diff --git a/examples/editVoxels.js b/examples/editVoxels.js index 96bb09e6d6..c1f0c8dc49 100644 --- a/examples/editVoxels.js +++ b/examples/editVoxels.js @@ -7,9 +7,11 @@ // // Captures mouse clicks and edits voxels accordingly. // -// click = create a new voxel on this face, same color as old -// Alt + click = delete this voxel +// click = create a new voxel on this face, same color as old (default color picker state) +// right click or control + click = delete this voxel // shift + click = recolor this voxel +// 1 - 8 = pick new color from palette +// 9 = create a new voxel in front of the camera // // Click and drag to create more new voxels in the same direction // @@ -18,15 +20,41 @@ function vLength(v) { return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z); } +function vMinus(a, b) { + var rval = { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z }; + return rval; +} + +var NEW_VOXEL_SIZE = 1.0; +var NEW_VOXEL_DISTANCE_FROM_CAMERA = 3.0; +var ORBIT_RATE_ALTITUDE = 200.0; +var ORBIT_RATE_AZIMUTH = 90.0; +var PIXELS_PER_EXTRUDE_VOXEL = 16; + +var oldMode = Camera.getMode(); + var key_alt = false; var key_shift = false; var isAdding = false; - +var isExtruding = false; +var isOrbiting = false; +var orbitAzimuth = 0.0; +var orbitAltitude = 0.0; +var orbitCenter = { x: 0, y: 0, z: 0 }; +var orbitPosition = { x: 0, y: 0, z: 0 }; +var orbitRadius = 0.0; +var extrudeDirection = { x: 0, y: 0, z: 0 }; +var extrudeScale = 0.0; var lastVoxelPosition = { x: 0, y: 0, z: 0 }; var lastVoxelColor = { red: 0, green: 0, blue: 0 }; var lastVoxelScale = 0; var dragStart = { x: 0, y: 0 }; +var mouseX = 0; +var mouseY = 0; + + + // Create a table of the different colors you can choose var colors = new Array(); colors[0] = { red: 237, green: 175, blue: 0 }; @@ -37,31 +65,70 @@ colors[4] = { red: 193, green: 99, blue: 122 }; colors[5] = { red: 255, green: 54, blue: 69 }; colors[6] = { red: 124, green: 36, blue: 36 }; colors[7] = { red: 63, green: 35, blue: 19 }; -var numColors = 6; -var whichColor = 0; +var numColors = 8; +var whichColor = -1; // Starting color is 'Copy' mode // Create sounds for adding, deleting, recoloring voxels -var addSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Electronic/ElectronicBurst1.raw"); -var deleteSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Bubbles/bubbles1.raw"); -var changeColorSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Electronic/ElectronicBurst6.raw"); +var addSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+create.raw"); +var deleteSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+delete.raw"); +var changeColorSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+edit.raw"); +var clickSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Switches+and+sliders/toggle+switch+-+medium.raw"); var audioOptions = new AudioInjectionOptions();
 +audioOptions.volume = 0.5; + +function setAudioPosition() { + var camera = Camera.getPosition(); + var forwardVector = Quat.getFront(MyAvatar.orientation); + audioOptions.position = Vec3.sum(camera, forwardVector); +} + +function getNewVoxelPosition() { + var camera = Camera.getPosition(); + var forwardVector = Quat.getFront(MyAvatar.orientation); + var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, NEW_VOXEL_DISTANCE_FROM_CAMERA)); + return newPosition; +} + +function fixEulerAngles(eulers) { + var rVal = { x: 0, y: 0, z: eulers.z }; + if (eulers.x >= 90.0) { + rVal.x = 180.0 - eulers.x; + rVal.y = eulers.y - 180.0; + } else if (eulers.x <= -90.0) { + rVal.x = 180.0 - eulers.x; + rVal.y = eulers.y - 180.0; + } + return rVal; +} function mousePressEvent(event) { + mouseX = event.x; + mouseY = event.y; var pickRay = Camera.computePickRay(event.x, event.y); var intersection = Voxels.findRayIntersection(pickRay); - audioOptions.volume = 1.0; - audioOptions.position = { x: intersection.voxel.x, y: intersection.voxel.y, z: intersection.voxel.z }; - + audioOptions.position = Vec3.sum(pickRay.origin, pickRay.direction); if (intersection.intersects) { - if (key_alt) { + if (event.isAlt) { + // start orbit camera! + var cameraPosition = Camera.getPosition(); + oldMode = Camera.getMode(); + Camera.setMode("independent"); + isOrbiting = true; + Camera.keepLookingAt(intersection.intersection); + // get position for initial azimuth, elevation + orbitCenter = intersection.intersection; + var orbitVector = Vec3.subtract(cameraPosition, orbitCenter); + orbitRadius = vLength(orbitVector); + orbitAzimuth = Math.atan2(orbitVector.z, orbitVector.x); + orbitAltitude = Math.asin(orbitVector.y / Vec3.length(orbitVector)); + + } else if (event.isRightButton || event.isControl) { // Delete voxel Voxels.eraseVoxel(intersection.voxel.x, intersection.voxel.y, intersection.voxel.z, intersection.voxel.s); Audio.playSound(deleteSound, audioOptions); - } else if (key_shift) { + } else if (event.isShifted) { // Recolor Voxel - whichColor++; - if (whichColor == numColors) whichColor = 0; Voxels.setVoxel(intersection.voxel.x, intersection.voxel.y, intersection.voxel.z, @@ -70,7 +137,9 @@ function mousePressEvent(event) { Audio.playSound(changeColorSound, audioOptions); } else { // Add voxel on face - var newVoxel = { + if (whichColor == -1) { + // Copy mode - use clicked voxel color + var newVoxel = { x: intersection.voxel.x, y: intersection.voxel.y, z: intersection.voxel.z, @@ -78,6 +147,16 @@ function mousePressEvent(event) { red: intersection.voxel.red, green: intersection.voxel.green, blue: intersection.voxel.blue }; + } else { + var newVoxel = { + x: intersection.voxel.x, + y: intersection.voxel.y, + z: intersection.voxel.z, + s: intersection.voxel.s, + red: colors[whichColor].red, + green: colors[whichColor].green, + blue: colors[whichColor].blue }; + } if (intersection.face == "MIN_X_FACE") { newVoxel.x -= newVoxel.s; @@ -108,55 +187,113 @@ function mousePressEvent(event) { function keyPressEvent(event) { key_alt = event.isAlt; key_shift = event.isShifted; + var nVal = parseInt(event.text); + if (event.text == "0") { + print("Color = Copy"); + whichColor = -1; + Audio.playSound(clickSound, audioOptions); + } else if ((nVal > 0) && (nVal <= numColors)) { + whichColor = nVal - 1; + print("Color = " + (whichColor + 1)); + Audio.playSound(clickSound, audioOptions); + } else if (event.text == "9") { + // Create a brand new 1 meter voxel in front of your avatar + var color = whichColor; + if (color == -1) color = 0; + var newPosition = getNewVoxelPosition(); + var newVoxel = { + x: newPosition.x, + y: newPosition.y , + z: newPosition.z, + s: NEW_VOXEL_SIZE, + red: colors[color].red, + green: colors[color].green, + blue: colors[color].blue }; + Voxels.setVoxel(newVoxel.x, newVoxel.y, newVoxel.z, newVoxel.s, newVoxel.red, newVoxel.green, newVoxel.blue); + setAudioPosition(); + Audio.playSound(addSound, audioOptions); + } else if (event.text == " ") { + // Reset my orientation! + var orientation = { x:0, y:0, z:0, w:1 }; + Camera.setOrientation(orientation); + MyAvatar.orientation = orientation; + } } + function keyReleaseEvent(event) { key_alt = false; key_shift = false; } function mouseMoveEvent(event) { + if (isOrbiting) { + var cameraOrientation = Camera.getOrientation(); + var origEulers = Quat.safeEulerAngles(cameraOrientation); + var newEulers = fixEulerAngles(Quat.safeEulerAngles(cameraOrientation)); + var dx = event.x - mouseX; + var dy = event.y - mouseY; + orbitAzimuth += dx / ORBIT_RATE_AZIMUTH; + orbitAltitude += dy / ORBIT_RATE_ALTITUDE; + var orbitVector = { x:(Math.cos(orbitAltitude) * Math.cos(orbitAzimuth)) * orbitRadius, + y:Math.sin(orbitAltitude) * orbitRadius, + z:(Math.cos(orbitAltitude) * Math.sin(orbitAzimuth)) * orbitRadius }; + orbitPosition = Vec3.sum(orbitCenter, orbitVector); + Camera.setPosition(orbitPosition); + mouseX = event.x; + mouseY = event.y; + } if (isAdding) { - var pickRay = Camera.computePickRay(event.x, event.y); - var lastVoxelDistance = { x: pickRay.origin.x - lastVoxelPosition.x, + // Watch the drag direction to tell which way to 'extrude' this voxel + if (!isExtruding) { + var pickRay = Camera.computePickRay(event.x, event.y); + var lastVoxelDistance = { x: pickRay.origin.x - lastVoxelPosition.x, y: pickRay.origin.y - lastVoxelPosition.y, z: pickRay.origin.z - lastVoxelPosition.z }; - var distance = vLength(lastVoxelDistance); - var mouseSpot = { x: pickRay.direction.x * distance, y: pickRay.direction.y * distance, z: pickRay.direction.z * distance }; - mouseSpot.x += pickRay.origin.x; - mouseSpot.y += pickRay.origin.y; - mouseSpot.z += pickRay.origin.z; - var dx = mouseSpot.x - lastVoxelPosition.x; - var dy = mouseSpot.y - lastVoxelPosition.y; - var dz = mouseSpot.z - lastVoxelPosition.z; - if (dx > lastVoxelScale) { - lastVoxelPosition.x += lastVoxelScale; - Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, - lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); - } else if (dx < -lastVoxelScale) { - lastVoxelPosition.x -= lastVoxelScale; - Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, - lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); - } else if (dy > lastVoxelScale) { - lastVoxelPosition.y += lastVoxelScale; - Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, - lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); - } else if (dy < -lastVoxelScale) { - lastVoxelPosition.y -= lastVoxelScale; - Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, - lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); - } else if (dz > lastVoxelScale) { - lastVoxelPosition.z += lastVoxelScale; - Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, - lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); - } else if (dz < -lastVoxelScale) { - lastVoxelPosition.z -= lastVoxelScale; - Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, - lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); + var distance = vLength(lastVoxelDistance); + var mouseSpot = { x: pickRay.direction.x * distance, y: pickRay.direction.y * distance, z: pickRay.direction.z * distance }; + mouseSpot.x += pickRay.origin.x; + mouseSpot.y += pickRay.origin.y; + mouseSpot.z += pickRay.origin.z; + var dx = mouseSpot.x - lastVoxelPosition.x; + var dy = mouseSpot.y - lastVoxelPosition.y; + var dz = mouseSpot.z - lastVoxelPosition.z; + extrudeScale = lastVoxelScale; + extrudeDirection = { x: 0, y: 0, z: 0 }; + isExtruding = true; + if (dx > lastVoxelScale) extrudeDirection.x = extrudeScale; + else if (dx < -lastVoxelScale) extrudeDirection.x = -extrudeScale; + else if (dy > lastVoxelScale) extrudeDirection.y = extrudeScale; + else if (dy < -lastVoxelScale) extrudeDirection.y = -extrudeScale; + else if (dz > lastVoxelScale) extrudeDirection.z = extrudeScale; + else if (dz < -lastVoxelScale) extrudeDirection.z = -extrudeScale; + else isExtruding = false; + } else { + // We have got an extrusion direction, now look for mouse move beyond threshold to add new voxel + var dx = event.x - mouseX; + var dy = event.y - mouseY; + if (Math.sqrt(dx*dx + dy*dy) > PIXELS_PER_EXTRUDE_VOXEL) { + lastVoxelPosition = Vec3.sum(lastVoxelPosition, extrudeDirection); + Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, + extrudeScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); + mouseX = event.x; + mouseY = event.y; + } } } } function mouseReleaseEvent(event) { + if (isOrbiting) { + var cameraOrientation = Camera.getOrientation(); + var eulers = Quat.safeEulerAngles(cameraOrientation); + MyAvatar.position = Camera.getPosition(); + MyAvatar.orientation = cameraOrientation; + Camera.stopLooking(); + Camera.setMode(oldMode); + Camera.setOrientation(cameraOrientation); + } isAdding = false; + isOrbiting = false; + isExtruding = false; } Controller.mousePressEvent.connect(mousePressEvent); diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 004b71074b..96ace9076a 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -2146,15 +2146,6 @@ void Application::updateThreads(float deltaTime) { } } -void Application::updateParticles(float deltaTime) { - bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings); - PerformanceWarning warn(showWarnings, "Application::updateParticles()"); - - if (Menu::getInstance()->isOptionChecked(MenuOption::ParticleCloud)) { - _cloud.simulate(deltaTime); - } -} - void Application::updateMetavoxels(float deltaTime) { bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings); PerformanceWarning warn(showWarnings, "Application::updateMetavoxels()"); @@ -2276,7 +2267,6 @@ void Application::update(float deltaTime) { updateMyAvatar(deltaTime); // Sample hardware, update view frustum if needed, and send avatar data to mixer/nodes updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process... _avatarManager.updateOtherAvatars(deltaTime); //loop through all the other avatars and simulate them... - updateParticles(deltaTime); // Simulate particle cloud movements updateMetavoxels(deltaTime); // update metavoxels updateCamera(deltaTime); // handle various camera tweaks like off axis projection updateDialogs(deltaTime); // update various stats dialogs if present @@ -2711,10 +2701,6 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) { // disable specular lighting for ground and voxels glMaterialfv(GL_FRONT, GL_SPECULAR, NO_SPECULAR_COLOR); - // Draw Cloud Particles - if (Menu::getInstance()->isOptionChecked(MenuOption::ParticleCloud)) { - _cloud.render(); - } // Draw voxels if (Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) { PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), @@ -3998,6 +3984,32 @@ void Application::saveScripts() { settings->endArray(); } +void Application::stopAllScripts() { + // stops all current running scripts + QList scriptActions = Menu::getInstance()->getActiveScriptsMenu()->actions(); + foreach (QAction* scriptAction, scriptActions) { + scriptAction->activate(QAction::Trigger); + qDebug() << "stopping script..." << scriptAction->text(); + } + _activeScripts.clear(); +} + +void Application::reloadAllScripts() { + // remember all the current scripts so we can reload them + QStringList reloadList = _activeScripts; + // reloads all current running scripts + QList scriptActions = Menu::getInstance()->getActiveScriptsMenu()->actions(); + foreach (QAction* scriptAction, scriptActions) { + scriptAction->activate(QAction::Trigger); + qDebug() << "stopping script..." << scriptAction->text(); + } + _activeScripts.clear(); + foreach (QString scriptName, reloadList){ + qDebug() << "reloading script..." << scriptName; + loadScript(scriptName); + } +} + void Application::removeScriptName(const