosition();
|
||||
glm::vec3 velocity = entity->getVelocity();
|
||||
|
||||
const float EPSILON = 0.0f;
|
||||
glm::vec3 relativeVelocity = collisionInfo._addedVelocity - velocity;
|
||||
float velocityDotPenetration = glm::dot(relativeVelocity, collisionInfo._penetration);
|
||||
if (velocityDotPenetration < EPSILON) {
|
||||
// entity is moving into collision surface
|
||||
//
|
||||
// TODO: do something smarter here by comparing the mass of the entity vs that of the other thing
|
||||
// (other's mass could be stored in the Collision Info). The smaller mass should surrender more
|
||||
// position offset and should slave more to the other's velocity in the static-friction case.
|
||||
position -= collisionInfo._penetration;
|
||||
|
||||
if (glm::length(relativeVelocity) < HALTING_ENTITY_SPEED) {
|
||||
// static friction kicks in and entities moves with colliding object
|
||||
velocity = collisionInfo._addedVelocity;
|
||||
} else {
|
||||
glm::vec3 direction = glm::normalize(collisionInfo._penetration);
|
||||
velocity += glm::dot(relativeVelocity, direction) * (1.0f + collisionInfo._elasticity) * direction; // dynamic reflection
|
||||
velocity += glm::clamp(collisionInfo._damping, 0.0f, 1.0f) * (relativeVelocity - glm::dot(relativeVelocity, direction) * direction); // dynamic friction
|
||||
}
|
||||
}
|
||||
|
||||
EntityItemProperties properties = entity->getProperties();
|
||||
EntityItemID entityItemID(entity->getID());
|
||||
|
||||
properties.setPosition(position * (float)TREE_SCALE);
|
||||
properties.setVelocity(velocity * (float)TREE_SCALE);
|
||||
properties.setLastEdited(usecTimestampNow());
|
||||
|
||||
_entityTree->updateEntity(entity, properties);
|
||||
_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, entityItemID, properties);
|
||||
}
|
|
@ -1,65 +0,0 @@
|
|||
//
|
||||
// EntityCollisionSystem.h
|
||||
// libraries/entities/src
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 9/23/14.
|
||||
// Copyright 2013-2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_EntityCollisionSystem_h
|
||||
#define hifi_EntityCollisionSystem_h
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <stdint.h>
|
||||
|
||||
#include <QtScript/QScriptEngine>
|
||||
#include <QtCore/QObject>
|
||||
|
||||
#include <AvatarHashMap.h>
|
||||
#include <CollisionInfo.h>
|
||||
#include <OctreePacketData.h>
|
||||
#include <SharedUtil.h>
|
||||
|
||||
#include "EntityItem.h"
|
||||
#include "SimpleEntitySimulation.h"
|
||||
|
||||
class AbstractAudioInterface;
|
||||
class AvatarData;
|
||||
class EntityEditPacketSender;
|
||||
class EntityTree;
|
||||
|
||||
class EntityCollisionSystem : public QObject, public SimpleEntitySimulation {
|
||||
Q_OBJECT
|
||||
public:
|
||||
EntityCollisionSystem();
|
||||
|
||||
void init(EntityEditPacketSender* packetSender, EntityTree* entities, AvatarHashMap* _avatars = NULL);
|
||||
|
||||
~EntityCollisionSystem();
|
||||
|
||||
void updateCollisions();
|
||||
|
||||
void checkEntity(EntityItem* Entity);
|
||||
void updateCollisionWithEntities(EntityItem* Entity);
|
||||
void updateCollisionWithAvatars(EntityItem* Entity);
|
||||
void queueEntityPropertiesUpdate(EntityItem* Entity);
|
||||
|
||||
signals:
|
||||
void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
|
||||
|
||||
private:
|
||||
void applyHardCollision(EntityItem* entity, const CollisionInfo& collisionInfo);
|
||||
|
||||
static bool updateOperation(OctreeElement* element, void* extraData);
|
||||
void emitGlobalEntityCollisionWithEntity(EntityItem* entityA, EntityItem* entityB, const Collision& penetration);
|
||||
|
||||
EntityEditPacketSender* _packetSender;
|
||||
AbstractAudioInterface* _audio;
|
||||
AvatarHashMap* _avatars;
|
||||
CollisionList _collisions;
|
||||
};
|
||||
|
||||
#endif // hifi_EntityCollisionSystem_h
|
|
@ -140,9 +140,17 @@ OctreeElement::AppendState EntityItem::appendEntityData(OctreePacketData* packet
|
|||
ByteCountCoded<quint32> typeCoder = getType();
|
||||
QByteArray encodedType = typeCoder;
|
||||
|
||||
quint64 updateDelta = getLastSimulated() <= getLastEdited() ? 0 : getLastSimulated() - getLastEdited();
|
||||
// last updated (animations, non-physics changes)
|
||||
quint64 updateDelta = getLastUpdated() <= getLastEdited() ? 0 : getLastUpdated() - getLastEdited();
|
||||
ByteCountCoded<quint64> updateDeltaCoder = updateDelta;
|
||||
QByteArray encodedUpdateDelta = updateDeltaCoder;
|
||||
|
||||
// last simulated (velocity, angular velocity, physics changes)
|
||||
quint64 simulatedDelta = getLastSimulated() <= getLastEdited() ? 0 : getLastSimulated() - getLastEdited();
|
||||
ByteCountCoded<quint64> simulatedDeltaCoder = simulatedDelta;
|
||||
QByteArray encodedSimulatedDelta = simulatedDeltaCoder;
|
||||
|
||||
|
||||
EntityPropertyFlags propertyFlags(PROP_LAST_ITEM);
|
||||
EntityPropertyFlags requestedProperties = getEntityProperties(params);
|
||||
EntityPropertyFlags propertiesDidntFit = requestedProperties;
|
||||
|
@ -170,6 +178,7 @@ OctreeElement::AppendState EntityItem::appendEntityData(OctreePacketData* packet
|
|||
bool successCreatedFits = false;
|
||||
bool successLastEditedFits = false;
|
||||
bool successLastUpdatedFits = false;
|
||||
bool successLastSimulatedFits = false;
|
||||
bool successPropertyFlagsFits = false;
|
||||
int propertyFlagsOffset = 0;
|
||||
int oldPropertyFlagsLength = 0;
|
||||
|
@ -189,8 +198,11 @@ OctreeElement::AppendState EntityItem::appendEntityData(OctreePacketData* packet
|
|||
if (successLastEditedFits) {
|
||||
successLastUpdatedFits = packetData->appendValue(encodedUpdateDelta);
|
||||
}
|
||||
|
||||
if (successLastUpdatedFits) {
|
||||
successLastSimulatedFits = packetData->appendValue(encodedSimulatedDelta);
|
||||
}
|
||||
|
||||
if (successLastSimulatedFits) {
|
||||
propertyFlagsOffset = packetData->getUncompressedByteOffset();
|
||||
encodedPropertyFlags = propertyFlags;
|
||||
oldPropertyFlagsLength = encodedPropertyFlags.length();
|
||||
|
@ -458,6 +470,25 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
|
|||
encodedUpdateDelta = updateDeltaCoder; // determine true length
|
||||
dataAt += encodedUpdateDelta.size();
|
||||
bytesRead += encodedUpdateDelta.size();
|
||||
|
||||
// Newer bitstreams will have a last simulated and a last updated value
|
||||
if (args.bitstreamVersion >= VERSION_ENTITIES_HAS_LAST_SIMULATED_TIME) {
|
||||
// last simulated is stored as ByteCountCoded delta from lastEdited
|
||||
QByteArray encodedSimulatedDelta = originalDataBuffer.mid(bytesRead); // maximum possible size
|
||||
ByteCountCoded<quint64> simulatedDeltaCoder = encodedSimulatedDelta;
|
||||
quint64 simulatedDelta = simulatedDeltaCoder;
|
||||
if (overwriteLocalData) {
|
||||
_lastSimulated = lastEditedFromBufferAdjusted + simulatedDelta; // don't adjust for clock skew since we already did that
|
||||
if (wantDebug) {
|
||||
qDebug() << "_lastSimulated =" << _lastSimulated;
|
||||
qDebug() << "_lastEdited=" << _lastEdited;
|
||||
qDebug() << "lastEditedFromBufferAdjusted=" << lastEditedFromBufferAdjusted;
|
||||
}
|
||||
}
|
||||
encodedSimulatedDelta = simulatedDeltaCoder; // determine true length
|
||||
dataAt += encodedSimulatedDelta.size();
|
||||
bytesRead += encodedSimulatedDelta.size();
|
||||
}
|
||||
|
||||
// Property Flags
|
||||
QByteArray encodedPropertyFlags = originalDataBuffer.mid(bytesRead); // maximum possible size
|
||||
|
@ -520,7 +551,13 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
|
|||
bytesRead += readEntitySubclassDataFromBuffer(dataAt, (bytesLeftToRead - bytesRead), args, propertyFlags, overwriteLocalData);
|
||||
|
||||
recalculateCollisionShape();
|
||||
if (overwriteLocalData && (getDirtyFlags() & EntityItem::DIRTY_POSITION)) {
|
||||
if (overwriteLocalData && (getDirtyFlags() & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY))) {
|
||||
// TODO: Andrew & Brad to discuss -- this probably should not be "now" but instead should be the last
|
||||
// simulated time from server. The logic should maybe be: the position changed from the server, so the
|
||||
// position we just set can be thought of as the position at the time it was last simulated by the
|
||||
// server (clock skew adjusted). By setting it to "now" we are saying that the last position is to be
|
||||
// considered to be the correct position for "now" which is likely in the future from when it actually
|
||||
// was at that last known positition.
