mirror of
https://github.com/overte-org/overte.git
synced 2025-04-23 01:13:32 +02:00
Merge remote-tracking branch 'upstream/master' into 19554-2
This commit is contained in:
commit
a552d48401
53 changed files with 3001 additions and 286 deletions
|
@ -28,6 +28,7 @@ link_hifi_library(audio ${TARGET_NAME} "${ROOT_DIR}")
|
|||
link_hifi_library(avatars ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(octree ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(voxels ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(fbx ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(particles ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(metavoxels ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(networking ${TARGET_NAME} "${ROOT_DIR}")
|
||||
|
@ -51,4 +52,4 @@ IF (WIN32)
|
|||
target_link_libraries(${TARGET_NAME} Winmm Ws2_32)
|
||||
ENDIF(WIN32)
|
||||
|
||||
target_link_libraries(${TARGET_NAME} Qt5::Network Qt5::Widgets Qt5::Script "${GNUTLS_LIBRARY}")
|
||||
target_link_libraries(${TARGET_NAME} Qt5::Network Qt5::Widgets Qt5::Script "${GNUTLS_LIBRARY}")
|
||||
|
|
|
@ -11,8 +11,10 @@
|
|||
|
||||
#include <QtCore/QCoreApplication>
|
||||
#include <QtCore/QEventLoop>
|
||||
#include <QtCore/QStandardPaths>
|
||||
#include <QtCore/QTimer>
|
||||
#include <QtNetwork/QNetworkAccessManager>
|
||||
#include <QtNetwork/QNetworkDiskCache>
|
||||
#include <QtNetwork/QNetworkRequest>
|
||||
#include <QtNetwork/QNetworkReply>
|
||||
|
||||
|
@ -20,6 +22,7 @@
|
|||
#include <AvatarData.h>
|
||||
#include <NodeList.h>
|
||||
#include <PacketHeaders.h>
|
||||
#include <ResourceCache.h>
|
||||
#include <UUID.h>
|
||||
#include <VoxelConstants.h>
|
||||
#include <ParticlesScriptingInterface.h>
|
||||
|
@ -148,22 +151,32 @@ void Agent::run() {
|
|||
<< NodeType::ParticleServer);
|
||||
|
||||
// figure out the URL for the script for this agent assignment
|
||||
QString scriptURLString("http://%1:8080/assignment/%2");
|
||||
scriptURLString = scriptURLString.arg(NodeList::getInstance()->getDomainHandler().getIP().toString(),
|
||||
uuidStringWithoutCurlyBraces(_uuid));
|
||||
|
||||
QUrl scriptURL;
|
||||
if (_payload.isEmpty()) {
|
||||
scriptURL = QUrl(QString("http://%1:8080/assignment/%2")
|
||||
.arg(NodeList::getInstance()->getDomainHandler().getIP().toString(),
|
||||
uuidStringWithoutCurlyBraces(_uuid)));
|
||||
} else {
|
||||
scriptURL = QUrl(_payload);
|
||||
}
|
||||
|
||||
QNetworkAccessManager *networkManager = new QNetworkAccessManager(this);
|
||||
QNetworkReply *reply = networkManager->get(QNetworkRequest(QUrl(scriptURLString)));
|
||||
QNetworkReply *reply = networkManager->get(QNetworkRequest(scriptURL));
|
||||
QNetworkDiskCache* cache = new QNetworkDiskCache(networkManager);
|
||||
QString cachePath = QStandardPaths::writableLocation(QStandardPaths::DataLocation);
|
||||
cache->setCacheDirectory(!cachePath.isEmpty() ? cachePath : "agentCache");
|
||||
networkManager->setCache(cache);
|
||||
|
||||
qDebug() << "Downloading script at" << scriptURLString;
|
||||
qDebug() << "Downloading script at" << scriptURL.toString();
|
||||
|
||||
QEventLoop loop;
|
||||
QObject::connect(reply, SIGNAL(finished()), &loop, SLOT(quit()));
|
||||
|
||||
loop.exec();
|
||||
|
||||
// let the AvatarData class use our QNetworkAcessManager
|
||||
// let the AvatarData and ResourceCache classes use our QNetworkAccessManager
|
||||
AvatarData::setNetworkAccessManager(networkManager);
|
||||
ResourceCache::setNetworkAccessManager(networkManager);
|
||||
|
||||
QString scriptContents(reply->readAll());
|
||||
|
||||
|
|
|
@ -42,13 +42,13 @@ body {
|
|||
background-color: #28FF57;
|
||||
}
|
||||
|
||||
#instance-field {
|
||||
#extra-fields {
|
||||
position: absolute;
|
||||
right: 20px;
|
||||
top: 40px;
|
||||
top: 30px;
|
||||
}
|
||||
|
||||
#instance-field input {
|
||||
#extra-fields input {
|
||||
width: 80px;
|
||||
}
|
||||
|
||||
|
|
|
@ -14,8 +14,13 @@
|
|||
Run
|
||||
</a>
|
||||
</div>
|
||||
<div class='big-field' id='instance-field'>
|
||||
<input type='text' name='instances' placeholder='# of instances'>
|
||||
<div id="extra-fields">
|
||||
<div class='big-field' id='instance-field'>
|
||||
<input type='text' name='instances' placeholder='# of instances'>
|
||||
</div>
|
||||
<div class='big-field' id='pool-field'>
|
||||
<input type='text' name='pool' placeholder='pool'>
|
||||
</div>
|
||||
</div>
|
||||
<!-- %div#stop-button.big-button -->
|
||||
</body>
|
||||
|
|
|
@ -22,9 +22,14 @@ $(document).ready(function(){
|
|||
+ '--' + boundary + '--\r\n';
|
||||
|
||||
var headers = {};
|
||||
|
||||
if ($('#instance-field input').val()) {
|
||||
headers['ASSIGNMENT-INSTANCES'] = $('#instance-field input').val();
|
||||
}
|
||||
|
||||
if ($('#pool-field input').val()) {
|
||||
headers['ASSIGNMENT-POOL'] = $('#pool-field input').val();
|
||||
}
|
||||
|
||||
// post form to assignment in order to create an assignment
|
||||
$.ajax({
|
||||
|
|
|
@ -187,7 +187,7 @@ void DomainServer::setupNodeListAndAssignments(const QUuid& sessionUUID) {
|
|||
}
|
||||
}
|
||||
|
||||
QSet<Assignment::Type> parsedTypes(QSet<Assignment::Type>() << Assignment::AgentType);
|
||||
QSet<Assignment::Type> parsedTypes;
|
||||
parseAssignmentConfigs(parsedTypes);
|
||||
|
||||
populateDefaultStaticAssignmentsExcludingTypes(parsedTypes);
|
||||
|
@ -222,12 +222,19 @@ void DomainServer::parseAssignmentConfigs(QSet<Assignment::Type>& excludedTypes)
|
|||
|
||||
if (assignmentType < Assignment::AllTypes && !excludedTypes.contains(assignmentType)) {
|
||||
QVariant mapValue = _argumentVariantMap[variantMapKeys[configIndex]];
|
||||
QJsonArray assignmentArray;
|
||||
|
||||
if (mapValue.type() == QVariant::String) {
|
||||
QJsonDocument deserializedDocument = QJsonDocument::fromJson(mapValue.toString().toUtf8());
|
||||
createStaticAssignmentsForType(assignmentType, deserializedDocument.array());
|
||||
assignmentArray = deserializedDocument.array();
|
||||
} else {
|
||||
createStaticAssignmentsForType(assignmentType, mapValue.toJsonValue().toArray());
|
||||
assignmentArray = mapValue.toJsonValue().toArray();
|
||||
}
|
||||
|
||||
if (assignmentType != Assignment::AgentType) {
|
||||
createStaticAssignmentsForType(assignmentType, assignmentArray);
|
||||
} else {
|
||||
createScriptedAssignmentsFromArray(assignmentArray);
|
||||
}
|
||||
|
||||
excludedTypes.insert(assignmentType);
|
||||
|
@ -242,6 +249,42 @@ void DomainServer::addStaticAssignmentToAssignmentHash(Assignment* newAssignment
|
|||
_staticAssignmentHash.insert(newAssignment->getUUID(), SharedAssignmentPointer(newAssignment));
|
||||
}
|
||||
|
||||
void DomainServer::createScriptedAssignmentsFromArray(const QJsonArray &configArray) {
|
||||
foreach(const QJsonValue& jsonValue, configArray) {
|
||||
if (jsonValue.isObject()) {
|
||||
QJsonObject jsonObject = jsonValue.toObject();
|
||||
|
||||
// make sure we were passed a URL, otherwise this is an invalid scripted assignment
|
||||
const QString ASSIGNMENT_URL_KEY = "url";
|
||||
QString assignmentURL = jsonObject[ASSIGNMENT_URL_KEY].toString();
|
||||
|
||||
if (!assignmentURL.isEmpty()) {
|
||||
// check the json for a pool
|
||||
const QString ASSIGNMENT_POOL_KEY = "pool";
|
||||
QString assignmentPool = jsonObject[ASSIGNMENT_POOL_KEY].toString();
|
||||
|
||||
// check for a number of instances, if not passed then default is 1
|
||||
const QString ASSIGNMENT_INSTANCES_KEY = "instances";
|
||||
int numInstances = jsonObject[ASSIGNMENT_INSTANCES_KEY].toInt();
|
||||
numInstances = (numInstances == 0 ? 1 : numInstances);
|
||||
|
||||
for (int i = 0; i < numInstances; i++) {
|
||||
// add a scripted assignment to the queue for this instance
|
||||
Assignment* scriptAssignment = new Assignment(Assignment::CreateCommand,
|
||||
Assignment::AgentType,
|
||||
assignmentPool);
|
||||
scriptAssignment->setPayload(assignmentURL.toUtf8());
|
||||
|
||||
qDebug() << "Adding scripted assignment to queue -" << *scriptAssignment;
|
||||
qDebug() << "URL for script is" << assignmentURL;
|
||||
|
||||
_assignmentQueue.enqueue(SharedAssignmentPointer(scriptAssignment));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DomainServer::createStaticAssignmentsForType(Assignment::Type type, const QJsonArray& configArray) {
|
||||
// we have a string for config for this type
|
||||
qDebug() << "Parsing config for assignment type" << type;
|
||||
|
@ -284,8 +327,10 @@ void DomainServer::createStaticAssignmentsForType(Assignment::Type type, const Q
|
|||
|
||||
void DomainServer::populateDefaultStaticAssignmentsExcludingTypes(const QSet<Assignment::Type>& excludedTypes) {
|
||||
// enumerate over all assignment types and see if we've already excluded it
|
||||
for (int defaultedType = Assignment::AudioMixerType; defaultedType != Assignment::AllTypes; defaultedType++) {
|
||||
if (!excludedTypes.contains((Assignment::Type) defaultedType)) {
|
||||
for (Assignment::Type defaultedType = Assignment::AudioMixerType;
|
||||
defaultedType != Assignment::AllTypes;
|
||||
defaultedType = static_cast<Assignment::Type>(static_cast<int>(defaultedType) + 1)) {
|
||||
if (!excludedTypes.contains(defaultedType) && defaultedType != Assignment::AgentType) {
|
||||
// type has not been set from a command line or config file config, use the default
|
||||
// by clearing whatever exists and writing a single default assignment with no payload
|
||||
Assignment* newAssignment = new Assignment(Assignment::CreateCommand, (Assignment::Type) defaultedType);
|
||||
|
|
|
@ -66,6 +66,7 @@ private:
|
|||
|
||||
void parseAssignmentConfigs(QSet<Assignment::Type>& excludedTypes);
|
||||
void addStaticAssignmentToAssignmentHash(Assignment* newAssignment);
|
||||
void createScriptedAssignmentsFromArray(const QJsonArray& configArray);
|
||||
void createStaticAssignmentsForType(Assignment::Type type, const QJsonArray& configArray);
|
||||
void populateDefaultStaticAssignmentsExcludingTypes(const QSet<Assignment::Type>& excludedTypes);
|
||||
|
||||
|
|
711
examples/audioReflectorTools.js
Normal file
711
examples/audioReflectorTools.js
Normal file
|
@ -0,0 +1,711 @@
|
|||
//
|
||||
// audioReflectorTools.js
|
||||
// hifi
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 2/14/14.
|
||||
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
|
||||
//
|
||||
// Tools for manipulating the attributes of the AudioReflector behavior
|
||||
//
|
||||
//
|
||||
|
||||
|
||||
var delayScale = 100.0;
|
||||
var fanoutScale = 10.0;
|
||||
var speedScale = 20;
|
||||
var factorScale = 5.0;
|
||||
var localFactorScale = 1.0;
|
||||
var reflectiveScale = 100.0;
|
||||
var diffusionScale = 100.0;
|
||||
var absorptionScale = 100.0;
|
||||
var combFilterScale = 50.0;
|
||||
|
||||
// these three properties are bound together, if you change one, the others will also change
|
||||
var reflectiveRatio = AudioReflector.getReflectiveRatio();
|
||||
var diffusionRatio = AudioReflector.getDiffusionRatio();
|
||||
var absorptionRatio = AudioReflector.getAbsorptionRatio();
|
||||
|
||||
var reflectiveThumbX;
|
||||
var diffusionThumbX;
|
||||
var absorptionThumbX;
|
||||
|
||||
function setReflectiveRatio(reflective) {
|
||||
var total = diffusionRatio + absorptionRatio + (reflective / reflectiveScale);
|
||||
diffusionRatio = diffusionRatio / total;
|
||||
absorptionRatio = absorptionRatio / total;
|
||||
reflectiveRatio = (reflective / reflectiveScale) / total;
|
||||
updateRatioValues();
|
||||
}
|
||||
|
||||
function setDiffusionRatio(diffusion) {
|
||||
var total = (diffusion / diffusionScale) + absorptionRatio + reflectiveRatio;
|
||||
diffusionRatio = (diffusion / diffusionScale) / total;
|
||||
absorptionRatio = absorptionRatio / total;
|
||||
reflectiveRatio = reflectiveRatio / total;
|
||||
updateRatioValues();
|
||||
}
|
||||
|
||||
function setAbsorptionRatio(absorption) {
|
||||
var total = diffusionRatio + (absorption / absorptionScale) + reflectiveRatio;
|
||||
diffusionRatio = diffusionRatio / total;
|
||||
absorptionRatio = (absorption / absorptionScale) / total;
|
||||
reflectiveRatio = reflectiveRatio / total;
|
||||
updateRatioValues();
|
||||
}
|
||||
|
||||
function updateRatioSliders() {
|
||||
reflectiveThumbX = reflectiveMinThumbX + ((reflectiveMaxThumbX - reflectiveMinThumbX) * reflectiveRatio);
|
||||
diffusionThumbX = diffusionMinThumbX + ((diffusionMaxThumbX - diffusionMinThumbX) * diffusionRatio);
|
||||
absorptionThumbX = absorptionMinThumbX + ((absorptionMaxThumbX - absorptionMinThumbX) * absorptionRatio);
|
||||
|
||||
Overlays.editOverlay(reflectiveThumb, { x: reflectiveThumbX } );
|
||||
Overlays.editOverlay(diffusionThumb, { x: diffusionThumbX } );
|
||||
Overlays.editOverlay(absorptionThumb, { x: absorptionThumbX } );
|
||||
}
|
||||
|
||||
function updateRatioValues() {
|
||||
AudioReflector.setReflectiveRatio(reflectiveRatio);
|
||||
AudioReflector.setDiffusionRatio(diffusionRatio);
|
||||
AudioReflector.setAbsorptionRatio(absorptionRatio);
|
||||
}
|
||||
|
||||
var topY = 250;
|
||||
var sliderHeight = 35;
|
||||
|
||||
var delayY = topY;
|
||||
topY += sliderHeight;
|
||||
var delayLabel = Overlays.addOverlay("text", {
|
||||
x: 40,
|
||||
y: delayY,
|
||||
width: 60,
|
||||
height: sliderHeight,
|
||||
color: { red: 0, green: 0, blue: 0},
|
||||
textColor: { red: 255, green: 255, blue: 255},
|
||||
topMargin: 12,
|
||||
leftMargin: 5,
|
||||
text: "Delay:"
|
||||
});
|
||||
|
||||
var delaySlider = Overlays.addOverlay("image", {
|
||||
// alternate form of expressing bounds
|
||||
bounds: { x: 100, y: delayY, width: 150, height: sliderHeight},
|
||||
subImage: { x: 46, y: 0, width: 200, height: 71 },
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/slider.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
var delayMinThumbX = 110;
|
||||
var delayMaxThumbX = delayMinThumbX + 110;
|
||||
var delayThumbX = delayMinThumbX + ((delayMaxThumbX - delayMinThumbX) * (AudioReflector.getPreDelay() / delayScale));
|
||||
var delayThumb = Overlays.addOverlay("image", {
|
||||
x: delayThumbX,
|
||||
y: delayY + 9,
|
||||
width: 18,
|
||||
height: 17,
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
|
||||
color: { red: 255, green: 0, blue: 0},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
var fanoutY = topY;
|
||||
topY += sliderHeight;
|
||||
|
||||
var fanoutLabel = Overlays.addOverlay("text", {
|
||||
x: 40,
|
||||
y: fanoutY,
|
||||
width: 60,
|
||||
height: sliderHeight,
|
||||
color: { red: 0, green: 0, blue: 0},
|
||||
textColor: { red: 255, green: 255, blue: 255},
|
||||
topMargin: 12,
|
||||
leftMargin: 5,
|
||||
text: "Fanout:"
|
||||
});
|
||||
|
||||
var fanoutSlider = Overlays.addOverlay("image", {
|
||||
// alternate form of expressing bounds
|
||||
bounds: { x: 100, y: fanoutY, width: 150, height: sliderHeight},
|
||||
subImage: { x: 46, y: 0, width: 200, height: 71 },
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/slider.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
var fanoutMinThumbX = 110;
|
||||
var fanoutMaxThumbX = fanoutMinThumbX + 110;
|
||||
var fanoutThumbX = fanoutMinThumbX + ((fanoutMaxThumbX - fanoutMinThumbX) * (AudioReflector.getDiffusionFanout() / fanoutScale));
|
||||
var fanoutThumb = Overlays.addOverlay("image", {
|
||||
x: fanoutThumbX,
|
||||
y: fanoutY + 9,
|
||||
width: 18,
|
||||
height: 17,
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
|
||||
color: { red: 255, green: 255, blue: 0},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
var speedY = topY;
|
||||
topY += sliderHeight;
|
||||
|
||||
var speedLabel = Overlays.addOverlay("text", {
|
||||
x: 40,
|
||||
y: speedY,
|
||||
width: 60,
|
||||
height: sliderHeight,
|
||||
color: { red: 0, green: 0, blue: 0},
|
||||
textColor: { red: 255, green: 255, blue: 255},
|
||||
topMargin: 6,
|
||||
leftMargin: 5,
|
||||
text: "Speed\nin ms/m:"
|
||||
});
|
||||
|
||||
var speedSlider = Overlays.addOverlay("image", {
|
||||
// alternate form of expressing bounds
|
||||
bounds: { x: 100, y: speedY, width: 150, height: sliderHeight},
|
||||
subImage: { x: 46, y: 0, width: 200, height: 71 },
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/slider.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
var speedMinThumbX = 110;
|
||||
var speedMaxThumbX = speedMinThumbX + 110;
|
||||
var speedThumbX = speedMinThumbX + ((speedMaxThumbX - speedMinThumbX) * (AudioReflector.getSoundMsPerMeter() / speedScale));
|
||||
var speedThumb = Overlays.addOverlay("image", {
|
||||
x: speedThumbX,
|
||||
y: speedY+9,
|
||||
width: 18,
|
||||
height: 17,
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
|
||||
color: { red: 0, green: 255, blue: 0},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
var factorY = topY;
|
||||
topY += sliderHeight;
|
||||
|
||||
var factorLabel = Overlays.addOverlay("text", {
|
||||
x: 40,
|
||||
y: factorY,
|
||||
width: 60,
|
||||
height: sliderHeight,
|
||||
color: { red: 0, green: 0, blue: 0},
|
||||
textColor: { red: 255, green: 255, blue: 255},
|
||||
topMargin: 6,
|
||||
leftMargin: 5,
|
||||
text: "Attenuation\nFactor:"
|
||||
});
|
||||
|
||||
|
||||
var factorSlider = Overlays.addOverlay("image", {
|
||||
// alternate form of expressing bounds
|
||||
bounds: { x: 100, y: factorY, width: 150, height: sliderHeight},
|
||||
subImage: { x: 46, y: 0, width: 200, height: 71 },
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/slider.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
var factorMinThumbX = 110;
|
||||
var factorMaxThumbX = factorMinThumbX + 110;
|
||||
var factorThumbX = factorMinThumbX + ((factorMaxThumbX - factorMinThumbX) * (AudioReflector.getDistanceAttenuationScalingFactor() / factorScale));
|
||||
var factorThumb = Overlays.addOverlay("image", {
|
||||
x: factorThumbX,
|
||||
y: factorY+9,
|
||||
width: 18,
|
||||
height: 17,
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
|
||||
color: { red: 0, green: 0, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
var localFactorY = topY;
|
||||
topY += sliderHeight;
|
||||
|
||||
var localFactorLabel = Overlays.addOverlay("text", {
|
||||
x: 40,
|
||||
y: localFactorY,
|
||||
width: 60,
|
||||
height: sliderHeight,
|
||||
color: { red: 0, green: 0, blue: 0},
|
||||
textColor: { red: 255, green: 255, blue: 255},
|
||||
topMargin: 6,
|
||||
leftMargin: 5,
|
||||
text: "Local\nFactor:"
|
||||
});
|
||||
|
||||
|
||||
var localFactorSlider = Overlays.addOverlay("image", {
|
||||
// alternate form of expressing bounds
|
||||
bounds: { x: 100, y: localFactorY, width: 150, height: sliderHeight},
|
||||
subImage: { x: 46, y: 0, width: 200, height: 71 },
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/slider.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
var localFactorMinThumbX = 110;
|
||||
var localFactorMaxThumbX = localFactorMinThumbX + 110;
|
||||
var localFactorThumbX = localFactorMinThumbX + ((localFactorMaxThumbX - localFactorMinThumbX) * (AudioReflector.getLocalAudioAttenuationFactor() / localFactorScale));
|
||||
var localFactorThumb = Overlays.addOverlay("image", {
|
||||
x: localFactorThumbX,
|
||||
y: localFactorY+9,
|
||||
width: 18,
|
||||
height: 17,
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
|
||||
color: { red: 0, green: 128, blue: 128},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
var combFilterY = topY;
|
||||
topY += sliderHeight;
|
||||
|
||||
var combFilterLabel = Overlays.addOverlay("text", {
|
||||
x: 40,
|
||||
y: combFilterY,
|
||||
width: 60,
|
||||
height: sliderHeight,
|
||||
color: { red: 0, green: 0, blue: 0},
|
||||
textColor: { red: 255, green: 255, blue: 255},
|
||||
topMargin: 6,
|
||||
leftMargin: 5,
|
||||
text: "Comb Filter\nWindow:"
|
||||
});
|
||||
|
||||
|
||||
var combFilterSlider = Overlays.addOverlay("image", {
|
||||
// alternate form of expressing bounds
|
||||
bounds: { x: 100, y: combFilterY, width: 150, height: sliderHeight},
|
||||
subImage: { x: 46, y: 0, width: 200, height: 71 },
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/slider.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
var combFilterMinThumbX = 110;
|
||||
var combFilterMaxThumbX = combFilterMinThumbX + 110;
|
||||
var combFilterThumbX = combFilterMinThumbX + ((combFilterMaxThumbX - combFilterMinThumbX) * (AudioReflector.getCombFilterWindow() / combFilterScale));
|
||||
var combFilterThumb = Overlays.addOverlay("image", {
|
||||
x: combFilterThumbX,
|
||||
y: combFilterY+9,
|
||||
width: 18,
|
||||
height: 17,
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
|
||||
color: { red: 128, green: 128, blue: 0},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
var reflectiveY = topY;
|
||||
topY += sliderHeight;
|
||||
|
||||
var reflectiveLabel = Overlays.addOverlay("text", {
|
||||
x: 40,
|
||||
y: reflectiveY,
|
||||
width: 60,
|
||||
height: sliderHeight,
|
||||
color: { red: 0, green: 0, blue: 0},
|
||||
textColor: { red: 255, green: 255, blue: 255},
|
||||
topMargin: 6,
|
||||
leftMargin: 5,
|
||||
text: "Reflective\nRatio:"
|
||||
});
|
||||
|
||||
|
||||
var reflectiveSlider = Overlays.addOverlay("image", {
|
||||
// alternate form of expressing bounds
|
||||
bounds: { x: 100, y: reflectiveY, width: 150, height: sliderHeight},
|
||||
subImage: { x: 46, y: 0, width: 200, height: 71 },
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/slider.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
var reflectiveMinThumbX = 110;
|
||||
var reflectiveMaxThumbX = reflectiveMinThumbX + 110;
|
||||
reflectiveThumbX = reflectiveMinThumbX + ((reflectiveMaxThumbX - reflectiveMinThumbX) * AudioReflector.getReflectiveRatio());
|
||||
var reflectiveThumb = Overlays.addOverlay("image", {
|
||||
x: reflectiveThumbX,
|
||||
y: reflectiveY+9,
|
||||
width: 18,
|
||||
height: 17,
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
var diffusionY = topY;
|
||||
topY += sliderHeight;
|
||||
|
||||
var diffusionLabel = Overlays.addOverlay("text", {
|
||||
x: 40,
|
||||
y: diffusionY,
|
||||
width: 60,
|
||||
height: sliderHeight,
|
||||
color: { red: 0, green: 0, blue: 0},
|
||||
textColor: { red: 255, green: 255, blue: 255},
|
||||
topMargin: 6,
|
||||
leftMargin: 5,
|
||||
text: "Diffusion\nRatio:"
|
||||
});
|
||||
|
||||
|
||||
var diffusionSlider = Overlays.addOverlay("image", {
|
||||
// alternate form of expressing bounds
|
||||
bounds: { x: 100, y: diffusionY, width: 150, height: sliderHeight},
|
||||
subImage: { x: 46, y: 0, width: 200, height: 71 },
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/slider.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
var diffusionMinThumbX = 110;
|
||||
var diffusionMaxThumbX = diffusionMinThumbX + 110;
|
||||
diffusionThumbX = diffusionMinThumbX + ((diffusionMaxThumbX - diffusionMinThumbX) * AudioReflector.getDiffusionRatio());
|
||||
var diffusionThumb = Overlays.addOverlay("image", {
|
||||
x: diffusionThumbX,
|
||||
y: diffusionY+9,
|
||||
width: 18,
|
||||
height: 17,
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
|
||||
color: { red: 0, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
var absorptionY = topY;
|
||||
topY += sliderHeight;
|
||||
|
||||
var absorptionLabel = Overlays.addOverlay("text", {
|
||||
x: 40,
|
||||
y: absorptionY,
|
||||
width: 60,
|
||||
height: sliderHeight,
|
||||
color: { red: 0, green: 0, blue: 0},
|
||||
textColor: { red: 255, green: 255, blue: 255},
|
||||
topMargin: 6,
|
||||
leftMargin: 5,
|
||||
text: "Absorption\nRatio:"
|
||||
});
|
||||
|
||||
|
||||
var absorptionSlider = Overlays.addOverlay("image", {
|
||||
// alternate form of expressing bounds
|
||||
bounds: { x: 100, y: absorptionY, width: 150, height: sliderHeight},
|
||||
subImage: { x: 46, y: 0, width: 200, height: 71 },
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/slider.png",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
var absorptionMinThumbX = 110;
|
||||
var absorptionMaxThumbX = absorptionMinThumbX + 110;
|
||||
absorptionThumbX = absorptionMinThumbX + ((absorptionMaxThumbX - absorptionMinThumbX) * AudioReflector.getAbsorptionRatio());
|
||||
var absorptionThumb = Overlays.addOverlay("image", {
|
||||
x: absorptionThumbX,
|
||||
y: absorptionY+9,
|
||||
width: 18,
|
||||
height: 17,
|
||||
imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/thumb.png",
|
||||
color: { red: 255, green: 0, blue: 255},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
|
||||
// When our script shuts down, we should clean up all of our overlays
|
||||
function scriptEnding() {
|
||||
Overlays.deleteOverlay(factorLabel);
|
||||
Overlays.deleteOverlay(factorThumb);
|
||||
Overlays.deleteOverlay(factorSlider);
|
||||
|
||||
Overlays.deleteOverlay(combFilterLabel);
|
||||
Overlays.deleteOverlay(combFilterThumb);
|
||||
Overlays.deleteOverlay(combFilterSlider);
|
||||
|
||||
Overlays.deleteOverlay(localFactorLabel);
|
||||
Overlays.deleteOverlay(localFactorThumb);
|
||||
Overlays.deleteOverlay(localFactorSlider);
|
||||
|
||||
Overlays.deleteOverlay(speedLabel);
|
||||
Overlays.deleteOverlay(speedThumb);
|
||||
Overlays.deleteOverlay(speedSlider);
|
||||
|
||||
Overlays.deleteOverlay(delayLabel);
|
||||
Overlays.deleteOverlay(delayThumb);
|
||||
Overlays.deleteOverlay(delaySlider);
|
||||
|
||||
Overlays.deleteOverlay(fanoutLabel);
|
||||
Overlays.deleteOverlay(fanoutThumb);
|
||||
Overlays.deleteOverlay(fanoutSlider);
|
||||
|
||||
Overlays.deleteOverlay(reflectiveLabel);
|
||||
Overlays.deleteOverlay(reflectiveThumb);
|
||||
Overlays.deleteOverlay(reflectiveSlider);
|
||||
|
||||
Overlays.deleteOverlay(diffusionLabel);
|
||||
Overlays.deleteOverlay(diffusionThumb);
|
||||
Overlays.deleteOverlay(diffusionSlider);
|
||||
|
||||
Overlays.deleteOverlay(absorptionLabel);
|
||||
Overlays.deleteOverlay(absorptionThumb);
|
||||
Overlays.deleteOverlay(absorptionSlider);
|
||||
|
||||
}
|
||||
Script.scriptEnding.connect(scriptEnding);
|
||||
|
||||
|
||||
var count = 0;
|
||||
|
||||
// Our update() function is called at approximately 60fps, and we will use it to animate our various overlays
|
||||
function update(deltaTime) {
|
||||
count++;
|
||||
}
|
||||
Script.update.connect(update);
|
||||
|
||||
|
||||
// The slider is handled in the mouse event callbacks.
