mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
Merge branch 'vr_menus' into infoview
Conflicts: tests/ui/src/main.cpp
This commit is contained in:
commit
9836ffed97
36 changed files with 429 additions and 1267 deletions
10
BUILD.md
10
BUILD.md
|
@ -1,7 +1,7 @@
|
|||
###Dependencies
|
||||
|
||||
* [cmake](http://www.cmake.org/cmake/resources/software.html) ~> 2.8.12.2
|
||||
* [Qt](http://qt-project.org/downloads) ~> 5.3.2
|
||||
* [Qt](http://www.qt.io/download-open-source) ~> 5.4.1
|
||||
* [OpenSSL](https://www.openssl.org/related/binaries.html) ~> 1.0.1g
|
||||
* IMPORTANT: OpenSSL 1.0.1g is critical to avoid a security vulnerability.
|
||||
* [VHACD](https://github.com/virneo/v-hacd)(clone this repository)(Optional)
|
||||
|
@ -37,12 +37,12 @@ Hifi uses CMake to generate build files and project files for your platform.
|
|||
####Qt
|
||||
In order for CMake to find the Qt5 find modules, you will need to set an ENV variable pointing to your Qt installation.
|
||||
|
||||
For example, a Qt5 5.3.2 installation to /usr/local/qt5 would require that QT_CMAKE_PREFIX_PATH be set with the following command. This can either be entered directly into your shell session before you build or in your shell profile (e.g.: ~/.bash_profile, ~/.bashrc, ~/.zshrc - this depends on your shell and environment).
|
||||
For example, a Qt5 5.4.1 installation to /usr/local/qt5 would require that QT_CMAKE_PREFIX_PATH be set with the following command. This can either be entered directly into your shell session before you build or in your shell profile (e.g.: ~/.bash_profile, ~/.bashrc, ~/.zshrc - this depends on your shell and environment).
|
||||
|
||||
The path it needs to be set to will depend on where and how Qt5 was installed. e.g.
|
||||
|
||||
export QT_CMAKE_PREFIX_PATH=/usr/local/qt/5.3.2/clang_64/lib/cmake/
|
||||
export QT_CMAKE_PREFIX_PATH=/usr/local/Cellar/qt5/5.3.2/lib/cmake
|
||||
export QT_CMAKE_PREFIX_PATH=/usr/local/qt/5.4.1/clang_64/lib/cmake/
|
||||
export QT_CMAKE_PREFIX_PATH=/usr/local/Cellar/qt5/5.4.1/lib/cmake
|
||||
export QT_CMAKE_PREFIX_PATH=/usr/local/opt/qt5/lib/cmake
|
||||
|
||||
####Generating build files
|
||||
|
@ -57,7 +57,7 @@ Any variables that need to be set for CMake to find dependencies can be set as E
|
|||
|
||||
For example, to pass the QT_CMAKE_PREFIX_PATH variable during build file generation:
|
||||
|
||||
cmake .. -DQT_CMAKE_PREFIX_PATH=/usr/local/qt/5.3.2/lib/cmake
|
||||
cmake .. -DQT_CMAKE_PREFIX_PATH=/usr/local/qt/5.4.1/lib/cmake
|
||||
|
||||
####Finding Dependencies
|
||||
|
||||
|
|
|
@ -10,7 +10,7 @@ Please read the [general build guide](BUILD.md) for information on dependencies
|
|||
|
||||
We have a [homebrew formulas repository](https://github.com/highfidelity/homebrew-formulas) that you can use/tap to install some of the dependencies. In the code block above qt5 is installed from a formula in this repository.
|
||||
|
||||
*Our [qt5 homebrew formula](https://raw.github.com/highfidelity/homebrew-formulas/master/qt5.rb) is for a patched version of Qt 5.3.x stable that removes wireless network scanning that can reduce real-time audio performance. We recommended you use this formula to install Qt.*
|
||||
*Our [qt5 homebrew formula](https://raw.github.com/highfidelity/homebrew-formulas/master/qt5.rb) is for a patched version of Qt 5.4.x stable that removes wireless network scanning that can reduce real-time audio performance. We recommended you use this formula to install Qt.*
|
||||
|
||||
###Xcode
|
||||
If Xcode is your editor of choice, you can ask CMake to generate Xcode project files instead of Unix Makefiles.
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -325,7 +325,6 @@ Dialog {
|
|||
|
||||
case Qt.Key_Enter:
|
||||
case Qt.Key_Return:
|
||||
console.log("Accepting");
|
||||
event.accepted = true
|
||||
content.accept()
|
||||
break
|
||||
|
|
115
interface/resources/qml/TestMenu.qml
Normal file
115
interface/resources/qml/TestMenu.qml
Normal file
|
@ -0,0 +1,115 @@
|
|||
import QtQuick 2.4
|
||||
import QtQuick.Controls 1.3
|
||||
import Hifi 1.0
|
||||
|
||||
// Currently for testing a pure QML replacement menu
|
||||
Item {
|
||||
Item {
|
||||
objectName: "AllActions"
|
||||
Action {
|
||||
id: aboutApp
|
||||
objectName: "HifiAction_" + MenuConstants.AboutApp
|
||||
text: qsTr("About Interface")
|
||||
}
|
||||
|
||||
//
|
||||
// File Menu
|
||||
//
|
||||
Action {
|
||||
id: login
|
||||
objectName: "HifiAction_" + MenuConstants.Login
|
||||
text: qsTr("Login")
|
||||
}
|
||||
Action {
|
||||
id: quit
|
||||
objectName: "HifiAction_" + MenuConstants.Quit
|
||||
text: qsTr("Quit")
|
||||
//shortcut: StandardKey.Quit
|
||||
shortcut: "Ctrl+Q"
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Edit menu
|
||||
//
|
||||
Action {
|
||||
id: undo
|
||||
text: "Undo"
|
||||
shortcut: StandardKey.Undo
|
||||
}
|
||||
|
||||
Action {
|
||||
id: redo
|
||||
text: "Redo"
|
||||
shortcut: StandardKey.Redo
|
||||
}
|
||||
|
||||
Action {
|
||||
id: animations
|
||||
objectName: "HifiAction_" + MenuConstants.Animations
|
||||
text: qsTr("Animations...")
|
||||
}
|
||||
Action {
|
||||
id: attachments
|
||||
text: qsTr("Attachments...")
