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

This commit is contained in:
Sam Gateau 2014-12-09 17:30:26 -08:00
commit 8617c319d4
119 changed files with 3466 additions and 2268 deletions
.gitignore
examples
interface
libraries

4
.gitignore vendored
View file

@ -32,5 +32,9 @@ DerivedData
interface/external/*/*
!interface/external/*/readme.txt
# ignore interface optional resources
interface/resources/visage/*
!interface/resources/visage/tracker.cfg
# Ignore interfaceCache for Linux users
interface/interfaceCache/

View file

@ -117,6 +117,7 @@ function setupToolBars() {
leftMargin: TEXT_MARGIN,
topMargin: TEXT_MARGIN,
alpha: ALPHA_OFF,
backgroundAlpha: ALPHA_OFF,
visible: true
}));
}

View file

@ -15,11 +15,11 @@ Script.include("libraries/toolBars.js");
var recordingFile = "recording.rec";
function setPlayerOptions() {
MyAvatar.setPlayFromCurrentLocation(true);
MyAvatar.setPlayerUseDisplayName(false);
MyAvatar.setPlayerUseAttachments(false);
MyAvatar.setPlayerUseHeadModel(false);
MyAvatar.setPlayerUseSkeletonModel(false);
MyAvatar.setPlayFromCurrentLocation(true);
MyAvatar.setPlayerUseDisplayName(false);
MyAvatar.setPlayerUseAttachments(false);
MyAvatar.setPlayerUseHeadModel(false);
MyAvatar.setPlayerUseSkeletonModel(false);
}
var windowDimensions = Controller.getViewportDimensions();
@ -47,115 +47,118 @@ setupTimer();
var watchStop = false;
function setupToolBar() {
if (toolBar != null) {
print("Multiple calls to Recorder.js:setupToolBar()");
return;
}
if (toolBar != null) {
print("Multiple calls to Recorder.js:setupToolBar()");
return;
}
Tool.IMAGE_HEIGHT /= 2;
Tool.IMAGE_WIDTH /= 2;
toolBar = new ToolBar(0, 0, ToolBar.HORIZONTAL);
toolBar = new ToolBar(0, 0, ToolBar.HORIZONTAL);
toolBar.setBack(COLOR_TOOL_BAR, ALPHA_OFF);
recordIcon = toolBar.addTool({
imageURL: TOOL_ICON_URL + "recording-record.svg",
subImage: { x: 0, y: 0, width: Tool.IMAGE_WIDTH, height: Tool.IMAGE_HEIGHT },
x: 0, y: 0,
width: Tool.IMAGE_WIDTH,
height: Tool.IMAGE_HEIGHT,
alpha: MyAvatar.isPlaying() ? ALPHA_OFF : ALPHA_ON,
visible: true
}, true, !MyAvatar.isRecording());
imageURL: TOOL_ICON_URL + "recording-record.svg",
subImage: { x: 0, y: 0, width: Tool.IMAGE_WIDTH, height: Tool.IMAGE_HEIGHT },
x: 0, y: 0,
width: Tool.IMAGE_WIDTH,
height: Tool.IMAGE_HEIGHT,
alpha: MyAvatar.isPlaying() ? ALPHA_OFF : ALPHA_ON,
visible: true
}, true, !MyAvatar.isRecording());
var playLoopWidthFactor = 1.65;
playIcon = toolBar.addTool({
imageURL: TOOL_ICON_URL + "play-pause.svg",
width: playLoopWidthFactor * Tool.IMAGE_WIDTH,
height: Tool.IMAGE_HEIGHT,
alpha: (MyAvatar.isRecording() || MyAvatar.playerLength() === 0) ? ALPHA_OFF : ALPHA_ON,
visible: true
}, false);
imageURL: TOOL_ICON_URL + "play-pause.svg",
width: playLoopWidthFactor * Tool.IMAGE_WIDTH,
height: Tool.IMAGE_HEIGHT,
alpha: (MyAvatar.isRecording() || MyAvatar.playerLength() === 0) ? ALPHA_OFF : ALPHA_ON,
visible: true
}, false);
playLoopIcon = toolBar.addTool({
imageURL: TOOL_ICON_URL + "play-and-loop.svg",
subImage: { x: 0, y: 0, width: playLoopWidthFactor * Tool.IMAGE_WIDTH, height: Tool.IMAGE_HEIGHT },
width: playLoopWidthFactor * Tool.IMAGE_WIDTH,
height: Tool.IMAGE_HEIGHT,
alpha: (MyAvatar.isRecording() || MyAvatar.playerLength() === 0) ? ALPHA_OFF : ALPHA_ON,
visible: true
}, false);
imageURL: TOOL_ICON_URL + "play-and-loop.svg",
subImage: { x: 0, y: 0, width: playLoopWidthFactor * Tool.IMAGE_WIDTH, height: Tool.IMAGE_HEIGHT },
width: playLoopWidthFactor * Tool.IMAGE_WIDTH,
height: Tool.IMAGE_HEIGHT,
alpha: (MyAvatar.isRecording() || MyAvatar.playerLength() === 0) ? ALPHA_OFF : ALPHA_ON,
visible: true
}, false);
timerOffset = toolBar.width;
spacing = toolBar.addSpacing(0);
saveIcon = toolBar.addTool({
imageURL: TOOL_ICON_URL + "recording-save.svg",
width: Tool.IMAGE_WIDTH,
height: Tool.IMAGE_HEIGHT,
alpha: (MyAvatar.isRecording() || MyAvatar.isPlaying() || MyAvatar.playerLength() === 0) ? ALPHA_OFF : ALPHA_ON,
visible: true
}, false);
imageURL: TOOL_ICON_URL + "recording-save.svg",
width: Tool.IMAGE_WIDTH,
height: Tool.IMAGE_HEIGHT,
alpha: (MyAvatar.isRecording() || MyAvatar.isPlaying() || MyAvatar.playerLength() === 0) ? ALPHA_OFF : ALPHA_ON,
visible: true
}, false);
loadIcon = toolBar.addTool({
imageURL: TOOL_ICON_URL + "recording-upload.svg",
width: Tool.IMAGE_WIDTH,
height: Tool.IMAGE_HEIGHT,
alpha: (MyAvatar.isRecording() || MyAvatar.isPlaying()) ? ALPHA_OFF : ALPHA_ON,
visible: true
}, false);
imageURL: TOOL_ICON_URL + "recording-upload.svg",
width: Tool.IMAGE_WIDTH,
height: Tool.IMAGE_HEIGHT,
alpha: (MyAvatar.isRecording() || MyAvatar.isPlaying()) ? ALPHA_OFF : ALPHA_ON,
visible: true
}, false);
}
function setupTimer() {
timer = Overlays.addOverlay("text", {
font: { size: 15 },
text: (0.00).toFixed(3),
backgroundColor: COLOR_OFF,
x: 0, y: 0,
width: 0,
height: 0,
alpha: 1.0,
visible: true
});
timer = Overlays.addOverlay("text", {
font: { size: 15 },
text: (0.00).toFixed(3),
backgroundColor: COLOR_OFF,
x: 0, y: 0,
width: 0,
height: 0,
alpha: 1.0,
backgroundAlpha: 1.0,
visible: true
});
slider = { x: 0, y: 0,
w: 200, h: 20,
pos: 0.0, // 0.0 <= pos <= 1.0
w: 200, h: 20,
pos: 0.0, // 0.0 <= pos <= 1.0
};
slider.background = Overlays.addOverlay("text", {
text: "",
backgroundColor: { red: 128, green: 128, blue: 128 },
x: slider.x, y: slider.y,
width: slider.w,
height: slider.h,
alpha: 1.0,
visible: true
});
text: "",
backgroundColor: { red: 128, green: 128, blue: 128 },
x: slider.x, y: slider.y,
width: slider.w,
height: slider.h,
alpha: 1.0,
backgroundAlpha: 1.0,
visible: true
});
slider.foreground = Overlays.addOverlay("text", {
text: "",
backgroundColor: { red: 200, green: 200, blue: 200 },
x: slider.x, y: slider.y,
width: slider.pos * slider.w,
height: slider.h,
alpha: 1.0,
visible: true
});
text: "",
backgroundColor: { red: 200, green: 200, blue: 200 },
x: slider.x, y: slider.y,
width: slider.pos * slider.w,
height: slider.h,
alpha: 1.0,
backgroundAlpha: 1.0,
visible: true
});
}
function updateTimer() {
var text = "";
if (MyAvatar.isRecording()) {
text = formatTime(MyAvatar.recorderElapsed());
var text = "";
if (MyAvatar.isRecording()) {
text = formatTime(MyAvatar.recorderElapsed());
} else {
text = formatTime(MyAvatar.playerElapsed()) + " / " +
formatTime(MyAvatar.playerLength());
}
} else {
text = formatTime(MyAvatar.playerElapsed()) + " / " +
formatTime(MyAvatar.playerLength());
}
Overlays.editOverlay(timer, {
text: text
})
Overlays.editOverlay(timer, {
text: text
})
toolBar.changeSpacing(text.length * 8 + ((MyAvatar.isRecording()) ? 15 : 0), spacing);
if (MyAvatar.isRecording()) {
@ -165,57 +168,56 @@ function updateTimer() {
}
Overlays.editOverlay(slider.foreground, {
width: slider.pos * slider.w
});
width: slider.pos * slider.w
});
}
function formatTime(time) {
var MIN_PER_HOUR = 60;
var SEC_PER_MIN = 60;
var MSEC_PER_SEC = 1000;
var MIN_PER_HOUR = 60;
var SEC_PER_MIN = 60;
var MSEC_PER_SEC = 1000;
var hours = Math.floor(time / (MSEC_PER_SEC * SEC_PER_MIN * MIN_PER_HOUR));
time -= hours * (MSEC_PER_SEC * SEC_PER_MIN * MIN_PER_HOUR);
var hours = Math.floor(time / (MSEC_PER_SEC * SEC_PER_MIN * MIN_PER_HOUR));
time -= hours * (MSEC_PER_SEC * SEC_PER_MIN * MIN_PER_HOUR);
var minutes = Math.floor(time / (MSEC_PER_SEC * SEC_PER_MIN));
time -= minutes * (MSEC_PER_SEC * SEC_PER_MIN);
var minutes = Math.floor(time / (MSEC_PER_SEC * SEC_PER_MIN));
time -= minutes * (MSEC_PER_SEC * SEC_PER_MIN);
var seconds = Math.floor(time / MSEC_PER_SEC);
seconds = time / MSEC_PER_SEC;
var seconds = Math.floor(time / MSEC_PER_SEC);
seconds = time / MSEC_PER_SEC;
var text = "";
text += (hours > 0) ? hours + ":" :
"";
text += (minutes > 0) ? ((minutes < 10 && text != "") ? "0" : "") + minutes + ":" :
"";
text += ((seconds < 10 && text != "") ? "0" : "") + seconds.toFixed(3);
return text;
var text = "";
text += (hours > 0) ? hours + ":" :
"";
text += (minutes > 0) ? ((minutes < 10 && text != "") ? "0" : "") + minutes + ":" :
"";
text += ((seconds < 10 && text != "") ? "0" : "") + seconds.toFixed(3);
return text;
}
function moveUI() {
var relative = { x: 70, y: 40 };
toolBar.move(relative.x,
windowDimensions.y - relative.y);
Overlays.editOverlay(timer, {
x: relative.x + timerOffset - ToolBar.SPACING,
y: windowDimensions.y - relative.y - ToolBar.SPACING
});
var relative = { x: 70, y: 40 };
toolBar.move(relative.x, windowDimensions.y - relative.y);
Overlays.editOverlay(timer, {
x: relative.x + timerOffset - ToolBar.SPACING,
y: windowDimensions.y - relative.y - ToolBar.SPACING
});
slider.x = relative.x - ToolBar.SPACING;
slider.y = windowDimensions.y - relative.y - slider.h - ToolBar.SPACING;
Overlays.editOverlay(slider.background, {
x: slider.x,
y: slider.y,
});
x: slider.x,
y: slider.y,
});
Overlays.editOverlay(slider.foreground, {
x: slider.x,
y: slider.y,
});
x: slider.x,
y: slider.y,
});
}
function mousePressEvent(event) {
clickedOverlay = Overlays.getOverlayAtPoint({ x: event.x, y: event.y });
clickedOverlay = Overlays.getOverlayAtPoint({ x: event.x, y: event.y });
if (recordIcon === toolBar.clicked(clickedOverlay, false) && !MyAvatar.isPlaying()) {
if (!MyAvatar.isRecording()) {
@ -267,7 +269,7 @@ function mousePressEvent(event) {
if (!MyAvatar.isRecording() && !MyAvatar.isPlaying() && MyAvatar.playerLength() != 0) {
recordingFile = Window.save("Save recording to file", ".", "Recordings (*.hfr)");
if (!(recordingFile === "null" || recordingFile === null || recordingFile === "")) {
MyAvatar.saveRecording(recordingFile);
MyAvatar.saveRecording(recordingFile);
}
}
} else if (loadIcon === toolBar.clicked(clickedOverlay)) {
@ -283,8 +285,8 @@ function mousePressEvent(event) {
}
}
} else if (MyAvatar.playerLength() > 0 &&
slider.x < event.x && event.x < slider.x + slider.w &&
slider.y < event.y && event.y < slider.y + slider.h) {
slider.x < event.x && event.x < slider.x + slider.w &&
slider.y < event.y && event.y < slider.y + slider.h) {
isSliding = true;
slider.pos = (event.x - slider.x) / slider.w;
MyAvatar.setPlayerTime(slider.pos * MyAvatar.playerLength());
@ -308,14 +310,13 @@ function mouseReleaseEvent(event) {
}
function update() {
var newDimensions = Controller.getViewportDimensions();
if (windowDimensions.x != newDimensions.x ||
windowDimensions.y != newDimensions.y) {
windowDimensions = newDimensions;
moveUI();
}
var newDimensions = Controller.getViewportDimensions();
if (windowDimensions.x != newDimensions.x || windowDimensions.y != newDimensions.y) {
windowDimensions = newDimensions;
moveUI();
}
updateTimer();
updateTimer();
if (watchStop && !MyAvatar.isPlaying()) {
watchStop = false;
@ -326,12 +327,12 @@ function update() {
}
function scriptEnding() {
if (MyAvatar.isRecording()) {
MyAvatar.stopRecording();
}
if (MyAvatar.isPlaying()) {
MyAvatar.stopPlaying();
}
if (MyAvatar.isRecording()) {
MyAvatar.stopRecording();
}
if (MyAvatar.isPlaying()) {
MyAvatar.stopPlaying();
}
toolBar.cleanup();
Overlays.deleteOverlay(timer);
Overlays.deleteOverlay(slider.background);

View file

@ -13,18 +13,13 @@
//
var numButterflies = 20;
var numButterflies = 25;
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;
}
// Multiply vector by scalar
function vScalarMult(v, s) {
var rval = { x: v.x * s, y: v.y * s, z: v.z * s };
return rval;
}
// Create a random vector with individual lengths between a,b
function randVector(a, b) {
@ -32,50 +27,36 @@ function randVector(a, b) {
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 NATURAL_SIZE_OF_BUTTERFLY = { x: 1.76, y: 0.825, z: 0.20 };
var lifeTime = 600; // lifetime of the butterflies in seconds
var range = 3.0; // Over what distance in meters do you want the flock to fly around
var NATURAL_SIZE_OF_BUTTERFLY = { x: 1.0, y: 0.4, z: 0.2 };
var lifeTime = 3600; // One hour lifespan
var range = 7.0; // Over what distance in meters do you want the flock to fly around
var frame = 0;
var CHANCE_OF_MOVING = 0.9;
var BUTTERFLY_GRAVITY = 0;
var BUTTERFLY_FLAP_SPEED = 0.5;
var BUTTERFLY_VELOCITY = 0.55;
var DISTANCE_IN_FRONT_OF_ME = 1.5;
var DISTANCE_ABOVE_ME = 1.5;
var flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(
var FIXED_LOCATION = false;
if (!FIXED_LOCATION) {
var flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(
Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_ABOVE_ME),
Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_IN_FRONT_OF_ME)));
} else {
var flockPosition = { x: 4999.6, y: 4986.5, z: 5003.5 };
}
// set these pitch, yaw, roll to the needed values to orient the model as you want it
var pitchInDegrees = 270.0;
var yawInDegrees = 0.0;
var rollInDegrees = 0.0;
var pitchInRadians = pitchInDegrees / 180.0 * Math.PI;
var yawInRadians = yawInDegrees / 180.0 * Math.PI;
var rollInRadians = rollInDegrees / 180.0 * Math.PI;
var rotation = Quat.fromPitchYawRollDegrees(pitchInDegrees, yawInDegrees, rollInDegrees);//experimental
// This is our butterfly object
function defineButterfly(entityID, targetPosition) {
this.entityID = entityID;
this.previousFlapOffset = 0;
this.targetPosition = targetPosition;
this.moving = false;
}
// Array of butterflies
var butterflies = [];
function addButterfly() {
// Decide the size of butterfly
var color = { red: 100, green: 100, blue: 100 };
@ -88,26 +69,24 @@ function addButterfly() {
size = MINSIZE + Math.random() * RANGESIZE;
var dimensions = Vec3.multiply(NATURAL_SIZE_OF_BUTTERFLY, (size / maxSize));
flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(
Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_ABOVE_ME),
Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_IN_FRONT_OF_ME)));
var GRAVITY = -0.2;
var newFrameRate = 20 + Math.random() * 30;
var properties = {
type: "Model",
lifetime: lifeTime,
position: Vec3.sum(randVector(-range, range), flockPosition),
velocity: { x: 0, y: 0.0, z: 0 },
gravity: { x: 0, y: 1.0, z: 0 },
damping: 0.1,
rotation: Quat.fromPitchYawRollDegrees(-80 + Math.random() * 20, Math.random() * 360.0, 0.0),
velocity: { x: 0, y: 0, z: 0 },
gravity: { x: 0, y: GRAVITY, z: 0 },
damping: 0.9999,
dimensions: dimensions,
color: color,
rotation: rotation,
animationURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/models/content/butterfly/butterfly.fbx",
animationIsPlaying: true,
animationSettings: "{\"firstFrame\":0,\"fps\":" + newFrameRate + ",\"frameIndex\":0,\"hold\":false,\"lastFrame\":10000,\"loop\":true,\"running\":true,\"startAutomatically\":false}",
modelURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/models/content/butterfly/butterfly.fbx"
};
butterflies.push(new defineButterfly(Entities.addEntity(properties), properties.position));
butterflies.push(Entities.addEntity(properties));
}
// Generate the butterflies
@ -116,117 +95,37 @@ for (var i = 0; i < numButterflies; i++) {
}
// Main update function
function updateButterflies(deltaTime) {
// Check to see if we've been running long enough that our butterflies are dead
var nowTimeInSeconds = new Date().getTime() / 1000;
if ((nowTimeInSeconds - startTimeInSeconds) >= lifeTime) {
Script.stop();
return;
}
function updateButterflies(deltaTime) {
frame++;
// Only update every third frame because we don't need to do it too quickly
if ((frame % 3) == 0) {
flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_ABOVE_ME),
Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_IN_FRONT_OF_ME)));
// Update all the butterflies
var CHANCE_OF_IMPULSE = 0.04;
for (var i = 0; i < numButterflies; i++) {
entityID = Entities.identifyEntity(butterflies[i].entityID);
butterflies[i].entityID = entityID;
var properties = Entities.getEntityProperties(entityID);
if (properties.position.y > flockPosition.y + getRandomFloat(0.0,0.3)){ //0.3 //ceiling
properties.gravity.y = - 3.0;
properties.damping.y = 1.0;
properties.velocity.y = 0;
properties.velocity.x = properties.velocity.x;
properties.velocity.z = properties.velocity.z;
if (properties.velocity.x < 0.5){
butterflies[i].moving = false;
if (Math.random() < CHANCE_OF_IMPULSE) {
if (!butterflies[i].isKnownID) {
butterflies[i] = Entities.identifyEntity(butterflies[i]);
}
if (properties.velocity.z < 0.5){
butterflies[i].moving = false;
}
}
if (properties.velocity.y <= -0.2) {
properties.velocity.y = 0.22;
properties.velocity.x = properties.velocity.x;
properties.velocity.z = properties.velocity.z;
}
if (properties.position.y < flockPosition.y - getRandomFloat(0.0,0.3)) { //-0.3 // floor
properties.velocity.y = 0.9;
properties.gravity.y = - 4.0;
properties.velocity.x = properties.velocity.x;
properties.velocity.z = properties.velocity.z;
if (properties.velocity.x < 0.5){
butterflies[i].moving = false;
}
if (properties.velocity.z < 0.5){
butterflies[i].moving = false;
}
}
// Begin movement by getting a target
if (butterflies[i].moving == false) {
if (Math.random() < CHANCE_OF_MOVING) {
var targetPosition = Vec3.sum(randVector(-range, range), flockPosition);
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;
}
butterflies[i].targetPosition = targetPosition;
butterflies[i].moving = true;
var properties = Entities.getEntityProperties(butterflies[i]);
if (Vec3.length(Vec3.subtract(properties.position, flockPosition)) > range) {
Entities.editEntity(butterflies[i], { position: flockPosition } );
} else if (properties.velocity.y < 0.0) {
// If falling, Create a new direction and impulse
var HORIZ_SCALE = 0.50;
var VERT_SCALE = 0.50;
var newHeading = Math.random() * 360.0;
var newVelocity = Vec3.multiply(HORIZ_SCALE, Quat.getFront(Quat.fromPitchYawRollDegrees(0.0, newHeading, 0.0)));
newVelocity.y = (Math.random() + 0.5) * VERT_SCALE;
Entities.editEntity(butterflies[i], { rotation: Quat.fromPitchYawRollDegrees(-80 + Math.random() * 20, newHeading, (Math.random() - 0.5) * 10),
velocity: newVelocity } );
}
}
// If we are moving, move towards the target
if (butterflies[i].moving) {
var holding = properties.velocity.y;
var desiredVelocity = Vec3.subtract(butterflies[i].targetPosition, properties.position);
desiredVelocity = vScalarMult(Vec3.normalize(desiredVelocity), BUTTERFLY_VELOCITY);
properties.velocity = vInterpolate(properties.velocity, desiredVelocity, 0.5);
properties.velocity.y = holding ;
// If we are near the target, we should get a new target
var halfLargestDimension = Vec3.length(properties.dimensions) / 2.0;
if (Vec3.length(Vec3.subtract(properties.position, butterflies[i].targetPosition)) < (halfLargestDimension)) {
butterflies[i].moving = false;
}
var yawRads = Math.atan2(properties.velocity.z, properties.velocity.x);
yawRads = yawRads + Math.PI / 2.0;
var newOrientation = Quat.fromPitchYawRollRadians(pitchInRadians, yawRads, rollInRadians);
properties.rotation = newOrientation;
}
// Use a cosine wave offset to make it look like its flapping.
var offset = Math.cos(nowTimeInSeconds * BUTTERFLY_FLAP_SPEED) * (halfLargestDimension);
properties.position.y = properties.position.y + (offset - butterflies[i].previousFlapOffset);
// Change position relative to previous offset.
butterflies[i].previousFlapOffset = offset;
Entities.editEntity(entityID, properties);
}
// Check to see if we've been running long enough that our butterflies are dead
var nowTimeInSeconds = new Date().getTime() / 1000;
if ((nowTimeInSeconds - startTimeInSeconds) >= lifeTime) {
Script.stop();
return;
}
}
}
@ -237,6 +136,6 @@ Script.update.connect(updateButterflies);
// Delete our little friends if script is stopped
Script.scriptEnding.connect(function() {
for (var i = 0; i < numButterflies; i++) {
Entities.deleteEntity(butterflies[i].entityID);
Entities.deleteEntity(butterflies[i]);
}
});

View file

@ -22,11 +22,6 @@ var velocity = {
y: 0,
z: 1 };
var gravity = {
x: 0,
y: 0,
z: 0 };
var damping = 0.1;
var color = {
@ -42,22 +37,17 @@ function draw(deltaTime) {
var colorGreen = { red: 0, green: 255, blue: 0 };
var startPosition = {
x: 2,
y: 0,
y: 1,
z: 2 };
var largeRadius = 0.5;
var verySlow = {
x: 0.01,
y: 0,
z: 0.01 };
var properties = {
type: "Sphere",
collisionsWillMove: true,
position: startPosition,
dimensions: {x: largeRadius, y: largeRadius, z: largeRadius},
registrationPoint: { x: 0.5, y: 0.5, z: 0.5 },
color: colorGreen,
velocity: verySlow,
gravity: gravity,
damping: damping,
lifetime: 20
};
@ -71,7 +61,7 @@ function draw(deltaTime) {
var center = {
x: 0,
y: 0,
y: 1,
z: 0 };
var entitySize = 0.1;
@ -97,9 +87,9 @@ function draw(deltaTime) {
collisionsWillMove: true,
position: center,
dimensions: {x: entitySize, y: entitySize, z: entitySize},
registrationPoint: { x: 0.5, y: 0.5, z: 0.5 },
color: color,
velocity: velocity,
gravity: gravity,
damping: damping,
lifetime: 20
};

View file

@ -19,14 +19,17 @@ function setupMenus() {
if (!Menu.menuExists("Developer > Entities")) {
Menu.addMenu("Developer > Entities");
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Bounds", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Triangles", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Element Bounds", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Element Children", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Disable Light Entities", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Do Precision Picking", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Attempt to Reduce Material Switches", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Attempt Render Entities as Scene", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Do Precision Picking", isCheckable: true, isChecked: false });
Menu.addMenu("Developer > Entities > Culling");
Menu.addMenuItem({ menuName: "Developer > Entities > Culling", menuItemName: "Don't Cull Out Of View Mesh Parts", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities > Culling", menuItemName: "Don't Cull Too Small Mesh Parts", isCheckable: true, isChecked: false });
Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Disable Light Entities", isCheckable: true, isChecked: false });
}
}

View file

@ -206,6 +206,7 @@ var progressDialog = (function () {
height: backgroundHeight,
imageURL: backgroundUrl,
alpha: 0.9,
backgroundAlpha: 0.9,
visible: false
});
@ -216,6 +217,7 @@ var progressDialog = (function () {
textColor: textColor,
backgroundColor: textBackground,
alpha: 0.9,
backgroundAlpha: 0.9,
visible: false
});
@ -226,6 +228,7 @@ var progressDialog = (function () {
textColor: textColor,
backgroundColor: textBackground,
alpha: 0.9,
backgroundAlpha: 0.9,
visible: false
});
@ -1169,24 +1172,22 @@ var toolBar = (function () {
menuItemHeight = Tool.IMAGE_HEIGHT / 2 - 2;
loadURLMenuItem = Overlays.addOverlay("text", {
x: newModelButton.x - menuItemWidth,
y: newModelButton.y + menuItemOffset,
height: menuItemHeight,
backgroundColor: menuBackgroundColor,
topMargin: menuItemMargin,
text: "Model URL",
alpha: 0.9,
backgroundAlpha: 0.9,
visible: false
});
loadFileMenuItem = Overlays.addOverlay("text", {
x: newModelButton.x - menuItemWidth,
y: newModelButton.y + menuItemOffset + menuItemHeight,
height: menuItemHeight,
backgroundColor: menuBackgroundColor,
topMargin: menuItemMargin,
text: "Model File",
alpha: 0.9,
backgroundAlpha: 0.9,
visible: false
});
@ -1493,6 +1494,7 @@ var ExportMenu = function (opts) {
width: scaleViewWidth,
height: height,
alpha: 0.0,
backgroundAlpha: 0.0,
color: { red: 255, green: 255, blue: 255 },
text: "1"
});
@ -2480,6 +2482,7 @@ function Tooltip() {
text: "",
color: { red: 228, green: 228, blue: 228 },
alpha: 0.8,
backgroundAlpha: 0.8,
visible: false
});
this.show = function (doShow) {
@ -2554,7 +2557,7 @@ function mousePressEvent(event) {
var pickRay = Camera.computePickRay(event.x, event.y);
Vec3.print("[Mouse] Looking at: ", pickRay.origin);
var foundIntersection = Entities.findRayIntersection(pickRay);
var foundIntersection = Entities.findRayIntersection(pickRay, true); // we want precision picking here
if(!foundIntersection.accurate) {
return;

View file

@ -319,7 +319,7 @@ function ScaleSelector() {
width: this.SECOND_PART, height: this.height,
topMargin: 13,
text: this.scale.toString(),
alpha: 0.9,
backgroundAlpha: 0.0,
visible: editToolsOn
});
this.powerOverlay = Overlays.addOverlay("text", {
@ -327,7 +327,7 @@ function ScaleSelector() {
width: this.SECOND_PART, height: this.height,
leftMargin: 28,
text: this.power.toString(),
alpha: 0.0,
backgroundAlpha: 0.0,
visible: false
});
this.setScale = function(scale) {

View file

@ -0,0 +1,20 @@
//
// changeColorOnCollision.js
// examples/entityScripts
//
// Created by Brad Hefta-Gaub on 12/8/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function(){
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
this.collisionWithEntity = function(myID, otherID, collisionInfo) {
Entities.editEntity(myID, { color: { red: getRandomInt(128,255), green: getRandomInt(128,255), blue: getRandomInt(128,255)} });
};
})

View file

@ -117,7 +117,7 @@ function ScaleSelector() {
width: this.SECOND_PART, height: this.height,
topMargin: 13,
text: this.scale.toString(),
alpha: 0.0,
backgroundAlpha: 0.0,
visible: editToolsOn,
color: activeUIColor
});
@ -126,7 +126,7 @@ function ScaleSelector() {
width: this.SECOND_PART, height: this.height,
leftMargin: 28,
text: this.power.toString(),
alpha: 0.0,
backgroundAlpha: 0.0,
visible: false,
color: activeUIColor
});

View file

@ -116,7 +116,7 @@ function ScaleSelector() {
width: this.SECOND_PART, height: this.height,
topMargin: 13,
text: this.scale.toString(),
alpha: 0.0,
backgroundAlpha: 0.0,
visible: editToolsOn,
color: activeUIColor
});
@ -125,7 +125,7 @@ function ScaleSelector() {
width: this.SECOND_PART, height: this.height,
leftMargin: 28,
text: this.power.toString(),
alpha: 0.0,
backgroundAlpha: 0.0,
visible: false,
color: activeUIColor
});