|
||||
var movingSliderDelay = false;
|
||||
var movingSliderFanout = false;
|
||||
var movingSliderSpeed = false;
|
||||
var movingSliderFactor = false;
|
||||
var movingSliderCombFilter = false;
|
||||
var movingSliderLocalFactor = false;
|
||||
var movingSliderReflective = false;
|
||||
var movingSliderDiffusion = false;
|
||||
var movingSliderAbsorption = false;
|
||||
|
||||
var thumbClickOffsetX = 0;
|
||||
function mouseMoveEvent(event) {
|
||||
if (movingSliderDelay) {
|
||||
newThumbX = event.x - thumbClickOffsetX;
|
||||
if (newThumbX < delayMinThumbX) {
|
||||
newThumbX = delayMinThumbX;
|
||||
}
|
||||
if (newThumbX > delayMaxThumbX) {
|
||||
newThumbX = delayMaxThumbX;
|
||||
}
|
||||
Overlays.editOverlay(delayThumb, { x: newThumbX } );
|
||||
var delay = ((newThumbX - delayMinThumbX) / (delayMaxThumbX - delayMinThumbX)) * delayScale;
|
||||
AudioReflector.setPreDelay(delay);
|
||||
}
|
||||
if (movingSliderFanout) {
|
||||
newThumbX = event.x - thumbClickOffsetX;
|
||||
if (newThumbX < fanoutMinThumbX) {
|
||||
newThumbX = fanoutMinThumbX;
|
||||
}
|
||||
if (newThumbX > fanoutMaxThumbX) {
|
||||
newThumbX = fanoutMaxThumbX;
|
||||
}
|
||||
Overlays.editOverlay(fanoutThumb, { x: newThumbX } );
|
||||
var fanout = Math.round(((newThumbX - fanoutMinThumbX) / (fanoutMaxThumbX - fanoutMinThumbX)) * fanoutScale);
|
||||
AudioReflector.setDiffusionFanout(fanout);
|
||||
}
|
||||
if (movingSliderSpeed) {
|
||||
newThumbX = event.x - thumbClickOffsetX;
|
||||
if (newThumbX < speedMinThumbX) {
|
||||
newThumbX = speedMminThumbX;
|
||||
}
|
||||
if (newThumbX > speedMaxThumbX) {
|
||||
newThumbX = speedMaxThumbX;
|
||||
}
|
||||
Overlays.editOverlay(speedThumb, { x: newThumbX } );
|
||||
var speed = ((newThumbX - speedMinThumbX) / (speedMaxThumbX - speedMinThumbX)) * speedScale;
|
||||
AudioReflector.setSoundMsPerMeter(speed);
|
||||
}
|
||||
if (movingSliderFactor) {
|
||||
newThumbX = event.x - thumbClickOffsetX;
|
||||
if (newThumbX < factorMinThumbX) {
|
||||
newThumbX = factorMminThumbX;
|
||||
}
|
||||
if (newThumbX > factorMaxThumbX) {
|
||||
newThumbX = factorMaxThumbX;
|
||||
}
|
||||
Overlays.editOverlay(factorThumb, { x: newThumbX } );
|
||||
var factor = ((newThumbX - factorMinThumbX) / (factorMaxThumbX - factorMinThumbX)) * factorScale;
|
||||
AudioReflector.setDistanceAttenuationScalingFactor(factor);
|
||||
}
|
||||
if (movingSliderCombFilter) {
|
||||
newThumbX = event.x - thumbClickOffsetX;
|
||||
if (newThumbX < combFilterMinThumbX) {
|
||||
newThumbX = combFilterMminThumbX;
|
||||
}
|
||||
if (newThumbX > combFilterMaxThumbX) {
|
||||
newThumbX = combFilterMaxThumbX;
|
||||
}
|
||||
Overlays.editOverlay(combFilterThumb, { x: newThumbX } );
|
||||
var combFilter = ((newThumbX - combFilterMinThumbX) / (combFilterMaxThumbX - combFilterMinThumbX)) * combFilterScale;
|
||||
AudioReflector.setCombFilterWindow(combFilter);
|
||||
}
|
||||
|
||||
if (movingSliderLocalFactor) {
|
||||
newThumbX = event.x - thumbClickOffsetX;
|
||||
if (newThumbX < localFactorMinThumbX) {
|
||||
newThumbX = localFactorMminThumbX;
|
||||
}
|
||||
if (newThumbX > localFactorMaxThumbX) {
|
||||
newThumbX = localFactorMaxThumbX;
|
||||
}
|
||||
Overlays.editOverlay(localFactorThumb, { x: newThumbX } );
|
||||
var localFactor = ((newThumbX - localFactorMinThumbX) / (localFactorMaxThumbX - localFactorMinThumbX)) * localFactorScale;
|
||||
AudioReflector.setLocalAudioAttenuationFactor(localFactor);
|
||||
}
|
||||
|
||||
if (movingSliderAbsorption) {
|
||||
newThumbX = event.x - thumbClickOffsetX;
|
||||
if (newThumbX < absorptionMinThumbX) {
|
||||
newThumbX = absorptionMminThumbX;
|
||||
}
|
||||
if (newThumbX > absorptionMaxThumbX) {
|
||||
newThumbX = absorptionMaxThumbX;
|
||||
}
|
||||
Overlays.editOverlay(absorptionThumb, { x: newThumbX } );
|
||||
var absorption = ((newThumbX - absorptionMinThumbX) / (absorptionMaxThumbX - absorptionMinThumbX)) * absorptionScale;
|
||||
setAbsorptionRatio(absorption);
|
||||
}
|
||||
|
||||
if (movingSliderReflective) {
|
||||
newThumbX = event.x - thumbClickOffsetX;
|
||||
if (newThumbX < reflectiveMinThumbX) {
|
||||
newThumbX = reflectiveMminThumbX;
|
||||
}
|
||||
if (newThumbX > reflectiveMaxThumbX) {
|
||||
newThumbX = reflectiveMaxThumbX;
|
||||
}
|
||||
Overlays.editOverlay(reflectiveThumb, { x: newThumbX } );
|
||||
var reflective = ((newThumbX - reflectiveMinThumbX) / (reflectiveMaxThumbX - reflectiveMinThumbX)) * reflectiveScale;
|
||||
setReflectiveRatio(reflective);
|
||||
}
|
||||
|
||||
if (movingSliderDiffusion) {
|
||||
newThumbX = event.x - thumbClickOffsetX;
|
||||
if (newThumbX < diffusionMinThumbX) {
|
||||
newThumbX = diffusionMminThumbX;
|
||||
}
|
||||
if (newThumbX > diffusionMaxThumbX) {
|
||||
newThumbX = diffusionMaxThumbX;
|
||||
}
|
||||
Overlays.editOverlay(diffusionThumb, { x: newThumbX } );
|
||||
var diffusion = ((newThumbX - diffusionMinThumbX) / (diffusionMaxThumbX - diffusionMinThumbX)) * diffusionScale;
|
||||
setDiffusionRatio(diffusion);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// we also handle click detection in our mousePressEvent()
|
||||
function mousePressEvent(event) {
|
||||
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
|
||||
if (clickedOverlay == delayThumb) {
|
||||
movingSliderDelay = true;
|
||||
thumbClickOffsetX = event.x - delayThumbX;
|
||||
}
|
||||
if (clickedOverlay == fanoutThumb) {
|
||||
movingSliderFanout = true;
|
||||
thumbClickOffsetX = event.x - fanoutThumbX;
|
||||
}
|
||||
if (clickedOverlay == speedThumb) {
|
||||
movingSliderSpeed = true;
|
||||
thumbClickOffsetX = event.x - speedThumbX;
|
||||
}
|
||||
if (clickedOverlay == factorThumb) {
|
||||
movingSliderFactor = true;
|
||||
thumbClickOffsetX = event.x - factorThumbX;
|
||||
}
|
||||
if (clickedOverlay == localFactorThumb) {
|
||||
movingSliderLocalFactor = true;
|
||||
thumbClickOffsetX = event.x - localFactorThumbX;
|
||||
}
|
||||
if (clickedOverlay == combFilterThumb) {
|
||||
movingSliderCombFilter = true;
|
||||
thumbClickOffsetX = event.x - combFilterThumbX;
|
||||
}
|
||||
if (clickedOverlay == diffusionThumb) {
|
||||
movingSliderDiffusion = true;
|
||||
thumbClickOffsetX = event.x - diffusionThumbX;
|
||||
}
|
||||
if (clickedOverlay == absorptionThumb) {
|
||||
movingSliderAbsorption = true;
|
||||
thumbClickOffsetX = event.x - absorptionThumbX;
|
||||
}
|
||||
if (clickedOverlay == reflectiveThumb) {
|
||||
movingSliderReflective = true;
|
||||
thumbClickOffsetX = event.x - reflectiveThumbX;
|
||||
}
|
||||
}
|
||||
function mouseReleaseEvent(event) {
|
||||
if (movingSliderDelay) {
|
||||
movingSliderDelay = false;
|
||||
var delay = ((newThumbX - delayMinThumbX) / (delayMaxThumbX - delayMinThumbX)) * delayScale;
|
||||
AudioReflector.setPreDelay(delay);
|
||||
delayThumbX = newThumbX;
|
||||
}
|
||||
if (movingSliderFanout) {
|
||||
movingSliderFanout = false;
|
||||
var fanout = Math.round(((newThumbX - fanoutMinThumbX) / (fanoutMaxThumbX - fanoutMinThumbX)) * fanoutScale);
|
||||
AudioReflector.setDiffusionFanout(fanout);
|
||||
fanoutThumbX = newThumbX;
|
||||
}
|
||||
if (movingSliderSpeed) {
|
||||
movingSliderSpeed = false;
|
||||
var speed = ((newThumbX - speedMinThumbX) / (speedMaxThumbX - speedMinThumbX)) * speedScale;
|
||||
AudioReflector.setSoundMsPerMeter(speed);
|
||||
speedThumbX = newThumbX;
|
||||
}
|
||||
if (movingSliderFactor) {
|
||||
movingSliderFactor = false;
|
||||
var factor = ((newThumbX - factorMinThumbX) / (factorMaxThumbX - factorMinThumbX)) * factorScale;
|
||||
AudioReflector.setDistanceAttenuationScalingFactor(factor);
|
||||
factorThumbX = newThumbX;
|
||||
}
|
||||
if (movingSliderCombFilter) {
|
||||
movingSliderCombFilter = false;
|
||||
var combFilter = ((newThumbX - combFilterMinThumbX) / (combFilterMaxThumbX - combFilterMinThumbX)) * combFilterScale;
|
||||
AudioReflector.setCombFilterWindow(combFilter);
|
||||
combFilterThumbX = newThumbX;
|
||||
}
|
||||
|
||||
if (movingSliderLocalFactor) {
|
||||
movingSliderLocalFactor = false;
|
||||
var localFactor = ((newThumbX - localFactorMinThumbX) / (localFactorMaxThumbX - localFactorMinThumbX)) * localFactorScale;
|
||||
AudioReflector.setLocalAudioAttenuationFactor(localFactor);
|
||||
localFactorThumbX = newThumbX;
|
||||
}
|
||||
|
||||
if (movingSliderReflective) {
|
||||
movingSliderReflective = false;
|
||||
var reflective = ((newThumbX - reflectiveMinThumbX) / (reflectiveMaxThumbX - reflectiveMinThumbX)) * reflectiveScale;
|
||||
setReflectiveRatio(reflective);
|
||||
reflectiveThumbX = newThumbX;
|
||||
updateRatioSliders();
|
||||
}
|
||||
|
||||
if (movingSliderDiffusion) {
|
||||
movingSliderDiffusion = false;
|
||||
var diffusion = ((newThumbX - diffusionMinThumbX) / (diffusionMaxThumbX - diffusionMinThumbX)) * diffusionScale;
|
||||
setDiffusionRatio(diffusion);
|
||||
diffusionThumbX = newThumbX;
|
||||
updateRatioSliders();
|
||||
}
|
||||
|
||||
if (movingSliderAbsorption) {
|
||||
movingSliderAbsorption = false;
|
||||
var absorption = ((newThumbX - absorptionMinThumbX) / (absorptionMaxThumbX - absorptionMinThumbX)) * absorptionScale;
|
||||
setAbsorptionRatio(absorption);
|
||||
absorptionThumbX = newThumbX;
|
||||
updateRatioSliders();
|
||||
}
|
||||
}
|
||||
|
||||
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
|
||||
|
|
@ -15,12 +15,12 @@ var AMPLITUDE = 45.0;
|
|||
|
||||
var cumulativeTime = 0.0;
|
||||
|
||||
print("# Joint list start");
|
||||
var jointList = MyAvatar.getJointNames();
|
||||
var jointMappings = "\n# Joint list start";
|
||||
for (var i = 0; i < jointList.length; i++) {
|
||||
print("jointIndex = " + jointList[i] + " = " + i);
|
||||
jointMappings = jointMappings + "\njointIndex = " + jointList[i] + " = " + i;
|
||||
}
|
||||
print("# Joint list end");
|
||||
print(jointMappings + "\n# Joint list end");
|
||||
|
||||
Script.update.connect(function(deltaTime) {
|
||||
cumulativeTime += deltaTime;
|
||||
|
|
49
examples/dancing_bot.js
Normal file
49
examples/dancing_bot.js
Normal file
|
@ -0,0 +1,49 @@
|
|||
//
|
||||
// dancing_bot.js
|
||||
// examples
|
||||
//
|
||||
// Created by Andrzej Kapolka on 4/16/14.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// This is an example script that demonstrates an NPC avatar running an FBX animation loop.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
var animation = AnimationCache.getAnimation("http://www.fungibleinsight.com/faces/gangnam_style_2.fbx");
|
||||
|
||||
Avatar.skeletonModelURL = "http://www.fungibleinsight.com/faces/beta.fst";
|
||||
|
||||
Agent.isAvatar = true;
|
||||
|
||||
var jointMapping;
|
||||
|
||||
var frameIndex = 0.0;
|
||||
|
||||
var FRAME_RATE = 30.0; // frames per second
|
||||
|
||||
Script.update.connect(function(deltaTime) {
|
||||
if (!jointMapping) {
|
||||
var avatarJointNames = Avatar.jointNames;
|
||||
var animationJointNames = animation.jointNames;
|
||||
if (avatarJointNames === 0 || animationJointNames.length === 0) {
|
||||
return;
|
||||
}
|
||||
jointMapping = new Array(avatarJointNames.length);
|
||||
for (var i = 0; i < avatarJointNames.length; i++) {
|
||||
jointMapping[i] = animationJointNames.indexOf(avatarJointNames[i]);
|
||||
}
|
||||
}
|
||||
frameIndex += deltaTime * FRAME_RATE;
|
||||
var frames = animation.frames;
|
||||
var rotations = frames[Math.floor(frameIndex) % frames.length].rotations;
|
||||
for (var j = 0; j < jointMapping.length; j++) {
|
||||
var rotationIndex = jointMapping[j];
|
||||
if (rotationIndex != -1) {
|
||||
Avatar.setJointData(j, rotations[rotationIndex]);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
|
|
@ -64,19 +64,92 @@ colors[8] = { red: 31, green: 64, blue: 64 };
|
|||
var numColors = 9;
|
||||
var whichColor = -1; // Starting color is 'Copy' mode
|
||||
|
||||
// Create sounds for adding, deleting, recoloring voxels
|
||||
var addSound1 = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+create+2.raw");
|
||||
var addSound2 = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+create+4.raw");
|
||||
|
||||
var addSound3 = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+create+3.raw");
|
||||
var deleteSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+delete+2.raw");
|
||||
var changeColorSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+edit+2.raw");
|
||||
var clickSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Switches+and+sliders/toggle+switch+-+medium.raw");
|
||||
// Create sounds for for every script actions that require one
|
||||
var audioOptions = new AudioInjectionOptions();
|
||||
|
||||
audioOptions.volume = 0.5;
|
||||
audioOptions.volume = 1.0;
|
||||
audioOptions.position = Vec3.sum(MyAvatar.position, { x: 0, y: 1, z: 0 } ); // start with audio slightly above the avatar
|
||||
|
||||
function SoundArray() {
|
||||
this.audioOptions = audioOptions
|
||||
this.sounds = new Array();
|
||||
this.addSound = function (soundURL) {
|
||||
this.sounds[this.sounds.length] = new Sound(soundURL);
|
||||
}
|
||||
this.play = function (index) {
|
||||
if (0 <= index && index < this.sounds.length) {
|
||||
Audio.playSound(this.sounds[index], this.audioOptions);
|
||||
} else {
|
||||
print("[ERROR] editVoxels.js:randSound.play() : Index " + index + " out of range.");
|
||||
}
|
||||
}
|
||||
this.playRandom = function () {
|
||||
if (this.sounds.length > 0) {
|
||||
rand = Math.floor(Math.random() * this.sounds.length);
|
||||
Audio.playSound(this.sounds[rand], this.audioOptions);
|
||||
} else {
|
||||
print("[ERROR] editVoxels.js:randSound.playRandom() : Array is empty.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var addVoxelSound = new SoundArray();
|
||||
addVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Add/VA+1.raw");
|
||||
addVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Add/VA+2.raw");
|
||||
addVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Add/VA+3.raw");
|
||||
addVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Add/VA+4.raw");
|
||||
addVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Add/VA+5.raw");
|
||||
addVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Add/VA+6.raw");
|
||||
|
||||
var delVoxelSound = new SoundArray();
|
||||
delVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Del/VD+A1.raw");
|
||||
delVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Del/VD+A2.raw");
|
||||
delVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Del/VD+A3.raw");
|
||||
delVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Del/VD+B1.raw");
|
||||
delVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Del/VD+B2.raw");
|
||||
delVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Del/VD+B3.raw");
|
||||
|
||||
var resizeVoxelSound = new SoundArray();
|
||||
resizeVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Size/V+Size+Minus.raw");
|
||||
resizeVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Voxel+Size/V+Size+Plus.raw");
|
||||
var voxelSizeMinus = 0;
|
||||
var voxelSizePlus = 1;
|
||||
|
||||
var swatchesSound = new SoundArray();
|
||||
swatchesSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Swatches/Swatch+1.raw");
|
||||
swatchesSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Swatches/Swatch+2.raw");
|
||||
swatchesSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Swatches/Swatch+3.raw");
|
||||
swatchesSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Swatches/Swatch+4.raw");
|
||||
swatchesSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Swatches/Swatch+5.raw");
|
||||
swatchesSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Swatches/Swatch+6.raw");
|
||||
swatchesSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Swatches/Swatch+7.raw");
|
||||
swatchesSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Swatches/Swatch+8.raw");
|
||||
swatchesSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Swatches/Swatch+9.raw");
|
||||
|
||||
var undoSound = new SoundArray();
|
||||
undoSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Undo/Undo+1.raw");
|
||||
undoSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Undo/Undo+2.raw");
|
||||
undoSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Undo/Undo+3.raw");
|
||||
|
||||
var scriptInitSound = new SoundArray();
|
||||
scriptInitSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Script+Init/Script+Init+A.raw");
|
||||
scriptInitSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Script+Init/Script+Init+B.raw");
|
||||
scriptInitSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Script+Init/Script+Init+C.raw");
|
||||
scriptInitSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Script+Init/Script+Init+D.raw");
|
||||
|
||||
var modeSwitchSound = new SoundArray();
|
||||
modeSwitchSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Mode+Switch/Mode+1.raw");
|
||||
modeSwitchSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Mode+Switch/Mode+2.raw");
|
||||
modeSwitchSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Mode+Switch/Mode+3.raw");
|
||||
|
||||
var initialVoxelSound = new SoundArray();
|
||||
initialVoxelSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Initial+Voxel/Initial+V.raw");
|
||||
|
||||
var colorInheritSound = new SoundArray();
|
||||
colorInheritSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Color+Inherit/Inherit+A.raw");
|
||||
colorInheritSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Color+Inherit/Inherit+B.raw");
|
||||
colorInheritSound.addSound("https://highfidelity-public.s3.amazonaws.com/sounds/Voxel+Editing/Color+Inherit/Inherit+C.raw");
|
||||
|
||||
|
||||
var editToolsOn = true; // starts out off
|
||||
|
||||
// previewAsVoxel - by default, we will preview adds/deletes/recolors as just 4 lines on the intersecting face. But if you
|
||||
|
@ -379,8 +452,17 @@ function calcThumbFromScale(scale) {
|
|||
if (thumbStep > pointerVoxelScaleSteps) {
|
||||
thumbStep = pointerVoxelScaleSteps;
|
||||
}
|
||||
var oldThumbX = thumbX;
|
||||
thumbX = (thumbDeltaPerStep * (thumbStep - 1)) + minThumbX;
|
||||
Overlays.editOverlay(thumb, { x: thumbX + sliderX } );
|
||||
|
||||
if (thumbX > oldThumbX) {
|
||||