|
||||
}
|
||||
Action {
|
||||
id: explode
|
||||
text: qsTr("Explode on quit")
|
||||
checkable: true
|
||||
checked: true
|
||||
}
|
||||
Action {
|
||||
id: freeze
|
||||
text: qsTr("Freeze on quit")
|
||||
checkable: true
|
||||
checked: false
|
||||
}
|
||||
ExclusiveGroup {
|
||||
Action {
|
||||
id: visibleToEveryone
|
||||
objectName: "HifiAction_" + MenuConstants.VisibleToEveryone
|
||||
text: qsTr("Everyone")
|
||||
checkable: true
|
||||
checked: true
|
||||
}
|
||||
Action {
|
||||
id: visibleToFriends
|
||||
objectName: "HifiAction_" + MenuConstants.VisibleToFriends
|
||||
text: qsTr("Friends")
|
||||
checkable: true
|
||||
}
|
||||
Action {
|
||||
id: visibleToNoOne
|
||||
objectName: "HifiAction_" + MenuConstants.VisibleToNoOne
|
||||
text: qsTr("No one")
|
||||
checkable: true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Menu {
|
||||
objectName: "rootMenu";
|
||||
Menu {
|
||||
title: "File"
|
||||
MenuItem { action: login }
|
||||
MenuItem { action: explode }
|
||||
MenuItem { action: freeze }
|
||||
MenuItem { action: quit }
|
||||
}
|
||||
Menu {
|
||||
title: "Tools"
|
||||
Menu {
|
||||
title: "I Am Visible To"
|
||||
MenuItem { action: visibleToEveryone }
|
||||
MenuItem { action: visibleToFriends }
|
||||
MenuItem { action: visibleToNoOne }
|
||||
}
|
||||
MenuItem { action: animations }
|
||||
}
|
||||
Menu {
|
||||
title: "Help"
|
||||
MenuItem { action: aboutApp }
|
||||
}
|
||||
}
|
||||
}
|
|
@ -128,13 +128,16 @@ Hifi.VrMenu {
|
|||
// visible: source.visible
|
||||
Row {
|
||||
id: row
|
||||
spacing: 4
|
||||
spacing: 2
|
||||
anchors {
|
||||
top: parent.top
|
||||
topMargin: 2
|
||||
}
|
||||
Spacer { size: 4 }
|
||||
FontAwesome {
|
||||
id: check
|
||||
verticalAlignment: Text.AlignVCenter
|
||||
y: 2
|
||||
size: label.height
|
||||
text: checkText()
|
||||
color: label.color
|
||||
|
@ -191,6 +194,7 @@ Hifi.VrMenu {
|
|||
bottom: parent.bottom
|
||||
left: parent.left
|
||||
right: tag.right
|
||||
rightMargin: -4
|
||||
}
|
||||
acceptedButtons: Qt.LeftButton
|
||||
hoverEnabled: true
|
||||
|
@ -263,23 +267,22 @@ Hifi.VrMenu {
|
|||
function popColumn() {
|
||||
if (columns.length > 0) {
|
||||
var curColumn = columns.pop();
|
||||
console.log(curColumn);
|
||||
curColumn.visible = false;
|
||||
curColumn.destroy();
|
||||
models.pop();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (columns.length == 0) {
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
curColumn = lastColumn();
|
||||
curColumn.enabled = true;
|
||||
curColumn.opacity = 1.0;
|
||||
curColumn.forceActiveFocus();
|
||||
}
|
||||
|
||||
|
||||
function selectItem(source) {
|
||||
switch (source.type) {
|
||||
case 2:
|
||||
|
@ -317,7 +320,7 @@ Hifi.VrMenu {
|
|||
root.popColumn();
|
||||
} else {
|
||||
root.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -92,6 +92,7 @@ DialogBase {
|
|||
anchors.bottom: parent.bottom
|
||||
width: 16
|
||||
height: 16
|
||||
z: 1000
|
||||
hoverEnabled: true
|
||||
onPressed: {
|
||||
startX = mouseX
|
||||
|
@ -143,4 +144,15 @@ DialogBase {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
Keys.onPressed: {
|
||||
switch(event.key) {
|
||||
case Qt.Key_W:
|
||||
if (event.modifiers == Qt.ControlModifier) {
|
||||
event.accepted = true
|
||||
enabled = false
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -22,11 +22,13 @@ Item {
|
|||
readonly property alias titleWidth: titleBorder.width
|
||||
readonly property alias titleHeight: titleBorder.height
|
||||
|
||||
// readonly property real borderWidth: hifi.styles.borderWidth
|
||||
readonly property real borderWidth: 0
|
||||
property alias clientBorder: clientBorder
|
||||
readonly property real clientX: clientBorder.x + hifi.styles.borderWidth
|
||||
readonly property real clientY: clientBorder.y + hifi.styles.borderWidth
|
||||
readonly property real clientWidth: clientBorder.width - hifi.styles.borderWidth * 2
|
||||
readonly property real clientHeight: clientBorder.height - hifi.styles.borderWidth * 2
|
||||
readonly property real clientX: clientBorder.x + borderWidth
|
||||
readonly property real clientY: clientBorder.y + borderWidth
|
||||
readonly property real clientWidth: clientBorder.width - borderWidth * 2
|
||||
readonly property real clientHeight: clientBorder.height - borderWidth * 2
|
||||
|
||||
/*
|
||||
* Window decorations, with a title bar and frames
|
||||
|
@ -35,6 +37,7 @@ Item {
|
|||
id: windowBorder
|
||||
anchors.fill: parent
|
||||
border.color: root.frameColor
|
||||
border.width: 0
|
||||
color: "#00000000"
|
||||
|
||||
Border {
|
||||
|
@ -43,11 +46,13 @@ Item {
|
|||
anchors.right: parent.right
|
||||
anchors.left: parent.left
|
||||
border.color: root.frameColor
|
||||
border.width: 0
|
||||
clip: true
|
||||
color: root.active ?
|
||||
hifi.colors.activeWindow.headerBackground :
|
||||
hifi.colors.inactiveWindow.headerBackground
|
||||
|
||||
|
||||
Text {
|
||||
id: titleText
|
||||
color: root.active ?
|
||||
|
@ -60,8 +65,26 @@ Item {
|
|||
}
|
||||
} // header border
|
||||
|
||||
// These two rectangles hide the curves between the title area
|
||||
// and the client area
|
||||
Rectangle {
|
||||
y: titleBorder.height - titleBorder.radius
|
||||
height: titleBorder.radius
|
||||
width: titleBorder.width
|
||||
color: titleBorder.color
|
||||
visible: borderWidth == 0
|
||||
}
|
||||
|
||||
Rectangle {
|
||||
y: titleBorder.height
|
||||
width: clientBorder.width
|
||||
height: clientBorder.radius
|
||||
color: clientBorder.color
|
||||
}
|
||||
|
||||
Border {
|
||||
id: clientBorder
|
||||
border.width: 0
|
||||
border.color: root.frameColor
|
||||
color: root.backgroundColor
|
||||
anchors.bottom: parent.bottom
|
||||
|
@ -69,7 +92,6 @@ Item {
|
|||
anchors.topMargin: -titleBorder.border.width
|
||||
anchors.right: parent.right
|
||||
anchors.left: parent.left
|
||||
clip: true
|
||||
} // client border
|
||||
} // window border
|
||||
|
||||
|
|
|
@ -13,14 +13,14 @@ Original.TextInput {
|
|||
font.family: hifi.fonts.fontFamily
|
||||
font.pointSize: hifi.fonts.fontSize
|
||||
|
||||
|
||||
/*
|
||||
Original.Rectangle {
|
||||
// Render the rectangle as background
|
||||
z: -1
|
||||
anchors.fill: parent
|
||||
color: hifi.colors.inputBackground
|
||||
}
|
||||
|
||||
*/
|
||||
Text {
|
||||
anchors.fill: parent
|
||||
font.pointSize: parent.font.pointSize
|
||||
|
|
|
@ -766,6 +766,7 @@ void Application::initializeUi() {
|
|||
AddressBarDialog::registerType();
|
||||
LoginDialog::registerType();
|
||||
MessageDialog::registerType();
|
||||
VrMenu::registerType();
|
||||
|
||||
auto offscreenUi = DependencyManager::get<OffscreenUi>();
|
||||
offscreenUi->create(_glWidget->context()->contextHandle());
|
||||
|
@ -774,6 +775,8 @@ void Application::initializeUi() {
|
|||
offscreenUi->setBaseUrl(QUrl::fromLocalFile(PathUtils::resourcesPath() + "/qml/"));
|
||||
offscreenUi->load("Root.qml");
|
||||
offscreenUi->load("RootMenu.qml");
|
||||
VrMenu::load();
|
||||
VrMenu::executeQueuedLambdas();
|
||||
offscreenUi->setMouseTranslator([this](const QPointF& p){
|
||||
if (OculusManager::isConnected()) {
|
||||
glm::vec2 pos = _applicationOverlay.screenToOverlay(toGlm(p));
|
||||
|
@ -4441,7 +4444,6 @@ void Application::checkSkeleton() {
|
|||
|
||||
_myAvatar->useBodyURL(DEFAULT_BODY_MODEL_URL, "Default");
|
||||
} else {
|
||||
_myAvatar->updateCharacterController();
|
||||
_physicsEngine.setCharacterController(_myAvatar->getCharacterController());
|
||||
}
|
||||
}
|
||||
|
|
|
@ -975,7 +975,9 @@ bool Menu::menuItemExists(const QString& menu, const QString& menuitem) {
|
|||
|
||||
|
||||
MenuWrapper::MenuWrapper(QMenu* menu) : _realMenu(menu) {
|
||||
VrMenu::instance()->addMenu(menu);
|
||||
VrMenu::executeOrQueue([=](VrMenu* vrMenu) {
|
||||
vrMenu->addMenu(menu);
|
||||
});
|
||||
_backMap[menu] = this;
|
||||
}
|
||||
|
||||
|
@ -997,18 +999,24 @@ void MenuWrapper::addSeparator() {
|
|||
|
||||
void MenuWrapper::addAction(QAction* action) {
|
||||
_realMenu->addAction(action);
|
||||
VrMenu::instance()->addAction(_realMenu, action);
|
||||
VrMenu::executeOrQueue([=](VrMenu* vrMenu) {
|
||||
vrMenu->addAction(_realMenu, action);
|
||||
});
|
||||
}
|
||||
|
||||
QAction* MenuWrapper::addAction(const QString& menuName) {
|
||||
QAction* action = _realMenu->addAction(menuName);
|
||||
VrMenu::instance()->addAction(_realMenu, action);
|
||||
VrMenu::executeOrQueue([=](VrMenu* vrMenu) {
|
||||
vrMenu->addAction(_realMenu, action);
|
||||
});
|
||||
return action;
|
||||
}
|
||||
|
||||
QAction* MenuWrapper::addAction(const QString& menuName, const QObject* receiver, const char* member, const QKeySequence& shortcut) {
|
||||
QAction* action = _realMenu->addAction(menuName, receiver, member, shortcut);
|
||||
VrMenu::instance()->addAction(_realMenu, action);
|
||||
VrMenu::executeOrQueue([=](VrMenu* vrMenu) {
|
||||
vrMenu->addAction(_realMenu, action);
|
||||
});
|
||||
return action;
|
||||
}
|
||||
|
||||
|
@ -1018,7 +1026,9 @@ void MenuWrapper::removeAction(QAction* action) {
|
|||
|
||||
void MenuWrapper::insertAction(QAction* before, QAction* action) {
|
||||
_realMenu->insertAction(before, action);
|
||||
VrMenu::instance()->insertAction(before, action);
|
||||
VrMenu::executeOrQueue([=](VrMenu* vrMenu) {
|
||||
vrMenu->insertAction(before, action);
|
||||
});
|
||||
}
|
||||
|
||||
QHash<QMenu*, MenuWrapper*> MenuWrapper::_backMap;
|
||||
|
|
|
@ -1058,3 +1058,20 @@ void Avatar::setShowDisplayName(bool showDisplayName) {
|
|||
|
||||
}
|
||||
|
||||
// virtual
|
||||
void Avatar::rebuildSkeletonBody() {
|
||||
/* TODO: implement this and remove override from MyAvatar (when we have AvatarMotionStates working)
|
||||
if (_motionState) {
|
||||
// compute localAABox
|
||||
const CapsuleShape& capsule = _skeletonModel.getBoundingShape();
|
||||
float radius = capsule.getRadius();
|
||||
float height = 2.0f * (capsule.getHalfHeight() + radius);
|
||||
glm::vec3 corner(-radius, -0.5f * height, -radius);
|
||||
corner += _skeletonModel.getBoundingShapeOffset();
|
||||
glm::vec3 scale(2.0f * radius, height, 2.0f * radius);
|
||||
//_characterController.setLocalBoundingBox(corner, scale);
|
||||
_motionState->setBoundingBox(corner, scale);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
|
|
@ -162,6 +162,8 @@ public:
|
|||
// (otherwise floating point error will cause problems at large positions).
