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

This commit is contained in:
samcake 2016-05-11 10:47:38 -07:00
commit 99dcfef5a8
56 changed files with 751 additions and 374 deletions

View file

@ -23,7 +23,7 @@ AssignmentAction::AssignmentAction(EntityActionType type, const QUuid& id, Entit
AssignmentAction::~AssignmentAction() {
}
void AssignmentAction::removeFromSimulation(EntitySimulation* simulation) const {
void AssignmentAction::removeFromSimulation(EntitySimulationPointer simulation) const {
withReadLock([&]{
simulation->removeAction(_id);
simulation->applyActionChanges();

View file

@ -24,7 +24,7 @@ public:
AssignmentAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity);
virtual ~AssignmentAction();
virtual void removeFromSimulation(EntitySimulation* simulation) const;
virtual void removeFromSimulation(EntitySimulationPointer simulation) const;
virtual EntityItemWeakPointer getOwnerEntity() const { return _ownerEntity; }
virtual void setOwnerEntity(const EntityItemPointer ownerEntity) { _ownerEntity = ownerEntity; }
virtual bool updateArguments(QVariantMap arguments);

View file

@ -56,7 +56,7 @@ OctreePointer EntityServer::createTree() {
tree->createRootElement();
tree->addNewlyCreatedHook(this);
if (!_entitySimulation) {
SimpleEntitySimulation* simpleSimulation = new SimpleEntitySimulation();
SimpleEntitySimulationPointer simpleSimulation { new SimpleEntitySimulation() };
simpleSimulation->setEntityTree(tree);
tree->setSimulation(simpleSimulation);
_entitySimulation = simpleSimulation;

View file

@ -28,6 +28,8 @@ struct ViewerSendingStats {
};
class SimpleEntitySimulation;
using SimpleEntitySimulationPointer = std::shared_ptr<SimpleEntitySimulation>;
class EntityServer : public OctreeServer, public NewlyCreatedEntityHook {
Q_OBJECT
@ -69,7 +71,7 @@ private slots:
void handleEntityPacket(QSharedPointer<ReceivedMessage> message, SharedNodePointer senderNode);
private:
SimpleEntitySimulation* _entitySimulation;
SimpleEntitySimulationPointer _entitySimulation;
QTimer* _pruneDeletedEntitiesTimer = nullptr;
QReadWriteLock _viewerSendingStatsLock;

View file

@ -44,7 +44,7 @@ else ()
endif ()
find_package(Qt5 COMPONENTS
Gui Multimedia Network OpenGL Qml Quick Script Svg
Gui Multimedia Network OpenGL Qml Quick Script ScriptTools Svg
WebChannel WebEngine WebEngineWidgets WebKitWidgets WebSockets)
# grab the ui files in resources/ui
@ -201,7 +201,7 @@ include_directories("${PROJECT_SOURCE_DIR}/src")
target_link_libraries(
${TARGET_NAME}
Qt5::Gui Qt5::Network Qt5::Multimedia Qt5::OpenGL
Qt5::Qml Qt5::Quick Qt5::Script Qt5::Svg
Qt5::Qml Qt5::Quick Qt5::Script Qt5::ScriptTools Qt5::Svg
Qt5::WebChannel Qt5::WebEngine Qt5::WebEngineWidgets Qt5::WebKitWidgets
)

View file

@ -274,7 +274,7 @@
},
{
"id": "walkFwd",
"interpTarget": 15,
"interpTarget": 16,
"interpDuration": 6,
"transitions": [
{ "var": "isNotMoving", "state": "idle" },
@ -497,7 +497,7 @@
"data": {
"url": "animations/idle.fbx",
"startFrame": 0.0,
"endFrame": 90.0,
"endFrame": 300.0,
"timeScale": 1.0,
"loopFlag": true
},
@ -509,7 +509,7 @@
"data": {
"url": "animations/talk.fbx",
"startFrame": 0.0,
"endFrame": 801.0,
"endFrame": 800.0,
"timeScale": 1.0,
"loopFlag": true
},
@ -572,7 +572,7 @@
"data": {
"url": "animations/idle_to_walk.fbx",
"startFrame": 1.0,
"endFrame": 19.0,
"endFrame": 13.0,
"timeScale": 1.0,
"loopFlag": false
},
@ -631,11 +631,12 @@
"id": "turnRight",
"type": "clip",
"data": {
"url": "animations/turn_right.fbx",
"url": "animations/turn_left.fbx",
"startFrame": 0.0,
"endFrame": 30.0,
"timeScale": 1.0,
"loopFlag": true
"loopFlag": true,
"mirrorFlag": true
},
"children": []
},

View file

@ -1,15 +1,15 @@
{
"name": "Vive to Standard",
"channels": [
{ "from": "Vive.LY", "when": "Vive.LS", "filters": "invert", "to": "Standard.LY" },
{ "from": "Vive.LX", "when": "Vive.LS", "to": "Standard.LX" },
{ "from": "Vive.LY", "when": "Vive.LS", "filters": ["invert" ,{ "type": "deadZone", "min": 0.6 }], "to": "Standard.LY" },
{ "from": "Vive.LX", "when": "Vive.LS", "filters": [{ "type": "deadZone", "min": 0.6 }], "to": "Standard.LX" },
{ "from": "Vive.LT", "to": "Standard.LT" },
{ "from": "Vive.LB", "to": "Standard.LB" },
{ "from": "Vive.LS", "to": "Standard.LS" },
{ "from": "Vive.RY", "when": "Vive.RS", "filters": "invert", "to": "Standard.RY" },
{ "from": "Vive.RX", "when": "Vive.RS", "to": "Standard.RX" },
{ "from": "Vive.RY", "when": "Vive.RS", "filters": ["invert", { "type": "deadZone", "min": 0.6 }], "to": "Standard.RY" },
{ "from": "Vive.RX", "when": "Vive.RS", "filters": [{ "type": "deadZone", "min": 0.6 }], "to": "Standard.RX" },
{ "from": "Vive.RT", "to": "Standard.RT" },
{ "from": "Vive.RB", "to": "Standard.RB" },

View file

@ -485,6 +485,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
_sessionRunTimer(startupTimer),
_previousSessionCrashed(setupEssentials(argc, argv)),
_undoStackScriptingInterface(&_undoStack),
_entitySimulation(new PhysicalEntitySimulation()),
_physicsEngine(new PhysicsEngine(Vectors::ZERO)),
_entityClipboardRenderer(false, this, this),
_entityClipboard(new EntityTree()),
@ -560,12 +561,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
// put the NodeList and datagram processing on the node thread
nodeList->moveToThread(nodeThread);
// Model background downloads need to happen on the Datagram Processor Thread. The idle loop will
// emit checkBackgroundDownloads to cause the ModelCache to check it's queue for requested background
// downloads.
auto modelCache = DependencyManager::get<ModelCache>();
connect(this, &Application::checkBackgroundDownloads, modelCache.data(), &ModelCache::checkAsynchronousGets);
// put the audio processing on a separate thread
QThread* audioThread = new QThread();
audioThread->setObjectName("Audio Thread");
@ -2734,9 +2729,6 @@ void Application::idle(uint64_t now) {
}
_overlayConductor.update(secondsSinceLastUpdate);
// check for any requested background downloads.
emit checkBackgroundDownloads();
}
void Application::setLowVelocityFilter(bool lowVelocityFilter) {
@ -2986,13 +2978,13 @@ void Application::init() {
_physicsEngine->init();
EntityTreePointer tree = getEntities()->getTree();
_entitySimulation.init(tree, _physicsEngine, &_entityEditSender);
tree->setSimulation(&_entitySimulation);
_entitySimulation->init(tree, _physicsEngine, &_entityEditSender);
tree->setSimulation(_entitySimulation);
auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();
// connect the _entityCollisionSystem to our EntityTreeRenderer since that's what handles running entity scripts
connect(&_entitySimulation, &EntitySimulation::entityCollisionWithEntity,
connect(_entitySimulation.get(), &EntitySimulation::entityCollisionWithEntity,
getEntities(), &EntityTreeRenderer::entityCollisionWithEntity);
// connect the _entities (EntityTreeRenderer) to our script engine's EntityScriptingInterface for firing
@ -3412,22 +3404,22 @@ void Application::update(float deltaTime) {
PerformanceTimer perfTimer("updateStates)");
static VectorOfMotionStates motionStates;
_entitySimulation.getObjectsToRemoveFromPhysics(motionStates);
_entitySimulation->getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
_entitySimulation.deleteObjectsRemovedFromPhysics();
_entitySimulation->deleteObjectsRemovedFromPhysics();
getEntities()->getTree()->withReadLock([&] {
_entitySimulation.getObjectsToAddToPhysics(motionStates);
_entitySimulation->getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
});
getEntities()->getTree()->withReadLock([&] {
_entitySimulation.getObjectsToChange(motionStates);
_entitySimulation->getObjectsToChange(motionStates);
VectorOfMotionStates stillNeedChange = _physicsEngine->changeObjects(motionStates);
_entitySimulation.setObjectsToChange(stillNeedChange);
_entitySimulation->setObjectsToChange(stillNeedChange);
});
_entitySimulation.applyActionChanges();
_entitySimulation->applyActionChanges();
avatarManager->getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
@ -3455,7 +3447,7 @@ void Application::update(float deltaTime) {
getEntities()->getTree()->withWriteLock([&] {
PerformanceTimer perfTimer("handleOutgoingChanges");
const VectorOfMotionStates& outgoingChanges = _physicsEngine->getOutgoingChanges();
_entitySimulation.handleOutgoingChanges(outgoingChanges);
_entitySimulation->handleOutgoingChanges(outgoingChanges);
avatarManager->handleOutgoingChanges(outgoingChanges);
});
@ -3468,7 +3460,7 @@ void Application::update(float deltaTime) {
PerformanceTimer perfTimer("entities");
// Collision events (and their scripts) must not be handled when we're locked, above. (That would risk
// deadlock.)
_entitySimulation.handleCollisionEvents(collisionEvents);
_entitySimulation->handleCollisionEvents(collisionEvents);
// NOTE: the getEntities()->update() call below will wait for lock
// and will simulate entity motion (the EntityTree has been given an EntitySimulation).