resizeVoxelSound.play(voxelSizePlus);
|
||||
print("Plus");
|
||||
} else if (thumbX < oldThumbX) {
|
||||
resizeVoxelSound.play(voxelSizeMinus);
|
||||
print("Minus");
|
||||
}
|
||||
}
|
||||
|
||||
function calcScaleFromThumb(newThumbX) {
|
||||
|
@ -443,15 +525,6 @@ var recolorToolSelected = false;
|
|||
var eyedropperToolSelected = false;
|
||||
var pasteMode = false;
|
||||
|
||||
function playRandomAddSound(audioOptions) {
|
||||
if (Math.random() < 0.33) {
|
||||
Audio.playSound(addSound1, audioOptions);
|
||||
} else if (Math.random() < 0.5) {
|
||||
Audio.playSound(addSound2, audioOptions);
|
||||
} else {
|
||||
Audio.playSound(addSound3, audioOptions);
|
||||
}
|
||||
}
|
||||
|
||||
function calculateVoxelFromIntersection(intersection, operation) {
|
||||
//print("calculateVoxelFromIntersection() operation="+operation);
|
||||
|
@ -744,7 +817,7 @@ function trackKeyReleaseEvent(event) {
|
|||
moveTools();
|
||||
setAudioPosition(); // make sure we set the audio position before playing sounds
|
||||
showPreviewGuides();
|
||||
Audio.playSound(clickSound, audioOptions);
|
||||
scriptInitSound.playRandom();
|
||||
}
|
||||
|
||||
if (event.text == "ALT") {
|
||||
|
@ -808,18 +881,21 @@ function mousePressEvent(event) {
|
|||
Overlays.editOverlay(thumb, { imageURL: toolIconUrl + "voxel-size-slider-handle.svg", });
|
||||
|
||||
} else if (clickedOverlay == voxelTool) {
|
||||
modeSwitchSound.play(0);
|
||||
voxelToolSelected = true;
|
||||
recolorToolSelected = false;
|
||||
eyedropperToolSelected = false;
|
||||
moveTools();
|
||||
clickedOnSomething = true;
|
||||
} else if (clickedOverlay == recolorTool) {
|
||||
modeSwitchSound.play(1);
|
||||
voxelToolSelected = false;
|
||||
recolorToolSelected = true;
|
||||
eyedropperToolSelected = false;
|
||||
moveTools();
|
||||
clickedOnSomething = true;
|
||||
} else if (clickedOverlay == eyedropperTool) {
|
||||
modeSwitchSound.play(2);
|
||||
voxelToolSelected = false;
|
||||
recolorToolSelected = false;
|
||||
eyedropperToolSelected = true;
|
||||
|
@ -846,6 +922,7 @@ function mousePressEvent(event) {
|
|||
whichColor = s;
|
||||
moveTools();
|
||||
clickedOnSomething = true;
|
||||
swatchesSound.play(whichColor);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -888,7 +965,7 @@ function mousePressEvent(event) {
|
|||
// Delete voxel
|
||||
voxelDetails = calculateVoxelFromIntersection(intersection,"delete");
|
||||
Voxels.eraseVoxel(voxelDetails.x, voxelDetails.y, voxelDetails.z, voxelDetails.s);
|
||||
Audio.playSound(deleteSound, audioOptions);
|
||||
delVoxelSound.playRandom();
|
||||
Overlays.editOverlay(voxelPreview, { visible: false });
|
||||
} else if (eyedropperToolSelected || trackAsEyedropper) {
|
||||
if (whichColor != -1) {
|
||||
|
@ -896,6 +973,7 @@ function mousePressEvent(event) {
|
|||
colors[whichColor].green = intersection.voxel.green;
|
||||
colors[whichColor].blue = intersection.voxel.blue;
|
||||
moveTools();
|
||||
swatchesSound.play(whichColor);
|
||||
}
|
||||
|
||||
} else if (recolorToolSelected || trackAsRecolor) {
|
||||
|
@ -903,10 +981,9 @@ function mousePressEvent(event) {
|
|||
voxelDetails = calculateVoxelFromIntersection(intersection,"recolor");
|
||||
|
||||
// doing this erase then set will make sure we only recolor just the target voxel
|
||||
Voxels.eraseVoxel(voxelDetails.x, voxelDetails.y, voxelDetails.z, voxelDetails.s);
|
||||
Voxels.setVoxel(voxelDetails.x, voxelDetails.y, voxelDetails.z, voxelDetails.s,
|
||||
colors[whichColor].red, colors[whichColor].green, colors[whichColor].blue);
|
||||
Audio.playSound(changeColorSound, audioOptions);
|
||||
swatchesSound.play(whichColor);
|
||||
Overlays.editOverlay(voxelPreview, { visible: false });
|
||||
} else if (voxelToolSelected) {
|
||||
// Add voxel on face
|
||||
|
@ -930,7 +1007,7 @@ function mousePressEvent(event) {
|
|||
lastVoxelColor = { red: newColor.red, green: newColor.green, blue: newColor.blue };
|
||||
lastVoxelScale = voxelDetails.s;
|
||||
|
||||
playRandomAddSound(audioOptions);
|
||||
addVoxelSound.playRandom();
|
||||
|
||||
Overlays.editOverlay(voxelPreview, { visible: false });
|
||||
dragStart = { x: event.x, y: event.y };
|
||||
|
@ -946,12 +1023,12 @@ function keyPressEvent(event) {
|
|||
if (event.text == "`") {
|
||||
print("Color = Copy");
|
||||
whichColor = -1;
|
||||
Audio.playSound(clickSound, audioOptions);
|
||||
colorInheritSound.playRandom();
|
||||
moveTools();
|
||||
} else if ((nVal > 0) && (nVal <= numColors)) {
|
||||
whichColor = nVal - 1;
|
||||
print("Color = " + (whichColor + 1));
|
||||
Audio.playSound(clickSound, audioOptions);
|
||||
swatchesSound.play(whichColor);
|
||||
moveTools();
|
||||
} else if (event.text == "0") {
|
||||
// Create a brand new 1 meter voxel in front of your avatar
|
||||
|
@ -969,8 +1046,12 @@ function keyPressEvent(event) {
|
|||
Voxels.eraseVoxel(newVoxel.x, newVoxel.y, newVoxel.z, newVoxel.s);
|
||||
Voxels.setVoxel(newVoxel.x, newVoxel.y, newVoxel.z, newVoxel.s, newVoxel.red, newVoxel.green, newVoxel.blue);
|
||||
setAudioPosition();
|
||||
playRandomAddSound(audioOptions);
|
||||
initialVoxelSound.playRandom();
|
||||
} else if (event.text == "z") {
|
||||
undoSound.playRandom();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
trackKeyPressEvent(event); // used by preview support
|
||||
|
|
|
@ -152,11 +152,10 @@ function particleCollisionWithVoxel(particle, voxel, collision) {
|
|||
var position = particleProperties.position;
|
||||
Particles.deleteParticle(particle);
|
||||
// Make a hole in this voxel
|
||||
Vec3.print("penetration", collision.penetration);
|
||||
Vec3.print("contactPoint", collision.contactPoint);
|
||||
Voxels.eraseVoxel(contactPoint.x, contactPoint.y, contactPoint.z, HOLE_SIZE);
|
||||
Voxels.eraseVoxel(position.x, position.y, position.z, HOLE_SIZE);
|
||||
audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
|
||||
//Vec3.print("voxel penetration", collision.penetration);
|
||||
//Vec3.print("voxel contactPoint", collision.contactPoint);
|
||||
Voxels.eraseVoxel(collision.contactPoint.x, collision.contactPoint.y, collision.contactPoint.z, HOLE_SIZE);
|
||||
audioOptions.position = collision.contactPoint;
|
||||
Audio.playSound(impactSound, audioOptions);
|
||||
}
|
||||
|
||||
|
@ -171,9 +170,9 @@ function particleCollisionWithParticle(particle1, particle2, collision) {
|
|||
// Record shot time
|
||||
var endTime = new Date();
|
||||
var msecs = endTime.valueOf() - shotTime.valueOf();
|
||||
print("hit, msecs = " + msecs);
|
||||
Vec3.print("penetration = ", collision.penetration);
|
||||
Vec3.print("contactPoint = ", collision.contactPoint);
|
||||
//print("hit, msecs = " + msecs);
|
||||
//Vec3.print("penetration = ", collision.penetration);
|
||||
//Vec3.print("contactPoint = ", collision.contactPoint);
|
||||
Particles.deleteParticle(particle1);
|
||||
Particles.deleteParticle(particle2);
|
||||
// play the sound near the camera so the shooter can hear it
|
||||
|
|
|
@ -120,6 +120,7 @@ include(${MACRO_DIR}/LinkHifiLibrary.cmake)
|
|||
link_hifi_library(shared ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(octree ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(voxels ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(fbx ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(metavoxels ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(networking ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(particles ${TARGET_NAME} "${ROOT_DIR}")
|
||||
|
|
|
@ -1659,16 +1659,12 @@ void Application::init() {
|
|||
|
||||
_particleCollisionSystem.init(&_particleEditSender, _particles.getTree(), _voxels.getTree(), &_audio, &_avatarManager);
|
||||
|
||||
// connect the _particleCollisionSystem to our script engine's ParticleScriptingInterface
|
||||
connect(&_particleCollisionSystem,
|
||||
SIGNAL(particleCollisionWithVoxel(const ParticleID&, const VoxelDetail&, const CollisionInfo&)),
|
||||
ScriptEngine::getParticlesScriptingInterface(),
|
||||
SIGNAL(particleCollisionWithVoxels(const ParticleID&, const VoxelDetail&, const CollisionInfo&)));
|
||||
// connect the _particleCollisionSystem to our script engine's ParticlesScriptingInterface
|
||||
connect(&_particleCollisionSystem, &ParticleCollisionSystem::particleCollisionWithVoxel,
|
||||
ScriptEngine::getParticlesScriptingInterface(), &ParticlesScriptingInterface::particleCollisionWithVoxel);
|
||||
|
||||
connect(&_particleCollisionSystem,
|
||||
SIGNAL(particleCollisionWithParticle(const ParticleID&, const ParticleID&, const CollisionInfo&)),
|
||||
ScriptEngine::getParticlesScriptingInterface(),
|
||||
SIGNAL(particleCollisionWithParticle(const ParticleID&, const ParticleID&, const CollisionInfo&)));
|
||||
connect(&_particleCollisionSystem, &ParticleCollisionSystem::particleCollisionWithParticle,
|
||||
ScriptEngine::getParticlesScriptingInterface(), &ParticlesScriptingInterface::particleCollisionWithParticle);
|
||||
|
||||
_audio.init(_glWidget);
|
||||
|
||||
|
@ -1678,7 +1674,16 @@ void Application::init() {
|
|||
connect(_rearMirrorTools, SIGNAL(restoreView()), SLOT(restoreMirrorView()));
|
||||
connect(_rearMirrorTools, SIGNAL(shrinkView()), SLOT(shrinkMirrorView()));
|
||||
connect(_rearMirrorTools, SIGNAL(resetView()), SLOT(resetSensors()));
|
||||
connect(_myAvatar, SIGNAL(transformChanged()), this, SLOT(bumpSettings()));
|
||||
|
||||
// set up our audio reflector
|
||||
_audioReflector.setMyAvatar(getAvatar());
|
||||
_audioReflector.setVoxels(_voxels.getTree());
|
||||
_audioReflector.setAudio(getAudio());
|
||||
connect(getAudio(), &Audio::processInboundAudio, &_audioReflector, &AudioReflector::processInboundAudio,Qt::DirectConnection);
|
||||
connect(getAudio(), &Audio::processLocalAudio, &_audioReflector, &AudioReflector::processLocalAudio,Qt::DirectConnection);
|
||||
|
||||
// save settings when avatar changes
|
||||
connect(_myAvatar, &MyAvatar::transformChanged, this, &Application::bumpSettings);
|
||||
}
|
||||
|
||||
void Application::closeMirrorView() {
|
||||
|
@ -2450,6 +2455,9 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
|
|||
|
||||
// disable specular lighting for ground and voxels
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, NO_SPECULAR_COLOR);
|
||||
|
||||
// draw the audio reflector overlay
|
||||
_audioReflector.render();
|
||||
|
||||
// Draw voxels
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) {
|
||||
|
@ -3284,6 +3292,7 @@ void Application::stopAllScripts() {
|
|||
}
|
||||
_scriptEnginesHash.clear();
|
||||
_runningScriptsWidget->setRunningScripts(getRunningScripts());
|
||||
bumpSettings();
|
||||
}
|
||||
|
||||
void Application::stopScript(const QString &scriptName)
|
||||
|
@ -3292,6 +3301,7 @@ void Application::stopScript(const QString &scriptName)
|
|||
qDebug() << "stopping script..." << scriptName;
|
||||
_scriptEnginesHash.remove(scriptName);
|
||||
_runningScriptsWidget->setRunningScripts(getRunningScripts());
|
||||
bumpSettings();
|
||||
}
|
||||
|
||||
void Application::reloadAllScripts() {
|
||||
|
@ -3387,6 +3397,8 @@ void Application::loadScript(const QString& scriptName) {
|
|||
scriptEngine->registerGlobalObject("Menu", MenuScriptingInterface::getInstance());
|
||||
scriptEngine->registerGlobalObject("Settings", SettingsScriptingInterface::getInstance());
|
||||
scriptEngine->registerGlobalObject("AudioDevice", AudioDeviceScriptingInterface::getInstance());
|
||||
scriptEngine->registerGlobalObject("AnimationCache", &_animationCache);
|
||||
scriptEngine->registerGlobalObject("AudioReflector", &_audioReflector);
|
||||
|
||||
QThread* workerThread = new QThread(this);
|
||||
|
||||
|
@ -3407,6 +3419,7 @@ void Application::loadScript(const QString& scriptName) {
|
|||
|
||||
// restore the main window's active state
|
||||
_window->activateWindow();
|
||||
bumpSettings();
|
||||
}
|
||||
|
||||
void Application::loadDialog() {
|
||||
|
|
|
@ -38,6 +38,7 @@
|
|||
#include <VoxelEditPacketSender.h>
|
||||
|
||||
#include "Audio.h"
|
||||
#include "AudioReflector.h"
|
||||
#include "BuckyBalls.h"
|
||||
#include "Camera.h"
|
||||
#include "DatagramProcessor.h"
|
||||
|
@ -162,6 +163,7 @@ public:
|
|||
bool isThrottleRendering() const { return _glWidget->isThrottleRendering(); }
|
||||
MyAvatar* getAvatar() { return _myAvatar; }
|
||||
Audio* getAudio() { return &_audio; }
|
||||
const AudioReflector* getAudioReflector() const { return &_audioReflector; }
|
||||
Camera* getCamera() { return &_myCamera; }
|
||||
ViewFrustum* getViewFrustum() { return &_viewFrustum; }
|
||||
ViewFrustum* getShadowViewFrustum() { return &_shadowViewFrustum; }
|
||||
|
@ -468,6 +470,7 @@ private:
|
|||
QSet<int> _keysPressed;
|
||||
|
||||
GeometryCache _geometryCache;
|
||||
AnimationCache _animationCache;
|
||||
TextureCache _textureCache;
|
||||
|
||||
GlowEffect _glowEffect;
|
||||
|
@ -513,7 +516,7 @@ private:
|
|||
TouchEvent _lastTouchEvent;
|
||||
|
||||
Overlays _overlays;
|
||||
|
||||
AudioReflector _audioReflector;
|
||||
RunningScriptsWidget* _runningScriptsWidget;
|
||||
QHash<QString, ScriptEngine*> _scriptEnginesHash;
|
||||
};
|
||||
|
|
|
@ -37,6 +37,7 @@
|
|||
#include <SharedUtil.h>
|
||||
#include <StdDev.h>
|
||||
#include <UUID.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "Application.h"
|
||||
#include "Audio.h"
|
||||
|
@ -87,7 +88,11 @@ Audio::Audio(int16_t initialJitterBufferSamples, QObject* parent) :
|
|||
_collisionSoundDuration(0.0f),
|
||||
_proceduralEffectSample(0),
|
||||
_numFramesDisplayStarve(0),
|
||||
_muted(false)
|
||||
_muted(false),
|
||||
_processSpatialAudio(false),
|
||||
_spatialAudioStart(0),
|
||||
_spatialAudioFinish(0),
|
||||
_spatialAudioRingBuffer(NETWORK_BUFFER_LENGTH_BYTES_PER_CHANNEL, true) // random access mode
|
||||
{
|
||||
// clear the array of locally injected samples
|
||||
memset(_localProceduralSamples, 0, NETWORK_BUFFER_LENGTH_BYTES_PER_CHANNEL);
|
||||
|
@ -398,7 +403,7 @@ void Audio::handleAudioInput() {
|
|||
unsigned int inputSamplesRequired = NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL * inputToNetworkInputRatio;
|
||||
|
||||
QByteArray inputByteArray = _inputDevice->readAll();
|
||||
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::EchoLocalAudio) && !_muted && _audioOutput) {
|
||||
// if this person wants local loopback add that to the locally injected audio
|
||||
|
||||
|
@ -406,7 +411,7 @@ void Audio::handleAudioInput() {
|
|||
// we didn't have the loopback output device going so set that up now
|
||||
_loopbackOutputDevice = _loopbackAudioOutput->start();
|
||||
}
|
||||
|
||||
|
||||
if (_inputFormat == _outputFormat) {
|
||||
if (_loopbackOutputDevice) {
|
||||
_loopbackOutputDevice->write(inputByteArray);
|
||||
|
@ -524,7 +529,7 @@ void Audio::handleAudioInput() {
|
|||
_noiseSampleFrames[_noiseGateSampleCounter++] = _lastInputLoudness;
|
||||
if (_noiseGateSampleCounter == NUMBER_OF_NOISE_SAMPLE_FRAMES) {
|
||||
float smallestSample = FLT_MAX;
|
||||
for (int i = 0; i <= NUMBER_OF_NOISE_SAMPLE_FRAMES - NOISE_GATE_FRAMES_TO_AVERAGE; i+= NOISE_GATE_FRAMES_TO_AVERAGE) {
|
||||
for (int i = 0; i <= NUMBER_OF_NOISE_SAMPLE_FRAMES - NOISE_GATE_FRAMES_TO_AVERAGE; i += NOISE_GATE_FRAMES_TO_AVERAGE) {
|
||||
float thisAverage = 0.0f;
|
||||
for (int j = i; j < i + NOISE_GATE_FRAMES_TO_AVERAGE; j++) {
|
||||
thisAverage += _noiseSampleFrames[j];
|
||||
|
@ -559,6 +564,13 @@ void Audio::handleAudioInput() {
|
|||
_lastInputLoudness = 0;
|
||||
}
|
||||
|
||||
// at this point we have clean monoAudioSamples, which match our target output...
|
||||
// this is what we should send to our interested listeners
|
||||
if (_processSpatialAudio && !_muted && _audioOutput) {
|
||||
QByteArray monoInputData((char*)monoAudioSamples, NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL * sizeof(int16_t));
|
||||
emit processLocalAudio(_spatialAudioStart, monoInputData, _desiredInputFormat);
|
||||
}
|
||||
|
||||
if (_proceduralAudioOutput) {
|
||||
processProceduralAudio(monoAudioSamples, NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL);
|
||||
}
|
||||
|
@ -622,7 +634,7 @@ void Audio::addReceivedAudioToBuffer(const QByteArray& audioByteArray) {
|
|||
_totalPacketsReceived++;
|
||||
|
||||
double timeDiff = diffclock(&_lastReceiveTime, ¤tReceiveTime);
|
||||
|
||||
|
||||
// Discard first few received packets for computing jitter (often they pile up on start)
|
||||
if (_totalPacketsReceived > NUM_INITIAL_PACKETS_DISCARD) {
|
||||
_stdev.addValue(timeDiff);
|
||||
|
@ -650,6 +662,69 @@ void Audio::addReceivedAudioToBuffer(const QByteArray& audioByteArray) {
|
|||
_lastReceiveTime = currentReceiveTime;
|
||||
}
|
||||
|
||||
// NOTE: numSamples is the total number of single channel samples, since callers will always call this with stereo
|
||||
// data we know that we will have 2x samples for each stereo time sample at the format's sample rate
|
||||
void Audio::addSpatialAudioToBuffer(unsigned int sampleTime, const QByteArray& spatialAudio, unsigned int numSamples) {
|
||||
// Calculate the number of remaining samples available. The source spatial audio buffer will get
|
||||
// clipped if there are insufficient samples available in the accumulation buffer.
|
||||
unsigned int remaining = _spatialAudioRingBuffer.getSampleCapacity() - _spatialAudioRingBuffer.samplesAvailable();
|
||||
|
||||
// Locate where in the accumulation buffer the new samples need to go
|
||||
if (sampleTime >= _spatialAudioFinish) {
|
||||
if (_spatialAudioStart == _spatialAudioFinish) {
|
||||
// Nothing in the spatial audio ring buffer yet, Just do a straight copy, clipping if necessary
|
||||
unsigned int sampleCount = (remaining < numSamples) ? remaining : numSamples;
|
||||
if (sampleCount) {
|
||||
_spatialAudioRingBuffer.writeSamples((int16_t*)spatialAudio.data(), sampleCount);
|
||||
}
|
||||
_spatialAudioFinish = _spatialAudioStart + sampleCount / _desiredOutputFormat.channelCount();
|
||||
} else {
|
||||
// Spatial audio ring buffer already has data, but there is no overlap with the new sample.
|
||||
// Compute the appropriate time delay and pad with silence until the new start time.