|
||||
_lastSimulated = now;
|
||||
}
|
||||
}
|
||||
|
@ -607,11 +644,6 @@ bool EntityItem::isRestingOnSurface() const {
|
|||
}
|
||||
|
||||
void EntityItem::simulate(const quint64& now) {
|
||||
if (_physicsInfo) {
|
||||
// we rely on bullet for simulation, so bail
|
||||
return;
|
||||
}
|
||||
|
||||
bool wantDebug = false;
|
||||
|
||||
if (_lastSimulated == 0) {
|
||||
|
@ -661,9 +693,13 @@ void EntityItem::simulate(const quint64& now) {
|
|||
qDebug() << " ********** EntityItem::simulate() .... SETTING _lastSimulated=" << _lastSimulated;
|
||||
}
|
||||
|
||||
if (hasAngularVelocity()) {
|
||||
glm::quat rotation = getRotation();
|
||||
simulateKinematicMotion(timeElapsed);
|
||||
_lastSimulated = now;
|
||||
}
|
||||
|
||||
void EntityItem::simulateKinematicMotion(float timeElapsed) {
|
||||
bool wantDebug = false;
|
||||
if (hasAngularVelocity()) {
|
||||
// angular damping
|
||||
glm::vec3 angularVelocity = getAngularVelocity();
|
||||
if (_angularDamping > 0.0f) {
|
||||
|
@ -679,6 +715,9 @@ void EntityItem::simulate(const quint64& now) {
|
|||
|
||||
const float EPSILON_ANGULAR_VELOCITY_LENGTH = 0.1f; //
|
||||
if (angularSpeed < EPSILON_ANGULAR_VELOCITY_LENGTH) {
|
||||
if (angularSpeed > 0.0f) {
|
||||
_dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
|
||||
}
|
||||
setAngularVelocity(ENTITY_ITEM_ZERO_VEC3);
|
||||
} else {
|
||||
// NOTE: angularSpeed is currently in degrees/sec!!!
|
||||
|
@ -686,7 +725,7 @@ void EntityItem::simulate(const quint64& now) {
|
|||
float angle = timeElapsed * glm::radians(angularSpeed);
|
||||
glm::vec3 axis = _angularVelocity / angularSpeed;
|
||||
glm::quat dQ = glm::angleAxis(angle, axis);
|
||||
rotation = glm::normalize(dQ * rotation);
|
||||
glm::quat rotation = glm::normalize(dQ * getRotation());
|
||||
setRotation(rotation);
|
||||
}
|
||||
}
|
||||
|
@ -722,87 +761,31 @@ void EntityItem::simulate(const quint64& now) {
|
|||
|
||||
position = newPosition;
|
||||
|
||||
// handle bounces off the ground... We bounce at the distance to the bottom of our entity
|
||||
if (position.y <= getDistanceToBottomOfEntity()) {
|
||||
velocity = velocity * glm::vec3(1,-1,1);
|
||||
position.y = getDistanceToBottomOfEntity();
|
||||
}
|
||||
|
||||
// apply gravity
|
||||
if (hasGravity()) {
|
||||
// handle resting on surface case, this is definitely a bit of a hack, and it only works on the
|
||||
// "ground" plane of the domain, but for now it's what we've got
|
||||
if (isRestingOnSurface()) {
|
||||
velocity.y = 0.0f;
|
||||
position.y = getDistanceToBottomOfEntity();
|
||||
} else {
|
||||
velocity += getGravity() * timeElapsed;
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: we don't zero out very small velocities --> we rely on a remote Bullet simulation
|
||||
// to tell us when the entity has stopped.
|
||||
|
||||
// NOTE: the simulation should NOT set any DirtyFlags on this entity
|
||||
setPosition(position); // this will automatically recalculate our collision shape
|
||||
setVelocity(velocity);
|
||||
|
||||
if (wantDebug) {
|
||||
qDebug() << " new position:" << position;
|
||||
qDebug() << " new velocity:" << velocity;
|
||||
qDebug() << " new AACube:" << getMaximumAACube();
|
||||
qDebug() << " old getAABox:" << getAABox();
|
||||
}
|
||||
}
|
||||
|
||||
_lastSimulated = now;
|
||||
}
|
||||
|
||||
void EntityItem::simulateSimpleKinematicMotion(float timeElapsed) {
|
||||
if (hasAngularVelocity()) {
|
||||
// angular damping
|
||||
glm::vec3 angularVelocity = getAngularVelocity();
|
||||
if (_angularDamping > 0.0f) {
|
||||
angularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
|
||||
setAngularVelocity(angularVelocity);
|
||||
}
|
||||
|
||||
float angularSpeed = glm::length(_angularVelocity);
|
||||
const float EPSILON_ANGULAR_VELOCITY_LENGTH = 0.1f; //
|
||||
if (angularSpeed < EPSILON_ANGULAR_VELOCITY_LENGTH) {
|
||||
setAngularVelocity(ENTITY_ITEM_ZERO_VEC3);
|
||||
} else {
|
||||
// NOTE: angularSpeed is currently in degrees/sec!!!
|
||||
// TODO: Andrew to convert to radians/sec
|
||||
float angle = timeElapsed * glm::radians(angularSpeed);
|
||||
glm::vec3 axis = _angularVelocity / angularSpeed;
|
||||
glm::quat dQ = glm::angleAxis(angle, axis);
|
||||
glm::quat rotation = getRotation();
|
||||
rotation = glm::normalize(dQ * rotation);
|
||||
setRotation(rotation);
|
||||
}
|
||||
}
|
||||
|
||||
if (hasVelocity()) {
|
||||
// linear damping
|
||||
glm::vec3 velocity = getVelocity();
|
||||
if (_damping > 0.0f) {
|
||||
velocity *= powf(1.0f - _damping, timeElapsed);
|
||||
}
|
||||
|
||||
// integrate position forward
|
||||
glm::vec3 position = getPosition() + (velocity * timeElapsed);
|
||||
|
||||
// apply gravity
|
||||
if (hasGravity()) {
|
||||
// handle resting on surface case, this is definitely a bit of a hack, and it only works on the
|
||||
// "ground" plane of the domain, but for now it's what we've got
|
||||
velocity += getGravity() * timeElapsed;
|
||||
}
|
||||
|
||||
// NOTE: the simulation should NOT set any DirtyFlags on this entity
|
||||
setPosition(position); // this will automatically recalculate our collision shape
|
||||
setVelocity(velocity);
|
||||
|
||||
float speed = glm::length(velocity);
|
||||
const float EPSILON_LINEAR_VELOCITY_LENGTH = 0.001f / (float)TREE_SCALE; // 1mm/sec
|
||||
if (speed < EPSILON_LINEAR_VELOCITY_LENGTH) {
|
||||
setVelocity(ENTITY_ITEM_ZERO_VEC3);
|
||||
if (speed > 0.0f) {
|
||||
_dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
|
||||
}
|
||||
} else {
|
||||
setPosition(position);
|
||||
setVelocity(velocity);
|
||||
}
|
||||
|
||||
if (wantDebug) {
|
||||
qDebug() << " new position:" << position;
|
||||
qDebug() << " new velocity:" << velocity;
|
||||
qDebug() << " new AACube:" << getMaximumAACube();
|
||||
qDebug() << " old getAABox:" << getAABox();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -886,7 +869,8 @@ bool EntityItem::setProperties(const EntityItemProperties& properties) {
|
|||
if (_created != UNKNOWN_CREATED_TIME) {
|
||||
setLastEdited(now);
|
||||
}
|
||||
if (getDirtyFlags() & EntityItem::DIRTY_POSITION) {
|
||||
if (getDirtyFlags() & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY)) {
|
||||
// TODO: Andrew & Brad to discuss. Is this correct? Maybe it is. Need to think through all cases.