View file

@ -222,8 +222,6 @@ public:
signals:
void svoImportRequested(const QString& url);
void checkBackgroundDownloads();
void fullAvatarURLChanged(const QString& newValue, const QString& modelName);
void beforeAboutToQuit();
@ -405,7 +403,7 @@ private:
QElapsedTimer _lastTimeUpdated;
ShapeManager _shapeManager;
PhysicalEntitySimulation _entitySimulation;
PhysicalEntitySimulationPointer _entitySimulation;
PhysicsEnginePointer _physicsEngine;
EntityTreeRenderer _entityClipboardRenderer;

View file

@ -11,8 +11,11 @@
#include "MenuScriptingInterface.h"
#include "Menu.h"
#include <QtCore/QCoreApplication>
#include <QtCore/QThread>
#include <MenuItemProperties.h>
#include "Menu.h"
MenuScriptingInterface* MenuScriptingInterface::getInstance() {
static MenuScriptingInterface sharedInstance;
@ -36,6 +39,9 @@ void MenuScriptingInterface::removeMenu(const QString& menu) {
}
bool MenuScriptingInterface::menuExists(const QString& menu) {
if (QThread::currentThread() == qApp->thread()) {
return Menu::getInstance()->menuExists(menu);
}
bool result;
QMetaObject::invokeMethod(Menu::getInstance(), "menuExists", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(bool, result),
@ -76,11 +82,14 @@ void MenuScriptingInterface::removeMenuItem(const QString& menu, const QString&
};
bool MenuScriptingInterface::menuItemExists(const QString& menu, const QString& menuitem) {
if (QThread::currentThread() == qApp->thread()) {
return Menu::getInstance()->menuItemExists(menu, menuitem);
}
bool result;
QMetaObject::invokeMethod(Menu::getInstance(), "menuItemExists", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(bool, result),
Q_ARG(const QString&, menu),
Q_ARG(const QString&, menuitem));
Q_RETURN_ARG(bool, result),
Q_ARG(const QString&, menu),
Q_ARG(const QString&, menuitem));
return result;
}
@ -101,6 +110,9 @@ void MenuScriptingInterface::removeActionGroup(const QString& groupName) {
}
bool MenuScriptingInterface::isOptionChecked(const QString& menuOption) {
if (QThread::currentThread() == qApp->thread()) {
return Menu::getInstance()->isOptionChecked(menuOption);
}
bool result;
QMetaObject::invokeMethod(Menu::getInstance(), "isOptionChecked", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(bool, result),
@ -109,7 +121,7 @@ bool MenuScriptingInterface::isOptionChecked(const QString& menuOption) {
}
void MenuScriptingInterface::setIsOptionChecked(const QString& menuOption, bool isChecked) {
QMetaObject::invokeMethod(Menu::getInstance(), "setIsOptionChecked", Qt::BlockingQueuedConnection,
QMetaObject::invokeMethod(Menu::getInstance(), "setIsOptionChecked",
Q_ARG(const QString&, menuOption),
Q_ARG(bool, isChecked));
}

View file

@ -36,7 +36,7 @@ AnimationPointer AnimationCache::getAnimation(const QUrl& url) {
}
QSharedPointer<Resource> AnimationCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
bool delayLoad, const void* extra) {
const void* extra) {
return QSharedPointer<Resource>(new Animation(url), &Resource::deleter);
}

View file

@ -35,8 +35,8 @@ public:
protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra);
virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
const void* extra);
private:
explicit AnimationCache(QObject* parent = NULL);
virtual ~AnimationCache() { }

View file

@ -35,7 +35,7 @@ SharedSoundPointer SoundCache::getSound(const QUrl& url) {
}
QSharedPointer<Resource> SoundCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
bool delayLoad, const void* extra) {
const void* extra) {
qCDebug(audio) << "Requesting sound at" << url.toString();
return QSharedPointer<Resource>(new Sound(url), &Resource::deleter);
}

View file

@ -25,8 +25,8 @@ public:
Q_INVOKABLE SharedSoundPointer getSound(const QUrl& url);
protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra);
virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
const void* extra);
private:
SoundCache(QObject* parent = NULL);
};

View file

@ -13,11 +13,12 @@
using namespace controller;
float DeadZoneFilter::apply(float value) const {
float scale = 1.0f / (1.0f - _min);
if (std::abs(value) < _min) {
float scale = ((value < 0.0f) ? -1.0f : 1.0f) / (1.0f - _min);
float magnitude = std::abs(value);
if (magnitude < _min) {
return 0.0f;
}
return (value - _min) * scale;
return (magnitude - _min) * scale;
}
bool DeadZoneFilter::parseParameters(const QJsonValue& parameters) {

View file

@ -16,6 +16,8 @@
#include <QtWidgets/QApplication>
#include <QtWidgets/QDesktopWidget>
#include <glm/gtc/type_ptr.hpp>
#include <QtGui/QWindow>
#include <QQuickWindow>
#include <ui/Menu.h>
#include <NumericalConstants.h>
@ -256,7 +258,7 @@ glm::vec2 CompositorHelper::getReticlePosition() const {
QMutexLocker locker(&_reticleLock);
return _reticlePositionInHMD;
}
return toGlm(QCursor::pos());
return toGlm(_renderingWidget->mapFromGlobal(QCursor::pos()));
}
bool CompositorHelper::getReticleOverDesktop() const {
@ -322,17 +324,8 @@ void CompositorHelper::setReticlePosition(const glm::vec2& position, bool sendFa
sendFakeMouseEvent();
}
} else {
// NOTE: This is some debugging code we will leave in while debugging various reticle movement strategies,
// remove it after we're done
const float REASONABLE_CHANGE = 50.0f;
glm::vec2 oldPos = toGlm(QCursor::pos());
auto distance = glm::distance(oldPos, position);
if (distance > REASONABLE_CHANGE) {
qDebug() << "Contrller::ScriptingInterface ---- UNREASONABLE CHANGE! distance:" <<
distance << " oldPos:" << oldPos.x << "," << oldPos.y << " newPos:" << position.x << "," << position.y;
}
QCursor::setPos(position.x, position.y);
const QPoint point(position.x, position.y);
QCursor::setPos(_renderingWidget->mapToGlobal(point));
}
}

View file

@ -977,8 +977,8 @@ void RenderablePolyVoxEntityItem::compressVolumeDataAndSendEditPacket() {
properties.setVoxelDataDirty();
properties.setLastEdited(now);
EntitySimulation* simulation = tree ? tree->getSimulation() : nullptr;
PhysicalEntitySimulation* peSimulation = static_cast<PhysicalEntitySimulation*>(simulation);
EntitySimulationPointer simulation = tree ? tree->getSimulation() : nullptr;
PhysicalEntitySimulationPointer peSimulation = std::static_pointer_cast<PhysicalEntitySimulation>(simulation);
EntityEditPacketSender* packetSender = peSimulation ? peSimulation->getPacketSender() : nullptr;
if (packetSender) {
packetSender->queueEditEntityMessage(PacketType::EntityEdit, entity->getID(), properties);

View file

@ -20,6 +20,8 @@ class EntityItem;
class EntitySimulation;
using EntityItemPointer = std::shared_ptr<EntityItem>;
using EntityItemWeakPointer = std::weak_ptr<EntityItem>;
class EntitySimulation;
using EntitySimulationPointer = std::shared_ptr<EntitySimulation>;
enum EntityActionType {
// keep these synchronized with actionTypeFromString and actionTypeToString
@ -39,7 +41,7 @@ public:
bool isActive() { return _active; }
virtual void removeFromSimulation(EntitySimulation* simulation) const = 0;
virtual void removeFromSimulation(EntitySimulationPointer simulation) const = 0;
virtual EntityItemWeakPointer getOwnerEntity() const = 0;
virtual void setOwnerEntity(const EntityItemPointer ownerEntity) = 0;
virtual bool updateArguments(QVariantMap arguments) = 0;