|
||||
unsigned int delay = sampleTime - _spatialAudioFinish;
|
||||
unsigned int delayCount = delay * _desiredOutputFormat.channelCount();
|
||||
unsigned int silentCount = (remaining < delayCount) ? remaining : delayCount;
|
||||
if (silentCount) {
|
||||
_spatialAudioRingBuffer.addSilentFrame(silentCount);
|
||||
}
|
||||
|
||||
// Recalculate the number of remaining samples
|
||||
remaining -= silentCount;
|
||||
unsigned int sampleCount = (remaining < numSamples) ? remaining : numSamples;
|
||||
|
||||
// Copy the new spatial audio to the accumulation ring buffer
|
||||
if (sampleCount) {
|
||||
_spatialAudioRingBuffer.writeSamples((int16_t*)spatialAudio.data(), sampleCount);
|
||||
}
|
||||
_spatialAudioFinish += (sampleCount + silentCount) / _desiredOutputFormat.channelCount();
|
||||
}
|
||||
} else {
|
||||
// There is overlap between the spatial audio buffer and the new sample, mix the overlap
|
||||
// Calculate the offset from the buffer's current read position, which should be located at _spatialAudioStart
|
||||
unsigned int offset = (sampleTime - _spatialAudioStart) * _desiredOutputFormat.channelCount();
|
||||
unsigned int mixedSamplesCount = (_spatialAudioFinish - sampleTime) * _desiredOutputFormat.channelCount();
|
||||
mixedSamplesCount = (mixedSamplesCount < numSamples) ? mixedSamplesCount : numSamples;
|
||||
|
||||
const int16_t* spatial = reinterpret_cast<const int16_t*>(spatialAudio.data());
|
||||
for (unsigned int i = 0; i < mixedSamplesCount; i++) {
|
||||
int existingSample = _spatialAudioRingBuffer[i + offset];
|
||||
int newSample = spatial[i];
|
||||
int sumOfSamples = existingSample + newSample;
|
||||
_spatialAudioRingBuffer[i + offset] = static_cast<int16_t>(glm::clamp<int>(sumOfSamples,
|
||||
std::numeric_limits<short>::min(), std::numeric_limits<short>::max()));
|
||||
}
|
||||
|
||||
// Copy the remaining unoverlapped spatial audio to the spatial audio buffer, if any
|
||||
unsigned int nonMixedSampleCount = numSamples - mixedSamplesCount;
|
||||
nonMixedSampleCount = (remaining < nonMixedSampleCount) ? remaining : nonMixedSampleCount;
|
||||
if (nonMixedSampleCount) {
|
||||
_spatialAudioRingBuffer.writeSamples((int16_t*)spatialAudio.data() + mixedSamplesCount, nonMixedSampleCount);
|
||||
// Extend the finish time by the amount of unoverlapped samples
|
||||
_spatialAudioFinish += nonMixedSampleCount / _desiredOutputFormat.channelCount();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool Audio::mousePressEvent(int x, int y) {
|
||||
if (_iconBounds.contains(x, y)) {
|
||||
toggleMute();
|
||||
|
@ -669,7 +744,7 @@ void Audio::toggleAudioNoiseReduction() {
|
|||
|
||||
void Audio::processReceivedAudio(const QByteArray& audioByteArray) {
|
||||
_ringBuffer.parseData(audioByteArray);
|
||||
|
||||
|
||||
float networkOutputToOutputRatio = (_desiredOutputFormat.sampleRate() / (float) _outputFormat.sampleRate())
|
||||
* (_desiredOutputFormat.channelCount() / (float) _outputFormat.channelCount());
|
||||
|
||||
|
@ -700,13 +775,32 @@ void Audio::processReceivedAudio(const QByteArray& audioByteArray) {
|
|||
//qDebug() << "pushing " << numNetworkOutputSamples;
|
||||
_ringBuffer.setIsStarved(false);
|
||||
|
||||
// copy the samples we'll resample from the ring buffer - this also
|
||||
// pushes the read pointer of the ring buffer forwards
|
||||
int16_t* ringBufferSamples= new int16_t[numNetworkOutputSamples];
|
||||
_ringBuffer.readSamples(ringBufferSamples, numNetworkOutputSamples);
|
||||
|
||||
// add the next numNetworkOutputSamples from each QByteArray
|
||||
// in our _localInjectionByteArrays QVector to the localInjectedSamples
|
||||
int16_t* ringBufferSamples = new int16_t[numNetworkOutputSamples];
|
||||
if (_processSpatialAudio) {
|
||||
unsigned int sampleTime = _spatialAudioStart;
|
||||
QByteArray buffer;
|
||||
buffer.resize(numNetworkOutputSamples * sizeof(int16_t));
|
||||
|
||||
_ringBuffer.readSamples((int16_t*)buffer.data(), numNetworkOutputSamples);
|
||||
// Accumulate direct transmission of audio from sender to receiver
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingIncludeOriginal)) {
|
||||
addSpatialAudioToBuffer(sampleTime, buffer, numNetworkOutputSamples);
|
||||
}
|
||||
|
||||
// Send audio off for spatial processing
|
||||
emit processInboundAudio(sampleTime, buffer, _desiredOutputFormat);
|
||||
|
||||
// copy the samples we'll resample from the spatial audio ring buffer - this also
|
||||
// pushes the read pointer of the spatial audio ring buffer forwards
|
||||
_spatialAudioRingBuffer.readSamples(ringBufferSamples, numNetworkOutputSamples);
|
||||
|
||||
// Advance the start point for the next packet of audio to arrive
|
||||
_spatialAudioStart += numNetworkOutputSamples / _desiredOutputFormat.channelCount();
|
||||
} else {
|
||||
// copy the samples we'll resample from the ring buffer - this also
|
||||
// pushes the read pointer of the ring buffer forwards
|
||||
_ringBuffer.readSamples(ringBufferSamples, numNetworkOutputSamples);
|
||||
}
|
||||
|
||||
// copy the packet from the RB to the output
|
||||
linearResampling(ringBufferSamples,
|
||||
|
@ -756,6 +850,15 @@ void Audio::toggleToneInjection() {
|
|||
_toneInjectionEnabled = !_toneInjectionEnabled;
|
||||
}
|
||||
|
||||
void Audio::toggleAudioSpatialProcessing() {
|
||||
_processSpatialAudio = !_processSpatialAudio;
|
||||
if (_processSpatialAudio) {
|
||||
_spatialAudioStart = 0;
|
||||
_spatialAudioFinish = 0;
|
||||
_spatialAudioRingBuffer.reset();
|
||||
}
|
||||
}
|
||||
|
||||
// Take a pointer to the acquired microphone input samples and add procedural sounds
|
||||
void Audio::addProceduralSounds(int16_t* monoInput, int numSamples) {
|
||||
float sample;
|
||||
|
@ -996,6 +1099,12 @@ bool Audio::switchOutputToAudioDevice(const QAudioDeviceInfo& outputDeviceInfo)
|
|||
_proceduralAudioOutput = new QAudioOutput(outputDeviceInfo, _outputFormat, this);
|
||||
|
||||
gettimeofday(&_lastReceiveTime, NULL);
|
||||
|
||||
// setup spatial audio ringbuffer
|
||||
int numFrameSamples = _outputFormat.sampleRate() * _desiredOutputFormat.channelCount();
|
||||
_spatialAudioRingBuffer.resizeForFrameSize(numFrameSamples);
|
||||
_spatialAudioStart = _spatialAudioFinish = 0;
|
||||
|
||||
supportedFormat = true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -54,8 +54,6 @@ public:
|
|||
void setJitterBufferSamples(int samples) { _jitterBufferSamples = samples; }
|
||||
int getJitterBufferSamples() { return _jitterBufferSamples; }
|
||||
|
||||
void lowPassFilter(int16_t* inputBuffer);
|
||||
|
||||
virtual void startCollisionSound(float magnitude, float frequency, float noise, float duration, bool flashScreen);
|
||||
virtual void startDrumSound(float volume, float frequency, float duration, float decay);
|
||||
|
||||
|
@ -73,15 +71,19 @@ public:
|
|||
int getNetworkSampleRate() { return SAMPLE_RATE; }
|
||||
int getNetworkBufferLengthSamplesPerChannel() { return NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL; }
|
||||
|
||||
bool getProcessSpatialAudio() const { return _processSpatialAudio; }
|
||||
|
||||
public slots:
|
||||
void start();
|
||||
void stop();
|
||||
void addReceivedAudioToBuffer(const QByteArray& audioByteArray);
|
||||
void addSpatialAudioToBuffer(unsigned int sampleTime, const QByteArray& spatialAudio, unsigned int numSamples);
|
||||
void handleAudioInput();
|
||||
void reset();
|
||||
void toggleMute();
|
||||
void toggleAudioNoiseReduction();
|
||||
void toggleToneInjection();
|
||||
void toggleAudioSpatialProcessing();
|
||||
|
||||
virtual void handleAudioByteArray(const QByteArray& audioByteArray);
|
||||
|
||||
|
@ -97,6 +99,8 @@ public slots:
|
|||
|
||||
signals:
|
||||
bool muteToggled();
|
||||
void processInboundAudio(unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format);
|
||||
void processLocalAudio(unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format);
|
||||
|
||||
private:
|
||||
|
||||
|
@ -162,9 +166,15 @@ private:
|
|||
GLuint _boxTextureId;
|
||||
QRect _iconBounds;
|
||||
|
||||
// Audio callback in class context.
|
||||
/// Audio callback in class context.
|
||||
inline void performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* outputRight);
|
||||
|
||||
|
||||
bool _processSpatialAudio; /// Process received audio by spatial audio hooks
|
||||
unsigned int _spatialAudioStart; /// Start of spatial audio interval (in sample rate time base)
|
||||
unsigned int _spatialAudioFinish; /// End of spatial audio interval (in sample rate time base)
|
||||
AudioRingBuffer _spatialAudioRingBuffer; /// Spatially processed audio
|
||||
|
||||
// Process procedural audio by
|
||||
// 1. Echo to the local procedural output device
|
||||
// 2. Mix with the audio input
|
||||
|
|
762
interface/src/AudioReflector.cpp
Normal file
762
interface/src/AudioReflector.cpp
Normal file
|
@ -0,0 +1,762 @@
|
|||
//
|
||||
// AudioReflector.cpp
|
||||
// interface
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 4/2/2014
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#include <QMutexLocker>
|
||||
|
||||
#include "AudioReflector.h"
|
||||
#include "Menu.h"
|
||||
|
||||
const float DEFAULT_PRE_DELAY = 20.0f; // this delay in msecs will always be added to all reflections
|
||||
const float DEFAULT_MS_DELAY_PER_METER = 3.0f;
|
||||
const float MINIMUM_ATTENUATION_TO_REFLECT = 1.0f / 256.0f;
|
||||
const float DEFAULT_DISTANCE_SCALING_FACTOR = 2.0f;
|
||||
const float MAXIMUM_DELAY_MS = 1000.0 * 20.0f; // stop reflecting after path is this long
|
||||
const int DEFAULT_DIFFUSION_FANOUT = 5;
|
||||
const int ABSOLUTE_MAXIMUM_BOUNCE_COUNT = 10;
|
||||
const float DEFAULT_LOCAL_ATTENUATION_FACTOR = 0.125;
|
||||
const float DEFAULT_COMB_FILTER_WINDOW = 0.05f; //ms delay differential to avoid
|
||||
|
||||
const float SLIGHTLY_SHORT = 0.999f; // slightly inside the distance so we're on the inside of the reflection point
|
||||
|
||||
const float DEFAULT_ABSORPTION_RATIO = 0.125; // 12.5% is absorbed
|
||||
const float DEFAULT_DIFFUSION_RATIO = 0.125; // 12.5% is diffused
|
||||
|
||||
AudioReflector::AudioReflector(QObject* parent) :
|
||||
QObject(parent),
|
||||
_preDelay(DEFAULT_PRE_DELAY),
|
||||
_soundMsPerMeter(DEFAULT_MS_DELAY_PER_METER),
|
||||
_distanceAttenuationScalingFactor(DEFAULT_DISTANCE_SCALING_FACTOR),
|
||||
_localAudioAttenuationFactor(DEFAULT_LOCAL_ATTENUATION_FACTOR),
|
||||
_combFilterWindow(DEFAULT_COMB_FILTER_WINDOW),
|
||||
_diffusionFanout(DEFAULT_DIFFUSION_FANOUT),
|
||||
_absorptionRatio(DEFAULT_ABSORPTION_RATIO),
|
||||
_diffusionRatio(DEFAULT_DIFFUSION_RATIO),
|
||||
_withDiffusion(false),
|
||||
_lastPreDelay(DEFAULT_PRE_DELAY),
|
||||
_lastSoundMsPerMeter(DEFAULT_MS_DELAY_PER_METER),
|
||||
_lastDistanceAttenuationScalingFactor(DEFAULT_DISTANCE_SCALING_FACTOR),
|
||||
_lastLocalAudioAttenuationFactor(DEFAULT_LOCAL_ATTENUATION_FACTOR),
|
||||
_lastDiffusionFanout(DEFAULT_DIFFUSION_FANOUT),
|
||||
_lastAbsorptionRatio(DEFAULT_ABSORPTION_RATIO),
|
||||
_lastDiffusionRatio(DEFAULT_DIFFUSION_RATIO)
|
||||
{
|
||||
_reflections = 0;
|
||||
_diffusionPathCount = 0;
|
||||
_averageAttenuation = 0.0f;
|
||||
_maxAttenuation = 0.0f;
|
||||
_minAttenuation = 0.0f;
|
||||
_averageDelay = 0;
|
||||
_maxDelay = 0;
|
||||
_minDelay = 0;
|
||||
}
|
||||
|
||||
bool AudioReflector::haveAttributesChanged() {
|
||||
bool withDiffusion = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
|
||||
|
||||
bool attributesChange = (_withDiffusion != withDiffusion
|
||||
|| _lastPreDelay != _preDelay
|
||||
|| _lastSoundMsPerMeter != _soundMsPerMeter
|
||||
|| _lastDistanceAttenuationScalingFactor != _distanceAttenuationScalingFactor
|
||||
|| _lastDiffusionFanout != _diffusionFanout
|
||||
|| _lastAbsorptionRatio != _absorptionRatio
|
||||
|| _lastDiffusionRatio != _diffusionRatio);
|
||||
|
||||
if (attributesChange) {
|
||||
_withDiffusion = withDiffusion;
|
||||
_lastPreDelay = _preDelay;
|
||||
_lastSoundMsPerMeter = _soundMsPerMeter;
|
||||
_lastDistanceAttenuationScalingFactor = _distanceAttenuationScalingFactor;
|
||||
_lastDiffusionFanout = _diffusionFanout;
|
||||
_lastAbsorptionRatio = _absorptionRatio;
|
||||
_lastDiffusionRatio = _diffusionRatio;
|
||||
}
|
||||
|
||||
return attributesChange;
|
||||
}
|
||||
|
||||
void AudioReflector::render() {
|
||||
|
||||
// if we're not set up yet, or we're not processing spatial audio, then exit early
|
||||
if (!_myAvatar || !_audio->getProcessSpatialAudio()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// use this oportunity to calculate our reflections
|
||||
calculateAllReflections();
|
||||
|
||||
// only render if we've been asked to do so
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingRenderPaths)) {
|
||||
drawRays();
|
||||
}
|
||||
}
|
||||
|
||||
// delay = 1ms per foot
|
||||
// = 3ms per meter
|
||||
float AudioReflector::getDelayFromDistance(float distance) {
|
||||
float delay = (_soundMsPerMeter * distance);
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay)) {
|
||||
delay += _preDelay;
|
||||
}
|
||||
return delay;
|
||||
}
|
||||
|
||||
// attenuation = from the Audio Mixer
|
||||
float AudioReflector::getDistanceAttenuationCoefficient(float distance) {
|
||||
const float DISTANCE_SCALE = 2.5f;
|
||||
const float GEOMETRIC_AMPLITUDE_SCALAR = 0.3f;
|
||||
const float DISTANCE_LOG_BASE = 2.5f;
|
||||
const float DISTANCE_SCALE_LOG = logf(DISTANCE_SCALE) / logf(DISTANCE_LOG_BASE);
|
||||
|
||||
float distanceSquareToSource = distance * distance;
|
||||
|
||||
// calculate the distance coefficient using the distance to this node
|
||||
float distanceCoefficient = powf(GEOMETRIC_AMPLITUDE_SCALAR,
|
||||
DISTANCE_SCALE_LOG +
|
||||
(0.5f * logf(distanceSquareToSource) / logf(DISTANCE_LOG_BASE)) - 1);
|
||||
|
||||
distanceCoefficient = std::min(1.0f, distanceCoefficient * getDistanceAttenuationScalingFactor());
|
||||
|
||||
return distanceCoefficient;
|
||||
}
|
||||
|
||||
glm::vec3 AudioReflector::getFaceNormal(BoxFace face) {
|
||||
bool wantSlightRandomness = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSlightlyRandomSurfaces);
|
||||
glm::vec3 faceNormal;
|
||||
const float MIN_RANDOM_LENGTH = 0.99f;
|
||||
const float MAX_RANDOM_LENGTH = 1.0f;
|
||||
const float NON_RANDOM_LENGTH = 1.0f;
|
||||
float normalLength = wantSlightRandomness ? randFloatInRange(MIN_RANDOM_LENGTH, MAX_RANDOM_LENGTH) : NON_RANDOM_LENGTH;
|
||||
float remainder = (1.0f - normalLength)/2.0f;
|
||||
float remainderSignA = randomSign();
|
||||
float remainderSignB = randomSign();
|
||||
|
||||
if (face == MIN_X_FACE) {
|
||||
faceNormal = glm::vec3(-normalLength, remainder * remainderSignA, remainder * remainderSignB);
|
||||
} else if (face == MAX_X_FACE) {
|
||||
faceNormal = glm::vec3(normalLength, remainder * remainderSignA, remainder * remainderSignB);
|
||||
} else if (face == MIN_Y_FACE) {
|
||||
faceNormal = glm::vec3(remainder * remainderSignA, -normalLength, remainder * remainderSignB);
|
||||
} else if (face == MAX_Y_FACE) {
|
||||
faceNormal = glm::vec3(remainder * remainderSignA, normalLength, remainder * remainderSignB);
|
||||
} else if (face == MIN_Z_FACE) {
|
||||
faceNormal = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, -normalLength);
|
||||
} else if (face == MAX_Z_FACE) {
|
||||
faceNormal = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, normalLength);
|
||||
}
|
||||
return faceNormal;
|
||||
}
|
||||
|
||||
// set up our buffers for our attenuated and delayed samples
|
||||
const int NUMBER_OF_CHANNELS = 2;
|
||||
|
||||
void AudioReflector::injectAudiblePoint(AudioSource source, const AudiblePoint& audiblePoint,
|
||||
const QByteArray& samples, unsigned int sampleTime, int sampleRate) {
|
||||
|
||||
bool wantEarSeparation = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSeparateEars);
|
||||
bool wantStereo = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingStereoSource);
|
||||
glm::vec3 rightEarPosition = wantEarSeparation ? _myAvatar->getHead()->getRightEarPosition() :
|
||||
_myAvatar->getHead()->getPosition();
|
||||
glm::vec3 leftEarPosition = wantEarSeparation ? _myAvatar->getHead()->getLeftEarPosition() :
|
||||
_myAvatar->getHead()->getPosition();
|
||||
|
||||
int totalNumberOfSamples = samples.size() / sizeof(int16_t);
|
||||
int totalNumberOfStereoSamples = samples.size() / (sizeof(int16_t) * NUMBER_OF_CHANNELS);
|
||||
|
||||
const int16_t* originalSamplesData = (const int16_t*)samples.constData();
|
||||
QByteArray attenuatedLeftSamples;
|
||||
QByteArray attenuatedRightSamples;
|
||||
attenuatedLeftSamples.resize(samples.size());
|
||||
attenuatedRightSamples.resize(samples.size());
|
||||
|
||||
int16_t* attenuatedLeftSamplesData = (int16_t*)attenuatedLeftSamples.data();
|
||||
int16_t* attenuatedRightSamplesData = (int16_t*)attenuatedRightSamples.data();
|
||||
|
||||
// calculate the distance to the ears
|
||||
float rightEarDistance = glm::distance(audiblePoint.location, rightEarPosition);
|
||||
float leftEarDistance = glm::distance(audiblePoint.location, leftEarPosition);
|
||||
|
||||
float rightEarDelayMsecs = getDelayFromDistance(rightEarDistance) + audiblePoint.delay;
|
||||
float leftEarDelayMsecs = getDelayFromDistance(leftEarDistance) + audiblePoint.delay;
|
||||
float averageEarDelayMsecs = (leftEarDelayMsecs + rightEarDelayMsecs) / 2.0f;
|
||||
|
||||
bool safeToInject = true; // assume the best
|
||||
|
||||
// check to see if this new injection point would be within the comb filter
|
||||
// suppression window for any of the existing known delays
|
||||
QMap<float, float>& knownDelays = (source == INBOUND_AUDIO) ? _inboundAudioDelays : _localAudioDelays;
|
||||
QMap<float, float>::const_iterator lowerBound = knownDelays.lowerBound(averageEarDelayMsecs - _combFilterWindow);
|
||||
if (lowerBound != knownDelays.end()) {
|
||||
float closestFound = lowerBound.value();
|
||||
float deltaToClosest = (averageEarDelayMsecs - closestFound);
|
||||
if (deltaToClosest > -_combFilterWindow && deltaToClosest < _combFilterWindow) {
|
||||
safeToInject = false;
|
||||
}
|
||||
}
|
||||
|
||||
// keep track of any of our suppressed echoes so we can report them in our statistics
|
||||
if (!safeToInject) {
|
||||
QVector<float>& suppressedEchoes = (source == INBOUND_AUDIO) ? _inboundEchoesSuppressed : _localEchoesSuppressed;
|
||||
suppressedEchoes << averageEarDelayMsecs;
|
||||
} else {
|
||||
knownDelays[averageEarDelayMsecs] = averageEarDelayMsecs;
|
||||
|
||||
_totalDelay += rightEarDelayMsecs + leftEarDelayMsecs;
|
||||
_delayCount += 2;
|
||||
_maxDelay = std::max(_maxDelay,rightEarDelayMsecs);
|
||||
_maxDelay = std::max(_maxDelay,leftEarDelayMsecs);
|
||||
_minDelay = std::min(_minDelay,rightEarDelayMsecs);
|
||||
_minDelay = std::min(_minDelay,leftEarDelayMsecs);
|
||||
|
||||
int rightEarDelay = rightEarDelayMsecs * sampleRate / MSECS_PER_SECOND;
|
||||
int leftEarDelay = leftEarDelayMsecs * sampleRate / MSECS_PER_SECOND;
|
||||
|
||||
float rightEarAttenuation = audiblePoint.attenuation *
|
||||
getDistanceAttenuationCoefficient(rightEarDistance + audiblePoint.distance);
|
||||
|
||||
float leftEarAttenuation = audiblePoint.attenuation *
|
||||
getDistanceAttenuationCoefficient(leftEarDistance + audiblePoint.distance);
|
||||
|
||||
_totalAttenuation += rightEarAttenuation + leftEarAttenuation;
|
||||
_attenuationCount += 2;
|
||||
_maxAttenuation = std::max(_maxAttenuation,rightEarAttenuation);
|
||||
_maxAttenuation = std::max(_maxAttenuation,leftEarAttenuation);
|
||||
_minAttenuation = std::min(_minAttenuation,rightEarAttenuation);
|
||||
_minAttenuation = std::min(_minAttenuation,leftEarAttenuation);
|
||||
|
||||
// run through the samples, and attenuate them
|
||||
for (int sample = 0; sample < totalNumberOfStereoSamples; sample++) {
|
||||
int16_t leftSample = originalSamplesData[sample * NUMBER_OF_CHANNELS];
|
||||
int16_t rightSample = leftSample;
|
||||
if (wantStereo) {
|
||||
rightSample = originalSamplesData[(sample * NUMBER_OF_CHANNELS) + 1];
|
||||
}
|
||||
|
||||
attenuatedLeftSamplesData[sample * NUMBER_OF_CHANNELS] = leftSample * leftEarAttenuation;
|
||||
attenuatedLeftSamplesData[sample * NUMBER_OF_CHANNELS + 1] = 0;
|
||||
|
||||
attenuatedRightSamplesData[sample * NUMBER_OF_CHANNELS] = 0;
|
||||
attenuatedRightSamplesData[sample * NUMBER_OF_CHANNELS + 1] = rightSample * rightEarAttenuation;
|
||||
}
|
||||
|
||||
// now inject the attenuated array with the appropriate delay
|
||||
unsigned int sampleTimeLeft = sampleTime + leftEarDelay;
|
||||
unsigned int sampleTimeRight = sampleTime + rightEarDelay;
|
||||
|
||||
_audio->addSpatialAudioToBuffer(sampleTimeLeft, attenuatedLeftSamples, totalNumberOfSamples);
|
||||
_audio->addSpatialAudioToBuffer(sampleTimeRight, attenuatedRightSamples, totalNumberOfSamples);
|
||||
}
|
||||
}
|
||||
|
||||
void AudioReflector::processLocalAudio(unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format) {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingProcessLocalAudio)) {
|
||||
const int NUM_CHANNELS_INPUT = 1;
|
||||
const int NUM_CHANNELS_OUTPUT = 2;
|
||||
const int EXPECTED_SAMPLE_RATE = 24000;
|
||||
if (format.channelCount() == NUM_CHANNELS_INPUT && format.sampleRate() == EXPECTED_SAMPLE_RATE) {
|
||||
QAudioFormat outputFormat = format;
|
||||
outputFormat.setChannelCount(NUM_CHANNELS_OUTPUT);
|
||||
QByteArray stereoInputData(samples.size() * NUM_CHANNELS_OUTPUT, 0);
|
||||
int numberOfSamples = (samples.size() / sizeof(int16_t));
|
||||
int16_t* monoSamples = (int16_t*)samples.data();
|
||||
int16_t* stereoSamples = (int16_t*)stereoInputData.data();
|
||||
|
||||
for (int i = 0; i < numberOfSamples; i++) {
|
||||
stereoSamples[i* NUM_CHANNELS_OUTPUT] = monoSamples[i] * _localAudioAttenuationFactor;
|
||||
stereoSamples[(i * NUM_CHANNELS_OUTPUT) + 1] = monoSamples[i] * _localAudioAttenuationFactor;
|
||||
}
|
||||
_localAudioDelays.clear();
|
||||
_localEchoesSuppressed.clear();
|
||||
echoAudio(LOCAL_AUDIO, sampleTime, stereoInputData, outputFormat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AudioReflector::processInboundAudio(unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format) {
|
||||
_inboundAudioDelays.clear();
|
||||
_inboundEchoesSuppressed.clear();
|
||||
echoAudio(INBOUND_AUDIO, sampleTime, samples, format);
|
||||
}
|
||||
|
||||
void AudioReflector::echoAudio(AudioSource source, unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format) {
|
||||
_maxDelay = 0;
|
||||
_maxAttenuation = 0.0f;
|
||||
_minDelay = std::numeric_limits<int>::max();
|
||||
_minAttenuation = std::numeric_limits<float>::max();
|
||||
_totalDelay = 0.0f;
|
||||
_delayCount = 0;
|
||||
_totalAttenuation = 0.0f;
|
||||
_attenuationCount = 0;
|
||||
|
||||
QMutexLocker locker(&_mutex);
|
||||
|
||||
// depending on if we're processing local or external audio, pick the correct points vector
|
||||
QVector<AudiblePoint>& audiblePoints = source == INBOUND_AUDIO ? _inboundAudiblePoints : _localAudiblePoints;
|
||||
|
||||
foreach(const AudiblePoint& audiblePoint, audiblePoints) {
|
||||
injectAudiblePoint(source, audiblePoint, samples, sampleTime, format.sampleRate());
|
||||
}
|
||||
|
||||
_averageDelay = _delayCount == 0 ? 0 : _totalDelay / _delayCount;
|
||||
_averageAttenuation = _attenuationCount == 0 ? 0 : _totalAttenuation / _attenuationCount;
|
||||
|
||||
if (_reflections == 0) {
|
||||
_minDelay = 0.0f;
|
||||
_minAttenuation = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void AudioReflector::drawVector(const glm::vec3& start, const glm::vec3& end, const glm::vec3& color) {
|
||||
glDisable(GL_LIGHTING);
|
||||
glLineWidth(2.0);
|
||||
|
||||
// Draw the vector itself
|
||||
glBegin(GL_LINES);
|
||||
glColor3f(color.x,color.y,color.z);
|
||||
glVertex3f(start.x, start.y, start.z);
|
||||
glVertex3f(end.x, end.y, end.z);
|
||||
glEnd();
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
|
||||
|
||||
AudioPath::AudioPath(AudioSource source, const glm::vec3& origin, const glm::vec3& direction,
|
||||
float attenuation, float delay, float distance,bool isDiffusion, int bounceCount) :
|
||||
|
||||
source(source),
|
||||
isDiffusion(isDiffusion),
|
||||
startPoint(origin),
|
||||
startDirection(direction),
|
||||
startDelay(delay),
|
||||
startAttenuation(attenuation),
|
||||
|
||||
lastPoint(origin),
|
||||
lastDirection(direction),
|
||||
lastDistance(distance),
|
||||
lastDelay(delay),
|
||||
lastAttenuation(attenuation),
|
||||
bounceCount(bounceCount),
|
||||
|
||||
finalized(false),
|
||||
reflections()
|
||||
{
|
||||
}
|
||||
|
||||
void AudioReflector::addAudioPath(AudioSource source, const glm::vec3& origin, const glm::vec3& initialDirection,
|
||||
float initialAttenuation, float initialDelay, float initialDistance, bool isDiffusion) {
|
||||
|
||||
AudioPath* path = new AudioPath(source, origin, initialDirection, initialAttenuation, initialDelay,
|
||||
initialDistance, isDiffusion, 0);
|
||||
|
||||
QVector<AudioPath*>& audioPaths = source == INBOUND_AUDIO ? _inboundAudioPaths : _localAudioPaths;
|
||||
|
||||
audioPaths.push_back(path);
|
||||
}
|
||||
|
||||
void AudioReflector::calculateAllReflections() {
|
||||
// only recalculate when we've moved, or if the attributes have changed
|
||||
// TODO: what about case where new voxels are added in front of us???