|
||||
_lastSimulated = now;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -82,6 +82,7 @@ public:
|
|||
|
||||
void recordCreationTime(); // set _created to 'now'
|
||||
quint64 getLastSimulated() const { return _lastSimulated; } /// Last simulated time of this entity universal usecs
|
||||
void setLastSimulated(quint64 now) { _lastSimulated = now; }
|
||||
|
||||
/// Last edited time of this entity universal usecs
|
||||
quint64 getLastEdited() const { return _lastEdited; }
|
||||
|
@ -125,12 +126,12 @@ public:
|
|||
|
||||
// perform update
|
||||
virtual void update(const quint64& now) { _lastUpdated = now; }
|
||||
quint64 getLastUpdated() const { return _lastUpdated; }
|
||||
|
||||
// perform linear extrapolation for SimpleEntitySimulation
|
||||
void simulate(const quint64& now);
|
||||
void simulateKinematicMotion(float timeElapsed);
|
||||
|
||||
void simulateSimpleKinematicMotion(float timeElapsed);
|
||||
|
||||
virtual bool needsToCallUpdate() const { return false; }
|
||||
|
||||
virtual void debugDump() const;
|
||||
|
@ -296,9 +297,10 @@ protected:
|
|||
QUuid _id;
|
||||
uint32_t _creatorTokenID;
|
||||
bool _newlyCreated;
|
||||
quint64 _lastSimulated; // last time this entity called simulate()
|
||||
quint64 _lastUpdated; // last time this entity called update()
|
||||
quint64 _lastSimulated; // last time this entity called simulate(), this includes velocity, angular velocity, and physics changes
|
||||
quint64 _lastUpdated; // last time this entity called update(), this includes animations and non-physics changes
|
||||
quint64 _lastEdited; // last official local or remote edit time
|
||||
|
||||
quint64 _lastEditedFromRemote; // last time we received and edit from the server
|
||||
quint64 _lastEditedFromRemoteInRemoteTime; // last time we received and edit from the server (in server-time-frame)
|
||||
quint64 _created;
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#ifndef hifi_EntitySimulation_h
|
||||
#define hifi_EntitySimulation_h
|
||||
|
||||
#include <QtCore/QObject>
|
||||
#include <QSet>
|
||||
|
||||
#include <PerfStat.h>
|
||||
|
@ -31,7 +32,8 @@ const int DIRTY_SIMULATION_FLAGS =
|
|||
EntityItem::DIRTY_LIFETIME |
|
||||
EntityItem::DIRTY_UPDATEABLE;
|
||||
|
||||
class EntitySimulation {
|
||||
class EntitySimulation : public QObject {
|
||||
Q_OBJECT
|
||||
public:
|
||||
EntitySimulation() : _mutex(QMutex::Recursive), _entityTree(NULL) { }
|
||||
virtual ~EntitySimulation() { setEntityTree(NULL); }
|
||||
|
@ -61,6 +63,9 @@ public:
|
|||
|
||||
EntityTree* getEntityTree() { return _entityTree; }
|
||||
|
||||
signals:
|
||||
void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
|
||||
|
||||
protected:
|
||||
|
||||
// These pure virtual methods are protected because they are not to be called will-nilly. The base class
|
||||
|
|
|
@ -60,7 +60,8 @@ public:
|
|||
// own definition. Implement these to allow your octree based server to support editing
|
||||
virtual bool getWantSVOfileVersions() const { return true; }
|
||||
virtual PacketType expectedDataPacketType() const { return PacketTypeEntityData; }
|
||||
virtual bool canProcessVersion(PacketVersion thisVersion) const { return true; } // we support all versions
|
||||
virtual bool canProcessVersion(PacketVersion thisVersion) const
|
||||
{ return thisVersion >= VERSION_ENTITIES_SUPPORT_SPLIT_MTU; } // we support all versions with split mtu
|
||||
virtual bool handlesEditPacketType(PacketType packetType) const;
|
||||
virtual int processEditPacketData(PacketType packetType, const unsigned char* packetData, int packetLength,
|
||||
const unsigned char* editData, int maxLength, const SharedNodePointer& senderNode);
|
||||
|
|
|
@ -81,17 +81,6 @@ bool ModelEntityItem::setProperties(const EntityItemProperties& properties) {
|
|||
return somethingChanged;
|
||||
}
|
||||
|
||||
|
||||
|
||||
int ModelEntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args) {
|
||||
if (args.bitstreamVersion < VERSION_ENTITIES_SUPPORT_SPLIT_MTU) {
|
||||
return oldVersionReadEntityDataFromBuffer(data, bytesLeftToRead, args);
|
||||
}
|
||||
|
||||
// let our base class do most of the work... it will call us back for our porition...
|
||||
return EntityItem::readEntityDataFromBuffer(data, bytesLeftToRead, args);
|
||||
}
|
||||
|
||||
int ModelEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
|
||||
ReadBitstreamToTreeParams& args,
|
||||
EntityPropertyFlags& propertyFlags, bool overwriteLocalData) {
|
||||
|
@ -131,122 +120,6 @@ int ModelEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data,
|
|||
return bytesRead;
|
||||
}
|
||||
|
||||
int ModelEntityItem::oldVersionReadEntityDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args) {
|
||||
|
||||
int bytesRead = 0;
|
||||
if (bytesLeftToRead >= expectedBytes()) {
|
||||
int clockSkew = args.sourceNode ? args.sourceNode->getClockSkewUsec() : 0;
|
||||
|
||||
const unsigned char* dataAt = data;
|
||||
|
||||
// id
|
||||
// this old bitstream format had 32bit IDs. They are obsolete and need to be replaced with our new UUID
|
||||
// format. We can simply read and ignore the old ID since they should not be repeated. This code should only
|
||||
// run on loading from an old file.
|
||||
quint32 oldID;
|
||||
memcpy(&oldID, dataAt, sizeof(oldID));
|
||||
dataAt += sizeof(oldID);
|
||||
bytesRead += sizeof(oldID);
|
||||
_id = QUuid::createUuid();
|
||||
|
||||
// _lastUpdated
|
||||
memcpy(&_lastUpdated, dataAt, sizeof(_lastUpdated));
|
||||
dataAt += sizeof(_lastUpdated);
|
||||
bytesRead += sizeof(_lastUpdated);
|
||||
_lastUpdated -= clockSkew;
|
||||
|
||||
// _lastEdited
|
||||
memcpy(&_lastEdited, dataAt, sizeof(_lastEdited));
|
||||
dataAt += sizeof(_lastEdited);
|
||||
bytesRead += sizeof(_lastEdited);
|
||||
_lastEdited -= clockSkew;
|
||||
_created = _lastEdited; // NOTE: old models didn't have age or created time, assume their last edit was a create
|
||||
|
||||
QString ageAsString = formatSecondsElapsed(getAge());
|
||||
qDebug() << "Loading old model file, _created = _lastEdited =" << _created
|
||||
<< " age=" << getAge() << "seconds - " << ageAsString
|
||||
<< "old ID=" << oldID << "new ID=" << _id;
|
||||
|
||||
// radius
|
||||
float radius;
|
||||
memcpy(&radius, dataAt, sizeof(radius));
|
||||
dataAt += sizeof(radius);
|
||||
bytesRead += sizeof(radius);
|
||||
setRadius(radius);
|
||||
|
||||
// position
|
||||
memcpy(&_position, dataAt, sizeof(_position));
|
||||
dataAt += sizeof(_position);
|
||||
bytesRead += sizeof(_position);
|
||||
|
||||
// color
|
||||
memcpy(&_color, dataAt, sizeof(_color));
|
||||
dataAt += sizeof(_color);
|
||||
bytesRead += sizeof(_color);
|
||||
|
||||
// TODO: how to handle this? Presumable, this would only ever be true if the model file was saved with
|
||||
// a model being in a shouldBeDeleted state. Which seems unlikely. But if it happens, maybe we should delete the entity after loading?
|
||||
// shouldBeDeleted
|
||||
bool shouldBeDeleted = false;
|
||||
memcpy(&shouldBeDeleted, dataAt, sizeof(shouldBeDeleted));
|
||||
dataAt += sizeof(shouldBeDeleted);
|
||||
bytesRead += sizeof(shouldBeDeleted);
|
||||
if (shouldBeDeleted) {
|
||||
qDebug() << "UNEXPECTED - read shouldBeDeleted=TRUE from an old format file";
|
||||
}
|
||||
|
||||
// modelURL
|
||||
uint16_t modelURLLength;
|
||||
memcpy(&modelURLLength, dataAt, sizeof(modelURLLength));
|
||||
dataAt += sizeof(modelURLLength);
|
||||
bytesRead += sizeof(modelURLLength);
|
||||
QString modelURLString((const char*)dataAt);
|
||||
setModelURL(modelURLString);
|
||||
dataAt += modelURLLength;
|
||||
bytesRead += modelURLLength;
|
||||
|
||||
// rotation
|
||||
int bytes = unpackOrientationQuatFromBytes(dataAt, _rotation);
|
||||
dataAt += bytes;
|
||||
bytesRead += bytes;
|
||||
|
||||
if (args.bitstreamVersion >= VERSION_ENTITIES_HAVE_ANIMATION) {
|
||||
// animationURL
|
||||
uint16_t animationURLLength;
|
||||
memcpy(&animationURLLength, dataAt, sizeof(animationURLLength));
|
||||
dataAt += sizeof(animationURLLength);
|
||||
bytesRead += sizeof(animationURLLength);
|
||||
QString animationURLString((const char*)dataAt);
|
||||
setAnimationURL(animationURLString);
|
||||
dataAt += animationURLLength;
|
||||
bytesRead += animationURLLength;
|
||||
|
||||
// animationIsPlaying
|
||||
bool animationIsPlaying;
|
||||
memcpy(&animationIsPlaying, dataAt, sizeof(animationIsPlaying));
|
||||
dataAt += sizeof(animationIsPlaying);
|
||||
bytesRead += sizeof(animationIsPlaying);
|
||||
setAnimationIsPlaying(animationIsPlaying);
|
||||
|
||||
// animationFrameIndex
|
||||
float animationFrameIndex;
|
||||
memcpy(&animationFrameIndex, dataAt, sizeof(animationFrameIndex));
|
||||
dataAt += sizeof(animationFrameIndex);
|
||||
bytesRead += sizeof(animationFrameIndex);
|
||||
setAnimationFrameIndex(animationFrameIndex);
|
||||
|
||||
// animationFPS
|
||||
float animationFPS;
|
||||
memcpy(&animationFPS, dataAt, sizeof(animationFPS));
|
||||
dataAt += sizeof(animationFPS);
|
||||
bytesRead += sizeof(animationFPS);
|
||||
setAnimationFPS(animationFPS);
|
||||
}
|
||||
}
|
||||
return bytesRead;
|
||||
}
|
||||
|
||||
|
||||
// TODO: eventually only include properties changed since the params.lastViewFrustumSent time
|
||||
EntityPropertyFlags ModelEntityItem::getEntityProperties(EncodeBitstreamParams& params) const {
|
||||
EntityPropertyFlags requestedProperties = EntityItem::getEntityProperties(params);
|
||||
|
|
|
@ -40,7 +40,6 @@ public:
|
|||
OctreeElement::AppendState& appendState) const;
|
||||
|
||||
|
||||
virtual int readEntityDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args);
|
||||