View file

@ -89,7 +89,7 @@ EntityItem::EntityItem(const EntityItemID& entityItemID) :
EntityItem::~EntityItem() {
// clear out any left-over actions
EntityTreePointer entityTree = _element ? _element->getTree() : nullptr;
EntitySimulation* simulation = entityTree ? entityTree->getSimulation() : nullptr;
EntitySimulationPointer simulation = entityTree ? entityTree->getSimulation() : nullptr;
if (simulation) {
clearActions(simulation);
}
@ -1736,7 +1736,7 @@ QString EntityItem::actionsToDebugString() {
return result;
}
bool EntityItem::addAction(EntitySimulation* simulation, EntityActionPointer action) {
bool EntityItem::addAction(EntitySimulationPointer simulation, EntityActionPointer action) {
bool result;
withWriteLock([&] {
checkWaitingToRemove(simulation);
@ -1753,7 +1753,7 @@ bool EntityItem::addAction(EntitySimulation* simulation, EntityActionPointer act
return result;
}
bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPointer action) {
bool EntityItem::addActionInternal(EntitySimulationPointer simulation, EntityActionPointer action) {
assert(action);
assert(simulation);
auto actionOwnerEntity = action->getOwnerEntity().lock();
@ -1777,7 +1777,7 @@ bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPoi
return success;
}
bool EntityItem::updateAction(EntitySimulation* simulation, const QUuid& actionID, const QVariantMap& arguments) {
bool EntityItem::updateAction(EntitySimulationPointer simulation, const QUuid& actionID, const QVariantMap& arguments) {
bool success = false;
withWriteLock([&] {
checkWaitingToRemove(simulation);
@ -1800,7 +1800,7 @@ bool EntityItem::updateAction(EntitySimulation* simulation, const QUuid& actionI
return success;
}
bool EntityItem::removeAction(EntitySimulation* simulation, const QUuid& actionID) {
bool EntityItem::removeAction(EntitySimulationPointer simulation, const QUuid& actionID) {
bool success = false;
withWriteLock([&] {
checkWaitingToRemove(simulation);
@ -1809,7 +1809,7 @@ bool EntityItem::removeAction(EntitySimulation* simulation, const QUuid& actionI
return success;
}
bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* simulation) {
bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulationPointer simulation) {
_previouslyDeletedActions.insert(actionID, usecTimestampNow());
if (_objectActions.contains(actionID)) {
if (!simulation) {
@ -1836,7 +1836,7 @@ bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* s
return false;
}
bool EntityItem::clearActions(EntitySimulation* simulation) {
bool EntityItem::clearActions(EntitySimulationPointer simulation) {
withWriteLock([&] {
QHash<QUuid, EntityActionPointer>::iterator i = _objectActions.begin();
while (i != _objectActions.end()) {
@ -1872,7 +1872,7 @@ void EntityItem::deserializeActionsInternal() {
EntityTreePointer entityTree = getTree();
assert(entityTree);
EntitySimulation* simulation = entityTree ? entityTree->getSimulation() : nullptr;
EntitySimulationPointer simulation = entityTree ? entityTree->getSimulation() : nullptr;
assert(simulation);
QVector<QByteArray> serializedActions;
@ -1952,7 +1952,7 @@ void EntityItem::deserializeActionsInternal() {
return;
}
void EntityItem::checkWaitingToRemove(EntitySimulation* simulation) {
void EntityItem::checkWaitingToRemove(EntitySimulationPointer simulation) {
foreach(QUuid actionID, _actionsToRemove) {
removeActionInternal(actionID, simulation);
}

View file

@ -383,10 +383,10 @@ public:
void flagForMotionStateChange() { _dirtyFlags |= Simulation::DIRTY_MOTION_TYPE; }
QString actionsToDebugString();
bool addAction(EntitySimulation* simulation, EntityActionPointer action);
bool updateAction(EntitySimulation* simulation, const QUuid& actionID, const QVariantMap& arguments);
bool removeAction(EntitySimulation* simulation, const QUuid& actionID);
bool clearActions(EntitySimulation* simulation);
bool addAction(EntitySimulationPointer simulation, EntityActionPointer action);
bool updateAction(EntitySimulationPointer simulation, const QUuid& actionID, const QVariantMap& arguments);
bool removeAction(EntitySimulationPointer simulation, const QUuid& actionID);
bool clearActions(EntitySimulationPointer simulation);
void setActionData(QByteArray actionData);
const QByteArray getActionData() const;
bool hasActions() const { return !_objectActions.empty(); }
@ -522,8 +522,8 @@ protected:
void* _physicsInfo = nullptr; // set by EntitySimulation
bool _simulated; // set by EntitySimulation
bool addActionInternal(EntitySimulation* simulation, EntityActionPointer action);
bool removeActionInternal(const QUuid& actionID, EntitySimulation* simulation = nullptr);
bool addActionInternal(EntitySimulationPointer simulation, EntityActionPointer action);
bool removeActionInternal(const QUuid& actionID, EntitySimulationPointer simulation = nullptr);
void deserializeActionsInternal();
void serializeActions(bool& success, QByteArray& result) const;
QHash<QUuid, EntityActionPointer> _objectActions;
@ -534,7 +534,7 @@ protected:
// when an entity-server starts up, EntityItem::setActionData is called before the entity-tree is
// ready. This means we can't find our EntityItemPointer or add the action to the simulation. These
// are used to keep track of and work around this situation.
void checkWaitingToRemove(EntitySimulation* simulation = nullptr);
void checkWaitingToRemove(EntitySimulationPointer simulation = nullptr);
mutable QSet<QUuid> _actionsToRemove;
mutable bool _actionDataDirty = false;
mutable bool _actionDataNeedsTransmit = false;

View file

@ -766,7 +766,7 @@ bool EntityScriptingInterface::appendPoint(QUuid entityID, const glm::vec3& poin
bool EntityScriptingInterface::actionWorker(const QUuid& entityID,
std::function<bool(EntitySimulation*, EntityItemPointer)> actor) {
std::function<bool(EntitySimulationPointer, EntityItemPointer)> actor) {
if (!_entityTree) {
return false;
}
@ -774,7 +774,7 @@ bool EntityScriptingInterface::actionWorker(const QUuid& entityID,
EntityItemPointer entity;
bool doTransmit = false;
_entityTree->withWriteLock([&] {
EntitySimulation* simulation = _entityTree->getSimulation();
EntitySimulationPointer simulation = _entityTree->getSimulation();
entity = _entityTree->findEntityByEntityItemID(entityID);
if (!entity) {
qDebug() << "actionWorker -- unknown entity" << entityID;
@ -815,7 +815,7 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString,
QUuid actionID = QUuid::createUuid();
auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();
bool success = false;
actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {
// create this action even if the entity doesn't have physics info. it will often be the
// case that a script adds an action immediately after an object is created, and the physicsInfo
// is computed asynchronously.
@ -843,7 +843,7 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString,
bool EntityScriptingInterface::updateAction(const QUuid& entityID, const QUuid& actionID, const QVariantMap& arguments) {
return actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
return actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {
bool success = entity->updateAction(simulation, actionID, arguments);
if (success) {
entity->grabSimulationOwnership();
@ -854,7 +854,7 @@ bool EntityScriptingInterface::updateAction(const QUuid& entityID, const QUuid&
bool EntityScriptingInterface::deleteAction(const QUuid& entityID, const QUuid& actionID) {
bool success = false;
actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {
success = entity->removeAction(simulation, actionID);
if (success) {
// reduce from grab to poke
@ -867,7 +867,7 @@ bool EntityScriptingInterface::deleteAction(const QUuid& entityID, const QUuid&
QVector<QUuid> EntityScriptingInterface::getActionIDs(const QUuid& entityID) {
QVector<QUuid> result;
actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {
QList<QUuid> actionIDs = entity->getActionIDs();
result = QVector<QUuid>::fromList(actionIDs);
return false; // don't send an edit packet
@ -877,7 +877,7 @@ QVector<QUuid> EntityScriptingInterface::getActionIDs(const QUuid& entityID) {
QVariantMap EntityScriptingInterface::getActionArguments(const QUuid& entityID, const QUuid& actionID) {
QVariantMap result;
actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {
result = entity->getActionArguments(actionID);
return false; // don't send an edit packet
});

View file

@ -200,11 +200,11 @@ signals:
void debitEnergySource(float value);
private:
bool actionWorker(const QUuid& entityID, std::function<bool(EntitySimulation*, EntityItemPointer)> actor);
bool actionWorker(const QUuid& entityID, std::function<bool(EntitySimulationPointer, EntityItemPointer)> actor);
bool setVoxels(QUuid entityID, std::function<bool(PolyVoxEntityItem&)> actor);
bool setPoints(QUuid entityID, std::function<bool(LineEntityItem&)> actor);
void queueEntityMessage(PacketType packetType, EntityItemID entityID, const EntityItemProperties& properties);
EntityItemPointer checkForTreeEntityAndTypeMatch(const QUuid& entityID,
EntityTypes::EntityType entityType = EntityTypes::Unknown);

View file

@ -64,7 +64,7 @@ void EntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
assert(entity->isDead());
if (entity->isSimulated()) {
QMutexLocker lock(&_mutex);
entity->clearActions(this);
entity->clearActions(getThisPointer());
removeEntityInternal(entity);
_entitiesToDelete.insert(entity);
}

View file

@ -22,8 +22,9 @@
#include "EntityItem.h"
#include "EntityTree.h"
typedef QSet<EntityItemPointer> SetOfEntities;
typedef QVector<EntityItemPointer> VectorOfEntities;
using EntitySimulationPointer = std::shared_ptr<EntitySimulation>;
using SetOfEntities = QSet<EntityItemPointer>;
using VectorOfEntities = QVector<EntityItemPointer>;
// the EntitySimulation needs to know when these things change on an entity,
// so it can sort EntityItem or relay its state to the PhysicsEngine.
@ -41,12 +42,16 @@ const int DIRTY_SIMULATION_FLAGS =
Simulation::DIRTY_MATERIAL |
Simulation::DIRTY_SIMULATOR_ID;
class EntitySimulation : public QObject {
class EntitySimulation : public QObject, public std::enable_shared_from_this<EntitySimulation> {
Q_OBJECT
public:
EntitySimulation() : _mutex(QMutex::Recursive), _entityTree(NULL), _nextExpiry(quint64(-1)) { }
virtual ~EntitySimulation() { setEntityTree(NULL); }
inline EntitySimulationPointer getThisPointer() const {
return std::const_pointer_cast<EntitySimulation>(shared_from_this());
}
/// \param tree pointer to EntityTree which is stored internally
void setEntityTree(EntityTreePointer tree);