View file

@ -11,6 +11,8 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var gamepads = {};
var debug = false;
var willMove = false;
@ -19,7 +21,6 @@ var warpPosition = { x: 0, y: 0, z: 0 };
var hipsToEyes;
var restoreCountdownTimer;
var headTurningTimer = 0.0;
// Overlays to show target location
@ -62,13 +63,6 @@ function restoreCameraState() {
Camera.mode = oldMode;
}
function activateWarp() {
if (warpActive) return;
warpActive = true;
updateWarp();
}
var WATCH_AVATAR_DISTANCE = 2.5;
var sound = SoundCache.getSound("http://public.highfidelity.io/sounds/Footsteps/FootstepW2Right-12db.wav");
@ -132,6 +126,22 @@ function updateWarp() {
});
}
function activateWarp() {
if (warpActive) return;
warpActive = true;
movingWithHead = true;
hipsToEyes = MyAvatar.getEyePosition().y - MyAvatar.position.y;
headStartPosition = MyAvatar.getTrackedHeadPosition();
headStartDeltaPitch = MyAvatar.getHeadDeltaPitch();
headStartFinalPitch = MyAvatar.getHeadFinalPitch();
headStartRoll = MyAvatar.getHeadFinalRoll();
headStartYaw = MyAvatar.getHeadFinalYaw();
deltaYaw = 0.0;
warpPosition = MyAvatar.position;
warpPosition.y += hipsToEyes;
updateWarp();
}
function finishWarp() {
if (!warpActive) return;
warpActive = false;
@ -152,6 +162,9 @@ function finishWarp() {
cameraPosition = Vec3.subtract(MyAvatar.position, Vec3.multiplyQbyV(Camera.getOrientation(), { x: 0, y: -hipsToEyes, z: -hipsToEyes * WATCH_AVATAR_DISTANCE }));
Camera.setPosition(cameraPosition);
playSound();
if (watchAvatar) {
restoreCountdownTimer = RESTORE_TIME;
}
}
}
@ -169,35 +182,11 @@ function update(deltaTime) {
restoreCountDownTimer = 0.0;
}
}
var HEAD_TURN_TIME = 0.10;
var HEAD_TURN_DEGREES = 4.0;
var HEAD_TURN_START_ANGLE = 45.0;
var currentYaw = MyAvatar.getHeadFinalYaw();
if (Math.abs(currentYaw) > HEAD_TURN_START_ANGLE) {
headTurningTimer += deltaTime;
if (headTurningTimer > HEAD_TURN_TIME) {
headTurningTimer = 0.0;
MyAvatar.orientation = Quat.multiply(Quat.fromPitchYawRollDegrees(0, (currentYaw > 0) ? HEAD_TURN_DEGREES: -HEAD_TURN_DEGREES, 0),
MyAvatar.orientation);
}
} else {
headTurningTimer = 0.0;
}
}
Controller.keyPressEvent.connect(function(event) {
if (event.text == "SPACE" && !event.isAutoRepeat && !movingWithHead) {
keyDownTime = 0.0;
movingWithHead = true;
hipsToEyes = MyAvatar.getEyePosition().y - MyAvatar.position.y;
headStartPosition = MyAvatar.getTrackedHeadPosition();
headStartDeltaPitch = MyAvatar.getHeadDeltaPitch();
headStartFinalPitch = MyAvatar.getHeadFinalPitch();
headStartRoll = MyAvatar.getHeadFinalRoll();
headStartYaw = MyAvatar.getHeadFinalYaw();
deltaYaw = 0.0;
warpPosition = MyAvatar.position;
warpPosition.y += hipsToEyes;
activateWarp();
}
});
@ -223,11 +212,40 @@ Controller.keyReleaseEvent.connect(function(event) {
}
timeSinceLastUp = 0.0;
finishWarp();
if (watchAvatar) {
restoreCountdownTimer = RESTORE_TIME;
}
}
});
function reportButtonValue(button, newValue, oldValue) {
if (button == Joysticks.BUTTON_FACE_RIGHT) {
if (newValue) {
activateWarp();
} else {
finishWarp();
}
}
}
Script.update.connect(update);
function addJoystick(gamepad) {
gamepad.buttonStateChanged.connect(reportButtonValue);
gamepads[gamepad.instanceId] = gamepad;
print("Added gamepad: " + gamepad.name + " (" + gamepad.instanceId + ")");
}
function removeJoystick(gamepad) {
delete gamepads[gamepad.instanceId]
print("Removed gamepad: " + gamepad.name + " (" + gamepad.instanceId + ")");
}
var allJoysticks = Joysticks.getAllJoysticks();
for (var i = 0; i < allJoysticks.length; i++) {
addJoystick(allJoysticks[i]);
}
Joysticks.joystickAdded.connect(addJoystick);
Joysticks.joystickRemoved.connect(removeJoystick);

View file

@ -103,13 +103,14 @@
var elIgnoreForCollisions = document.getElementById("property-ignore-for-collisions");
var elCollisionsWillMove = document.getElementById("property-collisions-will-move");
var elLifetime = document.getElementById("property-lifetime");
var elScriptURL = document.getElementById("property-script-url");
var elBoxSection = document.getElementById("box-section");
var elBoxSections = document.querySelectorAll(".box-section");
var elBoxColorRed = document.getElementById("property-box-red");
var elBoxColorGreen = document.getElementById("property-box-green");
var elBoxColorBlue = document.getElementById("property-box-blue");
var elLightSection = document.getElementById('light-section');
var elLightSections = document.querySelectorAll(".light-section");
var elLightSpotLight = document.getElementById("property-light-spot-light");
var elLightDiffuseRed = document.getElementById("property-light-diffuse-red");
var elLightDiffuseGreen = document.getElementById("property-light-diffuse-green");
@ -129,14 +130,14 @@
var elLightExponent = document.getElementById("property-light-exponent");
var elLightCutoff = document.getElementById("property-light-cutoff");
var elModelSection = document.getElementById("model-section");
var elModelSections = document.querySelectorAll(".model-section");
var elModelURL = document.getElementById("property-model-url");
var elModelAnimationURL = document.getElementById("property-model-animation-url");
var elModelAnimationPlaying = document.getElementById("property-model-animation-playing");
var elModelAnimationFPS = document.getElementById("property-model-animation-fps");
var elModelAnimationFrame = document.getElementById("property-model-animation-frame");
var elTextSection = document.getElementById("text-section");
var elTextSections = document.querySelectorAll(".text-section");
var elTextText = document.getElementById("property-text-text");
var elTextLineHeight = document.getElementById("property-text-line-height");
var elTextTextColorRed = document.getElementById("property-text-text-color-red");
@ -160,102 +161,120 @@
elLocked.checked = properties.locked;
if (properties.locked) {
disableChildren(document.getElementById("properties"), 'input');
disableChildren(document.getElementById("properties-table"), 'input');
elLocked.removeAttribute('disabled');
} else {
enableChildren(document.getElementById("properties"), 'input');
enableChildren(document.getElementById("properties-table"), 'input');
}
elVisible.checked = properties.visible;
elVisible.checked = properties.visible;
elPositionX.value = properties.position.x.toFixed(2);
elPositionY.value = properties.position.y.toFixed(2);
elPositionZ.value = properties.position.z.toFixed(2);
elPositionX.value = properties.position.x.toFixed(2);
elPositionY.value = properties.position.y.toFixed(2);
elPositionZ.value = properties.position.z.toFixed(2);
elDimensionsX.value = properties.dimensions.x.toFixed(2);
elDimensionsY.value = properties.dimensions.y.toFixed(2);
elDimensionsZ.value = properties.dimensions.z.toFixed(2);
elDimensionsX.value = properties.dimensions.x.toFixed(2);
elDimensionsY.value = properties.dimensions.y.toFixed(2);
elDimensionsZ.value = properties.dimensions.z.toFixed(2);
elRegistrationX.value = properties.registrationPoint.x.toFixed(2);
elRegistrationY.value = properties.registrationPoint.y.toFixed(2);
elRegistrationZ.value = properties.registrationPoint.z.toFixed(2);
elRegistrationX.value = properties.registrationPoint.x.toFixed(2);
elRegistrationY.value = properties.registrationPoint.y.toFixed(2);
elRegistrationZ.value = properties.registrationPoint.z.toFixed(2);
elLinearVelocityX.value = properties.velocity.x.toFixed(2);
elLinearVelocityY.value = properties.velocity.y.toFixed(2);
elLinearVelocityZ.value = properties.velocity.z.toFixed(2);
elLinearDamping.value = properties.damping.toFixed(2);
elLinearVelocityX.value = properties.velocity.x.toFixed(2);
elLinearVelocityY.value = properties.velocity.y.toFixed(2);
elLinearVelocityZ.value = properties.velocity.z.toFixed(2);
elLinearDamping.value = properties.damping.toFixed(2);
elAngularVelocityX.value = properties.angularVelocity.x.toFixed(2);
elAngularVelocityY.value = properties.angularVelocity.y.toFixed(2);
elAngularVelocityZ.value = properties.angularVelocity.z.toFixed(2);
elAngularDamping.value = properties.angularDamping.toFixed(2);
elAngularVelocityX.value = properties.angularVelocity.x.toFixed(2);
elAngularVelocityY.value = properties.angularVelocity.y.toFixed(2);
elAngularVelocityZ.value = properties.angularVelocity.z.toFixed(2);
elAngularDamping.value = properties.angularDamping.toFixed(2);
elGravityX.value = properties.gravity.x.toFixed(2);
elGravityY.value = properties.gravity.y.toFixed(2);
elGravityZ.value = properties.gravity.z.toFixed(2);
elGravityX.value = properties.gravity.x.toFixed(2);
elGravityY.value = properties.gravity.y.toFixed(2);
elGravityZ.value = properties.gravity.z.toFixed(2);
elMass.value = properties.mass.toFixed(2);
elIgnoreForCollisions.checked = properties.ignoreForCollisions;
elCollisionsWillMove.checked = properties.collisionsWillMove;
elLifetime.value = properties.lifetime;
elMass.value = properties.mass.toFixed(2);
elIgnoreForCollisions.checked = properties.ignoreForCollisions;
elCollisionsWillMove.checked = properties.collisionsWillMove;
elLifetime.value = properties.lifetime;
elScriptURL.value = properties.script;
if (properties.type != "Box") {
elBoxSection.style.display = 'none';
} else {
elBoxSection.style.display = 'block';
elBoxColorRed.value = properties.color.red;
elBoxColorGreen.value = properties.color.green;
elBoxColorBlue.value = properties.color.blue;
if (properties.type != "Box") {
for (var i = 0; i < elBoxSections.length; i++) {
elBoxSections[i].style.display = 'none';
}
} else {
for (var i = 0; i < elBoxSections.length; i++) {
elBoxSections[i].style.display = 'table-row';
}
if (properties.type != "Model") {
elModelSection.style.display = 'none';
} else {
elModelSection.style.display = 'block';
elModelURL.value = properties.modelURL;
elModelAnimationURL.value = properties.animationURL;
elModelAnimationPlaying.checked = properties.animationIsPlaying;
elModelAnimationFPS.value = properties.animationFPS;
elBoxColorRed.value = properties.color.red;
elBoxColorGreen.value = properties.color.green;
elBoxColorBlue.value = properties.color.blue;
}
if (properties.type != "Model") {
for (var i = 0; i < elModelSections.length; i++) {
elModelSections[i].style.display = 'none';
}
} else {
for (var i = 0; i < elModelSections.length; i++) {
elModelSections[i].style.display = 'table-row';
}
if (properties.type != "Text") {
elTextSection.style.display = 'none';
} else {
elTextSection.style.display = 'block';
elModelURL.value = properties.modelURL;
elModelAnimationURL.value = properties.animationURL;
elModelAnimationPlaying.checked = properties.animationIsPlaying;
elModelAnimationFPS.value = properties.animationFPS;
}
elTextText.value = properties.text;
elTextLineHeight.value = properties.lineHeight;
elTextTextColorRed.value = properties.textColor.red;
elTextTextColorGreen.value = properties.textColor.green;
elTextTextColorBlue.value = properties.textColor.blue;
elTextBackgroundColorRed.value = properties.backgroundColor.red;
elTextBackgroundColorGreen.value = properties.backgroundColor.green;
elTextBackgroundColorBlue.value = properties.backgroundColor.blue;
if (properties.type != "Text") {
for (var i = 0; i < elTextSections.length; i++) {
elTextSections[i].style.display = 'none';
}
} else {
for (var i = 0; i < elTextSections.length; i++) {
elTextSections[i].style.display = 'table-row';
}
if (properties.type != "Light") {
elLightSection.style.display = 'none';
} else {
elLightSection.style.display = 'block';
elTextText.value = properties.text;
elTextLineHeight.value = properties.lineHeight;
elTextTextColorRed.value = properties.textColor.red;
elTextTextColorGreen.value = properties.textColor.green;
elTextTextColorBlue.value = properties.textColor.blue;
elTextBackgroundColorRed.value = properties.backgroundColor.red;
elTextBackgroundColorGreen.value = properties.backgroundColor.green;
elTextBackgroundColorBlue.value = properties.backgroundColor.blue;
}
elLightDiffuseRed.value = properties.diffuseColor.red;
elLightDiffuseGreen.value = properties.diffuseColor.green;
elLightDiffuseBlue.value = properties.diffuseColor.blue;
elLightAmbientRed.value = properties.ambientColor.red;
elLightAmbientGreen.value = properties.ambientColor.green;
elLightAmbientBlue.value = properties.ambientColor.blue;
elLightSpecularRed.value = properties.specularColor.red;
elLightSpecularGreen.value = properties.specularColor.green;
elLightSpecularBlue.value = properties.specularColor.blue;
elLightConstantAttenuation.value = properties.constantAttenuation;
elLightLinearAttenuation.value = properties.linearAttenuation;
elLightQuadraticAttenuation.value = properties.quadraticAttenuation;
elLightExponent.value = properties.exponent;
elLightCutoff.value = properties.cutoff;
if (properties.type != "Light") {
for (var i = 0; i < elLightSections.length; i++) {
elLightSections[i].style.display = 'none';
}
} else {
for (var i = 0; i < elLightSections.length; i++) {
elLightSections[i].style.display = 'table-row';
}
elLightDiffuseRed.value = properties.diffuseColor.red;
elLightDiffuseGreen.value = properties.diffuseColor.green;
elLightDiffuseBlue.value = properties.diffuseColor.blue;
elLightAmbientRed.value = properties.ambientColor.red;
elLightAmbientGreen.value = properties.ambientColor.green;
elLightAmbientBlue.value = properties.ambientColor.blue;
elLightSpecularRed.value = properties.specularColor.red;
elLightSpecularGreen.value = properties.specularColor.green;
elLightSpecularBlue.value = properties.specularColor.blue;
elLightConstantAttenuation.value = properties.constantAttenuation;
elLightLinearAttenuation.value = properties.linearAttenuation;
elLightQuadraticAttenuation.value = properties.quadraticAttenuation;
elLightExponent.value = properties.exponent;
elLightCutoff.value = properties.cutoff;
}
}
}
@ -307,6 +326,7 @@
elIgnoreForCollisions.addEventListener('change', createEmitCheckedPropertyUpdateFunction('ignoreForCollisions'));
elCollisionsWillMove.addEventListener('change', createEmitCheckedPropertyUpdateFunction('collisionsWillMove'));
elLifetime.addEventListener('change', createEmitNumberPropertyUpdateFunction('lifetime'));
elScriptURL.addEventListener('change', createEmitTextPropertyUpdateFunction('script'));
var boxColorChangeFunction = createEmitColorPropertyUpdateFunction(
'color', elBoxColorRed, elBoxColorGreen, elBoxColorBlue);
@ -345,7 +365,7 @@
elModelAnimationPlaying.addEventListener('change', createEmitCheckedPropertyUpdateFunction('animationIsPlaying'));
elModelAnimationFPS.addEventListener('change', createEmitNumberPropertyUpdateFunction('animationFPS'));
elModelAnimationFrame.addEventListener('change', createEmitNumberPropertyUpdateFunction('animationFrameIndex'));
elTextText.addEventListener('change', createEmitTextPropertyUpdateFunction('text'));
elTextLineHeight.addEventListener('change', createEmitNumberPropertyUpdateFunction('lineHeight'));
@ -361,6 +381,50 @@
elTextBackgroundColorGreen.addEventListener('change', textBackgroundColorChangeFunction);
elTextBackgroundColorBlue.addEventListener('change', textBackgroundColorChangeFunction);
var resizing = false;
var startX = 0;
var originalWidth = 0;
var resizeHandleWidth = 10;
var col1 = document.querySelector("#col-label");
document.body.addEventListener('mousemove', function(event) {
if (resizing) {
var dX = event.x - startX;
col1.style.width = (originalWidth + dX) + "px";
}
});
document.body.addEventListener('mouseup', function(event) {
resizing = false;
});
document.body.addEventListener('mouseleave', function(event) {
resizing = false;
});
var els = document.querySelectorAll("#properties-table td");
for (var i = 0; i < els.length; i++) {
var el = els[i];
el.addEventListener('mousemove', function(event) {
if (!resizing) {
var distance = this.offsetWidth - event.offsetX;
if (distance < resizeHandleWidth) {
document.body.style.cursor = "ew-resize";
} else {
document.body.style.cursor = "initial";
}
}
});
el.addEventListener('mousedown', function(event) {
var distance = this.offsetWidth - event.offsetX;
if (distance < resizeHandleWidth) {
startX = event.x;
originalWidth = this.offsetWidth;
resizing = true;
target = this;
}
});
}
}
</script>
</head>
@ -368,272 +432,267 @@
<div class="section-header">
<label>Entity Properties</label>
</div>
<div id="properties" class="grid-section">
<div class="property-section">
<label>Type</label>
<span>
<label id="property-type"></input>
</span>
</div>
<div class="property-section">
<label>Locked</label>
<span>
<table id="properties-table">
<colgroup>
<col id="col-label">
<col>
</colgroup>
<tr>
<td class="label">
Type
</td>
<td>
<label id="property-type"></label>
</td>
</tr>
<tr>
<td class="label">Locked</td>
<td>
<input type='checkbox' id="property-locked">
</span>
</div>
</td>
</tr>
<div class="property-section">
<label>Visible</label>
<span>
<tr>
<td class="label">Visible</td>
<td>
<input type='checkbox' id="property-visible">
</span>
</div>
</td>
</tr>
<div class="property-section">
<label>Position</label>
<span>
X <input class="coord" type='number' id="property-pos-x"></input>
Y <input class="coord" type='number' id="property-pos-y"></input>
Z <input class="coord" type='number' id="property-pos-z"></input>
</span>
</div>
<tr>
<td class="label">Position</td>
<td>
<div class="input-area">X <input class="coord" type='number' id="property-pos-x"></input></div>
<div class="input-area">Y <input class="coord" type='number' id="property-pos-y"></input></div>
<div class="input-area">Z <input class="coord" type='number' id="property-pos-z"></input></div>
</td>
</tr>
<div class="property-section">
<label>Registration</label>
<span>
X <input class="coord" type='number' id="property-reg-x"></input>
Y <input class="coord" type='number' id="property-reg-y"></input>
Z <input class="coord" type='number' id="property-reg-z"></input>
</span>
</div>
<tr>
<td class="label">Registration</td>
<td>
<div class="input-area">X <input class="coord" type='number' id="property-reg-x"></input></div>
<div class="input-area">Y <input class="coord" type='number' id="property-reg-y"></input></div>
<div class="input-area">Z <input class="coord" type='number' id="property-reg-z"></input></div>
</td>
</tr>
<div class="property-section">
<label>Width</label>
<span>
<input class="coord" type='number' id="property-dim-x"></input>
</span>
</div>
<div class="property-section">
<label>Height</label>
<span>
<input class="coord" type='number' id="property-dim-y"></input>
</span>
</div>
<div class="property-section">
<label>Depth</label>
<span>
<input class="coord" type='number' id="property-dim-z"></input>
</span>
</div>
<tr>
<td class="label">Dimensions</td>
<td>
<div class="input-area">X <input class="coord" type='number' id="property-dim-x"></input></div>
<div class="input-area">Y <input class="coord" type='number' id="property-dim-y"></input></div>
<div class="input-area">Z <input class="coord" type='number' id="property-dim-z"></input></div>
</td>
</tr>
<div class="property-section">
<label>Linear</label>
<span>
X <input class="coord" type='number' id="property-lvel-x"></input>
Y <input class="coord" type='number' id="property-lvel-y"></input>
Z <input class="coord" type='number' id="property-lvel-z"></input>
</span>
</div>
<div class="property-section">
<label>Linear Damping</label>
<span>
<tr>
<td class="label">Linear Velocity</td>
<td>
<div class="input-area">X <input class="coord" type='number' id="property-lvel-x"></input></div>
<div class="input-area">Y <input class="coord" type='number' id="property-lvel-y"></input></div>
<div class="input-area">Z <input class="coord" type='number' id="property-lvel-z"></input></div>
</td>
</tr>
<tr>
<td class="label">Linear Damping</td>
<td>
<input class="coord" type='number' id="property-ldamping"></input>
</span>
</div>
<div class="property-section">
<label>Angular</label>
<span>
Pitch <input class="coord" type='number' id="property-avel-x"></input>
Roll <input class="coord" type='number' id="property-avel-z"></input>
Yaw <input class="coord" type='number' id="property-avel-y"></input>
</span>
</div>
<div class="property-section">
<label>Angular Damping</label>
<span>
</td>
</tr>
<tr>
<td class="label">Angular Velocity</td>
<td>
<div class="input-area">Pitch <input class="coord" type='number' id="property-avel-x"></input></div>
<div class="input-area">Yaw <input class="coord" type='number' id="property-avel-y"></input></div>
<div class="input-area">Roll <input class="coord" type='number' id="property-avel-z"></input></div>
</td>
</tr>
<tr>
<td class="label">Angular Damping</td>
<td>
<input class="coord" type='number' id="property-adamping"></input>
</span>
</div>
</td>
</tr>
<div class="property-section">
<label>Gravity</label>
<span>
X <input class="coord" type='number' id="property-grav-x"></input>
Y <input class="coord" type='number' id="property-grav-y"></input>
Z <input class="coord" type='number' id="property-grav-z"></input>
</span>
</div>
<tr>
<td class="label">Gravity</td>
<td>
<div class="input-area">X <input class="coord" type='number' id="property-grav-x"></input></div>
<div class="input-area">Y <input class="coord" type='number' id="property-grav-y"></input></div>
<div class="input-area">Z <input class="coord" type='number' id="property-grav-z"></input></div>
</td>
</tr>
<div class="property-section">
<label>Mass</label>
<span>
<tr>
<td class="label">Mass</td>
<td>
<input type='number' id="property-mass"></input>
</span>
</div>
</td>
</tr>
<div class="property-section">
<label>Ignore For Collisions</label>
<span>
<tr>
<td class="label">Ignore For Collisions</td>
<td>
<input type='checkbox' id="property-ignore-for-collisions"></input>
</span>
</div>
</td>
</tr>
<div class="property-section">
<label>Collisions Will Move</label>
<span>
<tr>
<td class="label">Collisions Will Move</td>
<td>
<input type='checkbox' id="property-collisions-will-move"></input>
</span>
</div>
</td>
</tr>
<div class="property-section">
<label>Lifetime</label>
<span>
<tr>
<td class="label">Lifetime</td>
<td>
<input type='number' id="property-lifetime"></input>
</span>
</div>
</td>
</tr>
<tr>
<td class="label">Script URL</td>
<td>
<input id="property-script-url"></input>
</td>
</tr>
<div id="box-section" class="multi-property-section">
<div class="property-section">
<label>Color</label>
<span>
Red <input class="coord" type='number' id="property-box-red"></input>
Green <input class="coord" type='number' id="property-box-green"></input>
Blue <input class="coord" type='number' id="property-box-blue"></input>
</span>
</div>
</div>
<tr class="box-section">
<td class="label">Color</td>
<td>
<div class="input-area">R <input class="coord" type='number' id="property-box-red"></input></div>
<div class="input-area">G <input class="coord" type='number' id="property-box-green"></input></div>
<div class="input-area">B <input class="coord" type='number' id="property-box-blue"></input></div>
</td>
</tr>
<div id="model-section" class="multi-property-section">
<div class="property-section">
<label>Model URL</label>
<span>
<input type="text" id="property-model-url"></input>
</span>
</div>
<div class="property-section">
<label>Animation URL</label>
<span>
<input type="text" id="property-model-animation-url"></input>
</span>
</div>
<div class="property-section">
<label>Animation Playing</label>
<span>
<input type='checkbox' id="property-model-animation-playing">
</span>
</div>
<div class="property-section">
<label>Animation FPS</label>
<span>
<input class="coord" type='number' id="property-model-animation-fps"></input>
</span>
</div>
<div class="property-section">
<label>Animation Frame</label>
<span>
<input class="coord" type='number' id="property-model-animation-frame"></input>
</span>
</div>
</div>
<div id="text-section" class="multi-property-section">
<div class="property-section">
<label>Text</label>
<span>
<input type="text" id="property-text-text"></input>
</span>
</div>
<div class="property-section">
<label>Line Height</label>
<span>
<input class="coord" type='number' id="property-text-line-height"></input>
</span>
</div>
<div class="property-section">
<label>Text Color</label>
<span>
Red <input class="coord" type='number' id="property-text-text-color-red"></input>
Green <input class="coord" type='number' id="property-text-text-color-green"></input>
Blue <input class="coord" type='number' id="property-text-text-color-blue"></input>
</span>
</div>
<div class="property-section">
<label>Background Color</label>
<span>
Red <input class="coord" type='number' id="property-text-background-color-red"></input>
Green <input class="coord" type='number' id="property-text-background-color-green"></input>
Blue <input class="coord" type='number' id="property-text-background-color-blue"></input>
</span>
</div>
</div>
<tr class="model-section">
<td class="label">Model URL</td>
<td>
<input type="text" id="property-model-url"></input>
</td>
</tr>
<tr class="model-section">
<td class="label">Animation URL</td>
<td>
<input type="text" id="property-model-animation-url"></input>
</td>
</tr>
<tr class="model-section">
<td class="label">Animation Playing</td>
<td>
<input type='checkbox' id="property-model-animation-playing">
</td>
</tr>
<tr class="model-section">
<td class="label">Animation FPS</td>
<td>
<input class="coord" type='number' id="property-model-animation-fps"></input>
</td>
</tr>
<tr class="model-section">
<td class="label">Animation Frame</td>
<td>
<input class="coord" type='number' id="property-model-animation-frame"></input>
</td>
</tr>
<div id="light-section" class="multi-property-section">
<div class="property-section">
<label>Spot Light</label>
<span>
<input type='checkbox' id="property-light-spot-light">
</span>
</div>
<div class="property-section">
<label>Diffuse</label>
<span>
Red <input class="coord" type='number' id="property-light-diffuse-red"></input>
Green <input class="coord" type='number' id="property-light-diffuse-green"></input>
Blue <input class="coord" type='number' id="property-light-diffuse-blue"></input>
</span>
</div>
<div class="property-section">
<label>Ambient</label>
<span>
Red <input class="coord" type='number' id="property-light-ambient-red"></input>
Green <input class="coord" type='number' id="property-light-ambient-green"></input>
Blue <input class="coord" type='number' id="property-light-ambient-blue"></input>
</span>
</div>
<div class="property-section">
<label>Specular</label>
<span>
Red <input class="coord" type='number' id="property-light-specular-red"></input>
Green <input class="coord" type='number' id="property-light-specular-green"></input>
Blue <input class="coord" type='number' id="property-light-specular-blue"></input>
</span>
</div>
<div class="property-section">
<label>Constant Attenuation</label>
<span>
<input class="coord" type='number' id="property-light-constant-attenuation"></input>
</span>
</div>
<div class="property-section">
<label>Linear Attenuation</label>
<span>
<input class="coord" type='number' id="property-light-linear-attenuation"></input>
</span>
</div>
<div class="property-section">
<label>Quadratic Attenuation</label>
<span>
<input class="coord" type='number' id="property-light-quadratic-attenuation"></input>
</span>
</div>
<div class="property-section">
<label>Exponent</label>
<span>
<input class="coord" type='number' id="property-light-exponent"></input>
</span>
</div>
<div class="property-section">
<label>Cutoff (degrees)</label>
<span>
<input class="coord" type='number' id="property-light-cutoff"></input>
</span>
</div>
</div>
</div>
<tr class="text-section">
<td class="label">Text</td>
<td>
<input type="text" id="property-text-text"></input>
</td>
</tr>
<tr class="text-section">
<td class="label">Line Height</td>
<td>
<input class="coord" type='number' id="property-text-line-height"></input>
</td>
</tr>
<tr class="text-section">
<td class="label">Text Color</td>
<td>
<div class="input-area">R <input class="coord" type='number' id="property-text-text-color-red"></input></div>
<div class="input-area">G <input class="coord" type='number' id="property-text-text-color-green"></input></div>
<div class="input-area">B <input class="coord" type='number' id="property-text-text-color-blue"></input></div>
</td>
</tr>
<tr class="text-section">
<td class="label">Background Color</td>
<td>
<div class="input-area">R <input class="coord" type='number' id="property-text-background-color-red"></input></div>
<div class="input-area">G <input class="coord" type='number' id="property-text-background-color-green"></input></div>
<div class="input-area">B <input class="coord" type='number' id="property-text-background-color-blue"></input></div>
</td>
</tr>
<tr class="light-section">
<td class="label">Spot Light</td>
<td>
<input type='checkbox' id="property-light-spot-light">
</td>
</tr>
<tr class="light-section">
<td class="label">Diffuse</td>
<td>
<div class="input-area">R <input class="coord" type='number' id="property-light-diffuse-red"></input></div>
<div class="input-area">G <input class="coord" type='number' id="property-light-diffuse-green"></input></div>
<div class="input-area">B <input class="coord" type='number' id="property-light-diffuse-blue"></input></div>
</td>
</tr>
<tr class="light-section">
<td class="label">Ambient</td>
<td>
<div class="input-area">R <input class="coord" type='number' id="property-light-ambient-red"></input></div>
<div class="input-area">G <input class="coord" type='number' id="property-light-ambient-green"></input></div>
<div class="input-area">B <input class="coord" type='number' id="property-light-ambient-blue"></input></div>
</td>
</tr>
<tr class="light-section">
<td class="label">Specular</td>
<td>
<div class="input-area">R <input class="coord" type='number' id="property-light-specular-red"></input></div>
<div class="input-area">G <input class="coord" type='number' id="property-light-specular-green"></input></div>
<div class="input-area">B <input class="coord" type='number' id="property-light-specular-blue"></input></div>
</td>
</tr>
<tr class="light-section">
<td class="label">Constant Attenuation</td>
<td>
<input class="coord" type='number' id="property-light-constant-attenuation"></input>
</td>
</tr>
<tr class="light-section">
<td class="label">Linear Attenuation</td>
<td>
<input class="coord" type='number' id="property-light-linear-attenuation"></input>
</td>
</tr>
<tr class="light-section">
<td class="label">Quadratic Attenuation</td>
<td>
<input class="coord" type='number' id="property-light-quadratic-attenuation"></input>
</td>
</tr>
<tr class="light-section">
<td class="label">Exponent</td>
<td>
<input class="coord" type='number' id="property-light-exponent"></input>
</td>
</tr>
<tr class="light-section">
<td class="label">Cutoff (degrees)</td>
<td>
<input class="coord" type='number' id="property-light-cutoff"></input>
</td>
</tr>
</table>
</body>
</html>

View file

@ -29,11 +29,11 @@
elPosY.value = origin.y.toFixed(2);
}
if (data.minorGridSpacing) {
if (data.minorGridSpacing !== undefined) {
elMinorSpacing.value = data.minorGridSpacing;
}
if (data.majorGridEvery) {
if (data.majorGridEvery !== undefined) {
elMajorSpacing.value = data.majorGridEvery;
}
@ -41,7 +41,7 @@
gridColor = data.gridColor;
}
if (data.elSnapToGrid !== undefined) {
if (data.snapToGrid !== undefined) {
elSnapToGrid.checked = data.snapToGrid == true;
}