|
||||
bool wantHeadOrientation = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingHeadOriented);
|
||||
glm::quat orientation = wantHeadOrientation ? _myAvatar->getHead()->getFinalOrientation() : _myAvatar->getOrientation();
|
||||
glm::vec3 origin = _myAvatar->getHead()->getPosition();
|
||||
glm::vec3 listenerPosition = _myAvatar->getHead()->getPosition();
|
||||
|
||||
bool shouldRecalc = _reflections == 0
|
||||
|| !isSimilarPosition(origin, _origin)
|
||||
|| !isSimilarOrientation(orientation, _orientation)
|
||||
|| !isSimilarPosition(listenerPosition, _listenerPosition)
|
||||
|| haveAttributesChanged();
|
||||
|
||||
if (shouldRecalc) {
|
||||
QMutexLocker locker(&_mutex);
|
||||
quint64 start = usecTimestampNow();
|
||||
_origin = origin;
|
||||
_orientation = orientation;
|
||||
_listenerPosition = listenerPosition;
|
||||
analyzePaths(); // actually does the work
|
||||
quint64 end = usecTimestampNow();
|
||||
const bool wantDebugging = false;
|
||||
if (wantDebugging) {
|
||||
qDebug() << "newCalculateAllReflections() elapsed=" << (end - start);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AudioReflector::drawRays() {
|
||||
const glm::vec3 RED(1,0,0);
|
||||
const glm::vec3 GREEN(0,1,0);
|
||||
const glm::vec3 BLUE(0,0,1);
|
||||
const glm::vec3 CYAN(0,1,1);
|
||||
|
||||
int diffusionNumber = 0;
|
||||
|
||||
QMutexLocker locker(&_mutex);
|
||||
|
||||
// draw the paths for inbound audio
|
||||
foreach(AudioPath* const& path, _inboundAudioPaths) {
|
||||
// if this is an original reflection, draw it in RED
|
||||
if (path->isDiffusion) {
|
||||
diffusionNumber++;
|
||||
drawPath(path, GREEN);
|
||||
} else {
|
||||
drawPath(path, RED);
|
||||
}
|
||||
}
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingProcessLocalAudio)) {
|
||||
// draw the paths for local audio
|
||||
foreach(AudioPath* const& path, _localAudioPaths) {
|
||||
// if this is an original reflection, draw it in RED
|
||||
if (path->isDiffusion) {
|
||||
diffusionNumber++;
|
||||
drawPath(path, CYAN);
|
||||
} else {
|
||||
drawPath(path, BLUE);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AudioReflector::drawPath(AudioPath* path, const glm::vec3& originalColor) {
|
||||
glm::vec3 start = path->startPoint;
|
||||
glm::vec3 color = originalColor;
|
||||
const float COLOR_ADJUST_PER_BOUNCE = 0.75f;
|
||||
|
||||
foreach (glm::vec3 end, path->reflections) {
|
||||
drawVector(start, end, color);
|
||||
start = end;
|
||||
color = color * COLOR_ADJUST_PER_BOUNCE;
|
||||
}
|
||||
}
|
||||
|
||||
void AudioReflector::clearPaths() {
|
||||
// clear our inbound audio paths
|
||||
foreach(AudioPath* const& path, _inboundAudioPaths) {
|
||||
delete path;
|
||||
}
|
||||
_inboundAudioPaths.clear();
|
||||
_inboundAudiblePoints.clear(); // clear our inbound audible points
|
||||
|
||||
// clear our local audio paths
|
||||
foreach(AudioPath* const& path, _localAudioPaths) {
|
||||
delete path;
|
||||
}
|
||||
_localAudioPaths.clear();
|
||||
_localAudiblePoints.clear(); // clear our local audible points
|
||||
}
|
||||
|
||||
// Here's how this works: we have an array of AudioPaths, we loop on all of our currently calculating audio
|
||||
// paths, and calculate one ray per path. If that ray doesn't reflect, or reaches a max distance/attenuation, then it
|
||||
// is considered finalized.
|
||||
// If the ray hits a surface, then, based on the characteristics of that surface, it will calculate the new
|
||||
// attenuation, path length, and delay for the primary path. For surfaces that have diffusion, it will also create
|
||||
// fanout number of new paths, those new paths will have an origin of the reflection point, and an initial attenuation
|
||||
// of their diffusion ratio. Those new paths will be added to the active audio paths, and be analyzed for the next loop.
|
||||
void AudioReflector::analyzePaths() {
|
||||
clearPaths();
|
||||
|
||||
// add our initial paths
|
||||
glm::vec3 right = glm::normalize(_orientation * IDENTITY_RIGHT);
|
||||
glm::vec3 up = glm::normalize(_orientation * IDENTITY_UP);
|
||||
glm::vec3 front = glm::normalize(_orientation * IDENTITY_FRONT);
|
||||
glm::vec3 left = -right;
|
||||
glm::vec3 down = -up;
|
||||
glm::vec3 back = -front;
|
||||
glm::vec3 frontRightUp = glm::normalize(front + right + up);
|
||||
glm::vec3 frontLeftUp = glm::normalize(front + left + up);
|
||||
glm::vec3 backRightUp = glm::normalize(back + right + up);
|
||||
glm::vec3 backLeftUp = glm::normalize(back + left + up);
|
||||
glm::vec3 frontRightDown = glm::normalize(front + right + down);
|
||||
glm::vec3 frontLeftDown = glm::normalize(front + left + down);
|
||||
glm::vec3 backRightDown = glm::normalize(back + right + down);
|
||||
glm::vec3 backLeftDown = glm::normalize(back + left + down);
|
||||
|
||||
float initialAttenuation = 1.0f;
|
||||
|
||||
float preDelay = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay) ? _preDelay : 0.0f;
|
||||
|
||||
// NOTE: we're still calculating our initial paths based on the listeners position. But the analysis code has been
|
||||
// updated to support individual sound sources (which is how we support diffusion), we can use this new paradigm to
|
||||
// add support for individual sound sources, and more directional sound sources
|
||||
|
||||
addAudioPath(INBOUND_AUDIO, _origin, front, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, right, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, up, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, down, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, back, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, left, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, frontRightUp, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, frontLeftUp, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, backRightUp, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, backLeftUp, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, frontRightDown, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, frontLeftDown, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, backRightDown, initialAttenuation, preDelay);
|
||||
addAudioPath(INBOUND_AUDIO, _origin, backLeftDown, initialAttenuation, preDelay);
|
||||
|
||||
// the original paths for the local audio are directional to the front of the origin
|
||||
addAudioPath(LOCAL_AUDIO, _origin, front, initialAttenuation, preDelay);
|
||||
addAudioPath(LOCAL_AUDIO, _origin, frontRightUp, initialAttenuation, preDelay);
|
||||
addAudioPath(LOCAL_AUDIO, _origin, frontLeftUp, initialAttenuation, preDelay);
|
||||
addAudioPath(LOCAL_AUDIO, _origin, frontRightDown, initialAttenuation, preDelay);
|
||||
addAudioPath(LOCAL_AUDIO, _origin, frontLeftDown, initialAttenuation, preDelay);
|
||||
|
||||
// loop through all our audio paths and keep analyzing them until they complete
|
||||
int steps = 0;
|
||||
int acitvePaths = _inboundAudioPaths.size() + _localAudioPaths.size(); // when we start, all paths are active
|
||||
while(acitvePaths > 0) {
|
||||
acitvePaths = analyzePathsSingleStep();
|
||||
steps++;
|
||||
}
|
||||
_reflections = _inboundAudiblePoints.size() + _localAudiblePoints.size();
|
||||
_diffusionPathCount = countDiffusionPaths();
|
||||
}
|
||||
|
||||
int AudioReflector::countDiffusionPaths() {
|
||||
int diffusionCount = 0;
|
||||
|
||||
foreach(AudioPath* const& path, _inboundAudioPaths) {
|
||||
if (path->isDiffusion) {
|
||||
diffusionCount++;
|
||||
}
|
||||
}
|
||||
foreach(AudioPath* const& path, _localAudioPaths) {
|
||||
if (path->isDiffusion) {
|
||||
diffusionCount++;
|
||||
}
|
||||
}
|
||||
return diffusionCount;
|
||||
}
|
||||
|
||||
int AudioReflector::analyzePathsSingleStep() {
|
||||
// iterate all the active sound paths, calculate one step per active path
|
||||
int activePaths = 0;
|
||||
|
||||
QVector<AudioPath*>* pathsLists[] = { &_inboundAudioPaths, &_localAudioPaths };
|
||||
|
||||
for(unsigned int i = 0; i < sizeof(pathsLists) / sizeof(pathsLists[0]); i++) {
|
||||
|
||||
QVector<AudioPath*>& pathList = *pathsLists[i];
|
||||
|
||||
foreach(AudioPath* const& path, pathList) {
|
||||
|
||||
glm::vec3 start = path->lastPoint;
|
||||
glm::vec3 direction = path->lastDirection;
|
||||
OctreeElement* elementHit; // output from findRayIntersection
|
||||
float distance; // output from findRayIntersection
|
||||
BoxFace face; // output from findRayIntersection
|
||||
|
||||
if (!path->finalized) {
|
||||
activePaths++;
|
||||
|
||||
if (path->bounceCount > ABSOLUTE_MAXIMUM_BOUNCE_COUNT) {
|
||||
path->finalized = true;
|
||||
} else if (_voxels->findRayIntersection(start, direction, elementHit, distance, face)) {
|
||||
// TODO: we need to decide how we want to handle locking on the ray intersection, if we force lock,
|
||||
// we get an accurate picture, but it could prevent rendering of the voxels. If we trylock (default),
|
||||
// we might not get ray intersections where they may exist, but we can't really detect that case...
|
||||
// add last parameter of Octree::Lock to force locking
|
||||
handlePathPoint(path, distance, elementHit, face);
|
||||
|
||||
} else {
|
||||
// If we didn't intersect, but this was a diffusion ray, then we will go ahead and cast a short ray out
|
||||
// from our last known point, in the last known direction, and leave that sound source hanging there
|
||||
if (path->isDiffusion) {
|
||||
const float MINIMUM_RANDOM_DISTANCE = 0.25f;
|
||||
const float MAXIMUM_RANDOM_DISTANCE = 0.5f;
|
||||
float distance = randFloatInRange(MINIMUM_RANDOM_DISTANCE, MAXIMUM_RANDOM_DISTANCE);
|
||||
handlePathPoint(path, distance, NULL, UNKNOWN_FACE);
|
||||
} else {
|
||||
path->finalized = true; // if it doesn't intersect, then it is finished
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return activePaths;
|
||||
}
|
||||
|
||||
void AudioReflector::handlePathPoint(AudioPath* path, float distance, OctreeElement* elementHit, BoxFace face) {
|
||||
glm::vec3 start = path->lastPoint;
|
||||
glm::vec3 direction = path->lastDirection;
|
||||
glm::vec3 end = start + (direction * (distance * SLIGHTLY_SHORT));
|
||||
|
||||
float currentReflectiveAttenuation = path->lastAttenuation; // only the reflective components
|
||||
float currentDelay = path->lastDelay; // start with our delay so far
|
||||
float pathDistance = path->lastDistance;
|
||||
|
||||
pathDistance += glm::distance(start, end);
|
||||
|
||||
float toListenerDistance = glm::distance(end, _listenerPosition);
|
||||
|
||||
// adjust our current delay by just the delay from the most recent ray
|
||||
currentDelay += getDelayFromDistance(distance);
|
||||
|
||||
// now we know the current attenuation for the "perfect" reflection case, but we now incorporate
|
||||
// our surface materials to determine how much of this ray is absorbed, reflected, and diffused
|
||||
SurfaceCharacteristics material = getSurfaceCharacteristics(elementHit);
|
||||
|
||||
float reflectiveAttenuation = currentReflectiveAttenuation * material.reflectiveRatio;
|
||||
float totalDiffusionAttenuation = currentReflectiveAttenuation * material.diffusionRatio;
|
||||
|
||||
bool wantDiffusions = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
|
||||
int fanout = wantDiffusions ? _diffusionFanout : 0;
|
||||
|
||||
float partialDiffusionAttenuation = fanout < 1 ? 0.0f : totalDiffusionAttenuation / (float)fanout;
|
||||
|
||||
// total delay includes the bounce back to listener
|
||||
float totalDelay = currentDelay + getDelayFromDistance(toListenerDistance);
|
||||
float toListenerAttenuation = getDistanceAttenuationCoefficient(toListenerDistance + pathDistance);
|
||||
|
||||
// if our resulting partial diffusion attenuation, is still above our minimum attenuation
|
||||
// then we add new paths for each diffusion point
|
||||
if ((partialDiffusionAttenuation * toListenerAttenuation) > MINIMUM_ATTENUATION_TO_REFLECT
|
||||
&& totalDelay < MAXIMUM_DELAY_MS) {
|
||||
|
||||
// diffusions fan out from random places on the semisphere of the collision point
|
||||
for(int i = 0; i < fanout; i++) {
|
||||
glm::vec3 diffusion;
|
||||
|
||||
// We're creating a random normal here. But we want it to be relatively dramatic compared to how we handle
|
||||
// our slightly random surface normals.
|
||||
const float MINIMUM_RANDOM_LENGTH = 0.5f;
|
||||
const float MAXIMUM_RANDOM_LENGTH = 1.0f;
|
||||
float randomness = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
|
||||
float remainder = (1.0f - randomness)/2.0f;
|
||||
float remainderSignA = randomSign();
|
||||
float remainderSignB = randomSign();
|
||||
|
||||
if (face == MIN_X_FACE) {
|
||||
diffusion = glm::vec3(-randomness, remainder * remainderSignA, remainder * remainderSignB);
|
||||
} else if (face == MAX_X_FACE) {
|
||||
diffusion = glm::vec3(randomness, remainder * remainderSignA, remainder * remainderSignB);
|
||||
} else if (face == MIN_Y_FACE) {
|
||||
diffusion = glm::vec3(remainder * remainderSignA, -randomness, remainder * remainderSignB);
|
||||
} else if (face == MAX_Y_FACE) {
|
||||
diffusion = glm::vec3(remainder * remainderSignA, randomness, remainder * remainderSignB);
|
||||
} else if (face == MIN_Z_FACE) {
|
||||
diffusion = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, -randomness);
|
||||
} else if (face == MAX_Z_FACE) {
|
||||
diffusion = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, randomness);
|
||||
} else if (face == UNKNOWN_FACE) {
|
||||
float randomnessX = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
|
||||
float randomnessY = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
|
||||
float randomnessZ = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
|
||||
diffusion = glm::vec3(direction.x * randomnessX, direction.y * randomnessY, direction.z * randomnessZ);
|
||||
}
|
||||
|
||||
diffusion = glm::normalize(diffusion);
|
||||
|
||||
// add new audio path for these diffusions, the new path's source is the same as the original source
|
||||
addAudioPath(path->source, end, diffusion, partialDiffusionAttenuation, currentDelay, pathDistance, true);
|
||||
}
|
||||
} else {
|
||||
const bool wantDebugging = false;
|
||||
if (wantDebugging) {
|
||||
if ((partialDiffusionAttenuation * toListenerAttenuation) <= MINIMUM_ATTENUATION_TO_REFLECT) {
|
||||
qDebug() << "too quiet to diffuse";
|
||||
qDebug() << " partialDiffusionAttenuation=" << partialDiffusionAttenuation;
|
||||
qDebug() << " toListenerAttenuation=" << toListenerAttenuation;
|
||||
qDebug() << " result=" << (partialDiffusionAttenuation * toListenerAttenuation);
|
||||
qDebug() << " MINIMUM_ATTENUATION_TO_REFLECT=" << MINIMUM_ATTENUATION_TO_REFLECT;
|
||||
}
|
||||
if (totalDelay > MAXIMUM_DELAY_MS) {
|
||||
qDebug() << "too delayed to diffuse";
|
||||
qDebug() << " totalDelay=" << totalDelay;
|
||||
qDebug() << " MAXIMUM_DELAY_MS=" << MAXIMUM_DELAY_MS;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if our reflective attenuation is above our minimum, then add our reflection point and
|
||||
// allow our path to continue
|
||||
if (((reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation) > MINIMUM_ATTENUATION_TO_REFLECT
|
||||
&& totalDelay < MAXIMUM_DELAY_MS) {
|
||||
|
||||
// add this location, as the reflective attenuation as well as the total diffusion attenuation
|
||||
// NOTE: we add the delay to the audible point, not back to the listener. The additional delay
|
||||
// and attenuation to the listener is recalculated at the point where we actually inject the
|
||||
// audio so that it can be adjusted to ear position
|
||||
AudiblePoint point = {end, currentDelay, (reflectiveAttenuation + totalDiffusionAttenuation), pathDistance};
|
||||
|
||||
QVector<AudiblePoint>& audiblePoints = path->source == INBOUND_AUDIO ? _inboundAudiblePoints : _localAudiblePoints;
|
||||
|
||||
audiblePoints.push_back(point);
|
||||
|
||||
// add this location to the path points, so we can visualize it
|
||||
path->reflections.push_back(end);
|
||||
|
||||
// now, if our reflective attenuation is over our minimum then keep going...
