Merge branch 'RC63' of github.com:highfidelity/hifi into backtrace-for-rc-63

This commit is contained in:
Seth Alves 2018-01-30 09:13:02 -08:00
commit 7d1eb5fef8
10 changed files with 117 additions and 31 deletions

View file

@ -20,7 +20,7 @@
#include <render/Args.h>
const float DEFAULT_DESKTOP_LOD_DOWN_FPS = 30.0f;
const float DEFAULT_HMD_LOD_DOWN_FPS = 45.0f;
const float DEFAULT_HMD_LOD_DOWN_FPS = 34.0f;
const float DEFAULT_DESKTOP_MAX_RENDER_TIME = (float)MSECS_PER_SECOND / DEFAULT_DESKTOP_LOD_DOWN_FPS; // msec
const float DEFAULT_HMD_MAX_RENDER_TIME = (float)MSECS_PER_SECOND / DEFAULT_HMD_LOD_DOWN_FPS; // msec
const float MAX_LIKELY_DESKTOP_FPS = 59.0f; // this is essentially, V-synch - 1 fps

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@ -561,6 +561,12 @@ void MyAvatar::simulate(float deltaTime) {
if (!_skeletonModel->getHeadPosition(headPosition)) {
headPosition = getWorldPosition();
}
if (isNaN(headPosition)) {
qCDebug(interfaceapp) << "MyAvatar::simulate headPosition is NaN";
headPosition = glm::vec3(0.0f);
}
head->setPosition(headPosition);
head->setScale(getModelScale());
head->simulate(deltaTime);
@ -2700,27 +2706,48 @@ void MyAvatar::setWalkSpeed(float value) {
}
glm::vec3 MyAvatar::getPositionForAudio() {
glm::vec3 result;
switch (_audioListenerMode) {
case AudioListenerMode::FROM_HEAD:
return getHead()->getPosition();
result = getHead()->getPosition();
break;
case AudioListenerMode::FROM_CAMERA:
return qApp->getCamera().getPosition();
result = qApp->getCamera().getPosition();
break;
case AudioListenerMode::CUSTOM:
return _customListenPosition;
result = _customListenPosition;
break;
}
return vec3();
if (isNaN(result)) {
qCDebug(interfaceapp) << "MyAvatar::getPositionForAudio produced NaN" << _audioListenerMode;
result = glm::vec3(0.0f);
}
return result;
}
glm::quat MyAvatar::getOrientationForAudio() {
glm::quat result;
switch (_audioListenerMode) {
case AudioListenerMode::FROM_HEAD:
return getHead()->getFinalOrientationInWorldFrame();
result = getHead()->getFinalOrientationInWorldFrame();
break;
case AudioListenerMode::FROM_CAMERA:
return qApp->getCamera().getOrientation();
result = qApp->getCamera().getOrientation();
break;
case AudioListenerMode::CUSTOM:
return _customListenOrientation;
result = _customListenOrientation;
break;
}
return quat();
if (isNaN(result)) {
qCDebug(interfaceapp) << "MyAvatar::getOrientationForAudio produced NaN" << _audioListenerMode;
result = glm::quat();
}
return result;
}
void MyAvatar::setAudioListenerMode(AudioListenerMode audioListenerMode) {

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@ -445,22 +445,31 @@ void Rig::setJointRotation(int index, bool valid, const glm::quat& rotation, flo
}
bool Rig::getJointPositionInWorldFrame(int jointIndex, glm::vec3& position, glm::vec3 translation, glm::quat rotation) const {
bool success { false };
if (QThread::currentThread() == thread()) {
if (isIndexValid(jointIndex)) {
position = (rotation * _internalPoseSet._absolutePoses[jointIndex].trans()) + translation;
return true;
success = true;
} else {
return false;
success = false;
}
} else {
QReadLocker readLock(&_externalPoseSetLock);
if (jointIndex >= 0 && jointIndex < (int)_externalPoseSet._absolutePoses.size()) {
position = (rotation * _externalPoseSet._absolutePoses[jointIndex].trans()) + translation;
success = true;
} else {
success = false;
}
}
QReadLocker readLock(&_externalPoseSetLock);
if (jointIndex >= 0 && jointIndex < (int)_externalPoseSet._absolutePoses.size()) {
position = (rotation * _externalPoseSet._absolutePoses[jointIndex].trans()) + translation;
return true;
} else {
return false;
if (isNaN(position)) {
qCWarning(animation) << "Rig::getJointPositionInWorldFrame produces NaN";
success = false;
position = glm::vec3(0.0f);
}
return success;
}
bool Rig::getJointPosition(int jointIndex, glm::vec3& position) const {