QString& fileNameString) { _activeScripts.removeOne(fileNameString); } diff --git a/interface/src/Application.h b/interface/src/Application.h index ff6e08758b..3153150457 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -32,7 +32,6 @@ #include "BandwidthMeter.h" #include "Camera.h" -#include "Cloud.h" #include "DatagramProcessor.h" #include "Environment.h" #include "GLCanvas.h" @@ -232,6 +231,8 @@ public slots: void loadDialog(); void toggleLogDialog(); void initAvatarAndViewFrustum(); + void stopAllScripts(); + void reloadAllScripts(); private slots: void timer(); @@ -284,7 +285,6 @@ private: void updateSixense(float deltaTime); void updateSerialDevices(float deltaTime); void updateThreads(float deltaTime); - void updateParticles(float deltaTime); void updateMetavoxels(float deltaTime); void updateCamera(float deltaTime); void updateDialogs(float deltaTime); @@ -351,8 +351,6 @@ private: Stars _stars; - Cloud _cloud; - VoxelSystem _voxels; VoxelTree _clipboard; // if I copy/paste VoxelImporter* _voxelImporter; diff --git a/interface/src/Audio.cpp b/interface/src/Audio.cpp index 6eee4453d4..0cf67be2bf 100644 --- a/interface/src/Audio.cpp +++ b/interface/src/Audio.cpp @@ -37,6 +37,8 @@ static const short JITTER_BUFFER_SAMPLES = JITTER_BUFFER_LENGTH_MSECS * NUM_AUDI static const float AUDIO_CALLBACK_MSECS = (float) NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL / (float)SAMPLE_RATE * 1000.0; +static const int NUMBER_OF_NOISE_SAMPLE_FRAMES = 300; + // Mute icon configration static const int ICON_SIZE = 24; static const int ICON_LEFT = 0; @@ -65,7 +67,8 @@ Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples, QObject* p _measuredJitter(0), _jitterBufferSamples(initialJitterBufferSamples), _lastInputLoudness(0), - _averageInputLoudness(0), + _noiseGateMeasuredFloor(0), + _noiseGateSampleCounter(0), _noiseGateOpen(false), _noiseGateEnabled(true), _noiseGateFramesToClose(0), @@ -82,6 +85,8 @@ Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples, QObject* p { // clear the array of locally injected samples memset(_localProceduralSamples, 0, NETWORK_BUFFER_LENGTH_BYTES_PER_CHANNEL); + // Create the noise sample array + _noiseSampleFrames = new float[NUMBER_OF_NOISE_SAMPLE_FRAMES]; } void Audio::init(QGLWidget *parent) { @@ -351,26 +356,66 @@ void Audio::handleAudioInput() { NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL, _inputFormat, _desiredInputFormat); + // + // Impose Noise Gate + // + // The Noise Gate is used to reject constant background noise by measuring the noise + // floor observed at the microphone and then opening the 'gate' to allow microphone + // signals to be transmitted when the microphone samples average level exceeds a multiple + // of the noise floor. + // + // NOISE_GATE_HEIGHT: How loud you have to speak relative to noise background to open the gate. + // Make this value lower for more sensitivity and less rejection of noise. + // NOISE_GATE_WIDTH: The number of samples in an audio frame for which the height must be exceeded + // to open the gate. + // NOISE_GATE_CLOSE_FRAME_DELAY: Once the noise is below the gate height for the frame, how many frames + // will we wait before closing the gate. + // NOISE_GATE_FRAMES_TO_AVERAGE: How many audio frames should we average together to compute noise floor. + // More means better rejection but also can reject continuous things like singing. + // NUMBER_OF_NOISE_SAMPLE_FRAMES: How often should we re-evaluate the noise floor? + + float loudness = 0; float thisSample = 0; int samplesOverNoiseGate = 0; - const float NOISE_GATE_HEIGHT = 3.f; + const float NOISE_GATE_HEIGHT = 7.f; const int NOISE_GATE_WIDTH = 5; - const int NOISE_GATE_CLOSE_FRAME_DELAY = 30; + const int NOISE_GATE_CLOSE_FRAME_DELAY = 5; + const int NOISE_GATE_FRAMES_TO_AVERAGE = 5; for (int i = 0; i < NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL; i++) { thisSample = fabsf(monoAudioSamples[i]); loudness += thisSample; // Noise Reduction: Count peaks above the average loudness - if (thisSample > (_averageInputLoudness * NOISE_GATE_HEIGHT)) { + if (thisSample > (_noiseGateMeasuredFloor * NOISE_GATE_HEIGHT)) { samplesOverNoiseGate++; } } _lastInputLoudness = loudness / NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL; - const float LOUDNESS_AVERAGING_FRAMES = 1000.f; // This will be about 10 seconds - _averageInputLoudness = (1.f - 1.f / LOUDNESS_AVERAGING_FRAMES) * _averageInputLoudness + (1.f / LOUDNESS_AVERAGING_FRAMES) * _lastInputLoudness; + float averageOfAllSampleFrames = 0.f; + _noiseSampleFrames[_noiseGateSampleCounter++] = _lastInputLoudness; + if (_noiseGateSampleCounter == NUMBER_OF_NOISE_SAMPLE_FRAMES) { + float smallestSample = FLT_MAX; + for (int i = 0; i <= NUMBER_OF_NOISE_SAMPLE_FRAMES - NOISE_GATE_FRAMES_TO_AVERAGE; i+= NOISE_GATE_FRAMES_TO_AVERAGE) { + float thisAverage = 0.0f; + for (int j = i; j < i + NOISE_GATE_FRAMES_TO_AVERAGE; j++) { + thisAverage += _noiseSampleFrames[j]; + averageOfAllSampleFrames += _noiseSampleFrames[j]; + } + thisAverage /= NOISE_GATE_FRAMES_TO_AVERAGE; + + if (thisAverage < smallestSample) { + smallestSample = thisAverage; + } + } + averageOfAllSampleFrames /= NUMBER_OF_NOISE_SAMPLE_FRAMES; + _noiseGateMeasuredFloor = smallestSample; + _noiseGateSampleCounter = 0; + //qDebug("smallest sample = %.1f, avg of all = %.1f", _noiseGateMeasuredFloor, averageOfAllSampleFrames); + } + if (_noiseGateEnabled) { if (samplesOverNoiseGate > NOISE_GATE_WIDTH) { _noiseGateOpen = true; @@ -487,7 +532,7 @@ void Audio::addReceivedAudioToBuffer(const QByteArray& audioByteArray) { if (!_ringBuffer.isStarved() && _audioOutput->bytesFree() == _audioOutput->bufferSize()) { // we don't have any audio data left in the output buffer // we just starved - qDebug() << "Audio output just starved."; + //qDebug() << "Audio output just starved."; _ringBuffer.setIsStarved(true); _numFramesDisplayStarve = 10; } @@ -505,7 +550,7 @@ void Audio::addReceivedAudioToBuffer(const QByteArray& audioByteArray) { if (!_ringBuffer.isNotStarvedOrHasMinimumSamples(NETWORK_BUFFER_LENGTH_SAMPLES_STEREO + (_jitterBufferSamples * 2))) { // starved and we don't have enough to start, keep waiting - qDebug() << "Buffer is starved and doesn't have enough samples to start. Held back."; + //qDebug() << "Buffer is starved and doesn't have enough samples to start. Held back."; } else { // We are either already playing back, or we have enough audio to start playing back. _ringBuffer.setIsStarved(false); diff --git a/interface/src/Audio.h b/interface/src/Audio.h index 88e2731006..34a3daad30 100644 --- a/interface/src/Audio.h +++ b/interface/src/Audio.h @@ -45,7 +45,7 @@ public: void render(int screenWidth, int screenHeight); - float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _averageInputLoudness, 0.f); } + float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _noiseGateMeasuredFloor, 0.f); } void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; } @@ -109,7 +109,9 @@ private: float _measuredJitter; int16_t _jitterBufferSamples; float _lastInputLoudness; - float _averageInputLoudness; + float _noiseGateMeasuredFloor; + float* _noiseSampleFrames; + int _noiseGateSampleCounter; bool _noiseGateOpen; bool _noiseGateEnabled; int _noiseGateFramesToClose; diff --git a/interface/src/Cloud.cpp b/interface/src/Cloud.cpp