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Merge branch 'master' of https://github.com/highfidelity/hifi into fixWarning
Conflicts: libraries/render-utils/src/Model.cpp libraries/render-utils/src/Model.h
This commit is contained in:
commit
8d8035a418
9 changed files with 209 additions and 376 deletions
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@ -1,54 +0,0 @@
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// bubble.js
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// part of bubblewand
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//
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// Created by James B. Pollack @imgntn -- 09/03/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// example of a nested entity. it doesn't do much now besides delete itself if it collides with something (bubbles are fragile! it would be cool if it sometimes merged with other bubbbles it hit)
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// todo: play bubble sounds from the bubble itself instead of the wand.
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// blocker: needs some sound fixes and a way to find its own position before unload for spatialization
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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(function() {
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// Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/utilities.js");
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// Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/libraries/utils.js");
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//var popSound;
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this.preload = function(entityID) {
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// print('bubble preload')
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this.entityID = entityID;
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// popSound = SoundCache.getSound("http://hifi-public.s3.amazonaws.com/james/bubblewand/sounds/pop.wav");
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}
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this.collisionWithEntity = function(myID, otherID, collision) {
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//if(Entites.getEntityProperties(otherID).userData.objectType==='') { merge bubbles?}
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// Entities.deleteEntity(myID);
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// this.burstBubbleSound(collision.contactPoint)
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};
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this.unload = function(entityID) {
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// this.properties = Entities.getEntityProperties(entityID);
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//var location = this.properties.position;
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//this.burstBubbleSound();
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};
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this.burstBubbleSound = function(location) {
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// var audioOptions = {
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// volume: 0.5,
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// position: location
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// }
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//Audio.playSound(popSound, audioOptions);
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}
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})
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@ -1,42 +1,43 @@
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// createWand.js
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// part of bubblewand
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//
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// Script Type: Entity Spawner
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// Created by James B. Pollack @imgntn -- 09/03/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Loads a wand model and attaches the bubble wand behavior.
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//
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// Loads a wand model and attaches the bubble wand behavior.
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
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Script.include("../../utilities.js");
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Script.include("../../libraries/utils.js");
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var WAND_MODEL = 'http://hifi-public.s3.amazonaws.com/james/bubblewand/models/wand/wand.fbx';
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var WAND_COLLISION_SHAPE = 'http://hifi-public.s3.amazonaws.com/james/bubblewand/models/wand/collisionHull.obj';
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var WAND_SCRIPT_URL = Script.resolvePath("wand.js");
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Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/utilities.js");
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Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/libraries/utils.js");
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//create the wand in front of the avatar
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var wandModel = "http://hifi-public.s3.amazonaws.com/james/bubblewand/models/wand/wand.fbx?" + randInt(0, 10000);
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var scriptURL = "http://hifi-public.s3.amazonaws.com/james/bubblewand/scripts/wand.js?" + randInt(1, 100500)
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var center = Vec3.sum(Vec3.sum(MyAvatar.position, {x: 0, y: 0.5, z: 0}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation())));
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//create the wand in front of the avatar
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var center = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(Camera.getOrientation())));
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var wand = Entities.addEntity({
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type: "Model",
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modelURL: wandModel,
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position: center,
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dimensions: {
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x: 0.1,
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y: 1,
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z: 0.1
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},
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//must be enabled to be grabbable in the physics engine
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collisionsWillMove: true,
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shapeType: 'box',
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script: scriptURL
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});
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function cleanup() {
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Entities.deleteEntity(wand);
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}
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Script.scriptEnding.connect(cleanup);
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name: 'Bubble Wand',
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type: "Model",
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modelURL: WAND_MODEL,
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position: center,
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gravity: {
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x: 0,
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y: 0,
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z: 0,
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},
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dimensions: {
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x: 0.05,
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y: 0.25,
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z: 0.05
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},
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//must be enabled to be grabbable in the physics engine
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collisionsWillMove: true,
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compoundShapeURL: WAND_COLLISION_SHAPE,
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script: WAND_SCRIPT_URL
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});
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@ -1,317 +1,203 @@
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// wand.js
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// part of bubblewand
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//
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// Script Type: Entity Script
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// Created by James B. Pollack @imgntn -- 09/03/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Makes bubbles when you wave the object around, or hold it near your mouth and make noise into the microphone.