View file

@ -115,6 +115,7 @@ void CauterizedModel::updateClusterMatrices() {
Transform clusterTransform;
Transform::mult(clusterTransform, jointTransform, cluster.inverseBindTransform);
state.clusterTransforms[j] = Model::TransformDualQuaternion(clusterTransform);
state.clusterTransforms[j].setCauterizationParameters(0.0f, jointPose.trans());
#else
auto jointMatrix = _rig.getJointTransform(cluster.jointIndex);
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterTransforms[j]);
@ -151,6 +152,7 @@ void CauterizedModel::updateClusterMatrices() {
Transform clusterTransform;
Transform::mult(clusterTransform, jointTransform, cluster.inverseBindTransform);
state.clusterTransforms[j] = Model::TransformDualQuaternion(clusterTransform);
state.clusterTransforms[j].setCauterizationParameters(1.0f, cauterizePose.trans());
#else
glm_mat4u_mul(cauterizeMatrix, cluster.inverseBindMatrix, state.clusterTransforms[j]);
#endif

View file

@ -99,7 +99,6 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
// Diffuse from ambient
diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), lowNormalCurvature.xyz).xyz;
diffuse /= 3.1415926;
specular = vec3(0.0);
}
<@endif@>

View file

@ -263,26 +263,34 @@ public:
_scale.x = p.scale().x;
_scale.y = p.scale().y;
_scale.z = p.scale().z;
_scale.w = 0.0f;
_dq = DualQuaternion(p.rot(), p.trans());
}
TransformDualQuaternion(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) {
_scale.x = scale.x;
_scale.y = scale.y;
_scale.z = scale.z;
_scale.w = 0.0f;
_dq = DualQuaternion(rot, trans);
}
TransformDualQuaternion(const Transform& transform) {
_scale = glm::vec4(transform.getScale(), 0.0f);
_scale.w = 0.0f;
_dq = DualQuaternion(transform.getRotation(), transform.getTranslation());
}
glm::vec3 getScale() const { return glm::vec3(_scale); }
glm::quat getRotation() const { return _dq.getRotation(); }
glm::vec3 getTranslation() const { return _dq.getTranslation(); }
glm::mat4 getMatrix() const { return createMatFromScaleQuatAndPos(getScale(), getRotation(), getTranslation()); };
void setCauterizationParameters(float cauterizationAmount, const glm::vec3& cauterizedPosition) {
_scale.w = cauterizationAmount;
_cauterizedPosition = glm::vec4(cauterizedPosition, 1.0f);
}
protected:
glm::vec4 _scale { 1.0f, 1.0f, 1.0f, 0.0f };
DualQuaternion _dq;
glm::vec4 _padding;
glm::vec4 _cauterizedPosition { 0.0f, 0.0f, 0.0f, 1.0f };
};
#endif