|
||||
void applyPositionDelta(const glm::vec3& delta);
|
||||
|
||||
virtual void rebuildSkeletonBody();
|
||||
|
||||
signals:
|
||||
void collisionWithAvatar(const QUuid& myUUID, const QUuid& theirUUID, const CollisionInfo& collision);
|
||||
|
||||
|
@ -228,6 +230,8 @@ private:
|
|||
static int _jointConesID;
|
||||
|
||||
int _voiceSphereID;
|
||||
|
||||
//AvatarMotionState* _motionState = nullptr;
|
||||
};
|
||||
|
||||
#endif // hifi_Avatar_h
|
||||
|
|
|
@ -59,7 +59,7 @@ private:
|
|||
|
||||
AvatarSharedPointer newSharedAvatar();
|
||||
|
||||
// virtual override
|
||||
// virtual overrides
|
||||
AvatarHash::iterator erase(const AvatarHash::iterator& iterator);
|
||||
|
||||
QVector<AvatarSharedPointer> _avatarFades;
|
||||
|
|
|
@ -987,6 +987,13 @@ void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
|
|||
}
|
||||
|
||||
void MyAvatar::useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName) {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "useFullAvatarURL", Qt::BlockingQueuedConnection,
|
||||
Q_ARG(const QUrl&, fullAvatarURL),
|
||||
Q_ARG(const QString&, modelName));
|
||||
return;
|
||||
}
|
||||
|
||||
_useFullAvatar = true;
|
||||
|
||||
if (_fullAvatarURLFromPreferences != fullAvatarURL) {
|
||||
|
@ -1019,6 +1026,15 @@ void MyAvatar::useBodyURL(const QUrl& bodyURL, const QString& modelName) {
|
|||
}
|
||||
|
||||
void MyAvatar::useHeadAndBodyURLs(const QUrl& headURL, const QUrl& bodyURL, const QString& headName, const QString& bodyName) {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "useFullAvatarURL", Qt::BlockingQueuedConnection,
|
||||
Q_ARG(const QUrl&, headURL),
|
||||
Q_ARG(const QUrl&, bodyURL),
|
||||
Q_ARG(const QString&, headName),
|
||||
Q_ARG(const QString&, bodyName));
|
||||
return;
|
||||
}
|
||||
|
||||
_useFullAvatar = false;
|
||||
|
||||
if (_headURLFromPreferences != headURL) {
|
||||
|
@ -1079,7 +1095,7 @@ glm::vec3 MyAvatar::getSkeletonPosition() const {
|
|||
return Avatar::getPosition();
|
||||
}
|
||||
|
||||
void MyAvatar::updateCharacterController() {
|
||||
void MyAvatar::rebuildSkeletonBody() {
|
||||
// compute localAABox
|
||||
const CapsuleShape& capsule = _skeletonModel.getBoundingShape();
|
||||
float radius = capsule.getRadius();
|
||||
|
|
|
@ -138,7 +138,6 @@ public:
|
|||
virtual glm::vec3 getSkeletonPosition() const;
|
||||
void updateLocalAABox();
|
||||
DynamicCharacterController* getCharacterController() { return &_characterController; }
|
||||
void updateCharacterController();
|
||||
|
||||
void clearJointAnimationPriorities();
|
||||
|
||||
|
@ -192,6 +191,8 @@ public slots:
|
|||
void stopRecording();
|
||||
void saveRecording(QString filename);
|
||||
void loadLastRecording();
|
||||
|
||||
virtual void rebuildSkeletonBody();
|
||||
|
||||
signals:
|
||||
void transformChanged();
|
||||
|
|
|
@ -40,13 +40,14 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) :
|
|||
_clampedFootPosition(0.0f),
|
||||
_headClipDistance(DEFAULT_NEAR_CLIP)
|
||||
{
|
||||
assert(_owningAvatar);
|
||||
}
|
||||
|
||||
SkeletonModel::~SkeletonModel() {
|
||||
}
|
||||
|
||||
void SkeletonModel::setJointStates(QVector<JointState> states) {
|
||||
Model::setJointStates(states);
|
||||
void SkeletonModel::initJointStates(QVector<JointState> states) {
|
||||
Model::initJointStates(states);
|
||||
|
||||
// Determine the default eye position for avatar scale = 1.0
|
||||
int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
|
||||
|
@ -83,6 +84,7 @@ void SkeletonModel::setJointStates(QVector<JointState> states) {
|
|||
_headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z);
|
||||
_headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP);
|
||||
|
||||
_owningAvatar->rebuildSkeletonBody();
|
||||
emit skeletonLoaded();
|
||||
}
|
||||
|
||||
|
|
|
@ -28,7 +28,7 @@ public:
|
|||
SkeletonModel(Avatar* owningAvatar, QObject* parent = NULL);
|
||||
~SkeletonModel();
|
||||
|
||||
void setJointStates(QVector<JointState> states);
|
||||
virtual void initJointStates(QVector<JointState> states);
|
||||
|
||||
void simulate(float deltaTime, bool fullUpdate = true);
|
||||
|
||||
|
|
|
@ -680,6 +680,17 @@ void EntityItem::setMass(float mass) {
|
|||
}
|
||||
}
|
||||
|
||||
const float DEFAULT_ENTITY_RESTITUTION = 0.5f;
|
||||
const float DEFAULT_ENTITY_FRICTION = 0.5f;
|
||||
|
||||
float EntityItem::getRestitution() const {
|
||||
return DEFAULT_ENTITY_RESTITUTION;
|
||||
}
|
||||
|
||||
float EntityItem::getFriction() const {
|
||||
return DEFAULT_ENTITY_FRICTION;
|
||||
}
|
||||
|
||||
void EntityItem::simulate(const quint64& now) {
|
||||
if (_lastSimulated == 0) {
|
||||
_lastSimulated = now;
|
||||
|
@ -840,11 +851,11 @@ glm::mat4 EntityItem::getWorldToEntityMatrix() const {
|
|||
return glm::inverse(getEntityToWorldMatrix());
|
||||
}
|
||||
|
||||
glm::vec3 EntityItem::entityToWorld(const glm::vec3 point) const {
|
||||
glm::vec3 EntityItem::entityToWorld(const glm::vec3& point) const {
|
||||
return glm::vec3(getEntityToWorldMatrix() * glm::vec4(point, 1.0f));
|
||||
}
|
||||
|
||||
glm::vec3 EntityItem::worldToEntity(const glm::vec3 point) const {
|
||||
glm::vec3 EntityItem::worldToEntity(const glm::vec3& point) const {
|
||||
return glm::vec3(getWorldToEntityMatrix() * glm::vec4(point, 1.0f));
|
||||
}
|
||||
|
||||
|
@ -1164,7 +1175,7 @@ void EntityItem::updateVelocity(const glm::vec3& value) {
|
|||
void EntityItem::updateDamping(float value) {
|
||||
if (fabsf(_damping - value) > MIN_DAMPING_DELTA) {
|
||||
_damping = glm::clamp(value, 0.0f, 1.0f);
|
||||
_dirtyFlags |= EntityItem::DIRTY_VELOCITY;
|
||||
_dirtyFlags |= EntityItem::DIRTY_MATERIAL;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1202,7 +1213,7 @@ void EntityItem::updateAngularVelocity(const glm::vec3& value) {
|
|||
void EntityItem::updateAngularDamping(float value) {
|
||||
if (fabsf(_angularDamping - value) > MIN_DAMPING_DELTA) {
|
||||
_angularDamping = glm::clamp(value, 0.0f, 1.0f);
|
||||
_dirtyFlags |= EntityItem::DIRTY_VELOCITY;
|
||||
_dirtyFlags |= EntityItem::DIRTY_MATERIAL;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -55,7 +55,8 @@ public:
|
|||
DIRTY_SHAPE = 0x0020,
|
||||
DIRTY_LIFETIME = 0x0040,
|
||||
DIRTY_UPDATEABLE = 0x0080,
|
||||
DIRTY_PHYSICS_NO_WAKE = 0x0100 // we want to update values in physics engine without "waking" the object up