virtual int readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
|
||||
ReadBitstreamToTreeParams& args,
|
||||
EntityPropertyFlags& propertyFlags, bool overwriteLocalData);
|
||||
|
@ -116,8 +115,6 @@ public:
|
|||
|
||||
protected:
|
||||
|
||||
/// For reading models from pre V3 bitstreams
|
||||
int oldVersionReadEntityDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args);
|
||||
bool isAnimatingSomething() const;
|
||||
|
||||
rgbColor _color;
|
||||
|
|
|
@ -72,7 +72,7 @@ PacketVersion versionForPacketType(PacketType type) {
|
|||
return 1;
|
||||
case PacketTypeEntityAddOrEdit:
|
||||
case PacketTypeEntityData:
|
||||
return VERSION_ENTITIES_HAVE_USER_DATA;
|
||||
return VERSION_ENTITIES_HAS_LAST_SIMULATED_TIME;
|
||||
case PacketTypeEntityErase:
|
||||
return 2;
|
||||
case PacketTypeAudioStreamStats:
|
||||
|
|
|
@ -126,6 +126,7 @@ const PacketVersion VERSION_ENTITIES_HAS_FILE_BREAKS = VERSION_ENTITIES_SUPPORT_
|
|||
const PacketVersion VERSION_ENTITIES_SUPPORT_DIMENSIONS = 4;
|
||||
const PacketVersion VERSION_ENTITIES_MODELS_HAVE_ANIMATION_SETTINGS = 5;
|
||||
const PacketVersion VERSION_ENTITIES_HAVE_USER_DATA = 6;
|
||||
const PacketVersion VERSION_ENTITIES_HAS_LAST_SIMULATED_TIME = 7;
|
||||
const PacketVersion VERSION_OCTREE_HAS_FILE_BREAKS = 1;
|
||||
|
||||
#endif // hifi_PacketHeaders_h
|
||||
|
|
29
libraries/physics/src/ContactInfo.cpp
Normal file
29
libraries/physics/src/ContactInfo.cpp
Normal file
|
@ -0,0 +1,29 @@
|
|||
//
|
||||
// ContactEvent.cpp
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2015.01.20
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "BulletUtil.h"
|
||||
#include "ContactInfo.h"
|
||||
|
||||
void ContactInfo::update(uint32_t currentStep, btManifoldPoint& p, const glm::vec3& worldOffset) {
|
||||
_lastStep = currentStep;
|
||||
++_numSteps;
|
||||
contactPoint = bulletToGLM(p.m_positionWorldOnB) + worldOffset;
|
||||
penetration = bulletToGLM(p.m_distance1 * p.m_normalWorldOnB);
|
||||
// TODO: also report normal
|
||||
//_normal = bulletToGLM(p.m_normalWorldOnB);
|
||||
}
|
||||
|
||||
ContactEventType ContactInfo::computeType(uint32_t thisStep) {
|
||||
if (_lastStep != thisStep) {
|
||||
return CONTACT_EVENT_TYPE_END;
|
||||
}
|
||||
return (_numSteps == 1) ? CONTACT_EVENT_TYPE_START : CONTACT_EVENT_TYPE_CONTINUE;
|
||||
}
|
37
libraries/physics/src/ContactInfo.h
Normal file
37
libraries/physics/src/ContactInfo.h
Normal file
|
@ -0,0 +1,37 @@
|
|||
//
|
||||
// ContactEvent.h
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2015.01.20
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_ContactEvent_h
|
||||
#define hifi_ContactEvent_h
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "RegisteredMetaTypes.h"
|
||||
|
||||
enum ContactEventType {
|
||||
CONTACT_EVENT_TYPE_START,
|
||||
CONTACT_EVENT_TYPE_CONTINUE,
|
||||
CONTACT_EVENT_TYPE_END
|
||||
};
|
||||
|
||||
class ContactInfo : public Collision
|
||||
{
|
||||
public:
|
||||
void update(uint32_t currentStep, btManifoldPoint& p, const glm::vec3& worldOffset);
|
||||
ContactEventType computeType(uint32_t thisStep);
|
||||
private:
|
||||
uint32_t _lastStep = 0;
|
||||
uint32_t _numSteps = 0;
|
||||
};
|
||||
|
||||
|
||||
#endif // hifi_ContactEvent_h
|
|
@ -14,7 +14,7 @@
|
|||
|
||||
#include "BulletUtil.h"
|
||||
#include "EntityMotionState.h"
|
||||
#include "SimpleEntityKinematicController.h"
|
||||
#include "PhysicsEngine.h"
|
||||
|
||||
|
||||
QSet<EntityItem*>* _outgoingEntityList;
|
||||
|
@ -33,6 +33,7 @@ void EntityMotionState::enqueueOutgoingEntity(EntityItem* entity) {
|
|||
|
||||
EntityMotionState::EntityMotionState(EntityItem* entity)
|
||||
: _entity(entity) {
|
||||
_type = MOTION_STATE_TYPE_ENTITY;
|
||||
assert(entity != NULL);
|
||||
}
|
||||
|
||||
|
@ -40,8 +41,6 @@ EntityMotionState::~EntityMotionState() {
|
|||
assert(_entity);
|
||||
_entity->setPhysicsInfo(NULL);
|
||||
_entity = NULL;
|
||||
delete _kinematicController;
|
||||
_kinematicController = NULL;
|
||||
}
|
||||
|
||||
MotionType EntityMotionState::computeMotionType() const {
|
||||
|
@ -51,13 +50,16 @@ MotionType EntityMotionState::computeMotionType() const {
|
|||
return _entity->isMoving() ? MOTION_TYPE_KINEMATIC : MOTION_TYPE_STATIC;
|
||||
}
|
||||
|
||||
void EntityMotionState::addKinematicController() {
|
||||
if (!_kinematicController) {
|
||||
_kinematicController = new SimpleEntityKinematicController(_entity);
|
||||
_kinematicController->start();
|
||||
} else {
|
||||
_kinematicController->start();
|
||||
}
|
||||
void EntityMotionState::updateKinematicState(uint32_t substep) {
|
||||
setKinematic(_entity->isMoving(), substep);
|
||||
}
|
||||
|
||||
void EntityMotionState::stepKinematicSimulation(quint64 now) {
|
||||
assert(_isKinematic);
|
||||
// NOTE: this is non-physical kinematic motion which steps to real run-time (now)
|
||||
// which is different from physical kinematic motion (inside getWorldTransform())
|
||||
// which steps in physics simulation time.
|
||||
_entity->simulate(now);
|
||||
}
|
||||
|
||||
// This callback is invoked by the physics simulation in two cases:
|
||||
|
@ -66,8 +68,16 @@ void EntityMotionState::addKinematicController() {
|
|||
// (2) at the beginning of each simulation frame for KINEMATIC RigidBody's --
|
||||
// it is an opportunity for outside code to update the object's simulation position
|
||||
void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
|
||||
if (_kinematicController && _kinematicController->isRunning()) {
|
||||
_kinematicController->stepForward();
|
||||
if (_isKinematic) {
|
||||
// This is physical kinematic motion which steps strictly by the subframe count
|
||||
// of the physics simulation.
|
||||
uint32_t substep = PhysicsEngine::getNumSubsteps();
|
||||
float dt = (substep - _lastKinematicSubstep) * PHYSICS_ENGINE_FIXED_SUBSTEP;
|
||||
_entity->simulateKinematicMotion(dt);
|
||||
_entity->setLastSimulated(usecTimestampNow());
|
||||
|
||||
// bypass const-ness so we can remember the substep
|
||||
const_cast<EntityMotionState*>(this)->_lastKinematicSubstep = substep;
|
||||
}
|
||||
worldTrans.setOrigin(glmToBullet(_entity->getPositionInMeters() - ObjectMotionState::getWorldOffset()));
|
||||
worldTrans.setRotation(glmToBullet(_entity->getRotation()));
|
||||
|
@ -207,6 +217,7 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
|
|||
if (_numNonMovingUpdates <= 1) {
|
||||
// we only update lastEdited when we're sending new physics data
|
||||
// (i.e. NOT when we just simulate the positions forward, nore when we resend non-moving data)
|
||||
// NOTE: Andrew & Brad to discuss. Let's make sure we're using lastEdited, lastSimulated, and lastUpdated correctly
|
||||
quint64 lastSimulated = _entity->getLastSimulated();
|
||||
_entity->setLastEdited(lastSimulated);
|
||||
properties.setLastEdited(lastSimulated);
|
||||
|
@ -228,12 +239,14 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
|
|||
uint32_t EntityMotionState::getIncomingDirtyFlags() const {
|
||||
uint32_t dirtyFlags = _entity->getDirtyFlags();
|
||||
|
||||
// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
|
||||
int bodyFlags = _body->getCollisionFlags();
|
||||
bool isMoving = _entity->isMoving();
|
||||
if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
|
||||
(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
|
||||
dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
|
||||
if (_body) {
|
||||
// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
|
||||
int bodyFlags = _body->getCollisionFlags();
|
||||
bool isMoving = _entity->isMoving();
|
||||
if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
|
||||
(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
|
||||
dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
|
||||
}
|
||||
}
|
||||
return dirtyFlags;
|
||||
}
|
||||
|
|
|
@ -14,7 +14,6 @@
|
|||
|
||||
#include <AACube.h>
|
||||
|
||||
#include "KinematicController.h"
|
||||
#include "ObjectMotionState.h"
|
||||
|
||||
class EntityItem;
|
||||
|
@ -39,8 +38,8 @@ public:
|
|||
/// \return MOTION_TYPE_DYNAMIC or MOTION_TYPE_STATIC based on params set in EntityItem
|
||||
MotionType computeMotionType() const;
|
||||
|
||||
// virtual override for ObjectMotionState
|
||||
void addKinematicController();
|
||||
void updateKinematicState(uint32_t substep);
|
||||
void stepKinematicSimulation(quint64 now);
|
||||
|
||||
// this relays incoming position/rotation to the RigidBody
|
||||
void getWorldTransform(btTransform& worldTrans) const;
|
||||
|
@ -60,6 +59,8 @@ public:
|
|||
uint32_t getIncomingDirtyFlags() const;
|
||||
void clearIncomingDirtyFlags(uint32_t flags) { _entity->clearDirtyFlags(flags); }
|
||||
|
||||
EntityItem* getEntity() const { return _entity; }
|
||||
|
||||
protected:
|
||||
EntityItem* _entity;
|
||||
};
|
||||
|
|
|
@ -1,22 +0,0 @@
|
|||
//
|
||||
// KinematicController.cpp
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2015.01.13
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "KinematicController.h"
|
||||
#include "PhysicsEngine.h"
|
||||
|
||||
KinematicController::KinematicController() {
|
||||
_lastFrame = PhysicsEngine::getFrameCount();
|
||||
}
|
||||
|
||||
void KinematicController::start() {
|
||||
_enabled = true;
|
||||
_lastFrame = PhysicsEngine::getFrameCount();
|
||||
}
|
|
@ -1,36 +0,0 @@
|
|||
//
|
||||
// KinematicController.h
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2015.01.13
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_KinematicController_h
|
||||
#define hifi_KinematicController_h
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
/// KinematicController defines an API for derived classes.