|
||||
if (reflectiveAttenuation * toListenerAttenuation > MINIMUM_ATTENUATION_TO_REFLECT) {
|
||||
glm::vec3 faceNormal = getFaceNormal(face);
|
||||
path->lastDirection = glm::normalize(glm::reflect(direction,faceNormal));
|
||||
path->lastPoint = end;
|
||||
path->lastAttenuation = reflectiveAttenuation;
|
||||
path->lastDelay = currentDelay;
|
||||
path->lastDistance = pathDistance;
|
||||
path->bounceCount++;
|
||||
} else {
|
||||
path->finalized = true; // if we're too quiet, then we're done
|
||||
}
|
||||
} else {
|
||||
const bool wantDebugging = false;
|
||||
if (wantDebugging) {
|
||||
if (((reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation) <= MINIMUM_ATTENUATION_TO_REFLECT) {
|
||||
qDebug() << "too quiet to add audible point";
|
||||
qDebug() << " reflectiveAttenuation + totalDiffusionAttenuation=" << (reflectiveAttenuation + totalDiffusionAttenuation);
|
||||
qDebug() << " toListenerAttenuation=" << toListenerAttenuation;
|
||||
qDebug() << " result=" << ((reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation);
|
||||
qDebug() << " MINIMUM_ATTENUATION_TO_REFLECT=" << MINIMUM_ATTENUATION_TO_REFLECT;
|
||||
}
|
||||
if (totalDelay > MAXIMUM_DELAY_MS) {
|
||||
qDebug() << "too delayed to add audible point";
|
||||
qDebug() << " totalDelay=" << totalDelay;
|
||||
qDebug() << " MAXIMUM_DELAY_MS=" << MAXIMUM_DELAY_MS;
|
||||
}
|
||||
}
|
||||
path->finalized = true; // if we're too quiet, then we're done
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: eventually we will add support for different surface characteristics based on the element
|
||||
// that is hit, which is why we pass in the elementHit to this helper function. But for now, all
|
||||
// surfaces have the same characteristics
|
||||
SurfaceCharacteristics AudioReflector::getSurfaceCharacteristics(OctreeElement* elementHit) {
|
||||
SurfaceCharacteristics result = { getReflectiveRatio(), _absorptionRatio, _diffusionRatio };
|
||||
return result;
|
||||
}
|
||||
|
||||
void AudioReflector::setReflectiveRatio(float ratio) {
|
||||
float safeRatio = std::max(0.0f, std::min(ratio, 1.0f));
|
||||
float currentReflectiveRatio = (1.0f - (_absorptionRatio + _diffusionRatio));
|
||||
float halfDifference = (safeRatio - currentReflectiveRatio) / 2.0f;
|
||||
|
||||
// evenly distribute the difference between the two other ratios
|
||||
_absorptionRatio -= halfDifference;
|
||||
_diffusionRatio -= halfDifference;
|
||||
}
|
||||
|
||||
void AudioReflector::setAbsorptionRatio(float ratio) {
|
||||
float safeRatio = std::max(0.0f, std::min(ratio, 1.0f));
|
||||
_absorptionRatio = safeRatio;
|
||||
const float MAX_COMBINED_RATIO = 1.0f;
|
||||
if (_absorptionRatio + _diffusionRatio > MAX_COMBINED_RATIO) {
|
||||
_diffusionRatio = MAX_COMBINED_RATIO - _absorptionRatio;
|
||||
}
|
||||
}
|
||||
|
||||
void AudioReflector::setDiffusionRatio(float ratio) {
|
||||
float safeRatio = std::max(0.0f, std::min(ratio, 1.0f));
|
||||
_diffusionRatio = safeRatio;
|
||||
const float MAX_COMBINED_RATIO = 1.0f;
|
||||
if (_absorptionRatio + _diffusionRatio > MAX_COMBINED_RATIO) {
|
||||
_absorptionRatio = MAX_COMBINED_RATIO - _diffusionRatio;
|
||||
}
|
||||
}
|
||||
|
222
interface/src/AudioReflector.h
Normal file
222
interface/src/AudioReflector.h
Normal file
|
@ -0,0 +1,222 @@
|
|||
//
|
||||
// AudioReflector.h
|
||||
// interface
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 4/2/2014
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef interface_AudioReflector_h
|
||||
#define interface_AudioReflector_h
|
||||
|
||||
#include <QMutex>
|
||||
|
||||
#include <VoxelTree.h>
|
||||
|
||||
#include "Audio.h"
|
||||
#include "avatar/MyAvatar.h"
|
||||
|
||||
enum AudioSource {
|
||||
LOCAL_AUDIO,
|
||||
INBOUND_AUDIO
|
||||
};
|
||||
|
||||
class AudioPath {
|
||||
public:
|
||||
AudioPath(AudioSource source = INBOUND_AUDIO, const glm::vec3& origin = glm::vec3(0.0f),
|
||||
const glm::vec3& direction = glm::vec3(0.0f), float attenuation = 1.0f,
|
||||
float delay = 0.0f, float distance = 0.0f, bool isDiffusion = false, int bounceCount = 0);
|
||||
|
||||
AudioSource source;
|
||||
bool isDiffusion;
|
||||
glm::vec3 startPoint;
|
||||
glm::vec3 startDirection;
|
||||
float startDelay;
|
||||
float startAttenuation;
|
||||
|
||||
glm::vec3 lastPoint;
|
||||
glm::vec3 lastDirection;
|
||||
float lastDistance;
|
||||
float lastDelay;
|
||||
float lastAttenuation;
|
||||
unsigned int bounceCount;
|
||||
|
||||
bool finalized;
|
||||
QVector<glm::vec3> reflections;
|
||||
};
|
||||
|
||||
class AudiblePoint {
|
||||
public:
|
||||
glm::vec3 location; /// location of the audible point
|
||||
float delay; /// includes total delay including pre delay to the point of the audible location, not to the listener's ears
|
||||
float attenuation; /// only the reflective & diffusive portion of attenuation, doesn't include distance attenuation
|
||||
float distance; /// includes total distance to the point of the audible location, not to the listener's ears
|
||||
};
|
||||
|
||||
class SurfaceCharacteristics {
|
||||
public:
|
||||
float reflectiveRatio;
|
||||
float absorptionRatio;
|
||||
float diffusionRatio;
|
||||
};
|
||||
|
||||
class AudioReflector : public QObject {
|
||||
Q_OBJECT
|
||||
public:
|
||||
AudioReflector(QObject* parent = NULL);
|
||||
|
||||
// setup functions to configure the resources used by the AudioReflector
|
||||
void setVoxels(VoxelTree* voxels) { _voxels = voxels; }
|
||||
void setMyAvatar(MyAvatar* myAvatar) { _myAvatar = myAvatar; }
|
||||
void setAudio(Audio* audio) { _audio = audio; }
|
||||
|
||||
void render(); /// must be called in the application render loop
|
||||
|
||||
void processInboundAudio(unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format);
|
||||
void processLocalAudio(unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format);
|
||||
|
||||
public slots:
|
||||
// statistics
|
||||
int getReflections() const { return _reflections; }
|
||||
float getAverageDelayMsecs() const { return _averageDelay; }
|
||||
float getAverageAttenuation() const { return _averageAttenuation; }
|
||||
float getMaxDelayMsecs() const { return _maxDelay; }
|
||||
float getMaxAttenuation() const { return _maxAttenuation; }
|
||||
float getMinDelayMsecs() const { return _minDelay; }
|
||||
float getMinAttenuation() const { return _minAttenuation; }
|
||||
float getDelayFromDistance(float distance);
|
||||
int getDiffusionPathCount() const { return _diffusionPathCount; }
|
||||
int getEchoesInjected() const { return _inboundAudioDelays.size() + _localAudioDelays.size(); }
|
||||
int getEchoesSuppressed() const { return _inboundEchoesSuppressed.size() + _localEchoesSuppressed.size(); }
|
||||
|
||||
/// ms of delay added to all echos
|
||||
float getPreDelay() const { return _preDelay; }
|
||||
void setPreDelay(float preDelay) { _preDelay = preDelay; }
|
||||
|
||||
/// ms per meter that sound travels, larger means slower, which sounds bigger
|
||||
float getSoundMsPerMeter() const { return _soundMsPerMeter; }
|
||||
void setSoundMsPerMeter(float soundMsPerMeter) { _soundMsPerMeter = soundMsPerMeter; }
|
||||
|
||||
/// scales attenuation to be louder or softer than the default distance attenuation
|
||||
float getDistanceAttenuationScalingFactor() const { return _distanceAttenuationScalingFactor; }
|
||||
void setDistanceAttenuationScalingFactor(float factor) { _distanceAttenuationScalingFactor = factor; }
|
||||
|
||||
/// scales attenuation of local audio to be louder or softer than the default attenuation
|
||||
float getLocalAudioAttenuationFactor() const { return _localAudioAttenuationFactor; }
|
||||
void setLocalAudioAttenuationFactor(float factor) { _localAudioAttenuationFactor = factor; }
|
||||
|
||||
/// ms window in which we will suppress echoes to reduce comb filter effects
|
||||
float getCombFilterWindow() const { return _combFilterWindow; }
|
||||
void setCombFilterWindow(float value) { _combFilterWindow = value; }
|
||||
|
||||
/// number of points of diffusion from each reflection point, as fanout increases there are more chances for secondary
|
||||
/// echoes, but each diffusion ray is quieter and therefore more likely to be below the sound floor
|
||||
int getDiffusionFanout() const { return _diffusionFanout; }
|
||||
void setDiffusionFanout(int fanout) { _diffusionFanout = fanout; }
|
||||
|
||||
/// ratio 0.0 - 1.0 of amount of each ray that is absorbed upon hitting a surface
|
||||
float getAbsorptionRatio() const { return _absorptionRatio; }
|
||||
void setAbsorptionRatio(float ratio);
|
||||
|
||||
// ratio 0.0 - 1.0 of amount of each ray that is diffused upon hitting a surface
|
||||
float getDiffusionRatio() const { return _diffusionRatio; }
|
||||
void setDiffusionRatio(float ratio);
|
||||
|
||||
// remaining ratio 0.0 - 1.0 of amount of each ray that is cleanly reflected upon hitting a surface
|
||||
float getReflectiveRatio() const { return (1.0f - (_absorptionRatio + _diffusionRatio)); }
|
||||
void setReflectiveRatio(float ratio);
|
||||
|
||||
signals:
|
||||
|
||||
private:
|
||||
VoxelTree* _voxels; // used to access voxel scene
|
||||
MyAvatar* _myAvatar; // access to listener
|
||||
Audio* _audio; // access to audio API
|
||||
|
||||
// Helpers for drawing
|
||||
void drawVector(const glm::vec3& start, const glm::vec3& end, const glm::vec3& color);
|
||||
|
||||
// helper for generically calculating attenuation based on distance
|
||||
float getDistanceAttenuationCoefficient(float distance);
|
||||
|
||||
// statistics
|
||||
int _reflections;
|
||||
int _diffusionPathCount;
|
||||
int _delayCount;
|
||||
float _totalDelay;
|
||||
float _averageDelay;
|
||||
float _maxDelay;
|
||||
float _minDelay;
|
||||
int _attenuationCount;
|
||||
float _totalAttenuation;
|
||||
float _averageAttenuation;
|
||||
float _maxAttenuation;
|
||||
float _minAttenuation;
|
||||
|
||||
glm::vec3 _listenerPosition;
|
||||
glm::vec3 _origin;
|
||||
glm::quat _orientation;
|
||||
|
||||
QVector<AudioPath*> _inboundAudioPaths; /// audio paths we're processing for inbound audio
|
||||
QVector<AudiblePoint> _inboundAudiblePoints; /// the audible points that have been calculated from the inbound audio paths
|
||||
QMap<float, float> _inboundAudioDelays; /// delay times for currently injected audio points
|
||||
QVector<float> _inboundEchoesSuppressed; /// delay times for currently injected audio points
|
||||
|
||||
QVector<AudioPath*> _localAudioPaths; /// audio paths we're processing for local audio
|
||||
QVector<AudiblePoint> _localAudiblePoints; /// the audible points that have been calculated from the local audio paths
|
||||
QMap<float, float> _localAudioDelays; /// delay times for currently injected audio points
|
||||
QVector<float> _localEchoesSuppressed; /// delay times for currently injected audio points
|
||||
|
||||
// adds a sound source to begin an audio path trace, these can be the initial sound sources with their directional properties,
|
||||
// as well as diffusion sound sources
|
||||
void addAudioPath(AudioSource source, const glm::vec3& origin, const glm::vec3& initialDirection, float initialAttenuation,
|
||||
float initialDelay, float initialDistance = 0.0f, bool isDiffusion = false);
|
||||
|
||||
// helper that handles audioPath analysis
|
||||
int analyzePathsSingleStep();
|
||||
void handlePathPoint(AudioPath* path, float distance, OctreeElement* elementHit, BoxFace face);
|
||||
void clearPaths();
|
||||
void analyzePaths();
|
||||
void drawRays();
|
||||
void drawPath(AudioPath* path, const glm::vec3& originalColor);
|
||||
void calculateAllReflections();
|
||||
int countDiffusionPaths();
|
||||
glm::vec3 getFaceNormal(BoxFace face);
|
||||
|
||||
void injectAudiblePoint(AudioSource source, const AudiblePoint& audiblePoint, const QByteArray& samples, unsigned int sampleTime, int sampleRate);
|
||||
void echoAudio(AudioSource source, unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format);
|
||||
|
||||
// return the surface characteristics of the element we hit
|
||||
SurfaceCharacteristics getSurfaceCharacteristics(OctreeElement* elementHit = NULL);
|
||||
|
||||
|
||||
QMutex _mutex;
|
||||
|
||||
float _preDelay;
|
||||
float _soundMsPerMeter;
|
||||
float _distanceAttenuationScalingFactor;
|
||||
float _localAudioAttenuationFactor;
|
||||
float _combFilterWindow;
|
||||
|
||||
int _diffusionFanout; // number of points of diffusion from each reflection point
|
||||
|
||||
// all elements have the same material for now...
|
||||
float _absorptionRatio;
|
||||
float _diffusionRatio;
|
||||
float _reflectiveRatio;
|
||||
|
||||
// remember the last known values at calculation
|
||||
bool haveAttributesChanged();
|
||||
|
||||
bool _withDiffusion;
|
||||
float _lastPreDelay;
|
||||
float _lastSoundMsPerMeter;
|
||||
float _lastDistanceAttenuationScalingFactor;
|
||||
float _lastLocalAudioAttenuationFactor;
|
||||
int _lastDiffusionFanout;
|
||||
float _lastAbsorptionRatio;
|
||||
float _lastDiffusionRatio;
|
||||
};
|
||||
|
||||
|
||||
#endif // interface_AudioReflector_h
|
|
@ -350,8 +350,8 @@ Menu::Menu() :
|
|||
|
||||
|
||||
QMenu* renderDebugMenu = developerMenu->addMenu("Render Debugging Tools");
|
||||
addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::PipelineWarnings, Qt::CTRL | Qt::SHIFT | Qt::Key_P);
|
||||
addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::SuppressShortTimings, Qt::CTRL | Qt::SHIFT | Qt::Key_S);
|
||||
addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::PipelineWarnings);
|
||||
addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::SuppressShortTimings);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(renderDebugMenu,
|
||||
MenuOption::CullSharedFaces,
|
||||
|
@ -362,7 +362,7 @@ Menu::Menu() :
|
|||
|
||||
addCheckableActionToQMenuAndActionHash(renderDebugMenu,
|
||||
MenuOption::ShowCulledSharedFaces,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_X,
|
||||
0,
|
||||
false,
|
||||
appInstance->getVoxels(),
|
||||
SLOT(showCulledSharedFaces()));
|
||||
|
@ -386,6 +386,50 @@ Menu::Menu() :
|
|||
appInstance->getAudio(),
|
||||
SLOT(toggleToneInjection()));
|
||||
|
||||
QMenu* spatialAudioMenu = audioDebugMenu->addMenu("Spatial Audio");
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessing,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_M,
|
||||
false,
|
||||
appInstance->getAudio(),
|
||||
SLOT(toggleAudioSpatialProcessing()));
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingIncludeOriginal,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_O,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingSeparateEars,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_E,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingPreDelay,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_D,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingStereoSource,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_S,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingHeadOriented,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_H,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingWithDiffusions,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_W,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingRenderPaths,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_R,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingSlightlyRandomSurfaces,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_X,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingProcessLocalAudio,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_A,
|
||||
true);
|
||||
|
||||
addActionToQMenuAndActionHash(developerMenu, MenuOption::PasteToVoxel,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_V,
|
||||
this,
|
||||
|
|
|
@ -258,6 +258,18 @@ namespace MenuOption {
|
|||
const QString Atmosphere = "Atmosphere";
|
||||
const QString AudioNoiseReduction = "Audio Noise Reduction";
|
||||
const QString AudioToneInjection = "Inject Test Tone";
|
||||
|
||||
const QString AudioSpatialProcessing = "Audio Spatial Processing";
|
||||
const QString AudioSpatialProcessingHeadOriented = "Head Oriented";
|
||||
const QString AudioSpatialProcessingIncludeOriginal = "Includes Network Original";
|
||||
const QString AudioSpatialProcessingPreDelay = "Add Pre-Delay";
|
||||
const QString AudioSpatialProcessingProcessLocalAudio = "Process Local Audio";
|
||||
const QString AudioSpatialProcessingRenderPaths = "Render Paths";
|
||||
const QString AudioSpatialProcessingSeparateEars = "Separate Ears";
|
||||
const QString AudioSpatialProcessingSlightlyRandomSurfaces = "Slightly Random Surfaces";
|
||||
const QString AudioSpatialProcessingStereoSource = "Stereo Source";
|
||||
const QString AudioSpatialProcessingWithDiffusions = "With Diffusions";
|
||||
|
||||
const QString Avatars = "Avatars";
|
||||
const QString Bandwidth = "Bandwidth Display";
|
||||
const QString BandwidthDetails = "Bandwidth Details";
|
||||
|
|
|
@ -22,9 +22,9 @@
|
|||
|
||||
#include <AccountManager.h>
|
||||
|
||||
#include "Application.h"
|
||||
#include "renderer/FBXReader.h"
|
||||
#include <FBXReader.h>
|
||||
|
||||
#include "Application.h"
|
||||
#include "ModelUploader.h"
|
||||
|
||||
|
||||
|
@ -306,14 +306,14 @@ bool ModelUploader::addTextures(const QString& texdir, const QString fbxFile) {
|
|||
|
||||
foreach (FBXMesh mesh, geometry.meshes) {
|
||||
foreach (FBXMeshPart part, mesh.parts) {
|
||||
if (!part.diffuseFilename.isEmpty()) {
|
||||
if (!addPart(texdir + "/" + part.diffuseFilename,
|
||||
if (!part.diffuseTexture.filename.isEmpty()) {
|
||||
if (!addPart(texdir + "/" + part.diffuseTexture.filename,
|
||||
QString("texture%1").arg(++_texturesCount))) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (!part.normalFilename.isEmpty()) {
|
||||
if (!addPart(texdir + "/" + part.normalFilename,
|
||||
if (!part.normalTexture.filename.isEmpty()) {
|
||||
if (!addPart(texdir + "/" + part.normalTexture.filename,
|
||||
QString("texture%1").arg(++_texturesCount))) {
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -78,112 +78,6 @@ float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float
|
|||
return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) + render_yaw + head_yaw;
|
||||
}
|
||||
|
||||
// Helper function returns the positive angle (in radians) between two 3D vectors
|
||||
float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
return acosf((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2)));
|
||||
}
|
||||
|
||||
// Helper function return the rotation from the first vector onto the second
|
||||
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
float angle = angleBetween(v1, v2);
|
||||
if (glm::isnan(angle) || angle < EPSILON) {
|
||||
return glm::quat();
|
||||
}
|
||||
glm::vec3 axis;
|
||||
if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis
|
||||
axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
float axisLength = glm::length(axis);
|
||||
if (axisLength < EPSILON) { // parallel to x; y will work
|
||||
axis = glm::normalize(glm::cross(v1, glm::vec3(0.0f, 1.0f, 0.0f)));
|
||||
} else {
|
||||
axis /= axisLength;
|
||||
}
|
||||
} else {
|
||||
axis = glm::normalize(glm::cross(v1, v2));
|
||||
}
|
||||
return glm::angleAxis(angle, axis);
|
||||
}
|
||||
|
||||
|
||||
|
||||
glm::vec3 extractTranslation(const glm::mat4& matrix) {
|
||||
return glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
|
||||
}
|
||||
|
||||
void setTranslation(glm::mat4& matrix, const glm::vec3& translation) {
|
||||
matrix[3][0] = translation.x;
|
||||
matrix[3][1] = translation.y;
|
||||
matrix[3][2] = translation.z;
|
||||
}
|
||||
|
||||
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) {
|
||||
// uses the iterative polar decomposition algorithm described by Ken Shoemake at
|
||||
// http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf
|
||||
// code adapted from Clyde, https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Matrix4f.java
|
||||
|
||||
// start with the contents of the upper 3x3 portion of the matrix
|
||||
glm::mat3 upper = glm::mat3(matrix);
|
||||
if (!assumeOrthogonal) {
|
||||
for (int i = 0; i < 10; i++) {
|
||||
// store the results of the previous iteration
|
||||
glm::mat3 previous = upper;
|
||||
|
||||
// compute average of the matrix with its inverse transpose
|
||||
float sd00 = previous[1][1] * previous[2][2] - previous[2][1] * previous[1][2];
|
||||
float sd10 = previous[0][1] * previous[2][2] - previous[2][1] * previous[0][2];
|
||||
float sd20 = previous[0][1] * previous[1][2] - previous[1][1] * previous[0][2];
|
||||
float det = previous[0][0] * sd00 + previous[2][0] * sd20 - previous[1][0] * sd10;
|
||||
if (fabs(det) == 0.0f) {
|
||||
// determinant is zero; matrix is not invertible
|
||||
break;
|
||||
}
|
||||
float hrdet = 0.5f / det;
|
||||
upper[0][0] = +sd00 * hrdet + previous[0][0] * 0.5f;
|
||||
upper[1][0] = -sd10 * hrdet + previous[1][0] * 0.5f;
|
||||
upper[2][0] = +sd20 * hrdet + previous[2][0] * 0.5f;
|
||||
|
||||
upper[0][1] = -(previous[1][0] * previous[2][2] - previous[2][0] * previous[1][2]) * hrdet + previous[0][1] * 0.5f;
|
||||
upper[1][1] = +(previous[0][0] * previous[2][2] - previous[2][0] * previous[0][2]) * hrdet + previous[1][1] * 0.5f;
|
||||
upper[2][1] = -(previous[0][0] * previous[1][2] - previous[1][0] * previous[0][2]) * hrdet + previous[2][1] * 0.5f;
|
||||
|
||||
upper[0][2] = +(previous[1][0] * previous[2][1] - previous[2][0] * previous[1][1]) * hrdet + previous[0][2] * 0.5f;
|
||||
upper[1][2] = -(previous[0][0] * previous[2][1] - previous[2][0] * previous[0][1]) * hrdet + previous[1][2] * 0.5f;
|
||||
upper[2][2] = +(previous[0][0] * previous[1][1] - previous[1][0] * previous[0][1]) * hrdet + previous[2][2] * 0.5f;
|
||||
|
||||
// compute the difference; if it's small enough, we're done
|
||||
glm::mat3 diff = upper - previous;
|
||||
if (diff[0][0] * diff[0][0] + diff[1][0] * diff[1][0] + diff[2][0] * diff[2][0] + diff[0][1] * diff[0][1] +
|
||||
diff[1][1] * diff[1][1] + diff[2][1] * diff[2][1] + diff[0][2] * diff[0][2] + diff[1][2] * diff[1][2] +
|
||||
diff[2][2] * diff[2][2] < EPSILON) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// now that we have a nice orthogonal matrix, we can extract the rotation quaternion
|
||||
// using the method described in http://en.wikipedia.org/wiki/Rotation_matrix#Conversions
|
||||
float x2 = fabs(1.0f + upper[0][0] - upper[1][1] - upper[2][2]);
|
||||
float y2 = fabs(1.0f - upper[0][0] + upper[1][1] - upper[2][2]);
|
||||
float z2 = fabs(1.0f - upper[0][0] - upper[1][1] + upper[2][2]);
|
||||
float w2 = fabs(1.0f + upper[0][0] + upper[1][1] + upper[2][2]);
|
||||
return glm::normalize(glm::quat(0.5f * sqrtf(w2),
|
||||
0.5f * sqrtf(x2) * (upper[1][2] >= upper[2][1] ? 1.0f : -1.0f),
|
||||
0.5f * sqrtf(y2) * (upper[2][0] >= upper[0][2] ? 1.0f : -1.0f),
|
||||
0.5f * sqrtf(z2) * (upper[0][1] >= upper[1][0] ? 1.0f : -1.0f)));
|
||||
}
|
||||
|
||||
glm::vec3 extractScale(const glm::mat4& matrix) {
|
||||
return glm::vec3(glm::length(matrix[0]), glm::length(matrix[1]), glm::length(matrix[2]));
|
||||
}
|
||||
|
||||
float extractUniformScale(const glm::mat4& matrix) {
|
||||
return extractUniformScale(extractScale(matrix));
|
||||
}
|
||||
|
||||
float extractUniformScale(const glm::vec3& scale) {
|
||||
return (scale.x + scale.y + scale.z) / 3.0f;
|
||||
}
|
||||
|
||||
// Draw a 3D vector floating in space
|
||||
void drawVector(glm::vec3 * vector) {
|
||||
glDisable(GL_LIGHTING);
|
||||
|
@ -629,4 +523,4 @@ bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadiu
|
|||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -44,22 +44,6 @@ void drawVector(glm::vec3* vector);
|
|||
|
||||
void printVector(glm::vec3 vec);
|
||||
|
||||
float angleBetween(const glm::vec3& v1, const glm::vec3& v2);
|
||||
|
||||
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2);
|
||||
|
||||
glm::vec3 extractTranslation(const glm::mat4& matrix);
|
||||
|
||||
void setTranslation(glm::mat4& matrix, const glm::vec3& translation);
|
||||
|
||||
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false);
|
||||
|
||||
glm::vec3 extractScale(const glm::mat4& matrix);
|
||||
|
||||
float extractUniformScale(const glm::mat4& matrix);
|
||||
|
||||
float extractUniformScale(const glm::vec3& scale);
|
||||
|
||||
double diffclock(timeval *clock1,timeval *clock2);
|
||||
|
||||
void renderCollisionOverlay(int width, int height, float magnitude, float red = 0, float blue = 0, float green = 0);
|
||||
|
|
|
@ -30,6 +30,8 @@ enum eyeContactTargets {
|
|||
MOUTH
|
||||
};
|
||||
|
||||
const float EYE_EAR_GAP = 0.08f;
|
||||
|
||||
class Avatar;
|
||||
class ProgramObject;
|
||||
|
||||
|
@ -73,6 +75,11 @@ public:
|
|||
|
||||
glm::quat getEyeRotation(const glm::vec3& eyePosition) const;
|
||||
|
||||
const glm::vec3& getRightEyePosition() const { return _rightEyePosition; }
|
||||
const glm::vec3& getLeftEyePosition() const { return _leftEyePosition; }
|
||||
glm::vec3 getRightEarPosition() const { return _rightEyePosition + (getRightDirection() * EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); }
|
||||
glm::vec3 getLeftEarPosition() const { return _leftEyePosition + (getRightDirection() * -EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); }
|
||||
|
||||
FaceModel& getFaceModel() { return _faceModel; }
|
||||
const FaceModel& getFaceModel() const { return _faceModel; }
|
||||
|
||||
|
|
|
@ -15,9 +15,10 @@
|
|||
#include <faceplus.h>
|
||||
#endif
|
||||
|
||||
#include <FBXReader.h>
|
||||
|
||||
#include "Application.h"
|
||||
#include "Faceplus.h"
|
||||
#include "renderer/FBXReader.h"
|
||||
|
||||
static int floatVectorMetaTypeId = qRegisterMetaType<QVector<float> >();
|
||||
|
||||
|
|
|
@ -13,9 +13,10 @@
|
|||
|
||||
#include <SharedUtil.h>
|
||||
|
||||
#include <FBXReader.h>
|
||||
|
||||
#include "Application.h"
|
||||
#include "Visage.h"
|
||||
#include "renderer/FBXReader.h"
|
||||
|
||||
// this has to go after our normal includes, because its definition of HANDLE conflicts with Qt's
|
||||
#ifdef HAVE_VISAGE
|
||||
|
|
|
@ -543,14 +543,14 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
|
|||
int totalIndices = 0;
|
||||
foreach (const FBXMeshPart& part, mesh.parts) {
|
||||
NetworkMeshPart networkPart;
|
||||
if (!part.diffuseFilename.isEmpty()) {
|
||||
if (!part.diffuseTexture.filename.isEmpty()) {
|
||||
networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(
|
||||
_textureBase.resolved(QUrl(part.diffuseFilename)), false, mesh.isEye);
|
||||
_textureBase.resolved(QUrl(part.diffuseTexture.filename)), false, mesh.isEye, part.diffuseTexture.content);
|
||||
networkPart.diffuseTexture->setLoadPriorities(_loadPriorities);
|
||||
}
|
||||
if (!part.normalFilename.isEmpty()) {
|
||||
if (!part.normalTexture.filename.isEmpty()) {
|
||||
networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(
|
||||
_textureBase.resolved(QUrl(part.normalFilename)), true);
|
||||
_textureBase.resolved(QUrl(part.normalTexture.filename)), true, false, part.normalTexture.content);
|
||||
networkPart.normalTexture->setLoadPriorities(_loadPriorities);
|
||||
}
|
||||
networkMesh.parts.append(networkPart);
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
|
||||
#include <ResourceCache.h>
|
||||
|
||||
#include "FBXReader.h"
|
||||
#include <FBXReader.h>
|
||||
|
||||
class Model;
|
||||
class NetworkGeometry;
|
||||
|
|
|
@ -105,13 +105,22 @@ GLuint TextureCache::getBlueTextureID() {
|
|||
return _blueTextureID;
|
||||
}
|
||||
|
||||
QSharedPointer<NetworkTexture> TextureCache::getTexture(const QUrl& url, bool normalMap, bool dilatable) {
|
||||
/// Extra data for creating textures.