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// Makes bubbles when you wave the object around.
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//
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// For the example, it's attached to a wand -- but you can attach it to whatever entity you want. I dream of BubbleBees :) bzzzz...pop!
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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function convertRange(value, r1, r2) {
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return (value - r1[0]) * (r2[1] - r2[0]) / (r1[1] - r1[0]) + r2[0];
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}
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/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
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(function() {
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Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/utilities.js");
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Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/libraries/utils.js");
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(function () {
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var bubbleModel = "http://hifi-public.s3.amazonaws.com/james/bubblewand/models/bubble/bubble.fbx";
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var bubbleScript = 'http://hifi-public.s3.amazonaws.com/james/bubblewand/scripts/bubble.js?' + randInt(1, 10000);
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var popSound = SoundCache.getSound("http://hifi-public.s3.amazonaws.com/james/bubblewand/sounds/pop.wav");
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Script.include("../../utilities.js");
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Script.include("../../libraries/utils.js");
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var TARGET_SIZE = 0.4;
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var TARGET_COLOR = {
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red: 128,
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green: 128,
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blue: 128
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};
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var TARGET_COLOR_HIT = {
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red: 0,
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green: 255,
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blue: 0
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var BUBBLE_MODEL = "http://hifi-public.s3.amazonaws.com/james/bubblewand/models/bubble/bubble.fbx";
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var BUBBLE_INITIAL_DIMENSIONS = {
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x: 0.01,
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y: 0.01,
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z: 0.01
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};
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var HAND_SIZE = 0.25;
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var leftCubePosition = MyAvatar.getLeftPalmPosition();
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var rightCubePosition = MyAvatar.getRightPalmPosition();
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var BUBBLE_LIFETIME_MIN = 3;
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var BUBBLE_LIFETIME_MAX = 8;
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var BUBBLE_SIZE_MIN = 0.02;
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var BUBBLE_SIZE_MAX = 0.1;
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var BUBBLE_LINEAR_DAMPING = 0.4;
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var BUBBLE_GRAVITY_MIN = 0.1;
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var BUBBLE_GRAVITY_MAX = 0.3;
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var GROWTH_FACTOR = 0.005;
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var SHRINK_FACTOR = 0.001;
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var SHRINK_LOWER_LIMIT = 0.02;
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var WAND_TIP_OFFSET = 0.095;
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var VELOCITY_THRESHOLD = 0.5;
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var leftHand = Overlays.addOverlay("cube", {
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position: leftCubePosition,
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size: HAND_SIZE,
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color: {
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red: 0,
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green: 0,
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blue: 255
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},
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alpha: 1,
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solid: false
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});
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//this helps us get the time passed since the last function call, for use in velocity calculations
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function interval() {
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var lastTime = new Date().getTime() / 1000;
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var rightHand = Overlays.addOverlay("cube", {
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position: rightCubePosition,
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size: HAND_SIZE,
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color: {
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red: 255,
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green: 0,
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blue: 0
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},
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alpha: 1,
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solid: false
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});
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var gustZoneOverlay = Overlays.addOverlay("cube", {
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position: getGustDetectorPosition(),
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size: TARGET_SIZE,
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color: TARGET_COLOR,
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alpha: 1,
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solid: false
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});
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function getGustDetectorPosition() {
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//put the zone in front of your avatar's face
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var DISTANCE_IN_FRONT = 0.2;
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var DISTANCE_UP = 0.5;
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var DISTANCE_TO_SIDE = 0.0;
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var up = Quat.getUp(MyAvatar.orientation);
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var front = Quat.getFront(MyAvatar.orientation);
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var right = Quat.getRight(MyAvatar.orientation);
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var upOffset = Vec3.multiply(up, DISTANCE_UP);
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var rightOffset = Vec3.multiply(right, DISTANCE_TO_SIDE);
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var frontOffset = Vec3.multiply(front, DISTANCE_IN_FRONT);
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var offset = Vec3.sum(Vec3.sum(rightOffset, frontOffset), upOffset);