|
||||
|
||||
class KinematicController {
|
||||
public:
|
||||
KinematicController();
|
||||
|
||||
virtual ~KinematicController() {}
|
||||
|
||||
virtual void stepForward() = 0;
|
||||
|
||||
void start();
|
||||
void stop() { _enabled = false; }
|
||||
bool isRunning() const { return _enabled; }
|
||||
|
||||
protected:
|
||||
bool _enabled = false;
|
||||
uint32_t _lastFrame;
|
||||
};
|
||||
|
||||
#endif // hifi_KinematicController_h
|
|
@ -12,7 +12,6 @@
|
|||
#include <math.h>
|
||||
|
||||
#include "BulletUtil.h"
|
||||
#include "KinematicController.h"
|
||||
#include "ObjectMotionState.h"
|
||||
#include "PhysicsEngine.h"
|
||||
|
||||
|
@ -56,10 +55,6 @@ ObjectMotionState::ObjectMotionState() :
|
|||
ObjectMotionState::~ObjectMotionState() {
|
||||
// NOTE: you MUST remove this MotionState from the world before you call the dtor.
|
||||
assert(_body == NULL);
|
||||
if (_kinematicController) {
|
||||
delete _kinematicController;
|
||||
_kinematicController = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectMotionState::setFriction(float friction) {
|
||||
|
@ -108,6 +103,15 @@ bool ObjectMotionState::doesNotNeedToSendUpdate() const {
|
|||
|
||||
bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame) {
|
||||
assert(_body);
|
||||
// if we've never checked before, our _sentFrame will be 0, and we need to initialize our state
|
||||
if (_sentFrame == 0) {
|
||||
_sentPosition = bulletToGLM(_body->getWorldTransform().getOrigin());
|
||||
_sentVelocity = bulletToGLM(_body->getLinearVelocity());
|
||||
_sentAngularVelocity = bulletToGLM(_body->getAngularVelocity());
|
||||
_sentFrame = simulationFrame;
|
||||
return false;
|
||||
}
|
||||
|
||||
float dt = (float)(simulationFrame - _sentFrame) * PHYSICS_ENGINE_FIXED_SUBSTEP;
|
||||
_sentFrame = simulationFrame;
|
||||
bool isActive = _body->isActive();
|
||||
|
@ -164,9 +168,20 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame) {
|
|||
return (fabsf(glm::dot(actualRotation, _sentRotation)) < MIN_ROTATION_DOT);
|
||||
}
|
||||
|
||||
void ObjectMotionState::removeKinematicController() {
|
||||
if (_kinematicController) {
|
||||
delete _kinematicController;
|
||||
_kinematicController = NULL;
|
||||
void ObjectMotionState::setRigidBody(btRigidBody* body) {
|
||||
// give the body a (void*) back-pointer to this ObjectMotionState
|
||||
if (_body != body) {
|
||||
if (_body) {
|
||||
_body->setUserPointer(NULL);
|
||||
}
|
||||
_body = body;
|
||||
if (_body) {
|
||||
_body->setUserPointer(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectMotionState::setKinematic(bool kinematic, uint32_t substep) {
|
||||
_isKinematic = kinematic;
|
||||
_lastKinematicSubstep = substep;
|
||||
}
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
|
||||
#include <EntityItem.h>
|
||||
|
||||
#include "ContactInfo.h"
|
||||
#include "ShapeInfo.h"
|
||||
|
||||
enum MotionType {
|
||||
|
@ -25,6 +26,12 @@ enum MotionType {
|
|||
MOTION_TYPE_KINEMATIC // keyframed motion
|
||||
};
|
||||
|
||||
enum MotionStateType {
|
||||
MOTION_STATE_TYPE_UNKNOWN,
|
||||
MOTION_STATE_TYPE_ENTITY,
|
||||
MOTION_STATE_TYPE_AVATAR
|
||||
};
|
||||
|
||||
// The update flags trigger two varieties of updates: "hard" which require the body to be pulled
|
||||
// and re-added to the physics engine and "easy" which just updates the body properties.
|
||||
const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_MOTION_TYPE | EntityItem::DIRTY_SHAPE);
|
||||
|
@ -39,7 +46,6 @@ const uint32_t OUTGOING_DIRTY_PHYSICS_FLAGS = EntityItem::DIRTY_POSITION | Entit
|
|||
|
||||
|
||||
class OctreeEditPacketSender;
|
||||
class KinematicController;
|
||||
|
||||
class ObjectMotionState : public btMotionState {
|
||||
public:
|
||||
|
@ -58,6 +64,7 @@ public:
|
|||
virtual void updateObjectEasy(uint32_t flags, uint32_t frame) = 0;
|
||||
virtual void updateObjectVelocities() = 0;
|
||||
|
||||
MotionStateType getType() const { return _type; }
|
||||
virtual MotionType getMotionType() const { return _motionType; }
|
||||
|
||||
virtual void computeShapeInfo(ShapeInfo& info) = 0;
|
||||
|
@ -85,12 +92,22 @@ public:
|
|||
|
||||
virtual MotionType computeMotionType() const = 0;
|
||||
|
||||
virtual void addKinematicController() = 0;
|
||||
virtual void removeKinematicController();
|
||||
virtual void updateKinematicState(uint32_t substep) = 0;
|
||||
|
||||
btRigidBody* getRigidBody() const { return _body; }
|
||||
|
||||
bool isKinematic() const { return _isKinematic; }
|
||||
|
||||
void setKinematic(bool kinematic, uint32_t substep);
|
||||
virtual void stepKinematicSimulation(quint64 now) = 0;
|
||||
|
||||
friend class PhysicsEngine;
|
||||
protected:
|
||||
// TODO: move these materials properties to EntityItem
|
||||
void setRigidBody(btRigidBody* body);
|
||||
|
||||
MotionStateType _type = MOTION_STATE_TYPE_UNKNOWN;
|
||||
|
||||
// TODO: move these materials properties outside of ObjectMotionState
|
||||
float _friction;
|
||||
float _restitution;
|
||||
float _linearDamping;
|
||||
|
@ -98,9 +115,11 @@ protected:
|
|||
|
||||
MotionType _motionType;
|
||||
|
||||
// _body has NO setters -- it is only changed by PhysicsEngine
|
||||
btRigidBody* _body;
|
||||
|
||||
bool _isKinematic = false;
|
||||
uint32_t _lastKinematicSubstep = 0;
|
||||
|
||||
bool _sentMoving; // true if last update was moving
|
||||
int _numNonMovingUpdates; // RELIABLE_SEND_HACK for "not so reliable" resends of packets for non-moving objects
|
||||
|
||||
|
@ -111,8 +130,6 @@ protected:
|
|||
glm::vec3 _sentVelocity;
|
||||
glm::vec3 _sentAngularVelocity; // radians per second
|
||||
glm::vec3 _sentAcceleration;
|
||||
|
||||
KinematicController* _kinematicController = NULL;
|
||||
};
|
||||
|
||||
#endif // hifi_ObjectMotionState_h
|
||||
|
|
|
@ -13,21 +13,15 @@
|
|||
#include "ShapeInfoUtil.h"
|
||||
#include "ThreadSafeDynamicsWorld.h"
|
||||
|
||||
static uint32_t _frameCount;
|
||||
static uint32_t _numSubsteps;
|
||||
|
||||
// static
|
||||
uint32_t PhysicsEngine::getFrameCount() {
|
||||
return _frameCount;
|
||||
uint32_t PhysicsEngine::getNumSubsteps() {
|
||||
return _numSubsteps;
|
||||
}
|
||||
|
||||
PhysicsEngine::PhysicsEngine(const glm::vec3& offset)
|
||||
: _collisionConfig(NULL),
|
||||
_collisionDispatcher(NULL),
|
||||
_broadphaseFilter(NULL),
|
||||
_constraintSolver(NULL),
|
||||
_dynamicsWorld(NULL),
|
||||
_originOffset(offset),
|
||||
_entityPacketSender(NULL) {
|
||||
: _originOffset(offset) {
|
||||
}
|
||||
|
||||
PhysicsEngine::~PhysicsEngine() {
|
||||
|
@ -47,8 +41,8 @@ void PhysicsEngine::updateEntitiesInternal(const quint64& now) {
|
|||
ObjectMotionState* state = *stateItr;
|
||||
if (state->doesNotNeedToSendUpdate()) {
|
||||
stateItr = _outgoingPackets.erase(stateItr);
|
||||
} else if (state->shouldSendUpdate(_frameCount)) {
|
||||
state->sendUpdate(_entityPacketSender, _frameCount);
|
||||
} else if (state->shouldSendUpdate(_numSubsteps)) {
|
||||
state->sendUpdate(_entityPacketSender, _numSubsteps);
|
||||
++stateItr;
|
||||
} else {
|
||||
++stateItr;
|
||||
|
@ -68,7 +62,13 @@ void PhysicsEngine::addEntityInternal(EntityItem* entity) {
|
|||
entity->setPhysicsInfo(static_cast<void*>(motionState));
|
||||
_entityMotionStates.insert(motionState);
|
||||
addObject(shapeInfo, shape, motionState);
|
||||
} else {
|
||||
} else if (entity->isMoving()) {
|
||||
EntityMotionState* motionState = new EntityMotionState(entity);
|
||||
entity->setPhysicsInfo(static_cast<void*>(motionState));
|
||||
_entityMotionStates.insert(motionState);
|
||||
|
||||
motionState->setKinematic(true, _numSubsteps);
|
||||
_nonPhysicalKinematicObjects.insert(motionState);
|
||||
// We failed to add the entity to the simulation. Probably because we couldn't create a shape for it.
