merge upstream/master into andrew/inertia

Conflicts:
	interface/src/renderer/Model.cpp
This commit is contained in:
Andrew Meadows 2014-06-04 14:28:23 -07:00
commit 7807388b08
22 changed files with 508 additions and 296 deletions

View file

@ -51,7 +51,7 @@ var flockGravity = { x: 0, y: -1, z: 0};
var enableRandomXZThrust = false; // leading birds randomly decide to thrust in some random direction.
var enableSomeBirdsLead = false; // birds randomly decide not fly toward flock, causing other birds to follow
var leaders = 0; // number of birds leading
var PROBABILITY_TO_LEAD = 0.1; // probabolity a bird will choose to lead
var PROBABILITY_TO_LEAD = 0.1; // probability a bird will choose to lead
var birds = new Array(); // array of bird state data

View file

@ -1,202 +0,0 @@
//
// particleBird.js
// examples
//
// Copyright 2014 High Fidelity, Inc.
//
// This sample script moves a voxel around like a bird and sometimes makes tweeting noises
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
function vLength(v) {
return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
}
function printVector(v) {
print(v.x + ", " + v.y + ", " + v.z + "\n");
}
// Create a random vector with individual lengths between a,b
function randVector(a, b) {
var rval = { x: a + Math.random() * (b - a), y: a + Math.random() * (b - a), z: a + Math.random() * (b - a) };
return rval;
}
function vMinus(a, b) {
var rval = { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };
return rval;
}
function vPlus(a, b) {
var rval = { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };
return rval;
}
function vCopy(a, b) {
a.x = b.x;
a.y = b.y;
a.z = b.z;
return;
}
// Returns a vector which is fraction of the way between a and b
function vInterpolate(a, b, fraction) {
var rval = { x: a.x + (b.x - a.x) * fraction, y: a.y + (b.y - a.y) * fraction, z: a.z + (b.z - a.z) * fraction };
return rval;
}
// Decide what kind of bird we are
var tweet;
var color;
var size;
var which = Math.random();
if (which < 0.2) {
tweet = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/bushtit_1.raw");
color = { r: 100, g: 50, b: 120 };
size = 0.08;
} else if (which < 0.4) {
tweet = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/rosyfacedlovebird.raw");
color = { r: 100, g: 150, b: 75 };
size = 0.09;
} else if (which < 0.6) {
tweet = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/saysphoebe.raw");
color = { r: 84, g: 121, b: 36 };
size = 0.05;
} else if (which < 0.8) {
tweet = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
color = { r: 23, g: 197, b: 230 };
size = 0.12;
} else {
tweet = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/westernscreechowl.raw");
color = { r: 50, g: 67, b: 144 };
size = 0.15;
}
var startTimeInSeconds = new Date().getTime() / 1000;
var birdLifetime = 20; // lifetime of the bird in seconds!
var position = { x: 0, y: 0, z: 0 };
var targetPosition = { x: 0, y: 0, z: 0 };
var range = 1.0; // Over what distance in meters do you want your bird to fly around
var frame = 0;
var moving = false;
var tweeting = 0;
var moved = false;
var CHANCE_OF_MOVING = 0.00;
var CHANCE_OF_FLAPPING = 0.05;
var CHANCE_OF_TWEETING = 0.05;
var START_HEIGHT_ABOVE_ME = 1.5;
var BIRD_GRAVITY = -0.1;
var BIRD_FLAP = 1.0;
var myPosition = MyAvatar.position;
var properties = {
lifetime: birdLifetime,
position: { x: myPosition.x, y: myPosition.y + START_HEIGHT_ABOVE_ME, z: myPosition.z },
velocity: { x: 0, y: Math.random() * BIRD_FLAP, z: 0 },
gravity: { x: 0, y: BIRD_GRAVITY, z: 0 },
radius : 0.1,
color: { red: 0,
green: 255,
blue: 0 }
};
var range = 1.0; // Distance around avatar where I can move
// Create the actual bird
var particleID = Particles.addParticle(properties);
function moveBird(deltaTime) {
// check to see if we've been running long enough that our bird is dead
var nowTimeInSeconds = new Date().getTime() / 1000;
if ((nowTimeInSeconds - startTimeInSeconds) >= birdLifetime) {
print("our bird is dying, stop our script");
Script.stop();
return;
}
myPosition = MyAvatar.position;
frame++;
if (frame % 3 == 0) {
// Tweeting behavior
if (tweeting == 0) {
if (Math.random() < CHANCE_OF_TWEETING) {
//print("tweet!" + "\n");
var options = new AudioInjectionOptions();
options.position = position;
options.volume = 0.75;
Audio.playSound(tweet, options);
tweeting = 10;
}
} else {
tweeting -= 1;
}
if (Math.random() < CHANCE_OF_FLAPPING) {
// Add a little upward impulse to our bird
// TODO: Get velocity
//
var newProperties = {
velocity: { x:0.0, y: Math.random() * BIRD_FLAP, z: 0.0 }
};
Particles.editParticle(particleID, newProperties);
print("flap!");
}
// Moving behavior
if (moving == false) {
if (Math.random() < CHANCE_OF_MOVING) {
targetPosition = randVector(-range, range);
targetPosition = vPlus(targetPosition, myPosition);
if (targetPosition.x < 0) {
targetPosition.x = 0;
}
if (targetPosition.y < 0) {
targetPosition.y = 0;
}
if (targetPosition.z < 0) {
targetPosition.z = 0;
}
if (targetPosition.x > TREE_SCALE) {
targetPosition.x = TREE_SCALE;
}
if (targetPosition.y > TREE_SCALE) {
targetPosition.y = TREE_SCALE;
}
if (targetPosition.z > TREE_SCALE) {
targetPosition.z = TREE_SCALE;
}
//printVector(position);
moving = true;
}
}
if (moving) {
position = vInterpolate(position, targetPosition, 0.5);
if (vLength(vMinus(position, targetPosition)) < (size / 5.0)) {
moved = false;
moving = false;
} else {
moved = true;
}
}
if (moved || (tweeting > 0)) {
if (tweeting > 0) {
var newProperties = {
position: position,
radius : size * 1.5,
color: { red: Math.random() * 255, green: 0, blue: 0 }
};
} else {
var newProperties = {
position: position,
radius : size,
color: { red: color.r, green: color.g, blue: color.b }
};
}
Particles.editParticle(particleID, newProperties);
moved = false;
}
}
}
// register the call back so it fires before each data send
Script.update.connect(moveBird);