|
||||
DIRTY_MATERIAL = 0x00100,
|
||||
DIRTY_PHYSICS_NO_WAKE = 0x0200 // we want to update values in physics engine without "waking" the object up
|
||||
};
|
||||
|
||||
DONT_ALLOW_INSTANTIATION // This class can not be instantiated directly
|
||||
|
@ -174,7 +175,7 @@ public:
|
|||
|
||||
float getDensity() const { return _density; }
|
||||
|
||||
const glm::vec3 getVelocity() const { return _velocity; } /// get velocity in meters
|
||||
const glm::vec3& getVelocity() const { return _velocity; } /// get velocity in meters
|
||||
void setVelocity(const glm::vec3& value) { _velocity = value; } /// velocity in meters
|
||||
bool hasVelocity() const { return _velocity != ENTITY_ITEM_ZERO_VEC3; }
|
||||
|
||||
|
@ -182,13 +183,16 @@ public:
|
|||
void setGravity(const glm::vec3& value) { _gravity = value; } /// gravity in meters
|
||||
bool hasGravity() const { return _gravity != ENTITY_ITEM_ZERO_VEC3; }
|
||||
|
||||
const glm::vec3 getAcceleration() const { return _acceleration; } /// get acceleration in meters/second/second
|
||||
const glm::vec3& getAcceleration() const { return _acceleration; } /// get acceleration in meters/second/second
|
||||
void setAcceleration(const glm::vec3& value) { _acceleration = value; } /// acceleration in meters/second/second
|
||||
bool hasAcceleration() const { return _acceleration != ENTITY_ITEM_ZERO_VEC3; }
|
||||
|
||||
float getDamping() const { return _damping; }
|
||||
void setDamping(float value) { _damping = value; }
|
||||
|
||||
float getRestitution() const;
|
||||
float getFriction() const;
|
||||
|
||||
// lifetime related properties.
|
||||
float getLifetime() const { return _lifetime; } /// get the lifetime in seconds for the entity
|
||||
void setLifetime(float value) { _lifetime = value; } /// set the lifetime in seconds for the entity
|
||||
|
@ -298,8 +302,8 @@ public:
|
|||
|
||||
glm::mat4 getEntityToWorldMatrix() const;
|
||||
glm::mat4 getWorldToEntityMatrix() const;
|
||||
glm::vec3 worldToEntity(const glm::vec3 point) const;
|
||||
glm::vec3 entityToWorld(const glm::vec3 point) const;
|
||||
glm::vec3 worldToEntity(const glm::vec3& point) const;
|
||||
glm::vec3 entityToWorld(const glm::vec3& point) const;
|
||||
|
||||
protected:
|
||||
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include "LightEntityItem.h"
|
||||
#include "ModelEntityItem.h"
|
||||
#include "ZoneEntityItem.h"
|
||||
#include "EntitiesLogging.h"
|
||||
|
||||
|
||||
EntityScriptingInterface::EntityScriptingInterface() :
|
||||
|
@ -78,19 +79,27 @@ EntityItemID EntityScriptingInterface::addEntity(const EntityItemProperties& pro
|
|||
|
||||
EntityItemProperties propertiesWithSimID = properties;
|
||||
|
||||
EntityItemID id(NEW_ENTITY, creatorTokenID, false );
|
||||
EntityItemID id(NEW_ENTITY, creatorTokenID, false);
|
||||
|
||||
// If we have a local entity tree set, then also update it.
|
||||
bool success = true;
|
||||
if (_entityTree) {
|
||||
_entityTree->lockForWrite();
|
||||
EntityItem* entity = _entityTree->addEntity(id, propertiesWithSimID);
|
||||
// This Node is creating a new object. If it's in motion, set this Node as the simulator.
|
||||
setSimId(propertiesWithSimID, entity);
|
||||
if (entity) {
|
||||
// This Node is creating a new object. If it's in motion, set this Node as the simulator.
|
||||
setSimId(propertiesWithSimID, entity);
|
||||
} else {
|
||||
qCDebug(entities) << "script failed to add new Entity to local Octree";
|
||||
success = false;
|
||||
}
|
||||
_entityTree->unlock();
|
||||
}
|
||||
|
||||
// queue the packet
|
||||
queueEntityMessage(PacketTypeEntityAddOrEdit, id, propertiesWithSimID);
|
||||
if (success) {
|
||||
queueEntityMessage(PacketTypeEntityAddOrEdit, id, propertiesWithSimID);
|
||||
}
|
||||
|
||||
return id;
|
||||
}
|
||||
|
|
|
@ -192,6 +192,14 @@ bool EntityTree::updateEntityWithElement(EntityItem* entity, const EntityItemPro
|
|||
EntityItem* EntityTree::addEntity(const EntityItemID& entityID, const EntityItemProperties& properties) {
|
||||
EntityItem* result = NULL;
|
||||
|
||||
if (getIsClient()) {
|
||||
// if our Node isn't allowed to create entities in this domain, don't try.
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
if (!nodeList->getThisNodeCanRez()) {
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: This method is used in the client and the server tree. In the client, it's possible to create EntityItems
|
||||
// that do not yet have known IDs. In the server tree however we don't want to have entities without known IDs.
|
||||
bool recordCreationTime = false;
|
||||
|
|
|
@ -94,7 +94,7 @@ void DynamicCharacterController::preStep(btCollisionWorld* collisionWorld) {
|
|||
}
|
||||
}
|
||||
|
||||
void DynamicCharacterController::playerStep(btCollisionWorld* dynaWorld,btScalar dt) {
|
||||
void DynamicCharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
|
||||
btVector3 actualVelocity = _rigidBody->getLinearVelocity();
|
||||
btScalar actualSpeed = actualVelocity.length();
|
||||
|
||||
|
@ -315,10 +315,10 @@ void DynamicCharacterController::updateShapeIfNecessary() {
|
|||
float mass = 1.0f;
|
||||
btVector3 inertia(1.0f, 1.0f, 1.0f);
|
||||
_rigidBody = new btRigidBody(mass, NULL, _shape, inertia);
|
||||
_rigidBody->setSleepingThresholds (0.0f, 0.0f);
|
||||
_rigidBody->setAngularFactor (0.0f);
|
||||
_rigidBody->setSleepingThresholds(0.0f, 0.0f);
|
||||
_rigidBody->setAngularFactor(0.0f);
|
||||
_rigidBody->setWorldTransform(btTransform(glmToBullet(_avatarData->getOrientation()),
|
||||
glmToBullet(_avatarData->getPosition())));
|
||||
glmToBullet(_avatarData->getPosition())));
|
||||
if (_isHovering) {
|
||||
_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
} else {
|
||||
|
|
|
@ -51,7 +51,7 @@ EntityMotionState::~EntityMotionState() {
|
|||
_entity = NULL;
|
||||
}
|
||||
|
||||
MotionType EntityMotionState::computeMotionType() const {
|
||||
MotionType EntityMotionState::computeObjectMotionType() const {
|
||||
if (_entity->getCollisionsWillMove()) {
|
||||
return MOTION_TYPE_DYNAMIC;
|
||||
}
|
||||
|
@ -68,7 +68,7 @@ void EntityMotionState::stepKinematicSimulation(quint64 now) {
|
|||
// which is different from physical kinematic motion (inside getWorldTransform())
|
||||
// which steps in physics simulation time.