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var position = Vec3.sum(MyAvatar.position, offset);
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return position;
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return function getInterval() {
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var newTime = new Date().getTime() / 1000;
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var delta = newTime - lastTime;
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lastTime = newTime;
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return delta;
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};
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}
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var checkInterval = interval();
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var BUBBLE_GRAVITY = {
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x: 0,
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y: -0.05,
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z: 0
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function BubbleWand() {
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return;
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}
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var wandEntity = this;
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this.preload = function(entityID) {
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// print('PRELOAD')
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this.entityID = entityID;
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this.properties = Entities.getEntityProperties(this.entityID);
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}
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this.unload = function(entityID) {
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Overlays.deleteOverlay(leftHand);
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Overlays.deleteOverlay(rightHand);
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Overlays.deleteOverlay(gustZoneOverlay)
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Entities.editEntity(entityID, {
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name: ""
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});
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Script.update.disconnect(BubbleWand.update);
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Entities.deleteEntity(BubbleWand.currentBubble);
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while (BubbleWand.bubbles.length > 0) {
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Entities.deleteEntity(BubbleWand.bubbles.pop());
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}
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||||
|
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};
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|
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var BubbleWand = {
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bubbles: [],
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BubbleWand.prototype = {
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timePassed: null,
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currentBubble: null,
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update: function() {
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BubbleWand.internalUpdate();
|
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preload: function (entityID) {
|
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this.entityID = entityID;
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},
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internalUpdate: function() {
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var _t = this;
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//get the current position of the wand
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var properties = Entities.getEntityProperties(wandEntity.entityID);
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getWandTipPosition: function (properties) {
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//the tip of the wand is going to be in a different place than the center, so we move in space relative to the model to find that position
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var upVector = Quat.getUp(properties.rotation);
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var upOffset = Vec3.multiply(upVector, WAND_TIP_OFFSET);
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var wandTipPosition = Vec3.sum(properties.position, upOffset);
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return wandTipPosition;
|
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},
|
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addCollisionsToBubbleAfterCreation: function (bubble) {
|
||||
//if the bubble collide immediately, we get weird effects. so we add collisions after release
|
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Entities.editEntity(bubble, {
|
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collisionsWillMove: true
|
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});
|
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},
|
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randomizeBubbleGravity: function () {
|
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//change up the gravity a little bit for variation in floating effects
|
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var randomNumber = randFloat(BUBBLE_GRAVITY_MIN, BUBBLE_GRAVITY_MAX);
|
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var gravity = {
|
||||
x: 0,
|
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y: -randomNumber,
|
||||
z: 0
|
||||
};
|
||||
return gravity;
|
||||
},
|
||||
growBubbleWithWandVelocity: function (properties, deltaTime) {
|
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//get the wand and tip position for calculations
|
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var wandPosition = properties.position;
|
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this.getWandTipPosition(properties);
|
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// velocity = change in position / time
|
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var velocity = Vec3.multiply(Vec3.subtract(wandPosition, this.lastPosition), 1 / deltaTime);
|
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|
||||
//debug overlays for mouth mode
|
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var leftHandPos = MyAvatar.getLeftPalmPosition();
|
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var rightHandPos = MyAvatar.getRightPalmPosition();
|
||||
|
||||
Overlays.editOverlay(leftHand, {
|
||||
position: leftHandPos
|
||||
});
|
||||
Overlays.editOverlay(rightHand, {
|
||||
position: rightHandPos
|
||||
});
|
||||
|
||||
//if the wand is in the gust detector, activate mouth mode and change the overlay color
|
||||
var hitTargetWithWand = findSphereSphereHit(wandPosition, HAND_SIZE / 2, getGustDetectorPosition(), TARGET_SIZE / 2)
|
||||
|
||||
var mouthMode;
|
||||
if (hitTargetWithWand) {
|
||||
Overlays.editOverlay(gustZoneOverlay, {
|
||||
position: getGustDetectorPosition(),
|
||||
color: TARGET_COLOR_HIT
|
||||
})
|
||||
mouthMode = true;
|
||||
|
||||
} else {
|
||||
Overlays.editOverlay(gustZoneOverlay, {
|
||||
position: getGustDetectorPosition(),
|
||||
color: TARGET_COLOR
|
||||
})
|
||||
mouthMode = false;
|
||||
}
|
||||
|
||||
var volumeLevel = MyAvatar.audioAverageLoudness;
|
||||
//volume numbers are pretty large, so lets scale them down.