View file

@ -365,7 +365,7 @@ void EntityTree::notifyNewCollisionSoundURL(const QString& newURL, const EntityI
emit newCollisionSoundURL(QUrl(newURL), entityID);
}
void EntityTree::setSimulation(EntitySimulation* simulation) {
void EntityTree::setSimulation(EntitySimulationPointer simulation) {
this->withWriteLock([&] {
if (simulation) {
// assert that the simulation's backpointer has already been properly connected

View file

@ -194,8 +194,8 @@ public:
void emitEntityScriptChanging(const EntityItemID& entityItemID, const bool reload);
void setSimulation(EntitySimulation* simulation);
EntitySimulation* getSimulation() const { return _simulation; }
void setSimulation(EntitySimulationPointer simulation);
EntitySimulationPointer getSimulation() const { return _simulation; }
bool wantEditLogging() const { return _wantEditLogging; }
void setWantEditLogging(bool value) { _wantEditLogging = value; }
@ -299,7 +299,7 @@ protected:
mutable QReadWriteLock _entityToElementLock;
QHash<EntityItemID, EntityTreeElementPointer> _entityToElementMap;
EntitySimulation* _simulation;
EntitySimulationPointer _simulation;
bool _wantEditLogging = false;
bool _wantTerseEditLogging = false;

View file

@ -22,7 +22,7 @@ EntityTreeHeadlessViewer::~EntityTreeHeadlessViewer() {
void EntityTreeHeadlessViewer::init() {
OctreeHeadlessViewer::init();
if (!_simulation) {
SimpleEntitySimulation* simpleSimulation = new SimpleEntitySimulation();
SimpleEntitySimulationPointer simpleSimulation { new SimpleEntitySimulation() };
EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree);
simpleSimulation->setEntityTree(entityTree);
entityTree->setSimulation(simpleSimulation);

View file

@ -49,7 +49,7 @@ protected:
return newTree;
}
EntitySimulation* _simulation;
EntitySimulationPointer _simulation;
};
#endif // hifi_EntityTreeHeadlessViewer_h

View file

@ -14,6 +14,10 @@
#include "EntitySimulation.h"
class SimpleEntitySimulation;
using SimpleEntitySimulationPointer = std::shared_ptr<SimpleEntitySimulation>;
/// provides simple velocity + gravity extrapolation of EntityItem's
class SimpleEntitySimulation : public EntitySimulation {

View file

@ -71,7 +71,7 @@ void GeometryMappingResource::downloadFinished(const QByteArray& data) {
GeometryExtra extra{ mapping, _textureBaseUrl };
// Get the raw GeometryResource, not the wrapped NetworkGeometry
_geometryResource = modelCache->getResource(url, QUrl(), false, &extra).staticCast<GeometryResource>();
_geometryResource = modelCache->getResource(url, QUrl(), &extra).staticCast<GeometryResource>();
// Avoid caching nested resources - their references will be held by the parent
_geometryResource->_isCacheable = false;
@ -236,7 +236,7 @@ ModelCache::ModelCache() {
}
QSharedPointer<Resource> ModelCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
bool delayLoad, const void* extra) {
const void* extra) {
Resource* resource = nullptr;
if (url.path().toLower().endsWith(".fst")) {
resource = new GeometryMappingResource(url);
@ -252,7 +252,7 @@ QSharedPointer<Resource> ModelCache::createResource(const QUrl& url, const QShar
std::shared_ptr<NetworkGeometry> ModelCache::getGeometry(const QUrl& url, const QVariantHash& mapping, const QUrl& textureBaseUrl) {
GeometryExtra geometryExtra = { mapping, textureBaseUrl };
GeometryResource::Pointer resource = getResource(url, QUrl(), true, &geometryExtra).staticCast<GeometryResource>();
GeometryResource::Pointer resource = getResource(url, QUrl(), &geometryExtra).staticCast<GeometryResource>();
if (resource) {
if (resource->isLoaded() && resource->shouldSetTextures()) {
resource->setTextures();

View file

@ -44,8 +44,8 @@ public:
protected:
friend class GeometryMappingResource;
virtual QSharedPointer<Resource> createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra);
virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
const void* extra);
private:
ModelCache();

View file

@ -7,11 +7,8 @@
//
#include "ShaderCache.h"
NetworkShader::NetworkShader(const QUrl& url, bool delayLoad)
: Resource(url, delayLoad)
{
}
NetworkShader::NetworkShader(const QUrl& url) :
Resource(url) {}
void NetworkShader::downloadFinished(const QByteArray& data) {
_source = QString::fromUtf8(data);
@ -24,10 +21,11 @@ ShaderCache& ShaderCache::instance() {
}
NetworkShaderPointer ShaderCache::getShader(const QUrl& url) {
return ResourceCache::getResource(url, QUrl(), false, nullptr).staticCast<NetworkShader>();
return ResourceCache::getResource(url, QUrl(), nullptr).staticCast<NetworkShader>();
}
QSharedPointer<Resource> ShaderCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra) {
return QSharedPointer<Resource>(new NetworkShader(url, delayLoad), &Resource::deleter);
QSharedPointer<Resource> ShaderCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
const void* extra) {
return QSharedPointer<Resource>(new NetworkShader(url), &Resource::deleter);
}

View file

@ -13,7 +13,7 @@
class NetworkShader : public Resource {
public:
NetworkShader(const QUrl& url, bool delayLoad);
NetworkShader(const QUrl& url);
virtual void downloadFinished(const QByteArray& data) override;
QString _source;
@ -28,7 +28,8 @@ public:
NetworkShaderPointer getShader(const QUrl& url);
protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra) override;
virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
const void* extra) override;
};
#endif

View file

@ -167,7 +167,7 @@ ScriptableResource* TextureCache::prefetch(const QUrl& url, int type) {
NetworkTexturePointer TextureCache::getTexture(const QUrl& url, Type type, const QByteArray& content) {
TextureExtra extra = { type, content };
return ResourceCache::getResource(url, QUrl(), content.isEmpty(), &extra).staticCast<NetworkTexture>();
return ResourceCache::getResource(url, QUrl(), &extra).staticCast<NetworkTexture>();
}
@ -231,8 +231,8 @@ gpu::TexturePointer TextureCache::getImageTexture(const QString& path, Type type
return gpu::TexturePointer(loader(image, QUrl::fromLocalFile(path).fileName().toStdString()));
}
QSharedPointer<Resource> TextureCache::createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra) {
QSharedPointer<Resource> TextureCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
const void* extra) {
const TextureExtra* textureExtra = static_cast<const TextureExtra*>(extra);
auto type = textureExtra ? textureExtra->type : Type::DEFAULT_TEXTURE;
auto content = textureExtra ? textureExtra->content : QByteArray();
@ -241,7 +241,7 @@ QSharedPointer<Resource> TextureCache::createResource(const QUrl& url,
}
NetworkTexture::NetworkTexture(const QUrl& url, Type type, const QByteArray& content) :
Resource(url, !content.isEmpty()),
Resource(url),
_type(type)
{
_textureSource = std::make_shared<gpu::TextureSource>();

View file

@ -131,8 +131,8 @@ protected:
// Overload ResourceCache::prefetch to allow specifying texture type for loads
Q_INVOKABLE ScriptableResource* prefetch(const QUrl& url, int type);
virtual QSharedPointer<Resource> createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra);
virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
const void* extra);
private:
TextureCache();

View file

@ -179,7 +179,7 @@ ScriptableResource* ResourceCache::prefetch(const QUrl& url, void* extra) {
result = new ScriptableResource(url);
auto resource = getResource(url, QUrl(), false, extra);
auto resource = getResource(url, QUrl(), extra);
result->_resource = resource;
result->setObjectName(url.toString());
@ -316,25 +316,7 @@ void ResourceCache::setRequestLimit(int limit) {
}
}
void ResourceCache::getResourceAsynchronously(const QUrl& url) {
qCDebug(networking) << "ResourceCache::getResourceAsynchronously" << url.toString();
QWriteLocker locker(&_resourcesToBeGottenLock);
_resourcesToBeGotten.enqueue(QUrl(url));
}
void ResourceCache::checkAsynchronousGets() {
assert(QThread::currentThread() == thread());
QWriteLocker locker(&_resourcesToBeGottenLock);
if (!_resourcesToBeGotten.isEmpty()) {
QUrl url = _resourcesToBeGotten.dequeue();
locker.unlock();
getResource(url);
}
}
QSharedPointer<Resource> ResourceCache::getResource(const QUrl& url, const QUrl& fallback,
bool delayLoad, void* extra) {
QSharedPointer<Resource> ResourceCache::getResource(const QUrl& url, const QUrl& fallback, void* extra) {
QSharedPointer<Resource> resource;
{
QReadLocker locker(&_resourcesLock);
@ -346,17 +328,21 @@ QSharedPointer<Resource> ResourceCache::getResource(const QUrl& url, const QUrl&
}
if (QThread::currentThread() != thread()) {
assert(delayLoad);
getResourceAsynchronously(url);
qCDebug(networking) << "Fetching asynchronously:" << url;
QMetaObject::invokeMethod(this, "getResource",
Q_ARG(QUrl, url), Q_ARG(QUrl, fallback));
// Cannot use extra parameter as it might be freed before the invocation
return QSharedPointer<Resource>();
}
if (!url.isValid() && !url.isEmpty() && fallback.isValid()) {
return getResource(fallback, QUrl(), delayLoad);
return getResource(fallback, QUrl());
}
resource = createResource(url, fallback.isValid() ?
getResource(fallback, QUrl(), true) : QSharedPointer<Resource>(), delayLoad, extra);
resource = createResource(
url,
fallback.isValid() ? getResource(fallback, QUrl()) : QSharedPointer<Resource>(),
extra);
resource->setSelf(resource);
resource->setCache(this);
connect(resource.data(), &Resource::updateSize, this, &ResourceCache::updateTotalSize);
@ -508,7 +494,7 @@ const int DEFAULT_REQUEST_LIMIT = 10;
int ResourceCache::_requestLimit = DEFAULT_REQUEST_LIMIT;
int ResourceCache::_requestsActive = 0;
Resource::Resource(const QUrl& url, bool delayLoad) :
Resource::Resource(const QUrl& url) :
_url(url),
_activeUrl(url),
_request(nullptr) {