199
examples/particleBirds.js Normal file
View file

@ -0,0 +1,199 @@
//
// particleBirds.js
// examples
//
// Created by Benjamin Arnold on May 29, 2014
// Copyright 2014 High Fidelity, Inc.
//
// This sample script creates a swarm of tweeting bird particles that fly around the avatar.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// Multiply vector by scalar
function vScalarMult(v, s) {
var rval = { x: v.x * s, y: v.y * s, z: v.z * s };
return rval;
}
function printVector(v) {
print(v.x + ", " + v.y + ", " + v.z + "\n");
}
// Create a random vector with individual lengths between a,b
function randVector(a, b) {
var rval = { x: a + Math.random() * (b - a), y: a + Math.random() * (b - a), z: a + Math.random() * (b - a) };
return rval;
}
// Returns a vector which is fraction of the way between a and b
function vInterpolate(a, b, fraction) {
var rval = { x: a.x + (b.x - a.x) * fraction, y: a.y + (b.y - a.y) * fraction, z: a.z + (b.z - a.z) * fraction };
return rval;
}
var startTimeInSeconds = new Date().getTime() / 1000;
var birdLifetime = 20; // lifetime of the birds in seconds!
var range = 1.0; // Over what distance in meters do you want the flock to fly around
var frame = 0;
var CHANCE_OF_MOVING = 0.1;
var CHANCE_OF_TWEETING = 0.05;
var BIRD_GRAVITY = -0.1;
var BIRD_FLAP_SPEED = 10.0;
var BIRD_VELOCITY = 0.5;
var myPosition = MyAvatar.position;
var range = 1.0; // Distance around avatar where I can move
// This is our Bird object
function Bird (particleID, tweetSound, targetPosition) {
this.particleID = particleID;
this.tweetSound = tweetSound;
this.previousFlapOffset = 0;
this.targetPosition = targetPosition;
this.moving = false;
this.tweeting = -1;
}
// Array of birds
var birds = [];
function addBird()
{
// Decide what kind of bird we are
var tweet;
var color;
var size;
var which = Math.random();
if (which < 0.2) {
tweet = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/bushtit_1.raw");
color = { red: 100, green: 50, blue: 120 };
size = 0.08;
} else if (which < 0.4) {
tweet = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/rosyfacedlovebird.raw");
color = { red: 100, green: 150, blue: 75 };
size = 0.09;
} else if (which < 0.6) {
tweet = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/saysphoebe.raw");
color = { red: 84, green: 121, blue: 36 };
size = 0.05;
} else if (which < 0.8) {
tweet = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
color = { red: 23, green: 197, blue: 230 };
size = 0.12;
} else {
tweet = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/westernscreechowl.raw");
color = { red: 50, green: 67, blue: 144 };
size = 0.15;
}
var properties = {
lifetime: birdLifetime,
position: Vec3.sum(randVector(-range, range), myPosition),
velocity: { x: 0, y: 0, z: 0 },
gravity: { x: 0, y: BIRD_GRAVITY, z: 0 },
radius : size,
color: color
};
birds.push(new Bird(Particles.addParticle(properties), tweet, properties.position));
}
var numBirds = 30;
// Generate the birds
for (var i = 0; i < numBirds; i++) {
addBird();
}
// Main update function
function updateBirds(deltaTime) {
// Check to see if we've been running long enough that our birds are dead
var nowTimeInSeconds = new Date().getTime() / 1000;
if ((nowTimeInSeconds - startTimeInSeconds) >= birdLifetime) {
print("our birds are dying, stop our script");
Script.stop();
return;
}
frame++;
// Only update every third frame
if ((frame % 3) == 0) {
myPosition = MyAvatar.position;
// Update all the birds
for (var i = 0; i < numBirds; i++) {
particleID = birds[i].particleID;
var properties = Particles.getParticleProperties(particleID);
// Tweeting behavior
if (birds[i].tweeting == 0) {
if (Math.random() < CHANCE_OF_TWEETING) {
var options = new AudioInjectionOptions();
options.position = properties.position;
options.volume = 0.75;
Audio.playSound(birds[i].tweetSound, options);
birds[i].tweeting = 10;
}
} else {
birds[i].tweeting -= 1;
}
// Begin movement by getting a target
if (birds[i].moving == false) {
if (Math.random() < CHANCE_OF_MOVING) {
var targetPosition = Vec3.sum(randVector(-range, range), myPosition);
if (targetPosition.x < 0) {
targetPosition.x = 0;
}
if (targetPosition.y < 0) {
targetPosition.y = 0;
}
if (targetPosition.z < 0) {
targetPosition.z = 0;
}
if (targetPosition.x > TREE_SCALE) {
targetPosition.x = TREE_SCALE;
}
if (targetPosition.y > TREE_SCALE) {
targetPosition.y = TREE_SCALE;
}
if (targetPosition.z > TREE_SCALE) {
targetPosition.z = TREE_SCALE;
}
birds[i].targetPosition = targetPosition;
birds[i].moving = true;
}
}
// If we are moving, move towards the target
if (birds[i].moving) {
var desiredVelocity = Vec3.subtract(birds[i].targetPosition, properties.position);
desiredVelocity = vScalarMult(Vec3.normalize(desiredVelocity), BIRD_VELOCITY);
properties.velocity = vInterpolate(properties.velocity, desiredVelocity, 0.2);
// If we are near the target, we should get a new target
if (Vec3.length(Vec3.subtract(properties.position, birds[i].targetPosition)) < (properties.radius / 5.0)) {
birds[i].moving = false;
}
}
// Use a cosine wave offset to make it look like its flapping.
var offset = Math.cos(nowTimeInSeconds * BIRD_FLAP_SPEED) * properties.radius;
properties.position.y = properties.position.y + (offset - birds[i].previousFlapOffset);
// Change position relative to previous offset.
birds[i].previousFlapOffset = offset;
// Update the particle
Particles.editParticle(particleID, properties);
}
}
}
// register the call back so it fires before each data send
Script.update.connect(updateBirds);

View file

@ -169,7 +169,7 @@ Controller.keyPressEvent.connect(keyPressEvent);
Script.scriptEnding.connect(function() {
for (var i = 0; i < pose.length; i++){
MyAvatar.clearJointData(pose[i][0]);
MyAvatar.clearJointData(pose[i].joint);
}
Overlays.deleteOverlay(sitDownButton);