deleted file mode 100644 index a89ee04810..0000000000 --- a/interface/src/Cloud.cpp +++ /dev/null @@ -1,85 +0,0 @@ -// -// Cloud.cpp -// interface -// -// Created by Philip Rosedale on 11/17/12. -// Copyright (c) 2012 High Fidelity, Inc. All rights reserved. -// - -#include -#include -#include "Cloud.h" -#include "Util.h" -#include "Field.h" - -const int NUM_PARTICLES = 100000; -const float FIELD_COUPLE = 0.001f; -const bool RENDER_FIELD = false; - -Cloud::Cloud() { - glm::vec3 box = glm::vec3(PARTICLE_WORLD_SIZE); - _bounds = box; - _count = NUM_PARTICLES; - _particles = new Particle[_count]; - _field = new Field(PARTICLE_WORLD_SIZE, FIELD_COUPLE); - - for (unsigned int i = 0; i < _count; i++) { - _particles[i].position = randVector() * box; - const float INIT_VEL_SCALE = 0.03f; - _particles[i].velocity = randVector() * ((float)PARTICLE_WORLD_SIZE * INIT_VEL_SCALE); - _particles[i].color = randVector(); - } -} - -void Cloud::render() { - if (RENDER_FIELD) { - _field->render(); - } - - glPointSize(3.0f); - glDisable(GL_TEXTURE_2D); - glEnable(GL_POINT_SMOOTH); - - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glVertexPointer(3, GL_FLOAT, 3 * sizeof(glm::vec3), &_particles[0].position); - glColorPointer(3, GL_FLOAT, 3 * sizeof(glm::vec3), &_particles[0].color); - glDrawArrays(GL_POINTS, 0, NUM_PARTICLES); - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_COLOR_ARRAY); - -} - -void Cloud::simulate (float deltaTime) { - unsigned int i; - _field->simulate(deltaTime); - for (i = 0; i < _count; ++i) { - - // Update position - _particles[i].position += _particles[i].velocity * deltaTime; - - // Decay Velocity (Drag) - const float CONSTANT_DAMPING = 0.15f; - _particles[i].velocity *= (1.f - CONSTANT_DAMPING * deltaTime); - - // Interact with Field - _field->interact(deltaTime, _particles[i].position, _particles[i].velocity); - - // Update color to velocity - _particles[i].color = (glm::normalize(_particles[i].velocity) * 0.5f) + 0.5f; - - // Bounce at bounds - if ((_particles[i].position.x > _bounds.x) || (_particles[i].position.x < 0.f)) { - _particles[i].position.x = glm::clamp(_particles[i].position.x, 0.f, _bounds.x); - _particles[i].velocity.x *= -1.f; - } - if ((_particles[i].position.y > _bounds.y) || (_particles[i].position.y < 0.f)) { - _particles[i].position.y = glm::clamp(_particles[i].position.y, 0.f, _bounds.y); - _particles[i].velocity.y *= -1.f; - } - if ((_particles[i].position.z > _bounds.z) || (_particles[i].position.z < 0.f)) { - _particles[i].position.z = glm::clamp(_particles[i].position.z, 0.f, _bounds.z); - _particles[i].velocity.z *= -1.f; - } - } - } diff --git a/interface/src/Cloud.h b/interface/src/Cloud.h deleted file mode 100644 index fcf414b62e..0000000000 --- a/interface/src/Cloud.h +++ /dev/null @@ -1,32 +0,0 @@ -// -// Cloud.h -// interface -// -// Created by Philip Rosedale on 11/17/12. -// Copyright (c) 2012 High Fidelity, Inc. All rights reserved. -// - -#ifndef __interface__Cloud__ -#define __interface__Cloud__ - -#include "Field.h" - -#define PARTICLE_WORLD_SIZE 256.0 - -class Cloud { -public: - Cloud(); - void simulate(float deltaTime); - void render(); - -private: - struct Particle { - glm::vec3 position, velocity, color; - }* _particles; - - unsigned int _count; - glm::vec3 _bounds; - Field* _field; -}; - -#endif diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index 7eb5807c6f..f16a276653 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -93,6 +93,8 @@ Menu::Menu() : addDisabledActionAndSeparator(fileMenu, "Scripts"); addActionToQMenuAndActionHash(fileMenu, MenuOption::LoadScript, Qt::CTRL | Qt::Key_O, appInstance, SLOT(loadDialog())); + addActionToQMenuAndActionHash(fileMenu, MenuOption::StopAllScripts, 0, appInstance, SLOT(stopAllScripts())); + addActionToQMenuAndActionHash(fileMenu, MenuOption::ReloadAllScripts, 0, appInstance, SLOT(reloadAllScripts())); _activeScriptsMenu = fileMenu->addMenu("Running Scripts"); addDisabledActionAndSeparator(fileMenu, "Voxels"); @@ -161,7 +163,7 @@ Menu::Menu() : #endif addDisabledActionAndSeparator(editMenu, "Physics"); - addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::Gravity, Qt::SHIFT | Qt::Key_G, true); + addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::Gravity, Qt::SHIFT | Qt::Key_G, false); addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::ClickToFly); @@ -238,9 +240,9 @@ Menu::Menu() : SLOT(setFullscreen(bool))); addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::FirstPerson, Qt::Key_P, true, appInstance,SLOT(cameraMenuChanged())); - addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Mirror, Qt::SHIFT | Qt::Key_H); - addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::FullscreenMirror, Qt::Key_H,false, - appInstance,SLOT(cameraMenuChanged())); + addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Mirror, Qt::SHIFT | Qt::Key_H, true); + addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::FullscreenMirror, Qt::Key_H, false, + appInstance, SLOT(cameraMenuChanged())); addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Enable3DTVMode, 0, false, @@ -266,14 +268,8 @@ Menu::Menu() : appInstance->getAvatar(), SLOT(resetSize())); - addCheckableActionToQMenuAndActionHash(viewMenu, - MenuOption::OffAxisProjection, - 0, - true); - addCheckableActionToQMenuAndActionHash(viewMenu, - MenuOption::TurnWithHead, - 0, - true); + addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::OffAxisProjection, 0, false); + addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::TurnWithHead, 0, false); addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::MoveWithLean, 0, false); addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::HeadMouse, 0, false); @@ -298,7 +294,6 @@ Menu::Menu() : appInstance->getGlowEffect(), SLOT(cycleRenderMode())); - addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ParticleCloud, 0, false); addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Shadows, 0, false); addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Metavoxels, 0, false); @@ -339,14 +334,14 @@ Menu::Menu() : addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true); addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::CollisionProxies); - addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, true); + addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, false); addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::FaceshiftTCP, 0, false, appInstance->getFaceshift(), SLOT(setTCPEnabled(bool))); - addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::ChatCircling, 0, true); + addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::ChatCircling, 0, false); QMenu* handOptionsMenu = developerMenu->addMenu("Hand Options"); @@ -356,7 +351,7 @@ Menu::Menu() : true, appInstance->getSixenseManager(), SLOT(setFilter(bool))); - addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayLeapHands, 0, true); + addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHands, 0, true); addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false); addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::VoxelDrumming, 0, false); addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::PlaySlaps, 0, false); diff --git a/interface/src/Menu.h b/interface/src/Menu.h index 742b9fc66f..31b19a64c6 