|
||||
_entity->simulate(now);
|
||||
// TODO: we can't use ObjectMotionState::measureAcceleration() here because the entity
|
||||
// TODO: we can't use measureBodyAcceleration() here because the entity
|
||||
// has no RigidBody and the timestep is a little bit out of sync with the physics simulation anyway.
|
||||
// Hence we must manually measure kinematic velocity and acceleration.
|
||||
}
|
||||
|
@ -101,7 +101,7 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
|
|||
// This callback is invoked by the physics simulation at the end of each simulation step...
|
||||
// iff the corresponding RigidBody is DYNAMIC and has moved.
|
||||
void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
|
||||
measureAcceleration();
|
||||
measureBodyAcceleration();
|
||||
_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset());
|
||||
_entity->setRotation(bulletToGLM(worldTrans.getRotation()));
|
||||
|
||||
|
@ -138,20 +138,20 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
|
|||
#endif
|
||||
}
|
||||
|
||||
void EntityMotionState::updateObjectEasy(uint32_t flags, uint32_t step) {
|
||||
void EntityMotionState::updateBodyEasy(uint32_t flags, uint32_t step) {
|
||||
if (flags & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY | EntityItem::DIRTY_PHYSICS_NO_WAKE)) {
|
||||
if (flags & EntityItem::DIRTY_POSITION) {
|
||||
_sentPosition = _entity->getPosition() - ObjectMotionState::getWorldOffset();
|
||||
_sentPosition = getObjectPosition() - ObjectMotionState::getWorldOffset();
|
||||
btTransform worldTrans;
|
||||
worldTrans.setOrigin(glmToBullet(_sentPosition));
|
||||
|
||||
_sentRotation = _entity->getRotation();
|
||||
_sentRotation = getObjectRotation();
|
||||
worldTrans.setRotation(glmToBullet(_sentRotation));
|
||||
|
||||
_body->setWorldTransform(worldTrans);
|
||||
}
|
||||
if (flags & EntityItem::DIRTY_VELOCITY) {
|
||||
updateObjectVelocities();
|
||||
updateBodyVelocities();
|
||||
}
|
||||
_sentStep = step;
|
||||
|
||||
|
@ -160,54 +160,54 @@ void EntityMotionState::updateObjectEasy(uint32_t flags, uint32_t step) {
|
|||
}
|
||||
}
|
||||
|
||||
// TODO: entity support for friction and restitution
|
||||
//_restitution = _entity->getRestitution();
|
||||
_body->setRestitution(_restitution);
|
||||
//_friction = _entity->getFriction();
|
||||
_body->setFriction(_friction);
|
||||
|
||||
_linearDamping = _entity->getDamping();
|
||||
_angularDamping = _entity->getAngularDamping();
|
||||
_body->setDamping(_linearDamping, _angularDamping);
|
||||
if (flags & EntityItem::DIRTY_MATERIAL) {
|
||||
updateBodyMaterialProperties();
|
||||
}
|
||||
|
||||
if (flags & EntityItem::DIRTY_MASS) {
|
||||
float mass = _entity->computeMass();
|
||||
ShapeInfo shapeInfo;
|
||||
_entity->computeShapeInfo(shapeInfo);
|
||||
float mass = computeObjectMass(shapeInfo);
|
||||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
_body->getCollisionShape()->calculateLocalInertia(mass, inertia);
|
||||
_body->setMassProps(mass, inertia);
|
||||
_body->updateInertiaTensor();
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
void EntityMotionState::updateObjectVelocities() {
|
||||
void EntityMotionState::updateBodyMaterialProperties() {
|
||||
_body->setRestitution(getObjectRestitution());
|
||||
_body->setFriction(getObjectFriction());
|
||||
_body->setDamping(fabsf(btMin(getObjectLinearDamping(), 1.0f)), fabsf(btMin(getObjectAngularDamping(), 1.0f)));
|
||||
}
|
||||
|
||||
void EntityMotionState::updateBodyVelocities() {
|
||||
if (_body) {
|
||||
_sentVelocity = _entity->getVelocity();
|
||||
setVelocity(_sentVelocity);
|
||||
_sentVelocity = getObjectLinearVelocity();
|
||||
setBodyVelocity(_sentVelocity);
|
||||
|
||||
_sentAngularVelocity = _entity->getAngularVelocity();
|
||||
setAngularVelocity(_sentAngularVelocity);
|
||||
_sentAngularVelocity = getObjectAngularVelocity();
|
||||
setBodyAngularVelocity(_sentAngularVelocity);
|
||||
|
||||
_sentGravity = _entity->getGravity();
|
||||
setGravity(_sentGravity);
|
||||
_sentGravity = getObjectGravity();
|
||||
setBodyGravity(_sentGravity);
|
||||
|
||||
_body->setActivationState(ACTIVE_TAG);
|
||||
}
|
||||
}
|
||||
|
||||
void EntityMotionState::computeShapeInfo(ShapeInfo& shapeInfo) {
|
||||
void EntityMotionState::computeObjectShapeInfo(ShapeInfo& shapeInfo) {
|
||||
if (_entity->isReadyToComputeShape()) {
|
||||
_entity->computeShapeInfo(shapeInfo);
|
||||
}
|
||||
}
|
||||
|
||||
float EntityMotionState::computeMass(const ShapeInfo& shapeInfo) const {
|
||||
float EntityMotionState::computeObjectMass(const ShapeInfo& shapeInfo) const {
|
||||
return _entity->computeMass();
|
||||
}
|
||||
|
||||
bool EntityMotionState::shouldSendUpdate(uint32_t simulationFrame) {
|
||||
bool baseResult = this->ObjectMotionState::shouldSendUpdate(simulationFrame);
|
||||
|
||||
if (!baseResult) {
|
||||
if (!ObjectMotionState::shouldSendUpdate(simulationFrame)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -31,12 +31,11 @@ public:
|
|||
static void setOutgoingEntityList(QSet<EntityItem*>* list);
|
||||
static void enqueueOutgoingEntity(EntityItem* entity);
|
||||
|
||||
EntityMotionState() = delete; // prevent compiler from making default ctor
|
||||
EntityMotionState(EntityItem* item);
|
||||
virtual ~EntityMotionState();
|
||||
|
||||
/// \return MOTION_TYPE_DYNAMIC or MOTION_TYPE_STATIC based on params set in EntityItem
|
||||
virtual MotionType computeMotionType() const;
|
||||
virtual MotionType computeObjectMotionType() const;
|
||||
|
||||
virtual void updateKinematicState(uint32_t substep);
|
||||
virtual void stepKinematicSimulation(quint64 now);
|
||||
|
@ -50,11 +49,12 @@ public:
|
|||
virtual void setWorldTransform(const btTransform& worldTrans);
|
||||
|
||||
// these relay incoming values to the RigidBody
|
||||
virtual void updateObjectEasy(uint32_t flags, uint32_t step);
|
||||
virtual void updateObjectVelocities();
|
||||
virtual void updateBodyEasy(uint32_t flags, uint32_t step);
|
||||
virtual void updateBodyMaterialProperties();
|
||||
virtual void updateBodyVelocities();
|
||||
|
||||
virtual void computeShapeInfo(ShapeInfo& shapeInfo);
|
||||
virtual float computeMass(const ShapeInfo& shapeInfo) const;
|
||||
virtual void computeObjectShapeInfo(ShapeInfo& shapeInfo);
|
||||
virtual float computeObjectMass(const ShapeInfo& shapeInfo) const;
|
||||
|
||||
virtual bool shouldSendUpdate(uint32_t simulationFrame);
|
||||
virtual void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step);
|
||||
|
@ -70,6 +70,17 @@ public:
|
|||
virtual void setShouldClaimSimulationOwnership(bool value) { _shouldClaimSimulationOwnership = value; }
|
||||
virtual bool getShouldClaimSimulationOwnership() { return _shouldClaimSimulationOwnership; }
|
||||
|
||||
virtual float getObjectRestitution() const { return _entity->getRestitution(); }
|
||||
virtual float getObjectFriction() const { return _entity->getFriction(); }
|
||||
virtual float getObjectLinearDamping() const { return _entity->getDamping(); }
|
||||
virtual float getObjectAngularDamping() const { return _entity->getAngularDamping(); }
|
||||
|
||||
virtual const glm::vec3& getObjectPosition() const { return _entity->getPosition(); }
|
||||
virtual const glm::quat& getObjectRotation() const { return _entity->getRotation(); }
|
||||
virtual const glm::vec3& getObjectLinearVelocity() const { return _entity->getVelocity(); }
|
||||
virtual const glm::vec3& getObjectAngularVelocity() const { return _entity->getAngularVelocity(); }
|
||||
virtual const glm::vec3& getObjectGravity() const { return _entity->getGravity(); }
|
||||
|
||||
protected:
|
||||
EntityItem* _entity;
|
||||
quint8 _accelerationNearlyGravityCount;
|
||||
|
|
|
@ -36,17 +36,13 @@ const glm::vec3& ObjectMotionState::getWorldOffset() {
|
|||
}
|
||||
|
||||
// static
|
||||
uint32_t _simulationStep = 0;
|
||||