View file

@ -17,15 +17,6 @@ body {
user-select: none;
}
input {
line-height: 2;
}
.input-left {
display: inline-block;
width: 20px;
}
.color-box {
display: inline-block;
width: 20px;
@ -63,7 +54,6 @@ input {
.property-section label {
font-weight: bold;
vertical-align: middle;
}
.property-section span {
@ -89,9 +79,10 @@ input[type=button] {
font-size: .9em;
}
input.coord {
width: 6em;
height: 2em;
input {
padding: 2px;
border: 1px solid #999;
background-color: #eee;
}
table#entity-table {
@ -105,7 +96,7 @@ table#entity-table {
cursor: pointer;
}
tr.selected {
#entity-table tr.selected {
background-color: #AAA;
}
@ -130,3 +121,48 @@ th#entity-type {
th#entity-url {
}
div.input-area {
display: inline-block;
}
input {
}
table#properties-table {
border: none;
border-collapse: collapse;
width: 100%;
background-color: #efefef;
font-family: Arial;
font-size: 12px;
table-layout: fixed;
}
#properties-table tr {
border-bottom: 1px solid #e5e5e5;
}
#properties-table td.label {
padding-right: 10px;
border-right: 1px solid #999;
text-align: right;
font-weight: bold;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
vertical-align: middle;
height: 1.2em;
}
#properties-table td {
padding: 5px 0px 5px 10px;
}
col#col-label {
width: 130px;
}

View file

@ -81,7 +81,7 @@ ExportMenu = function (opts) {
y: pos.y + margin,
width: scaleViewWidth,
height: height,
alpha: 0.0,
backgroundAlpha: 0.0,
color: { red: 255, green: 255, blue: 255 },
text: "1"
});

View file

@ -26,6 +26,7 @@ function Tooltip() {
text: "",
color: { red: 128, green: 128, blue: 128 },
alpha: 0.2,
backgroundAlpha: 0.2,
visible: false
});
this.show = function (doShow) {

View file

@ -390,6 +390,7 @@ var ZoomTool = function(opts) {
leftMargin: 4,
text: "+",
alpha: 1.0,
backgroundAlpha: 1.0,
visible: true,
});
var decreaseButton = Overlays.addOverlay("text", {
@ -403,6 +404,7 @@ var ZoomTool = function(opts) {
leftMargin: 4,
text: "-",
alpha: 1.0,
backgroundAlpha: 1.0,
visible: true,
});
var zoomBar = Overlays.addOverlay("text", {
@ -416,6 +418,7 @@ var ZoomTool = function(opts) {
leftMargin: 4,
text: "",
alpha: 1.0,
backgroundAlpha: 1.0,
visible: true,
});
var zoomHandle = Overlays.addOverlay("text", {
@ -428,6 +431,7 @@ var ZoomTool = function(opts) {
leftMargin: 4,
text: "",
alpha: 1.0,
backgroundAlpha: 1.0,
visible: true,
});
@ -501,6 +505,7 @@ var ArrowTool = function(opts) {
leftMargin: 4,
text: "^",
alpha: 1.0,
backgroundAlpha: 1.0,
visible: true,
});
var leftButton = Overlays.addOverlay("text", {
@ -514,6 +519,7 @@ var ArrowTool = function(opts) {
leftMargin: 4,
text: "<",
alpha: 1.0,
backgroundAlpha: 1.0,
visible: true,
});
var rightButton = Overlays.addOverlay("text", {
@ -540,6 +546,7 @@ var ArrowTool = function(opts) {
leftMargin: 4,
text: "v",
alpha: 1.0,
backgroundAlpha: 1.0,
visible: true,
});
var centerButton = Overlays.addOverlay("text", {
@ -553,6 +560,7 @@ var ArrowTool = function(opts) {
leftMargin: 4,
text: "",
alpha: 1.0,
backgroundAlpha: 1.0,
visible: true,
});

View file

@ -41,6 +41,8 @@ EntityPropertyDialogBox = (function () {
array.push({ label: "Entity Type:" + properties.type, type: "header" });
index++;
array.push({ label: "ID:", value: properties.id });
index++;
array.push({ label: "Locked:", type: "checkbox", value: properties.locked });
index++;
@ -265,6 +267,7 @@ EntityPropertyDialogBox = (function () {
var properties = propertiesForEditedEntity;
var index = 0;
index++; // skip type header
index++; // skip id item
properties.locked = array[index++].value;
if (properties.type == "Model") {
properties.modelURL = array[index++].value;

View file

@ -368,6 +368,7 @@ SelectionDisplay = (function () {
color: { red: 0, green: 0, blue: 0},
backgroundColor: { red: 255, green: 255, blue: 255 },
alpha: 0.7,
backgroundAlpha: 0.7,
visible: false,
isFacingAvatar: true,
drawInFront: true,
@ -1748,13 +1749,6 @@ SelectionDisplay = (function () {
pushCommandForSelections();
},
onMove: function(event) {
var debug = Menu.isOptionChecked("Debug Ryans Rotation Problems");
if (debug) {
print("rotateYaw()...");
print(" event.x,y:" + event.x + "," + event.y);
}
var pickRay = Camera.computePickRay(event.x, event.y);
Overlays.editOverlay(selectionBox, { ignoreRayIntersection: true, visible: false});
Overlays.editOverlay(baseOfEntityProjectionOverlay, { ignoreRayIntersection: true, visible: false });
@ -1762,29 +1756,16 @@ SelectionDisplay = (function () {
var result = Overlays.findRayIntersection(pickRay);
if (debug) {
print(" findRayIntersection() .... result.intersects:" + result.intersects);
}
if (result.intersects) {
var center = yawCenter;
var zero = yawZero;
var centerToZero = Vec3.subtract(center, zero);
var centerToIntersect = Vec3.subtract(center, result.intersection);
var angleFromZero = Vec3.orientedAngle(centerToZero, centerToIntersect, rotationNormal);
var distanceFromCenter = Vec3.distance(center, result.intersection);
var snapToInner = distanceFromCenter < innerRadius;
var snapAngle = snapToInner ? innerSnapAngle : 1.0;
angleFromZero = Math.floor(angleFromZero / snapAngle) * snapAngle;
// for debugging
if (debug) {
Vec3.print(" result.intersection:",result.intersection);
Overlays.editOverlay(rotateCurrentOverlay, { visible: true, start: center, end: result.intersection });
print(" angleFromZero:" + angleFromZero);
}
var yawChange = Quat.fromVec3Degrees({ x: 0, y: angleFromZero, z: 0 });
// Entities should only reposition if we are rotating multiple selections around
@ -1895,23 +1876,12 @@ SelectionDisplay = (function () {
pushCommandForSelections();
},
onMove: function(event) {
var debug = Menu.isOptionChecked("Debug Ryans Rotation Problems");
if (debug) {
print("rotatePitch()...");
print(" event.x,y:" + event.x + "," + event.y);
}
var pickRay = Camera.computePickRay(event.x, event.y);
Overlays.editOverlay(selectionBox, { ignoreRayIntersection: true, visible: false});
Overlays.editOverlay(baseOfEntityProjectionOverlay, { ignoreRayIntersection: true, visible: false });
Overlays.editOverlay(rotateOverlayTarget, { ignoreRayIntersection: false });
var result = Overlays.findRayIntersection(pickRay);
if (debug) {
print(" findRayIntersection() .... result.intersects:" + result.intersects);
}
if (result.intersects) {
var properties = Entities.getEntityProperties(selectionManager.selections[0]);
var center = pitchCenter;
@ -1925,13 +1895,6 @@ SelectionDisplay = (function () {
var snapAngle = snapToInner ? innerSnapAngle : 1.0;
angleFromZero = Math.floor(angleFromZero / snapAngle) * snapAngle;
// for debugging
if (debug) {
Vec3.print(" result.intersection:",result.intersection);
Overlays.editOverlay(rotateCurrentOverlay, { visible: true, start: center, end: result.intersection });
print(" angleFromZero:" + angleFromZero);
}
var pitchChange = Quat.fromVec3Degrees({ x: angleFromZero, y: 0, z: 0 });
for (var i = 0; i < SelectionManager.selections.length; i++) {
@ -2032,23 +1995,12 @@ SelectionDisplay = (function () {
pushCommandForSelections();
},
onMove: function(event) {
var debug = Menu.isOptionChecked("Debug Ryans Rotation Problems");
if (debug) {
print("rotateRoll()...");
print(" event.x,y:" + event.x + "," + event.y);
}
var pickRay = Camera.computePickRay(event.x, event.y);
Overlays.editOverlay(selectionBox, { ignoreRayIntersection: true, visible: false});
Overlays.editOverlay(baseOfEntityProjectionOverlay, { ignoreRayIntersection: true, visible: false });
Overlays.editOverlay(rotateOverlayTarget, { ignoreRayIntersection: false });
var result = Overlays.findRayIntersection(pickRay);
if (debug) {
print(" findRayIntersection() .... result.intersects:" + result.intersects);
}
if (result.intersects) {
var properties = Entities.getEntityProperties(selectionManager.selections[0]);
var center = rollCenter;
@ -2062,13 +2014,6 @@ SelectionDisplay = (function () {
var snapAngle = snapToInner ? innerSnapAngle : 1.0;
angleFromZero = Math.floor(angleFromZero / snapAngle) * snapAngle;
// for debugging
if (debug) {
Vec3.print(" result.intersection:",result.intersection);
Overlays.editOverlay(rotateCurrentOverlay, { visible: true, start: center, end: result.intersection });
print(" angleFromZero:" + angleFromZero);
}
var rollChange = Quat.fromVec3Degrees({ x: 0, y: 0, z: angleFromZero });
for (var i = 0; i < SelectionManager.selections.length; i++) {
var entityID = SelectionManager.selections[i];
@ -2299,14 +2244,6 @@ SelectionDisplay = (function () {
Overlays.editOverlay(rotateOverlayInner, { visible: true, rotation: overlayOrientation, position: overlayCenter });
Overlays.editOverlay(rotateOverlayOuter, { visible: true, rotation: overlayOrientation, position: overlayCenter, startAt: 0, endAt: 360 });
Overlays.editOverlay(rotateOverlayCurrent, { visible: true, rotation: overlayOrientation, position: overlayCenter, startAt: 0, endAt: 0 });
// for debugging
var debug = Menu.isOptionChecked("Debug Ryans Rotation Problems");
if (debug) {
Overlays.editOverlay(rotateZeroOverlay, { visible: true, start: overlayCenter, end: result.intersection });
Overlays.editOverlay(rotateCurrentOverlay, { visible: true, start: overlayCenter, end: result.intersection });
}
Overlays.editOverlay(yawHandle, { visible: false });
Overlays.editOverlay(pitchHandle, { visible: false });
Overlays.editOverlay(rollHandle, { visible: false });

View file

@ -1,3 +1,9 @@
var SETTING_GRID_VISIBLE = 'gridVisible';
var SETTING_GRID_SNAP_TO_GRID = 'gridSnapToGrid';
var SETTING_GRID_MINOR_WIDTH= 'gridMinorWidth';
var SETTING_GRID_MAJOR_EVERY = 'gridMajorEvery';
var SETTING_GRID_COLOR = 'gridColor';
Grid = function(opts) {
var that = {};
@ -12,9 +18,6 @@ Grid = function(opts) {
var worldSize = 16384;
var minorGridWidth = 0.5;
var majorGridWidth = 1.5;
var snapToGrid = false;
var gridOverlay = Overlays.addOverlay("grid", {
@ -23,7 +26,7 @@ Grid = function(opts) {
color: { red: 0, green: 0, blue: 128 },
alpha: 1.0,
rotation: Quat.fromPitchYawRollDegrees(90, 0, 0),
minorGridWidth: 0.1,
minorGridSpacing: 0.1,
majorGridEvery: 2,
});
@ -40,16 +43,37 @@ Grid = function(opts) {
that.getSnapToGrid = function() { return snapToGrid; };
that.setEnabled = function(enabled) {
that.enabled = enabled;
updateGrid();
if (that.enabled != enabled) {
that.enabled = enabled;
if (enabled) {
if (selectionManager.hasSelection()) {
that.setPosition(selectionManager.getBottomPosition());
} else {
that.setPosition(MyAvatar.position);
}
}
updateGrid();
}
}
that.setVisible = function(visible, noUpdate) {
that.visible = visible;
updateGrid();
if (visible != that.visible) {
that.visible = visible;
updateGrid();
if (!noUpdate) {
that.emitUpdate();
if (visible) {
if (selectionManager.hasSelection()) {
that.setPosition(selectionManager.getBottomPosition());
} else {
that.setPosition(MyAvatar.position);
}
}
if (!noUpdate) {
that.emitUpdate();
}
}
}
@ -171,7 +195,7 @@ Grid = function(opts) {
Overlays.editOverlay(gridOverlay, {
position: { x: origin.y, y: origin.y, z: -origin.y },
visible: that.visible && that.enabled,
minorGridWidth: minorGridSpacing,
minorGridSpacing: minorGridSpacing,
majorGridEvery: majorGridEvery,
color: gridColor,
alpha: gridAlpha,
@ -181,15 +205,43 @@ Grid = function(opts) {
}
function cleanup() {
saveSettings();
Overlays.deleteOverlay(gridOverlay);
}
function loadSettings() {
that.setVisible(Settings.getValue(SETTING_GRID_VISIBLE) == "true", true);
snapToGrid = Settings.getValue(SETTING_GRID_SNAP_TO_GRID) == "true";
minorGridSpacing = parseFloat(Settings.getValue(SETTING_GRID_MINOR_WIDTH), 10);
majorGridEvery = parseInt(Settings.getValue(SETTING_GRID_MAJOR_EVERY), 10);
try {
var newColor = JSON.parse(Settings.getValue(SETTING_GRID_COLOR));
if (newColor.red !== undefined && newColor.green !== undefined && newColor.blue !== undefined) {
gridColor.red = newColor.red;
gridColor.green = newColor.green;
gridColor.blue = newColor.blue;
}
} catch (e) {
}
updateGrid();
}
function saveSettings() {
Settings.setValue(SETTING_GRID_VISIBLE, that.visible);
Settings.setValue(SETTING_GRID_SNAP_TO_GRID, snapToGrid);
Settings.setValue(SETTING_GRID_MINOR_WIDTH, minorGridSpacing);
Settings.setValue(SETTING_GRID_MAJOR_EVERY, majorGridEvery);
Settings.setValue(SETTING_GRID_COLOR, JSON.stringify(gridColor));
}
that.addListener = function(callback) {
that.onUpdate = callback;
}
Script.scriptEnding.connect(cleanup);
updateGrid();
loadSettings();
that.onUpdate = null;

View file

@ -40,6 +40,7 @@ progressDialog = (function () {
textColor: textColor,
backgroundColor: textBackground,
alpha: 0.9,
backgroundAlpha: 0.9,
visible: false
});
@ -50,6 +51,7 @@ progressDialog = (function () {
textColor: textColor,
backgroundColor: textBackground,
alpha: 0.9,
backgroundAlpha: 0.9,
visible: false
});

View file

@ -138,6 +138,7 @@ ToolBar = function(x, y, direction) {
width: this.width,
height: this.height,
alpha: 1.0,
backgroundAlpha: 1.0,
visible: false
});
this.spacing = [];
@ -243,7 +244,10 @@ ToolBar = function(x, y, direction) {
this.tools[tool].setAlpha(alpha);
}
if (this.back != null) {
Overlays.editOverlay(this.back, { alpha: alpha});
Overlays.editOverlay(this.back, {
alpha: alpha,
backgroundAlpha: alpha
});
}
} else {
this.tools[tool].setAlpha(alpha);
@ -263,7 +267,7 @@ ToolBar = function(x, y, direction) {
((direction == ToolBar.VERTICAL) ? 1 : 2) * ToolBar.SPACING,
visible: true,
backgroundColor: color,
alpha: alpha
backgroundAlpha: alpha
});
}
}

View file

@ -92,7 +92,7 @@ function drawLobby() {
};
var orbShellProps = {
url: HIFI_PUBLIC_BUCKET + "models/sets/Lobby/Lobby_v8/forStephen1/LobbyShell1.fbx",
url: HIFI_PUBLIC_BUCKET + "models/sets/Lobby/Lobby_v8/forStephen1/LobbyShell1.4_LightTag.fbx",
position: orbPosition,
rotation: towardsMe,
dimensions: orbDimensions,
@ -113,6 +113,7 @@ function drawLobby() {
text: "",
lineHeight: lineHeight,
alpha: 0.9,
backgroundAlpha: 0.9,
ignoreRayIntersection: true,
visible: false,
isFacingAvatar: true

View file

@ -140,24 +140,22 @@ var toolBar = (function () {
menuItemHeight = Tool.IMAGE_HEIGHT / 2 - 2;
loadURLMenuItem = Overlays.addOverlay("text", {
x: newModelButton.x - menuItemWidth,
y: newModelButton.y + menuItemOffset,
height: menuItemHeight,
backgroundColor: menuBackgroundColor,
topMargin: menuItemMargin,
text: "Model URL",
alpha: 0.9,
backgroundAlpha: 0.9,
visible: false
});
loadFileMenuItem = Overlays.addOverlay("text", {
x: newModelButton.x - menuItemWidth,
y: newModelButton.y + menuItemOffset + menuItemHeight,
height: menuItemHeight,
backgroundColor: menuBackgroundColor,
topMargin: menuItemMargin,
text: "Model File",
alpha: 0.9,
backgroundAlpha: 0.9,
visible: false
});
@ -215,6 +213,28 @@ var toolBar = (function () {
Overlays.editOverlay(loadFileMenuItem, { visible: active });
}
that.setActive = function(active) {
if (active != isActive) {
isActive = active;
if (!isActive) {
entityListTool.setVisible(false);
gridTool.setVisible(false);
grid.setEnabled(false);
propertiesTool.setVisible(false);
selectionManager.clearSelections();
cameraManager.disable();
} else {
cameraManager.enable();
entityListTool.setVisible(true);
gridTool.setVisible(true);
propertiesTool.setVisible(true);
grid.setEnabled(true);
}
}
toolBar.selectTool(activeButton, active);
};
var RESIZE_INTERVAL = 50;
var RESIZE_TIMEOUT = 20000;
var RESIZE_MAX_CHECKS = RESIZE_TIMEOUT / RESIZE_INTERVAL;
@ -290,21 +310,7 @@ var toolBar = (function () {
clickedOverlay = Overlays.getOverlayAtPoint({ x: event.x, y: event.y });
if (activeButton === toolBar.clicked(clickedOverlay)) {
isActive = !isActive;
if (!isActive) {
entityListTool.setVisible(false);
gridTool.setVisible(false);
grid.setEnabled(false);
propertiesTool.setVisible(false);
selectionManager.clearSelections();
cameraManager.disable();
} else {
cameraManager.enable();
entityListTool.setVisible(true);
gridTool.setVisible(true);
grid.setEnabled(true);
propertiesTool.setVisible(true);
}
that.setActive(!isActive);
return true;
}
@ -465,7 +471,7 @@ function rayPlaneIntersection(pickRay, point, normal) {
function findClickedEntity(event) {
var pickRay = Camera.computePickRay(event.x, event.y);
var foundIntersection = Entities.findRayIntersection(pickRay);
var foundIntersection = Entities.findRayIntersection(pickRay, true); // want precision picking
if (!foundIntersection.accurate) {
return null;
@ -668,7 +674,6 @@ function setupModelMenus() {
Menu.addMenuItem({ menuName: "File", menuItemName: "Models", isSeparator: true, beforeItem: "Settings" });
Menu.addMenuItem({ menuName: "File", menuItemName: "Export Models", shortcutKey: "CTRL+META+E", afterItem: "Models" });
Menu.addMenuItem({ menuName: "File", menuItemName: "Import Models", shortcutKey: "CTRL+META+I", afterItem: "Export Models" });
Menu.addMenuItem({ menuName: "Developer", menuItemName: "Debug Ryans Rotation Problems", isCheckable: true });
Menu.addMenuItem({ menuName: "View", menuItemName: MENU_EASE_ON_FOCUS, afterItem: MENU_INSPECT_TOOL_ENABLED,
isCheckable: true, isChecked: Settings.getValue(SETTING_EASE_ON_FOCUS) == "true" });
@ -695,7 +700,6 @@ function cleanupModelMenus() {
Menu.removeSeparator("File", "Models");
Menu.removeMenuItem("File", "Export Models");
Menu.removeMenuItem("File", "Import Models");
Menu.removeMenuItem("Developer", "Debug Ryans Rotation Problems");
Menu.removeMenuItem("View", MENU_INSPECT_TOOL_ENABLED);
Menu.removeMenuItem("View", MENU_EASE_ON_FOCUS);
@ -817,6 +821,13 @@ function handeMenuEvent(menuItem) {
Menu.menuItemEvent.connect(handeMenuEvent);
Controller.keyPressEvent.connect(function(event) {
if (event.text == 'w' || event.text == 'a' || event.text == 's' || event.text == 'd'
|| event.text == 'UP' || event.text == 'DOWN' || event.text == 'LEFT' || event.text == 'RIGHT') {
toolBar.setActive(false);
}
});
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 == "`") {

View file

@ -115,6 +115,7 @@ function createNotification(text) {
color: textColor,
backgroundColor: backColor,
alpha: backgroundAlpha,
backgroundAlpha: backgroundAlpha,
topMargin: topMargin,
leftMargin: leftMargin,
font: {size: fontSize},
@ -160,7 +161,7 @@ function fadeIn(noticeIn, buttonIn) {
pauseTimer = Script.setInterval(function() {
q++;
qFade = q / 10.0;
Overlays.editOverlay(noticeIn, {alpha: qFade});
Overlays.editOverlay(noticeIn, {alpha: qFade, backgroundAlpha: qFade});
Overlays.editOverlay(buttonIn, {alpha: qFade});
if (q >= 9.0) {
Script.clearInterval(pauseTimer);
@ -344,7 +345,7 @@ function fadeOut(noticeOut, buttonOut, arraysOut) {
pauseTimer = Script.setInterval(function() {
r--;
rFade = r / 10.0;
Overlays.editOverlay(noticeOut, {alpha: rFade});
Overlays.editOverlay(noticeOut, {alpha: rFade, backgroundAlpha: rFade});
Overlays.editOverlay(buttonOut, {alpha: rFade});
if (r < 0) {
dismiss(noticeOut, buttonOut, arraysOut);

45
examples/orbitingSound.js Normal file
View file

@ -0,0 +1,45 @@
//
// orbitingSound.js
// examples
//
// Created by Philip Rosedale on December 4, 2014
// Copyright 2014 High Fidelity, Inc.
//
// An object playing a sound appears and circles you, changing brightness with the audio playing.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var RADIUS = 2.0;
var orbitCenter = Vec3.sum(Camera.position, Vec3.multiply(Quat.getFront(Camera.getOrientation()), RADIUS));
var time = 0;
var SPEED = 1.0;
var currentPosition = { x: 0, y: 0, z: 0 };
var trailingLoudness = 0.0;
var soundClip = SoundCache.getSound("https://s3.amazonaws.com/hifi-public/sounds/Tabla+Loops/Tabla1.wav");
var properties = {
type: "Box",
position: orbitCenter,
dimensions: { x: 0.25, y: 0.25, z: 0.25 },
color: { red: 100, green: 0, blue : 0 }
};
var objectId = Entities.addEntity(properties);
var sound = Audio.playSound(soundClip, { position: orbitCenter, loop: true, volume: 0.5 });
function update(deltaTime) {
time += deltaTime;
currentPosition = { x: orbitCenter.x + Math.cos(time * SPEED) * RADIUS, y: orbitCenter.y, z: orbitCenter.z + Math.sin(time * SPEED) * RADIUS };
trailingLoudness = 0.9 * trailingLoudness + 0.1 * Audio.getLoudness(sound);
Entities.editEntity( objectId, { position: currentPosition, color: { red: Math.min(trailingLoudness * 2000, 255), green: 0, blue: 0 } } );
Audio.setInjectorOptions(sound, { position: currentPosition });
}
Script.scriptEnding.connect(function() {
Entities.deleteEntity(objectId);
Audio.stopInjector(sound);
});
Script.update.connect(update);

View file

@ -69,7 +69,8 @@ var text = Overlays.addOverlay("text", {
topMargin: 4,
leftMargin: 4,
text: "Here is some text.\nAnd a second line.",
alpha: 0.7
alpha: 0.7,
backgroundAlpha: 0.5
});
// This will create an image overlay, which starts out as invisible
@ -170,6 +171,7 @@ var clipboardPreview = Overlays.addOverlay("clipboard", {
// Demonstrate retrieving overlay properties
print("Text overlay text property value =\n" + Overlays.getProperty(text, "text"));
print("Text overlay alpha =\n" + Overlays.getProperty(text, "alpha"));
print("Text overlay background alpha =\n" + Overlays.getProperty(text, "backgroundAlpha"));
print("Text overlay visible =\n" + Overlays.getProperty(text, "visible"));
print("Text overlay font size =\n" + Overlays.getProperty(text, "font").size);
print("Text overlay anchor =\n" + Overlays.getProperty(text, "anchor"));

View file

@ -57,6 +57,7 @@ var statusText = Overlays.addOverlay("text", {
height: 20,
backgroundColor: { red: 0, green: 0, blue: 0},
alpha: 1.0,
backgroundAlpha: 1.0,
color: { red: 255, green: 255, blue: 255},
topMargin: 4,
leftMargin: 4,

View file

@ -32,167 +32,168 @@ var clickedButton = false;
var cursor = "|";
// add more characters to the string if required
var keyString = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz\
~!@#$%^&*()_+`1234567890-={}|[]\\:\";'<>?,./"; //permitted characters
~!@#$%^&*()_+`1234567890-={}|[]\\:\";'<>?,./"; //permitted characters
// This will create a text overlay that displays what you type
var inputWindow = Overlays.addOverlay("text", {
x: locationX,
y: locationY,
width: width,
height: height,
color: textColor,
backgroundColor: backColor,
alpha: backgroundAlpha,
topMargin: topMargin,
leftMargin: leftMargin,
font: {size: fontSize},
text: writing,
visible: true
});
x: locationX,
y: locationY,
width: width,
height: height,
color: textColor,
backgroundColor: backColor,
alpha: backgroundAlpha,
backgroundAlpha: backgroundAlpha,
topMargin: topMargin,
leftMargin: leftMargin,
font: {size: fontSize},
text: writing,
visible: true
});
// This will create an image overlay of a button.
var button1 = Overlays.addOverlay("image", { // green button
x: buttonLocationX,
y: locationY + 10,
width: 40,
height: 35,
subImage: { x: 0, y: 0, width: 39, height: 35 },
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
color: readyColor,
visible: true
});
x: buttonLocationX,
y: locationY + 10,
width: 40,
height: 35,
subImage: { x: 0, y: 0, width: 39, height: 35 },
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
color: readyColor,
visible: true
});
// This will create an image overlay of another button.
var button2 = Overlays.addOverlay("image", { // red button
x: buttonLocationX,
y: locationY + 60,
width: 40,
height: 35,
subImage: { x: 0, y: 0, width: 39, height: 35 },
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
color: { red: 250, green: 2, blue: 2},
visible: true,
});
x: buttonLocationX,
y: locationY + 60,
width: 40,
height: 35,
subImage: { x: 0, y: 0, width: 39, height: 35 },
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
color: { red: 250, green: 2, blue: 2},
visible: true,
});
// When our script shuts down, we should clean up all of our overlays
function scriptEnding() {
Overlays.deleteOverlay(inputWindow);
Overlays.deleteOverlay(button1);
Overlays.deleteOverlay(button2);
//Return control of keys to default on script ending
for(var i=0; i<keyString.length; i++){
var nextChar = keyString.charAt(i);
Controller.releaseKeyEvents({ text: nextChar});
}
Controller.releaseKeyEvents({"key": 0x5c}); // forward slash
Controller.releaseKeyEvents({ text: "SHIFT"});
Controller.releaseKeyEvents({ text: "BACKSPACE"});
Controller.releaseKeyEvents({ text: "SPACE"});
Controller.releaseKeyEvents({"key":16777220} ); //Enter
Controller.releaseKeyEvents({"key":16777219} ); //Backspace
Overlays.deleteOverlay(inputWindow);
Overlays.deleteOverlay(button1);
Overlays.deleteOverlay(button2);
//Return control of keys to default on script ending
for(var i=0; i<keyString.length; i++){
var nextChar = keyString.charAt(i);
Controller.releaseKeyEvents({ text: nextChar});
}
Controller.releaseKeyEvents({"key": 0x5c}); // forward slash
Controller.releaseKeyEvents({ text: "SHIFT"});
Controller.releaseKeyEvents({ text: "BACKSPACE"});
Controller.releaseKeyEvents({ text: "SPACE"});
Controller.releaseKeyEvents({"key":16777220} ); //Enter
Controller.releaseKeyEvents({"key":16777219} ); //Backspace
}
Script.scriptEnding.connect(scriptEnding);
function resetForm(){
writing = ""; // Start with a blank string
Overlays.editOverlay(button1, {color: readyColor} );
Overlays.editOverlay(inputWindow, {backgroundColor: readyColor});
clickedText = true;
writing = ""; // Start with a blank string
Overlays.editOverlay(button1, {color: readyColor} );
Overlays.editOverlay(inputWindow, {backgroundColor: readyColor});
clickedText = true;
}
function submitForm(){
print("form submitted");
writingOutput = writing; // writingOutput is the data output
writing = writing + ".\nYour data has been stored.\n\nClick here to reset form or \n\n\nClick red button to close,";
Overlays.editOverlay(button1, { color: clickedColor} );
Overlays.editOverlay(inputWindow, {backgroundColor: clickedColor});
clickedText = false;
clickedButton = true;
print("form submitted");
writingOutput = writing; // writingOutput is the data output
writing = writing + ".\nYour data has been stored.\n\nClick here to reset form or \n\n\nClick red button to close,";
Overlays.editOverlay(button1, { color: clickedColor} );
Overlays.editOverlay(inputWindow, {backgroundColor: clickedColor});
clickedText = false;
clickedButton = true;
}
// handle click detection
function mousePressEvent(event) {
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y}); //identify which overlay was clicked
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y}); //identify which overlay was clicked
if (clickedOverlay == inputWindow) { // if the user clicked on the text window, prepare the overlay
if (clickedText == false){ // first time clicked?
resetForm();
}
}
if (clickedOverlay == inputWindow) { // if the user clicked on the text window, prepare the overlay
if (clickedText == false){ // first time clicked?
resetForm();
}
}
if (clickedOverlay == button1) { // if the user clicked on the green button
if (clickedText == true){ // nothing happens unless the text window was clicked first
submitForm();
// clickedText == false;
}
else { // if the form has been submitted already
resetForm();
}
}
if (clickedOverlay == button1) { // if the user clicked on the green button
if (clickedText == true){ // nothing happens unless the text window was clicked first
submitForm();
// clickedText == false;
}
else { // if the form has been submitted already
resetForm();
}
}
if (clickedOverlay == button2) { // if the user clicked on the red button
print ("script ending");
Script.stop();
}
if (clickedOverlay == button2) { // if the user clicked on the red button
print ("script ending");
Script.stop();
}
}
//handle key press detection
function keyPressEvent(key) {
if (clickedText == true){
if (clickedText == true){
if (key.text == "SPACE") { //special conditions for space bar
writing = writing + " ";
key.text ="";
}
else if (key.text == "BACKSPACE") { // Backspace
var myString = writing;
writing = myString.substr(0, myString.length-1);
key.text ="";
}
if (key.text == "SPACE") { //special conditions for space bar
writing = writing + " ";
key.text ="";
}
else if (key.text == "BACKSPACE") { // Backspace
var myString = writing;
writing = myString.substr(0, myString.length-1);
key.text ="";
}
if (key.text == "\r") { //special conditions for enter key
writing = writing + "\n";
key.text ="";
}
else if ( keyString.indexOf(key.text) == -1) { // prevent all other keys not in keyString
key.text ="";
}
// build the string
writing = writing + key.text;
}
if (key.text == "\r") { //special conditions for enter key
writing = writing + "\n";
key.text ="";
}
else if ( keyString.indexOf(key.text) == -1) { // prevent all other keys not in keyString
key.text ="";
}
// build the string
writing = writing + key.text;
}
}
var count = 0;
function updateWriting(deltaTime){
count++;
// every half second or so, remove and replace the pipe to create a blinking cursor
if (count % 30 == 0) {
if (cursor == "|") {
cursor="";
} else {
cursor = "|";
}
}
// attempt at some overflow control of the text
if ((writing.length % 53) == 0) {
writing = writing + "\n";
}
// add blinking cursor to window during typing
var addCursor = writing + cursor;
if (clickedText == true){
Overlays.editOverlay(inputWindow, { text: addCursor});
}else{
Overlays.editOverlay(inputWindow, { text: writing});
}
count++;
// every half second or so, remove and replace the pipe to create a blinking cursor
if (count % 30 == 0) {
if (cursor == "|") {
cursor="";
} else {
cursor = "|";
}
}
// attempt at some overflow control of the text
if ((writing.length % 53) == 0) {
writing = writing + "\n";
}
// add blinking cursor to window during typing
var addCursor = writing + cursor;
if (clickedText == true){
Overlays.editOverlay(inputWindow, { text: addCursor});
}else{
Overlays.editOverlay(inputWindow, { text: writing});
}
}
// test keystroke against keyString and capture permitted keys
for (var i=0; i<keyString.length; i++){
var nextChar = keyString.charAt(i);
Controller.captureKeyEvents({ text: nextChar});
var nextChar = keyString.charAt(i);
Controller.captureKeyEvents({ text: nextChar});
}
// capture special keys
Controller.captureKeyEvents({ "key": 0x5c}); //forward slash key