100644 --- a/interface/src/Menu.h +++ b/interface/src/Menu.h @@ -183,7 +183,7 @@ namespace MenuOption { const QString DisableDeltaSending = "Disable Delta Sending"; const QString DisableLowRes = "Disable Lower Resolution While Moving"; const QString DisplayFrustum = "Display Frustum"; - const QString DisplayLeapHands = "Display Leap Hands"; + const QString DisplayHands = "Display Hands"; const QString DisplayHandTargets = "Display Hand Targets"; const QString FilterSixense = "Smooth Sixense Movement"; const QString DontRenderVoxels = "Don't call _voxels.render()"; @@ -223,7 +223,6 @@ namespace MenuOption { const QString KillLocalVoxels = "Kill Local Voxels"; const QString GoHome = "Go Home"; const QString Gravity = "Use Gravity"; - const QString ParticleCloud = "Particle Cloud"; const QString LodTools = "LOD Tools"; const QString Log = "Log"; const QString Login = "Login"; @@ -244,8 +243,10 @@ namespace MenuOption { const QString PasteVoxels = "Paste"; const QString PasteToVoxel = "Paste to Voxel..."; const QString PipelineWarnings = "Show Render Pipeline Warnings"; + const QString PlaySlaps = "Play Slaps"; const QString Preferences = "Preferences..."; const QString RandomizeVoxelColors = "Randomize Voxel TRUE Colors"; + const QString ReloadAllScripts = "Reload All Scripts"; const QString ResetAvatarSize = "Reset Avatar Size"; const QString ResetSwatchColors = "Reset Swatch Colors"; const QString RunTimingTests = "Run Timing Tests"; @@ -254,11 +255,10 @@ namespace MenuOption { const QString SettingsExport = "Export Settings"; const QString ShowAllLocalVoxels = "Show All Local Voxels"; const QString ShowTrueColors = "Show TRUE Colors"; - const QString VoxelDrumming = "Voxel Drumming"; - const QString PlaySlaps = "Play Slaps"; const QString SuppressShortTimings = "Suppress Timings Less than 10ms"; const QString Stars = "Stars"; const QString Stats = "Stats"; + const QString StopAllScripts = "Stop All Scripts"; const QString TestPing = "Test Ping"; const QString TreeStats = "Calculate Tree Stats"; const QString TransmitterDrive = "Transmitter Drive"; @@ -269,6 +269,7 @@ namespace MenuOption { const QString VoxelAddMode = "Add Voxel Mode"; const QString VoxelColorMode = "Color Voxel Mode"; const QString VoxelDeleteMode = "Delete Voxel Mode"; + const QString VoxelDrumming = "Voxel Drumming"; const QString VoxelGetColorMode = "Get Color Mode"; const QString VoxelMode = "Cycle Voxel Mode"; const QString VoxelPaintColor = "Voxel Paint Color"; diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 5b2a142ac2..f36c03cba6 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -162,6 +162,7 @@ void Avatar::render(bool forceRenderHead) { // render body if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) { _skeletonModel.renderCollisionProxies(1.f); + //_head.getFaceModel().renderCollisionProxies(0.5f); } if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) { @@ -276,11 +277,14 @@ bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penet bool didPenetrate = false; glm::vec3 skeletonPenetration; ModelCollisionInfo collisionInfo; + /* Temporarily disabling collisions against the skeleton because the collision proxies up + * near the neck are bad and prevent the hand from hitting the face. if (_skeletonModel.findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo, 1.0f, skeletonSkipIndex)) { collisionInfo._model = &_skeletonModel; collisions.push_back(collisionInfo); didPenetrate = true; } + */ if (_head.getFaceModel().findSphereCollision(penetratorCenter, penetratorRadius, collisionInfo)) { collisionInfo._model = &(_head.getFaceModel()); collisions.push_back(collisionInfo); @@ -445,20 +449,34 @@ float Avatar::getHeight() const { return extents.maximum.y - extents.minimum.y; } -bool Avatar::isPokeable(ModelCollisionInfo& collision) const { +bool Avatar::collisionWouldMoveAvatar(ModelCollisionInfo& collision) const { // ATM only the Skeleton is pokeable // TODO: make poke affect head + if (!collision._model) { + return false; + } if (collision._model == &_skeletonModel && collision._jointIndex != -1) { - return _skeletonModel.isPokeable(collision); + // collision response of skeleton is temporarily disabled + return false; + //return _skeletonModel.collisionHitsMoveableJoint(collision); + } + if (collision._model == &(_head.getFaceModel())) { + return true; } return false; } -bool Avatar::poke(ModelCollisionInfo& collision) { - if (collision._model == &_skeletonModel && collision._jointIndex != -1) { - return _skeletonModel.poke(collision); +void Avatar::applyCollision(ModelCollisionInfo& collision) { + if (!collision._model) { + return; } - return false; + if (collision._model == &(_head.getFaceModel())) { + _head.applyCollision(collision); + } + // TODO: make skeleton respond to collisions + //if (collision._model == &_skeletonModel && collision._jointIndex != -1) { + // _skeletonModel.applyCollision(collision); + //} } float Avatar::getPelvisFloatingHeight() const { diff --git a/interface/src/avatar/Avatar.h b/interface/src/avatar/Avatar.h index 7e8a1d8f64..2fc26a36b5 100755 --- a/interface/src/avatar/Avatar.h +++ b/interface/src/avatar/Avatar.h @@ -129,11 +129,10 @@ public: float getHeight() const; /// \return true if we expect the avatar would move as a result of the collision - bool isPokeable(ModelCollisionInfo& collision) const; + bool collisionWouldMoveAvatar(ModelCollisionInfo& collision) const; /// \param collision a data structure for storing info about collisions against Models - /// \return true if the collision affects the Avatar models - bool poke(ModelCollisionInfo& collision); + void applyCollision(ModelCollisionInfo& collision); public slots: void updateCollisionFlags(); diff --git a/interface/src/avatar/Hand.cpp b/interface/src/avatar/Hand.cpp index 8edb455a75..af66c08bf4 100644 --- a/interface/src/avatar/Hand.cpp +++ b/interface/src/avatar/Hand.cpp @@ -57,7 +57,6 @@ void Hand::simulate(float deltaTime, bool isMine) { if (isMine) { _buckyBalls.simulate(deltaTime); - updateCollisions(); } calculateGeometry(); @@ -126,92 +125,105 @@ void Hand::simulate(float deltaTime, bool isMine) { } } -void Hand::updateCollisions() { - // use position to obtain the left and right palm indices - int leftPalmIndex, rightPalmIndex; - getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex); - - ModelCollisionList collisions; - // check for collisions +void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) { + if (!avatar || avatar == _owningAvatar) { + // don't collide with our own hands (that is done elsewhere) + return; + } + float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale(); for (size_t i = 0; i < getNumPalms(); i++) { PalmData& palm = getPalms()[i]; if (!palm.isActive()) { continue; } - float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale(); glm::vec3 totalPenetration; - - if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) { - // check other avatars - foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) { - Avatar* avatar = static_cast(avatarPointer.data()); - if (avatar == _owningAvatar) { - // don't collid with our own hands + ModelCollisionList collisions; + if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { + // Check for palm collisions + glm::vec3 myPalmPosition = palm.getPosition(); + float