void ObjectMotionState::setSimulationStep(uint32_t step) {
|
||||
assert(step > _simulationStep);
|
||||
_simulationStep = step;
|
||||
uint32_t _worldSimulationStep = 0;
|
||||
void ObjectMotionState::setWorldSimulationStep(uint32_t step) {
|
||||
assert(step > _worldSimulationStep);
|
||||
_worldSimulationStep = step;
|
||||
}
|
||||
|
||||
ObjectMotionState::ObjectMotionState() :
|
||||
_friction(DEFAULT_FRICTION),
|
||||
_restitution(DEFAULT_RESTITUTION),
|
||||
_linearDamping(0.0f),
|
||||
_angularDamping(0.0f),
|
||||
_motionType(MOTION_TYPE_STATIC),
|
||||
_body(NULL),
|
||||
_sentMoving(false),
|
||||
|
@ -69,52 +65,36 @@ ObjectMotionState::~ObjectMotionState() {
|
|||
assert(_body == NULL);
|
||||
}
|
||||
|
||||
void ObjectMotionState::measureAcceleration() {
|
||||
void ObjectMotionState::measureBodyAcceleration() {
|
||||
// try to manually measure the true acceleration of the object
|
||||
uint32_t numSubsteps = _simulationStep - _lastSimulationStep;
|
||||
uint32_t numSubsteps = _worldSimulationStep - _lastSimulationStep;
|
||||
if (numSubsteps > 0) {
|
||||
float dt = ((float)numSubsteps * PHYSICS_ENGINE_FIXED_SUBSTEP);
|
||||
float invDt = 1.0f / dt;
|
||||
_lastSimulationStep = _simulationStep;
|
||||
_lastSimulationStep = _worldSimulationStep;
|
||||
|
||||
// Note: the integration equation for velocity uses damping: v1 = (v0 + a * dt) * (1 - D)^dt
|
||||
// hence the equation for acceleration is: a = (v1 / (1 - D)^dt - v0) / dt
|
||||
glm::vec3 velocity = bulletToGLM(_body->getLinearVelocity());
|
||||
_measuredAcceleration = (velocity / powf(1.0f - _linearDamping, dt) - _lastVelocity) * invDt;
|
||||
_measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt;
|
||||
_lastVelocity = velocity;
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectMotionState::resetMeasuredAcceleration() {
|
||||
_lastSimulationStep = _simulationStep;
|
||||
void ObjectMotionState::resetMeasuredBodyAcceleration() {
|
||||
_lastSimulationStep = _worldSimulationStep;
|
||||
_lastVelocity = bulletToGLM(_body->getLinearVelocity());
|
||||
}
|
||||
|
||||
void ObjectMotionState::setFriction(float friction) {
|
||||
_friction = btMax(btMin(fabsf(friction), MAX_FRICTION), 0.0f);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setRestitution(float restitution) {
|
||||
_restitution = btMax(btMin(fabsf(restitution), 1.0f), 0.0f);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setLinearDamping(float damping) {
|
||||
_linearDamping = btMax(btMin(fabsf(damping), 1.0f), 0.0f);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setAngularDamping(float damping) {
|
||||
_angularDamping = btMax(btMin(fabsf(damping), 1.0f), 0.0f);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setVelocity(const glm::vec3& velocity) const {
|
||||
void ObjectMotionState::setBodyVelocity(const glm::vec3& velocity) const {
|
||||
_body->setLinearVelocity(glmToBullet(velocity));
|
||||
}
|
||||
|
||||
void ObjectMotionState::setAngularVelocity(const glm::vec3& velocity) const {
|
||||
void ObjectMotionState::setBodyAngularVelocity(const glm::vec3& velocity) const {
|
||||
_body->setAngularVelocity(glmToBullet(velocity));
|
||||
}
|
||||
|
||||
void ObjectMotionState::setGravity(const glm::vec3& gravity) const {
|
||||
void ObjectMotionState::setBodyGravity(const glm::vec3& gravity) const {
|
||||
_body->setGravity(glmToBullet(gravity));
|
||||
}
|
||||
|
||||
|
@ -181,7 +161,7 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationStep) {
|
|||
// compute position error
|
||||
if (glm::length2(_sentVelocity) > 0.0f) {
|
||||
_sentVelocity += _sentAcceleration * dt;
|
||||
_sentVelocity *= powf(1.0f - _linearDamping, dt);
|
||||
_sentVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
|
||||
_sentPosition += dt * _sentVelocity;
|
||||
}
|
||||
|
||||
|
@ -206,7 +186,7 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationStep) {
|
|||
|
||||
if (glm::length2(_sentAngularVelocity) > 0.0f) {
|
||||
// compute rotation error
|
||||
float attenuation = powf(1.0f - _angularDamping, dt);
|
||||
float attenuation = powf(1.0f - _body->getAngularDamping(), dt);
|
||||
_sentAngularVelocity *= attenuation;
|
||||
|
||||
// Bullet caps the effective rotation velocity inside its rotation integration step, therefore
|
||||
|
|
|
@ -36,7 +36,7 @@ enum MotionStateType {
|
|||
// and re-added to the physics engine and "easy" which just updates the body properties.
|
||||
const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_MOTION_TYPE | EntityItem::DIRTY_SHAPE);
|
||||
const uint32_t EASY_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY |
|
||||
EntityItem::DIRTY_MASS | EntityItem::DIRTY_COLLISION_GROUP);
|
||||
EntityItem::DIRTY_MASS | EntityItem::DIRTY_COLLISION_GROUP | EntityItem::DIRTY_MATERIAL);
|
||||
|
||||
// These are the set of incoming flags that the PhysicsEngine needs to hear about:
|
||||
const uint32_t DIRTY_PHYSICS_FLAGS = HARD_DIRTY_PHYSICS_FLAGS | EASY_DIRTY_PHYSICS_FLAGS;
|
||||
|
@ -59,32 +59,30 @@ public:
|
|||
static void setWorldOffset(const glm::vec3& offset);
|
||||
static const glm::vec3& getWorldOffset();
|
||||
|
||||
static void setSimulationStep(uint32_t step);
|
||||
// The WorldSimulationStep is a cached copy of number of SubSteps of the simulation, used for local time measurements.
|
||||
static void setWorldSimulationStep(uint32_t step);
|
||||
|
||||
ObjectMotionState();
|
||||
~ObjectMotionState();
|
||||
|
||||
void measureAcceleration();
|
||||
void resetMeasuredAcceleration();
|
||||
void measureBodyAcceleration();
|
||||
void resetMeasuredBodyAcceleration();
|
||||
|
||||
// An EASY update does not require the object to be removed and then reinserted into the PhysicsEngine
|
||||
virtual void updateObjectEasy(uint32_t flags, uint32_t frame) = 0;
|
||||
virtual void updateObjectVelocities() = 0;
|
||||
virtual void updateBodyEasy(uint32_t flags, uint32_t frame) = 0;
|
||||
|
||||
virtual void updateBodyMaterialProperties() = 0;
|
||||
virtual void updateBodyVelocities() = 0;
|
||||
|
||||
MotionStateType getType() const { return _type; }
|
||||
virtual MotionType getMotionType() const { return _motionType; }
|
||||
|
||||
virtual void computeShapeInfo(ShapeInfo& info) = 0;
|
||||
virtual float computeMass(const ShapeInfo& shapeInfo) const = 0;
|
||||
virtual void computeObjectShapeInfo(ShapeInfo& info) = 0;
|
||||
virtual float computeObjectMass(const ShapeInfo& shapeInfo) const = 0;
|
||||
|
||||
void setFriction(float friction);
|
||||
void setRestitution(float restitution);
|
||||
void setLinearDamping(float damping);
|
||||
void setAngularDamping(float damping);
|
||||
|
||||
void setVelocity(const glm::vec3& velocity) const;
|
||||
void setAngularVelocity(const glm::vec3& velocity) const;
|
||||
void setGravity(const glm::vec3& gravity) const;
|
||||
void setBodyVelocity(const glm::vec3& velocity) const;
|
||||
void setBodyAngularVelocity(const glm::vec3& velocity) const;
|
||||
void setBodyGravity(const glm::vec3& gravity) const;
|
||||
|
||||
void getVelocity(glm::vec3& velocityOut) const;
|
||||
void getAngularVelocity(glm::vec3& angularVelocityOut) const;
|
||||
|
@ -97,7 +95,7 @@ public:
|
|||
virtual bool shouldSendUpdate(uint32_t simulationStep);
|
||||
virtual void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t frame) = 0;
|
||||
|
||||
virtual MotionType computeMotionType() const = 0;
|
||||
virtual MotionType computeObjectMotionType() const = 0;
|
||||
|
||||
virtual void updateKinematicState(uint32_t substep) = 0;
|
||||
|
||||
|
@ -117,18 +115,26 @@ public:
|
|||
virtual void setShouldClaimSimulationOwnership(bool value) { }
|
||||
virtual bool getShouldClaimSimulationOwnership() { return false; }
|
||||
|
||||
// These pure virtual methods must be implemented for each MotionState type
|
||||
// and make it possible to implement more complicated methods in this base class.