View file

@ -179,9 +179,6 @@ public:
signals:
void dirty();
public slots:
void checkAsynchronousGets();
protected slots:
void updateTotalSize(const qint64& deltaSize);
@ -190,6 +187,14 @@ protected slots:
// and delegate to it (see TextureCache::prefetch(const QUrl&, int).
ScriptableResource* prefetch(const QUrl& url, void* extra);
/// Loads a resource from the specified URL and returns it.
/// If the caller is on a different thread than the ResourceCache,
/// returns an empty smart pointer and loads its asynchronously.
/// \param fallback a fallback URL to load if the desired one is unavailable
/// \param extra extra data to pass to the creator, if appropriate
QSharedPointer<Resource> getResource(const QUrl& url, const QUrl& fallback = QUrl(),
void* extra = NULL);
private slots:
void clearATPAssets();
@ -200,16 +205,9 @@ protected:
// the QScriptEngine will delete the pointer when it is garbage collected.
Q_INVOKABLE ScriptableResource* prefetch(const QUrl& url) { return prefetch(url, nullptr); }
/// Loads a resource from the specified URL.
/// \param fallback a fallback URL to load if the desired one is unavailable
/// \param delayLoad if true, don't load the resource immediately; wait until load is first requested
/// \param extra extra data to pass to the creator, if appropriate
QSharedPointer<Resource> getResource(const QUrl& url, const QUrl& fallback = QUrl(),
bool delayLoad = false, void* extra = NULL);
/// Creates a new resource.
virtual QSharedPointer<Resource> createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra) = 0;
virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
const void* extra) = 0;
void addUnusedResource(const QSharedPointer<Resource>& resource);
void removeUnusedResource(const QSharedPointer<Resource>& resource);
@ -260,7 +258,7 @@ class Resource : public QObject {
public:
Resource(const QUrl& url, bool delayLoad = false);
Resource(const QUrl& url);
~Resource();
/// Returns the key last used to identify this resource in the unused map.

View file

@ -138,7 +138,7 @@ QVariantMap ObjectAction::getArguments() {
void ObjectAction::debugDraw(btIDebugDraw* debugDrawer) {
}
void ObjectAction::removeFromSimulation(EntitySimulation* simulation) const {
void ObjectAction::removeFromSimulation(EntitySimulationPointer simulation) const {
QUuid myID;
withReadLock([&]{
myID = _id;

View file

@ -29,7 +29,7 @@ public:
ObjectAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity);
virtual ~ObjectAction();
virtual void removeFromSimulation(EntitySimulation* simulation) const override;
virtual void removeFromSimulation(EntitySimulationPointer simulation) const override;
virtual EntityItemWeakPointer getOwnerEntity() const override { return _ownerEntity; }
virtual void setOwnerEntity(const EntityItemPointer ownerEntity) override { _ownerEntity = ownerEntity; }

View file

@ -156,7 +156,7 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
void PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
assert(entity);
assert(entity->isDead());
entity->clearActions(this);
entity->clearActions(getThisPointer());
removeEntityInternal(entity);
}
// end EntitySimulation overrides

View file

@ -23,7 +23,9 @@
#include "PhysicsEngine.h"
#include "EntityMotionState.h"
typedef QSet<EntityMotionState*> SetOfEntityMotionStates;
class PhysicalEntitySimulation;
using PhysicalEntitySimulationPointer = std::shared_ptr<PhysicalEntitySimulation>;
using SetOfEntityMotionStates = QSet<EntityMotionState*>;
class PhysicalEntitySimulation :public EntitySimulation {
public:

View file

@ -9,12 +9,9 @@
#include "impl/PointerClip.h"
using namespace recording;
NetworkClipLoader::NetworkClipLoader(const QUrl& url, bool delayLoad)
: Resource(url, delayLoad), _clip(std::make_shared<NetworkClip>(url))
{
}
NetworkClipLoader::NetworkClipLoader(const QUrl& url) :
Resource(url),
_clip(std::make_shared<NetworkClip>(url)) {}
void NetworkClip::init(const QByteArray& clipData) {
_clipData = clipData;
@ -32,10 +29,10 @@ ClipCache& ClipCache::instance() {
}
NetworkClipLoaderPointer ClipCache::getClipLoader(const QUrl& url) {
return ResourceCache::getResource(url, QUrl(), false, nullptr).staticCast<NetworkClipLoader>();
return ResourceCache::getResource(url, QUrl(), nullptr).staticCast<NetworkClipLoader>();
}
QSharedPointer<Resource> ClipCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra) {
return QSharedPointer<Resource>(new NetworkClipLoader(url, delayLoad), &Resource::deleter);
QSharedPointer<Resource> ClipCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, const void* extra) {
return QSharedPointer<Resource>(new NetworkClipLoader(url), &Resource::deleter);
}

View file

@ -31,7 +31,7 @@ private:
class NetworkClipLoader : public Resource {
public:
NetworkClipLoader(const QUrl& url, bool delayLoad);
NetworkClipLoader(const QUrl& url);
virtual void downloadFinished(const QByteArray& data) override;
ClipPointer getClip() { return _clip; }
bool completed() { return _failedToLoad || isLoaded(); }
@ -49,7 +49,7 @@ public:
NetworkClipLoaderPointer getClipLoader(const QUrl& url);
protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra) override;
virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, const void* extra) override;
};
}

View file

@ -1,3 +1,3 @@
set(TARGET_NAME script-engine)
setup_hifi_library(Gui Network Script WebSockets Widgets)
setup_hifi_library(Gui Network Script ScriptTools WebSockets Widgets)
link_hifi_libraries(shared networking octree gpu ui procedural model model-networking recording avatars fbx entities controllers animation audio physics)

View file

@ -17,12 +17,18 @@
#include <QtCore/QFileInfo>
#include <QtCore/QTimer>
#include <QtCore/QThread>
#include <QtCore/QRegularExpression>
#include <QtWidgets/QMainWindow>
#include <QtWidgets/QApplication>
#include <QtNetwork/QNetworkRequest>
#include <QtNetwork/QNetworkReply>
#include <QtScript/QScriptEngine>
#include <QtScript/QScriptValue>
#include <QtScript/QScriptValueIterator>
#include <QtCore/QStringList>
#include <QtScriptTools/QScriptEngineDebugger>
#include <AudioConstants.h>
#include <AudioEffectOptions.h>
@ -34,6 +40,7 @@
#include <NodeList.h>
#include <udt/PacketHeaders.h>
#include <UUID.h>
#include <ui/Menu.h>
#include <controllers/ScriptingInterface.h>
#include <AnimationObject.h>
@ -169,6 +176,93 @@ void ScriptEngine::disconnectNonEssentialSignals() {
}
}
void ScriptEngine::runDebuggable() {
static QMenuBar* menuBar { nullptr };
static QMenu* scriptDebugMenu { nullptr };
static size_t scriptMenuCount { 0 };
if (!scriptDebugMenu) {
for (auto window : qApp->topLevelWidgets()) {
auto mainWindow = qobject_cast<QMainWindow*>(window);
if (mainWindow) {
menuBar = mainWindow->menuBar();
break;
}
}
if (menuBar) {
scriptDebugMenu = menuBar->addMenu("Script Debug");
}
}
init();
_isRunning = true;
_debuggable = true;
_debugger = new QScriptEngineDebugger(this);
_debugger->attachTo(this);
QMenu* parentMenu = scriptDebugMenu;
QMenu* scriptMenu { nullptr };
if (parentMenu) {
++scriptMenuCount;
scriptMenu = parentMenu->addMenu(_fileNameString);
scriptMenu->addMenu(_debugger->createStandardMenu(qApp->activeWindow()));
} else {
qWarning() << "Unable to add script debug menu";
}
QScriptValue result = evaluate(_scriptContents, _fileNameString);
_lastUpdate = usecTimestampNow();
QTimer* timer = new QTimer(this);
connect(this, &ScriptEngine::finished, [this, timer, parentMenu, scriptMenu] {
if (scriptMenu) {
parentMenu->removeAction(scriptMenu->menuAction());
--scriptMenuCount;
if (0 == scriptMenuCount) {
menuBar->removeAction(scriptDebugMenu->menuAction());
scriptDebugMenu = nullptr;
}
}
disconnect(timer);
});
connect(timer, &QTimer::timeout, [this, timer] {
if (_isFinished) {
if (!_isRunning) {
return;
}
stopAllTimers(); // make sure all our timers are stopped if the script is ending
if (_wantSignals) {
emit scriptEnding();
emit finished(_fileNameString, this);
}
_isRunning = false;
if (_wantSignals) {
emit runningStateChanged();
emit doneRunning();
}
timer->deleteLater();
return;
}
qint64 now = usecTimestampNow();
// we check for 'now' in the past in case people set their clock back
if (_lastUpdate < now) {
float deltaTime = (float)(now - _lastUpdate) / (float)USECS_PER_SECOND;
if (!_isFinished) {
if (_wantSignals) {
emit update(deltaTime);
}
}
}
_lastUpdate = now;
// Debug and clear exceptions
hadUncaughtExceptions(*this, _fileNameString);
});
timer->start(10);
}
void ScriptEngine::runInThread() {
Q_ASSERT_X(!_isThreaded, "ScriptEngine::runInThread()", "runInThread should not be called more than once");
@ -260,6 +354,10 @@ void ScriptEngine::loadURL(const QUrl& scriptURL, bool reload) {
// FIXME - switch this to the new model of ScriptCache callbacks
void ScriptEngine::scriptContentsAvailable(const QUrl& url, const QString& scriptContents) {
_scriptContents = scriptContents;
static const QString DEBUG_FLAG("#debug");
if (QRegularExpression(DEBUG_FLAG).match(scriptContents).hasMatch()) {
_debuggable = true;
}
if (_wantSignals) {
emit scriptLoaded(url.toString());
}
@ -723,7 +821,7 @@ void ScriptEngine::run() {
auto nodeList = DependencyManager::get<NodeList>();
auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();
qint64 lastUpdate = usecTimestampNow();
_lastUpdate = usecTimestampNow();
// TODO: Integrate this with signals/slots instead of reimplementing throttling for ScriptEngine
while (!_isFinished) {
@ -771,15 +869,15 @@ void ScriptEngine::run() {
qint64 now = usecTimestampNow();
// we check for 'now' in the past in case people set their clock back
if (lastUpdate < now) {
float deltaTime = (float) (now - lastUpdate) / (float) USECS_PER_SECOND;
if (_lastUpdate < now) {
float deltaTime = (float) (now - _lastUpdate) / (float) USECS_PER_SECOND;
if (!_isFinished) {
if (_wantSignals) {
emit update(deltaTime);
}
}
}
lastUpdate = now;
_lastUpdate = now;
// Debug and clear exceptions
hadUncaughtExceptions(*this, _fileNameString);