View file

@ -58,17 +58,19 @@ mat4 dualQuatToMat4(vec4 real, vec4 dual) {
void skinPosition(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition) {
// linearly blend scale and dual quaternion components
vec3 sAccum = vec3(0.0, 0.0, 0.0);
vec4 sAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 rAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 dAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 cAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 polarityReference = clusterMatrices[skinClusterIndex[0]][1];
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
mat4 clusterMatrix = clusterMatrices[(skinClusterIndex[i])];
float clusterWeight = skinClusterWeight[i];
vec3 scale = vec3(clusterMatrix[0]);
vec4 scale = clusterMatrix[0];
vec4 real = clusterMatrix[1];
vec4 dual = clusterMatrix[2];
vec4 cauterizedPos = clusterMatrix[3];
// to ensure that we rotate along the shortest arc, reverse dual quaternions with negative polarity.
float dqClusterWeight = clusterWeight;
@ -79,6 +81,7 @@ void skinPosition(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPositio
sAccum += scale * clusterWeight;
rAccum += real * dqClusterWeight;
dAccum += dual * dqClusterWeight;
cAccum += cauterizedPos * clusterWeight;
}
// normalize dual quaternion
@ -88,25 +91,37 @@ void skinPosition(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPositio
// conversion from dual quaternion to 4x4 matrix.
mat4 m = dualQuatToMat4(rAccum, dAccum);
skinnedPosition = m * (vec4(sAccum, 1) * inPosition);
// sAccum.w indicates the amount of cauterization for this vertex.
// 0 indicates no cauterization and 1 indicates full cauterization.
// TODO: make this cauterization smoother or implement full dual-quaternion scale support.
const float CAUTERIZATION_THRESHOLD = 0.1;
if (sAccum.w > CAUTERIZATION_THRESHOLD) {
skinnedPosition = cAccum;
} else {
sAccum.w = 1.0;
skinnedPosition = m * (sAccum * inPosition);
}
}
void skinPositionNormal(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, vec3 inNormal,
out vec4 skinnedPosition, out vec3 skinnedNormal) {
// linearly blend scale and dual quaternion components
vec3 sAccum = vec3(0.0, 0.0, 0.0);
vec4 sAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 rAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 dAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 cAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 polarityReference = clusterMatrices[skinClusterIndex[0]][1];
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
mat4 clusterMatrix = clusterMatrices[(skinClusterIndex[i])];
float clusterWeight = skinClusterWeight[i];
vec3 scale = vec3(clusterMatrix[0]);
vec4 scale = clusterMatrix[0];
vec4 real = clusterMatrix[1];
vec4 dual = clusterMatrix[2];
vec4 cauterizedPos = clusterMatrix[3];
// to ensure that we rotate along the shortest arc, reverse dual quaternions with negative polarity.
float dqClusterWeight = clusterWeight;
@ -117,6 +132,7 @@ void skinPositionNormal(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inP
sAccum += scale * clusterWeight;
rAccum += real * dqClusterWeight;
dAccum += dual * dqClusterWeight;
cAccum += cauterizedPos * clusterWeight;
}
// normalize dual quaternion
@ -126,7 +142,18 @@ void skinPositionNormal(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inP
// conversion from dual quaternion to 4x4 matrix.
mat4 m = dualQuatToMat4(rAccum, dAccum);
skinnedPosition = m * (vec4(sAccum, 1) * inPosition);
// sAccum.w indicates the amount of cauterization for this vertex.
// 0 indicates no cauterization and 1 indicates full cauterization.
// TODO: make this cauterization smoother or implement full dual-quaternion scale support.
const float CAUTERIZATION_THRESHOLD = 0.1;
if (sAccum.w > CAUTERIZATION_THRESHOLD) {
skinnedPosition = cAccum;
} else {
sAccum.w = 1.0;
skinnedPosition = m * (sAccum * inPosition);
}
skinnedNormal = vec3(m * vec4(inNormal, 0));
}
@ -134,18 +161,20 @@ void skinPositionNormalTangent(ivec4 skinClusterIndex, vec4 skinClusterWeight, v
out vec4 skinnedPosition, out vec3 skinnedNormal, out vec3 skinnedTangent) {
// linearly blend scale and dual quaternion components
vec3 sAccum = vec3(0.0, 0.0, 0.0);
vec4 sAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 rAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 dAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 cAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 polarityReference = clusterMatrices[skinClusterIndex[0]][1];
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
mat4 clusterMatrix = clusterMatrices[(skinClusterIndex[i])];
float clusterWeight = skinClusterWeight[i];
vec3 scale = vec3(clusterMatrix[0]);
vec4 scale = clusterMatrix[0];
vec4 real = clusterMatrix[1];
vec4 dual = clusterMatrix[2];
vec4 cauterizedPos = clusterMatrix[3];
// to ensure that we rotate along the shortest arc, reverse dual quaternions with negative polarity.
float dqClusterWeight = clusterWeight;
@ -156,6 +185,7 @@ void skinPositionNormalTangent(ivec4 skinClusterIndex, vec4 skinClusterWeight, v
sAccum += scale * clusterWeight;
rAccum += real * dqClusterWeight;
dAccum += dual * dqClusterWeight;
cAccum += cauterizedPos * clusterWeight;
}
// normalize dual quaternion
@ -165,7 +195,18 @@ void skinPositionNormalTangent(ivec4 skinClusterIndex, vec4 skinClusterWeight, v
// conversion from dual quaternion to 4x4 matrix.
mat4 m = dualQuatToMat4(rAccum, dAccum);
skinnedPosition = m * (vec4(sAccum, 1) * inPosition);
// sAccum.w indicates the amount of cauterization for this vertex.
// 0 indicates no cauterization and 1 indicates full cauterization.
// TODO: make this cauterization smoother or implement full dual-quaternion scale support.
const float CAUTERIZATION_THRESHOLD = 0.1;
if (sAccum.w > CAUTERIZATION_THRESHOLD) {
skinnedPosition = cAccum;
} else {
sAccum.w = 1.0;
skinnedPosition = m * (sAccum * inPosition);
}
skinnedNormal = vec3(m * vec4(inNormal, 0));
skinnedTangent = vec3(m * vec4(inTangent, 0));
}

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@ -78,7 +78,7 @@
});
}
function getAvailableConnections(domain, callback) { // callback([{usename, location}...]) if successful. (Logs otherwise)
url = METAVERSE_BASE + '/api/v1/users?'
url = METAVERSE_BASE + '/api/v1/users?per_page=400&'
if (domain) {
url += 'status=' + domain.slice(1, -1); // without curly braces
} else {

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@ -469,7 +469,7 @@ var toolBar = (function () {
// tablet version of new-model dialog
var tablet = Tablet.getTablet("com.highfidelity.interface.tablet.system");
tablet.pushOntoStack("NewModelDialog.qml");
tablet.pushOntoStack("hifi/tablet/NewModelDialog.qml");
});
addButton("newCubeButton", "cube-01.svg", function () {

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@ -361,7 +361,7 @@ function getProfilePicture(username, callback) { // callback(url) if successfull
});
}
function getAvailableConnections(domain, callback) { // callback([{usename, location}...]) if successfull. (Logs otherwise)
url = METAVERSE_BASE + '/api/v1/users?'
url = METAVERSE_BASE + '/api/v1/users?per_page=400&'
if (domain) {
url += 'status=' + domain.slice(1, -1); // without curly braces
} else {