|
||||
var convertedVolume = convertRange(volumeLevel, [0, 5000], [0, 10]);
|
||||
|
||||
// default is 'wave mode', where waving the object around grows the bubbles
|
||||
var velocity = Vec3.subtract(wandPosition, BubbleWand.lastPosition)
|
||||
var velocityStrength = Vec3.length(velocity);
|
||||
|
||||
//store the last position of the wand for velocity calculations
|
||||
_t.lastPosition = wandPosition;
|
||||
|
||||
// velocity numbers are pretty small, so lets make them a bit bigger
|
||||
var velocityStrength = Vec3.length(velocity) * 100;
|
||||
|
||||
if (velocityStrength > 10) {
|
||||
velocityStrength = 10
|
||||
}
|
||||
this.lastPosition = wandPosition;
|
||||
|
||||
//actually grow the bubble
|
||||
var dimensions = Entities.getEntityProperties(_t.currentBubble).dimensions;
|
||||
|
||||
if (velocityStrength > 1 || convertedVolume > 1) {
|
||||
var dimensions = Entities.getEntityProperties(this.currentBubble, "dimensions").dimensions;
|
||||
|
||||
if (velocityStrength > VELOCITY_THRESHOLD) {
|
||||
//add some variation in bubble sizes
|
||||
var bubbleSize = randInt(1, 5);
|
||||
bubbleSize = bubbleSize / 10;
|
||||
|
||||
var bubbleSize = randFloat(BUBBLE_SIZE_MIN, BUBBLE_SIZE_MAX);
|
||||
//release the bubble if its dimensions are bigger than the bubble size
|
||||
if (dimensions.x > bubbleSize) {
|
||||
|
||||
//bubbles pop after existing for a bit -- so set a random lifetime
|
||||
var lifetime = randInt(3, 8);
|
||||
var lifetime = randInt(BUBBLE_LIFETIME_MIN, BUBBLE_LIFETIME_MAX);
|
||||
|
||||
//sound is somewhat unstable at the moment so this is commented out. really audio should be played by the bubbles, but there's a blocker.
|
||||
// Script.setTimeout(function() {
|
||||
// _t.burstBubbleSound(_t.currentBubble)
|
||||
// }, lifetime * 1000)
|
||||
|
||||
|
||||
//todo: angular velocity without the controller -- forward velocity for mouth mode bubbles
|
||||
// var angularVelocity = Controller.getSpatialControlRawAngularVelocity(hands.leftHand.tip);
|
||||
|
||||
Entities.editEntity(_t.currentBubble, {
|
||||
velocity: Vec3.normalize(velocity),
|
||||
// angularVelocity: Controller.getSpatialControlRawAngularVelocity(hands.leftHand.tip),
|
||||
lifetime: lifetime
|
||||
//edit the bubble properties at release
|
||||
Entities.editEntity(this.currentBubble, {
|
||||
velocity: velocity,
|
||||
lifetime: lifetime,
|
||||
gravity: this.randomizeBubbleGravity()
|
||||
});
|
||||
|
||||
//wait to make the bubbles collidable, so that they dont hit each other and the wand
|
||||
Script.setTimeout(this.addCollisionsToBubbleAfterCreation(this.currentBubble), lifetime / 2);
|
||||
|
||||
//release the bubble -- when we create a new bubble, it will carry on and this update loop will affect the new bubble
|
||||
BubbleWand.spawnBubble();
|
||||
|
||||
return
|
||||
this.createBubbleAtTipOfWand();
|
||||
return;
|
||||
} else {
|
||||
if (mouthMode) {
|
||||