View file

@ -18,9 +18,10 @@
#include <QtCore/QUrl>
#include <QtCore/QSet>
#include <QtCore/QWaitCondition>
#include <QtScript/QScriptEngine>
#include <QtCore/QStringList>
#include <QtScript/QScriptEngine>
#include <AnimationCache.h>
#include <AnimVariant.h>
#include <AvatarData.h>
@ -39,6 +40,8 @@
#include "ScriptUUID.h"
#include "Vec3.h"
class QScriptEngineDebugger;
static const QString NO_SCRIPT("");
static const int SCRIPT_FPS = 60;
@ -75,6 +78,8 @@ public:
/// services before calling this.
void runInThread();
void runDebuggable();
/// run the script in the callers thread, exit when stop() is called.
void run();
@ -140,6 +145,8 @@ public:
bool isFinished() const { return _isFinished; } // used by Application and ScriptWidget
bool isRunning() const { return _isRunning; } // used by ScriptWidget
bool isDebuggable() const { return _debuggable; }
void disconnectNonEssentialSignals();
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@ -187,6 +194,9 @@ protected:
bool _wantSignals { true };
QHash<EntityItemID, EntityScriptDetails> _entityScripts;
bool _isThreaded { false };
QScriptEngineDebugger* _debugger { nullptr };
bool _debuggable { false };
qint64 _lastUpdate;
void init();
QString getFilename() const;

View file

@ -9,7 +9,8 @@
#include "ScriptEngines.h"
#include <QtCore/QStandardPaths>
#include <QtCore/QCoreApplication>
#include <QtWidgets/QApplication>
#include <SettingHandle.h>
#include <UserActivityLogger.h>
@ -490,7 +491,12 @@ void ScriptEngines::launchScriptEngine(ScriptEngine* scriptEngine) {
for (auto initializer : _scriptInitializers) {
initializer(scriptEngine);
}
scriptEngine->runInThread();
if (scriptEngine->isDebuggable() || (qApp->queryKeyboardModifiers() & Qt::ShiftModifier)) {
scriptEngine->runDebuggable();
} else {
scriptEngine->runInThread();
}
}

View file

@ -17,7 +17,7 @@ Script.load("system/edit.js");
Script.load("system/selectAudioDevice.js");
Script.load("system/notifications.js");
Script.load("system/controllers/handControllerGrab.js");
Script.load("system/controllers/handControllerPointer.js");
Script.load("system/controllers/squeezeHands.js");
Script.load("system/controllers/grab.js");
Script.load("system/dialTone.js");
Script.load("system/depthReticle.js");