|
||||
|
||||
virtual float getObjectRestitution() const = 0;
|
||||
virtual float getObjectFriction() const = 0;
|
||||
virtual float getObjectLinearDamping() const = 0;
|
||||
virtual float getObjectAngularDamping() const = 0;
|
||||
|
||||
virtual const glm::vec3& getObjectPosition() const = 0;
|
||||
virtual const glm::quat& getObjectRotation() const = 0;
|
||||
virtual const glm::vec3& getObjectLinearVelocity() const = 0;
|
||||
virtual const glm::vec3& getObjectAngularVelocity() const = 0;
|
||||
virtual const glm::vec3& getObjectGravity() const = 0;
|
||||
|
||||
protected:
|
||||
void setRigidBody(btRigidBody* body);
|
||||
|
||||
MotionStateType _type = MOTION_STATE_TYPE_UNKNOWN;
|
||||
MotionStateType _type = MOTION_STATE_TYPE_UNKNOWN; // type of MotionState
|
||||
|
||||
// TODO: move these materials properties outside of ObjectMotionState
|
||||
float _friction;
|
||||
float _restitution;
|
||||
float _linearDamping;
|
||||
float _angularDamping;
|
||||
|
||||
MotionType _motionType;
|
||||
MotionType _motionType; // type of motion: KINEMATIC, DYNAMIC, or STATIC
|
||||
|
||||
btRigidBody* _body;
|
||||
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include "ShapeInfoUtil.h"
|
||||
#include "PhysicsHelpers.h"
|
||||
#include "ThreadSafeDynamicsWorld.h"
|
||||
#include "PhysicsLogging.h"
|
||||
|
||||
static uint32_t _numSubsteps;
|
||||
|
||||
|
@ -172,9 +173,9 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
|
|||
if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
|
||||
// a HARD update requires the body be pulled out of physics engine, changed, then reinserted
|
||||
// but it also handles all EASY changes
|
||||
bool success = updateObjectHard(body, motionState, flags);
|
||||
bool success = updateBodyHard(body, motionState, flags);
|
||||
if (!success) {
|
||||
// NOTE: since updateObjectHard() failed we know that motionState has been removed
|
||||
// NOTE: since updateBodyHard() failed we know that motionState has been removed
|
||||
// from simulation and body has been deleted. Depending on what else has changed
|
||||
// we might need to remove motionState altogether...
|
||||
if (flags & EntityItem::DIRTY_VELOCITY) {
|
||||
|
@ -194,10 +195,10 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
|
|||
} else if (flags) {
|
||||
// an EASY update does NOT require that the body be pulled out of physics engine
|
||||
// hence the MotionState has all the knowledge and authority to perform the update.
|
||||
motionState->updateObjectEasy(flags, _numSubsteps);
|
||||
motionState->updateBodyEasy(flags, _numSubsteps);
|
||||
}
|
||||
if (flags & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY)) {
|
||||
motionState->resetMeasuredAcceleration();
|
||||
motionState->resetMeasuredBodyAcceleration();
|
||||
}
|
||||
} else {
|
||||
// the only way we should ever get here (motionState exists but no body) is when the object
|
||||
|
@ -207,7 +208,7 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
|
|||
// it is possible that the changes are such that the object can now be added to the physical simulation
|
||||
if (flags & EntityItem::DIRTY_SHAPE) {
|
||||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
motionState->computeObjectShapeInfo(shapeInfo);
|
||||
btCollisionShape* shape = _shapeManager.getShape(shapeInfo);
|
||||
if (shape) {
|
||||
addObject(shapeInfo, shape, motionState);
|
||||
|
@ -341,7 +342,7 @@ void PhysicsEngine::stepSimulation() {
|
|||
// lock on the tree before we re-lock ourselves.
|
||||
//
|
||||
// TODO: untangle these lock sequences.
|
||||
ObjectMotionState::setSimulationStep(_numSubsteps);
|
||||
ObjectMotionState::setWorldSimulationStep(_numSubsteps);
|
||||
_entityTree->lockForWrite();
|
||||
lock();
|
||||
_dynamicsWorld->synchronizeMotionStates();
|
||||
|
@ -498,7 +499,7 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
float mass = 0.0f;
|
||||
btRigidBody* body = NULL;
|
||||
switch(motionState->computeMotionType()) {
|
||||
switch(motionState->computeObjectMotionType()) {
|
||||
case MOTION_TYPE_KINEMATIC: {
|
||||
body = new btRigidBody(mass, motionState, shape, inertia);
|
||||
body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
|
||||
|
@ -511,13 +512,13 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
break;
|
||||
}
|
||||
case MOTION_TYPE_DYNAMIC: {
|
||||
mass = motionState->computeMass(shapeInfo);
|
||||
mass = motionState->computeObjectMass(shapeInfo);
|
||||
shape->calculateLocalInertia(mass, inertia);
|
||||
body = new btRigidBody(mass, motionState, shape, inertia);
|
||||
body->updateInertiaTensor();
|
||||
motionState->setRigidBody(body);
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
motionState->updateObjectVelocities();
|
||||
motionState->updateBodyVelocities();
|
||||
// NOTE: Bullet will deactivate any object whose velocity is below these thresholds for longer than 2 seconds.
|
||||
// (the 2 seconds is determined by: static btRigidBody::gDeactivationTime
|
||||
const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
|
||||
|
@ -540,11 +541,10 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
}
|
||||
}
|
||||
body->setFlags(BT_DISABLE_WORLD_GRAVITY);
|
||||
body->setRestitution(motionState->_restitution);
|
||||
body->setFriction(motionState->_friction);
|
||||
body->setDamping(motionState->_linearDamping, motionState->_angularDamping);
|
||||
motionState->updateBodyMaterialProperties();
|
||||
|
||||
_dynamicsWorld->addRigidBody(body);
|
||||
motionState->resetMeasuredAcceleration();
|
||||
motionState->resetMeasuredBodyAcceleration();
|
||||
}
|
||||
|
||||
void PhysicsEngine::bump(EntityItem* bumpEntity) {
|
||||
|
@ -608,8 +608,8 @@ void PhysicsEngine::removeObjectFromBullet(ObjectMotionState* motionState) {
|
|||
}
|
||||
|
||||
// private
|
||||
bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
|
||||
MotionType newType = motionState->computeMotionType();
|
||||
bool PhysicsEngine::updateBodyHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
|
||||
MotionType newType = motionState->computeObjectMotionType();
|
||||
|
||||
// pull body out of physics engine
|
||||
_dynamicsWorld->removeRigidBody(body);
|
||||
|
@ -621,7 +621,7 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
// get new shape
|
||||
btCollisionShape* oldShape = body->getCollisionShape();
|
||||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
motionState->computeObjectShapeInfo(shapeInfo);
|
||||
btCollisionShape* newShape = _shapeManager.getShape(shapeInfo);
|
||||
if (!newShape) {
|
||||
// FAIL! we are unable to support these changes!