dimensions.x += 0.015 * convertedVolume;
|
||||
dimensions.y += 0.015 * convertedVolume;
|
||||
dimensions.z += 0.015 * convertedVolume;
|
||||
|
||||
} else {
|
||||
dimensions.x += 0.015 * velocityStrength;
|
||||
dimensions.y += 0.015 * velocityStrength;
|
||||
dimensions.z += 0.015 * velocityStrength;
|
||||
}
|
||||
//grow small bubbles
|
||||
dimensions.x += GROWTH_FACTOR * velocityStrength;
|
||||
dimensions.y += GROWTH_FACTOR * velocityStrength;
|
||||
dimensions.z += GROWTH_FACTOR * velocityStrength;
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
if (dimensions.x >= 0.02) {
|
||||
dimensions.x -= 0.001;
|
||||
dimensions.y -= 0.001;
|
||||
dimensions.z -= 0.001;
|
||||
// if the wand is not moving, make the current bubble smaller
|
||||
if (dimensions.x >= SHRINK_LOWER_LIMIT) {
|
||||
dimensions.x -= SHRINK_FACTOR;
|
||||
dimensions.y -= SHRINK_FACTOR;
|
||||
dimensions.z -= SHRINK_FACTOR;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//update the bubble to stay with the wand tip
|
||||
Entities.editEntity(_t.currentBubble, {
|
||||
position: _t.wandTipPosition,
|
||||
//adjust the bubble dimensions
|
||||
Entities.editEntity(this.currentBubble, {
|
||||
dimensions: dimensions
|
||||
});
|
||||
|
||||
},
|
||||
burstBubbleSound: function(bubble) {
|
||||
//we want to play the sound at the same location and orientation as the bubble
|
||||
var position = Entities.getEntityProperties(bubble).position;
|
||||
var orientation = Entities.getEntityProperties(bubble).orientation;
|
||||
createBubbleAtTipOfWand: function () {
|
||||
|
||||
//set the options for the audio injector
|
||||
var audioOptions = {
|
||||
volume: 0.5,
|
||||
position: position,
|
||||
orientation: orientation
|
||||
}
|
||||
|
||||
|
||||
//var audioInjector = Audio.playSound(popSound, audioOptions);
|
||||
|
||||
//remove this bubble from the array to keep things clean
|
||||
var i = BubbleWand.bubbles.indexOf(bubble);
|
||||
if (i != -1) {
|
||||
BubbleWand.bubbles.splice(i, 1);
|
||||
}
|
||||
|
||||
},
|
||||
spawnBubble: function() {
|
||||
var _t = this;
|
||||
//create a new bubble at the tip of the wand
|
||||
//the tip of the wand is going to be in a different place than the center, so we move in space relative to the model to find that position
|
||||
|
||||
var properties = Entities.getEntityProperties(wandEntity.entityID);
|
||||
var properties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
|
||||
var wandPosition = properties.position;
|
||||
var upVector = Quat.getUp(properties.rotation);
|
||||
var frontVector = Quat.getFront(properties.rotation);
|
||||
var upOffset = Vec3.multiply(upVector, 0.5);
|
||||
var forwardOffset = Vec3.multiply(frontVector, 0.1);
|
||||
var offsetVector = Vec3.sum(upOffset, forwardOffset);
|
||||
var wandTipPosition = Vec3.sum(wandPosition, offsetVector);
|
||||
_t.wandTipPosition = wandTipPosition;
|
||||
|
||||
//store the position of the tip on spawn for use in velocity calculations