View file

@ -0,0 +1,456 @@
"use strict";
/*jslint vars: true, plusplus: true*/
/*globals Script, Overlays, Controller, Reticle, HMD, Camera, Entities, MyAvatar, Settings, Menu, ScriptDiscoveryService, Window, Vec3, Quat, print */
//
// handControllerPointer.js
// examples/controllers
//
// Created by Howard Stearns on 2016/04/22
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// Control the "mouse" using hand controller. (HMD and desktop.)
// For now:
// Hydra thumb button 3 is left-mouse, button 4 is right-mouse.
// A click in the center of the vive thumb pad is left mouse. Vive menu button is context menu (right mouse).
// First-person only.
// Starts right handed, but switches to whichever is free: Whichever hand was NOT most recently squeezed.
// (For now, the thumb buttons on both controllers are always on.)
// When over a HUD element, the reticle is shown where the active hand controller beam intersects the HUD.
// Otherwise, the active hand controller shows a red ball where a click will act.
//
// Bugs:
// On Windows, the upper left corner of Interface must be in the upper left corner of the screen, and the title bar must be 50px high. (System bug.)
// While hardware mouse move switches to mouse move, hardware mouse click (without amove) does not.
// UTILITIES -------------
//
// Utility to make it easier to setup and disconnect cleanly.
function setupHandler(event, handler) {
event.connect(handler);
Script.scriptEnding.connect(function () {
event.disconnect(handler);
});
}
// If some capability is not available until expiration milliseconds after the last update.
function TimeLock(expiration) {
var last = 0;
this.update = function (optionalNow) {
last = optionalNow || Date.now();
};
this.expired = function (optionalNow) {
return ((optionalNow || Date.now()) - last) > expiration;
};
}
var handControllerLockOut = new TimeLock(2000);
// Calls onFunction() or offFunction() when swtich(on), but only if it is to a new value.
function LatchedToggle(onFunction, offFunction, state) {
this.getState = function () {
return state;
};
this.setState = function (on) {
if (state === on) {
return;
}
state = on;
if (on) {
onFunction();
} else {
offFunction();
}
};
}
// VERTICAL FIELD OF VIEW ---------
//
// Cache the verticalFieldOfView setting and update it every so often.
var verticalFieldOfView, DEFAULT_VERTICAL_FIELD_OF_VIEW = 45; // degrees
function updateFieldOfView() {
verticalFieldOfView = Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW;
}
// SHIMS ----------
//
var weMovedReticle = false;
function ignoreMouseActivity() {
// If we're paused, or if change in cursor position is from this script, not the hardware mouse.
if (!Reticle.allowMouseCapture) {
return true;
}
// Only we know if we moved it, which is why this script has to replace depthReticle.js
if (!weMovedReticle) {
return false;
}
weMovedReticle = false;
return true;
}
var setReticlePosition = function (point2d) {
weMovedReticle = true;
Reticle.setPosition(point2d);
};
// Generalizations of utilities that work with system and overlay elements.
function findRayIntersection(pickRay) {
// Check 3D overlays and entities. Argument is an object with origin and direction.
var result = Overlays.findRayIntersection(pickRay);
if (!result.intersects) {
result = Entities.findRayIntersection(pickRay, true);
}
return result;
}
function isPointingAtOverlay(optionalHudPosition2d) {
return Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(optionalHudPosition2d || Reticle.position);
}
// Generalized HUD utilities, with or without HMD:
// These two "vars" are for documentation. Do not change their values!
var SPHERICAL_HUD_DISTANCE = 1; // meters.
var PLANAR_PERPENDICULAR_HUD_DISTANCE = SPHERICAL_HUD_DISTANCE;
function calculateRayUICollisionPoint(position, direction) {
// Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection.
if (HMD.active) {
return HMD.calculateRayUICollisionPoint(position, direction);
}
// interect HUD plane, 1m in front of camera, using formula:
// scale = hudNormal dot (hudPoint - position) / hudNormal dot direction
// intersection = postion + scale*direction
var hudNormal = Quat.getFront(Camera.getOrientation());
var hudPoint = Vec3.sum(Camera.getPosition(), hudNormal); // must also scale if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1
var denominator = Vec3.dot(hudNormal, direction);
if (denominator === 0) {
return null;
} // parallel to plane
var numerator = Vec3.dot(hudNormal, Vec3.subtract(hudPoint, position));
var scale = numerator / denominator;
return Vec3.sum(position, Vec3.multiply(scale, direction));
}
var DEGREES_TO_HALF_RADIANS = Math.PI / 360;
function overlayFromWorldPoint(point) {
// Answer the 2d pixel-space location in the HUD that covers the given 3D point.
// REQUIRES: that the 3d point be on the hud surface!
// Note that this is based on the Camera, and doesn't know anything about any
// ray that may or may not have been used to compute the point. E.g., the
// overlay point is NOT the intersection of some non-camera ray with the HUD.
if (HMD.active) {
return HMD.overlayFromWorldPoint(point);
}
var cameraToPoint = Vec3.subtract(point, Camera.getPosition());
var cameraX = Vec3.dot(cameraToPoint, Quat.getRight(Camera.getOrientation()));
var cameraY = Vec3.dot(cameraToPoint, Quat.getUp(Camera.getOrientation()));
var size = Controller.getViewportDimensions();
var hudHeight = 2 * Math.tan(verticalFieldOfView * DEGREES_TO_HALF_RADIANS); // must adjust if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1
var hudWidth = hudHeight * size.x / size.y;
var horizontalFraction = (cameraX / hudWidth + 0.5);
var verticalFraction = 1 - (cameraY / hudHeight + 0.5);
var horizontalPixels = size.x * horizontalFraction;
var verticalPixels = size.y * verticalFraction;
return { x: horizontalPixels, y: verticalPixels };
}
// MOUSE ACTIVITY --------
//
var isSeeking = false;
var averageMouseVelocity = 0, lastIntegration = 0, lastMouse;
var WEIGHTING = 1 / 20; // simple moving average over last 20 samples
var ONE_MINUS_WEIGHTING = 1 - WEIGHTING;
var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 20;
function isShakingMouse() { // True if the person is waving the mouse around trying to find it.
var now = Date.now(), mouse = Reticle.position, isShaking = false;
if (lastIntegration && (lastIntegration !== now)) {
var velocity = Vec3.length(Vec3.subtract(mouse, lastMouse)) / (now - lastIntegration);
averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * velocity);
if (averageMouseVelocity > AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO) {
isShaking = true;
}
}
lastIntegration = now;
lastMouse = mouse;
return isShaking;
}
var NON_LINEAR_DIVISOR = 2;
var MINIMUM_SEEK_DISTANCE = 0.01;
function updateSeeking() {
if (!Reticle.visible || isShakingMouse()) {
isSeeking = true;
} // e.g., if we're about to turn it on with first movement.
if (!isSeeking) {
return;
}
averageMouseVelocity = lastIntegration = 0;
var lookAt2D = HMD.getHUDLookAtPosition2D();
if (!lookAt2D) {
print('Cannot seek without lookAt position');
return;
} // E.g., if parallel to location in HUD
var copy = Reticle.position;
function updateDimension(axis) {
var distanceBetween = lookAt2D[axis] - Reticle.position[axis];
var move = distanceBetween / NON_LINEAR_DIVISOR;
if (Math.abs(move) < MINIMUM_SEEK_DISTANCE) {
return false;
}
copy[axis] += move;
return true;
}
var okX = !updateDimension('x'), okY = !updateDimension('y'); // Evaluate both. Don't short-circuit.
if (okX && okY) {
isSeeking = false;
} else {
Reticle.setPosition(copy); // Not setReticlePosition
}
}
var mouseCursorActivity = new TimeLock(5000);
var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant
function updateMouseActivity(isClick) {
if (ignoreMouseActivity()) {
return;
}
var now = Date.now();
mouseCursorActivity.update(now);
if (isClick) {
return;
} // Bug: mouse clicks should keep going. Just not hand controller clicks
handControllerLockOut.update(now);
Reticle.visible = true;
}
function expireMouseCursor(now) {
if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) {
Reticle.visible = false;
}
}
function onMouseMove() {
// Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity.
if (ignoreMouseActivity()) {
return;
}
if (HMD.active) { // set depth
updateSeeking();
if (isPointingAtOverlay()) {
Reticle.setDepth(SPHERICAL_HUD_DISTANCE); // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
} else {
var result = findRayIntersection(Camera.computePickRay(Reticle.position.x, Reticle.position.y));
var depth = result.intersects ? result.distance : APPARENT_MAXIMUM_DEPTH;
Reticle.setDepth(depth);
}
}
updateMouseActivity(); // After the above, just in case the depth movement is awkward when becoming visible.
}
function onMouseClick() {
updateMouseActivity(true);
}
setupHandler(Controller.mouseMoveEvent, onMouseMove);
setupHandler(Controller.mousePressEvent, onMouseClick);
setupHandler(Controller.mouseDoublePressEvent, onMouseClick);
// CONTROLLER MAPPING ---------
//
var activeHand = Controller.Standard.RightHand;
function toggleHand() {
if (activeHand === Controller.Standard.RightHand) {
activeHand = Controller.Standard.LeftHand;
} else {
activeHand = Controller.Standard.RightHand;
}
}
// Create clickMappings as needed, on demand.
var clickMappings = {}, clickMapping, clickMapToggle;
var hardware; // undefined
function checkHardware() {
var newHardware = Controller.Hardware.Hydra ? 'Hydra' : (Controller.Hardware.Vive ? 'Vive' : null); // not undefined
if (hardware === newHardware) {
return;
}
print('Setting mapping for new controller hardware:', newHardware);
if (clickMapToggle) {
clickMapToggle.setState(false);
}
hardware = newHardware;
if (clickMappings[hardware]) {
clickMapping = clickMappings[hardware];
} else {
clickMapping = Controller.newMapping(Script.resolvePath('') + '-click-' + hardware);
Script.scriptEnding.connect(clickMapping.disable);
function mapToAction(button, action) {
clickMapping.from(Controller.Hardware[hardware][button]).peek().to(Controller.Actions[action]);
}
function makeHandToggle(button, hand, optionalWhen) {
var whenThunk = optionalWhen || function () {
return true;
};
function maybeToggle() {
if (activeHand !== Controller.Standard[hand]) {
toggleHand();
}
}
clickMapping.from(Controller.Hardware[hardware][button]).peek().when(whenThunk).to(maybeToggle);
}
function makeViveWhen(click, x, y) {
var viveClick = Controller.Hardware.Vive[click],
viveX = Controller.Standard[x], // Standard after filtering by mapping
viveY = Controller.Standard[y];
return function () {
var clickValue = Controller.getValue(viveClick);
var xValue = Controller.getValue(viveX);
var yValue = Controller.getValue(viveY);
return clickValue && !xValue && !yValue;
};
}
switch (hardware) {
case 'Hydra':
makeHandToggle('R3', 'RightHand');
makeHandToggle('L3', 'LeftHand');
mapToAction('R3', 'ReticleClick');
mapToAction('L3', 'ReticleClick');
mapToAction('R4', 'ContextMenu');
mapToAction('L4', 'ContextMenu');
break;
case 'Vive':
// When touchpad click is NOT treated as movement, treat as left click
makeHandToggle('RS', 'RightHand', makeViveWhen('RS', 'RX', 'RY'));
makeHandToggle('LS', 'LeftHand', makeViveWhen('LS', 'LX', 'LY'));
clickMapping.from(Controller.Hardware.Vive.RS).when(makeViveWhen('RS', 'RX', 'RY')).to(Controller.Actions.ReticleClick);
clickMapping.from(Controller.Hardware.Vive.LS).when(makeViveWhen('LS', 'LX', 'LY')).to(Controller.Actions.ReticleClick);
mapToAction('RightApplicationMenu', 'ContextMenu');
mapToAction('LeftApplicationMenu', 'ContextMenu');
break;
}
clickMappings[hardware] = clickMapping;
}
clickMapToggle = new LatchedToggle(clickMapping.enable, clickMapping.disable);
clickMapToggle.setState(true);
}
checkHardware();
// VISUAL AID -----------
// Same properties as handControllerGrab search sphere
var BALL_SIZE = 0.011;
var BALL_ALPHA = 0.5;
var fakeProjectionBall = Overlays.addOverlay("sphere", {
size: 5 * BALL_SIZE,
color: {red: 255, green: 10, blue: 10},
ignoreRayIntersection: true,
alpha: BALL_ALPHA,
visible: false,
solid: true,
drawInFront: true // Even when burried inside of something, show it.
});
var overlays = [fakeProjectionBall]; // If we want to try showing multiple balls and lasers.
Script.scriptEnding.connect(function () {
overlays.forEach(Overlays.deleteOverlay);
});
var visualizationIsShowing = false; // Not whether it desired, but simply whether it is. Just an optimziation.
function turnOffVisualization(optionalEnableClicks) { // because we're showing cursor on HUD
if (!optionalEnableClicks) {
expireMouseCursor();
}
if (!visualizationIsShowing) {
return;
}
visualizationIsShowing = false;
overlays.forEach(function (overlay) {
Overlays.editOverlay(overlay, {visible: false});
});
}
var MAX_RAY_SCALE = 32000; // Anything large. It's a scale, not a distance.
function updateVisualization(controllerPosition, controllerDirection, hudPosition3d, hudPosition2d) {
// Show an indication of where the cursor will appear when crossing a HUD element,
// and where in-world clicking will occur.
//
// There are a number of ways we could do this, but for now, it's a blue sphere that rolls along
// the HUD surface, and a red sphere that rolls along the 3d objects that will receive the click.
// We'll leave it to other scripts (like handControllerGrab) to show a search beam when desired.
function intersection3d(position, direction) {
// Answer in-world intersection (entity or 3d overlay), or way-out point
var pickRay = {origin: position, direction: direction};
var result = findRayIntersection(pickRay);
return result.intersects ? result.intersection : Vec3.sum(position, Vec3.multiply(MAX_RAY_SCALE, direction));
}
visualizationIsShowing = true;
// We'd rather in-world interactions be done at the termination of the hand beam
// -- intersection3d(controllerPosition, controllerDirection). Maybe have handControllerGrab
// direclty manipulate both entity and 3d overlay objects.
// For now, though, we present a false projection of the cursor onto whatever is below it. This is
// different from the hand beam termination because the false projection is from the camera, while
// the hand beam termination is from the hand.
var eye = Camera.getPosition();
var falseProjection = intersection3d(eye, Vec3.subtract(hudPosition3d, eye));
Overlays.editOverlay(fakeProjectionBall, {visible: true, position: falseProjection});
Reticle.visible = false;
return visualizationIsShowing; // In case we change caller to act conditionally.
}
// MAIN OPERATIONS -----------
//
function update() {
var now = Date.now();
if (!handControllerLockOut.expired(now)) {
return turnOffVisualization();
} // Let them use mouse it in peace.
if (!Menu.isOptionChecked("First Person")) {
return turnOffVisualization();
} // What to do? menus can be behind hand!
var controllerPose = Controller.getPoseValue(activeHand);
// Vive is effectively invalid when not in HMD
if (!controllerPose.valid || ((hardware === 'Vive') && !HMD.active)) {
return turnOffVisualization();
} // Controller is cradled.
var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation),
MyAvatar.position);
// This gets point direction right, but if you want general quaternion it would be more complicated:
var controllerDirection = Quat.getUp(Quat.multiply(MyAvatar.orientation, controllerPose.rotation));
var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection);
if (!hudPoint3d) {
print('Controller is parallel to HUD');
return turnOffVisualization();
}
var hudPoint2d = overlayFromWorldPoint(hudPoint3d);
// We don't know yet if we'll want to make the cursor visble, but we need to move it to see if
// it's pointing at a QML tool (aka system overlay).
setReticlePosition(hudPoint2d);
// If there's a HUD element at the (newly moved) reticle, just make it visible and bail.
if (isPointingAtOverlay(hudPoint2d)) {
if (HMD.active) { // Doesn't hurt anything without the guard, but consider it documentation.
Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
}
Reticle.visible = true;
return turnOffVisualization(true);
}
// We are not pointing at a HUD element (but it could be a 3d overlay).
updateVisualization(controllerPosition, controllerDirection, hudPoint3d, hudPoint2d);
}
var UPDATE_INTERVAL = 20; // milliseconds. Script.update is too frequent.
var updater = Script.setInterval(update, UPDATE_INTERVAL);
Script.scriptEnding.connect(function () {
Script.clearInterval(updater);
});
// Check periodically for changes to setup.
var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // milliseconds
function checkSettings() {
updateFieldOfView();
checkHardware();
}
checkSettings();
var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL);
Script.scriptEnding.connect(function () {
Script.clearInterval(settingsChecker);
});