palmCollisionDistance = 0.1f; + bool wasColliding = palm.getIsCollidingWithPalm(); + palm.setIsCollidingWithPalm(false); + // If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound + for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) { + PalmData& otherPalm = avatar->getHand().getPalms()[j]; + if (!otherPalm.isActive()) { continue; } - if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { - // Check for palm collisions - glm::vec3 myPalmPosition = palm.getPosition(); - float palmCollisionDistance = 0.1f; - bool wasColliding = palm.getIsCollidingWithPalm(); - palm.setIsCollidingWithPalm(false); - // If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound - for (size_t j = 0; j < avatar->getHand().getNumPalms(); j++) { - PalmData& otherPalm = avatar->getHand().getPalms()[j]; - if (!otherPalm.isActive()) { - continue; - } - glm::vec3 otherPalmPosition = otherPalm.getPosition(); - if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) { - palm.setIsCollidingWithPalm(true); - if (!wasColliding) { - const float PALM_COLLIDE_VOLUME = 1.f; - const float PALM_COLLIDE_FREQUENCY = 1000.f; - const float PALM_COLLIDE_DURATION_MAX = 0.75f; - const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f; - Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME, - PALM_COLLIDE_FREQUENCY, - PALM_COLLIDE_DURATION_MAX, - PALM_COLLIDE_DECAY_PER_SAMPLE); - // If the other person's palm is in motion, move mine downward to show I was hit - const float MIN_VELOCITY_FOR_SLAP = 0.05f; - if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) { - // add slapback here - } - } - } - } - } - if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) { - for (int j = 0; j < collisions.size(); ++j) { - // we don't resolve penetrations that would poke the other avatar - if (!avatar->isPokeable(collisions[j])) { - totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); + glm::vec3 otherPalmPosition = otherPalm.getPosition(); + if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) { + palm.setIsCollidingWithPalm(true); + if (!wasColliding) { + const float PALM_COLLIDE_VOLUME = 1.f; + const float PALM_COLLIDE_FREQUENCY = 1000.f; + const float PALM_COLLIDE_DURATION_MAX = 0.75f; + const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f; + Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME, + PALM_COLLIDE_FREQUENCY, + PALM_COLLIDE_DURATION_MAX, + PALM_COLLIDE_DECAY_PER_SAMPLE); + // If the other person's palm is in motion, move mine downward to show I was hit + const float MIN_VELOCITY_FOR_SLAP = 0.05f; + if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) { + // add slapback here } } } } } - - if (Menu::getInstance()->isOptionChecked(MenuOption::HandsCollideWithSelf)) { - // and the current avatar (ignoring everything below the parent of the parent of the last free joint) - collisions.clear(); - const Model& skeletonModel = _owningAvatar->getSkeletonModel(); - int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex( - skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() : - (i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1))); - if (_owningAvatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions, skipIndex)) { - for (int j = 0; j < collisions.size(); ++j) { - totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); + if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions)) { + for (int j = 0; j < collisions.size(); ++j) { + if (isMyHand) { + if (!avatar->collisionWouldMoveAvatar(collisions[j])) { + // we resolve the hand from collision when it belongs to MyAvatar AND the other Avatar is + // not expected to respond to the collision (hand hit unmovable part of their Avatar) + totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); + } + } else { + // when !isMyHand then avatar is MyAvatar and we apply the collision + // which might not do anything (hand hit unmovable part of MyAvatar) however + // we don't resolve the hand's penetration because we expect the remote + // simulation to do the right thing. + avatar->applyCollision(collisions[j]); } } } - - // un-penetrate - palm.addToPosition(-totalPenetration); + if (isMyHand) { + // resolve penetration + palm.addToPosition(-totalPenetration); + } + } +} - // we recycle the collisions container, so we clear it for the next loop +void Hand::collideAgainstOurself() { + if (!Menu::getInstance()->isOptionChecked(MenuOption::HandsCollideWithSelf)) { + return; + } + + ModelCollisionList collisions; + int leftPalmIndex, rightPalmIndex; + getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex); + float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale(); + + for (size_t i = 0; i < getNumPalms(); i++) { + PalmData& palm = getPalms()[i]; + if (!palm.isActive()) { + continue; + } + glm::vec3 totalPenetration; + // and the current avatar (ignoring everything below the parent of the parent of the last free joint) collisions.clear(); + const Model& skeletonModel = _owningAvatar->getSkeletonModel(); + int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex( + skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() : + (i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1))); + if (_owningAvatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, collisions, skipIndex)) { + for (int j = 0; j < collisions.size(); ++j) { + totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); + } + } + // resolve penetration + palm.addToPosition(-totalPenetration); } } @@ -304,7 +316,7 @@ void Hand::render(bool isMine) { } } - if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayLeapHands)) { + if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayHands)) { renderLeapHands(isMine); } diff --git a/interface/src/avatar/Hand.h b/interface/src/avatar/Hand.h index c2f49a15e5..5a423630b4 100755 --- a/interface/src/avatar/Hand.h +++ b/interface/src/avatar/Hand.h @@ -58,6 +58,9 @@ public: const glm::vec3& getLeapFingerTipBallPosition (int ball) const { return _leapFingerTipBalls [ball].position;} const glm::vec3& getLeapFingerRootBallPosition(int ball) const { return _leapFingerRootBalls[ball].position;} + void collideAgainstAvatar(Avatar* avatar, bool isMyHand); + void collideAgainstOurself(); + private: // disallow copies of the Hand, copy of owning Avatar is disallowed too Hand(const Hand&); @@ -87,7 +90,6 @@ private: void renderLeapHands(bool isMine); void renderLeapFingerTrails(); - void updateCollisions(); void calculateGeometry(); void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime); diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index e5d4724bb5..bb88530aa7 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -219,6 +219,34 @@ float Head::getTweakedRoll() const { return glm::clamp(_roll + _tweakedRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL); } +void Head::applyCollision(ModelCollisionInfo& collisionInfo) { + // HACK: the collision proxies for the FaceModel are bad. As a temporary workaround + // we collide against a hard coded collision proxy. + // TODO: get a better collision proxy here. + const float HEAD_RADIUS = 0.15f; + const glm::vec3 HEAD_CENTER = _position; + + // collide the contactPoint against the collision proxy to obtain a new penetration + // NOTE: that penetration is in opposite direction (points the way out