View file

@ -292,8 +292,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
// move the silentNodeTimer to the _nodeThread
QTimer* silentNodeTimer = new QTimer();
connect(silentNodeTimer, SIGNAL(timeout()), nodeList, SLOT(removeSilentNodes()));
silentNodeTimer->moveToThread(_nodeThread);
silentNodeTimer->start(NODE_SILENCE_THRESHOLD_MSECS);
silentNodeTimer->moveToThread(_nodeThread);
// send the identity packet for our avatar each second to our avatar mixer
QTimer* identityPacketTimer = new QTimer();
@ -1007,6 +1007,12 @@ void Application::keyPressEvent(QKeyEvent* event) {
case Qt::Key_At:
Menu::getInstance()->goTo();
break;
case Qt::Key_B:
_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() - RADIANS_PER_DEGREE);
break;
case Qt::Key_N:
_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() + RADIANS_PER_DEGREE);
break;
default:
event->ignore();
break;
@ -1097,7 +1103,8 @@ void Application::mouseMoveEvent(QMouseEvent* event) {
_lastMouseMove = usecTimestampNow();
if (_mouseHidden) {
if (_mouseHidden && !OculusManager::isConnected()) {
getGLWidget()->setCursor(Qt::ArrowCursor);
_mouseHidden = false;
_seenMouseMove = true;
@ -2790,16 +2797,19 @@ void Application::renderRearViewMirror(const QRect& region, bool billboard) {
glm::vec3 absoluteSkeletonTranslation = _myAvatar->getSkeletonModel().getTranslation();
glm::vec3 absoluteFaceTranslation = _myAvatar->getHead()->getFaceModel().getTranslation();
// get the eye positions relative to the neck and use them to set the face translation
glm::vec3 leftEyePosition, rightEyePosition;
_myAvatar->getHead()->getFaceModel().setTranslation(glm::vec3());
_myAvatar->getHead()->getFaceModel().getEyePositions(leftEyePosition, rightEyePosition);
_myAvatar->getHead()->getFaceModel().setTranslation((leftEyePosition + rightEyePosition) * -0.5f);
// get the neck position relative to the body and use it to set the skeleton translation
// get the neck position so we can translate the face relative to it
glm::vec3 neckPosition;
_myAvatar->getSkeletonModel().setTranslation(glm::vec3());
_myAvatar->getSkeletonModel().getNeckPosition(neckPosition);
// get the eye position relative to the body
glm::vec3 eyePosition = _myAvatar->getHead()->calculateAverageEyePosition();
float eyeHeight = eyePosition.y - _myAvatar->getPosition().y;
// set the translation of the face relative to the neck position
_myAvatar->getHead()->getFaceModel().setTranslation(neckPosition - glm::vec3(0, eyeHeight, 0));
// translate the neck relative to the face
_myAvatar->getSkeletonModel().setTranslation(_myAvatar->getHead()->getFaceModel().getTranslation() -
neckPosition);
@ -3117,9 +3127,15 @@ void Application::domainChanged(const QString& domainHostname) {
_environment.resetToDefault();
// reset our node to stats and node to jurisdiction maps... since these must be changing...
_voxelServerJurisdictions.lockForWrite();
_voxelServerJurisdictions.clear();
_voxelServerJurisdictions.unlock();
_octreeServerSceneStats.clear();
_particleServerJurisdictions.lockForWrite();
_particleServerJurisdictions.clear();
_particleServerJurisdictions.unlock();
// reset the particle renderer
_particles.clear();
@ -3158,10 +3174,12 @@ void Application::nodeKilled(SharedNodePointer node) {
if (node->getType() == NodeType::VoxelServer) {
QUuid nodeUUID = node->getUUID();
// see if this is the first we've heard of this node...
_voxelServerJurisdictions.lockForRead();
if (_voxelServerJurisdictions.find(nodeUUID) != _voxelServerJurisdictions.end()) {
unsigned char* rootCode = _voxelServerJurisdictions[nodeUUID].getRootOctalCode();
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
_voxelServerJurisdictions.unlock();
qDebug("voxel server going away...... v[%f, %f, %f, %f]",
rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
@ -3178,8 +3196,10 @@ void Application::nodeKilled(SharedNodePointer node) {
}
// If the voxel server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
_voxelServerJurisdictions.lockForWrite();
_voxelServerJurisdictions.erase(_voxelServerJurisdictions.find(nodeUUID));
}
_voxelServerJurisdictions.unlock();
// also clean up scene stats for that server
_octreeSceneStatsLock.lockForWrite();
@ -3191,10 +3211,12 @@ void Application::nodeKilled(SharedNodePointer node) {
} else if (node->getType() == NodeType::ParticleServer) {
QUuid nodeUUID = node->getUUID();
// see if this is the first we've heard of this node...
_particleServerJurisdictions.lockForRead();
if (_particleServerJurisdictions.find(nodeUUID) != _particleServerJurisdictions.end()) {
unsigned char* rootCode = _particleServerJurisdictions[nodeUUID].getRootOctalCode();
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
_particleServerJurisdictions.unlock();
qDebug("particle server going away...... v[%f, %f, %f, %f]",
rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
@ -3211,8 +3233,10 @@ void Application::nodeKilled(SharedNodePointer node) {
}
// If the particle server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
_particleServerJurisdictions.lockForWrite();
_particleServerJurisdictions.erase(_particleServerJurisdictions.find(nodeUUID));
}
_particleServerJurisdictions.unlock();
// also clean up scene stats for that server
_octreeSceneStatsLock.lockForWrite();
@ -3225,10 +3249,12 @@ void Application::nodeKilled(SharedNodePointer node) {
QUuid nodeUUID = node->getUUID();
// see if this is the first we've heard of this node...
_modelServerJurisdictions.lockForRead();
if (_modelServerJurisdictions.find(nodeUUID) != _modelServerJurisdictions.end()) {
unsigned char* rootCode = _modelServerJurisdictions[nodeUUID].getRootOctalCode();
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
_modelServerJurisdictions.unlock();
qDebug("model server going away...... v[%f, %f, %f, %f]",
rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
@ -3245,8 +3271,10 @@ void Application::nodeKilled(SharedNodePointer node) {
}
// If the model server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
_modelServerJurisdictions.lockForWrite();
_modelServerJurisdictions.erase(_modelServerJurisdictions.find(nodeUUID));
}
_modelServerJurisdictions.unlock();
// also clean up scene stats for that server
_octreeSceneStatsLock.lockForWrite();
@ -3316,7 +3344,10 @@ int Application::parseOctreeStats(const QByteArray& packet, const SharedNodePoin
serverType = "Model";
}
jurisdiction->lockForRead();
if (jurisdiction->find(nodeUUID) == jurisdiction->end()) {
jurisdiction->unlock();
qDebug("stats from new %s server... [%f, %f, %f, %f]",
qPrintable(serverType), rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
@ -3330,6 +3361,8 @@ int Application::parseOctreeStats(const QByteArray& packet, const SharedNodePoin
_voxelFades.push_back(fade);
_voxelFadesLock.unlock();
}
} else {
jurisdiction->unlock();
}
// store jurisdiction details for later use
// This is bit of fiddling is because JurisdictionMap assumes it is the owner of the values used to construct it
@ -3337,7 +3370,9 @@ int Application::parseOctreeStats(const QByteArray& packet, const SharedNodePoin
// details from the OctreeSceneStats to construct the JurisdictionMap
JurisdictionMap jurisdictionMap;
jurisdictionMap.copyContents(temp.getJurisdictionRoot(), temp.getJurisdictionEndNodes());
jurisdiction->lockForWrite();
(*jurisdiction)[nodeUUID] = jurisdictionMap;
jurisdiction->unlock();
}
return statsMessageLength;
}