View file

@ -1,185 +0,0 @@
// depthReticle.js
// examples
//
// Created by Brad Hefta-Gaub on 2/23/16.
// Copyright 2016 High Fidelity, Inc.
//
// When used in HMD, this script will make the reticle depth track to any clickable item in view.
// This script also handles auto-hiding the reticle after inactivity, as well as having the reticle
// seek the look at position upon waking up.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var APPARENT_2D_OVERLAY_DEPTH = 1.0;
var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant
var lastDepthCheckTime = Date.now();
var desiredDepth = APPARENT_2D_OVERLAY_DEPTH;
var TIME_BETWEEN_DEPTH_CHECKS = 100;
var MINIMUM_DEPTH_ADJUST = 0.01;
var NON_LINEAR_DIVISOR = 2;
var MINIMUM_SEEK_DISTANCE = 0.01;
var lastMouseMoveOrClick = Date.now();
var lastMouseX = Reticle.position.x;
var lastMouseY = Reticle.position.y;
var HIDE_STATIC_MOUSE_AFTER = 3000; // 3 seconds
var shouldSeekToLookAt = false;
var fastMouseMoves = 0;
var averageMouseVelocity = 0;
var WEIGHTING = 1/20; // simple moving average over last 20 samples
var ONE_MINUS_WEIGHTING = 1 - WEIGHTING;
var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 50;
function showReticleOnMouseClick() {
Reticle.visible = true;
lastMouseMoveOrClick = Date.now(); // move or click
}
Controller.mousePressEvent.connect(showReticleOnMouseClick);
Controller.mouseDoublePressEvent.connect(showReticleOnMouseClick);
Controller.mouseMoveEvent.connect(function(mouseEvent) {
var now = Date.now();
// if the reticle is hidden, and we're not in away mode...
if (!Reticle.visible && Reticle.allowMouseCapture) {
Reticle.visible = true;
if (HMD.active) {
shouldSeekToLookAt = true;
}
} else {
// even if the reticle is visible, if we're in HMD mode, and the person is moving their mouse quickly (shaking it)
// then they are probably looking for it, and we should move into seekToLookAt mode
if (HMD.active && !shouldSeekToLookAt && Reticle.allowMouseCapture) {
var dx = Reticle.position.x - lastMouseX;
var dy = Reticle.position.y - lastMouseY;
var dt = Math.max(1, (now - lastMouseMoveOrClick)); // mSecs since last mouse move
var mouseMoveDistance = Math.sqrt((dx*dx) + (dy*dy));
var mouseVelocity = mouseMoveDistance / dt;
averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * mouseVelocity);
if (averageMouseVelocity > AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO) {
shouldSeekToLookAt = true;
}
}
}
lastMouseMoveOrClick = now;
lastMouseX = mouseEvent.x;
lastMouseY = mouseEvent.y;
});
function seekToLookAt() {
// if we're currently seeking the lookAt move the mouse toward the lookat
if (shouldSeekToLookAt) {
averageMouseVelocity = 0; // reset this, these never count for movement...
var lookAt2D = HMD.getHUDLookAtPosition2D();
var currentReticlePosition = Reticle.position;
var distanceBetweenX = lookAt2D.x - Reticle.position.x;
var distanceBetweenY = lookAt2D.y - Reticle.position.y;
var moveX = distanceBetweenX / NON_LINEAR_DIVISOR;
var moveY = distanceBetweenY / NON_LINEAR_DIVISOR;
var newPosition = { x: Reticle.position.x + moveX, y: Reticle.position.y + moveY };
var closeEnoughX = false;
var closeEnoughY = false;
if (moveX < MINIMUM_SEEK_DISTANCE) {
newPosition.x = lookAt2D.x;
closeEnoughX = true;
}
if (moveY < MINIMUM_SEEK_DISTANCE) {
newPosition.y = lookAt2D.y;
closeEnoughY = true;
}
Reticle.position = newPosition;
if (closeEnoughX && closeEnoughY) {
shouldSeekToLookAt = false;
}
}
}
function autoHideReticle() {
var now = Date.now();
// sometimes we don't actually get mouse move messages (for example, if the focus has been set
// to an overlay or web page 'overlay') in but the mouse can still be moving, and we don't want
// to autohide in these cases, so we will take this opportunity to also check if the reticle
// position has changed.
if (lastMouseX != Reticle.position.x || lastMouseY != Reticle.position.y) {
lastMouseMoveOrClick = now;
lastMouseX = Reticle.position.x;
lastMouseY = Reticle.position.y;
}
// if we haven't moved in a long period of time, and we're not pointing at some
// system overlay (like a window), then hide the reticle
if (Reticle.visible && !Reticle.pointingAtSystemOverlay) {
var timeSinceLastMouseMove = now - lastMouseMoveOrClick;
if (timeSinceLastMouseMove > HIDE_STATIC_MOUSE_AFTER) {
Reticle.visible = false;
}
}
}
function checkReticleDepth() {
var now = Date.now();
var timeSinceLastDepthCheck = now - lastDepthCheckTime;
if (timeSinceLastDepthCheck > TIME_BETWEEN_DEPTH_CHECKS && Reticle.visible) {
var newDesiredDepth = desiredDepth;
lastDepthCheckTime = now;
var reticlePosition = Reticle.position;
// first check the 2D Overlays
if (Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(reticlePosition)) {
newDesiredDepth = APPARENT_2D_OVERLAY_DEPTH;
} else {
var pickRay = Camera.computePickRay(reticlePosition.x, reticlePosition.y);
// Then check the 3D overlays
var result = Overlays.findRayIntersection(pickRay);
if (!result.intersects) {
// finally check the entities
result = Entities.findRayIntersection(pickRay, true);
}
// If either the overlays or entities intersect, then set the reticle depth to
// the distance of intersection
if (result.intersects) {
newDesiredDepth = result.distance;
} else {
// if nothing intersects... set the depth to some sufficiently large depth
newDesiredDepth = APPARENT_MAXIMUM_DEPTH;
}
}
// If the desired depth has changed, reset our fade start time
if (desiredDepth != newDesiredDepth) {
desiredDepth = newDesiredDepth;
}
}
}
function moveToDesiredDepth() {
// move the reticle toward the desired depth
if (desiredDepth != Reticle.depth) {
// cut distance between desiredDepth and current depth in half until we're close enough
var distanceToAdjustThisCycle = (desiredDepth - Reticle.depth) / NON_LINEAR_DIVISOR;
if (Math.abs(distanceToAdjustThisCycle) < MINIMUM_DEPTH_ADJUST) {
newDepth = desiredDepth;
} else {
newDepth = Reticle.depth + distanceToAdjustThisCycle;
}
Reticle.setDepth(newDepth);
}
}
Script.update.connect(function(deltaTime) {
autoHideReticle(); // auto hide reticle for desktop or HMD mode
if (HMD.active) {
seekToLookAt(); // handle moving the reticle toward the look at
checkReticleDepth(); // make sure reticle is at correct depth
moveToDesiredDepth(); // move the fade the reticle to the desired depth
}
});