|
||||
|
@ -640,7 +640,7 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
_shapeManager.releaseShape(oldShape);
|
||||
|
||||
// compute mass properties
|
||||
float mass = motionState->computeMass(shapeInfo);
|
||||
float mass = motionState->computeObjectMass(shapeInfo);
|
||||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
body->getCollisionShape()->calculateLocalInertia(mass, inertia);
|
||||
body->setMassProps(mass, inertia);
|
||||
|
@ -653,7 +653,7 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
}
|
||||
bool easyUpdate = flags & EASY_DIRTY_PHYSICS_FLAGS;
|
||||
if (easyUpdate) {
|
||||
motionState->updateObjectEasy(flags, _numSubsteps);
|
||||
motionState->updateBodyEasy(flags, _numSubsteps);
|
||||
}
|
||||
|
||||
// update the motion parameters
|
||||
|
@ -675,8 +675,8 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
if (! (flags & EntityItem::DIRTY_MASS)) {
|
||||
// always update mass properties when going dynamic (unless it's already been done above)
|
||||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
float mass = motionState->computeMass(shapeInfo);
|
||||
motionState->computeObjectShapeInfo(shapeInfo);
|
||||
float mass = motionState->computeObjectMass(shapeInfo);
|
||||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
body->getCollisionShape()->calculateLocalInertia(mass, inertia);
|
||||
body->setMassProps(mass, inertia);
|
||||
|
|
|
@ -39,8 +39,8 @@ public:
|
|||
ContactKey(void* a, void* b) : _a(a), _b(b) {}
|
||||
bool operator<(const ContactKey& other) const { return _a < other._a || (_a == other._a && _b < other._b); }
|
||||
bool operator==(const ContactKey& other) const { return _a == other._a && _b == other._b; }
|
||||
void* _a;
|
||||
void* _b;
|
||||
void* _a; // EntityMotionState pointer
|
||||
void* _b; // EntityMotionState pointer
|
||||
};
|
||||
|
||||
typedef std::map<ContactKey, ContactInfo> ContactMap;
|
||||
|
@ -100,7 +100,7 @@ private:
|
|||
void doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB);
|
||||
|
||||
// return 'true' of update was successful
|
||||
bool updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
bool updateBodyHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
void updateObjectEasy(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
|
||||
btClock _clock;
|
||||
|
|
|
@ -426,12 +426,12 @@ bool Model::updateGeometry() {
|
|||
_dilatedTextures.clear();
|
||||
_geometry = geometry;
|
||||
_meshGroupsKnown = false;
|
||||
setJointStates(newJointStates);
|
||||
initJointStates(newJointStates);
|
||||
needToRebuild = true;
|
||||
} else if (_jointStates.isEmpty()) {
|
||||
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
|
||||
if (fbxGeometry.joints.size() > 0) {
|
||||
setJointStates(createJointStates(fbxGeometry));
|
||||
initJointStates(createJointStates(fbxGeometry));
|
||||
needToRebuild = true;
|
||||
}
|
||||
} else if (!geometry->isLoaded()) {
|
||||
|
@ -469,7 +469,7 @@ bool Model::updateGeometry() {
|
|||
}
|
||||
|
||||
// virtual
|
||||
void Model::setJointStates(QVector<JointState> states) {
|
||||
void Model::initJointStates(QVector<JointState> states) {
|
||||
_jointStates = states;
|
||||
initJointTransforms();
|
||||
|
||||
|
|
|
@ -244,7 +244,7 @@ protected:
|
|||
// returns 'true' if needs fullUpdate after geometry change
|
||||
bool updateGeometry();
|
||||
|
||||
virtual void setJointStates(QVector<JointState> states);
|
||||
virtual void initJointStates(QVector<JointState> states);
|
||||
|
||||
void setScaleInternal(const glm::vec3& scale);
|
||||
void scaleToFit();
|
||||
|
|
|
@ -19,19 +19,10 @@
|
|||
|
||||
|
||||
QString& PathUtils::resourcesPath() {
|
||||
#ifdef DEBUG
|
||||
static QString staticResourcePath;
|
||||
if (staticResourcePath.isEmpty()) {
|
||||
QDir path(__FILE__);
|
||||
path.cdUp();
|
||||
staticResourcePath = path.cleanPath(path.absoluteFilePath("../../../interface/resources/")) + "/";
|
||||
}
|
||||
#else
|
||||
#ifdef Q_OS_MAC
|
||||
static QString staticResourcePath = QCoreApplication::applicationDirPath() + "/../Resources/";
|
||||
#else
|
||||
static QString staticResourcePath = QCoreApplication::applicationDirPath() + "/resources/";
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return staticResourcePath;
|
||||
|
|
|
@ -426,7 +426,6 @@ void OffscreenUi::toggle(const QUrl& url, const QString& name, std::function<voi
|
|||
item = _rootItem->findChild<QQuickItem*>(name);
|
||||
}
|
||||
if (item) {
|
||||
qDebug() << "Turning item " << !item->isEnabled();
|
||||
item->setEnabled(!item->isEnabled());
|
||||
}
|
||||
}
|
||||
|
|
|
@ -42,7 +42,7 @@ private:
|
|||
qmlObject->setUserData(USER_DATA_ID, this);
|
||||
qmlObject->setObjectName(uuid.toString());
|
||||
// Make sure we can find it again in the future
|
||||
Q_ASSERT(VrMenu::instance()->findMenuObject(uuid.toString()));
|
||||
Q_ASSERT(VrMenu::_instance->findMenuObject(uuid.toString()));
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -57,14 +57,25 @@ HIFI_QML_DEF_LAMBDA(VrMenu, [&](QQmlContext* context, QObject* newItem) {
|
|||
});
|
||||
|
||||
VrMenu* VrMenu::_instance{ nullptr };
|
||||
static QQueue<std::function<void(VrMenu*)>> queuedLambdas;
|
||||
|
||||
VrMenu* VrMenu::instance() {
|
||||
if (!_instance) {
|
||||
VrMenu::registerType();
|
||||
VrMenu::load();
|
||||
Q_ASSERT(_instance);
|
||||
void VrMenu::executeOrQueue(std::function<void(VrMenu*)> f) {
|
||||
if (_instance) {
|
||||
foreach(std::function<void(VrMenu*)> priorLambda, queuedLambdas) {
|
||||
priorLambda(_instance);
|
||||
}
|
||||
f(_instance);
|
||||
} else {
|
||||
queuedLambdas.push_back(f);
|
||||
}
|
||||
return _instance;
|
||||
}
|
||||
|
||||
void VrMenu::executeQueuedLambdas() {
|
||||
Q_ASSERT(_instance);
|
||||
foreach(std::function<void(VrMenu*)> f, queuedLambdas) {
|
||||
f(_instance);
|
||||
}
|
||||
queuedLambdas.clear();
|
||||
}
|
||||
|
||||
VrMenu::VrMenu(QQuickItem* parent) : QQuickItem(parent) {
|
||||
|
@ -72,6 +83,7 @@ VrMenu::VrMenu(QQuickItem* parent) : QQuickItem(parent) {
|
|||
this->setEnabled(false);
|
||||
}
|
||||
|
||||
|
||||
// QML helper functions
|
||||
QObject* addMenu(QObject* parent, const QString& text) {
|
||||
// FIXME add more checking here to ensure no name conflicts
|
||||
|
|
|
@ -26,7 +26,8 @@ class VrMenu : public QQuickItem {
|
|||
HIFI_QML_DECL_LAMBDA
|
||||
|
||||
public:
|
||||
static VrMenu* instance();
|
||||
static void executeOrQueue(std::function<void(VrMenu*)> f);
|
||||
static void executeQueuedLambdas();
|
||||
VrMenu(QQuickItem* parent = nullptr);
|
||||
void addMenu(QMenu* menu);
|
||||
void addAction(QMenu* parent, QAction* action);
|
||||
|
|
|
@ -358,7 +358,7 @@ public:
|
|||
#else
|
||||
offscreenUi->setBaseUrl(QUrl::fromLocalFile(getQmlDir()));
|
||||
offscreenUi->load(QUrl("TestRoot.qml"));
|
||||
offscreenUi->load(QUrl("InterfaceMenu.qml"));
|
||||
offscreenUi->load(QUrl("TestMenu.qml"));
|
||||
// Requires a root menu to have been loaded before it can load
|
||||
VrMenu::load();
|
||||
#endif
|
||||
|
@ -481,7 +481,7 @@ void QTestWindow::renderQml() {
|
|||
|
||||
|
||||
const char * LOG_FILTER_RULES = R"V0G0N(
|
||||
*.debug=false
|
||||
hifi.offscreen.focus.debug=false
|
||||
qt.quick.mouse.debug=false
|
||||
)V0G0N";
|
||||
|
||||
|
@ -495,7 +495,7 @@ qt.quick.mouse.debug=false
|
|||
|
||||
int main(int argc, char** argv) {
|
||||
QGuiApplication app(argc, argv);
|
||||
// QLoggingCategory::setFilterRules(LOG_FILTER_RULES);
|
||||
QLoggingCategory::setFilterRules(LOG_FILTER_RULES);
|
||||
QTestWindow window;
|
||||
app.exec();
|
||||
return 0;
|
||||
|
|
Loading…
Reference in a new issue