View file

@ -348,7 +348,6 @@ Menu::Menu() :
QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::AllowOculusCameraModeChange, 0, false);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::AvatarsReceiveShadows, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionShapes);
@ -375,6 +374,10 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::GlowWhenSpeaking, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::ChatCircling, 0, false);
QMenu* oculusOptionsMenu = developerMenu->addMenu("Oculus Options");
addCheckableActionToQMenuAndActionHash(oculusOptionsMenu, MenuOption::AllowOculusCameraModeChange, 0, false);
addCheckableActionToQMenuAndActionHash(oculusOptionsMenu, MenuOption::DisplayOculusOverlays, 0, true);
QMenu* handOptionsMenu = developerMenu->addMenu("Hand Options");
addCheckableActionToQMenuAndActionHash(handOptionsMenu,

View file

@ -326,6 +326,7 @@ namespace MenuOption {
const QString DisplayModelBounds = "Display Model Bounds";
const QString DisplayModelElementProxy = "Display Model Element Bounds";
const QString DisplayModelElementChildProxies = "Display Model Element Children";
const QString DisplayOculusOverlays = "Display Oculus Overlays";
const QString DisplayTimingDetails = "Display Timing Details";
const QString DontFadeOnVoxelServerChanges = "Don't Fade In/Out on Voxel Server Changes";
const QString EchoLocalAudio = "Echo Local Audio";

View file

@ -400,9 +400,9 @@ bool closeEnoughForGovernmentWork(float a, float b) {
void runTimingTests() {
// How long does it take to make a call to get the time?
const int numTests = 1000000;
int iResults[numTests];
int* iResults = (int*)malloc(sizeof(int) * numTests);
float fTest = 1.0;
float fResults[numTests];
float* fResults = (float*)malloc(sizeof(float) * numTests);
QElapsedTimer startTime;
startTime.start();
float elapsedUsecs;
@ -413,7 +413,7 @@ void runTimingTests() {
// Random number generation
startTime.start();
for (int i = 1; i < numTests; i++) {
for (int i = 0; i < numTests; i++) {
iResults[i] = rand();
}
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
@ -421,16 +421,19 @@ void runTimingTests() {
// Random number generation using randFloat()
startTime.start();
for (int i = 1; i < numTests; i++) {
for (int i = 0; i < numTests; i++) {
fResults[i] = randFloat();
}
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("randFloat() stored in array usecs: %f, first result: %f", elapsedUsecs / (float) numTests, fResults[0]);
free(iResults);
free(fResults);
// PowF function
fTest = 1145323.2342f;
startTime.start();
for (int i = 1; i < numTests; i++) {
for (int i = 0; i < numTests; i++) {
fTest = powf(fTest, 0.5f);
}
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
@ -440,7 +443,7 @@ void runTimingTests() {
float distance;
glm::vec3 pointA(randVector()), pointB(randVector());
startTime.start();
for (int i = 1; i < numTests; i++) {
for (int i = 0; i < numTests; i++) {
//glm::vec3 temp = pointA - pointB;
//float distanceSquared = glm::dot(temp, temp);
distance = glm::distance(pointA, pointB);
@ -454,7 +457,7 @@ void runTimingTests() {
float result;
startTime.start();
for (int i = 1; i < numTests; i++) {
for (int i = 0; i < numTests; i++) {
glm::vec3 temp = vecA-vecB;
result = glm::dot(temp,temp);
}

View file

@ -433,11 +433,11 @@ void MyAvatar::removeAnimationHandle(const AnimationHandlePointer& handle) {
}
void MyAvatar::startAnimation(const QString& url, float fps, float priority,
bool loop, bool hold, int firstFrame, int lastFrame, const QStringList& maskedJoints) {
bool loop, bool hold, float firstFrame, float lastFrame, const QStringList& maskedJoints) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "startAnimation", Q_ARG(const QString&, url), Q_ARG(float, fps),
Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(int, firstFrame),
Q_ARG(int, lastFrame), Q_ARG(const QStringList&, maskedJoints));
Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(float, firstFrame),
Q_ARG(float, lastFrame), Q_ARG(const QStringList&, maskedJoints));
return;
}
AnimationHandlePointer handle = _skeletonModel.createAnimationHandle();
@ -453,11 +453,11 @@ void MyAvatar::startAnimation(const QString& url, float fps, float priority,
}
void MyAvatar::startAnimationByRole(const QString& role, const QString& url, float fps, float priority,
bool loop, bool hold, int firstFrame, int lastFrame, const QStringList& maskedJoints) {
bool loop, bool hold, float firstFrame, float lastFrame, const QStringList& maskedJoints) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "startAnimationByRole", Q_ARG(const QString&, role), Q_ARG(const QString&, url),
Q_ARG(float, fps), Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(int, firstFrame),
Q_ARG(int, lastFrame), Q_ARG(const QStringList&, maskedJoints));
Q_ARG(float, fps), Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(float, firstFrame),
Q_ARG(float, lastFrame), Q_ARG(const QStringList&, maskedJoints));
return;
}
// check for a configured animation for the role
@ -627,8 +627,8 @@ void MyAvatar::loadData(QSettings* settings) {
handle->setLoop(settings->value("loop", true).toBool());
handle->setHold(settings->value("hold", false).toBool());
handle->setStartAutomatically(settings->value("startAutomatically", true).toBool());
handle->setFirstFrame(settings->value("firstFrame", 0).toInt());
handle->setLastFrame(settings->value("lastFrame", INT_MAX).toInt());
handle->setFirstFrame(settings->value("firstFrame", 0.0f).toFloat());
handle->setLastFrame(settings->value("lastFrame", INT_MAX).toFloat());
handle->setMaskedJoints(settings->value("maskedJoints").toStringList());
}
settings->endArray();