598
examples/virtualKeyboard.js Normal file
View file

@ -0,0 +1,598 @@
//
// virtualKeyboard.js
// examples
//
// Created by Thijs Wenker on 11/18/14.
// Copyright 2014 High Fidelity, Inc.
//
// Control a virtual keyboard using your favorite HMD.
// Usage: Enable VR-mode and go to First person mode,
// look at the key that you would like to press, and press the spacebar on your "REAL" keyboard.
//
// leased some code from newEditEntities.js for Text Entity example
//
// 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/globals.js");
const KBD_UPPERCASE_DEFAULT = 0;
const KBD_LOWERCASE_DEFAULT = 1;
const KBD_UPPERCASE_HOVER = 2;
const KBD_LOWERCASE_HOVER = 3;
const KBD_BACKGROUND = 4;
const KEYBOARD_URL = HIFI_PUBLIC_BUCKET + "images/keyboard.svg";
const CURSOR_URL = HIFI_PUBLIC_BUCKET + "images/cursor.svg";
const SPACEBAR_CHARCODE = 32;
const KEYBOARD_WIDTH = 1174.7;
const KEYBOARD_HEIGHT = 434.1;
const CURSOR_WIDTH = 33.9;
const CURSOR_HEIGHT = 33.9;
// VIEW_ANGLE can be adjusted to your likings, the smaller the faster movement.
// Try setting it to 60 if it goes too fast for you.
const VIEW_ANGLE = 40.0;
const VIEW_ANGLE_BY_TWO = VIEW_ANGLE / 2;
const SPAWN_DISTANCE = 1;
const DEFAULT_TEXT_DIMENSION_Z = 0.02;
const BOUND_X = 0;
const BOUND_Y = 1;
const BOUND_W = 2;
const BOUND_H = 3;
const KEY_STATE_LOWER = 0;
const KEY_STATE_UPPER = 1;
const TEXT_MARGIN_TOP = 0.15;
const TEXT_MARGIN_LEFT = 0.15;
const TEXT_MARGIN_RIGHT = 0.17;
const TEXT_MARGIN_BOTTOM = 0.17;
var windowDimensions = Controller.getViewportDimensions();
var cursor = null;
var keyboard = new Keyboard();
var textFontSize = 9;
var text = null;
var textText = "";
var textSizeMeasureOverlay = Overlays.addOverlay("text3d", {visible: false});
function appendChar(char) {
textText += char;
updateTextOverlay();
Overlays.editOverlay(text, {text: textText});
}
function deleteChar() {
if (textText.length > 0) {
textText = textText.substring(0, textText.length - 1);
updateTextOverlay();
}
}
function updateTextOverlay() {
var textLines = textText.split("\n");
var maxLineWidth = 0;
for (textLine in textLines) {
var lineWidth = Overlays.textWidth(text, textLines[textLine]);
if (lineWidth > maxLineWidth) {
maxLineWidth = lineWidth;
}
}
var suggestedFontSize = (windowDimensions.x / maxLineWidth) * textFontSize * 0.90;
var maxFontSize = 190 / textLines.length;
textFontSize = (suggestedFontSize > maxFontSize) ? maxFontSize : suggestedFontSize;
var topMargin = (250 - (textFontSize * textLines.length)) / 4;
Overlays.editOverlay(text, {text: textText, font: {size: textFontSize}, topMargin: topMargin});
var maxLineWidth = 0;
for (textLine in textLines) {
var lineWidth = Overlays.textWidth(text, textLines[textLine]);
if (lineWidth > maxLineWidth) {
maxLineWidth = lineWidth;
}
}
Overlays.editOverlay(text, {leftMargin: (windowDimensions.x - maxLineWidth) / 2});
}
keyboard.onKeyPress = function(event) {
if (event.event == 'keypress') {
appendChar(event.char);
} else if (event.event == 'enter') {
appendChar("\n");
}
};
keyboard.onKeyRelease = function(event) {
print("Key release event test");
// you can cancel a key by releasing its focusing before releasing it
if (event.focus) {
if (event.event == 'delete') {
deleteChar();
} else if (event.event == 'submit') {
print(textText);
var position = Vec3.sum(MyAvatar.position, Vec3.multiply(Quat.getFront(MyAvatar.orientation), SPAWN_DISTANCE));
var textLines = textText.split("\n");
var maxLineWidth = 0;
for (textLine in textLines) {
var lineWidth = Overlays.textWidth(textSizeMeasureOverlay, textLines[textLine]);
if (lineWidth > maxLineWidth) {
maxLineWidth = lineWidth;
}
}
var usernameLine = "--" + GlobalServices.myUsername;
var usernameWidth = Overlays.textWidth(textSizeMeasureOverlay, usernameLine);
if (maxLineWidth < usernameWidth) {
maxLineWidth = usernameWidth;
} else {
var spaceableWidth = maxLineWidth - usernameWidth;
var spaceWidth = Overlays.textWidth(textSizeMeasureOverlay, " ");
var numberOfSpaces = Math.floor(spaceableWidth / spaceWidth);
for (var i = 0; i < numberOfSpaces; i++) {
usernameLine = " " + usernameLine;
}
}
var dimension_x = maxLineWidth + TEXT_MARGIN_RIGHT + TEXT_MARGIN_LEFT;
if (position.x > 0 && position.y > 0 && position.z > 0) {
Entities.addEntity({
type: "Text",
rotation: MyAvatar.orientation,
position: position,
dimensions: { x: dimension_x, y: (textLines.length + 1) * 0.14 + TEXT_MARGIN_TOP + TEXT_MARGIN_BOTTOM, z: DEFAULT_TEXT_DIMENSION_Z },
backgroundColor: { red: 0, green: 0, blue: 0 },
textColor: { red: 255, green: 255, blue: 255 },
text: textText + "\n" + usernameLine
});
}
textText = "";
updateTextOverlay();
}
}
};
keyboard.onFullyLoaded = function() {
print("Virtual-keyboard fully loaded.");
var dimensions = Controller.getViewportDimensions();
text = Overlays.addOverlay("text", {
x: 0,
y: dimensions.y - keyboard.height() - 260,
width: dimensions.x,
height: 250,
backgroundColor: { red: 255, green: 255, blue: 255},
color: { red: 0, green: 0, blue: 0},
topMargin: 5,
leftMargin: 0,
font: {size: textFontSize},
text: "",
alpha: 0.8
});
updateTextOverlay();
// the cursor is being loaded after the keyboard, else it will be on the background of the keyboard
cursor = new Cursor();
cursor.onUpdate = function(position) {
keyboard.setFocusPosition(position.x, position.y);
};
};
function KeyboardKey(keyboard, keyProperties) {
var tthis = this;
this._focus = false;
this._beingPressed = false;
this.event = keyProperties.event != undefined ?
keyProperties.event : 'keypress';
this.bounds = keyProperties.bounds;
this.states = keyProperties.states;
this.keyboard = keyboard;
this.keyState = keyProperties.keyState != undefined ? keyProperties.keyState : KBD_LOWERCASE_DEFAULT;
// one overlay per bound vector [this.bounds]
this.overlays = [];
this.getKeyEvent = function() {
if (tthis.event == 'keypress') {
var state = tthis.states[(tthis.keyboard.shift ? 1 : 2) % tthis.states.length];
return {key: state.charCode, char: state.char, event: tthis.event, focus: tthis._focus};
}
return {event: tthis.event, focus: tthis._focus};
};
this.containsCoord = function(x, y) {
for (var i = 0; i < this.bounds.length; i++) {
if (x >= this.bounds[i][BOUND_X] &&
x <= (this.bounds[i][BOUND_X] + this.bounds[i][BOUND_W]) &&
y >= this.bounds[i][BOUND_Y] &&
y <= (this.bounds[i][BOUND_Y] + this.bounds[i][BOUND_H]))
{
return true;
}
}
return false;
};
this.updateState = function() {
tthis.setState(eval('KBD_' + (tthis.keyboard.shift ? 'UPPERCASE' : 'LOWERCASE') + '_' + (tthis._focus ? 'HOVER' : 'DEFAULT')));
};
this.updateColor = function() {
var colorIntensity = this._beingPressed ? 128 : 255;
for (var i = 0; i < tthis.bounds.length; i++) {
Overlays.editOverlay(tthis.overlays[i],
{color: {red: colorIntensity, green: colorIntensity, blue: colorIntensity}}
);
}
};
this.press = function() {
tthis._beingPressed = true;
tthis.updateColor();
};
this.release = function() {
tthis._beingPressed = false;
tthis.updateColor();
};
this.blur = function() {
tthis._focus = false;
tthis.updateState();
};
this.focus = function() {
tthis._focus = true;
tthis.updateState();
};
this.setState = function(state) {
tthis.keyState = state;
for (var i = 0; i < tthis.bounds.length; i++) {
Overlays.editOverlay(tthis.overlays[i], {
subImage: {width: tthis.bounds[i][BOUND_W], height: tthis.bounds[i][BOUND_H], x: tthis.bounds[i][BOUND_X], y: (KEYBOARD_HEIGHT * tthis.keyState) + tthis.bounds[i][BOUND_Y]}
});
}
};
this.rescale = function() {
for (var i = 0; i < tthis.bounds.length; i++) {
Overlays.editOverlay(tthis.overlays[i], {
x: tthis.keyboard.getX() + tthis.bounds[i][BOUND_X] * keyboard.scale,
y: tthis.keyboard.getY() + tthis.bounds[i][BOUND_Y] * keyboard.scale,
width: this.bounds[i][BOUND_W] * keyboard.scale,
height: this.bounds[i][BOUND_H] * keyboard.scale
});
}
};
this.remove = function() {
for (var i = 0; i < this.overlays.length; i++) {
Overlays.deleteOverlay(this.overlays[i]);
}
};
this.isLoaded = function() {
for (var i = 0; i < this.overlays.length; i++) {
if (!Overlays.isLoaded(this.overlays[i])) {
return false;
}
}
return true;
};
for (var i = 0; i < this.bounds.length; i++) {
var newOverlay = Overlays.cloneOverlay(this.keyboard.background);
Overlays.editOverlay(newOverlay, {
x: this.keyboard.getX() + this.bounds[i][BOUND_X] * keyboard.scale,
y: this.keyboard.getY() + this.bounds[i][BOUND_Y] * keyboard.scale,
width: this.bounds[i][BOUND_W] * keyboard.scale,
height: this.bounds[i][BOUND_H] * keyboard.scale,
subImage: {width: this.bounds[i][BOUND_W], height: this.bounds[i][BOUND_H], x: this.bounds[i][BOUND_X], y: (KEYBOARD_HEIGHT * this.keyState) + this.bounds[i][BOUND_Y]},
alpha: 1
});
this.overlays.push(newOverlay);
}
}
function Keyboard() {
var tthis = this;
this.focussed_key = -1;
this.scale = windowDimensions.x / KEYBOARD_WIDTH;
this.shift = false;
this.width = function() {
return KEYBOARD_WIDTH * tthis.scale;
};
this.height = function() {
return KEYBOARD_HEIGHT * tthis.scale;
};
this.getX = function() {
return (windowDimensions.x / 2) - (this.width() / 2);
};
this.getY = function() {
return windowDimensions.y - this.height();
};
this.background = Overlays.addOverlay("image", {
x: this.getX(),
y: this.getY(),
width: this.width(),
height: this.height(),
subImage: {width: KEYBOARD_WIDTH, height: KEYBOARD_HEIGHT, y: KEYBOARD_HEIGHT * KBD_BACKGROUND},
imageURL: KEYBOARD_URL,
alpha: 1
});
this.rescale = function() {
this.scale = windowDimensions.x / KEYBOARD_WIDTH;
Overlays.editOverlay(tthis.background, {
x: this.getX(),
y: this.getY(),
width: this.width(),
height: this.height()
});
for (var i = 0; i < tthis.keys.length; i++) {
tthis.keys[i].rescale();
}
};
this.setFocusPosition = function(x, y) {
// set to local unscaled position
var localx = (x - tthis.getX()) / tthis.scale;
var localy = (y - tthis.getY()) / tthis.scale;
var new_focus_key = -1;
if (localx >= 0 && localy >= 0 && localx <= KEYBOARD_WIDTH && localy <= KEYBOARD_HEIGHT) {
for (var i = 0; i < tthis.keys.length; i++) {
if (tthis.keys[i].containsCoord(localx, localy)) {
new_focus_key = i;
break;
}
}
}
if (new_focus_key != tthis.focussed_key) {
if (tthis.focussed_key != -1) {
tthis.keys[tthis.focussed_key].blur();
}
tthis.focussed_key = new_focus_key;
if (tthis.focussed_key != -1) {
tthis.keys[tthis.focussed_key].focus();
}
}
return tthis;
};
this.pressFocussedKey = function() {
if (tthis.focussed_key != -1) {
if (tthis.keys[tthis.focussed_key].event == 'shift') {
tthis.toggleShift();
} else {
tthis.keys[tthis.focussed_key].press();
}
if (this.onKeyPress != null) {
this.onKeyPress(tthis.keys[tthis.focussed_key].getKeyEvent());
}
}
return tthis;
};
this.releaseKeys = function() {
for (var i = 0; i < tthis.keys.length; i++) {
if (tthis.keys[i]._beingPressed) {
if (tthis.keys[i].event != 'shift') {
tthis.keys[i].release();
}
if (this.onKeyRelease != null) {
this.onKeyRelease(tthis.keys[i].getKeyEvent());
}
}
}
};
this.toggleShift = function() {
tthis.shift = !tthis.shift;
for (var i = 0; i < tthis.keys.length; i++) {
tthis.keys[i].updateState();
if (tthis.keys[i].event == 'shift') {
if (tthis.shift) {
tthis.keys[i].press();
continue;
}
tthis.keys[i].release();
}
}
};
this.getFocussedKey = function() {
if (tthis.focussed_key == -1) {
return null;
}
return tthis.keys[tthis.focussed_key];
};
this.remove = function() {
Overlays.deleteOverlay(this.background);
for (var i = 0; i < this.keys.length; i++) {
this.keys[i].remove();
}
};
this.onKeyPress = null;
this.onKeyRelease = null;
this.onSubmit = null;
this.onFullyLoaded = null;
this.keys = [];
//
// keyProperties contains the key data
//
// coords [[x,y,w,h],[x,y,w,h]]
// states array of 1 or 2 objects [lowercase, uppercase] each object contains a charCode and a char
var keyProperties = [
{bounds: [[12, 12, 65, 52]], states: [{charCode: 126, char: '~'}]},
{bounds: [[84, 12, 65, 52]], states: [{charCode: 33, char: '!'}]},
{bounds: [[156, 12, 65, 52]], states: [{charCode: 64, char: '@'}]},
{bounds: [[228, 12, 65, 52]], states: [{charCode: 35, char: '#'}]},
{bounds: [[300, 12, 65, 52]], states: [{charCode: 36, char: '$'}]},
{bounds: [[372, 12, 65, 52]], states: [{charCode: 37, char: '%'}]},
{bounds: [[445, 12, 65, 52]], states: [{charCode: 94, char: '^'}]},
{bounds: [[517, 12, 65, 52]], states: [{charCode: 38, char: '&'}]},
{bounds: [[589, 12, 65, 52]], states: [{charCode: 42, char: '*'}]},
{bounds: [[662, 12, 65, 52]], states: [{charCode: 40, char: '('}]},
{bounds: [[734, 12, 65, 52]], states: [{charCode: 41, char: ')'}]},
{bounds: [[806, 12, 65, 52]], states: [{charCode: 95, char: '_'}]},
{bounds: [[881, 12, 65, 52]], states: [{charCode: 123, char: '{'}]},
{bounds: [[953, 12, 65, 52]], states: [{charCode: 125, char: '}'}]},
{bounds: [[1025, 12, 65, 52]], states: [{charCode: 60, char: '<'}]},
{bounds: [[1097, 12, 65, 52]], states: [{charCode: 62, char: '>'}]},
{bounds: [[12, 71, 65, 63]], states: [{charCode: 96, char: '`'}]},
{bounds: [[84, 71, 65, 63]], states: [{charCode: 49, char: '1'}]},
{bounds: [[156, 71, 65, 63]], states: [{charCode: 50, char: '2'}]},
{bounds: [[228, 71, 65, 63]], states: [{charCode: 51, char: '3'}]},
{bounds: [[300, 71, 65, 63]], states: [{charCode: 52, char: '4'}]},
{bounds: [[372, 71, 65, 63]], states: [{charCode: 53, char: '5'}]},
{bounds: [[445, 71, 65, 63]], states: [{charCode: 54, char: '6'}]},
{bounds: [[517, 71, 65, 63]], states: [{charCode: 55, char: '7'}]},
{bounds: [[589, 71, 65, 63]], states: [{charCode: 56, char: '8'}]},
{bounds: [[661, 71, 65, 63]], states: [{charCode: 57, char: '9'}]},
{bounds: [[733, 71, 65, 63]], states: [{charCode: 48, char: '0'}]},
{bounds: [[806, 71, 65, 63]], states: [{charCode: 45, char: '-'}]},
{bounds: [[880, 71, 65, 63]], states: [{charCode: 61, char: '='}]},
{bounds: [[953, 71, 65, 63]], states: [{charCode: 43, char: '+'}]},
{bounds: [[1024, 71, 139, 63]], event: 'delete'},
// enter key has 2 bounds and one state
{bounds: [[11, 143, 98, 71], [11, 213, 121, 62]], event: 'enter'},
{bounds: [[118, 142, 64, 63]], states: [{charCode: 113, char: 'q'}, {charCode: 81, char: 'Q'}]},
{bounds: [[190, 142, 64, 63]], states: [{charCode: 119, char: 'w'}, {charCode: 87, char: 'W'}]},
{bounds: [[262, 142, 64, 63]], states: [{charCode: 101, char: 'e'}, {charCode: 69, char: 'E'}]},
{bounds: [[334, 142, 64, 63]], states: [{charCode: 114, char: 'r'}, {charCode: 82, char: 'R'}]},
{bounds: [[407, 142, 64, 63]], states: [{charCode: 116, char: 't'}, {charCode: 84, char: 'T'}]},
{bounds: [[479, 142, 64, 63]], states: [{charCode: 121, char: 'y'}, {charCode: 89, char: 'Y'}]},
{bounds: [[551, 142, 65, 63]], states: [{charCode: 117, char: 'u'}, {charCode: 85, char: 'U'}]},
{bounds: [[623, 142, 65, 63]], states: [{charCode: 105, char: 'i'}, {charCode: 73, char: 'I'}]},
{bounds: [[695, 142, 65, 63]], states: [{charCode: 111, char: 'o'}, {charCode: 79, char: 'O'}]},
{bounds: [[768, 142, 64, 63]], states: [{charCode: 112, char: 'p'}, {charCode: 80, char: 'P'}]},
{bounds: [[840, 142, 64, 63]], states: [{charCode: 91, char: '['}]},
{bounds: [[912, 142, 65, 63]], states: [{charCode: 93, char: ']'}]},
{bounds: [[984, 142, 65, 63]], states: [{charCode: 92, char: '\\'}]},
{bounds: [[1055, 142, 65, 63]], states: [{charCode: 124, char: '|'}]},
{bounds: [[1126, 143, 35, 72], [1008, 214, 153, 62]], event: 'enter'},
{bounds: [[140, 213, 65, 63]], states: [{charCode: 97, char: 'a'}, {charCode: 65, char: 'A'}]},
{bounds: [[211, 213, 64, 63]], states: [{charCode: 115, char: 's'}, {charCode: 83, char: 'S'}]},
{bounds: [[283, 213, 65, 63]], states: [{charCode: 100, char: 'd'}, {charCode: 68, char: 'D'}]},
{bounds: [[355, 213, 65, 63]], states: [{charCode: 102, char: 'f'}, {charCode: 70, char: 'F'}]},
{bounds: [[428, 213, 64, 63]], states: [{charCode: 103, char: 'g'}, {charCode: 71, char: 'G'}]},
{bounds: [[500, 213, 64, 63]], states: [{charCode: 104, char: 'h'}, {charCode: 72, char: 'H'}]},
{bounds: [[572, 213, 65, 63]], states: [{charCode: 106, char: 'j'}, {charCode: 74, char: 'J'}]},
{bounds: [[644, 213, 65, 63]], states: [{charCode: 107, char: 'k'}, {charCode: 75, char: 'K'}]},
{bounds: [[716, 213, 65, 63]], states: [{charCode: 108, char: 'l'}, {charCode: 76, char: 'L'}]},
{bounds: [[789, 213, 64, 63]], states: [{charCode: 59, char: ';'}]},
{bounds: [[861, 213, 64, 63]], states: [{charCode: 39, char: '\''}]},
{bounds: [[934, 213, 65, 63]], states: [{charCode: 58, char: ':'}]},
{bounds: [[12, 283, 157, 63]], event: 'shift'},
{bounds: [[176, 283, 65, 63]], states: [{charCode: 122, char: 'z'}, {charCode: 90, char: 'Z'}]},
{bounds: [[249, 283, 64, 63]], states: [{charCode: 120, char: 'x'}, {charCode: 88, char: 'X'}]},
{bounds: [[321, 283, 64, 63]], states: [{charCode: 99, char: 'c'}, {charCode: 67, char: 'C'}]},
{bounds: [[393, 283, 64, 63]], states: [{charCode: 118, char: 'v'}, {charCode: 86, char: 'V'}]},
{bounds: [[465, 283, 65, 63]], states: [{charCode: 98, char: 'b'}, {charCode: 66, char: 'B'}]},
{bounds: [[537, 283, 65, 63]], states: [{charCode: 110, char: 'n'}, {charCode: 78, char: 'N'}]},
{bounds: [[610, 283, 64, 63]], states: [{charCode: 109, char: 'm'}, {charCode: 77, char: 'M'}]},
{bounds: [[682, 283, 64, 63]], states: [{charCode: 44, char: ','}]},
{bounds: [[754, 283, 65, 63]], states: [{charCode: 46, char: '.'}]},
{bounds: [[826, 283, 65, 63]], states: [{charCode: 47, char: '/'}]},
{bounds: [[899, 283, 64, 63]], states: [{charCode: 63, char: '?'}]},
{bounds: [[972, 283, 190, 63]], event: 'shift'},
{bounds: [[249, 355, 573, 67]], states: [{charCode: 32, char: ' '}]},
{bounds: [[899, 355, 263, 67]], event: 'submit'}
];
this.keyboardTextureLoaded = function() {
if (Overlays.isLoaded(tthis.background)) {
Script.clearInterval(tthis.keyboardTextureLoaded_timer);
for (var i = 0; i < keyProperties.length; i++) {
tthis.keys.push(new KeyboardKey(tthis, keyProperties[i]));
}
if (keyboard.onFullyLoaded != null) {
tthis.onFullyLoaded();
}
}
};
this.keyboardTextureLoaded_timer = Script.setInterval(this.keyboardTextureLoaded, 250);
}
function Cursor() {
var tthis = this;
this.x = windowDimensions.x / 2;
this.y = windowDimensions.y / 2;
this.overlay = Overlays.addOverlay("image", {
x: this.x,
y: this.y,
width: CURSOR_WIDTH,
height: CURSOR_HEIGHT,
imageURL: CURSOR_URL,
alpha: 1
});
this.remove = function() {
Overlays.deleteOverlay(this.overlay);
};
this.getPosition = function() {
return {x: tthis.getX(), y: tthis.getY()};
};
this.getX = function() {
return tthis.x;
};
this.getY = function() {
return tthis.y;
};
this.onUpdate = null;
this.update = function() {
var newWindowDimensions = Controller.getViewportDimensions();
if (newWindowDimensions.x != windowDimensions.x || newWindowDimensions.y != windowDimensions.y) {
windowDimensions = newWindowDimensions;
keyboard.rescale();
Overlays.editOverlay(text, {
y: windowDimensions.y - keyboard.height() - 260,
width: windowDimensions.x
});
}
var editobject = {};
if (MyAvatar.getHeadFinalYaw() <= VIEW_ANGLE_BY_TWO && MyAvatar.getHeadFinalYaw() >= -1 * VIEW_ANGLE_BY_TWO) {
angle = ((-1 * MyAvatar.getHeadFinalYaw()) + VIEW_ANGLE_BY_TWO) / VIEW_ANGLE;
tthis.x = angle * windowDimensions.x;
editobject.x = tthis.x - (CURSOR_WIDTH / 2);
}
if (MyAvatar.getHeadFinalPitch() <= VIEW_ANGLE_BY_TWO && MyAvatar.getHeadFinalPitch() >= -1 * VIEW_ANGLE_BY_TWO) {
angle = ((-1 * MyAvatar.getHeadFinalPitch()) + VIEW_ANGLE_BY_TWO) / VIEW_ANGLE;
tthis.y = angle * windowDimensions.y;
editobject.y = tthis.y - (CURSOR_HEIGHT / 2);
}
if (Object.keys(editobject).length > 0) {
Overlays.editOverlay(tthis.overlay, editobject);
if (tthis.onUpdate != null) {
tthis.onUpdate(tthis.getPosition());
}
}
};
Script.update.connect(this.update);
}
function keyPressEvent(event) {
if (event.key === SPACEBAR_CHARCODE) {
keyboard.pressFocussedKey();
}
}
function keyReleaseEvent(event) {
if (event.key === SPACEBAR_CHARCODE) {
keyboard.releaseKeys();
}
}
function scriptEnding() {
keyboard.remove();
cursor.remove();
Overlays.deleteOverlay(text);
Overlays.deleteOverlay(textSizeMeasureOverlay);
Controller.releaseKeyEvents({key: SPACEBAR_CHARCODE});
}
Controller.captureKeyEvents({key: SPACEBAR_CHARCODE});
Controller.keyPressEvent.connect(keyPressEvent);
Controller.keyReleaseEvent.connect(keyReleaseEvent);
Script.scriptEnding.connect(scriptEnding);

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@ -107,7 +107,7 @@ endif()
add_executable(${TARGET_NAME} MACOSX_BUNDLE ${INTERFACE_SRCS} ${QM})
# link required hifi libraries
link_hifi_libraries(shared octree voxels fbx metavoxels networking entities avatars audio animation script-engine physics)
link_hifi_libraries(shared octree voxels gpu fbx metavoxels networking entities avatars audio animation script-engine physics)
# find any optional and required libraries
find_package(ZLIB REQUIRED)