|
||||
//qDebug() << "failed to add entity " << entity->getEntityItemID() << " to physics engine";
|
||||
}
|
||||
|
@ -80,10 +80,16 @@ void PhysicsEngine::removeEntityInternal(EntityItem* entity) {
|
|||
void* physicsInfo = entity->getPhysicsInfo();
|
||||
if (physicsInfo) {
|
||||
EntityMotionState* motionState = static_cast<EntityMotionState*>(physicsInfo);
|
||||
removeObject(motionState);
|
||||
if (motionState->getRigidBody()) {
|
||||
removeObject(motionState);
|
||||
} else {
|
||||
// only need to hunt in this list when there is no RigidBody
|
||||
_nonPhysicalKinematicObjects.remove(motionState);
|
||||
}
|
||||
_entityMotionStates.remove(motionState);
|
||||
_incomingChanges.remove(motionState);
|
||||
_outgoingPackets.remove(motionState);
|
||||
// NOTE: EntityMotionState dtor will remove its backpointer from EntityItem
|
||||
delete motionState;
|
||||
}
|
||||
}
|
||||
|
@ -123,6 +129,7 @@ void PhysicsEngine::clearEntitiesInternal() {
|
|||
delete (*stateItr);
|
||||
}
|
||||
_entityMotionStates.clear();
|
||||
_nonPhysicalKinematicObjects.clear();
|
||||
_incomingChanges.clear();
|
||||
_outgoingPackets.clear();
|
||||
}
|
||||
|
@ -133,19 +140,75 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
|
|||
QSet<ObjectMotionState*>::iterator stateItr = _incomingChanges.begin();
|
||||
while (stateItr != _incomingChanges.end()) {
|
||||
ObjectMotionState* motionState = *stateItr;
|
||||
++stateItr;
|
||||
uint32_t flags = motionState->getIncomingDirtyFlags() & DIRTY_PHYSICS_FLAGS;
|
||||
|
||||
btRigidBody* body = motionState->_body;
|
||||
bool removeMotionState = false;
|
||||
btRigidBody* body = motionState->getRigidBody();
|
||||
if (body) {
|
||||
if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
|
||||
// a HARD update requires the body be pulled out of physics engine, changed, then reinserted
|
||||
// but it also handles all EASY changes
|
||||
updateObjectHard(body, motionState, flags);
|
||||
bool success = updateObjectHard(body, motionState, flags);
|
||||
if (!success) {
|
||||
// NOTE: since updateObjectHard() failed we know that motionState has been removed
|
||||
// from simulation and body has been deleted. Depending on what else has changed
|
||||
// we might need to remove motionState altogether...
|
||||
if (flags & EntityItem::DIRTY_VELOCITY) {
|
||||
motionState->updateKinematicState(_numSubsteps);
|
||||
if (motionState->isKinematic()) {
|
||||
// all is NOT lost, we still need to move this object around kinematically
|
||||
_nonPhysicalKinematicObjects.insert(motionState);
|
||||
} else {
|
||||
// no need to keep motionState around
|
||||
removeMotionState = true;
|
||||
}
|
||||
} else {
|
||||
// no need to keep motionState around
|
||||
removeMotionState = true;
|
||||
}
|
||||
}
|
||||
} else if (flags) {
|
||||
// an EASY update does NOT require that the body be pulled out of physics engine
|
||||
// hence the MotionState has all the knowledge and authority to perform the update.
|
||||
motionState->updateObjectEasy(flags, _frameCount);
|
||||
motionState->updateObjectEasy(flags, _numSubsteps);
|
||||
}
|
||||
} else {
|
||||
// the only way we should ever get here (motionState exists but no body) is when the object
|
||||
// is undergoing non-physical kinematic motion.
|
||||
assert(_nonPhysicalKinematicObjects.contains(motionState));
|
||||
|
||||
// it is possible that the changes are such that the object can now be added to the physical simulation
|
||||
if (flags & EntityItem::DIRTY_SHAPE) {
|
||||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
btCollisionShape* shape = _shapeManager.getShape(shapeInfo);
|
||||
if (shape) {
|
||||
addObject(shapeInfo, shape, motionState);
|
||||
_nonPhysicalKinematicObjects.remove(motionState);
|
||||
} else if (flags & EntityItem::DIRTY_VELOCITY) {
|
||||
// although we couldn't add the object to the simulation, might need to update kinematic motion...
|
||||
motionState->updateKinematicState(_numSubsteps);
|
||||
if (!motionState->isKinematic()) {
|
||||
_nonPhysicalKinematicObjects.remove(motionState);
|
||||
removeMotionState = true;
|
||||
}
|
||||
}
|
||||
} else if (flags & EntityItem::DIRTY_VELOCITY) {
|
||||
// although we still can't add to physics simulation, might need to update kinematic motion...
|
||||
motionState->updateKinematicState(_numSubsteps);
|
||||
if (!motionState->isKinematic()) {
|
||||
_nonPhysicalKinematicObjects.remove(motionState);
|
||||
removeMotionState = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (removeMotionState) {
|
||||
// if we get here then there is no need to keep this motionState around (no physics or kinematics)
|
||||
_outgoingPackets.remove(motionState);
|
||||
// NOTE: motionState will clean up its own backpointers in the Object
|
||||
delete motionState;
|
||||
continue;
|
||||
}
|
||||
|
||||
// NOTE: the grand order of operations is:
|
||||
|
@ -158,11 +221,24 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
|
|||
// outgoing changes at this point.
|
||||
motionState->clearOutgoingPacketFlags(flags); // clear outgoing flags that were trumped
|
||||
motionState->clearIncomingDirtyFlags(flags); // clear incoming flags that were processed
|
||||
++stateItr;
|
||||
}
|
||||
_incomingChanges.clear();
|
||||
}
|
||||
|
||||
void PhysicsEngine::removeContacts(ObjectMotionState* motionState) {
|
||||
// trigger events for new/existing/old contacts
|
||||
ContactMap::iterator contactItr = _contactMap.begin();
|
||||
while (contactItr != _contactMap.end()) {
|
||||
if (contactItr->first._a == motionState || contactItr->first._b == motionState) {
|
||||
ContactMap::iterator iterToDelete = contactItr;
|
||||
++contactItr;
|
||||
_contactMap.erase(iterToDelete);
|
||||
} else {
|
||||
++contactItr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// virtual
|
||||
void PhysicsEngine::init(EntityEditPacketSender* packetSender) {
|
||||
// _entityTree should be set prior to the init() call
|
||||
|
@ -178,22 +254,6 @@ void PhysicsEngine::init(EntityEditPacketSender* packetSender) {
|
|||
// default gravity of the world is zero, so each object must specify its own gravity
|
||||
// TODO: set up gravity zones
|
||||
_dynamicsWorld->setGravity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
|
||||
// GROUND HACK: add a big planar floor (and walls for testing) to catch falling objects
|
||||
btTransform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
btVector3 normal(0.0f, 0.0f, 0.0f);
|
||||
normal[i] = 1.0f;
|
||||
btCollisionShape* plane = new btStaticPlaneShape(normal, 0.0f);
|
||||
|
||||
btCollisionObject* groundObject = new btCollisionObject();
|
||||
groundObject->setCollisionFlags(btCollisionObject::CF_STATIC_OBJECT);
|
||||
groundObject->setCollisionShape(plane);
|
||||
|
||||
groundObject->setWorldTransform(groundTransform);
|
||||
_dynamicsWorld->addCollisionObject(groundObject);
|
||||
}
|
||||
}
|
||||
|
||||
assert(packetSender);
|
||||
|
@ -219,23 +279,115 @@ void PhysicsEngine::stepSimulation() {
|
|||
float timeStep = btMin(dt, MAX_TIMESTEP);
|
||||
|
||||
// This is step (2).
|
||||
int numSubSteps = _dynamicsWorld->stepSimulation(timeStep, MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
|
||||
_frameCount += (uint32_t)numSubSteps;
|
||||
int numSubsteps = _dynamicsWorld->stepSimulation(timeStep, MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
|
||||
_numSubsteps += (uint32_t)numSubsteps;
|
||||
stepNonPhysicalKinematics(usecTimestampNow());
|
||||
unlock();
|
||||
|
||||
// This is step (3) which is done outside of stepSimulation() so we can lock _entityTree.
|
||||
if (numSubsteps > 0) {
|
||||
// This is step (3) which is done outside of stepSimulation() so we can lock _entityTree.
|
||||
//
|
||||
// Unfortunately we have to unlock the simulation (above) before we try to lock the _entityTree
|
||||
// to avoid deadlock -- the _entityTree may try to lock its EntitySimulation (from which this
|
||||
// PhysicsEngine derives) when updating/adding/deleting entities so we need to wait for our own
|
||||
// lock on the tree before we re-lock ourselves.
|
||||
//
|
||||
// TODO: untangle these lock sequences.