View file

@ -68,7 +68,7 @@ public:
/// Allows scripts to run animations.
Q_INVOKABLE void startAnimation(const QString& url, float fps = 30.0f, float priority = 1.0f, bool loop = false,
bool hold = false, int firstFrame = 0, int lastFrame = INT_MAX, const QStringList& maskedJoints = QStringList());
bool hold = false, float firstFrame = 0.0f, float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
/// Stops an animation as identified by a URL.
Q_INVOKABLE void stopAnimation(const QString& url);
@ -76,8 +76,8 @@ public:
/// Starts an animation by its role, using the provided URL and parameters if the avatar doesn't have a custom
/// animation for the role.
Q_INVOKABLE void startAnimationByRole(const QString& role, const QString& url = QString(), float fps = 30.0f,
float priority = 1.0f, bool loop = false, bool hold = false, int firstFrame = 0,
int lastFrame = INT_MAX, const QStringList& maskedJoints = QStringList());
float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
/// Stops an animation identified by its role.
Q_INVOKABLE void stopAnimationByRole(const QString& role);

View file

@ -86,7 +86,7 @@ void OculusManager::display(Camera& whichCamera) {
// We only need to render the overlays to a texture once, then we just render the texture as a quad
// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
applicationOverlay.renderOverlay(true);
const bool displayOverlays = false;
const bool displayOverlays = Menu::getInstance()->isOptionChecked(MenuOption::DisplayOculusOverlays);
Application::getInstance()->getGlowEffect()->prepare();

View file

@ -1338,7 +1338,7 @@ bool Model::restoreJointPosition(int jointIndex, float fraction, float priority)
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
foreach (int index, freeLineage) {
JointState& state = _jointStates[index];
state.restoreRotation(fraction, priority);
@ -1890,8 +1890,8 @@ AnimationHandle::AnimationHandle(Model* model) :
_loop(false),
_hold(false),
_startAutomatically(false),
_firstFrame(0),
_lastFrame(INT_MAX),
_firstFrame(0.0f),
_lastFrame(FLT_MAX),
_running(false) {
}
@ -1922,35 +1922,34 @@ void AnimationHandle::simulate(float deltaTime) {
stop();
return;
}
int lastFrameIndex = qMin(_lastFrame, animationGeometry.animationFrames.size() - 1);
int firstFrameIndex = qMin(_firstFrame, lastFrameIndex);
if ((!_loop && _frameIndex >= lastFrameIndex) || firstFrameIndex == lastFrameIndex) {
float endFrameIndex = qMin(_lastFrame, animationGeometry.animationFrames.size() - (_loop ? 0.0f : 1.0f));
float startFrameIndex = qMin(_firstFrame, endFrameIndex);
if ((!_loop && (_frameIndex < startFrameIndex || _frameIndex > endFrameIndex)) || startFrameIndex == endFrameIndex) {
// passed the end; apply the last frame
const FBXAnimationFrame& frame = animationGeometry.animationFrames.at(lastFrameIndex);
for (int i = 0; i < _jointMappings.size(); i++) {
int mapping = _jointMappings.at(i);
if (mapping != -1) {
JointState& state = _model->_jointStates[mapping];
if (_priority >= state._animationPriority) {
state._rotationInParentFrame = frame.rotations.at(i);
state._animationPriority = _priority;
}
}
}
applyFrame(glm::clamp(_frameIndex, startFrameIndex, endFrameIndex));
if (!_hold) {
stop();
}
return;
}
int frameCount = lastFrameIndex - firstFrameIndex + 1;
_frameIndex = firstFrameIndex + glm::mod(qMax(_frameIndex - firstFrameIndex, 0.0f), (float)frameCount);
// wrap within the the desired range
if (_frameIndex < startFrameIndex) {
_frameIndex = endFrameIndex - glm::mod(endFrameIndex - _frameIndex, endFrameIndex - startFrameIndex);
} else if (_frameIndex > endFrameIndex) {
_frameIndex = startFrameIndex + glm::mod(_frameIndex - startFrameIndex, endFrameIndex - startFrameIndex);
}
// blend between the closest two frames
const FBXAnimationFrame& ceilFrame = animationGeometry.animationFrames.at(
firstFrameIndex + ((int)glm::ceil(_frameIndex) - firstFrameIndex) % frameCount);
const FBXAnimationFrame& floorFrame = animationGeometry.animationFrames.at(
firstFrameIndex + ((int)glm::floor(_frameIndex) - firstFrameIndex) % frameCount);
float frameFraction = glm::fract(_frameIndex);
applyFrame(_frameIndex);
}
void AnimationHandle::applyFrame(float frameIndex) {
const FBXGeometry& animationGeometry = _animation->getGeometry();
int frameCount = animationGeometry.animationFrames.size();
const FBXAnimationFrame& floorFrame = animationGeometry.animationFrames.at((int)glm::floor(frameIndex) % frameCount);
const FBXAnimationFrame& ceilFrame = animationGeometry.animationFrames.at((int)glm::ceil(frameIndex) % frameCount);
float frameFraction = glm::fract(frameIndex);
for (int i = 0; i < _jointMappings.size(); i++) {
int mapping = _jointMappings.at(i);
if (mapping != -1) {
@ -2011,7 +2010,7 @@ glm::quat JointState::getRotationFromBindToModelFrame() const {
void JointState::restoreRotation(float fraction, float priority) {
assert(_fbxJoint != NULL);
if (priority == _animationPriority) {
if (priority == _animationPriority || _animationPriority == 0.0f) {
_rotationInParentFrame = safeMix(_rotationInParentFrame, _fbxJoint->rotation, fraction);
_animationPriority = 0.0f;
}

View file

@ -419,11 +419,11 @@ public:
void setStartAutomatically(bool startAutomatically);
bool getStartAutomatically() const { return _startAutomatically; }
void setFirstFrame(int firstFrame) { _firstFrame = firstFrame; }
int getFirstFrame() const { return _firstFrame; }
void setFirstFrame(float firstFrame) { _firstFrame = firstFrame; }
float getFirstFrame() const { return _firstFrame; }
void setLastFrame(int lastFrame) { _lastFrame = lastFrame; }
int getLastFrame() const { return _lastFrame; }
void setLastFrame(float lastFrame) { _lastFrame = lastFrame; }
float getLastFrame() const { return _lastFrame; }
void setMaskedJoints(const QStringList& maskedJoints);
const QStringList& getMaskedJoints() const { return _maskedJoints; }
@ -447,6 +447,7 @@ private:
AnimationHandle(Model* model);
void simulate(float deltaTime);
void applyFrame(float frameIndex);
void replaceMatchingPriorities(float newPriority);
Model* _model;
@ -459,8 +460,8 @@ private:
bool _loop;
bool _hold;
bool _startAutomatically;
int _firstFrame;
int _lastFrame;
float _firstFrame;
float _lastFrame;
QStringList _maskedJoints;
bool _running;
QVector<int> _jointMappings;