|
||||
class TextureExtra {
|
||||
public:
|
||||
bool normalMap;
|
||||
const QByteArray& content;
|
||||
};
|
||||
|
||||
QSharedPointer<NetworkTexture> TextureCache::getTexture(const QUrl& url, bool normalMap,
|
||||
bool dilatable, const QByteArray& content) {
|
||||
if (!dilatable) {
|
||||
return ResourceCache::getResource(url, QUrl(), false, &normalMap).staticCast<NetworkTexture>();
|
||||
TextureExtra extra = { normalMap, content };
|
||||
return ResourceCache::getResource(url, QUrl(), false, &extra).staticCast<NetworkTexture>();
|
||||
}
|
||||
QSharedPointer<NetworkTexture> texture = _dilatableNetworkTextures.value(url);
|
||||
if (texture.isNull()) {
|
||||
texture = QSharedPointer<NetworkTexture>(new DilatableNetworkTexture(url), &Resource::allReferencesCleared);
|
||||
texture = QSharedPointer<NetworkTexture>(new DilatableNetworkTexture(url, content), &Resource::allReferencesCleared);
|
||||
texture->setSelf(texture);
|
||||
texture->setCache(this);
|
||||
_dilatableNetworkTextures.insert(url, texture);
|
||||
|
@ -215,7 +224,9 @@ bool TextureCache::eventFilter(QObject* watched, QEvent* event) {
|
|||
|
||||
QSharedPointer<Resource> TextureCache::createResource(const QUrl& url,
|
||||
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra) {
|
||||
return QSharedPointer<Resource>(new NetworkTexture(url, *(const bool*)extra), &Resource::allReferencesCleared);
|
||||
const TextureExtra* textureExtra = static_cast<const TextureExtra*>(extra);
|
||||
return QSharedPointer<Resource>(new NetworkTexture(url, textureExtra->normalMap, textureExtra->content),
|
||||
&Resource::allReferencesCleared);
|
||||
}
|
||||
|
||||
QOpenGLFramebufferObject* TextureCache::createFramebufferObject() {
|
||||
|
@ -238,8 +249,8 @@ Texture::~Texture() {
|
|||
glDeleteTextures(1, &_id);
|
||||
}
|
||||
|
||||
NetworkTexture::NetworkTexture(const QUrl& url, bool normalMap) :
|
||||
Resource(url),
|
||||
NetworkTexture::NetworkTexture(const QUrl& url, bool normalMap, const QByteArray& content) :
|
||||
Resource(url, !content.isEmpty()),
|
||||
_translucent(false) {
|
||||
|
||||
if (!url.isValid()) {
|
||||
|
@ -250,12 +261,19 @@ NetworkTexture::NetworkTexture(const QUrl& url, bool normalMap) :
|
|||
glBindTexture(GL_TEXTURE_2D, getID());
|
||||
loadSingleColorTexture(normalMap ? OPAQUE_BLUE : OPAQUE_WHITE);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
// if we have content, load it after we have our self pointer
|
||||
if (!content.isEmpty()) {
|
||||
_startedLoading = true;
|
||||
QMetaObject::invokeMethod(this, "loadContent", Qt::QueuedConnection, Q_ARG(const QByteArray&, content));
|
||||
}
|
||||
}
|
||||
|
||||
class ImageReader : public QRunnable {
|
||||
public:
|
||||
|
||||
ImageReader(const QWeakPointer<Resource>& texture, QNetworkReply* reply);
|
||||
ImageReader(const QWeakPointer<Resource>& texture, QNetworkReply* reply, const QUrl& url = QUrl(),
|
||||
const QByteArray& content = QByteArray());
|
||||
|
||||
virtual void run();
|
||||
|
||||
|
@ -263,27 +281,37 @@ private:
|
|||
|
||||
QWeakPointer<Resource> _texture;
|
||||
QNetworkReply* _reply;
|
||||
QUrl _url;
|
||||
QByteArray _content;
|
||||
};
|
||||
|
||||
ImageReader::ImageReader(const QWeakPointer<Resource>& texture, QNetworkReply* reply) :
|
||||
ImageReader::ImageReader(const QWeakPointer<Resource>& texture, QNetworkReply* reply,
|
||||
const QUrl& url, const QByteArray& content) :
|
||||
_texture(texture),
|
||||
_reply(reply) {
|
||||
_reply(reply),
|
||||
_url(url),
|
||||
_content(content) {
|
||||
}
|
||||
|
||||
void ImageReader::run() {
|
||||
QSharedPointer<Resource> texture = _texture.toStrongRef();
|
||||
if (texture.isNull()) {
|
||||
_reply->deleteLater();
|
||||
if (_reply) {
|
||||
_reply->deleteLater();
|
||||
}
|
||||
return;
|
||||
}
|
||||
QUrl url = _reply->url();
|
||||
QImage image = QImage::fromData(_reply->readAll());
|
||||
_reply->deleteLater();
|
||||
if (_reply) {
|
||||
_url = _reply->url();
|
||||
_content = _reply->readAll();
|
||||
_reply->deleteLater();
|
||||
}
|
||||
QImage image = QImage::fromData(_content);
|
||||
|
||||
// enforce a fixed maximum
|
||||
const int MAXIMUM_SIZE = 1024;
|
||||
if (image.width() > MAXIMUM_SIZE || image.height() > MAXIMUM_SIZE) {
|
||||
qDebug() << "Image greater than maximum size:" << url << image.width() << image.height();
|
||||
qDebug() << "Image greater than maximum size:" << _url << image.width() << image.height();
|
||||
image = image.scaled(MAXIMUM_SIZE, MAXIMUM_SIZE, Qt::KeepAspectRatio);
|
||||
}
|
||||
|
||||
|
@ -315,7 +343,7 @@ void ImageReader::run() {
|
|||
}
|
||||
int imageArea = image.width() * image.height();
|
||||
if (opaquePixels == imageArea) {
|
||||
qDebug() << "Image with alpha channel is completely opaque:" << url;
|
||||
qDebug() << "Image with alpha channel is completely opaque:" << _url;
|
||||
image = image.convertToFormat(QImage::Format_RGB888);
|
||||
}
|
||||
QMetaObject::invokeMethod(texture.data(), "setImage", Q_ARG(const QImage&, image),
|
||||
|
@ -327,6 +355,10 @@ void NetworkTexture::downloadFinished(QNetworkReply* reply) {
|
|||
QThreadPool::globalInstance()->start(new ImageReader(_self, reply));
|
||||
}
|
||||
|
||||
void NetworkTexture::loadContent(const QByteArray& content) {
|
||||
QThreadPool::globalInstance()->start(new ImageReader(_self, NULL, _url, content));
|
||||
}
|
||||
|
||||
void NetworkTexture::setImage(const QImage& image, bool translucent) {
|
||||
_translucent = translucent;
|
||||
|
||||
|
@ -348,8 +380,8 @@ void NetworkTexture::imageLoaded(const QImage& image) {
|
|||
// nothing by default
|
||||
}
|
||||
|
||||
DilatableNetworkTexture::DilatableNetworkTexture(const QUrl& url) :
|
||||
NetworkTexture(url, false),
|
||||
DilatableNetworkTexture::DilatableNetworkTexture(const QUrl& url, const QByteArray& content) :
|
||||
NetworkTexture(url, false, content),
|
||||
_innerRadius(0),
|
||||
_outerRadius(0)
|
||||
{
|
||||
|
|
|
@ -44,7 +44,8 @@ public:
|
|||
GLuint getBlueTextureID();
|
||||
|
||||
/// Loads a texture from the specified URL.
|
||||
QSharedPointer<NetworkTexture> getTexture(const QUrl& url, bool normalMap = false, bool dilatable = false);
|
||||
QSharedPointer<NetworkTexture> getTexture(const QUrl& url, bool normalMap = false, bool dilatable = false,
|
||||
const QByteArray& content = QByteArray());
|
||||
|
||||
/// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is
|
||||
/// used for scene rendering.
|
||||
|
@ -115,7 +116,7 @@ class NetworkTexture : public Resource, public Texture {
|
|||
|
||||
public:
|
||||
|
||||
NetworkTexture(const QUrl& url, bool normalMap);
|
||||
NetworkTexture(const QUrl& url, bool normalMap, const QByteArray& content);
|
||||
|
||||
/// Checks whether it "looks like" this texture is translucent
|
||||
/// (majority of pixels neither fully opaque or fully transparent).
|
||||
|
@ -124,10 +125,12 @@ public:
|
|||
protected:
|
||||
|
||||
virtual void downloadFinished(QNetworkReply* reply);
|
||||
virtual void imageLoaded(const QImage& image);
|
||||
|
||||
|
||||
Q_INVOKABLE void loadContent(const QByteArray& content);
|
||||
Q_INVOKABLE void setImage(const QImage& image, bool translucent);
|
||||
|
||||
virtual void imageLoaded(const QImage& image);
|
||||
|
||||
private:
|
||||
|
||||
bool _translucent;
|
||||
|
@ -139,7 +142,7 @@ class DilatableNetworkTexture : public NetworkTexture {
|
|||
|
||||
public:
|
||||
|
||||
DilatableNetworkTexture(const QUrl& url);
|
||||
DilatableNetworkTexture(const QUrl& url, const QByteArray& content);
|
||||
|
||||
/// Returns a pointer to a texture with the requested amount of dilation.
|
||||
QSharedPointer<Texture> getDilatedTexture(float dilation);
|
||||
|
|
|
@ -293,6 +293,7 @@ void Stats::display(
|
|||
glm::vec3 avatarPos = myAvatar->getPosition();
|
||||
|
||||
lines = _expanded ? 5 : 3;
|
||||
|
||||
drawBackground(backgroundColor, horizontalOffset, 0, _geoStatsWidth, lines * STATS_PELS_PER_LINE + 10);
|
||||
horizontalOffset += 5;
|
||||
|
||||
|
@ -341,6 +342,10 @@ void Stats::display(
|
|||
VoxelSystem* voxels = Application::getInstance()->getVoxels();
|
||||
|
||||
lines = _expanded ? 12 : 3;
|
||||
if (_expanded && Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessing)) {
|
||||
lines += 8; // spatial audio processing adds 1 spacing line and 7 extra lines of info
|
||||
}
|
||||
|
||||
drawBackground(backgroundColor, horizontalOffset, 0, glWidget->width() - horizontalOffset, lines * STATS_PELS_PER_LINE + 10);
|
||||
horizontalOffset += 5;
|
||||
|
||||
|
@ -497,5 +502,89 @@ void Stats::display(
|
|||
voxelStats << "LOD: You can see " << qPrintable(displayLODDetails.trimmed());
|
||||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, (char*)voxelStats.str().c_str(), color);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (_expanded && Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessing)) {
|
||||
verticalOffset += STATS_PELS_PER_LINE; // space one line...
|
||||
|
||||
const AudioReflector* audioReflector = Application::getInstance()->getAudioReflector();
|
||||
|
||||
// add some reflection stats
|
||||
char reflectionsStatus[128];
|
||||
|
||||
sprintf(reflectionsStatus, "Reflections: %d, Original: %s, Ears: %s, Source: %s, Normals: %s",
|
||||
audioReflector->getReflections(),
|
||||
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingIncludeOriginal)
|
||||
? "included" : "silent"),
|
||||
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSeparateEars)
|
||||
? "two" : "one"),
|
||||
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingStereoSource)
|
||||
? "stereo" : "mono"),
|
||||
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSlightlyRandomSurfaces)
|
||||
? "random" : "regular")
|
||||
);
|
||||
|
||||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, reflectionsStatus, color);
|
||||
|
||||
float preDelay = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay) ?
|
||||
audioReflector->getPreDelay() : 0.0f;
|
||||
|
||||
sprintf(reflectionsStatus, "Delay: pre: %6.3f, average %6.3f, max %6.3f, min %6.3f, speed: %6.3f",
|
||||
preDelay,
|
||||
audioReflector->getAverageDelayMsecs(),
|
||||
audioReflector->getMaxDelayMsecs(),
|
||||
audioReflector->getMinDelayMsecs(),
|
||||
audioReflector->getSoundMsPerMeter());
|
||||
|
||||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, reflectionsStatus, color);
|
||||
|
||||
sprintf(reflectionsStatus, "Attenuation: average %5.3f, max %5.3f, min %5.3f, Factor: %5.3f",
|
||||
audioReflector->getAverageAttenuation(),
|
||||
audioReflector->getMaxAttenuation(),
|
||||
audioReflector->getMinAttenuation(),
|
||||
audioReflector->getDistanceAttenuationScalingFactor());
|
||||
|
||||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, reflectionsStatus, color);
|
||||
|
||||
sprintf(reflectionsStatus, "Local Audio: %s Attenuation: %5.3f",
|
||||
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingProcessLocalAudio)
|
||||
? "yes" : "no"),
|
||||
audioReflector->getLocalAudioAttenuationFactor());
|
||||
|
||||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, reflectionsStatus, color);
|
||||
|
||||
bool diffusionEnabled = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
|
||||
int fanout = diffusionEnabled ? audioReflector->getDiffusionFanout() : 0;
|
||||
int diffusionPaths = diffusionEnabled ? audioReflector->getDiffusionPathCount() : 0;
|
||||
sprintf(reflectionsStatus, "Diffusion: %s, Fanout: %d, Paths: %d",
|
||||
(diffusionEnabled ? "yes" : "no"), fanout, diffusionPaths);
|
||||
|
||||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, reflectionsStatus, color);
|
||||
|
||||
const float AS_PERCENT = 100.0f;
|
||||
float reflectiveRatio = audioReflector->getReflectiveRatio() * AS_PERCENT;
|
||||
float diffusionRatio = audioReflector->getDiffusionRatio() * AS_PERCENT;
|
||||
float absorptionRatio = audioReflector->getAbsorptionRatio() * AS_PERCENT;
|
||||
sprintf(reflectionsStatus, "Ratios: Reflective: %5.3f, Diffusion: %5.3f, Absorption: %5.3f",
|
||||
reflectiveRatio, diffusionRatio, absorptionRatio);
|
||||
|
||||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, reflectionsStatus, color);
|
||||
|
||||
sprintf(reflectionsStatus, "Comb Filter Window: %5.3f ms, Allowed: %d, Suppressed: %d",
|
||||
audioReflector->getCombFilterWindow(),
|
||||
audioReflector->getEchoesInjected(),
|
||||
audioReflector->getEchoesSuppressed());
|
||||
|
||||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, reflectionsStatus, color);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -18,15 +18,19 @@
|
|||
|
||||
#include "AudioRingBuffer.h"
|
||||
|
||||
AudioRingBuffer::AudioRingBuffer(int numFrameSamples) :
|
||||
AudioRingBuffer::AudioRingBuffer(int numFrameSamples, bool randomAccessMode) :
|
||||
NodeData(),
|
||||
_sampleCapacity(numFrameSamples * RING_BUFFER_LENGTH_FRAMES),
|
||||
_numFrameSamples(numFrameSamples),
|
||||
_isStarved(true),
|
||||
_hasStarted(false)
|
||||
_hasStarted(false),
|
||||
_randomAccessMode(randomAccessMode)
|
||||
{
|
||||
if (numFrameSamples) {
|
||||
_buffer = new int16_t[_sampleCapacity];
|
||||
if (_randomAccessMode) {
|
||||
memset(_buffer, 0, _sampleCapacity * sizeof(int16_t));
|
||||
}
|
||||
_nextOutput = _buffer;
|
||||
_endOfLastWrite = _buffer;
|
||||
} else {
|
||||
|
@ -50,6 +54,9 @@ void AudioRingBuffer::resizeForFrameSize(qint64 numFrameSamples) {
|
|||
delete[] _buffer;
|
||||
_sampleCapacity = numFrameSamples * RING_BUFFER_LENGTH_FRAMES;
|
||||
_buffer = new int16_t[_sampleCapacity];
|
||||
if (_randomAccessMode) {
|
||||
memset(_buffer, 0, _sampleCapacity * sizeof(int16_t));
|
||||
}
|
||||
_nextOutput = _buffer;
|
||||
_endOfLastWrite = _buffer;
|
||||
}
|
||||
|
@ -68,18 +75,34 @@ qint64 AudioRingBuffer::readData(char *data, qint64 maxSize) {
|
|||
// only copy up to the number of samples we have available
|
||||
int numReadSamples = std::min((unsigned) (maxSize / sizeof(int16_t)), samplesAvailable());
|
||||
|
||||
// If we're in random access mode, then we consider our number of available read samples slightly
|
||||
// differently. Namely, if anything has been written, we say we have as many samples as they ask for
|
||||
// otherwise we say we have nothing available
|
||||
if (_randomAccessMode) {
|
||||
numReadSamples = _endOfLastWrite ? (maxSize / sizeof(int16_t)) : 0;
|
||||
}
|
||||
|
||||
if (_nextOutput + numReadSamples > _buffer + _sampleCapacity) {
|
||||
// we're going to need to do two reads to get this data, it wraps around the edge
|
||||
|
||||
// read to the end of the buffer
|
||||
int numSamplesToEnd = (_buffer + _sampleCapacity) - _nextOutput;
|
||||
memcpy(data, _nextOutput, numSamplesToEnd * sizeof(int16_t));
|
||||
if (_randomAccessMode) {
|
||||
memset(_nextOutput, 0, numSamplesToEnd * sizeof(int16_t)); // clear it
|
||||
}
|
||||
|
||||
// read the rest from the beginning of the buffer
|
||||
memcpy(data + (numSamplesToEnd * sizeof(int16_t)), _buffer, (numReadSamples - numSamplesToEnd) * sizeof(int16_t));
|
||||
if (_randomAccessMode) {
|
||||
memset(_buffer, 0, (numReadSamples - numSamplesToEnd) * sizeof(int16_t)); // clear it
|
||||
}
|
||||
} else {
|
||||
// read the data
|
||||
memcpy(data, _nextOutput, numReadSamples * sizeof(int16_t));
|
||||
if (_randomAccessMode) {
|
||||
memset(_nextOutput, 0, numReadSamples * sizeof(int16_t)); // clear it
|
||||
}
|
||||
}
|
||||
|
||||
// push the position of _nextOutput by the number of samples read
|
||||
|
@ -128,6 +151,10 @@ int16_t& AudioRingBuffer::operator[](const int index) {
|
|||
return *shiftedPositionAccomodatingWrap(_nextOutput, index);
|
||||
}
|
||||
|
||||
const int16_t& AudioRingBuffer::operator[] (const int index) const {
|
||||
return *shiftedPositionAccomodatingWrap(_nextOutput, index);
|
||||
}
|
||||
|
||||
void AudioRingBuffer::shiftReadPosition(unsigned int numSamples) {
|
||||
_nextOutput = shiftedPositionAccomodatingWrap(_nextOutput, numSamples);
|
||||
}
|
||||
|
|
|
@ -39,7 +39,7 @@ const int MIN_SAMPLE_VALUE = std::numeric_limits<int16_t>::min();
|
|||
class AudioRingBuffer : public NodeData {
|
||||
Q_OBJECT
|
||||
public:
|
||||
AudioRingBuffer(int numFrameSamples);
|
||||
AudioRingBuffer(int numFrameSamples, bool randomAccessMode = false);
|
||||
~AudioRingBuffer();
|
||||
|
||||
void reset();
|
||||
|
@ -50,8 +50,8 @@ public:
|
|||
int parseData(const QByteArray& packet);
|
||||
|
||||
// assume callers using this will never wrap around the end
|
||||
const int16_t* getNextOutput() { return _nextOutput; }
|
||||
const int16_t* getBuffer() { return _buffer; }
|
||||
const int16_t* getNextOutput() const { return _nextOutput; }
|
||||
const int16_t* getBuffer() const { return _buffer; }
|
||||
|
||||
qint64 readSamples(int16_t* destination, qint64 maxSamples);
|
||||
qint64 writeSamples(const int16_t* source, qint64 maxSamples);
|
||||
|
@ -60,6 +60,7 @@ public:
|
|||
qint64 writeData(const char* data, qint64 maxSize);
|
||||
|
||||
int16_t& operator[](const int index);
|
||||
const int16_t& operator[] (const int index) const;
|
||||
|
||||
void shiftReadPosition(unsigned int numSamples);
|
||||
|
||||
|
@ -87,6 +88,7 @@ protected:
|
|||
int16_t* _buffer;
|
||||
bool _isStarved;
|
||||
bool _hasStarted;
|
||||
bool _randomAccessMode; /// will this ringbuffer be used for random access? if so, do some special processing
|
||||
};
|
||||
|
||||
#endif // hifi_AudioRingBuffer_h
|
||||
|
|
|
@ -99,6 +99,8 @@ class AvatarData : public QObject {
|
|||
Q_PROPERTY(QString skeletonModelURL READ getSkeletonModelURLFromScript WRITE setSkeletonModelURLFromScript)
|
||||
Q_PROPERTY(QString billboardURL READ getBillboardURL WRITE setBillboardFromURL)
|
||||
|
||||
Q_PROPERTY(QStringList jointNames READ getJointNames)
|
||||
|
||||
Q_PROPERTY(QUuid sessionUUID READ getSessionUUID);
|
||||
public:
|
||||
AvatarData();
|
||||
|
|
38
libraries/fbx/CMakeLists.txt
Normal file
38
libraries/fbx/CMakeLists.txt
Normal file
|
@ -0,0 +1,38 @@
|
|||
cmake_minimum_required(VERSION 2.8)
|
||||
|
||||
if (WIN32)
|
||||
cmake_policy (SET CMP0020 NEW)
|
||||
endif (WIN32)
|
||||
|
||||
set(ROOT_DIR ../..)