|
||||
_entityTree->lockForWrite();
|
||||
lock();
|
||||
_dynamicsWorld->synchronizeMotionStates();
|
||||
unlock();
|
||||
_entityTree->unlock();
|
||||
|
||||
computeCollisionEvents();
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsEngine::stepNonPhysicalKinematics(const quint64& now) {
|
||||
QSet<ObjectMotionState*>::iterator stateItr = _nonPhysicalKinematicObjects.begin();
|
||||
while (stateItr != _nonPhysicalKinematicObjects.end()) {
|
||||
ObjectMotionState* motionState = *stateItr;
|
||||
motionState->stepKinematicSimulation(now);
|
||||
++stateItr;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO?: need to occasionally scan for stopped non-physical kinematics objects
|
||||
|
||||
void PhysicsEngine::computeCollisionEvents() {
|
||||
// update all contacts every frame
|
||||
int numManifolds = _collisionDispatcher->getNumManifolds();
|
||||
for (int i = 0; i < numManifolds; ++i) {
|
||||
btPersistentManifold* contactManifold = _collisionDispatcher->getManifoldByIndexInternal(i);
|
||||
if (contactManifold->getNumContacts() > 0) {
|
||||
// TODO: require scripts to register interest in callbacks for specific objects
|
||||
// so we can filter out most collision events right here.
|
||||
const btCollisionObject* objectA = static_cast<const btCollisionObject*>(contactManifold->getBody0());
|
||||
const btCollisionObject* objectB = static_cast<const btCollisionObject*>(contactManifold->getBody1());
|
||||
|
||||
if (!(objectA->isActive() || objectB->isActive())) {
|
||||
// both objects are inactive so stop tracking this contact,
|
||||
// which will eventually trigger a CONTACT_EVENT_TYPE_END
|
||||
continue;
|
||||
}
|
||||
|
||||
void* a = objectA->getUserPointer();
|
||||
void* b = objectB->getUserPointer();
|
||||
if (a || b) {
|
||||
// the manifold has up to 4 distinct points, but only extract info from the first
|
||||
_contactMap[ContactKey(a, b)].update(_numContactFrames, contactManifold->getContactPoint(0), _originOffset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// We harvest collision callbacks every few frames, which contributes the following effects:
|
||||
//
|
||||
// Unfortunately we have to unlock the simulation (above) before we try to lock the _entityTree
|
||||
// to avoid deadlock -- the _entityTree may try to lock its EntitySimulation (from which this
|
||||
// PhysicsEngine derives) when updating/adding/deleting entities so we need to wait for our own
|
||||
// lock on the tree before we re-lock ourselves.
|
||||
// (1) There is a maximum collision callback rate per pair: substep_rate / SUBSTEPS_PER_COLLIION_FRAME
|
||||
// (2) END/START cycles shorter than SUBSTEPS_PER_COLLIION_FRAME will be filtered out
|
||||
// (3) There is variable lag between when the contact actually starts and when it is reported,
|
||||
// up to SUBSTEPS_PER_COLLIION_FRAME * time_per_substep
|
||||
//
|
||||
// TODO: untangle these lock sequences.
|
||||
_entityTree->lockForWrite();
|
||||
lock();
|
||||
_dynamicsWorld->synchronizeMotionStates();
|
||||
unlock();
|
||||
_entityTree->unlock();
|
||||
const uint32_t SUBSTEPS_PER_COLLISION_FRAME = 2;
|
||||
if (_numSubsteps - _numContactFrames * SUBSTEPS_PER_COLLISION_FRAME < SUBSTEPS_PER_COLLISION_FRAME) {
|
||||
// we don't harvest collision callbacks every frame
|
||||
// this sets a maximum callback-per-contact rate
|
||||
// and also filters out END/START events that happen on shorter timescales
|
||||
return;
|
||||
}
|
||||
|
||||
++_numContactFrames;
|
||||
// scan known contacts and trigger events
|
||||
ContactMap::iterator contactItr = _contactMap.begin();
|
||||
while (contactItr != _contactMap.end()) {
|
||||
ObjectMotionState* A = static_cast<ObjectMotionState*>(contactItr->first._a);
|
||||
ObjectMotionState* B = static_cast<ObjectMotionState*>(contactItr->first._b);
|
||||
|
||||
// TODO: make triggering these events clean and efficient. The code at this context shouldn't
|
||||
// have to figure out what kind of object (entity, avatar, etc) these are in order to properly
|
||||
// emit a collision event.
|
||||
if (A && A->getType() == MOTION_STATE_TYPE_ENTITY) {
|
||||
EntityItemID idA = static_cast<EntityMotionState*>(A)->getEntity()->getEntityItemID();
|
||||
EntityItemID idB;
|
||||
if (B && B->getType() == MOTION_STATE_TYPE_ENTITY) {
|
||||
idB = static_cast<EntityMotionState*>(B)->getEntity()->getEntityItemID();
|
||||
}
|
||||
emit entityCollisionWithEntity(idA, idB, contactItr->second);
|
||||
} else if (B && B->getType() == MOTION_STATE_TYPE_ENTITY) {
|
||||
EntityItemID idA;
|
||||
EntityItemID idB = static_cast<EntityMotionState*>(B)->getEntity()->getEntityItemID();
|
||||
emit entityCollisionWithEntity(idA, idB, contactItr->second);
|
||||
}
|
||||
|
||||
// TODO: enable scripts to filter based on contact event type
|
||||
ContactEventType type = contactItr->second.computeType(_numContactFrames);
|
||||
if (type == CONTACT_EVENT_TYPE_END) {
|
||||
ContactMap::iterator iterToDelete = contactItr;
|
||||
++contactItr;
|
||||
_contactMap.erase(iterToDelete);
|
||||
} else {
|
||||
++contactItr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Bullet collision flags are as follows:
|
||||
|
@ -259,8 +411,8 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
body = new btRigidBody(mass, motionState, shape, inertia);
|
||||
body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
|
||||
body->updateInertiaTensor();
|
||||
motionState->_body = body;
|
||||
motionState->addKinematicController();
|
||||
motionState->setRigidBody(body);
|
||||
motionState->setKinematic(true, _numSubsteps);
|
||||
const float KINEMATIC_LINEAR_VELOCITY_THRESHOLD = 0.01f; // 1 cm/sec
|
||||
const float KINEMATIC_ANGULAR_VELOCITY_THRESHOLD = 0.01f; // ~1 deg/sec
|
||||
body->setSleepingThresholds(KINEMATIC_LINEAR_VELOCITY_THRESHOLD, KINEMATIC_ANGULAR_VELOCITY_THRESHOLD);
|
||||
|
@ -271,7 +423,8 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
shape->calculateLocalInertia(mass, inertia);
|
||||
body = new btRigidBody(mass, motionState, shape, inertia);
|
||||
body->updateInertiaTensor();
|
||||
motionState->_body = body;
|
||||
motionState->setRigidBody(body);
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
motionState->updateObjectVelocities();
|
||||
// NOTE: Bullet will deactivate any object whose velocity is below these thresholds for longer than 2 seconds.
|
||||
// (the 2 seconds is determined by: static btRigidBody::gDeactivationTime
|
||||
|
@ -285,7 +438,8 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
body = new btRigidBody(mass, motionState, shape, inertia);
|
||||
body->setCollisionFlags(btCollisionObject::CF_STATIC_OBJECT);
|
||||
body->updateInertiaTensor();
|
||||
motionState->_body = body;
|
||||
motionState->setRigidBody(body);
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -296,9 +450,9 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
|
||||
bool PhysicsEngine::removeObject(ObjectMotionState* motionState) {
|
||||
void PhysicsEngine::removeObject(ObjectMotionState* motionState) {
|
||||
assert(motionState);
|
||||
btRigidBody* body = motionState->_body;
|
||||
btRigidBody* body = motionState->getRigidBody();
|
||||
if (body) {
|
||||
const btCollisionShape* shape = body->getCollisionShape();
|
||||
ShapeInfo shapeInfo;
|
||||
|
@ -306,15 +460,15 @@ bool PhysicsEngine::removeObject(ObjectMotionState* motionState) {
|
|||
_dynamicsWorld->removeRigidBody(body);
|
||||
_shapeManager.releaseShape(shapeInfo);
|
||||
delete body;
|
||||
motionState->_body = NULL;
|
||||
motionState->removeKinematicController();
|
||||
return true;
|
||||
motionState->setRigidBody(NULL);
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
|
||||
removeContacts(motionState);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// private
|
||||
void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
|
||||
bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
|
||||
MotionType newType = motionState->computeMotionType();
|
||||
|
||||
// pull body out of physics engine
|
||||
|
@ -329,7 +483,16 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
btCollisionShape* newShape = _shapeManager.getShape(shapeInfo);
|
||||
if (newShape != oldShape) {
|
||||
if (!newShape) {
|
||||
// FAIL! we are unable to support these changes!
|
||||
_shapeManager.releaseShape(oldShape);
|
||||
|
||||
delete body;
|
||||
motionState->setRigidBody(NULL);
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
removeContacts(motionState);
|
||||
return false;
|
||||
} else if (newShape != oldShape) {
|
||||
// BUG: if shape doesn't change but density does then we won't compute new mass properties
|
||||
// TODO: fix this BUG by replacing DIRTY_MASS with DIRTY_DENSITY and then fix logic accordingly.