|
||||
_t.lastPosition = wandTipPosition;
|
||||
//store the position of the tip for use in velocity calculations
|
||||
this.lastPosition = wandPosition;
|
||||
|
||||
//create a bubble at the wand tip
|
||||
_t.currentBubble = Entities.addEntity({
|
||||
this.currentBubble = Entities.addEntity({
|
||||
name: 'Bubble',
|
||||
type: 'Model',
|
||||
modelURL: bubbleModel,
|
||||
position: wandTipPosition,
|
||||
dimensions: {
|
||||
x: 0.01,
|
||||
y: 0.01,
|
||||
z: 0.01
|
||||
},
|
||||
modelURL: BUBBLE_MODEL,
|
||||
position: this.getWandTipPosition(properties),
|
||||
dimensions: BUBBLE_INITIAL_DIMENSIONS,
|
||||
collisionsWillMove: false,
|
||||
ignoreForCollisions: true,
|
||||
gravity: BUBBLE_GRAVITY,
|
||||
// collisionSoundURL:popSound,
|
||||
shapeType: "sphere",
|
||||
script: bubbleScript,
|
||||
ignoreForCollisions: false,
|
||||
linearDamping: BUBBLE_LINEAR_DAMPING,
|
||||
shapeType: "sphere"
|
||||
});
|
||||
|
||||
//add this bubble to an array of bubbles so we can keep track of them
|
||||
_t.bubbles.push(_t.currentBubble)
|
||||
},
|
||||
startNearGrab: function () {
|
||||
//create a bubble to grow at the start of the grab
|
||||
if (this.currentBubble === null) {
|
||||
this.createBubbleAtTipOfWand();
|
||||
}
|
||||
},
|
||||
continueNearGrab: function () {
|
||||
var deltaTime = checkInterval();
|
||||
//only get the properties that we need
|
||||
var properties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
|
||||
|
||||
|
||||
var wandTipPosition = this.getWandTipPosition(properties);
|
||||
|
||||
//update the bubble to stay with the wand tip
|
||||
Entities.editEntity(this.currentBubble, {
|
||||
position: wandTipPosition,
|
||||
});
|
||||
this.growBubbleWithWandVelocity(properties, deltaTime);
|
||||
|
||||
},
|
||||
init: function() {
|
||||
this.spawnBubble();
|
||||
Script.update.connect(BubbleWand.update);
|
||||
}
|
||||
}
|
||||
releaseGrab: function () {
|
||||
//delete the current buble and reset state when the wand is released
|
||||
Entities.deleteEntity(this.currentBubble);
|
||||
this.currentBubble = null;
|
||||
},
|
||||
|
||||
BubbleWand.init();
|
||||
};
|
||||
|
||||
})
|
||||
return new BubbleWand();
|
||||
|
||||
});
|
|
@ -2614,20 +2614,19 @@ void Application::updateMyAvatarLookAtPosition() {
|
|||
bool isLookingAtSomeone = false;
|
||||
bool isHMD = _avatarUpdate->isHMDMode();
|
||||
glm::vec3 lookAtSpot;
|
||||
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
|
||||
// When I am in mirror mode, just look right at the camera (myself); don't switch gaze points because when physically
|
||||
// looking in a mirror one's eyes appear steady.
|
||||
lookAtSpot = _myCamera.getPosition();
|
||||
} else if (eyeTracker->isTracking() && (isHMD || eyeTracker->isSimulating())) {
|
||||
if (eyeTracker->isTracking() && (isHMD || eyeTracker->isSimulating())) {
|
||||
// Look at the point that the user is looking at.