View file

@ -165,8 +165,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
_scaleMirror(1.0f),
_rotateMirror(0.0f),
_raiseMirror(0.0f),
_mouseX(0),
_mouseY(0),
_lastMouseMove(usecTimestampNow()),
_lastMouseMoveWasSimulated(false),
_mouseHidden(false),
@ -1132,7 +1130,7 @@ void Application::keyPressEvent(QKeyEvent* event) {
if (!event->isAutoRepeat()) {
// this starts an HFActionEvent
HFActionEvent startActionEvent(HFActionEvent::startType(),
_viewFrustum.computePickRay(0.5f, 0.5f));
_myCamera.computeViewPickRay(0.5f, 0.5f));
sendEvent(this, &startActionEvent);
}
@ -1223,7 +1221,7 @@ void Application::keyReleaseEvent(QKeyEvent* event) {
case Qt::Key_Space: {
if (!event->isAutoRepeat()) {
// this ends the HFActionEvent
HFActionEvent endActionEvent(HFActionEvent::endType(), _viewFrustum.computePickRay(0.5f, 0.5f));
HFActionEvent endActionEvent(HFActionEvent::endType(), _myCamera.computeViewPickRay(0.5f, 0.5f));
sendEvent(this, &endActionEvent);
}
@ -1254,7 +1252,6 @@ void Application::focusOutEvent(QFocusEvent* event) {
}
void Application::mouseMoveEvent(QMouseEvent* event, unsigned int deviceID) {
bool showMouse = true;
// Used by application overlay to determine how to draw cursor(s)
@ -1283,13 +1280,9 @@ void Application::mouseMoveEvent(QMouseEvent* event, unsigned int deviceID) {
_mouseHidden = false;
_seenMouseMove = true;
}
_mouseX = event->x();
_mouseY = event->y();
}
void Application::mousePressEvent(QMouseEvent* event, unsigned int deviceID) {
if (!_aboutToQuit) {
_entities.mousePressEvent(event, deviceID);
}
@ -1304,20 +1297,20 @@ void Application::mousePressEvent(QMouseEvent* event, unsigned int deviceID) {
if (activeWindow() == _window) {
if (event->button() == Qt::LeftButton) {
_mouseX = event->x();
_mouseY = event->y();
_mouseDragStartedX = _mouseX;
_mouseDragStartedY = _mouseY;
_mouseDragStartedX = getTrueMouseX();
_mouseDragStartedY = getTrueMouseY();
_mousePressed = true;
if (_audio.mousePressEvent(_mouseX, _mouseY)) {
// stop propagation
return;
}
if (_rearMirrorTools->mousePressEvent(_mouseX, _mouseY)) {
// stop propagation
return;
if (mouseOnScreen()) {
if (_audio.mousePressEvent(getMouseX(), getMouseY())) {
// stop propagation
return;
}
if (_rearMirrorTools->mousePressEvent(getMouseX(), getMouseY())) {
// stop propagation
return;
}
}
// nobody handled this - make it an action event on the _window object
@ -1346,15 +1339,14 @@ void Application::mouseReleaseEvent(QMouseEvent* event, unsigned int deviceID) {
if (activeWindow() == _window) {
if (event->button() == Qt::LeftButton) {
_mouseX = event->x();
_mouseY = event->y();
_mousePressed = false;
checkBandwidthMeterClick();
if (Menu::getInstance()->isOptionChecked(MenuOption::Stats)) {
if (Menu::getInstance()->isOptionChecked(MenuOption::Stats) && mouseOnScreen()) {
// let's set horizontal offset to give stats some margin to mirror
int horizontalOffset = MIRROR_VIEW_WIDTH;
Stats::getInstance()->checkClick(_mouseX, _mouseY, _mouseDragStartedX, _mouseDragStartedY, horizontalOffset);
Stats::getInstance()->checkClick(getMouseX(), getMouseY(),
getMouseDragStartedX(), getMouseDragStartedY(), horizontalOffset);
checkBandwidthMeterClick();
}
// fire an action end event
@ -1547,13 +1539,13 @@ void Application::idle() {
void Application::checkBandwidthMeterClick() {
// ... to be called upon button release
if (Menu::getInstance()->isOptionChecked(MenuOption::Bandwidth) &&
Menu::getInstance()->isOptionChecked(MenuOption::Stats) &&
Menu::getInstance()->isOptionChecked(MenuOption::UserInterface) &&
glm::compMax(glm::abs(glm::ivec2(_mouseX - _mouseDragStartedX, _mouseY - _mouseDragStartedY)))
<= BANDWIDTH_METER_CLICK_MAX_DRAG_LENGTH
&& _bandwidthMeter.isWithinArea(_mouseX, _mouseY, _glWidget->width(), _glWidget->height())) {
glm::compMax(glm::abs(glm::ivec2(getMouseX() - getMouseDragStartedX(),
getMouseY() - getMouseDragStartedY())))
<= BANDWIDTH_METER_CLICK_MAX_DRAG_LENGTH
&& _bandwidthMeter.isWithinArea(getMouseX(), getMouseY(), _glWidget->width(), _glWidget->height())) {
// The bandwidth meter is visible, the click didn't get dragged too far and
// we actually hit the bandwidth meter
@ -1667,6 +1659,48 @@ glm::vec3 Application::getMouseVoxelWorldCoordinates(const VoxelDetail& mouseVox
(mouseVoxel.z + mouseVoxel.s / 2.0f) * TREE_SCALE);
}
bool Application::mouseOnScreen() const {
if (OculusManager::isConnected()) {
return getMouseX() >= 0 && getMouseX() <= _glWidget->getDeviceWidth() &&
getMouseY() >= 0 && getMouseY() <= _glWidget->getDeviceHeight();
}
return true;
}
int Application::getMouseX() const {
if (OculusManager::isConnected()) {
glm::vec2 pos = _applicationOverlay.screenToOverlay(glm::vec2(getTrueMouseX(), getTrueMouseY()));
return pos.x;
}
return getTrueMouseX();
}
int Application::getMouseY() const {
if (OculusManager::isConnected()) {
glm::vec2 pos = _applicationOverlay.screenToOverlay(glm::vec2(getTrueMouseX(), getTrueMouseY()));
return pos.y;
}
return getTrueMouseY();
}
int Application::getMouseDragStartedX() const {
if (OculusManager::isConnected()) {
glm::vec2 pos = _applicationOverlay.screenToOverlay(glm::vec2(getTrueMouseDragStartedX(),
getTrueMouseDragStartedY()));
return pos.x;
}
return getTrueMouseDragStartedX();
}
int Application::getMouseDragStartedY() const {
if (OculusManager::isConnected()) {
glm::vec2 pos = _applicationOverlay.screenToOverlay(glm::vec2(getTrueMouseDragStartedX(),
getTrueMouseDragStartedY()));
return pos.y;
}
return getTrueMouseDragStartedY();
}
FaceTracker* Application::getActiveFaceTracker() {
return (_dde.isActive() ? static_cast<FaceTracker*>(&_dde) :
(_faceshift.isActive() ? static_cast<FaceTracker*>(&_faceshift) :
@ -1897,10 +1931,6 @@ void Application::init() {
_voxelShader.init();
_pointShader.init();
_mouseX = _glWidget->width() / 2;
_mouseY = _glWidget->height() / 2;
QCursor::setPos(_mouseX, _mouseY);
// TODO: move _myAvatar out of Application. Move relevant code to MyAvataar or AvatarManager
_avatarManager.init();
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
@ -1989,6 +2019,13 @@ void Application::init() {
connect(&_entityCollisionSystem, &EntityCollisionSystem::entityCollisionWithEntity,
ScriptEngine::getEntityScriptingInterface(), &EntityScriptingInterface::entityCollisionWithEntity);
// connect the _entityCollisionSystem to our EntityTreeRenderer since that's what handles running entity scripts
connect(&_entityCollisionSystem, &EntityCollisionSystem::entityCollisionWithVoxel,
&_entities, &EntityTreeRenderer::entityCollisionWithVoxel);
connect(&_entityCollisionSystem, &EntityCollisionSystem::entityCollisionWithEntity,
&_entities, &EntityTreeRenderer::entityCollisionWithEntity);
// connect the _entities (EntityTreeRenderer) to our script engine's EntityScriptingInterface for firing
// of events related clicking, hovering over, and entering entities
_entities.connectSignalsToSlots(ScriptEngine::getEntityScriptingInterface());
@ -2077,11 +2114,13 @@ void Application::updateMouseRay() {
// if the mouse pointer isn't visible, act like it's at the center of the screen
float x = 0.5f, y = 0.5f;
if (!_mouseHidden) {
x = _mouseX / (float)_glWidget->width();
y = _mouseY / (float)_glWidget->height();
x = getTrueMouseX() / (float)_glWidget->width();
y = getTrueMouseY() / (float)_glWidget->height();
}
_viewFrustum.computePickRay(x, y, _mouseRayOrigin, _mouseRayDirection);
PickRay pickRay = _myCamera.computeViewPickRay(x, y);
_mouseRayOrigin = pickRay.origin;
_mouseRayDirection = pickRay.direction;
// adjust for mirroring
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
glm::vec3 mouseRayOffset = _mouseRayOrigin - _viewFrustum.getPosition();
@ -2310,7 +2349,18 @@ void Application::update(float deltaTime) {
_prioVR.update(deltaTime);
}
static QCursor cursor;
if (OculusManager::isConnected() &&
Menu::getInstance()->isOptionChecked(MenuOption::EnableVRMode)){
if (_window->cursor().shape() != Qt::BlankCursor) {
cursor = _window->cursor();
_window->setCursor(QCursor(Qt::BlankCursor));
}
} else if(_window->cursor().shape() == Qt::BlankCursor) {
_window->setCursor(cursor);
}
// Dispatch input events
_controllerScriptingInterface.updateInputControllers();
@ -2910,7 +2960,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr
// transform by eye offset
// load the view frustum
loadViewFrustum(whichCamera, _viewFrustum);
loadViewFrustum(whichCamera, _displayViewFrustum);
// flip x if in mirror mode (also requires reversing winding order for backface culling)
if (whichCamera.getMode() == CAMERA_MODE_MIRROR) {
@ -3184,7 +3234,7 @@ void Application::computeOffAxisFrustum(float& left, float& right, float& bottom
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
// allow 3DTV/Oculus to override parameters from camera
_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
_displayViewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
if (OculusManager::isConnected()) {
OculusManager::overrideOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
@ -3513,9 +3563,6 @@ void Application::deleteVoxelAt(const VoxelDetail& voxel) {
}
void Application::resetSensors() {
_mouseX = _glWidget->width() / 2;
_mouseY = _glWidget->height() / 2;
_faceshift.reset();
_visage.reset();
_dde.reset();
@ -3528,7 +3575,7 @@ void Application::resetSensors() {
QScreen* currentScreen = _window->windowHandle()->screen();
QWindow* mainWindow = _window->windowHandle();
QPoint windowCenter = mainWindow->geometry().center();
QCursor::setPos(currentScreen, windowCenter);
_glWidget->cursor().setPos(currentScreen, windowCenter);
_myAvatar->reset();

View file

@ -196,6 +196,7 @@ public:
const AudioReflector* getAudioReflector() const { return &_audioReflector; }
Camera* getCamera() { return &_myCamera; }
ViewFrustum* getViewFrustum() { return &_viewFrustum; }
ViewFrustum* getDisplayViewFrustum() { return &_displayViewFrustum; }
ViewFrustum* getShadowViewFrustum() { return &_shadowViewFrustum; }
VoxelImporter* getVoxelImporter() { return &_voxelImporter; }
VoxelSystem* getVoxels() { return &_voxels; }
@ -213,8 +214,15 @@ public:
bool isMouseHidden() const { return _mouseHidden; }
const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
int getMouseX() const { return _mouseX; }
int getMouseY() const { return _mouseY; }
bool mouseOnScreen() const;
int getMouseX() const;
int getMouseY() const;
int getTrueMouseX() const { return _glWidget->mapFromGlobal(QCursor::pos()).x(); }
int getTrueMouseY() const { return _glWidget->mapFromGlobal(QCursor::pos()).y(); }
int getMouseDragStartedX() const;
int getMouseDragStartedY() const;
int getTrueMouseDragStartedX() const { return _mouseDragStartedX; }
int getTrueMouseDragStartedY() const { return _mouseDragStartedY; }
bool getLastMouseMoveWasSimulated() const { return _lastMouseMoveWasSimulated;; }
Faceshift* getFaceshift() { return &_faceshift; }
Visage* getVisage() { return &_visage; }
@ -517,6 +525,7 @@ private:
ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
ViewFrustum _lastQueriedViewFrustum; /// last view frustum used to query octree servers (voxels)
ViewFrustum _displayViewFrustum;
ViewFrustum _shadowViewFrustum;
quint64 _lastQueriedTime;
@ -554,8 +563,6 @@ private:
Environment _environment;
int _mouseX;
int _mouseY;
int _mouseDragStartedX;
int _mouseDragStartedY;
quint64 _lastMouseMove;

View file

@ -97,20 +97,17 @@ void Camera::setFarClip(float f) {
PickRay Camera::computePickRay(float x, float y) {
float screenWidth = Application::getInstance()->getGLWidget()->width();
float screenHeight = Application::getInstance()->getGLWidget()->height();
PickRay result;
if (OculusManager::isConnected()) {
result.origin = getPosition();
Application::getInstance()->getApplicationOverlay().computeOculusPickRay(x / screenWidth, y / screenHeight, result.direction);
} else {
Application::getInstance()->getViewFrustum()->computePickRay(x / screenWidth, y / screenHeight,
result.origin, result.direction);
}
return result;
return computeViewPickRay(x / screenWidth, y / screenHeight);
}
PickRay Camera::computeViewPickRay(float xRatio, float yRatio) {
PickRay result;
Application::getInstance()->getViewFrustum()->computePickRay(xRatio, yRatio, result.origin, result.direction);
if (OculusManager::isConnected()) {
Application::getInstance()->getApplicationOverlay().computeOculusPickRay(xRatio, yRatio, result.origin, result.direction);
} else {
Application::getInstance()->getViewFrustum()->computePickRay(xRatio, yRatio, result.origin, result.direction);
}
return result;
}

View file

@ -367,6 +367,7 @@ namespace MenuOption {
const QString DontCullTooSmallMeshParts = "Don't Cull Too Small Mesh Parts";
const QString DontReduceMaterialSwitches = "Don't Attempt to Reduce Material Switches";
const QString DontRenderEntitiesAsScene = "Don't Render Entities as Scene";
const QString DontDoPrecisionPicking = "Don't Do Precision Picking";
const QString DecreaseAvatarSize = "Decrease Avatar Size";
const QString DecreaseVoxelSize = "Decrease Voxel Size";
const QString DisableActivityLogger = "Disable Activity Logger";
@ -378,6 +379,7 @@ namespace MenuOption {
const QString DisplayHandTargets = "Show Hand Targets";
const QString DisplayHermiteData = "Display Hermite Data";
const QString DisplayModelBounds = "Display Model Bounds";
const QString DisplayModelTriangles = "Display Model Triangles";
const QString DisplayModelElementChildProxies = "Display Model Element Children";
const QString DisplayModelElementProxy = "Display Model Element Bounds";
const QString DisplayTimingDetails = "Display Timing Details";

View file

@ -21,6 +21,7 @@
#include <glm/gtx/transform.hpp>
#include <GeometryUtil.h>
#include <SharedUtil.h>
#include <MetavoxelMessages.h>
@ -192,7 +193,7 @@ static const float EIGHT_BIT_MAXIMUM_RECIPROCAL = 1.0f / EIGHT_BIT_MAXIMUM;
void MetavoxelSystem::render() {
// update the frustum
ViewFrustum* viewFrustum = Application::getInstance()->getViewFrustum();
ViewFrustum* viewFrustum = Application::getInstance()->getDisplayViewFrustum();
_frustum.set(viewFrustum->getFarTopLeft(), viewFrustum->getFarTopRight(), viewFrustum->getFarBottomLeft(),
viewFrustum->getFarBottomRight(), viewFrustum->getNearTopLeft(), viewFrustum->getNearTopRight(),
viewFrustum->getNearBottomLeft(), viewFrustum->getNearBottomRight());
@ -1095,30 +1096,6 @@ VoxelBuffer::VoxelBuffer(const QVector<VoxelPoint>& vertices, const QVector<int>
_materials(materials) {
}
static bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& distance) {
glm::vec3 firstSide = v0 - v1;
glm::vec3 secondSide = v2 - v1;
glm::vec3 normal = glm::cross(secondSide, firstSide);
float dividend = glm::dot(normal, v1) - glm::dot(origin, normal);
if (dividend > 0.0f) {
return false; // origin below plane
}
float divisor = glm::dot(normal, direction);
if (divisor > -EPSILON) {
return false;
}
float t = dividend / divisor;
glm::vec3 point = origin + direction * t;
if (glm::dot(normal, glm::cross(point - v1, firstSide)) > 0.0f &&
glm::dot(normal, glm::cross(secondSide, point - v1)) > 0.0f &&
glm::dot(normal, glm::cross(point - v0, v2 - v0)) > 0.0f) {
distance = t;
return true;
}
return false;
}
bool VoxelBuffer::findFirstRayIntersection(const glm::vec3& entry, const glm::vec3& origin,
const glm::vec3& direction, float& distance) const {
float highest = _size - 1.0f;
@ -1953,7 +1930,7 @@ private:
BufferRenderVisitor::BufferRenderVisitor(const AttributePointer& attribute) :
MetavoxelVisitor(QVector<AttributePointer>() << attribute),
_order(encodeOrder(Application::getInstance()->getViewFrustum()->getDirection())),
_order(encodeOrder(Application::getInstance()->getDisplayViewFrustum()->getDirection())),
_containmentDepth(INT_MAX) {
}

View file

@ -540,8 +540,6 @@ void SixenseManager::emulateMouse(PalmData* palm, int index) {
//a magnification window was clicked on
int clickX = pos.x();
int clickY = pos.y();
//Checks for magnification window click
application->getApplicationOverlay().getClickLocation(clickX, clickY);
//Set pos to the new click location, which may be the same if no magnification window is open
pos.setX(clickX);
pos.setY(clickY);

View file

@ -151,12 +151,19 @@ QScriptValue EntityTreeRenderer::loadEntityScript(EntityItem* entity) {
return QScriptValue(); // no entity...
}
// NOTE: we keep local variables for the entityID and the script because
// below in loadScriptContents() it's possible for us to execute the
// application event loop, which may cause our entity to be deleted on
// us. We don't really need access the entity after this point, can
// can accomplish all we need to here with just the script "text" and the ID.
EntityItemID entityID = entity->getEntityItemID();
QString entityScript = entity->getScript();
if (_entityScripts.contains(entityID)) {
EntityScriptDetails details = _entityScripts[entityID];
// check to make sure our script text hasn't changed on us since we last loaded it
if (details.scriptText == entity->getScript()) {
if (details.scriptText == entityScript) {
return details.scriptObject; // previously loaded
}
@ -164,18 +171,18 @@ QScriptValue EntityTreeRenderer::loadEntityScript(EntityItem* entity) {
// has changed and so we need to reload it.
_entityScripts.remove(entityID);
}
if (entity->getScript().isEmpty()) {
if (entityScript.isEmpty()) {
return QScriptValue(); // no script
}
QString scriptContents = loadScriptContents(entity->getScript());
QString scriptContents = loadScriptContents(entityScript);
QScriptSyntaxCheckResult syntaxCheck = QScriptEngine::checkSyntax(scriptContents);
if (syntaxCheck.state() != QScriptSyntaxCheckResult::Valid) {
qDebug() << "EntityTreeRenderer::loadEntityScript() entity:" << entityID;
qDebug() << " " << syntaxCheck.errorMessage() << ":"
<< syntaxCheck.errorLineNumber() << syntaxCheck.errorColumnNumber();
qDebug() << " SCRIPT:" << entity->getScript();
qDebug() << " SCRIPT:" << entityScript;
return QScriptValue(); // invalid script
}
@ -184,12 +191,12 @@ QScriptValue EntityTreeRenderer::loadEntityScript(EntityItem* entity) {
if (!entityScriptConstructor.isFunction()) {
qDebug() << "EntityTreeRenderer::loadEntityScript() entity:" << entityID;
qDebug() << " NOT CONSTRUCTOR";
qDebug() << " SCRIPT:" << entity->getScript();
qDebug() << " SCRIPT:" << entityScript;
return QScriptValue(); // invalid script
}
QScriptValue entityScriptObject = entityScriptConstructor.construct();
EntityScriptDetails newDetails = { entity->getScript(), entityScriptObject };
EntityScriptDetails newDetails = { entityScript, entityScriptObject };
_entityScripts[entityID] = newDetails;
return entityScriptObject; // newly constructed
@ -233,7 +240,7 @@ void EntityTreeRenderer::update() {
void EntityTreeRenderer::checkEnterLeaveEntities() {
if (_tree) {
_tree->lockForRead();
_tree->lockForWrite(); // so that our scripts can do edits if they want
glm::vec3 avatarPosition = Application::getInstance()->getAvatar()->getPosition() / (float) TREE_SCALE;
if (avatarPosition != _lastAvatarPosition) {
@ -635,22 +642,12 @@ void EntityTreeRenderer::deleteReleasedModels() {
}
PickRay EntityTreeRenderer::computePickRay(float x, float y) {
float screenWidth = Application::getInstance()->getGLWidget()->width();
float screenHeight = Application::getInstance()->getGLWidget()->height();
PickRay result;
if (OculusManager::isConnected()) {
Camera* camera = Application::getInstance()->getCamera();
result.origin = camera->getPosition();
Application::getInstance()->getApplicationOverlay().computeOculusPickRay(x / screenWidth, y / screenHeight, result.direction);
} else {
ViewFrustum* viewFrustum = Application::getInstance()->getViewFrustum();
viewFrustum->computePickRay(x / screenWidth, y / screenHeight, result.origin, result.direction);
}
return result;
return Application::getInstance()->getCamera()->computePickRay(x, y);
}
RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType) {
RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking) {
RayToEntityIntersectionResult result;
if (_tree) {
EntityTree* entityTree = static_cast<EntityTree*>(_tree);
@ -658,7 +655,8 @@ RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(cons
OctreeElement* element;
EntityItem* intersectedEntity = NULL;
result.intersects = entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance, result.face,
(void**)&intersectedEntity, lockType, &result.accurate);
(void**)&intersectedEntity, lockType, &result.accurate,
precisionPicking);
if (result.intersects && intersectedEntity) {
result.entityID = intersectedEntity->getEntityItemID();
result.properties = intersectedEntity->getProperties();
@ -710,7 +708,9 @@ QScriptValueList EntityTreeRenderer::createEntityArgs(const EntityItemID& entity
void EntityTreeRenderer::mousePressEvent(QMouseEvent* event, unsigned int deviceID) {
PerformanceTimer perfTimer("EntityTreeRenderer::mousePressEvent");
PickRay ray = computePickRay(event->x(), event->y());
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock);
bool precisionPicking = !Menu::getInstance()->isOptionChecked(MenuOption::DontDoPrecisionPicking);
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
if (rayPickResult.intersects) {
//qDebug() << "mousePressEvent over entity:" << rayPickResult.entityID;
emit mousePressOnEntity(rayPickResult.entityID, MouseEvent(*event, deviceID));
@ -734,7 +734,8 @@ void EntityTreeRenderer::mousePressEvent(QMouseEvent* event, unsigned int device
void EntityTreeRenderer::mouseReleaseEvent(QMouseEvent* event, unsigned int deviceID) {
PerformanceTimer perfTimer("EntityTreeRenderer::mouseReleaseEvent");
PickRay ray = computePickRay(event->x(), event->y());
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock);
bool precisionPicking = !Menu::getInstance()->isOptionChecked(MenuOption::DontDoPrecisionPicking);
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
if (rayPickResult.intersects) {
//qDebug() << "mouseReleaseEvent over entity:" << rayPickResult.entityID;
emit mouseReleaseOnEntity(rayPickResult.entityID, MouseEvent(*event, deviceID));
@ -768,7 +769,9 @@ void EntityTreeRenderer::mouseMoveEvent(QMouseEvent* event, unsigned int deviceI
PerformanceTimer perfTimer("EntityTreeRenderer::mouseMoveEvent");
PickRay ray = computePickRay(event->x(), event->y());
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::TryLock);
bool precisionPicking = false; // for mouse moves we do not do precision picking
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking);
if (rayPickResult.intersects) {
QScriptValueList entityScriptArgs = createMouseEventArgs(rayPickResult.entityID, event, deviceID);
@ -888,3 +891,35 @@ void EntityTreeRenderer::changingEntityID(const EntityItemID& oldEntityID, const
}
}
void EntityTreeRenderer::entityCollisionWithVoxel(const EntityItemID& entityID, const VoxelDetail& voxel,
const Collision& collision) {
QScriptValue entityScript = getPreviouslyLoadedEntityScript(entityID);
if (entityScript.property("collisionWithVoxel").isValid()) {
QScriptValueList args;
args << entityID.toScriptValue(_entitiesScriptEngine);
args << collisionToScriptValue(_entitiesScriptEngine, collision);
entityScript.property("collisionWithVoxel").call(entityScript, args);
}
}
void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB,
const Collision& collision) {
QScriptValue entityScriptA = loadEntityScript(idA);
if (entityScriptA.property("collisionWithEntity").isValid()) {
QScriptValueList args;
args << idA.toScriptValue(_entitiesScriptEngine);
args << idB.toScriptValue(_entitiesScriptEngine);
args << collisionToScriptValue(_entitiesScriptEngine, collision);
entityScriptA.property("collisionWithEntity").call(entityScriptA, args);
}
QScriptValue entityScriptB = loadEntityScript(idB);
if (entityScriptB.property("collisionWithEntity").isValid()) {
QScriptValueList args;
args << idB.toScriptValue(_entitiesScriptEngine);
args << idA.toScriptValue(_entitiesScriptEngine);
args << collisionToScriptValue(_entitiesScriptEngine, collision);
entityScriptB.property("collisionWithEntity").call(entityScriptA, args);
}
}

View file

@ -106,6 +106,9 @@ public slots:
void deletingEntity(const EntityItemID& entityID);
void changingEntityID(const EntityItemID& oldEntityID, const EntityItemID& newEntityID);
void entitySciptChanging(const EntityItemID& entityID);
void entityCollisionWithVoxel(const EntityItemID& entityID, const VoxelDetail& voxel, const Collision& collision);
void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
protected:
virtual Octree* createTree() { return new EntityTree(true); }
@ -117,7 +120,8 @@ private:
QList<Model*> _releasedModels;
void renderProxies(const EntityItem* entity, RenderArgs* args);
PickRay computePickRay(float x, float y);
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType);
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking);
EntityItemID _currentHoverOverEntityID;
EntityItemID _currentClickingOnEntityID;

View file

@ -93,7 +93,7 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
bool RenderableLightEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const {
void** intersectedObject, bool precisionPicking) const {
// TODO: this isn't really correct because we don't know if we actually live in the main tree of the applications's
// EntityTreeRenderer. But we probably do. Technically we could be on the clipboard and someone might be trying to

View file

@ -37,7 +37,7 @@ public:
virtual bool supportsDetailedRayIntersection() const { return true; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const;
void** intersectedObject, bool precisionPicking) const;
};

View file

@ -150,7 +150,7 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
}
glm::quat rotation = getRotation();
if (needsSimulation() && _model->isActive()) {
if (needsToCallUpdate() && _model->isActive()) {
_model->setScaleToFit(true, dimensions);
_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
_model->setRotation(rotation);
@ -173,10 +173,18 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
// is significantly more expensive. Is there a way to call this that doesn't cost us as much?
PerformanceTimer perfTimer("model->render");
bool dontRenderAsScene = Menu::getInstance()->isOptionChecked(MenuOption::DontRenderEntitiesAsScene);
if (dontRenderAsScene) {
_model->render(alpha, modelRenderMode, args);
} else {
_model->renderInScene(alpha, args);
bool displayModelTriangles = Menu::getInstance()->isOptionChecked(MenuOption::DisplayModelTriangles);
bool rendered = false;
if (displayModelTriangles) {
rendered = _model->renderTriangleProxies();
}
if (!rendered) {
if (dontRenderAsScene) {
_model->render(alpha, modelRenderMode, args);
} else {
_model->renderInScene(alpha, args);
}
}
} else {
// if we couldn't get a model, then just draw a cube
@ -245,8 +253,8 @@ Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
return result;
}
bool RenderableModelEntityItem::needsSimulation() const {
return _needsInitialSimulation || getSimulationState() == EntityItem::Moving;
bool RenderableModelEntityItem::needsToCallUpdate() const {
return _needsInitialSimulation || ModelEntityItem::needsToCallUpdate();
}
EntityItemProperties RenderableModelEntityItem::getProperties() const {
@ -257,7 +265,29 @@ EntityItemProperties RenderableModelEntityItem::getProperties() const {
return properties;
}
bool RenderableModelEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject, bool precisionPicking) const {
if (!_model) {
return true;
}
glm::vec3 originInMeters = origin * (float)TREE_SCALE;
QString extraInfo;
float localDistance;
//qDebug() << "RenderableModelEntityItem::findDetailedRayIntersection() precisionPicking:" << precisionPicking;
bool intersectsModel = _model->findRayIntersectionAgainstSubMeshes(originInMeters, direction,
localDistance, face, extraInfo, precisionPicking);
if (intersectsModel) {
// NOTE: findRayIntersectionAgainstSubMeshes() does work in meters, but we're expected to return
// results in tree scale.
distance = localDistance / (float)TREE_SCALE;
}
return intersectsModel; // we only got here if we intersected our non-aabox
}

View file

@ -51,10 +51,17 @@ public:
virtual void somethingChangedNotification() { _needsInitialSimulation = true; }
virtual void render(RenderArgs* args);
virtual bool supportsDetailedRayIntersection() const { return true; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject, bool precisionPicking) const;
Model* getModel(EntityTreeRenderer* renderer);
bool needsToCallUpdate() const;
private:
void remapTextures();
bool needsSimulation() const;
Model* _model;
bool _needsInitialSimulation;

View file

@ -232,8 +232,8 @@ void DeferredLightingEffect::render() {
// enlarge the scales slightly to account for tesselation
const float SCALE_EXPANSION = 0.05f;
const glm::vec3& eyePoint = Application::getInstance()->getViewFrustum()->getPosition();
float nearRadius = glm::distance(eyePoint, Application::getInstance()->getViewFrustum()->getNearTopLeft());
const glm::vec3& eyePoint = Application::getInstance()->getDisplayViewFrustum()->getPosition();
float nearRadius = glm::distance(eyePoint, Application::getInstance()->getDisplayViewFrustum()->getNearTopLeft());
if (!_pointLights.isEmpty()) {
_pointLight.bind();