|
||||
body->setCollisionShape(newShape);
|
||||
|
@ -349,7 +512,7 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
}
|
||||
bool easyUpdate = flags & EASY_DIRTY_PHYSICS_FLAGS;
|
||||
if (easyUpdate) {
|
||||
motionState->updateObjectEasy(flags, _frameCount);
|
||||
motionState->updateObjectEasy(flags, _numSubsteps);
|
||||
}
|
||||
|
||||
// update the motion parameters
|
||||
|
@ -362,7 +525,7 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
|
||||
body->setMassProps(0.0f, btVector3(0.0f, 0.0f, 0.0f));
|
||||
body->updateInertiaTensor();
|
||||
motionState->addKinematicController();
|
||||
motionState->setKinematic(true, _numSubsteps);
|
||||
break;
|
||||
}
|
||||
case MOTION_TYPE_DYNAMIC: {
|
||||
|
@ -379,7 +542,7 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
body->updateInertiaTensor();
|
||||
}
|
||||
body->forceActivationState(ACTIVE_TAG);
|
||||
motionState->removeKinematicController();
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
break;
|
||||
}
|
||||
default: {
|
||||
|
@ -394,7 +557,7 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
|
||||
body->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
body->setAngularVelocity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
motionState->removeKinematicController();
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -403,4 +566,5 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
_dynamicsWorld->addRigidBody(body);
|
||||
|
||||
body->activate();
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -23,6 +23,7 @@ const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 60.0f;
|
|||
#include <EntitySimulation.h>
|
||||
|
||||
#include "BulletUtil.h"
|
||||
#include "ContactInfo.h"
|
||||
#include "EntityMotionState.h"
|
||||
#include "ShapeManager.h"
|
||||
#include "ThreadSafeDynamicsWorld.h"
|
||||
|
@ -31,10 +32,26 @@ const float HALF_SIMULATION_EXTENT = 512.0f; // meters
|
|||
|
||||
class ObjectMotionState;
|
||||
|
||||
// simple class for keeping track of contacts
|
||||
class ContactKey {
|
||||
public:
|
||||
ContactKey() = delete;
|
||||
ContactKey(void* a, void* b) : _a(a), _b(b) {}
|
||||
bool operator<(const ContactKey& other) const { return _a < other._a || (_a == other._a && _b < other._b); }
|
||||
bool operator==(const ContactKey& other) const { return _a == other._a && _b == other._b; }
|
||||
void* _a;
|
||||
void* _b;
|
||||
};
|
||||
|
||||
typedef std::map<ContactKey, ContactInfo> ContactMap;
|
||||
typedef std::pair<ContactKey, ContactInfo> ContactMapElement;
|
||||
|
||||
class PhysicsEngine : public EntitySimulation {
|
||||
public:
|
||||
static uint32_t getFrameCount();
|
||||
// TODO: find a good way to make this a non-static method
|
||||
static uint32_t getNumSubsteps();
|
||||
|
||||
PhysicsEngine() = delete; // prevent compiler from creating default ctor
|
||||
PhysicsEngine(const glm::vec3& offset);
|
||||
|
||||
~PhysicsEngine();
|
||||
|
@ -50,6 +67,9 @@ public:
|
|||
virtual void init(EntityEditPacketSender* packetSender);
|
||||
|
||||
void stepSimulation();
|
||||
void stepNonPhysicalKinematics(const quint64& now);
|
||||
|
||||
void computeCollisionEvents();
|
||||
|
||||
/// \param offset position of simulation origin in domain-frame
|
||||
void setOriginOffset(const glm::vec3& offset) { _originOffset = offset; }
|
||||
|
@ -62,36 +82,38 @@ public:
|
|||
void addObject(const ShapeInfo& shapeInfo, btCollisionShape* shape, ObjectMotionState* motionState);
|
||||
|
||||
/// \param motionState pointer to Object's MotionState
|
||||
/// \return true if Object removed
|
||||
bool removeObject(ObjectMotionState* motionState);
|
||||
void removeObject(ObjectMotionState* motionState);
|
||||
|
||||
/// process queue of changed from external sources
|
||||
void relayIncomingChangesToSimulation();
|
||||
|
||||
/// \return duration of fixed simulation substep
|
||||
float getFixedSubStep() const;
|
||||
private:
|
||||
void removeContacts(ObjectMotionState* motionState);
|
||||
|
||||
protected:
|
||||
void updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
// return 'true' of update was successful
|
||||
bool updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
void updateObjectEasy(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
|
||||
btClock _clock;
|
||||
btDefaultCollisionConfiguration* _collisionConfig;
|
||||
btCollisionDispatcher* _collisionDispatcher;
|
||||
btBroadphaseInterface* _broadphaseFilter;
|
||||
btSequentialImpulseConstraintSolver* _constraintSolver;
|
||||
ThreadSafeDynamicsWorld* _dynamicsWorld;
|
||||
btDefaultCollisionConfiguration* _collisionConfig = NULL;
|
||||
btCollisionDispatcher* _collisionDispatcher = NULL;
|
||||
btBroadphaseInterface* _broadphaseFilter = NULL;
|
||||
btSequentialImpulseConstraintSolver* _constraintSolver = NULL;
|
||||
ThreadSafeDynamicsWorld* _dynamicsWorld = NULL;
|
||||
ShapeManager _shapeManager;
|
||||
|
||||
private:
|
||||
glm::vec3 _originOffset;
|
||||
|
||||
// EntitySimulation stuff
|
||||
QSet<EntityMotionState*> _entityMotionStates; // all entities that we track
|
||||
QSet<ObjectMotionState*> _nonPhysicalKinematicObjects; // not in physics simulation, but still need kinematic simulation
|
||||
QSet<ObjectMotionState*> _incomingChanges; // entities with pending physics changes by script or packet
|
||||
QSet<ObjectMotionState*> _outgoingPackets; // MotionStates with pending changes that need to be sent over wire
|
||||
|
||||
EntityEditPacketSender* _entityPacketSender;
|
||||
EntityEditPacketSender* _entityPacketSender = NULL;
|
||||
|
||||
ContactMap _contactMap;
|
||||
uint32_t _numContactFrames = 0;
|
||||
};
|
||||
|
||||
#endif // hifi_PhysicsEngine_h
|
||||
|
|
|
@ -1,21 +0,0 @@
|
|||
//
|
||||
// SimpleEntityKinematicController.cpp
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2015.01.13
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "PhysicsEngine.h"
|
||||
#include "SimpleEntityKinematicController.h"
|
||||
|
||||
void SimpleEntityKinematicController:: stepForward() {
|
||||
uint32_t frame = PhysicsEngine::getFrameCount();
|
||||
float dt = (frame - _lastFrame) * PHYSICS_ENGINE_FIXED_SUBSTEP;
|
||||
_entity->simulateSimpleKinematicMotion(dt);
|
||||
_lastFrame = frame;
|
||||
}
|
||||
|
|
@ -1,38 +0,0 @@
|
|||
//
|
||||
// SimpleEntityKinematicController.h
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2015.01.13
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_SimpleEntityKinematicController_h
|
||||
#define hifi_SimpleEntityKinematicController_h
|
||||
|
||||
/// SimpleKinematicConstroller performs simple exrapolation of velocities.
|
||||
|
||||
#include <assert.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <EntityItem.h>
|
||||
|
||||
#include "KinematicController.h"
|
||||
|
||||
class SimpleEntityKinematicController : public KinematicController {
|
||||
public:
|
||||
SimpleEntityKinematicController() = delete; // prevent compiler from making a default ctor
|
||||
|
||||
SimpleEntityKinematicController(EntityItem* entity) : KinematicController(), _entity(entity) { assert(entity); }
|
||||
|
||||
~SimpleEntityKinematicController() { _entity = NULL; }
|
||||
|
||||
void stepForward();
|
||||
|
||||
private:
|
||||
EntityItem* _entity;
|
||||
};
|
||||
|
||||
#endif // hifi_SimpleEntityKinematicController_h
|
|
@ -74,6 +74,7 @@ void AnimationHandle::setRunning(bool running) {
|
|||
}
|
||||
} else {
|
||||
_model->_runningAnimations.removeOne(_self);
|
||||
restoreJoints();
|
||||
replaceMatchingPriorities(0.0f);
|
||||
}
|
||||
emit runningChanged(isRunning());
|
||||
|
@ -173,3 +174,13 @@ void AnimationHandle::replaceMatchingPriorities(float newPriority) {
|
|||
}
|
||||
}
|
||||
|
||||
void AnimationHandle::restoreJoints() {
|
||||
for (int i = 0; i < _jointMappings.size(); i++) {
|
||||
int mapping = _jointMappings.at(i);
|
||||
if (mapping != -1) {
|
||||
JointState& state = _model->_jointStates[mapping];
|
||||
state.restoreRotation(1.0f, state._animationPriority);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -92,6 +92,7 @@ private:
|
|||
void simulate(float deltaTime);
|
||||
void applyFrame(float frameIndex);
|
||||
void replaceMatchingPriorities(float newPriority);
|
||||
void restoreJoints();
|
||||
|
||||
Model* _model;
|
||||
WeakAnimationHandlePointer _self;
|
||||
|
|
|
@ -385,7 +385,9 @@ Texture::~Texture() {
|
|||
NetworkTexture::NetworkTexture(const QUrl& url, TextureType type, const QByteArray& content) :
|
||||
Resource(url, !content.isEmpty()),
|
||||
_type(type),
|
||||
_translucent(false) {
|
||||
_translucent(false),
|
||||
_width(0),
|
||||
_height(0) {
|
||||
|
||||
if (!url.isValid()) {
|
||||
_loaded = true;
|
||||
|
@ -532,6 +534,8 @@ void NetworkTexture::loadContent(const QByteArray& content) {
|
|||
void NetworkTexture::setImage(const QImage& image, bool translucent, const QColor& averageColor) {
|
||||
_translucent = translucent;
|
||||
_averageColor = averageColor;
|
||||
_width = image.width();
|
||||
_height = image.height();
|
||||
|
||||
finishedLoading(true);
|
||||
imageLoaded(image);
|
||||
|
|
|
@ -150,6 +150,9 @@ public:
|
|||
/// Returns the lazily-computed average texture color.
|
||||
const QColor& getAverageColor() const { return _averageColor; }
|
||||
|
||||
int getWidth() const { return _width; }
|
||||
int getHeight() const { return _height; }
|
||||
|
||||
protected:
|
||||
|
||||
virtual void downloadFinished(QNetworkReply* reply);
|
||||
|
@ -163,6 +166,8 @@ private:
|
|||
TextureType _type;
|
||||
bool _translucent;
|
||||
QColor _averageColor;
|
||||
int _width;
|
||||
int _height;
|
||||
};
|
||||
|
||||
/// Caches derived, dilated textures.
|
||||
|
|
Loading…
Reference in a new issue