View file

@ -98,6 +98,7 @@ AnimationPanel::AnimationPanel(AnimationsDialog* dialog, const AnimationHandlePo
layout->addRow("FPS:", _fps = new QDoubleSpinBox());
_fps->setSingleStep(0.01);
_fps->setMinimum(-FLT_MAX);
_fps->setMaximum(FLT_MAX);
_fps->setValue(handle->getFPS());
connect(_fps, SIGNAL(valueChanged(double)), SLOT(updateHandle()));
@ -128,15 +129,17 @@ AnimationPanel::AnimationPanel(AnimationsDialog* dialog, const AnimationHandlePo
_startAutomatically->setChecked(handle->getStartAutomatically());
connect(_startAutomatically, SIGNAL(toggled(bool)), SLOT(updateHandle()));
layout->addRow("First Frame:", _firstFrame = new QSpinBox());
layout->addRow("First Frame:", _firstFrame = new QDoubleSpinBox());
_firstFrame->setSingleStep(0.01);
_firstFrame->setMaximum(INT_MAX);
_firstFrame->setValue(handle->getFirstFrame());
connect(_firstFrame, SIGNAL(valueChanged(int)), SLOT(updateHandle()));
connect(_firstFrame, SIGNAL(valueChanged(double)), SLOT(updateHandle()));
layout->addRow("Last Frame:", _lastFrame = new QSpinBox());
layout->addRow("Last Frame:", _lastFrame = new QDoubleSpinBox());
_lastFrame->setSingleStep(0.01);
_lastFrame->setMaximum(INT_MAX);
_lastFrame->setValue(handle->getLastFrame());
connect(_lastFrame, SIGNAL(valueChanged(int)), SLOT(updateHandle()));
connect(_lastFrame, SIGNAL(valueChanged(double)), SLOT(updateHandle()));
QHBoxLayout* buttons = new QHBoxLayout();
layout->addRow(buttons);

View file

@ -22,7 +22,6 @@ class QComboBox;
class QDoubleSpinner;
class QLineEdit;
class QPushButton;
class QSpinBox;
class QVBoxLayout;
/// Allows users to edit the avatar animations.
@ -71,8 +70,8 @@ private:
QCheckBox* _loop;
QCheckBox* _hold;
QCheckBox* _startAutomatically;
QSpinBox* _firstFrame;
QSpinBox* _lastFrame;
QDoubleSpinBox* _firstFrame;
QDoubleSpinBox* _lastFrame;
QLineEdit* _maskedJoints;
QPushButton* _chooseMaskedJoints;
QPushButton* _start;