|
||||
glm::vec3 lookAtPosition = eyeTracker->getLookAtPosition();
|
||||
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
|
||||
lookAtPosition.x = -lookAtPosition.x;
|
||||
}
|
||||
if (isHMD) {
|
||||
glm::mat4 headPose = getActiveDisplayPlugin()->getHeadPose();
|
||||
glm::quat hmdRotation = glm::quat_cast(headPose);
|
||||
lookAtSpot = _myCamera.getPosition() +
|
||||
_myAvatar->getOrientation() * (hmdRotation * eyeTracker->getLookAtPosition());
|
||||
lookAtSpot = _myCamera.getPosition() + _myAvatar->getOrientation() * (hmdRotation * lookAtPosition);
|
||||
} else {
|
||||
lookAtSpot = _myAvatar->getHead()->getEyePosition() +
|
||||
(_myAvatar->getHead()->getFinalOrientationInWorldFrame() * eyeTracker->getLookAtPosition());
|
||||
lookAtSpot = _myAvatar->getHead()->getEyePosition()
|
||||
+ (_myAvatar->getHead()->getFinalOrientationInWorldFrame() * lookAtPosition);
|
||||
}
|
||||
} else {
|
||||
AvatarSharedPointer lookingAt = _myAvatar->getLookAtTargetAvatar().lock();
|
||||
|
|
|
@ -33,8 +33,10 @@ void AnimInverseKinematics::loadPoses(const AnimPoseVec& poses) {
|
|||
assert(_skeleton && ((poses.size() == 0) || (_skeleton->getNumJoints() == (int)poses.size())));
|
||||
if (_skeleton->getNumJoints() == (int)poses.size()) {
|
||||
_relativePoses = poses;
|
||||
_accumulators.resize(_relativePoses.size());
|
||||
} else {
|
||||
_relativePoses.clear();
|
||||
_accumulators.clear();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -133,8 +135,8 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(std::vector<IKTarge
|
|||
computeAbsolutePoses(absolutePoses);
|
||||
|
||||
// clear the accumulators before we start the IK solver
|
||||
for (auto& accumulatorPair: _accumulators) {
|
||||
accumulatorPair.second.clear();
|
||||
for (auto& accumulator: _accumulators) {
|
||||
accumulator.clearAndClean();
|
||||
}
|
||||
|
||||
float largestError = 0.0f;
|
||||
|
@ -221,11 +223,11 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(std::vector<IKTarge
|
|||
++numLoops;
|
||||
|
||||
// harvest accumulated rotations and apply the average
|
||||
for (auto& accumulatorPair: _accumulators) {
|
||||
RotationAccumulator& accumulator = accumulatorPair.second;
|
||||
if (accumulator.size() > 0) {
|
||||
_relativePoses[accumulatorPair.first].rot = accumulator.getAverage();
|
||||
accumulator.clear();
|
||||
const int numJoints = (int)_accumulators.size();
|
||||
for (int i = 0; i < numJoints; ++i) {
|
||||
if (_accumulators[i].size() > 0) {
|
||||
_relativePoses[i].rot = _accumulators[i].getAverage();
|
||||
_accumulators[i].clear();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -299,7 +301,11 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
|
|||
int numJoints = (int)_relativePoses.size();
|
||||
for (int i = 0; i < numJoints; ++i) {
|
||||
float dotSign = copysignf(1.0f, glm::dot(_relativePoses[i].rot, underPoses[i].rot));
|
||||
_relativePoses[i].rot = glm::normalize(glm::lerp(_relativePoses[i].rot, dotSign * underPoses[i].rot, blend));
|
||||
if (_accumulators[i].isDirty()) {
|
||||
_relativePoses[i].rot = glm::normalize(glm::lerp(_relativePoses[i].rot, dotSign * underPoses[i].rot, blend));
|
||||
} else {
|
||||
_relativePoses[i].rot = underPoses[i].rot;
|
||||
}
|
||||
}
|
||||
}
|
||||
return evaluate(animVars, dt, triggersOut);
|
||||
|
@ -642,18 +648,3 @@ void AnimInverseKinematics::setSkeletonInternal(AnimSkeleton::ConstPointer skele
|
|||
clearConstraints();
|
||||
}
|
||||
}
|
||||
|
||||
void AnimInverseKinematics::relaxTowardDefaults(float dt) {
|
||||
// NOTE: for now we just use a single relaxation timescale for all joints, but in the future
|
||||
// we could vary the timescale on a per-joint basis or do other fancy things.