for the point, not the sphere) + glm::vec3 penetration; + if (findPointSpherePenetration(collisionInfo._contactPoint, HEAD_CENTER, HEAD_RADIUS, penetration)) { + // compute lean angles + Avatar* owningAvatar = static_cast(_owningAvatar); + glm::quat bodyRotation = owningAvatar->getOrientation(); + glm::vec3 neckPosition; + if (owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) { + glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f); + glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f); + float neckLength = glm::length(_position - neckPosition); + if (neckLength > 0.f) { + float forward = glm::dot(collisionInfo._penetration, zAxis) / neckLength; + float sideways = - glm::dot(collisionInfo._penetration, xAxis) / neckLength; + addLean(sideways, forward); + } + } + } +} + void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) { Application::getInstance()->getGlowEffect()->begin(); diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index 19f9efd8e6..eae8223903 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -79,6 +79,8 @@ public: float getTweakedPitch() const; float getTweakedYaw() const; float getTweakedRoll() const; + + void applyCollision(ModelCollisionInfo& collisionInfo); private: // disallow copies of the Head, copy of owning Avatar is disallowed too diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 0e2625bf0f..85c0c2b35a 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -112,23 +112,7 @@ void MyAvatar::updateTransmitter(float deltaTime) { void MyAvatar::update(float deltaTime) { updateTransmitter(deltaTime); - // TODO: resurrect touch interactions between avatars - //// rotate body yaw for yaw received from multitouch - //setOrientation(getOrientation() * glm::quat(glm::vec3(0, _yawFromTouch, 0))); - //_yawFromTouch = 0.f; - // - //// apply pitch from touch - //_head.setPitch(_head.getPitch() + _pitchFromTouch); - //_pitchFromTouch = 0.0f; - // - //float TOUCH_YAW_SCALE = -0.25f; - //float TOUCH_PITCH_SCALE = -12.5f; - //float FIXED_TOUCH_TIMESTEP = 0.016f; - //_yawFromTouch += ((_touchAvgX - _lastTouchAvgX) * TOUCH_YAW_SCALE * FIXED_TOUCH_TIMESTEP); - //_pitchFromTouch += ((_touchAvgY - _lastTouchAvgY) * TOUCH_PITCH_SCALE * FIXED_TOUCH_TIMESTEP); - - // Update my avatar's state from gyros - updateFromGyros(Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead)); + updateFromGyros(deltaTime); // Update head mouse from faceshift if active Faceshift* faceshift = Application::getInstance()->getFaceshift(); @@ -329,6 +313,7 @@ void MyAvatar::simulate(float deltaTime) { _position += _velocity * deltaTime; // update avatar skeleton and simulate hand and head + _hand.collideAgainstOurself(); _hand.simulate(deltaTime, true); _skeletonModel.simulate(deltaTime); _head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll)); @@ -348,7 +333,7 @@ void MyAvatar::simulate(float deltaTime) { const float MAX_PITCH = 90.0f; // Update avatar head rotation with sensor data -void MyAvatar::updateFromGyros(bool turnWithHead) { +void MyAvatar::updateFromGyros(float deltaTime) { Faceshift* faceshift = Application::getInstance()->getFaceshift(); glm::vec3 estimatedPosition, estimatedRotation; @@ -356,7 +341,7 @@ void MyAvatar::updateFromGyros(bool turnWithHead) { estimatedPosition = faceshift->getHeadTranslation(); estimatedRotation = safeEulerAngles(faceshift->getHeadRotation()); // Rotate the body if the head is turned beyond the screen - if (turnWithHead) { + if (Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead)) { const float FACESHIFT_YAW_TURN_SENSITIVITY = 0.5f; const float FACESHIFT_MIN_YAW_TURN = 15.f; const float FACESHIFT_MAX_YAW_TURN = 50.f; @@ -371,11 +356,12 @@ void MyAvatar::updateFromGyros(bool turnWithHead) { } } else { // restore rotation, lean to neutral positions - const float RESTORE_RATE = 0.05f; - _head.setYaw(glm::mix(_head.getYaw(), 0.0f, RESTORE_RATE)); - _head.setRoll(glm::mix(_head.getRoll(), 0.0f, RESTORE_RATE)); - _head.setLeanSideways(glm::mix(_head.getLeanSideways(), 0.0f, RESTORE_RATE)); - _head.setLeanForward(glm::mix(_head.getLeanForward(), 0.0f, RESTORE_RATE)); + const float RESTORE_PERIOD = 1.f; // seconds + float restorePercentage = glm::clamp(deltaTime/RESTORE_PERIOD, 0.f, 1.f); + _head.setYaw(glm::mix(_head.getYaw(), 0.0f, restorePercentage)); + _head.setRoll(glm::mix(_head.getRoll(), 0.0f, restorePercentage)); + _head.setLeanSideways(glm::mix(_head.getLeanSideways(), 0.0f, restorePercentage)); + _head.setLeanForward(glm::mix(_head.getLeanForward(), 0.0f, restorePercentage)); return; } @@ -854,7 +840,6 @@ void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) { } } - void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) { const float VOXEL_ELASTICITY = 0.4f; const float VOXEL_DAMPING = 0.0f; @@ -1002,8 +987,13 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) { avatar->getPosition(), theirCapsuleRadius, theirCapsuleHeight, penetration)) { // move the avatar out by half the penetration setPosition(_position - 0.5f * penetration); - glm::vec3 pushOut = 0.5f * penetration; } + + // collide our hands against them + _hand.collideAgainstAvatar(avatar, true); + + // collide their hands against us + avatar->getHand().collideAgainstAvatar(this, false); } } } diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index 8f4f96ffcf..d8cb4c05aa 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -34,7 +34,7 @@ public: void reset(); void update(float deltaTime); void simulate(float deltaTime); - void updateFromGyros(bool turnWithHead); + void updateFromGyros(float deltaTime); void updateTransmitter(float deltaTime); void render(bool forceRenderHead); diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index ac08c52b49..ff4de8c41e 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -36,23 +36,24 @@ void SkeletonModel::simulate(float deltaTime) { HandData& hand = _owningAvatar->getHand(); hand.getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex); - const float HAND_RESTORATION_RATE = 0.25f; + const float HAND_RESTORATION_PERIOD = 1.f; // seconds + float handRestorePercent = glm::clamp(deltaTime / HAND_RESTORATION_PERIOD, 0.f, 1.f); const FBXGeometry& geometry = _geometry->getFBXGeometry(); if (leftPalmIndex == -1) { // no Leap data; set hands from mouse if (_owningAvatar->getHandState() == HAND_STATE_NULL) { - restoreRightHandPosition(HAND_RESTORATION_RATE); + restoreRightHandPosition(handRestorePercent); } else { applyHandPosition(geometry.rightHandJointIndex, _owningAvatar->getHandPosition()); } - restoreLeftHandPosition(HAND_RESTORATION_RATE); + restoreLeftHandPosition(handRestorePercent); } else if (leftPalmIndex == rightPalmIndex) { // right hand only applyPalmData(geometry.rightHandJointIndex, geometry.rightFingerJointIndices, geometry.rightFingertipJointIndices, hand.getPalms()[leftPalmIndex]); - restoreLeftHandPosition(HAND_RESTORATION_RATE); + restoreLeftHandPosition(handRestorePercent); } else { applyPalmData(geometry.leftHandJointIndex, geometry.leftFingerJointIndices, geometry.leftFingertipJointIndices, diff --git a/interface/src/renderer/Model.cpp b/interface/src/renderer/Model.cpp index cce4382dbe..7686b1ac7f 100644 --- a/interface/src/renderer/Model.cpp +++ b/interface/src/renderer/Model.cpp @@ -477,7 +477,10 @@ bool Model::findSphereCollision(const