View file

@ -19,7 +19,10 @@
#include "ui/Stats.h"
ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL) {
ApplicationOverlay::ApplicationOverlay() :
_framebufferObject(NULL),
_oculusAngle(65.0f * RADIANS_PER_DEGREE),
_distance(0.5f) {
}
@ -45,6 +48,10 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
BandwidthMeter* bandwidthMeter = application->getBandwidthMeter();
NodeBounds& nodeBoundsDisplay = application->getNodeBoundsDisplay();
int mouseX = application->getMouseX();
int mouseY = application->getMouseY();
bool renderPointer = renderToTexture;
if (renderToTexture) {
getFramebufferObject()->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -220,6 +227,34 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
overlays.render2D();
// Render a crosshair over the pointer when in Oculus
if (renderPointer) {
const float pointerWidth = 10;
const float pointerHeight = 10;
const float crossPad = 4;
mouseX -= pointerWidth / 2.0f;
mouseY += pointerHeight / 2.0f;
glBegin(GL_QUADS);
glColor3f(1, 0, 0);
//Horizontal crosshair
glVertex2i(mouseX, mouseY - crossPad);
glVertex2i(mouseX + pointerWidth, mouseY - crossPad);
glVertex2i(mouseX + pointerWidth, mouseY - pointerHeight + crossPad);
glVertex2i(mouseX, mouseY - pointerHeight + crossPad);
//Vertical crosshair
glVertex2i(mouseX + crossPad, mouseY);
glVertex2i(mouseX + pointerWidth - crossPad, mouseY);
glVertex2i(mouseX + pointerWidth - crossPad, mouseY - pointerHeight);
glVertex2i(mouseX + crossPad, mouseY - pointerHeight);
glEnd();
}
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
@ -227,7 +262,6 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
glEnable(GL_LIGHTING);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
if (renderToTexture) {
getFramebufferObject()->release();
}
@ -262,6 +296,15 @@ void ApplicationOverlay::displayOverlayTexture(Camera& whichCamera) {
glDisable(GL_TEXTURE_2D);
}
// Fast helper functions
inline float max(float a, float b) {
return (a > b) ? a : b;
}
inline float min(float a, float b) {
return (a < b) ? a : b;
}
// Draws the FBO texture for Oculus rift. TODO: Draw a curved texture instead of plane.
void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
@ -271,23 +314,36 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
MyAvatar* myAvatar = application->getAvatar();
const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
// Calculates the world space width and height of the texture based on a desired FOV
const float overlayFov = whichCamera.getFieldOfView() * PI / 180.0f;
const float overlayDistance = 1;
int mouseX = application->getMouseX();
int mouseY = application->getMouseY();
int widgetWidth = glWidget->width();
int widgetHeight = glWidget->height();
float magnifyWidth = 80.0f;
float magnifyHeight = 60.0f;
const float magnification = 4.0f;
// Get vertical FoV of the displayed overlay texture
const float halfVerticalAngle = _oculusAngle / 2.0f;
const float verticalAngle = halfVerticalAngle * 2.0f;
const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
const float overlayHeight = overlayDistance * tan(overlayFov);
const float overlayWidth = overlayHeight * overlayAspectRatio;
const float halfOverlayWidth = overlayWidth / 2;
const float halfOverlayHeight = overlayHeight / 2;
const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
// The more vertices, the better the curve
const int numHorizontalVertices = 20;
// U texture coordinate width at each quad
const float quadTexWidth = 1.0f / (numHorizontalVertices - 1);
// Get horizontal angle and angle increment from vertical angle and aspect ratio
const float horizontalAngle = halfVerticalAngle * 2.0f * overlayAspectRatio;
const float angleIncrement = horizontalAngle / (numHorizontalVertices - 1);
const float halfHorizontalAngle = horizontalAngle / 2;
glActiveTexture(GL_TEXTURE0);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glBindTexture(GL_TEXTURE_2D, getFramebufferObject()->texture());
glDisable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
@ -305,21 +361,102 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
glm::vec3 pos = whichCamera.getPosition();
glm::quat rot = myAvatar->getOrientation();
glm::vec3 axis = glm::axis(rot);
pos += rot * glm::vec3(0.0, 0.0, -overlayDistance);
glTranslatef(pos.x, pos.y, pos.z);
glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z);
glColor3f(1.0f, 1.0f, 1.0f);
glDepthMask(GL_TRUE);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.01f);
//Draw the magnifying glass
mouseX -= magnifyWidth / 2;
mouseY -= magnifyHeight / 2;
//clamp the magnification
if (mouseX < 0) {
magnifyWidth += mouseX;
mouseX = 0;
} else if (mouseX + magnifyWidth > widgetWidth) {
magnifyWidth = widgetWidth - mouseX;
}
if (mouseY < 0) {
magnifyHeight += mouseY;
mouseY = 0;
} else if (mouseY + magnifyHeight > widgetHeight) {
magnifyHeight = widgetHeight - mouseY;
}
float newWidth = magnifyWidth * magnification;
float newHeight = magnifyHeight * magnification;
float tmp;
// Magnification Texture Coordinates
float magnifyULeft = mouseX / (float)widgetWidth;
float magnifyURight = (mouseX + magnifyWidth) / (float)widgetWidth;
float magnifyVBottom = 1.0f - mouseY / (float)widgetHeight;
float magnifyVTop = 1.0f - (mouseY + magnifyHeight) / (float)widgetHeight;
// Coordinates of magnification overlay
float newMouseX = (mouseX + magnifyWidth / 2) - newWidth / 2.0f;
float newMouseY = (mouseY + magnifyHeight / 2) + newHeight / 2.0f;
// Get angle on the UI
float leftAngle = (newMouseX / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
float rightAngle = ((newMouseX + newWidth) / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
float halfMagnifyHeight = magnifyHeight / 2.0f;
float leftX, rightX, leftZ, rightZ;
// Get position on hemisphere using angle
leftX = sin(leftAngle) * _distance;
rightX = sin(rightAngle) * _distance;
leftZ = -cos(leftAngle) * _distance;
rightZ = -cos(rightAngle) * _distance;
float bottomY = (1.0 - newMouseY / (float)widgetHeight) * halfOverlayHeight * 2.0f - halfOverlayHeight;
float topY = bottomY + (newHeight / widgetHeight) * halfOverlayHeight * 2;
//TODO: Remove immediate mode in favor of VBO
glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex3f(-halfOverlayWidth, halfOverlayHeight, 0);
glTexCoord2f(0, 0); glVertex3f(halfOverlayWidth, halfOverlayHeight, 0);
glTexCoord2f(0, 1); glVertex3f(halfOverlayWidth, -halfOverlayHeight, 0);
glTexCoord2f(1, 1); glVertex3f(-halfOverlayWidth, -halfOverlayHeight, 0);
glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(leftX, topY, leftZ);
glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rightX, topY, rightZ);
glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rightX, bottomY, rightZ);
glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(leftX, bottomY, leftZ);
glEnd();
glDepthMask(GL_FALSE);
glDisable(GL_ALPHA_TEST);
//TODO: Remove immediate mode in favor of VBO
glBegin(GL_QUADS);
// Place the vertices in a semicircle curve around the camera
for (int i = 0; i < numHorizontalVertices-1; i++) {
// Calculate the X and Z coordinates from the angles and radius from camera
leftX = sin(angleIncrement * i - halfHorizontalAngle) * _distance;
rightX = sin(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
leftZ = -cos(angleIncrement * i - halfHorizontalAngle) * _distance;
rightZ = -cos(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
glTexCoord2f(quadTexWidth * i, 1); glVertex3f(leftX, halfOverlayHeight, leftZ);
glTexCoord2f(quadTexWidth * (i + 1), 1); glVertex3f(rightX, halfOverlayHeight, rightZ);
glTexCoord2f(quadTexWidth * (i + 1), 0); glVertex3f(rightX, -halfOverlayHeight, rightZ);
glTexCoord2f(quadTexWidth * i, 0); glVertex3f(leftX, -halfOverlayHeight, leftZ);
}
glEnd();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);

View file

@ -28,11 +28,18 @@ public:
// Getters
QOpenGLFramebufferObject* getFramebufferObject();
float getOculusAngle() const { return _oculusAngle; }
// Setters
void setOculusAngle(float oculusAngle) { _oculusAngle = oculusAngle; }
private:
ProgramObject _textureProgram;
QOpenGLFramebufferObject* _framebufferObject;
float _trailingAudioLoudness;
float _oculusAngle;
float _distance;
};
#endif // hifi_ApplicationOverlay_h

View file

@ -70,14 +70,16 @@ void NodeBounds::draw() {
}
QUuid nodeUUID = node->getUUID();
serverJurisdictions->lockForRead();
if (serverJurisdictions->find(nodeUUID) != serverJurisdictions->end()) {
const JurisdictionMap& map = serverJurisdictions->value(nodeUUID);
const JurisdictionMap& map = (*serverJurisdictions)[nodeUUID];
unsigned char* rootCode = map.getRootOctalCode();
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
serverJurisdictions->unlock();
glm::vec3 location(rootDetails.x, rootDetails.y, rootDetails.z);
location *= (float)TREE_SCALE;
@ -123,7 +125,11 @@ void NodeBounds::draw() {
selectedCenter = center;
selectedScale = scaleFactor;
}
} else {
serverJurisdictions->unlock();
}
} else {
serverJurisdictions->unlock();
}
}
@ -136,7 +142,7 @@ void NodeBounds::draw() {
float red, green, blue;
getColorForNodeType(selectedNode->getType(), red, green, blue);
glColor4f(red, green, blue, 0.2);
glColor4f(red, green, blue, 0.2f);
glutSolidCube(1.0);
glPopMatrix();
@ -229,7 +235,7 @@ void NodeBounds::drawOverlay() {
int mouseX = application->getMouseX(),
mouseY = application->getMouseY(),
textWidth = widthText(TEXT_SCALE, 0, _overlayText);
glColor4f(0.4, 0.4, 0.4, 0.6);
glColor4f(0.4f, 0.4f, 0.4f, 0.6f);
renderBevelCornersRect(mouseX + MOUSE_OFFSET, mouseY - TEXT_HEIGHT - PADDING,
textWidth + (2 * PADDING), TEXT_HEIGHT + (2 * PADDING), BACKGROUND_BEVEL);
drawText(mouseX + MOUSE_OFFSET + PADDING, mouseY, TEXT_SCALE, ROTATION, FONT, _overlayText, TEXT_COLOR);