View file

@ -54,6 +54,7 @@ Model::Model(QObject* parent) :
_blendNumber(0),
_appliedBlendNumber(0),
_calculatedMeshBoxesValid(false),
_calculatedMeshTrianglesValid(false),
_meshGroupsKnown(false) {
// we may have been created in the network thread, but we live in the main thread
@ -269,7 +270,7 @@ void Model::init() {
_program.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model.vert");
_program.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/model.frag");
_program.link();
initProgram(_program, _locations);
_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
@ -515,8 +516,61 @@ void Model::setJointStates(QVector<JointState> states) {
_boundingRadius = radius;
}
bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, QString& extraInfo) const {
bool Model::renderTriangleProxies() {
if (!isActive()) {
return false;
}
if (_calculatedMeshTrianglesValid) {
int color = 0;
foreach (const QVector<Triangle>& meshTriangles, _calculatedMeshTriangles) {
switch(color) {
case 0: glColor3ub( 0, 0, 255); break;
case 1: glColor3ub( 0, 255, 0); break;
case 2: glColor3ub( 0, 255, 255); break;
case 3: glColor3ub(255, 0, 0); break;
case 4: glColor3ub(255, 0, 255); break;
case 5: glColor3ub(255, 255, 0); break;
case 6: glColor3ub( 0, 0, 128); break;
case 7: glColor3ub( 0, 128, 0); break;
case 8: glColor3ub( 0, 128, 128); break;
case 9: glColor3ub(128, 0, 0); break;
case 10: glColor3ub(128, 0, 128); break;
case 11: glColor3ub(128, 128, 0); break;
case 12: glColor3ub(128, 128, 255); break;
case 13: glColor3ub(128, 255, 128); break;
case 14: glColor3ub(128, 255, 255); break;
case 15: glColor3ub(255, 128, 128); break;
case 16: glColor3ub(255, 128, 255); break;
case 17: glColor3ub(255, 255, 128); break;
default: glColor3ub(255,255, 255); break;
}
if (_calculatedMeshBoxes.size() > color) {
const AABox& box = _calculatedMeshBoxes[color];
glm::vec3 center = box.calcCenter();
glm::vec3 dimensions = box.getDimensions();
glPushMatrix();
glTranslatef(center.x, center.y, center.z);
glScalef(dimensions.x, dimensions.y, dimensions.z);
Application::getInstance()->getDeferredLightingEffect()->renderWireCube(1.0f);
glPopMatrix();
}
glBegin(GL_TRIANGLES);
foreach (const Triangle& triangle, meshTriangles) {
glVertex3f( triangle.v0.x, triangle.v0.y, triangle.v0.z);
glVertex3f( triangle.v1.x, triangle.v1.y, triangle.v1.z);
glVertex3f( triangle.v2.x, triangle.v2.y, triangle.v2.z);
}
glEnd();
color++;
}
}
return _calculatedMeshTrianglesValid;
}
bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
BoxFace& face, QString& extraInfo, bool pickAgainstTriangles) {
bool intersectedSomething = false;
@ -524,7 +578,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
if (!isActive()) {
return intersectedSomething;
}
// extents is the entity relative, scaled, centered extents of the entity
glm::vec3 position = _translation;
glm::mat4 rotation = glm::mat4_cast(_rotation);
@ -535,35 +589,70 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
Extents modelExtents = getMeshExtents(); // NOTE: unrotated
glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
glm::vec3 corner = dimensions * -0.5f; // since we're going to do the ray picking in the model frame of reference
AABox overlayFrameBox(corner, dimensions);
glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the ray picking in the model frame of reference
AABox modelFrameBox(corner, dimensions);
glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f));
glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 0.0f));
// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
// and testing intersection there.
if (overlayFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face)) {
if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face)) {
float bestDistance = std::numeric_limits<float>::max();
float bestTriangleDistance = std::numeric_limits<float>::max();
bool someTriangleHit = false;
float distanceToSubMesh;
BoxFace subMeshFace;
int subMeshIndex = 0;
const FBXGeometry& geometry = _geometry->getFBXGeometry();
// If we hit the models box, then consider the submeshes...
foreach(const AABox& subMeshBox, _calculatedMeshBoxes) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (subMeshBox.findRayIntersection(origin, direction, distanceToSubMesh, subMeshFace)) {
if (distanceToSubMesh < bestDistance) {
bestDistance = distanceToSubMesh;
intersectedSomething = true;
face = subMeshFace;
extraInfo = geometry.getModelNameOfMesh(subMeshIndex);
if (pickAgainstTriangles) {
someTriangleHit = false;
if (!_calculatedMeshTrianglesValid) {
recalculateMeshBoxes(pickAgainstTriangles);
}
// check our triangles here....
const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex];
int t = 0;
foreach (const Triangle& triangle, meshTriangles) {
t++;
float thisTriangleDistance;
if (findRayTriangleIntersection(origin, direction, triangle, thisTriangleDistance)) {
if (thisTriangleDistance < bestDistance) {
bestTriangleDistance = thisTriangleDistance;
someTriangleHit = true;
bestDistance = thisTriangleDistance;
intersectedSomething = true;
face = subMeshFace;
extraInfo = geometry.getModelNameOfMesh(subMeshIndex);
}
}
}
} else {
// this is the non-triangle picking case...
bestDistance = distanceToSubMesh;
intersectedSomething = true;
face = subMeshFace;
extraInfo = geometry.getModelNameOfMesh(subMeshIndex);
}
}
}
}
subMeshIndex++;
}
if (intersectedSomething) {
distance = bestDistance;
}
return intersectedSomething;
}
@ -571,18 +660,81 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
return intersectedSomething;
}
void Model::recalcuateMeshBoxes() {
if (!_calculatedMeshBoxesValid) {
// TODO: we seem to call this too often when things haven't actually changed... look into optimizing this
void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
bool calculatedMeshTrianglesNeeded = pickAgainstTriangles && !_calculatedMeshTrianglesValid;
if (!_calculatedMeshBoxesValid || calculatedMeshTrianglesNeeded) {
PerformanceTimer perfTimer("calculatedMeshBoxes");
const FBXGeometry& geometry = _geometry->getFBXGeometry();
int numberOfMeshes = geometry.meshes.size();
_calculatedMeshBoxes.resize(numberOfMeshes);
_calculatedMeshTriangles.clear();
_calculatedMeshTriangles.resize(numberOfMeshes);
for (int i = 0; i < numberOfMeshes; i++) {
const FBXMesh& mesh = geometry.meshes.at(i);
Extents scaledMeshExtents = calculateScaledOffsetExtents(mesh.meshExtents);
_calculatedMeshBoxes[i] = AABox(scaledMeshExtents);
if (pickAgainstTriangles) {
QVector<Triangle> thisMeshTriangles;
for (int j = 0; j < mesh.parts.size(); j++) {
const FBXMeshPart& part = mesh.parts.at(j);
const int INDICES_PER_TRIANGLE = 3;
const int INDICES_PER_QUAD = 4;
if (part.quadIndices.size() > 0) {
int numberOfQuads = part.quadIndices.size() / INDICES_PER_QUAD;
int vIndex = 0;
for (int q = 0; q < numberOfQuads; q++) {
int i0 = part.quadIndices[vIndex++];
int i1 = part.quadIndices[vIndex++];
int i2 = part.quadIndices[vIndex++];
int i3 = part.quadIndices[vIndex++];
glm::vec3 v0 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f)));
glm::vec3 v1 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f)));
glm::vec3 v2 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f)));
glm::vec3 v3 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i3], 1.0f)));
// Sam's recommended triangle slices
Triangle tri1 = { v0, v1, v3 };
Triangle tri2 = { v1, v2, v3 };
// NOTE: Random guy on the internet's recommended triangle slices
//Triangle tri1 = { v0, v1, v2 };
//Triangle tri2 = { v2, v3, v0 };
thisMeshTriangles.push_back(tri1);
thisMeshTriangles.push_back(tri2);
}
}
if (part.triangleIndices.size() > 0) {
int numberOfTris = part.triangleIndices.size() / INDICES_PER_TRIANGLE;
int vIndex = 0;
for (int t = 0; t < numberOfTris; t++) {
int i0 = part.triangleIndices[vIndex++];
int i1 = part.triangleIndices[vIndex++];
int i2 = part.triangleIndices[vIndex++];
glm::vec3 v0 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f)));
glm::vec3 v1 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f)));
glm::vec3 v2 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f)));
Triangle tri = { v0, v1, v2 };
thisMeshTriangles.push_back(tri);
}
}
}
_calculatedMeshTriangles[i] = thisMeshTriangles;
}
}
_calculatedMeshBoxesValid = true;
_calculatedMeshTrianglesValid = pickAgainstTriangles;
}
}
@ -592,7 +744,7 @@ void Model::renderSetup(RenderArgs* args) {
// against. We cache the results of these calculations so long as the model hasn't been
// simulated and the mesh hasn't changed.
if (args && !_calculatedMeshBoxesValid) {
recalcuateMeshBoxes();
recalculateMeshBoxes();
}
// set up dilated textures on first render after load/simulate
@ -844,6 +996,15 @@ Extents Model::calculateScaledOffsetExtents(const Extents& extents) const {
return translatedExtents;
}
glm::vec3 Model::calculateScaledOffsetPoint(const glm::vec3& point) const {
// we need to include any fst scaling, translation, and rotation, which is captured in the offset matrix
glm::vec3 offsetPoint = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(point, 1.0f));
glm::vec3 scaledPoint = ((offsetPoint + _offset) * _scale);
glm::vec3 rotatedPoint = _rotation * scaledPoint;
glm::vec3 translatedPoint = rotatedPoint + _translation;
return translatedPoint;
}
bool Model::getJointState(int index, glm::quat& rotation) const {
if (index == -1 || index >= _jointStates.size()) {
@ -1142,6 +1303,7 @@ void Model::simulate(float deltaTime, bool fullUpdate) {
if (isActive() && fullUpdate) {
_calculatedMeshBoxesValid = false; // if we have to simulate, we need to assume our mesh boxes are all invalid
_calculatedMeshTrianglesValid = false;
// check for scale to fit
if (_scaleToFit && !_scaledToFit) {

View file

@ -19,6 +19,7 @@
#include "Transform.h"
#include <AABox.h>
#include <AnimationCache.h>
#include <GeometryUtil.h>
#include <PhysicsEntity.h>
#include "AnimationHandle.h"
@ -34,7 +35,6 @@ class Shape;
#include "RenderArgs.h"
class ViewFrustum;
#include "gpu/Stream.h"
#include "gpu/Batch.h"
@ -89,6 +89,7 @@ public:
enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE };
bool render(float alpha = 1.0f, RenderMode mode = DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
bool renderTriangleProxies();
// Scene rendering support
static void startScene(RenderArgs::RenderSide renderSide);
@ -119,6 +120,9 @@ public:
/// Returns the scaled equivalent of some extents in model space.
Extents calculateScaledOffsetExtents(const Extents& extents) const;
/// Returns the scaled equivalent of a point in model space.
glm::vec3 calculateScaledOffsetPoint(const glm::vec3& point) const;
/// Returns a reference to the shared geometry.
const QSharedPointer<NetworkGeometry>& getGeometry() const { return _geometry; }
@ -193,8 +197,8 @@ public:
Q_INVOKABLE void setTextureWithNameToURL(const QString& name, const QUrl& url)
{ _geometry->setTextureWithNameToURL(name, url); }
bool findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, QString& extraInfo) const;
bool findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
BoxFace& face, QString& extraInfo, bool pickAgainstTriangles = false);
protected:
QSharedPointer<NetworkGeometry> _geometry;
@ -318,7 +322,7 @@ private:
static ProgramObject _skinTranslucentProgram;
static ProgramObject _skinShadowProgram;
static int _normalMapTangentLocation;
static int _normalSpecularMapTangentLocation;
@ -361,10 +365,13 @@ private:
static void initSkinProgram(ProgramObject& program, SkinLocations& locations, int specularTextureUnit = 1);
QVector<AABox> _calculatedMeshBoxes;
QVector<AABox> _calculatedMeshBoxes; // world coordinate AABoxes for all sub mesh boxes
bool _calculatedMeshBoxesValid;
QVector< QVector<Triangle> > _calculatedMeshTriangles; // world coordinate triangles for all sub meshes
bool _calculatedMeshTrianglesValid;
void recalcuateMeshBoxes();
void recalculateMeshBoxes(bool pickAgainstTriangles = false);
void segregateMeshGroups(); // used to calculate our list of translucent vs opaque meshes

View file

@ -133,7 +133,7 @@ void JoystickScriptingInterface::update() {
// global action events fire in the center of the screen
HFActionEvent actionEvent(actionType,
Application::getInstance()->getViewFrustum()->computePickRay(0.5f, 0.5f));
Application::getInstance()->getCamera()->computeViewPickRay(0.5f, 0.5f));
qApp->sendEvent(qApp, &actionEvent);
}

File diff suppressed because it is too large Load diff

View file

@ -15,14 +15,13 @@
class Overlays;
class QOpenGLFramebufferObject;
const float MAGNIFY_WIDTH = 160.0f;
const float MAGNIFY_HEIGHT = 80.0f;
const float MAGNIFY_MULT = 4.0f;
const float MAGNIFY_WIDTH = 220.0f;
const float MAGNIFY_HEIGHT = 100.0f;
const float MAGNIFY_MULT = 2.0f;
// Handles the drawing of the overlays to the screen
class ApplicationOverlay {
public:
ApplicationOverlay();
~ApplicationOverlay();
@ -30,16 +29,25 @@ public:
void displayOverlayTexture();
void displayOverlayTextureOculus(Camera& whichCamera);
void displayOverlayTexture3DTV(Camera& whichCamera, float aspectRatio, float fov);
void computeOculusPickRay(float x, float y, glm::vec3& direction) const;
void getClickLocation(int &x, int &y) const;
void computeOculusPickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const;
QPoint getPalmClickLocation(const PalmData *palm) const;
bool calculateRayUICollisionPoint(const glm::vec3& position, const glm::vec3& direction, glm::vec3& result) const;
// Getters
QOpenGLFramebufferObject* getFramebufferObject();
float getAlpha() const { return _alpha; }
// Converter from one frame of reference to another.
// Frame of reference:
// Screen: Position on the screen (x,y)
// Spherical: Pitch and yaw that gives the position on the sphere we project on (yaw,pitch)
// Overlay: Position on the overlay (x,y)
// (x,y) in Overlay are similar than (x,y) in Screen except they can be outside of the bound of te screen.
// This allows for picking outside of the screen projection in 3D.
glm::vec2 screenToSpherical(glm::vec2 screenPos) const;
glm::vec2 sphericalToScreen(glm::vec2 sphericalPos) const;
glm::vec2 sphericalToOverlay(glm::vec2 sphericalPos) const;
glm::vec2 overlayToSpherical(glm::vec2 overlayPos) const;
glm::vec2 screenToOverlay(glm::vec2 screenPos) const;
glm::vec2 overlayToScreen(glm::vec2 overlayPos) const;
private:
// Interleaved vertex data
struct TextureVertex {
@ -48,31 +56,54 @@ private:
};
typedef QPair<GLuint, GLuint> VerticesIndices;
void renderPointers();
class TexturedHemisphere {
public:
TexturedHemisphere();
~TexturedHemisphere();
void bind();
void release();
void bindTexture();
void releaseTexture();
void buildFramebufferObject();
void buildVBO(const float fov, const float aspectRatio, const int slices, const int stacks);
void render();
private:
void cleanupVBO();
GLuint _vertices;
GLuint _indices;
QOpenGLFramebufferObject* _framebufferObject;
VerticesIndices _vbo;
};
void renderPointers();;
void renderMagnifier(glm::vec2 magPos, float sizeMult, bool showBorder) const;
void renderControllerPointers();
void renderPointersOculus(const glm::vec3& eyePos);
void renderMagnifier(int mouseX, int mouseY, float sizeMult, bool showBorder) const;
void renderAudioMeter();
void renderStatsAndLogs();
void renderTexturedHemisphere();
void renderDomainConnectionStatusBorder();
QOpenGLFramebufferObject* _framebufferObject;
float _trailingAudioLoudness;
float _textureFov;
TexturedHemisphere _overlays;
enum MagnifyDevices { MOUSE, LEFT_CONTROLLER, RIGHT_CONTROLLER, NUMBER_OF_MAGNIFIERS = RIGHT_CONTROLLER + 1 };
bool _reticleActive[NUMBER_OF_MAGNIFIERS];
int _mouseX[NUMBER_OF_MAGNIFIERS];
int _mouseY[NUMBER_OF_MAGNIFIERS];
bool _magActive[NUMBER_OF_MAGNIFIERS];
int _magX[NUMBER_OF_MAGNIFIERS];
int _magY[NUMBER_OF_MAGNIFIERS];
float _magSizeMult[NUMBER_OF_MAGNIFIERS];
float _textureFov;
float _textureAspectRatio;
enum Reticles { MOUSE, LEFT_CONTROLLER, RIGHT_CONTROLLER, NUMBER_OF_RETICLES };
bool _reticleActive[NUMBER_OF_RETICLES];
QPoint _reticlePosition[NUMBER_OF_RETICLES];
bool _magActive[NUMBER_OF_RETICLES];
float _magSizeMult[NUMBER_OF_RETICLES];
quint64 _lastMouseMove;
float _alpha;
float _oculusuiRadius;
float _oculusUIRadius;
float _trailingAudioLoudness;
GLuint _crosshairTexture;
};

View file

@ -38,12 +38,8 @@ void NodeBounds::draw() {
// Compute ray to find selected nodes later on. We can't use the pre-computed ray in Application because it centers
// itself after the cursor disappears.
Application* application = Application::getInstance();
GLCanvas* glWidget = application->getGLWidget();
float mouseX = application->getMouseX() / (float)glWidget->width();
float mouseY = application->getMouseY() / (float)glWidget->height();
glm::vec3 mouseRayOrigin;
glm::vec3 mouseRayDirection;
application->getViewFrustum()->computePickRay(mouseX, mouseY, mouseRayOrigin, mouseRayDirection);
PickRay pickRay = application->getCamera()->computePickRay(application->getTrueMouseX(),
application->getTrueMouseY());
// Variables to keep track of the selected node and properties to draw the cube later if needed
Node* selectedNode = NULL;
@ -106,8 +102,8 @@ void NodeBounds::draw() {
float distance;
BoxFace face;
bool inside = serverBounds.contains(mouseRayOrigin);
bool colliding = serverBounds.findRayIntersection(mouseRayOrigin, mouseRayDirection, distance, face);
bool inside = serverBounds.contains(pickRay.origin);
bool colliding = serverBounds.findRayIntersection(pickRay.origin, pickRay.direction, distance, face);
// If the camera is inside a node it will be "selected" if you don't have your cursor over another node
// that you aren't inside.
@ -225,8 +221,8 @@ void NodeBounds::drawOverlay() {
const int MOUSE_OFFSET = 10;
const int BACKGROUND_BEVEL = 3;
int mouseX = application->getMouseX(),
mouseY = application->getMouseY(),
int mouseX = application->getTrueMouseX(),
mouseY = application->getTrueMouseY(),
textWidth = widthText(TEXT_SCALE, 0, _overlayText);
glColor4f(0.4f, 0.4f, 0.4f, 0.6f);
renderBevelCornersRect(mouseX + MOUSE_OFFSET, mouseY - TEXT_HEIGHT - PADDING,

View file

@ -167,7 +167,7 @@ QScriptValue Base3DOverlay::getProperty(const QString& property) {
}
bool Base3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face) const {
float& distance, BoxFace& face) {
return false;
}

View file

@ -50,10 +50,10 @@ public:
virtual void setProperties(const QScriptValue& properties);
virtual QScriptValue getProperty(const QString& property);
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const;
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face);
virtual bool findRayIntersectionExtraInfo(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, QString& extraInfo) const {
float& distance, BoxFace& face, QString& extraInfo) {
return findRayIntersection(origin, direction, distance, face);
}

View file

@ -213,7 +213,7 @@ void BillboardOverlay::replyFinished() {
}
bool BillboardOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face) const {
float& distance, BoxFace& face) {
if (_billboardTexture) {
float maxSize = glm::max(_fromImage.width(), _fromImage.height());

View file

@ -35,7 +35,7 @@ public:
void setClipFromSource(const QRect& bounds) { _fromImage = bounds; }
virtual QScriptValue getProperty(const QString& property);
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const;
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face);
virtual BillboardOverlay* createClone() const;

View file

@ -355,7 +355,7 @@ QScriptValue Circle3DOverlay::getProperty(const QString& property) {
bool Circle3DOverlay::findRayIntersection(const glm::vec3& origin,
const glm::vec3& direction, float& distance, BoxFace& face) const {
const glm::vec3& direction, float& distance, BoxFace& face) {
bool intersects = Planar3DOverlay::findRayIntersection(origin, direction, distance, face);
if (intersects) {

View file

@ -48,7 +48,7 @@ public:
void setMajorTickMarksColor(const xColor& value) { _majorTickMarksColor = value; }
void setMinorTickMarksColor(const xColor& value) { _minorTickMarksColor = value; }
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const;
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face);
virtual Circle3DOverlay* createClone() const;

View file

@ -170,14 +170,14 @@ QScriptValue ModelOverlay::getProperty(const QString& property) {
}
bool ModelOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face) const {
float& distance, BoxFace& face) {
QString subMeshNameTemp;
return _model.findRayIntersectionAgainstSubMeshes(origin, direction, distance, face, subMeshNameTemp);
}
bool ModelOverlay::findRayIntersectionExtraInfo(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, QString& extraInfo) const {
float& distance, BoxFace& face, QString& extraInfo) {
return _model.findRayIntersectionAgainstSubMeshes(origin, direction, distance, face, extraInfo);
}

View file

@ -26,9 +26,9 @@ public:
virtual void render(RenderArgs* args);
virtual void setProperties(const QScriptValue& properties);
virtual QScriptValue getProperty(const QString& property);
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const;
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face);
virtual bool findRayIntersectionExtraInfo(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, QString& extraInfo) const;
float& distance, BoxFace& face, QString& extraInfo);
virtual ModelOverlay* createClone() const;

View file

@ -11,6 +11,7 @@
#include <limits>
#include <typeinfo>
#include <Application.h>
#include <devices/OculusManager.h>
#include <Menu.h>
#include <QScriptValueIterator>
@ -244,6 +245,11 @@ void Overlays::deleteOverlay(unsigned int id) {
}
unsigned int Overlays::getOverlayAtPoint(const glm::vec2& point) {
glm::vec2 pointCopy = point;
if (OculusManager::isConnected()) {
pointCopy = Application::getInstance()->getApplicationOverlay().screenToOverlay(point);
}
QReadLocker lock(&_lock);
QMapIterator<unsigned int, Overlay*> i(_overlays2D);
i.toBack();
@ -251,7 +257,8 @@ unsigned int Overlays::getOverlayAtPoint(const glm::vec2& point) {
i.previous();
unsigned int thisID = i.key();
Overlay2D* thisOverlay = static_cast<Overlay2D*>(i.value());
if (thisOverlay->getVisible() && thisOverlay->isLoaded() && thisOverlay->getBounds().contains(point.x, point.y, false)) {
if (thisOverlay->getVisible() && thisOverlay->isLoaded() &&
thisOverlay->getBounds().contains(pointCopy.x, pointCopy.y, false)) {
return thisID;
}
}

View file

@ -92,7 +92,7 @@ QScriptValue Planar3DOverlay::getProperty(const QString& property) {
}
bool Planar3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face) const {
float& distance, BoxFace& face) {
RayIntersectionInfo rayInfo;
rayInfo._rayStart = origin;

View file

@ -39,7 +39,7 @@ public:
virtual void setProperties(const QScriptValue& properties);
virtual QScriptValue getProperty(const QString& property);
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const;
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face);
protected:
glm::vec2 _dimensions;

View file

@ -16,12 +16,14 @@
#include "ui/TextRenderer.h"
const xColor DEFAULT_BACKGROUND_COLOR = { 0, 0, 0 };
const float DEFAULT_BACKGROUND_ALPHA = 0.7f;
const float DEFAULT_MARGIN = 0.1f;
const int FIXED_FONT_POINT_SIZE = 40;
const float LINE_SCALE_RATIO = 1.2f;
Text3DOverlay::Text3DOverlay() :
_backgroundColor(DEFAULT_BACKGROUND_COLOR),
_backgroundAlpha(DEFAULT_BACKGROUND_ALPHA),
_lineHeight(0.1f),
_leftMargin(DEFAULT_MARGIN),
_topMargin(DEFAULT_MARGIN),
@ -35,6 +37,7 @@ Text3DOverlay::Text3DOverlay(const Text3DOverlay* text3DOverlay) :
Planar3DOverlay(text3DOverlay),
_text(text3DOverlay->_text),
_backgroundColor(text3DOverlay->_backgroundColor),
_backgroundAlpha(text3DOverlay->_backgroundAlpha),
_lineHeight(text3DOverlay->_lineHeight),
_leftMargin(text3DOverlay->_leftMargin),
_topMargin(text3DOverlay->_topMargin),
@ -88,8 +91,8 @@ void Text3DOverlay::render(RenderArgs* args) {
const float MAX_COLOR = 255.0f;
xColor backgroundColor = getBackgroundColor();
float alpha = getAlpha();
glColor4f(backgroundColor.red / MAX_COLOR, backgroundColor.green / MAX_COLOR, backgroundColor.blue / MAX_COLOR, alpha);
glColor4f(backgroundColor.red / MAX_COLOR, backgroundColor.green / MAX_COLOR, backgroundColor.blue / MAX_COLOR,
getBackgroundAlpha());
glm::vec2 dimensions = getDimensions();
glm::vec2 halfDimensions = dimensions * 0.5f;
@ -124,6 +127,7 @@ void Text3DOverlay::render(RenderArgs* args) {
enableClipPlane(GL_CLIP_PLANE3, 0.0f, 1.0f, 0.0f, -clipMinimum.y);
glColor3f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR);
float alpha = getAlpha();
QStringList lines = _text.split("\n");
int lineOffset = maxHeight;
foreach(QString thisLine, lines) {
@ -166,6 +170,10 @@ void Text3DOverlay::setProperties(const QScriptValue& properties) {
}
}
if (properties.property("backgroundAlpha").isValid()) {
_backgroundAlpha = properties.property("backgroundAlpha").toVariant().toFloat();
}
if (properties.property("lineHeight").isValid()) {
setLineHeight(properties.property("lineHeight").toVariant().toFloat());
}
@ -200,6 +208,9 @@ QScriptValue Text3DOverlay::getProperty(const QString& property) {
if (property == "backgroundColor") {
return xColorToScriptValue(_scriptEngine, _backgroundColor);
}
if (property == "backgroundAlpha") {
return _backgroundAlpha;
}
if (property == "lineHeight") {
return _lineHeight;
}

View file

@ -37,6 +37,7 @@ public:
float getBottomMargin() const { return _bottomMargin; }
bool getIsFacingAvatar() const { return _isFacingAvatar; }
xColor getBackgroundColor();
float getBackgroundAlpha() const { return _backgroundAlpha; }
// setters
void setText(const QString& text) { _text = text; }
@ -59,6 +60,7 @@ private:
QString _text;
xColor _backgroundColor;
float _backgroundAlpha;
float _lineHeight;
float _leftMargin;
float _topMargin;

View file

@ -19,6 +19,7 @@
TextOverlay::TextOverlay() :
_backgroundColor(DEFAULT_BACKGROUND_COLOR),
_backgroundAlpha(DEFAULT_BACKGROUND_ALPHA),
_leftMargin(DEFAULT_MARGIN),
_topMargin(DEFAULT_MARGIN),
_fontSize(DEFAULT_FONTSIZE)
@ -29,6 +30,7 @@ TextOverlay::TextOverlay(const TextOverlay* textOverlay) :
Overlay2D(textOverlay),
_text(textOverlay->_text),
_backgroundColor(textOverlay->_backgroundColor),
_backgroundAlpha(textOverlay->_backgroundAlpha),
_leftMargin(textOverlay->_leftMargin),
_topMargin(textOverlay->_topMargin),
_fontSize(textOverlay->_fontSize)
@ -63,11 +65,10 @@ void TextOverlay::render(RenderArgs* args) {
return; // do nothing if we're not visible
}
const float MAX_COLOR = 255.0f;
xColor backgroundColor = getBackgroundColor();
float alpha = getAlpha();
glColor4f(backgroundColor.red / MAX_COLOR, backgroundColor.green / MAX_COLOR, backgroundColor.blue / MAX_COLOR, alpha);
glColor4f(backgroundColor.red / MAX_COLOR, backgroundColor.green / MAX_COLOR, backgroundColor.blue / MAX_COLOR,
getBackgroundAlpha());
glBegin(GL_QUADS);
glVertex2f(_bounds.left(), _bounds.top());
@ -85,6 +86,7 @@ void TextOverlay::render(RenderArgs* args) {
int y = _bounds.top() + _topMargin + topAdjust;
glColor3f(_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR);
float alpha = getAlpha();
QStringList lines = _text.split("\n");
int lineOffset = 0;
foreach(QString thisLine, lines) {
@ -125,6 +127,10 @@ void TextOverlay::setProperties(const QScriptValue& properties) {
}
}
if (properties.property("backgroundAlpha").isValid()) {
_backgroundAlpha = properties.property("backgroundAlpha").toVariant().toFloat();
}
if (properties.property("leftMargin").isValid()) {
setLeftMargin(properties.property("leftMargin").toVariant().toInt());
}
@ -150,6 +156,9 @@ QScriptValue TextOverlay::getProperty(const QString& property) {
if (property == "backgroundColor") {
return xColorToScriptValue(_scriptEngine, _backgroundColor);
}
if (property == "backgroundAlpha") {
return _backgroundAlpha;
}
if (property == "leftMargin") {
return _leftMargin;
}

View file

@ -28,6 +28,7 @@
#include "Overlay2D.h"
const xColor DEFAULT_BACKGROUND_COLOR = { 0, 0, 0 };
const float DEFAULT_BACKGROUND_ALPHA = 0.7f;
const int DEFAULT_MARGIN = 10;
const int DEFAULT_FONTSIZE = 11;
const int DEFAULT_FONT_WEIGHT = 50;
@ -46,6 +47,7 @@ public:
int getLeftMargin() const { return _leftMargin; }
int getTopMargin() const { return _topMargin; }
xColor getBackgroundColor();
float getBackgroundAlpha() const { return _backgroundAlpha; }
// setters
void setText(const QString& text) { _text = text; }
@ -62,6 +64,7 @@ public:
private:
QString _text;
xColor _backgroundColor;
float _backgroundAlpha;
int _leftMargin;
int _topMargin;
int _fontSize;

View file

@ -100,7 +100,7 @@ QScriptValue Volume3DOverlay::getProperty(const QString& property) {
}
bool Volume3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face) const {
float& distance, BoxFace& face) {
// extents is the entity relative, scaled, centered extents of the entity
glm::vec3 position = getPosition();

View file

@ -41,7 +41,7 @@ public:
virtual void setProperties(const QScriptValue& properties);
virtual QScriptValue getProperty(const QString& property);
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const;
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face);
protected:
glm::vec3 _dimensions;

View file

@ -85,6 +85,13 @@ bool AudioScriptingInterface::isInjectorPlaying(AudioInjector* injector) {
return (injector != NULL);
}
void AudioScriptingInterface::setInjectorOptions(AudioInjector* injector, const AudioInjectorOptions& injectorOptions) {
AudioInjectorOptions optionsCopy = injectorOptions;
if (injector) {
injector->setOptions(optionsCopy);
}
}
float AudioScriptingInterface::getLoudness(AudioInjector* injector) {
if (injector) {
return injector->getLoudness();

View file

@ -35,6 +35,8 @@ public slots:
void stopInjector(AudioInjector* injector);
bool isInjectorPlaying(AudioInjector* injector);
void setInjectorOptions(AudioInjector* injector, const AudioInjectorOptions& injectorOptions);
void injectorStopped();
signals:

View file

@ -54,7 +54,7 @@ void EntityCollisionSystem::updateCollisions() {
PerformanceTimer perfTimer("collisions");
assert(_entityTree);
// update all Entities
if (_entityTree->tryLockForRead()) {
if (_entityTree->tryLockForWrite()) {
foreach (EntityItem* entity, _movingEntities) {
checkEntity(entity);
}
@ -70,13 +70,13 @@ void EntityCollisionSystem::checkEntity(EntityItem* entity) {
}
void EntityCollisionSystem::emitGlobalEntityCollisionWithVoxel(EntityItem* entity,
VoxelDetail* voxelDetails, const CollisionInfo& collision) {
VoxelDetail* voxelDetails, const Collision& collision) {
EntityItemID entityItemID = entity->getEntityItemID();
emit entityCollisionWithVoxel(entityItemID, *voxelDetails, collision);
}
void EntityCollisionSystem::emitGlobalEntityCollisionWithEntity(EntityItem* entityA,
EntityItem* entityB, const CollisionInfo& collision) {
EntityItem* entityB, const Collision& collision) {
EntityItemID idA = entityA->getEntityItemID();
EntityItemID idB = entityB->getEntityItemID();
@ -104,7 +104,8 @@ void EntityCollisionSystem::updateCollisionWithVoxels(EntityItem* entity) {
// the results to systems outside of this octree reference frame.
collisionInfo._contactPoint = (float)TREE_SCALE * (entity->getPosition() + entity->getRadius() * glm::normalize(collisionInfo._penetration));
// let the global script run their collision scripts for Entities if they have them
emitGlobalEntityCollisionWithVoxel(entity, voxelDetails, collisionInfo);
Collision collision(collisionInfo._contactPoint, collisionInfo._penetration);
emitGlobalEntityCollisionWithVoxel(entity, voxelDetails, collision);
// we must scale back down to the octree reference frame before updating the Entity properties
collisionInfo._penetration /= (float)(TREE_SCALE);
@ -169,10 +170,10 @@ void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
quint64 now = usecTimestampNow();
CollisionInfo collision;
collision._penetration = penetration;
Collision collision;
collision.penetration = penetration;
// for now the contactPoint is the average between the the two paricle centers
collision._contactPoint = (0.5f * (float)TREE_SCALE) * (entityA->getPosition() + entityB->getPosition());
collision.contactPoint = (0.5f * (float)TREE_SCALE) * (entityA->getPosition() + entityB->getPosition());
emitGlobalEntityCollisionWithEntity(entityA, entityB, collision);
glm::vec3 axis = glm::normalize(penetration);
@ -208,7 +209,9 @@ void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
propertiesA.setPosition(newPositionA * (float)TREE_SCALE);
propertiesA.setLastEdited(now);
_entityTree->updateEntity(idA, propertiesA);
// 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);
}
@ -225,7 +228,9 @@ void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
propertiesB.setPosition(newPositionB * (float)TREE_SCALE);
propertiesB.setLastEdited(now);
_entityTree->updateEntity(idB, propertiesB);
// 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);
}
}
@ -331,6 +336,6 @@ void EntityCollisionSystem::applyHardCollision(EntityItem* entity, const Collisi
properties.setVelocity(velocity * (float)TREE_SCALE);
properties.setLastEdited(usecTimestampNow());
_entityTree->updateEntity(entityItemID, properties);
_entityTree->updateEntity(entity, properties);
_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, entityItemID, properties);
}

View file

@ -53,15 +53,15 @@ public:
void updateCollisionSound(EntityItem* Entity, const glm::vec3 &penetration, float frequency);
signals:
void entityCollisionWithVoxel(const EntityItemID& entityItemID, const VoxelDetail& voxel, const CollisionInfo& penetration);
void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const CollisionInfo& penetration);
void entityCollisionWithVoxel(const EntityItemID& entityItemID, const VoxelDetail& voxel, const Collision& collision);
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 emitGlobalEntityCollisionWithVoxel(EntityItem* Entity, VoxelDetail* voxelDetails, const CollisionInfo& penetration);
void emitGlobalEntityCollisionWithEntity(EntityItem* entityA, EntityItem* entityB, const CollisionInfo& penetration);
void emitGlobalEntityCollisionWithVoxel(EntityItem* Entity, VoxelDetail* voxelDetails, const Collision& penetration);
void emitGlobalEntityCollisionWithEntity(EntityItem* entityA, EntityItem* entityB, const Collision& penetration);
EntityEditPacketSender* _packetSender;
VoxelTree* _voxels;