|
||||
|
||||
// for each joint: lerp towards the default pose
|
||||
const float RELAXATION_TIMESCALE = 0.25f;
|
||||
const float alpha = glm::clamp(dt / RELAXATION_TIMESCALE, 0.0f, 1.0f);
|
||||
int numJoints = (int)_relativePoses.size();
|
||||
for (int i = 0; i < numJoints; ++i) {
|
||||
float dotSign = copysignf(1.0f, glm::dot(_relativePoses[i].rot, _defaultRelativePoses[i].rot));
|
||||
_relativePoses[i].rot = glm::normalize(glm::lerp(_relativePoses[i].rot, dotSign * _defaultRelativePoses[i].rot, alpha));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -50,8 +50,6 @@ protected:
|
|||
// for AnimDebugDraw rendering
|
||||
virtual const AnimPoseVec& getPosesInternal() const override { return _relativePoses; }
|
||||
|
||||
void relaxTowardDefaults(float dt);
|
||||
|
||||
RotationConstraint* getConstraint(int index);
|
||||
void clearConstraints();
|
||||
void initConstraints();
|
||||
|
@ -72,7 +70,7 @@ protected:
|
|||
};
|
||||
|
||||
std::map<int, RotationConstraint*> _constraints;
|
||||
std::map<int, RotationAccumulator> _accumulators; // class-member to exploit temporal coherency
|
||||
std::vector<RotationAccumulator> _accumulators;
|
||||
std::vector<IKTargetVar> _targetVarVec;
|
||||
AnimPoseVec _defaultRelativePoses; // poses of the relaxed state
|
||||
AnimPoseVec _relativePoses; // current relative poses
|
||||
|
|
|
@ -11,17 +11,23 @@
|
|||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
void RotationAccumulator::add(glm::quat rotation) {
|
||||
void RotationAccumulator::add(const glm::quat& rotation) {
|
||||
// make sure both quaternions are on the same hyper-hemisphere before we add them linearly (lerp)
|
||||
_rotationSum += copysignf(1.0f, glm::dot(_rotationSum, rotation)) * rotation;
|
||||
++_numRotations;
|
||||
_isDirty = true;
|
||||
}
|
||||
|
||||
glm::quat RotationAccumulator::getAverage() {
|
||||
return (_numRotations > 0) ? glm::normalize(_rotationSum) : glm::quat();
|
||||
}
|
||||
|
||||
void RotationAccumulator::clear() {
|
||||
void RotationAccumulator::clear() {
|
||||
_rotationSum *= 0.0f;
|
||||
_numRotations = 0;
|
||||
}
|
||||
|
||||
void RotationAccumulator::clearAndClean() {
|
||||
clear();
|
||||
_isDirty = false;
|
||||
}
|
||||
|
|
|
@ -14,19 +14,27 @@
|
|||
|
||||
class RotationAccumulator {
|
||||
public:
|
||||
RotationAccumulator() : _rotationSum(0.0f, 0.0f, 0.0f, 0.0f), _numRotations(0) { }
|
||||
RotationAccumulator() : _rotationSum(0.0f, 0.0f, 0.0f, 0.0f), _numRotations(0), _isDirty(false) { }
|
||||
|
||||
int size() const { return _numRotations; }
|
||||
|
||||
void add(glm::quat rotation);
|
||||
void add(const glm::quat& rotation);
|
||||
|
||||
glm::quat getAverage();
|
||||
|
||||
/// \return true if any rotations were accumulated
|
||||
bool isDirty() const { return _isDirty; }
|
||||
|
||||
/// \brief clear accumulated rotation but don't change _isDirty
|
||||
void clear();
|
||||
|
||||
/// \brief clear accumulated rotation and set _isDirty to false
|
||||
void clearAndClean();
|
||||
|
||||
private:
|
||||
glm::quat _rotationSum;
|
||||
int _numRotations;
|
||||
bool _isDirty;
|
||||
};
|
||||
|
||||
#endif // hifi_RotationAccumulator_h
|
||||
|
|
|
@ -1727,9 +1727,7 @@ void Model::segregateMeshGroups() {
|
|||
// Run through all of the meshes, and place them into their segregated, but unsorted buckets
|
||||
int shapeID = 0;
|
||||
for (int i = 0; i < (int)networkMeshes.size(); i++) {
|
||||
//const NetworkMesh& networkMesh = *(networkMeshes.at(i).get());
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
//const MeshState& state = _meshStates.at(i);
|
||||
|
||||
// Create the render payloads
|
||||
int totalParts = mesh.parts.size();
|
||||
|
|
Loading…
Reference in a new issue