View file

@ -281,8 +281,10 @@ void OctreeStatsDialog::showOctreeServersOfType(int& serverCount, NodeType_t ser
// lookup our nodeUUID in the jurisdiction map, if it's missing then we're
// missing at least one jurisdiction
serverJurisdictions.lockForRead();
if (serverJurisdictions.find(nodeUUID) == serverJurisdictions.end()) {
serverDetails << " unknown jurisdiction ";
serverJurisdictions.unlock();
} else {
const JurisdictionMap& map = serverJurisdictions[nodeUUID];
@ -305,6 +307,7 @@ void OctreeStatsDialog::showOctreeServersOfType(int& serverCount, NodeType_t ser
} else {
serverDetails << " jurisdiction has no rootCode";
} // root code
serverJurisdictions.unlock();
} // jurisdiction
// now lookup stats details for this server...

View file

@ -18,6 +18,7 @@
#include <QtCore/QString>
#include <QtCore/QUuid>
#include <QReadWriteLock>
#include <Node.h>
@ -82,7 +83,7 @@ private:
/// Map between node IDs and their reported JurisdictionMap. Typically used by classes that need to know which nodes are
/// managing which jurisdictions.
typedef QMap<QUuid, JurisdictionMap> NodeToJurisdictionMap;
class NodeToJurisdictionMap : public QMap<QUuid, JurisdictionMap>, public QReadWriteLock {};
typedef QMap<QUuid, JurisdictionMap>::iterator NodeToJurisdictionMapIterator;

View file

@ -71,9 +71,11 @@ bool OctreeEditPacketSender::serversExist() const {
if (_serverJurisdictions) {
// lookup our nodeUUID in the jurisdiction map, if it's missing then we're
// missing at least one jurisdiction
_serverJurisdictions->lockForRead();
if ((*_serverJurisdictions).find(nodeUUID) == (*_serverJurisdictions).end()) {
atLeastOneJurisdictionMissing = true;
}
_serverJurisdictions->unlock();
}
hasServers = true;
}
@ -185,8 +187,10 @@ void OctreeEditPacketSender::queuePacketToNodes(unsigned char* buffer, ssize_t l
bool isMyJurisdiction = true;
// we need to get the jurisdiction for this
// here we need to get the "pending packet" for this server
_serverJurisdictions->lockForRead();
const JurisdictionMap& map = (*_serverJurisdictions)[nodeUUID];
isMyJurisdiction = (map.isMyJurisdiction(octCode, CHECK_NODE_ONLY) == JurisdictionMap::WITHIN);
_serverJurisdictions->unlock();
if (isMyJurisdiction) {
queuePacketToNode(nodeUUID, buffer, length);
}
@ -236,12 +240,14 @@ void OctreeEditPacketSender::queueOctreeEditMessage(PacketType type, unsigned ch
if (_serverJurisdictions) {
// we need to get the jurisdiction for this
// here we need to get the "pending packet" for this server
_serverJurisdictions->lockForRead();
if ((*_serverJurisdictions).find(nodeUUID) != (*_serverJurisdictions).end()) {
const JurisdictionMap& map = (*_serverJurisdictions)[nodeUUID];
isMyJurisdiction = (map.isMyJurisdiction(codeColorBuffer, CHECK_NODE_ONLY) == JurisdictionMap::WITHIN);
} else {
isMyJurisdiction = false;
}
_serverJurisdictions->unlock();
}
if (isMyJurisdiction) {
EditPacketBuffer& packetBuffer = _pendingEditPackets[nodeUUID];

View file

@ -45,9 +45,11 @@ void OctreeHeadlessViewer::queryOctree() {
qDebug() << "---------------";
qDebug() << "_jurisdictionListener=" << _jurisdictionListener;
qDebug() << "Jurisdictions...";
jurisdictions.lockForRead();
for (NodeToJurisdictionMapIterator i = jurisdictions.begin(); i != jurisdictions.end(); ++i) {
qDebug() << i.key() << ": " << &i.value();
}
jurisdictions.unlock();
qDebug() << "---------------";
}
@ -85,7 +87,9 @@ void OctreeHeadlessViewer::queryOctree() {
// if we haven't heard from this voxel server, go ahead and send it a query, so we
// can get the jurisdiction...
jurisdictions.lockForRead();
if (jurisdictions.find(nodeUUID) == jurisdictions.end()) {
jurisdictions.unlock();
unknownJurisdictionServers++;
} else {
const JurisdictionMap& map = (jurisdictions)[nodeUUID];
@ -95,6 +99,7 @@ void OctreeHeadlessViewer::queryOctree() {
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
jurisdictions.unlock();
AACube serverBounds(glm::vec3(rootDetails.x, rootDetails.y, rootDetails.z), rootDetails.s);
serverBounds.scale(TREE_SCALE);
@ -103,6 +108,8 @@ void OctreeHeadlessViewer::queryOctree() {
if (serverFrustumLocation != ViewFrustum::OUTSIDE) {
inViewServers++;
}
} else {
jurisdictions.unlock();
}
}
}
@ -148,7 +155,9 @@ void OctreeHeadlessViewer::queryOctree() {
// if we haven't heard from this voxel server, go ahead and send it a query, so we
// can get the jurisdiction...
jurisdictions.lockForRead();
if (jurisdictions.find(nodeUUID) == jurisdictions.end()) {
jurisdictions.unlock();
unknownView = true; // assume it's in view
if (wantExtraDebugging) {
qDebug() << "no known jurisdiction for node " << *node << ", assume it's visible.";
@ -161,6 +170,7 @@ void OctreeHeadlessViewer::queryOctree() {
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
jurisdictions.unlock();
AACube serverBounds(glm::vec3(rootDetails.x, rootDetails.y, rootDetails.z), rootDetails.s);
serverBounds.scale(TREE_SCALE);
@ -171,6 +181,7 @@ void OctreeHeadlessViewer::queryOctree() {
inView = false;
}
} else {
jurisdictions.unlock();
if (wantExtraDebugging) {
qDebug() << "Jurisdiction without RootCode for node " << *node << ". That's unusual!";
}