View file

@ -29,7 +29,7 @@ const float EntityItem::DEFAULT_LOCAL_RENDER_ALPHA = 1.0f;
const float EntityItem::DEFAULT_MASS = 1.0f;
const float EntityItem::DEFAULT_LIFETIME = EntityItem::IMMORTAL;
const QString EntityItem::DEFAULT_USER_DATA = QString("");
const float EntityItem::DEFAULT_DAMPING = 0.5f;
const float EntityItem::DEFAULT_DAMPING = 2.0f;
const glm::vec3 EntityItem::NO_VELOCITY = glm::vec3(0, 0, 0);
const float EntityItem::EPSILON_VELOCITY_LENGTH = (1.0f / 1000.0f) / (float)TREE_SCALE; // really small: 1mm/second
const glm::vec3 EntityItem::DEFAULT_VELOCITY = EntityItem::NO_VELOCITY;
@ -42,7 +42,7 @@ const glm::vec3 EntityItem::DEFAULT_DIMENSIONS = glm::vec3(0.1f, 0.1f, 0.1f);
const glm::vec3 EntityItem::DEFAULT_REGISTRATION_POINT = glm::vec3(0.5f, 0.5f, 0.5f); // center
const glm::vec3 EntityItem::NO_ANGULAR_VELOCITY = glm::vec3(0.0f, 0.0f, 0.0f);
const glm::vec3 EntityItem::DEFAULT_ANGULAR_VELOCITY = NO_ANGULAR_VELOCITY;
const float EntityItem::DEFAULT_ANGULAR_DAMPING = 0.5f;
const float EntityItem::DEFAULT_ANGULAR_DAMPING = 2.0f;
const bool EntityItem::DEFAULT_VISIBLE = true;
const bool EntityItem::DEFAULT_IGNORE_FOR_COLLISIONS = false;
const bool EntityItem::DEFAULT_COLLISIONS_WILL_MOVE = false;
@ -58,6 +58,7 @@ void EntityItem::initFromEntityItemID(const EntityItemID& entityItemID) {
_lastEditedFromRemote = 0;
_lastEditedFromRemoteInRemoteTime = 0;
_lastSimulated = 0;
_lastUpdated = 0;
_created = 0; // TODO: when do we actually want to make this "now"
_changedOnServer = 0;
@ -88,12 +89,12 @@ EntityItem::EntityItem(const EntityItemID& entityItemID) {
_lastEdited = 0;
_lastEditedFromRemote = 0;
_lastEditedFromRemoteInRemoteTime = 0;
_lastSimulated = 0;
_lastUpdated = 0;
_created = 0;
_updateFlags = 0;
_dirtyFlags = 0;
_changedOnServer = 0;
initFromEntityItemID(entityItemID);
_simulationState = EntityItem::Static;
}
EntityItem::EntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) {
@ -101,13 +102,13 @@ EntityItem::EntityItem(const EntityItemID& entityItemID, const EntityItemPropert
_lastEdited = 0;
_lastEditedFromRemote = 0;
_lastEditedFromRemoteInRemoteTime = 0;
_lastSimulated = 0;
_lastUpdated = 0;
_created = properties.getCreated();
_updateFlags = 0;
_dirtyFlags = 0;
_changedOnServer = 0;
initFromEntityItemID(entityItemID);
setProperties(properties, true); // force copy
_simulationState = EntityItem::Static;
}
EntityPropertyFlags EntityItem::getEntityProperties(EncodeBitstreamParams& params) const {
@ -154,7 +155,7 @@ OctreeElement::AppendState EntityItem::appendEntityData(OctreePacketData* packet
ByteCountCoded<quint32> typeCoder = getType();
QByteArray encodedType = typeCoder;
quint64 updateDelta = getLastUpdated() <= getLastEdited() ? 0 : getLastUpdated() - getLastEdited();
quint64 updateDelta = getLastSimulated() <= getLastEdited() ? 0 : getLastSimulated() - getLastEdited();
ByteCountCoded<quint64> updateDeltaCoder = updateDelta;
QByteArray encodedUpdateDelta = updateDeltaCoder;
EntityPropertyFlags propertyFlags(PROP_LAST_ITEM);
@ -450,9 +451,9 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
ByteCountCoded<quint64> updateDeltaCoder = encodedUpdateDelta;
quint64 updateDelta = updateDeltaCoder;
if (overwriteLocalData) {
_lastUpdated = lastEditedFromBufferAdjusted + updateDelta; // don't adjust for clock skew since we already did that for _lastEdited
_lastSimulated = _lastUpdated = lastEditedFromBufferAdjusted + updateDelta; // don't adjust for clock skew since we already did that for _lastEdited
if (wantDebug) {
qDebug() << "_lastUpdated=" << _lastUpdated;
qDebug() << "_lastUpdated =" << _lastUpdated;
qDebug() << "_lastEdited=" << _lastEdited;
qDebug() << "lastEditedFromBufferAdjusted=" << lastEditedFromBufferAdjusted;
}
@ -565,20 +566,20 @@ bool EntityItem::isRestingOnSurface() const {
&& _gravity.y < 0.0f;
}
void EntityItem::update(const quint64& updateTime) {
void EntityItem::simulate(const quint64& now) {
bool wantDebug = false;
if (_lastUpdated == 0) {
_lastUpdated = updateTime;
if (_lastSimulated == 0) {
_lastSimulated = now;
}
float timeElapsed = (float)(updateTime - _lastUpdated) / (float)(USECS_PER_SECOND);
float timeElapsed = (float)(now - _lastSimulated) / (float)(USECS_PER_SECOND);
if (wantDebug) {
qDebug() << "********** EntityItem::update()";
qDebug() << " entity ID=" << getEntityItemID();
qDebug() << " updateTime=" << updateTime;
qDebug() << " _lastUpdated=" << _lastUpdated;
qDebug() << " now=" << now;
qDebug() << " _lastSimulated=" << _lastSimulated;
qDebug() << " timeElapsed=" << timeElapsed;
qDebug() << " hasVelocity=" << hasVelocity();
qDebug() << " hasGravity=" << hasGravity();
@ -611,10 +612,10 @@ void EntityItem::update(const quint64& updateTime) {
}
}
_lastUpdated = updateTime;
_lastSimulated = now;
if (wantDebug) {
qDebug() << " ********** EntityItem::update() .... SETTING _lastUpdated=" << _lastUpdated;
qDebug() << " ********** EntityItem::update() .... SETTING _lastSimulated=" << _lastSimulated;
}
if (hasAngularVelocity()) {
@ -631,13 +632,13 @@ void EntityItem::update(const quint64& updateTime) {
setRotation(rotation);
// handle damping for angular velocity
if (getAngularDamping() > 0.0f) {
glm::vec3 dampingResistance = getAngularVelocity() * getAngularDamping();
glm::vec3 newAngularVelocity = getAngularVelocity() - (dampingResistance * timeElapsed);
float dampingTimescale = getAngularDamping();
if (dampingTimescale > 0.0f) {
float dampingFactor = glm::clamp(timeElapsed / dampingTimescale, 0.0f, 1.0f);
glm::vec3 newAngularVelocity = (1.0f - dampingFactor) * getAngularVelocity();
setAngularVelocity(newAngularVelocity);
if (wantDebug) {
qDebug() << " getDamping():" << getDamping();
qDebug() << " dampingResistance:" << dampingResistance;
qDebug() << " dampingTimescale :" << dampingTimescale;
qDebug() << " newAngularVelocity:" << newAngularVelocity;
}
}
@ -688,13 +689,15 @@ void EntityItem::update(const quint64& updateTime) {
}
// handle damping for velocity
glm::vec3 dampingResistance = velocity * getDamping();
if (wantDebug) {
qDebug() << " getDamping():" << getDamping();
qDebug() << " dampingResistance:" << dampingResistance;
qDebug() << " dampingResistance * timeElapsed:" << dampingResistance * timeElapsed;
float dampingTimescale = getDamping();
if (dampingTimescale > 0.0f) {
float dampingFactor = glm::clamp(timeElapsed / dampingTimescale, 0.0f, 1.0f);
velocity *= (1.0f - dampingFactor);
if (wantDebug) {
qDebug() << " dampingTimescale:" << dampingTimescale;
qDebug() << " newVelocity:" << velocity;
}
}
velocity -= dampingResistance * timeElapsed;
if (wantDebug) {
qDebug() << " velocity AFTER dampingResistance:" << velocity;
@ -707,6 +710,7 @@ void EntityItem::update(const quint64& updateTime) {
velocity = NO_VELOCITY;
}
// NOTE: the simulation should NOT set any DirtyFlags on this entity
setPosition(position); // this will automatically recalculate our collision shape
setVelocity(velocity);
@ -719,20 +723,18 @@ void EntityItem::update(const quint64& updateTime) {
}
}
EntityItem::SimulationState EntityItem::computeSimulationState() const {
if (hasVelocity() || (hasGravity() && !isRestingOnSurface()) || hasAngularVelocity()) {
return EntityItem::Moving;
}
if (isMortal()) {
return EntityItem::Mortal;
}
return EntityItem::Static;
bool EntityItem::isMoving() const {
return hasVelocity() || (hasGravity() && !isRestingOnSurface()) || hasAngularVelocity();
}
bool EntityItem::lifetimeHasExpired() const {
return isMortal() && (getAge() > getLifetime());
}
quint64 EntityItem::getExpiry() const {
return _created + (quint64)(_lifetime * (float)USECS_PER_SECOND);
}
EntityItemProperties EntityItem::getProperties() const {
EntityItemProperties properties;
properties._id = getID();
@ -778,23 +780,23 @@ bool EntityItem::setProperties(const EntityItemProperties& properties, bool forc
}
}
SET_ENTITY_PROPERTY_FROM_PROPERTIES(position, setPositionInMeters); // this will call recalculate collision shape if needed
SET_ENTITY_PROPERTY_FROM_PROPERTIES(dimensions, setDimensionsInMeters); // NOTE: radius is obsolete
SET_ENTITY_PROPERTY_FROM_PROPERTIES(rotation, setRotation);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(mass, setMass);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(velocity, setVelocityInMeters);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(gravity, setGravityInMeters);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(position, updatePositionInMeters); // this will call recalculate collision shape if needed
SET_ENTITY_PROPERTY_FROM_PROPERTIES(dimensions, updateDimensionsInMeters); // NOTE: radius is obsolete
SET_ENTITY_PROPERTY_FROM_PROPERTIES(rotation, updateRotation);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(mass, updateMass);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(velocity, updateVelocityInMeters);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(gravity, updateGravityInMeters);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(damping, setDamping);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(lifetime, setLifetime);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(script, setScript);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(lifetime, updateLifetime);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(script, updateScript);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(registrationPoint, setRegistrationPoint);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularVelocity, setAngularVelocity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularVelocity, updateAngularVelocity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularDamping, setAngularDamping);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(glowLevel, setGlowLevel);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(localRenderAlpha, setLocalRenderAlpha);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(visible, setVisible);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(ignoreForCollisions, setIgnoreForCollisions);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(collisionsWillMove, setCollisionsWillMove);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(ignoreForCollisions, updateIgnoreForCollisions);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(collisionsWillMove, updateCollisionsWillMove);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(locked, setLocked);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(userData, setUserData);
@ -948,7 +950,7 @@ void EntityItem::updatePosition(const glm::vec3& value) {
if (_position != value) {
_position = value;
recalculateCollisionShape();
_updateFlags |= EntityItem::UPDATE_POSITION;
_dirtyFlags |= EntityItem::DIRTY_POSITION;
}
}
@ -957,7 +959,7 @@ void EntityItem::updatePositionInMeters(const glm::vec3& value) {
if (_position != position) {
_position = position;
recalculateCollisionShape();
_updateFlags |= EntityItem::UPDATE_POSITION;
_dirtyFlags |= EntityItem::DIRTY_POSITION;
}
}
@ -965,7 +967,7 @@ void EntityItem::updateDimensions(const glm::vec3& value) {
if (_dimensions != value) {
_dimensions = value;
recalculateCollisionShape();
_updateFlags |= EntityItem::UPDATE_SHAPE;
_dirtyFlags |= EntityItem::DIRTY_SHAPE;
}
}
@ -974,7 +976,7 @@ void EntityItem::updateDimensionsInMeters(const glm::vec3& value) {
if (_dimensions != dimensions) {
_dimensions = dimensions;
recalculateCollisionShape();
_updateFlags |= EntityItem::UPDATE_SHAPE;
_dirtyFlags |= EntityItem::DIRTY_SHAPE;
}
}
@ -982,21 +984,21 @@ void EntityItem::updateRotation(const glm::quat& rotation) {
if (_rotation != rotation) {
_rotation = rotation;
recalculateCollisionShape();
_updateFlags |= EntityItem::UPDATE_POSITION;
_dirtyFlags |= EntityItem::DIRTY_POSITION;
}
}
void EntityItem::updateMass(float value) {
if (_mass != value) {
_mass = value;
_updateFlags |= EntityItem::UPDATE_MASS;
_dirtyFlags |= EntityItem::DIRTY_MASS;
}
}
void EntityItem::updateVelocity(const glm::vec3& value) {
if (_velocity != value) {
_velocity = value;
_updateFlags |= EntityItem::UPDATE_VELOCITY;
_dirtyFlags |= EntityItem::DIRTY_VELOCITY;
}
}
@ -1004,14 +1006,14 @@ void EntityItem::updateVelocityInMeters(const glm::vec3& value) {
glm::vec3 velocity = value / (float) TREE_SCALE;
if (_velocity != velocity) {
_velocity = velocity;
_updateFlags |= EntityItem::UPDATE_VELOCITY;
_dirtyFlags |= EntityItem::DIRTY_VELOCITY;
}
}
void EntityItem::updateGravity(const glm::vec3& value) {
if (_gravity != value) {
_gravity = value;
_updateFlags |= EntityItem::UPDATE_VELOCITY;
_dirtyFlags |= EntityItem::DIRTY_VELOCITY;
}
}
@ -1019,36 +1021,42 @@ void EntityItem::updateGravityInMeters(const glm::vec3& value) {
glm::vec3 gravity = value / (float) TREE_SCALE;
if (_gravity != gravity) {
_gravity = gravity;
_updateFlags |= EntityItem::UPDATE_VELOCITY;
_dirtyFlags |= EntityItem::DIRTY_VELOCITY;
}
}
void EntityItem::updateAngularVelocity(const glm::vec3& value) {
if (_angularVelocity != value) {
_angularVelocity = value;
_updateFlags |= EntityItem::UPDATE_VELOCITY;
_dirtyFlags |= EntityItem::DIRTY_VELOCITY;
}
}
void EntityItem::updateIgnoreForCollisions(bool value) {
if (_ignoreForCollisions != value) {
_ignoreForCollisions = value;
_updateFlags |= EntityItem::UPDATE_COLLISION_GROUP;
_dirtyFlags |= EntityItem::DIRTY_COLLISION_GROUP;
}
}
void EntityItem::updateCollisionsWillMove(bool value) {
if (_collisionsWillMove != value) {
_collisionsWillMove = value;
_updateFlags |= EntityItem::UPDATE_MOTION_TYPE;
_dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
}
}
void EntityItem::updateLifetime(float value) {
if (_lifetime != value) {
_lifetime = value;
_updateFlags |= EntityItem::UPDATE_LIFETIME;
_dirtyFlags |= EntityItem::DIRTY_LIFETIME;
}
}
void EntityItem::updateScript(const QString& value) {
if (_script != value) {
_script = value;
_dirtyFlags |= EntityItem::DIRTY_SCRIPT;
}
}

View file

@ -41,15 +41,18 @@ class EntityTreeElementExtraEncodeData;
class EntityItem {
public:
enum EntityUpdateFlags {
UPDATE_POSITION = 0x0001,
UPDATE_VELOCITY = 0x0002,
UPDATE_MASS = 0x0004,
UPDATE_COLLISION_GROUP = 0x0008,
UPDATE_MOTION_TYPE = 0x0010,
UPDATE_SHAPE = 0x0020,
UPDATE_LIFETIME = 0x0040
//UPDATE_APPEARANCE = 0x8000,
enum EntityDirtyFlags {
DIRTY_POSITION = 0x0001,
DIRTY_VELOCITY = 0x0002,
DIRTY_MASS = 0x0004,
DIRTY_COLLISION_GROUP = 0x0008,
DIRTY_MOTION_TYPE = 0x0010,
DIRTY_SHAPE = 0x0020,
DIRTY_LIFETIME = 0x0040,
DIRTY_UPDATEABLE = 0x0080,
// add new simulation-relevant flags above
// all other flags below
DIRTY_SCRIPT = 0x8000
};
DONT_ALLOW_INSTANTIATION // This class can not be instantiated directly
@ -77,12 +80,12 @@ public:
/// has changed. This will be called with properties change or when new data is loaded from a stream
virtual void somethingChangedNotification() { }
quint64 getLastUpdated() const { return _lastUpdated; } /// Last simulated time of this entity universal usecs
quint64 getLastSimulated() const { return _lastSimulated; } /// Last simulated time of this entity universal usecs
/// Last edited time of this entity universal usecs
quint64 getLastEdited() const { return _lastEdited; }
void setLastEdited(quint64 lastEdited)
{ _lastEdited = _lastUpdated = lastEdited; _changedOnServer = glm::max(lastEdited, _changedOnServer); }
{ _lastEdited = _lastSimulated = _lastUpdated = lastEdited; _changedOnServer = glm::max(lastEdited, _changedOnServer); }
float getEditedAgo() const /// Elapsed seconds since this entity was last edited
{ return (float)(usecTimestampNow() - getLastEdited()) / (float)USECS_PER_SECOND; }
@ -121,24 +124,21 @@ public:
unsigned char* bufferOut, int sizeIn, int& sizeOut);
static void adjustEditPacketForClockSkew(unsigned char* codeColorBuffer, size_t length, int clockSkew);
virtual void update(const quint64& now);
// perform update
virtual void update(const quint64& now) { _lastUpdated = now; }
typedef enum SimulationState_t {
Static,
Mortal,
Moving
} SimulationState;
// perform linear extrapolation for SimpleEntitySimulation
void simulate(const quint64& now);
// computes the SimulationState that the entity SHOULD be in.
// Use getSimulationState() to find the state under which it is currently categorized.
virtual SimulationState computeSimulationState() const;
virtual bool needsToCallUpdate() const { return false; }
virtual void debugDump() const;
virtual bool supportsDetailedRayIntersection() const { return false; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const { return true; }
void** intersectedObject, bool precisionPicking) const { return true; }
// attributes applicable to all entity types
EntityTypes::EntityType getType() const { return _type; }
@ -160,7 +160,7 @@ public:
float getLargestDimension() const { return glm::length(_dimensions); } /// get the largest possible dimension
/// set dimensions in domain scale units (0.0 - 1.0) this will also reset radius appropriately
void setDimensions(const glm::vec3& value) { _dimensions = value; recalculateCollisionShape(); }
virtual void setDimensions(const glm::vec3& value) { _dimensions = value; recalculateCollisionShape(); }
/// set dimensions in meter units (0.0 - TREE_SCALE) this will also reset radius appropriately
void setDimensionsInMeters(const glm::vec3& value) { setDimensions(value / (float) TREE_SCALE); }
@ -221,11 +221,14 @@ public:
/// age of this entity in seconds
float getAge() const { return (float)(usecTimestampNow() - _created) / (float)USECS_PER_SECOND; }
bool lifetimeHasExpired() const;
quint64 getExpiry() const;
// position, size, and bounds related helpers
float getSize() const; /// get maximum dimension in domain scale units (0.0 - 1.0)
AACube getMaximumAACube() const;
AACube getMinimumAACube() const;
AACube getOldMaximumAACube() const { return _oldMaximumAACube; }
void setOldMaximumAACube(const AACube& cube) { _oldMaximumAACube = cube; }
AABox getAABox() const; /// axis aligned bounding box in domain scale units (0.0 - 1.0)
static const QString DEFAULT_SCRIPT;
@ -278,7 +281,7 @@ public:
virtual const Shape& getCollisionShapeInMeters() const { return _collisionShape; }
virtual bool contains(const glm::vec3& point) const { return getAABox().contains(point); }
// updateFoo() methods to be used when changes need to be accumulated in the _updateFlags
// updateFoo() methods to be used when changes need to be accumulated in the _dirtyFlags
void updatePosition(const glm::vec3& value);
void updatePositionInMeters(const glm::vec3& value);
void updateDimensions(const glm::vec3& value);
@ -293,13 +296,13 @@ public:
void updateIgnoreForCollisions(bool value);
void updateCollisionsWillMove(bool value);
void updateLifetime(float value);
void updateScript(const QString& value);
uint32_t getUpdateFlags() const { return _updateFlags; }
void clearUpdateFlags() { _updateFlags = 0; }
SimulationState getSimulationState() const { return _simulationState; }
uint32_t getDirtyFlags() const { return _dirtyFlags; }
void clearDirtyFlags(uint32_t mask = 0xffff) { _dirtyFlags &= ~mask; }
void setSimulationState(SimulationState state) { _simulationState = state; }
bool isMoving() const;
protected:
virtual void initFromEntityItemID(const EntityItemID& entityItemID); // maybe useful to allow subclasses to init
@ -309,7 +312,8 @@ protected:
QUuid _id;
uint32_t _creatorTokenID;
bool _newlyCreated;
quint64 _lastUpdated;
quint64 _lastSimulated; // last time this entity called simulate()
quint64 _lastUpdated; // last time this entity called update()
quint64 _lastEdited; // this is the last official local or remote edit time
quint64 _lastEditedFromRemote; // this is the last time we received and edit from the server
quint64 _lastEditedFromRemoteInRemoteTime; // time in server time space the last time we received and edit from the server
@ -324,12 +328,12 @@ protected:
float _mass;
glm::vec3 _velocity;
glm::vec3 _gravity;
float _damping;
float _damping; // timescale
float _lifetime;
QString _script;
glm::vec3 _registrationPoint;
glm::vec3 _angularVelocity;
float _angularDamping;
float _angularDamping; // timescale
bool _visible;
bool _ignoreForCollisions;
bool _collisionsWillMove;
@ -343,11 +347,10 @@ protected:
void setRadius(float value);
AACubeShape _collisionShape;
SimulationState _simulationState; // only set by EntityTree
AACube _oldMaximumAACube; // remember this so we know where the entity used to live in the tree
// UpdateFlags are set whenever a property changes that requires the change to be communicated to other
// data structures. It is the responsibility of the EntityTree to relay changes entity and clear flags.
uint32_t _updateFlags;
// DirtyFlags are set whenever a property changes that the EntitySimulation needs to know about.
uint32_t _dirtyFlags; // things that have changed from EXTERNAL changes (via script or packet) but NOT from simulation
};

View file

@ -196,22 +196,26 @@ QVector<EntityItemID> EntityScriptingInterface::findEntities(const glm::vec3& ce
return result;
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray) {
return findRayIntersectionWorker(ray, Octree::TryLock);
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking) {
return findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking);
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray) {
return findRayIntersectionWorker(ray, Octree::Lock);
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking) {
return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray,
Octree::lockType lockType) {
Octree::lockType lockType,
bool precisionPicking) {
RayToEntityIntersectionResult result;
if (_entityTree) {
OctreeElement* element;
EntityItem* intersectedEntity = NULL;
result.intersects = _entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance, result.face,
(void**)&intersectedEntity, lockType, &result.accurate);
(void**)&intersectedEntity, lockType, &result.accurate,
precisionPicking);
if (result.intersects && intersectedEntity) {
result.entityID = intersectedEntity->getEntityItemID();
result.properties = intersectedEntity->getProperties();

View file

@ -90,11 +90,11 @@ public slots:
/// If the scripting context has visible voxels, this will determine a ray intersection, the results
/// may be inaccurate if the engine is unable to access the visible voxels, in which case result.accurate
/// will be false.
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersection(const PickRay& ray);
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersection(const PickRay& ray, bool precisionPicking = false);
/// If the scripting context has visible voxels, this will determine a ray intersection, and will block in
/// order to return an accurate result
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersectionBlocking(const PickRay& ray);
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking = false);
Q_INVOKABLE void setLightsArePickable(bool value);
Q_INVOKABLE bool getLightsArePickable() const;
@ -102,8 +102,8 @@ public slots:
Q_INVOKABLE void dumpTree() const;
signals:
void entityCollisionWithVoxel(const EntityItemID& entityID, const VoxelDetail& voxel, const CollisionInfo& collision);
void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const CollisionInfo& collision);
void entityCollisionWithVoxel(const EntityItemID& entityID, const VoxelDetail& voxel, const Collision& collision);
void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
void mousePressOnEntity(const EntityItemID& entityItemID, const MouseEvent& event);
void mouseMoveOnEntity(const EntityItemID& entityItemID, const MouseEvent& event);
@ -124,7 +124,8 @@ private:
void queueEntityMessage(PacketType packetType, EntityItemID entityID, const EntityItemProperties& properties);
/// actually does the work of finding the ray intersection, can be called in locking mode or tryLock mode
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType);
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking);
uint32_t _nextCreatorTokenID;
EntityTree* _entityTree;

View file

@ -9,12 +9,178 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <AACube.h>
#include "EntitySimulation.h"
#include "MovingEntitiesOperator.h"
void EntitySimulation::setEntityTree(EntityTree* tree) {
if (_entityTree && _entityTree != tree) {
clearEntities();
_mortalEntities.clear();
_nextExpiry = quint64(-1);
_updateableEntities.clear();
_entitiesToBeSorted.clear();
}
_entityTree = tree;
}
void EntitySimulation::updateEntities(QSet<EntityItem*>& entitiesToDelete) {
quint64 now = usecTimestampNow();
// these methods may accumulate entries in _entitiesToBeDeleted
expireMortalEntities(now);
callUpdateOnEntitiesThatNeedIt(now);
updateEntitiesInternal(now);
sortEntitiesThatMoved();
// at this point we harvest _entitiesToBeDeleted
entitiesToDelete.unite(_entitiesToDelete);
_entitiesToDelete.clear();
}
void EntitySimulation::expireMortalEntities(const quint64& now) {
if (now > _nextExpiry) {
// only search for expired entities if we expect to find one
_nextExpiry = quint64(-1);
QSet<EntityItem*>::iterator itemItr = _mortalEntities.begin();
while (itemItr != _mortalEntities.end()) {
EntityItem* entity = *itemItr;
quint64 expiry = entity->getExpiry();
if (expiry < now) {
_entitiesToDelete.insert(entity);
itemItr = _mortalEntities.erase(itemItr);
_updateableEntities.remove(entity);
_entitiesToBeSorted.remove(entity);
removeEntityInternal(entity);
} else {
if (expiry < _nextExpiry) {
// remeber the smallest _nextExpiry so we know when to start the next search
_nextExpiry = expiry;
}
++itemItr;
}
}
}
}
void EntitySimulation::callUpdateOnEntitiesThatNeedIt(const quint64& now) {
PerformanceTimer perfTimer("updatingEntities");
QSet<EntityItem*>::iterator itemItr = _updateableEntities.begin();
while (itemItr != _updateableEntities.end()) {
EntityItem* entity = *itemItr;
// TODO: catch transition from needing update to not as a "change"
// so we don't have to scan for it here.
if (!entity->needsToCallUpdate()) {
itemItr = _updateableEntities.erase(itemItr);
} else {
entity->update(now);
++itemItr;
}
}
}
void EntitySimulation::sortEntitiesThatMoved() {
// NOTE: this is only for entities that have been moved by THIS EntitySimulation.
// External changes to entity position/shape are expected to be sorted outside of the EntitySimulation.
PerformanceTimer perfTimer("sortingEntities");
MovingEntitiesOperator moveOperator(_entityTree);
AACube domainBounds(glm::vec3(0.0f,0.0f,0.0f), 1.0f);
QSet<EntityItem*>::iterator itemItr = _entitiesToBeSorted.begin();
while (itemItr != _entitiesToBeSorted.end()) {
EntityItem* entity = *itemItr;
// check to see if this movement has sent the entity outside of the domain.
AACube newCube = entity->getMaximumAACube();
if (!domainBounds.touches(newCube)) {
qDebug() << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
_entitiesToDelete.insert(entity);
_mortalEntities.remove(entity);
_updateableEntities.remove(entity);
removeEntityInternal(entity);
} else {
moveOperator.addEntityToMoveList(entity, newCube);
}
++itemItr;
}
_entitiesToBeSorted.clear();
if (moveOperator.hasMovingEntities()) {
PerformanceTimer perfTimer("recurseTreeWithOperator");
_entityTree->recurseTreeWithOperator(&moveOperator);
moveOperator.finish();
}
}
void EntitySimulation::addEntity(EntityItem* entity) {
assert(entity);
if (entity->isMortal()) {
_mortalEntities.insert(entity);
quint64 expiry = entity->getExpiry();
if (expiry < _nextExpiry) {
_nextExpiry = expiry;
}
}
if (entity->needsToCallUpdate()) {
_updateableEntities.insert(entity);
}
addEntityInternal(entity);
}
void EntitySimulation::removeEntity(EntityItem* entity) {
assert(entity);
_updateableEntities.remove(entity);
_mortalEntities.remove(entity);
_entitiesToBeSorted.remove(entity);
_entitiesToDelete.remove(entity);
removeEntityInternal(entity);
}
void EntitySimulation::entityChanged(EntityItem* entity) {
assert(entity);
// Although it is not the responsibility of the EntitySimulation to sort the tree for EXTERNAL changes
// it IS responsibile for triggering deletes for entities that leave the bounds of the domain, hence
// we must check for that case here, however we rely on the change event to have set DIRTY_POSITION flag.
bool wasRemoved = false;
uint32_t dirtyFlags = entity->getDirtyFlags();
if (dirtyFlags & EntityItem::DIRTY_POSITION) {
AACube domainBounds(glm::vec3(0.0f,0.0f,0.0f), 1.0f);
AACube newCube = entity->getMaximumAACube();
if (!domainBounds.touches(newCube)) {
qDebug() << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
_entitiesToDelete.insert(entity);
_mortalEntities.remove(entity);
_updateableEntities.remove(entity);
removeEntityInternal(entity);
wasRemoved = true;
}
}
if (!wasRemoved) {
if (dirtyFlags & EntityItem::DIRTY_LIFETIME) {
if (entity->isMortal()) {
_mortalEntities.insert(entity);
quint64 expiry = entity->getExpiry();
if (expiry < _nextExpiry) {
_nextExpiry = expiry;
}
} else {
_mortalEntities.remove(entity);
}
entity->clearDirtyFlags(EntityItem::DIRTY_LIFETIME);
}
if (entity->needsToCallUpdate()) {
_updateableEntities.insert(entity);
} else {
_updateableEntities.remove(entity);
}
entityChangedInternal(entity);
}
entity->clearDirtyFlags();
}
void EntitySimulation::clearEntities() {
_mortalEntities.clear();
_nextExpiry = quint64(-1);
_updateableEntities.clear();
_entitiesToBeSorted.clear();
clearEntitiesInternal();
}