glm::vec3& penetratorCenter, float penetra if (findSphereCapsuleConePenetration(relativeCenter, penetratorRadius, start, end, startRadius, endRadius, bonePenetration)) { totalPenetration = addPenetrations(totalPenetration, bonePenetration); - // TODO: Andrew to try to keep the joint furthest toward the root + // BUG: we currently overwrite the jointIndex with the last one found + // which can cause incorrect collisions when colliding against more than + // one joint. + // TODO: fix this. jointIndex = i; } outerContinue: ; @@ -722,7 +725,7 @@ void Model::renderCollisionProxies(float alpha) { glPopMatrix(); } -bool Model::isPokeable(ModelCollisionInfo& collision) const { +bool Model::collisionHitsMoveableJoint(ModelCollisionInfo& collision) const { // the joint is pokable by a collision if it exists and is free to move const FBXJoint& joint = _geometry->getFBXGeometry().joints[collision._jointIndex]; if (joint.parentIndex == -1 || _jointStates.isEmpty()) { @@ -734,7 +737,7 @@ bool Model::isPokeable(ModelCollisionInfo& collision) const { return !freeLineage.isEmpty(); } -bool Model::poke(ModelCollisionInfo& collision) { +void Model::applyCollision(ModelCollisionInfo& collision) { // This needs work. At the moment it can wiggle joints that are free to move (such as arms) // but unmovable joints (such as torso) cannot be influenced at all. glm::vec3 jointPosition(0.f); @@ -758,11 +761,10 @@ bool Model::poke(ModelCollisionInfo& collision) { getJointPosition(jointIndex, end); glm::vec3 newEnd = start + glm::angleAxis(glm::degrees(angle), axis) * (end - start); // try to move it - return setJointPosition(jointIndex, newEnd, -1, true); + setJointPosition(jointIndex, newEnd, -1, true); } } } - return false; } void Model::deleteGeometry() { diff --git a/interface/src/renderer/Model.h b/interface/src/renderer/Model.h index 003cdfe3e5..bab25bed7a 100644 --- a/interface/src/renderer/Model.h +++ b/interface/src/renderer/Model.h @@ -167,12 +167,12 @@ public: void renderCollisionProxies(float alpha); - /// \return true if the collision would move the model - bool isPokeable(ModelCollisionInfo& collision) const; + /// \return true if the collision is against a moveable joint + bool collisionHitsMoveableJoint(ModelCollisionInfo& collision) const; /// \param collisionInfo info about the collision - /// \return true if collision affects the Model - bool poke(ModelCollisionInfo& collisionInfo); + /// Use the collisionInfo to affect the model + void applyCollision(ModelCollisionInfo& collisionInfo); protected: diff --git a/libraries/avatars/src/AvatarHashMap.cpp b/libraries/avatars/src/AvatarHashMap.cpp index 72ada7d421..82485691c5 100644 --- a/libraries/avatars/src/AvatarHashMap.cpp +++ b/libraries/avatars/src/AvatarHashMap.cpp @@ -2,7 +2,7 @@ // AvatarHashMap.cpp // hifi // -// Created by Stephen AndrewMeadows on 1/28/2014. +// Created by AndrewMeadows on 1/28/2014. // Copyright (c) 2014 HighFidelity, Inc. All rights reserved. // diff --git a/libraries/avatars/src/HeadData.cpp b/libraries/avatars/src/HeadData.cpp index f863d6b592..62e8276bd3 100644 --- a/libraries/avatars/src/HeadData.cpp +++ b/libraries/avatars/src/HeadData.cpp @@ -45,10 +45,3 @@ void HeadData::addLean(float sideways, float forwards) { _leanForward += forwards; } -bool HeadData::findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration) const { - // we would like to update this to determine collisions/penetrations with the Avatar's head sphere... - // but right now it does not appear as if the HeadData has a position and radius. - // this is a placeholder for now. - return false; -} - diff --git a/libraries/avatars/src/HeadData.h b/libraries/avatars/src/HeadData.h index fde684bbf1..0f096059c0 100644 --- a/libraries/avatars/src/HeadData.h +++ b/libraries/avatars/src/HeadData.h @@ -58,13 +58,6 @@ public: void setLookAtPosition(const glm::vec3& lookAtPosition) { _lookAtPosition = lookAtPosition; } friend class AvatarData; - - /// Checks for penetration between the described sphere and the hand. - /// \param penetratorCenter the center of the penetration test sphere - /// \param penetratorRadius the radius of the penetration test sphere - /// \param penetration[out] the vector in which to store the penetration - /// \return whether or not the sphere penetrated - bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration) const; protected: float _yaw; diff --git a/libraries/octree/src/OctreeScriptingInterface.cpp b/libraries/octree/src/OctreeScriptingInterface.cpp index 553ab961df..89bf5ceb62 100644 --- a/libraries/octree/src/OctreeScriptingInterface.cpp +++ b/libraries/octree/src/OctreeScriptingInterface.cpp @@ -11,13 +11,19 @@ #include "OctreeScriptingInterface.h" OctreeScriptingInterface::OctreeScriptingInterface(OctreeEditPacketSender* packetSender, - JurisdictionListener* jurisdictionListener) + JurisdictionListener* jurisdictionListener) : + _packetSender(NULL), + _jurisdictionListener(NULL), + _managedPacketSender(false), + _managedJurisdictionListener(false), + _initialized(false) { setPacketSender(packetSender); setJurisdictionListener(jurisdictionListener); } OctreeScriptingInterface::~OctreeScriptingInterface() { +qDebug() << "OctreeScriptingInterface::~OctreeScriptingInterface() this=" << this; cleanupManagedObjects(); } @@ -45,6 +51,9 @@ void OctreeScriptingInterface::setJurisdictionListener(JurisdictionListener* jur } void OctreeScriptingInterface::init() { + if (_initialized) { + return; + } if (_jurisdictionListener) { _managedJurisdictionListener = false; } else { @@ -64,5 +73,5 @@ void OctreeScriptingInterface::init() { if (QCoreApplication::instance()) { connect(QCoreApplication::instance(), SIGNAL(aboutToQuit()), this, SLOT(cleanupManagedObjects())); } - + _initialized = true; } diff --git a/libraries/octree/src/OctreeScriptingInterface.h b/libraries/octree/src/OctreeScriptingInterface.h index 34eddd8bed..3c832cbae8 100644 --- a/libraries/octree/src/OctreeScriptingInterface.h +++ b/libraries/octree/src/OctreeScriptingInterface.h @@ -93,6 +93,7 @@ protected: JurisdictionListener* _jurisdictionListener; bool _managedPacketSender; bool _managedJurisdictionListener; + bool _initialized; }; #endif /* defined(__hifi__OctreeScriptingInterface__) */ diff --git a/libraries/script-engine/src/Vec3.cpp b/libraries/script-engine/src/Vec3.cpp index 2d6a5b2316..1ed3ae6915 100644 --- a/libraries/script-engine/src/Vec3.cpp +++ b/libraries/script-engine/src/Vec3.cpp @@ -26,7 +26,9 @@ glm::vec3 Vec3::multiplyQbyV(const glm::quat& q, const glm::vec3& v) { glm::vec3 Vec3::sum(const glm::vec3& v1, const glm::vec3& v2) { return v1 + v2; } - +glm::vec3 Vec3::subtract(const glm::vec3& v1, const glm::vec3& v2) { + return v1 - v2; +} float Vec3::length(const glm::vec3& v) { return glm::length(v); } diff --git a/libraries/script-engine/src/Vec3.h b/libraries/script-engine/src/Vec3.h index bf883f3e5a..20ad3f7eaa 100644 --- a/libraries/script-engine/src/Vec3.h +++ b/libraries/script-engine/src/Vec3.h @@ -25,6 +25,7 @@ public slots: glm::vec3 multiply(const glm::vec3& v1, float f); glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v); glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2); + glm::vec3 subtract(const glm::vec3& v1, const glm::vec3& v2); float length(const glm::vec3& v); };