View file

@ -14,36 +14,61 @@
#include <QSet>
#include <PerfStat.h>
#include "EntityTree.h"
class EntitySimulation {
public:
EntitySimulation() : _entityTree(NULL) { }
virtual ~EntitySimulation() {}
virtual ~EntitySimulation() { setEntityTree(NULL); }
/// \param tree pointer to EntityTree which is stored internally
virtual void setEntityTree(EntityTree* tree);
void setEntityTree(EntityTree* tree);
/// \param[out] entitiesToDelete list of entities removed from simulation and should be deleted.
virtual void update(QSet<EntityItem*>& entitiesToDelete) = 0;
void updateEntities(QSet<EntityItem*>& entitiesToDelete);
/// \param entity pointer to EntityItem to add to the simulation
/// \sideeffect the EntityItem::_simulationState member may be updated to indicate membership to internal list
virtual void addEntity(EntityItem* entity) = 0;
void addEntity(EntityItem* entity);
/// \param entity pointer to EntityItem to removed from the simulation
/// \sideeffect the EntityItem::_simulationState member may be updated to indicate non-membership to internal list
virtual void removeEntity(EntityItem* entity) = 0;
void removeEntity(EntityItem* entity);
/// \param entity pointer to EntityItem to that may have changed in a way that would affect its simulation
virtual void entityChanged(EntityItem* entity) = 0;
/// call this whenever an entity was changed from some EXTERNAL event (NOT by the EntitySimulation itself)
void entityChanged(EntityItem* entity);
virtual void clearEntities() = 0;
void clearEntities();
EntityTree* getEntityTree() { return _entityTree; }
protected:
// These pure virtual methods are protected because they are not to be called will-nilly. The base class
// calls them in the right places.
virtual void updateEntitiesInternal(const quint64& now) = 0;
virtual void addEntityInternal(EntityItem* entity) = 0;
virtual void removeEntityInternal(EntityItem* entity) = 0;
virtual void entityChangedInternal(EntityItem* entity) = 0;
virtual void clearEntitiesInternal() = 0;
void expireMortalEntities(const quint64& now);
void callUpdateOnEntitiesThatNeedIt(const quint64& now);
void sortEntitiesThatMoved();
// back pointer to EntityTree structure
EntityTree* _entityTree;
// We maintain multiple lists, each for its distinct purpose.
// An entity may be in more than one list.
QSet<EntityItem*> _mortalEntities; // entities that have an expiry
quint64 _nextExpiry;
QSet<EntityItem*> _updateableEntities; // entities that need update() called
QSet<EntityItem*> _entitiesToBeSorted; // entities that were moved by THIS simulation and might need to be resorted in the tree
QSet<EntityItem*> _entitiesToDelete;
};
#endif // hifi_EntitySimulation_h

View file

@ -19,9 +19,13 @@
#include "MovingEntitiesOperator.h"
#include "UpdateEntityOperator.h"
EntityTree::EntityTree(bool shouldReaverage) : Octree(shouldReaverage), _simulation(NULL) {
EntityTree::EntityTree(bool shouldReaverage) :
Octree(shouldReaverage),
_fbxService(NULL),
_lightsArePickable(true),
_simulation(NULL)
{
_rootElement = createNewElement();
_lightsArePickable = true; // assume they are by default
}
EntityTree::~EntityTree() {
@ -79,6 +83,7 @@ EntityItem* EntityTree::getOrCreateEntityItem(const EntityItemID& entityID, cons
/// Adds a new entity item to the tree
void EntityTree::postAddEntity(EntityItem* entity) {
assert(entity);
entity->setOldMaximumAACube(entity->getMaximumAACube());
// check to see if we need to simulate this entity..
if (_simulation) {
_simulation->addEntity(entity);
@ -99,51 +104,64 @@ bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProp
qDebug() << "UNEXPECTED!!!! don't call updateEntity() on entity items that don't exist. entityID=" << entityID;
return false;
}
return updateEntityWithElement(existingEntity, properties, containingElement);
}
bool EntityTree::updateEntity(EntityItem* entity, const EntityItemProperties& properties) {
EntityTreeElement* containingElement = getContainingElement(entity->getEntityItemID());
if (!containingElement) {
qDebug() << "UNEXPECTED!!!! EntityTree::updateEntity() entity-->element lookup failed!!! entityID="
<< entity->getEntityItemID();
return false;
}
return updateEntityWithElement(entity, properties, containingElement);
}
bool EntityTree::updateEntityWithElement(EntityItem* entity, const EntityItemProperties& properties,
EntityTreeElement* containingElement) {
// enforce support for locked entities. If an entity is currently locked, then the only
// property we allow you to change is the locked property.
if (existingEntity->getLocked()) {
if (entity->getLocked()) {
if (properties.lockedChanged()) {
bool wantsLocked = properties.getLocked();
if (!wantsLocked) {
EntityItemProperties tempProperties;
tempProperties.setLocked(wantsLocked);
UpdateEntityOperator theOperator(this, containingElement, existingEntity, tempProperties);
UpdateEntityOperator theOperator(this, containingElement, entity, tempProperties);
recurseTreeWithOperator(&theOperator);
_isDirty = true;
if (_simulation && existingEntity->getUpdateFlags() != 0) {
_simulation->entityChanged(existingEntity);
}
}
}
} else {
// check to see if we need to simulate this entity...
QString entityScriptBefore = existingEntity->getScript();
QString entityScriptBefore = entity->getScript();
UpdateEntityOperator theOperator(this, containingElement, existingEntity, properties);
UpdateEntityOperator theOperator(this, containingElement, entity, properties);
recurseTreeWithOperator(&theOperator);
entity->setOldMaximumAACube(entity->getMaximumAACube());
_isDirty = true;
if (_simulation && existingEntity->getUpdateFlags() != 0) {
_simulation->entityChanged(existingEntity);
if (_simulation && entity->getDirtyFlags() != 0) {
_simulation->entityChanged(entity);
}
QString entityScriptAfter = existingEntity->getScript();
QString entityScriptAfter = entity->getScript();
if (entityScriptBefore != entityScriptAfter) {
emitEntityScriptChanging(entityID); // the entity script has changed
emit entityScriptChanging(entity->getEntityItemID()); // the entity script has changed
}
}
containingElement = getContainingElement(entityID);
// TODO: this final containingElement check should eventually be removed (or wrapped in an #ifdef DEBUG).
containingElement = getContainingElement(entity->getEntityItemID());
if (!containingElement) {
qDebug() << "UNEXPECTED!!!! after updateEntity() we no longer have a containing element??? entityID=" << entityID;
qDebug() << "UNEXPECTED!!!! after updateEntity() we no longer have a containing element??? entityID="
<< entity->getEntityItemID();
return false;
}
return true;
}
EntityItem* EntityTree::addEntity(const EntityItemID& entityID, const EntityItemProperties& properties) {
EntityItem* result = NULL;
@ -572,7 +590,7 @@ void EntityTree::update() {
if (_simulation) {
lockForWrite();
QSet<EntityItem*> entitiesToDelete;
_simulation->update(entitiesToDelete);
_simulation->updateEntities(entitiesToDelete);
if (entitiesToDelete.size() > 0) {
// translate into list of ID's
QSet<EntityItemID> idsToDelete;

View file

@ -82,7 +82,13 @@ public:
void postAddEntity(EntityItem* entityItem);
EntityItem* addEntity(const EntityItemID& entityID, const EntityItemProperties& properties);
// use this method if you only know the entityID
bool updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties);
// use this method if you have a pointer to the entity (avoid an extra entity lookup)
bool updateEntity(EntityItem* entity, const EntityItemProperties& properties);
void deleteEntity(const EntityItemID& entityID);
void deleteEntities(QSet<EntityItemID> entityIDs);
void removeEntityFromSimulation(EntityItem* entity);
@ -156,6 +162,8 @@ signals:
private:
bool updateEntityWithElement(EntityItem* entity, const EntityItemProperties& properties,
EntityTreeElement* containingElement);
static bool findNearPointOperation(OctreeElement* element, void* extraData);
static bool findInSphereOperation(OctreeElement* element, void* extraData);
static bool findInCubeOperation(OctreeElement* element, void* extraData);

View file

@ -475,13 +475,17 @@ bool EntityTreeElement::bestFitBounds(const glm::vec3& minPoint, const glm::vec3
bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) {
void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
// only called if we do intersect our bounding cube, but find if we actually intersect with entities...
int entityNumber = 0;
QList<EntityItem*>::iterator entityItr = _entityItems->begin();
QList<EntityItem*>::const_iterator entityEnd = _entityItems->end();
bool somethingIntersected = false;
//float bestEntityDistance = distance;
while(entityItr != entityEnd) {
EntityItem* entity = (*entityItr);
@ -513,10 +517,9 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
if (localDistance < distance) {
// now ask the entity if we actually intersect
if (entity->supportsDetailedRayIntersection()) {
if (entity->findDetailedRayIntersection(origin, direction, keepSearching, element, localDistance,
localFace, intersectedObject)) {
localFace, intersectedObject, precisionPicking)) {
if (localDistance < distance) {
distance = localDistance;
face = localFace;
@ -538,6 +541,7 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
}
++entityItr;
entityNumber++;
}
return somethingIntersected;
}
@ -757,7 +761,7 @@ int EntityTreeElement::readElementDataFromBuffer(const unsigned char* data, int
EntityTreeElement* currentContainingElement = _myTree->getContainingElement(entityItemID);
bytesForThisEntity = entityItem->readEntityDataFromBuffer(dataAt, bytesLeftToRead, args);
if (entityItem->getUpdateFlags()) {
if (entityItem->getDirtyFlags()) {
_myTree->entityChanged(entityItem);
}
bool bestFitAfter = bestFitEntityBounds(entityItem);

View file

@ -137,7 +137,7 @@ public:
virtual bool canRayIntersect() const { return hasEntities(); }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject);
void** intersectedObject, bool precisionPicking, float distanceToElementCube);
virtual bool findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const;

View file

@ -47,6 +47,13 @@ LightEntityItem::LightEntityItem(const EntityItemID& entityItemID, const EntityI
_emptyShape.setRadius(0.0f);
}
void LightEntityItem::setDimensions(const glm::vec3& value) {
float maxDimension = glm::max(value.x, value.y, value.z);
_dimensions = glm::vec3(maxDimension, maxDimension, maxDimension);
recalculateCollisionShape();
}
EntityItemProperties LightEntityItem::getProperties() const {
EntityItemProperties properties = EntityItem::getProperties(); // get the properties from our base class

View file

@ -22,6 +22,9 @@ public:
LightEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties);
ALLOW_INSTANTIATION // This class can be instantiated
/// set dimensions in domain scale units (0.0 - 1.0) this will also reset radius appropriately
virtual void setDimensions(const glm::vec3& value);
// methods for getting/setting all properties of an entity
virtual EntityItemProperties getProperties() const;

View file

@ -373,17 +373,11 @@ bool ModelEntityItem::isAnimatingSomething() const {
!getAnimationURL().isEmpty();
}
EntityItem::SimulationState ModelEntityItem::computeSimulationState() const {
// if we're animating then we need to have update() periodically called on this entity
// which means we need to categorized as Moving
return isAnimatingSomething() ? EntityItem::Moving : EntityItem::computeSimulationState();
bool ModelEntityItem::needsToCallUpdate() const {
return isAnimatingSomething() ? true : EntityItem::needsToCallUpdate();
}
void ModelEntityItem::update(const quint64& updateTime) {
EntityItem::update(updateTime); // let our base class handle it's updates...
quint64 now = updateTime;
void ModelEntityItem::update(const quint64& now) {
// only advance the frame index if we're playing
if (getAnimationIsPlaying()) {
float deltaTime = (float)(now - _lastAnimated) / (float)USECS_PER_SECOND;
@ -392,6 +386,7 @@ void ModelEntityItem::update(const quint64& updateTime) {
} else {
_lastAnimated = now;
}
EntityItem::update(now); // let our base class handle it's updates...
}
void ModelEntityItem::debugDump() const {
@ -402,6 +397,11 @@ void ModelEntityItem::debugDump() const {
qDebug() << " model URL:" << getModelURL();
}
void ModelEntityItem::setAnimationURL(const QString& url) {
_dirtyFlags |= EntityItem::DIRTY_UPDATEABLE;
_animationURL = url;
}
void ModelEntityItem::setAnimationSettings(const QString& value) {
// the animations setting is a JSON string that may contain various animation settings.
// if it includes fps, frameIndex, or running, those values will be parsed out and
@ -453,6 +453,17 @@ void ModelEntityItem::setAnimationSettings(const QString& value) {
}
_animationSettings = value;
_dirtyFlags |= EntityItem::DIRTY_UPDATEABLE;
}
void ModelEntityItem::setAnimationIsPlaying(bool value) {
_dirtyFlags |= EntityItem::DIRTY_UPDATEABLE;
_animationLoop.setRunning(value);
}
void ModelEntityItem::setAnimationFPS(float value) {
_dirtyFlags |= EntityItem::DIRTY_UPDATEABLE;
_animationLoop.setFPS(value);
}
QString ModelEntityItem::getAnimationSettings() const {

View file

@ -46,7 +46,7 @@ public:
EntityPropertyFlags& propertyFlags, bool overwriteLocalData);
virtual void update(const quint64& now);
virtual SimulationState computeSimulationState() const;
virtual bool needsToCallUpdate() const;
virtual void debugDump() const;
@ -73,16 +73,16 @@ public:
// model related properties
void setModelURL(const QString& url) { _modelURL = url; }
void setAnimationURL(const QString& url) { _animationURL = url; }
void setAnimationURL(const QString& url);
static const float DEFAULT_ANIMATION_FRAME_INDEX;
void setAnimationFrameIndex(float value) { _animationLoop.setFrameIndex(value); }
void setAnimationSettings(const QString& value);
static const bool DEFAULT_ANIMATION_IS_PLAYING;
void setAnimationIsPlaying(bool value) { _animationLoop.setRunning(value); }
void setAnimationIsPlaying(bool value);
static const float DEFAULT_ANIMATION_FPS;
void setAnimationFPS(float value) { _animationLoop.setFPS(value); }
void setAnimationFPS(float value);
void setAnimationLoop(bool loop) { _animationLoop.setLoop(loop); }
bool getAnimationLoop() const { return _animationLoop.getLoop(); }

View file

@ -49,9 +49,10 @@ MovingEntitiesOperator::~MovingEntitiesOperator() {
}
void MovingEntitiesOperator::addEntityToMoveList(EntityItem* entity, const AACube& oldCube, const AACube& newCube) {
void MovingEntitiesOperator::addEntityToMoveList(EntityItem* entity, const AACube& newCube) {
EntityTreeElement* oldContainingElement = _tree->getContainingElement(entity->getEntityItemID());
AABox newCubeClamped = newCube.clamp(0.0f, 1.0f);
AACube oldCube = entity->getOldMaximumAACube();
AABox oldCubeClamped = oldCube.clamp(0.0f, 1.0f);
if (_wantDebug) {
@ -290,3 +291,9 @@ OctreeElement* MovingEntitiesOperator::possiblyCreateChildAt(OctreeElement* elem
}
return NULL;
}
void MovingEntitiesOperator::finish() {
foreach(const EntityToMoveDetails& details, _entitiesToMove) {
details.entity->setOldMaximumAACube(details.newCube);
}
}

View file

@ -38,11 +38,12 @@ public:
MovingEntitiesOperator(EntityTree* tree);
~MovingEntitiesOperator();
void addEntityToMoveList(EntityItem* entity, const AACube& oldCube, const AACube& newCube);
void addEntityToMoveList(EntityItem* entity, const AACube& newCube);
virtual bool preRecursion(OctreeElement* element);
virtual bool postRecursion(OctreeElement* element);
virtual OctreeElement* possiblyCreateChildAt(OctreeElement* element, int childIndex);
bool hasMovingEntities() const { return _entitiesToMove.size() > 0; }
void finish();
private:
EntityTree* _tree;
QSet<EntityToMoveDetails> _entitiesToMove;

View file

@ -9,216 +9,58 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <AACube.h>
#include <PerfStat.h>
//#include <PerfStat.h>
#include "EntityItem.h"
#include "MovingEntitiesOperator.h"
#include "SimpleEntitySimulation.h"
void SimpleEntitySimulation::update(QSet<EntityItem*>& entitiesToDelete) {
quint64 now = usecTimestampNow();
updateChangedEntities(now, entitiesToDelete);
updateMovingEntities(now, entitiesToDelete);
updateMortalEntities(now, entitiesToDelete);
}
void SimpleEntitySimulation::addEntity(EntityItem* entity) {
assert(entity && entity->getSimulationState() == EntityItem::Static);
EntityItem::SimulationState state = entity->computeSimulationState();
switch(state) {
case EntityItem::Moving:
_movingEntities.push_back(entity);
entity->setSimulationState(state);
break;
case EntityItem::Mortal:
_mortalEntities.push_back(entity);
entity->setSimulationState(state);
break;
case EntityItem::Static:
default:
break;
void SimpleEntitySimulation::updateEntitiesInternal(const quint64& now) {
QSet<EntityItem*>::iterator itemItr = _movingEntities.begin();
while (itemItr != _movingEntities.end()) {
EntityItem* entity = *itemItr;
if (!entity->isMoving()) {
itemItr = _movingEntities.erase(itemItr);
_movableButStoppedEntities.insert(entity);
} else {
entity->simulate(now);
_entitiesToBeSorted.insert(entity);
++itemItr;
}
}
}
void SimpleEntitySimulation::removeEntity(EntityItem* entity) {
assert(entity);
// make sure to remove it from any of our simulation lists
EntityItem::SimulationState state = entity->getSimulationState();
switch (state) {
case EntityItem::Moving:
_movingEntities.removeAll(entity);
break;
case EntityItem::Mortal:
_mortalEntities.removeAll(entity);
break;
default:
break;
void SimpleEntitySimulation::addEntityInternal(EntityItem* entity) {
if (entity->isMoving()) {
_movingEntities.insert(entity);
} else if (entity->getCollisionsWillMove()) {
_movableButStoppedEntities.insert(entity);
}
entity->setSimulationState(EntityItem::Static);
_changedEntities.remove(entity);
}
void SimpleEntitySimulation::entityChanged(EntityItem* entity) {
assert(entity);
// we batch all changes and deal with them in updateChangedEntities()
_changedEntities.insert(entity);
void SimpleEntitySimulation::removeEntityInternal(EntityItem* entity) {
_movingEntities.remove(entity);
_movableButStoppedEntities.remove(entity);
}
void SimpleEntitySimulation::clearEntities() {
foreach (EntityItem* entity, _changedEntities) {
entity->clearUpdateFlags();
entity->setSimulationState(EntityItem::Static);
const int SIMPLE_SIMULATION_DIRTY_FLAGS = EntityItem::DIRTY_VELOCITY | EntityItem::DIRTY_MOTION_TYPE;
void SimpleEntitySimulation::entityChangedInternal(EntityItem* entity) {
int dirtyFlags = entity->getDirtyFlags();
if (dirtyFlags & SIMPLE_SIMULATION_DIRTY_FLAGS) {
if (entity->isMoving()) {
_movingEntities.insert(entity);
} else if (entity->getCollisionsWillMove()) {
_movableButStoppedEntities.remove(entity);
} else {
_movingEntities.remove(entity);
_movableButStoppedEntities.remove(entity);
}
}
_changedEntities.clear();
}
void SimpleEntitySimulation::clearEntitiesInternal() {
_movingEntities.clear();
_mortalEntities.clear();
}
void SimpleEntitySimulation::updateChangedEntities(quint64 now, QSet<EntityItem*>& entitiesToDelete) {
foreach (EntityItem* entity, _changedEntities) {
// check to see if the lifetime has expired, for immortal entities this is always false
if (entity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << entity->getEntityItemID();
entitiesToDelete.insert(entity);
clearEntityState(entity);
} else {
updateEntityState(entity);
}
entity->clearUpdateFlags();
}
_changedEntities.clear();
_movableButStoppedEntities.clear();
}
void SimpleEntitySimulation::updateMovingEntities(quint64 now, QSet<EntityItem*>& entitiesToDelete) {
if (_entityTree && _movingEntities.size() > 0) {
PerformanceTimer perfTimer("_movingEntities");
MovingEntitiesOperator moveOperator(_entityTree);
QList<EntityItem*>::iterator item_itr = _movingEntities.begin();
while (item_itr != _movingEntities.end()) {
EntityItem* entity = *item_itr;
// always check to see if the lifetime has expired, for immortal entities this is always false
if (entity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << entity->getEntityItemID();
entitiesToDelete.insert(entity);
// remove entity from the list
item_itr = _movingEntities.erase(item_itr);
entity->setSimulationState(EntityItem::Static);
} else {
AACube oldCube = entity->getMaximumAACube();
entity->update(now);
AACube newCube = entity->getMaximumAACube();
// check to see if this movement has sent the entity outside of the domain.
AACube domainBounds(glm::vec3(0.0f,0.0f,0.0f), 1.0f);
if (!domainBounds.touches(newCube)) {
qDebug() << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
entitiesToDelete.insert(entity);
// remove entity from the list
item_itr = _movingEntities.erase(item_itr);
entity->setSimulationState(EntityItem::Static);
} else {
moveOperator.addEntityToMoveList(entity, oldCube, newCube);
EntityItem::SimulationState newState = entity->computeSimulationState();
if (newState != EntityItem::Moving) {
if (newState == EntityItem::Mortal) {
_mortalEntities.push_back(entity);
}
// remove entity from the list
item_itr = _movingEntities.erase(item_itr);
entity->setSimulationState(newState);
} else {
++item_itr;
}
}
}
}
if (moveOperator.hasMovingEntities()) {
PerformanceTimer perfTimer("recurseTreeWithOperator");
_entityTree->recurseTreeWithOperator(&moveOperator);
}
}
}
void SimpleEntitySimulation::updateMortalEntities(quint64 now, QSet<EntityItem*>& entitiesToDelete) {
QList<EntityItem*>::iterator item_itr = _mortalEntities.begin();
while (item_itr != _mortalEntities.end()) {
EntityItem* entity = *item_itr;
// always check to see if the lifetime has expired, for immortal entities this is always false
if (entity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << entity->getEntityItemID();
entitiesToDelete.insert(entity);
// remove entity from the list
item_itr = _mortalEntities.erase(item_itr);
entity->setSimulationState(EntityItem::Static);
} else {
// check to see if this entity is no longer moving
EntityItem::SimulationState newState = entity->computeSimulationState();
if (newState != EntityItem::Mortal) {
if (newState == EntityItem::Moving) {
entity->update(now);
_movingEntities.push_back(entity);
}
// remove entity from the list
item_itr = _mortalEntities.erase(item_itr);
entity->setSimulationState(newState);
} else {
++item_itr;
}
}
}
}
void SimpleEntitySimulation::updateEntityState(EntityItem* entity) {
EntityItem::SimulationState oldState = entity->getSimulationState();
EntityItem::SimulationState newState = entity->computeSimulationState();
if (newState != oldState) {
switch (oldState) {
case EntityItem::Moving:
_movingEntities.removeAll(entity);
break;
case EntityItem::Mortal:
_mortalEntities.removeAll(entity);
break;
default:
break;
}
switch (newState) {
case EntityItem::Moving:
_movingEntities.push_back(entity);
break;
case EntityItem::Mortal:
_mortalEntities.push_back(entity);
break;
default:
break;
}
entity->setSimulationState(newState);
}
}
void SimpleEntitySimulation::clearEntityState(EntityItem* entity) {
EntityItem::SimulationState oldState = entity->getSimulationState();
switch (oldState) {
case EntityItem::Moving:
_movingEntities.removeAll(entity);
break;
case EntityItem::Mortal:
_mortalEntities.removeAll(entity);
break;
default:
break;
}
entity->setSimulationState(EntityItem::Static);
}

View file

@ -19,29 +19,17 @@
class SimpleEntitySimulation : public EntitySimulation {
public:
SimpleEntitySimulation() : EntitySimulation() { }
virtual ~SimpleEntitySimulation() { setEntityTree(NULL); }
virtual void update(QSet<EntityItem*>& entitiesToDelete);
virtual void addEntity(EntityItem* entity);
virtual void removeEntity(EntityItem* entity);
virtual void entityChanged(EntityItem* entity);
virtual void clearEntities();
virtual ~SimpleEntitySimulation() { clearEntitiesInternal(); }
protected:
void updateEntityState(EntityItem* entity);
void clearEntityState(EntityItem* entity);
virtual void updateEntitiesInternal(const quint64& now);
virtual void addEntityInternal(EntityItem* entity);
virtual void removeEntityInternal(EntityItem* entity);
virtual void entityChangedInternal(EntityItem* entity);
virtual void clearEntitiesInternal();
QList<EntityItem*>& getMovingEntities() { return _movingEntities; }
void updateChangedEntities(quint64 now, QSet<EntityItem*>& entitiesToDelete);
void updateMovingEntities(quint64 now, QSet<EntityItem*>& entitiesToDelete);
void updateMortalEntities(quint64 now, QSet<EntityItem*>& entitiesToDelete);
QSet<EntityItem*> _changedEntities; // entities that have changed in the last frame
QList<EntityItem*> _movingEntities; // entities that need to be updated
QList<EntityItem*> _mortalEntities; // non-moving entities that need to be checked for expiry
QSet<EntityItem*> _movingEntities;
QSet<EntityItem*> _movableButStoppedEntities;
};
#endif // hifi_SimpleEntitySimulation_h

View file

@ -10,9 +10,12 @@
//
#include <glm/gtx/transform.hpp>
#include <QDebug>
#include <ByteCountCoding.h>
#include <GeometryUtil.h>
#include "EntityTree.h"
#include "EntityTreeElement.h"
@ -96,19 +99,25 @@ void SphereEntityItem::recalculateCollisionShape() {
bool SphereEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const {
// NOTE: origin and direction are in tree units. But our _sphereShape is in meters, so we need to
// do a little math to make these match each other.
RayIntersectionInfo rayInfo;
rayInfo._rayStart = origin * (float)TREE_SCALE;
rayInfo._rayDirection = direction;
void** intersectedObject, bool precisionPicking) const {
// determine the ray in the frame of the entity transformed from a unit sphere
glm::mat4 translation = glm::translate(getPosition());
glm::mat4 rotation = glm::mat4_cast(getRotation());
glm::mat4 scale = glm::scale(getDimensions());
glm::mat4 registration = glm::translate(glm::vec3(0.5f, 0.5f, 0.5f) - getRegistrationPoint());
glm::mat4 entityToWorldMatrix = translation * rotation * scale * registration;
glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix);
glm::vec3 entityFrameOrigin = glm::vec3(worldToEntityMatrix * glm::vec4(origin, 1.0f));
glm::vec3 entityFrameDirection = glm::normalize(glm::vec3(worldToEntityMatrix * glm::vec4(direction, 1.0f)));
// TODO: Note this is really doing ray intersections against a sphere, which is fine except in cases
// where our dimensions actually make us an ellipsoid. But we'll live with this for now until we
// get a more full fledged physics library
if (_sphereShape.findRayIntersection(rayInfo)) {
distance = rayInfo._hitDistance / (float)TREE_SCALE;
float localDistance;
// NOTE: unit sphere has center of 0,0,0 and radius of 0.5
if (findRaySphereIntersection(entityFrameOrigin, entityFrameDirection, glm::vec3(0.0f), 0.5f, localDistance)) {
// determine where on the unit sphere the hit point occured
glm::vec3 entityFrameHitAt = entityFrameOrigin + (entityFrameDirection * localDistance);
// then translate back to work coordinates
glm::vec3 hitAt = glm::vec3(entityToWorldMatrix * glm::vec4(entityFrameHitAt, 1.0f));
distance = glm::distance(origin,hitAt);
return true;
}
return false;

View file

@ -59,8 +59,8 @@ public:
virtual bool supportsDetailedRayIntersection() const { return true; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const;
void** intersectedObject, bool precisionPicking) const;
protected:
virtual void recalculateCollisionShape();

View file

@ -40,6 +40,13 @@ TextEntityItem::TextEntityItem(const EntityItemID& entityItemID, const EntityIte
setProperties(properties, true);
}
void TextEntityItem::setDimensions(const glm::vec3& value) {
// NOTE: Text Entities always have a "depth" of 1cm.
float fixedDepth = 0.01f / (float)TREE_SCALE;
_dimensions = glm::vec3(value.x, value.y, fixedDepth);
recalculateCollisionShape();
}
EntityItemProperties TextEntityItem::getProperties() const {
EntityItemProperties properties = EntityItem::getProperties(); // get the properties from our base class
@ -118,7 +125,7 @@ void TextEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBits
bool TextEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const {
void** intersectedObject, bool precisionPicking) const {
RayIntersectionInfo rayInfo;
rayInfo._rayStart = origin;

View file

@ -21,6 +21,9 @@ public:
TextEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties);
ALLOW_INSTANTIATION // This class can be instantiated
/// set dimensions in domain scale units (0.0 - 1.0) this will also reset radius appropriately
virtual void setDimensions(const glm::vec3& value);
// methods for getting/setting all properties of an entity
virtual EntityItemProperties getProperties() const;
@ -44,7 +47,7 @@ public:
virtual bool supportsDetailedRayIntersection() const { return true; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const;
void** intersectedObject, bool precisionPicking) const;
static const QString DEFAULT_TEXT;
void setText(const QString& value) { _text = value; }

View file

@ -2044,6 +2044,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
extracted.mesh.meshExtents.minimum = glm::min(extracted.mesh.meshExtents.minimum, transformedVertex);
extracted.mesh.meshExtents.maximum = glm::max(extracted.mesh.meshExtents.maximum, transformedVertex);
extracted.mesh.modelTransform = modelTransform;
}
// look for textures, material properties

View file

@ -149,6 +149,7 @@ public:
QVector<FBXCluster> clusters;
Extents meshExtents;
glm::mat4 modelTransform;
bool isEye;

View file

@ -0,0 +1,46 @@
set(TARGET_NAME gpu)
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
setup_hifi_library()
include_glm()
link_hifi_libraries(shared)
if (APPLE)
# link in required OS X frameworks and include the right GL headers
find_library(OpenGL OpenGL)
target_link_libraries(${TARGET_NAME} ${OpenGL})
else (APPLE)
find_package(OpenGL REQUIRED)
if (${OPENGL_INCLUDE_DIR})
include_directories(SYSTEM "${OPENGL_INCLUDE_DIR}")
endif ()
target_link_libraries(${TARGET_NAME} "${OPENGL_LIBRARY}")
# link target to external libraries
if (WIN32)
find_package(GLEW REQUIRED)
include_directories(${GLEW_INCLUDE_DIRS})
# we're using static GLEW, so define GLEW_STATIC
add_definitions(-DGLEW_STATIC)
target_link_libraries(${TARGET_NAME} "${GLEW_LIBRARIES}" "${NSIGHT_LIBRARIES}" opengl32.lib)
# try to find the Nsight package and add it to the build if we find it
find_package(NSIGHT)
if (NSIGHT_FOUND)
include_directories(${NSIGHT_INCLUDE_DIRS})
add_definitions(-DNSIGHT_FOUND)
target_link_libraries(${TARGET_NAME} "${NSIGHT_LIBRARIES}")
endif ()
endif()
endif (APPLE)
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()

View file

@ -12,13 +12,13 @@
#define hifi_gpu_Batch_h
#include <assert.h>
#include "InterfaceConfig.h"
#include "GPUConfig.h"
#include "Transform.h"
#include <vector>
#include "gpu/Stream.h"
#include "Stream.h"
#if defined(NSIGHT_FOUND)
#include "nvToolsExt.h"

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