|
||||
set(MACRO_DIR "${ROOT_DIR}/cmake/macros")
|
||||
|
||||
# setup for find modules
|
||||
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../../cmake/modules/")
|
||||
|
||||
set(TARGET_NAME fbx)
|
||||
|
||||
include(${MACRO_DIR}/SetupHifiLibrary.cmake)
|
||||
setup_hifi_library(${TARGET_NAME})
|
||||
|
||||
include(${MACRO_DIR}/IncludeGLM.cmake)
|
||||
include_glm(${TARGET_NAME} "${ROOT_DIR}")
|
||||
|
||||
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
|
||||
link_hifi_library(shared ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(networking ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(octree ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(voxels ${TARGET_NAME} "${ROOT_DIR}")
|
||||
|
||||
# link ZLIB and GnuTLS
|
||||
find_package(ZLIB)
|
||||
find_package(GnuTLS REQUIRED)
|
||||
|
||||
# add a definition for ssize_t so that windows doesn't bail on gnutls.h
|
||||
if (WIN32)
|
||||
add_definitions(-Dssize_t=long)
|
||||
endif ()
|
||||
|
||||
|
||||
include_directories(SYSTEM "${ZLIB_INCLUDE_DIRS}" "${GNUTLS_INCLUDE_DIR}")
|
||||
target_link_libraries(${TARGET_NAME} "${ZLIB_LIBRARIES}" Qt5::Widgets "${GNUTLS_LIBRARY}")
|
|
@ -22,14 +22,14 @@
|
|||
#include <glm/gtx/quaternion.hpp>
|
||||
#include <glm/gtx/transform.hpp>
|
||||
|
||||
#include <OctalCode.h>
|
||||
|
||||
#include <GeometryUtil.h>
|
||||
#include <OctalCode.h>
|
||||
#include <Shape.h>
|
||||
#include <SharedUtil.h>
|
||||
|
||||
#include <VoxelTree.h>
|
||||
|
||||
#include "FBXReader.h"
|
||||
#include "Util.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
|
@ -72,6 +72,8 @@ bool FBXGeometry::hasBlendedMeshes() const {
|
|||
}
|
||||
|
||||
static int fbxGeometryMetaTypeId = qRegisterMetaType<FBXGeometry>();
|
||||
static int fbxAnimationFrameMetaTypeId = qRegisterMetaType<FBXAnimationFrame>();
|
||||
static int fbxAnimationFrameVectorMetaTypeId = qRegisterMetaType<QVector<FBXAnimationFrame> >();
|
||||
|
||||
template<class T> QVariant readBinaryArray(QDataStream& in) {
|
||||
quint32 arrayLength;
|
||||
|
@ -444,6 +446,34 @@ QVector<int> getIntVector(const QVariantList& properties, int index) {
|
|||
return vector;
|
||||
}
|
||||
|
||||
QVector<qlonglong> getLongVector(const QVariantList& properties, int index) {
|
||||
if (index >= properties.size()) {
|
||||
return QVector<qlonglong>();
|
||||
}
|
||||
QVector<qlonglong> vector = properties.at(index).value<QVector<qlonglong> >();
|
||||
if (!vector.isEmpty()) {
|
||||
return vector;
|
||||
}
|
||||
for (; index < properties.size(); index++) {
|
||||
vector.append(properties.at(index).toLongLong());
|
||||
}
|
||||
return vector;
|
||||
}
|
||||
|
||||
QVector<float> getFloatVector(const QVariantList& properties, int index) {
|
||||
if (index >= properties.size()) {
|
||||
return QVector<float>();
|
||||
}
|
||||
QVector<float> vector = properties.at(index).value<QVector<float> >();
|
||||
if (!vector.isEmpty()) {
|
||||
return vector;
|
||||
}
|
||||
for (; index < properties.size(); index++) {
|
||||
vector.append(properties.at(index).toFloat());
|
||||
}
|
||||
return vector;
|
||||
}
|
||||
|
||||
QVector<double> getDoubleVector(const QVariantList& properties, int index) {
|
||||
if (index >= properties.size()) {
|
||||
return QVector<double>();
|
||||
|
@ -478,8 +508,7 @@ glm::vec3 parseVec3(const QString& string) {
|
|||
|
||||
QString processID(const QString& id) {
|
||||
// Blender (at least) prepends a type to the ID, so strip it out
|
||||
int index = id.indexOf("::");
|
||||
return (index == -1) ? id : id.mid(index + 2);
|
||||
return id.mid(id.lastIndexOf(':') + 1);
|
||||
}
|
||||
|
||||
QString getID(const QVariantList& properties, int index = 0) {
|
||||
|
@ -901,6 +930,19 @@ public:
|
|||
float averageRadius; // average distance from mesh points to averageVertex
|
||||
};
|
||||
|
||||
class AnimationCurve {
|
||||
public:
|
||||
QVector<float> values;
|
||||
};
|
||||
|
||||
FBXTexture getTexture(const QString& textureID, const QHash<QString, QByteArray>& textureFilenames,
|
||||
const QHash<QByteArray, QByteArray>& textureContent) {
|
||||
FBXTexture texture;
|
||||
texture.filename = textureFilenames.value(textureID);
|
||||
texture.content = textureContent.value(texture.filename);
|
||||
return texture;
|
||||
}
|
||||
|
||||
FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping) {
|
||||
QHash<QString, ExtractedMesh> meshes;
|
||||
QVector<ExtractedBlendshape> blendshapes;
|
||||
|
@ -908,10 +950,16 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
QMultiHash<QString, QString> childMap;
|
||||
QHash<QString, FBXModel> models;
|
||||
QHash<QString, Cluster> clusters;
|
||||
QHash<QString, AnimationCurve> animationCurves;
|
||||
QHash<QString, QByteArray> textureFilenames;
|
||||
QHash<QByteArray, QByteArray> textureContent;
|
||||
QHash<QString, Material> materials;
|
||||
QHash<QString, QString> diffuseTextures;
|
||||
QHash<QString, QString> bumpTextures;
|
||||
QHash<QString, QString> localRotations;
|
||||
QHash<QString, QString> xComponents;
|
||||
QHash<QString, QString> yComponents;
|
||||
QHash<QString, QString> zComponents;
|
||||
|
||||
QVariantHash joints = mapping.value("joint").toHash();
|
||||
QString jointEyeLeftName = processID(getString(joints.value("jointEyeLeft", "jointEyeLeft")));
|
||||
|
@ -974,7 +1022,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
QString name;
|
||||
if (object.properties.size() == 3) {
|
||||
name = object.properties.at(1).toString();
|
||||
name = name.left(name.indexOf(QChar('\0')));
|
||||
name = processID(name.left(name.indexOf(QChar('\0'))));
|
||||
|
||||
} else {
|
||||
name = getID(object.properties);
|
||||
|
@ -1124,7 +1172,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
model.postRotation = glm::quat(glm::radians(postRotation));
|
||||
model.postTransform = glm::translate(-rotationPivot) * glm::translate(scalePivot) *
|
||||
glm::scale(scale) * glm::translate(-scalePivot);
|
||||
// NOTE: anbgles from the FBX file are in degrees
|
||||
// NOTE: angles from the FBX file are in degrees
|
||||
// so we convert them to radians for the FBXModel class
|
||||
model.rotationMin = glm::radians(glm::vec3(rotationMinX ? rotationMin.x : -180.0f,
|
||||
rotationMinY ? rotationMin.y : -180.0f, rotationMinZ ? rotationMin.z : -180.0f));
|
||||
|
@ -1141,6 +1189,21 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
textureFilenames.insert(getID(object.properties), filename);
|
||||
}
|
||||
}
|
||||
} else if (object.name == "Video") {
|
||||
QByteArray filename;
|
||||
QByteArray content;
|
||||
foreach (const FBXNode& subobject, object.children) {
|
||||
if (subobject.name == "RelativeFilename") {
|
||||
filename = subobject.properties.at(0).toByteArray();
|
||||
filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1);
|
||||
|
||||
} else if (subobject.name == "Content" && !subobject.properties.isEmpty()) {
|
||||
content = subobject.properties.at(0).toByteArray();
|
||||
}
|
||||
}
|
||||
if (!content.isEmpty()) {
|
||||
textureContent.insert(filename, content);
|
||||
}
|
||||
} else if (object.name == "Material") {
|
||||
Material material = { glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), 96.0f };
|
||||
foreach (const FBXNode& subobject, object.children) {
|
||||
|
@ -1204,6 +1267,14 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
blendshapeChannelIndices.insert(id, index);
|
||||
}
|
||||
}
|
||||
} else if (object.name == "AnimationCurve") {
|
||||
AnimationCurve curve;
|
||||
foreach (const FBXNode& subobject, object.children) {
|
||||
if (subobject.name == "KeyValueFloat") {
|
||||
curve.values = getFloatVector(subobject.properties, 0);
|
||||
}
|
||||
}
|
||||
animationCurves.insert(getID(object.properties), curve);
|
||||
}
|
||||
}
|
||||
} else if (child.name == "Connections") {
|
||||
|
@ -1214,8 +1285,20 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
if (type.contains("diffuse")) {
|
||||
diffuseTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
|
||||
} else if (type.contains("bump")) {
|
||||
} else if (type.contains("bump") || type.contains("normal")) {
|
||||
bumpTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
|
||||
} else if (type == "lcl rotation") {
|
||||
localRotations.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
|
||||
} else if (type == "d|x") {
|
||||
xComponents.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
|
||||
} else if (type == "d|y") {
|
||||
yComponents.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
|
||||
} else if (type == "d|z") {
|
||||
zComponents.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
}
|
||||
}
|
||||
parentMap.insert(getID(connection.properties, 1), getID(connection.properties, 2));
|
||||
|
@ -1239,7 +1322,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
glm::quat offsetRotation = glm::quat(glm::radians(glm::vec3(mapping.value("rx").toFloat(),
|
||||
mapping.value("ry").toFloat(), mapping.value("rz").toFloat())));
|
||||
geometry.offset = glm::translate(glm::vec3(mapping.value("tx").toFloat(), mapping.value("ty").toFloat(),
|
||||
mapping.value("tz").toFloat())) * glm::mat4_cast(offsetRotation) * glm::scale(glm::vec3(offsetScale, offsetScale, offsetScale));
|
||||
mapping.value("tz").toFloat())) * glm::mat4_cast(offsetRotation) *
|
||||
glm::scale(glm::vec3(offsetScale, offsetScale, offsetScale));
|
||||
|
||||
// get the list of models in depth-first traversal order
|
||||
QVector<QString> modelIDs;
|
||||
|
@ -1277,6 +1361,17 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
appendModelIDs(parentMap.value(topID), childMap, models, remainingModels, modelIDs);
|
||||
}
|
||||
|
||||
// figure the number of animation frames from the curves
|
||||
int frameCount = 0;
|
||||
foreach (const AnimationCurve& curve, animationCurves) {
|
||||
frameCount = qMax(frameCount, curve.values.size());
|
||||
}
|
||||
for (int i = 0; i < frameCount; i++) {
|
||||
FBXAnimationFrame frame;
|
||||
frame.rotations.resize(modelIDs.size());
|
||||
geometry.animationFrames.append(frame);
|
||||
}
|
||||
|
||||
// convert the models to joints
|
||||
QVariantList freeJoints = mapping.values("freeJoint");
|
||||
foreach (const QString& modelID, modelIDs) {
|
||||
|
@ -1286,7 +1381,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
joint.parentIndex = model.parentIndex;
|
||||
|
||||
// get the indices of all ancestors starting with the first free one (if any)
|
||||
joint.freeLineage.append(geometry.joints.size());
|
||||
int jointIndex = geometry.joints.size();
|
||||
joint.freeLineage.append(jointIndex);
|
||||
int lastFreeIndex = joint.isFree ? 0 : -1;
|
||||
for (int index = joint.parentIndex; index != -1; index = geometry.joints.at(index).parentIndex) {
|
||||
if (geometry.joints.at(index).isFree) {
|
||||
|
@ -1325,6 +1421,18 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
joint.shapeType = Shape::UNKNOWN_SHAPE;
|
||||
geometry.joints.append(joint);
|
||||
geometry.jointIndices.insert(model.name, geometry.joints.size());
|
||||
|
||||
QString rotationID = localRotations.value(modelID);
|
||||
AnimationCurve xCurve = animationCurves.value(xComponents.value(rotationID));
|
||||
AnimationCurve yCurve = animationCurves.value(yComponents.value(rotationID));
|
||||
AnimationCurve zCurve = animationCurves.value(zComponents.value(rotationID));
|
||||
glm::vec3 defaultValues = glm::degrees(safeEulerAngles(joint.rotation));
|
||||
for (int i = 0; i < frameCount; i++) {
|
||||
geometry.animationFrames[i].rotations[jointIndex] = glm::quat(glm::radians(glm::vec3(
|
||||
xCurve.values.isEmpty() ? defaultValues.x : xCurve.values.at(i % xCurve.values.size()),
|
||||
yCurve.values.isEmpty() ? defaultValues.y : yCurve.values.at(i % yCurve.values.size()),
|
||||
zCurve.values.isEmpty() ? defaultValues.z : zCurve.values.at(i % zCurve.values.size()))));
|
||||
}
|
||||
}
|
||||
// for each joint we allocate a JointShapeInfo in which we'll store collision shape info
|
||||
QVector<JointShapeInfo> jointShapeInfos;
|
||||
|
@ -1377,23 +1485,23 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
if (materials.contains(childID)) {
|
||||
Material material = materials.value(childID);
|
||||
|
||||
QByteArray diffuseFilename;
|
||||
FBXTexture diffuseTexture;
|
||||
QString diffuseTextureID = diffuseTextures.value(childID);
|
||||
if (!diffuseTextureID.isNull()) {
|
||||
diffuseFilename = textureFilenames.value(diffuseTextureID);
|
||||
|
||||
diffuseTexture = getTexture(diffuseTextureID, textureFilenames, textureContent);
|
||||
|
||||
// FBX files generated by 3DSMax have an intermediate texture parent, apparently
|
||||
foreach (const QString& childTextureID, childMap.values(diffuseTextureID)) {
|
||||
if (textureFilenames.contains(childTextureID)) {
|
||||
diffuseFilename = textureFilenames.value(childTextureID);
|
||||
diffuseTexture = getTexture(diffuseTextureID, textureFilenames, textureContent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
QByteArray normalFilename;
|
||||
FBXTexture normalTexture;
|
||||
QString bumpTextureID = bumpTextures.value(childID);
|
||||
if (!bumpTextureID.isNull()) {
|
||||
normalFilename = textureFilenames.value(bumpTextureID);
|
||||
normalTexture = getTexture(bumpTextureID, textureFilenames, textureContent);
|
||||
generateTangents = true;
|
||||
}
|
||||
|
||||
|
@ -1403,21 +1511,21 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
part.diffuseColor = material.diffuse;
|
||||
part.specularColor = material.specular;
|
||||
part.shininess = material.shininess;
|
||||
if (!diffuseFilename.isNull()) {
|
||||
part.diffuseFilename = diffuseFilename;
|
||||
if (!diffuseTexture.filename.isNull()) {
|
||||
part.diffuseTexture = diffuseTexture;
|
||||
}
|
||||
if (!normalFilename.isNull()) {
|
||||
part.normalFilename = normalFilename;
|
||||
if (!normalTexture.filename.isNull()) {
|
||||
part.normalTexture = normalTexture;
|
||||
}
|
||||
}
|
||||
}
|
||||
materialIndex++;
|
||||
|
||||
} else if (textureFilenames.contains(childID)) {
|
||||
QByteArray filename = textureFilenames.value(childID);
|
||||
FBXTexture texture = getTexture(childID, textureFilenames, textureContent);
|
||||
for (int j = 0; j < extracted.partMaterialTextures.size(); j++) {
|
||||
if (extracted.partMaterialTextures.at(j).second == textureIndex) {
|
||||
extracted.mesh.parts[j].diffuseFilename = filename;
|
||||
extracted.mesh.parts[j].diffuseTexture = texture;
|
||||
}
|
||||
}
|
||||
textureIndex++;
|
|
@ -103,6 +103,14 @@ public:
|
|||
glm::mat4 inverseBindMatrix;
|
||||
};
|
||||
|
||||
/// A texture map in an FBX document.
|
||||
class FBXTexture {
|
||||
public:
|
||||
|
||||
QByteArray filename;
|
||||
QByteArray content;
|
||||
};
|
||||
|
||||
/// A single part of a mesh (with the same material).
|
||||
class FBXMeshPart {
|
||||
public:
|
||||
|
@ -114,8 +122,8 @@ public:
|
|||
glm::vec3 specularColor;
|
||||
float shininess;
|
||||
|
||||
QByteArray diffuseFilename;
|
||||
QByteArray normalFilename;
|
||||
FBXTexture diffuseTexture;
|
||||
FBXTexture normalTexture;
|
||||
};
|
||||
|
||||
/// A single mesh (with optional blendshapes) extracted from an FBX document.
|
||||
|
@ -139,6 +147,16 @@ public:
|
|||
QVector<FBXBlendshape> blendshapes;
|
||||
};
|
||||
|
||||
/// A single animation frame extracted from an FBX document.
|
||||
class FBXAnimationFrame {
|
||||
public:
|
||||
|
||||
QVector<glm::quat> rotations;
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(FBXAnimationFrame)
|
||||
Q_DECLARE_METATYPE(QVector<FBXAnimationFrame>)
|
||||
|
||||
/// An attachment to an FBX document.
|
||||
class FBXAttachment {
|
||||
public:
|
||||
|
@ -183,6 +201,8 @@ public:
|
|||
Extents bindExtents;
|
||||
Extents meshExtents;
|
||||
|
||||
QVector<FBXAnimationFrame> animationFrames;
|
||||
|
||||
QVector<FBXAttachment> attachments;
|
||||
|
||||
int getJointIndex(const QString& name) const { return jointIndices.value(name) - 1; }
|
|
@ -23,7 +23,8 @@ enum BoxFace {
|
|||
MIN_Y_FACE,
|
||||
MAX_Y_FACE,
|
||||
MIN_Z_FACE,
|
||||
MAX_Z_FACE
|
||||
MAX_Z_FACE,
|
||||
UNKNOWN_FACE
|
||||
};
|
||||
|
||||
enum BoxVertex {
|
||||
|
|
|
@ -425,10 +425,6 @@ bool ViewFrustum::matches(const ViewFrustum& compareTo, bool debug) const {
|
|||
return result;
|
||||
}
|
||||
|
||||
bool isNaN(float f) {
|
||||
return f != f;
|
||||
}
|
||||
|
||||
bool ViewFrustum::isVerySimilar(const ViewFrustum& compareTo, bool debug) const {
|
||||
|
||||
// Compute distance between the two positions
|
||||
|
@ -450,7 +446,7 @@ bool ViewFrustum::isVerySimilar(const ViewFrustum& compareTo, bool debug) const
|
|||
float angleEyeOffsetOrientation = compareTo._eyeOffsetOrientation == _eyeOffsetOrientation
|
||||
? 0.0f : glm::degrees(glm::angle(dQEyeOffsetOrientation));
|
||||
if (isNaN(angleEyeOffsetOrientation)) {
|
||||
angleOrientation = 0.0f;
|
||||
angleEyeOffsetOrientation = 0.0f;
|
||||
}
|
||||
|
||||
bool result =
|
||||
|
|
|
@ -23,6 +23,7 @@ include_glm(${TARGET_NAME} "${ROOT_DIR}")
|
|||
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
|
||||
link_hifi_library(shared ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(octree ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(fbx ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(networking ${TARGET_NAME} "${ROOT_DIR}")
|
||||
|
||||
# link ZLIB and GnuTLS
|
||||
|
@ -35,4 +36,4 @@ if (WIN32)
|
|||
endif ()
|
||||
|
||||
include_directories(SYSTEM "${ZLIB_INCLUDE_DIRS}" "${GNUTLS_INCLUDE_DIR}")
|
||||
target_link_libraries(${TARGET_NAME} "${ZLIB_LIBRARIES}" Qt5::Widgets "${GNUTLS_LIBRARY}")
|
||||
target_link_libraries(${TARGET_NAME} "${ZLIB_LIBRARIES}" Qt5::Widgets "${GNUTLS_LIBRARY}")
|
||||
|
|
|
@ -24,6 +24,7 @@ include(${MACRO_DIR}/LinkHifiLibrary.cmake)
|
|||
link_hifi_library(shared ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(octree ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(voxels ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(fbx ${TARGET_NAME} "${ROOT_DIR}")
|
||||
link_hifi_library(particles ${TARGET_NAME} "${ROOT_DIR}")
|
||||
|
||||
# link ZLIB
|
||||
|
@ -36,4 +37,4 @@ if (WIN32)
|
|||
endif ()
|
||||
|
||||
include_directories(SYSTEM "${ZLIB_INCLUDE_DIRS}" "${GNUTLS_INCLUDE_DIR}")
|
||||
target_link_libraries(${TARGET_NAME} "${ZLIB_LIBRARIES}" "${GNUTLS_LIBRARY}" Qt5::Widgets)
|
||||
target_link_libraries(${TARGET_NAME} "${ZLIB_LIBRARIES}" "${GNUTLS_LIBRARY}" Qt5::Widgets)
|
||||
|
|
102
libraries/script-engine/src/AnimationCache.cpp
Normal file
102
libraries/script-engine/src/AnimationCache.cpp
Normal file
|
@ -0,0 +1,102 @@
|
|||
//
|
||||
// AnimationCache.cpp
|
||||
// libraries/script-engine/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 4/14/14.
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <QRunnable>
|
||||
#include <QThreadPool>
|
||||
|
||||
#include "AnimationCache.h"
|
||||
|
||||
static int animationPointerMetaTypeId = qRegisterMetaType<AnimationPointer>();
|
||||
|
||||
AnimationCache::AnimationCache(QObject* parent) :
|
||||
ResourceCache(parent) {
|
||||
}
|
||||
|
||||
AnimationPointer AnimationCache::getAnimation(const QUrl& url) {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
AnimationPointer result;
|
||||
QMetaObject::invokeMethod(this, "getAnimation", Qt::BlockingQueuedConnection,
|
||||
Q_RETURN_ARG(AnimationPointer, result), Q_ARG(const QUrl&, url));
|
||||
return result;
|
||||
}
|
||||
return getResource(url).staticCast<Animation>();
|
||||
}
|
||||
|
||||
QSharedPointer<Resource> AnimationCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
|
||||
bool delayLoad, const void* extra) {
|
||||
return QSharedPointer<Resource>(new Animation(url), &Resource::allReferencesCleared);
|
||||
}
|
||||
|
||||
Animation::Animation(const QUrl& url) :
|
||||
Resource(url) {
|
||||
}
|
||||
|
||||
class AnimationReader : public QRunnable {
|
||||
public:
|
||||
|
||||
AnimationReader(const QWeakPointer<Resource>& animation, QNetworkReply* reply);
|
||||
|
||||
virtual void run();
|
||||
|
||||
private:
|
||||
|
||||
QWeakPointer<Resource> _animation;
|
||||
QNetworkReply* _reply;
|
||||
};
|
||||
|
||||
AnimationReader::AnimationReader(const QWeakPointer<Resource>& animation, QNetworkReply* reply) :
|
||||
_animation(animation),
|
||||
_reply(reply) {
|
||||
}
|
||||
|
||||
void AnimationReader::run() {
|
||||
QSharedPointer<Resource> animation = _animation.toStrongRef();
|
||||
if (!animation.isNull()) {
|
||||
QMetaObject::invokeMethod(animation.data(), "setGeometry",
|
||||
Q_ARG(const FBXGeometry&, readFBX(_reply->readAll(), QVariantHash())));
|
||||
}
|
||||
_reply->deleteLater();
|
||||
}
|
||||
|
||||
QStringList Animation::getJointNames() const {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QStringList result;
|
||||
QMetaObject::invokeMethod(const_cast<Animation*>(this), "getJointNames", Qt::BlockingQueuedConnection,
|
||||
Q_RETURN_ARG(QStringList, result));
|
||||
return result;
|
||||
}
|
||||
QStringList names;
|
||||
foreach (const FBXJoint& joint, _geometry.joints) {
|
||||
names.append(joint.name);
|
||||
}
|
||||
return names;
|
||||
}
|
||||
|
||||
QVector<FBXAnimationFrame> Animation::getFrames() const {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QVector<FBXAnimationFrame> result;
|
||||
QMetaObject::invokeMethod(const_cast<Animation*>(this), "getFrames", Qt::BlockingQueuedConnection,
|
||||
Q_RETURN_ARG(QVector<FBXAnimationFrame>, result));
|
||||
return result;
|
||||
}
|
||||
return _geometry.animationFrames;
|
||||
}
|
||||
|
||||
void Animation::setGeometry(const FBXGeometry& geometry) {
|
||||
_geometry = geometry;
|
||||
finishedLoading(true);
|
||||
}
|
||||
|
||||
void Animation::downloadFinished(QNetworkReply* reply) {
|
||||
// send the reader off to the thread pool
|
||||
QThreadPool::globalInstance()->start(new AnimationReader(_self, reply));
|
||||
}
|
||||
|
68
libraries/script-engine/src/AnimationCache.h
Normal file
68
libraries/script-engine/src/AnimationCache.h
Normal file
|
@ -0,0 +1,68 @@
|
|||
//
|
||||
// AnimationCache.h
|
||||
// libraries/script-engine/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 4/14/14.
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_AnimationCache_h
|
||||
#define hifi_AnimationCache_h
|
||||
|
||||
#include <ResourceCache.h>
|
||||
|
||||
#include <FBXReader.h>
|
||||
|
||||
class Animation;
|
||||
|
||||
typedef QSharedPointer<Animation> AnimationPointer;
|
||||
|
||||
/// Scriptable interface for FBX animation loading.
|
||||
class AnimationCache : public ResourceCache {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
|
||||
AnimationCache(QObject* parent = NULL);
|
||||
|
||||
Q_INVOKABLE AnimationPointer getAnimation(const QString& url) { return getAnimation(QUrl(url)); }
|
||||
|
||||
Q_INVOKABLE AnimationPointer getAnimation(const QUrl& url);
|
||||
|
||||
protected:
|
||||
|
||||
virtual QSharedPointer<Resource> createResource(const QUrl& url,
|
||||
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra);
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(AnimationPointer)
|
||||
|
||||
/// An animation loaded from the network.
|
||||
class Animation : public Resource {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
|
||||
Animation(const QUrl& url);
|
||||
|
||||
const FBXGeometry& getGeometry() const { return _geometry; }
|
||||
|
||||
Q_INVOKABLE QStringList getJointNames() const;
|
||||
|
||||
Q_INVOKABLE QVector<FBXAnimationFrame> getFrames() const;
|
||||
|
||||
protected:
|
||||
|
||||
Q_INVOKABLE void setGeometry(const FBXGeometry& geometry);
|
||||
|
||||
virtual void downloadFinished(QNetworkReply* reply);
|
||||
|
||||
private:
|
||||
|
||||
FBXGeometry _geometry;
|
||||
};
|
||||
|
||||
#endif // hifi_AnimationCache_h
|
36
libraries/script-engine/src/AnimationObject.cpp
Normal file
36
libraries/script-engine/src/AnimationObject.cpp
Normal file
|
@ -0,0 +1,36 @@
|
|||
//
|
||||
// AnimationObject.cpp
|
||||
// libraries/script-engine/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 4/17/14.
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <QScriptEngine>
|
||||
|
||||
#include "AnimationCache.h"
|
||||
#include "AnimationObject.h"
|
||||
|
||||
QStringList AnimationObject::getJointNames() const {
|
||||
return qscriptvalue_cast<AnimationPointer>(thisObject())->getJointNames();
|
||||
}
|
||||
|
||||
QVector<FBXAnimationFrame> AnimationObject::getFrames() const {
|
||||
return qscriptvalue_cast<AnimationPointer>(thisObject())->getFrames();
|
||||
}
|
||||
|
||||
QVector<glm::quat> AnimationFrameObject::getRotations() const {
|
||||
return qscriptvalue_cast<FBXAnimationFrame>(thisObject()).rotations;
|
||||
}
|
||||
|
||||
void registerAnimationTypes(QScriptEngine* engine) {
|
||||
qScriptRegisterSequenceMetaType<QVector<FBXAnimationFrame> >(engine);
|
||||
engine->setDefaultPrototype(qMetaTypeId<FBXAnimationFrame>(), engine->newQObject(
|
||||
new AnimationFrameObject(), QScriptEngine::ScriptOwnership));
|
||||
engine->setDefaultPrototype(qMetaTypeId<AnimationPointer>(), engine->newQObject(
|
||||
new AnimationObject(), QScriptEngine::ScriptOwnership));
|
||||
}
|
||||
|
47
libraries/script-engine/src/AnimationObject.h
Normal file
47
libraries/script-engine/src/AnimationObject.h
Normal file
|
@ -0,0 +1,47 @@
|
|||
//
|
||||
// AnimationObject.h
|
||||
// libraries/script-engine/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 4/17/14.
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_AnimationObject_h
|
||||
#define hifi_AnimationObject_h
|
||||
|
||||
#include <QObject>
|
||||
#include <QScriptable>
|
||||
|
||||
#include <FBXReader.h>
|
||||
|
||||
class QScriptEngine;
|
||||
|
||||
/// Scriptable wrapper for animation pointers.
|
||||
class AnimationObject : public QObject, protected QScriptable {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(QStringList jointNames READ getJointNames)
|
||||
Q_PROPERTY(QVector<FBXAnimationFrame> frames READ getFrames)
|
||||
|
||||
public:
|
||||
|
||||
Q_INVOKABLE QStringList getJointNames() const;
|
||||
|
||||
Q_INVOKABLE QVector<FBXAnimationFrame> getFrames() const;
|
||||
};
|
||||
|
||||
/// Scriptable wrapper for animation frames.
|
||||
class AnimationFrameObject : public QObject, protected QScriptable {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(QVector<glm::quat> rotations READ getRotations)
|
||||
|
||||
public:
|
||||
|
||||
Q_INVOKABLE QVector<glm::quat> getRotations() const;
|
||||
};
|
||||
|
||||
void registerAnimationTypes(QScriptEngine* engine);
|
||||
|
||||
#endif // hifi_AnimationObject_h
|
|
@ -28,6 +28,7 @@
|
|||
|
||||
#include <Sound.h>
|
||||
|
||||
#include "AnimationObject.h"
|
||||
#include "MenuItemProperties.h"
|
||||
#include "LocalVoxels.h"
|
||||
#include "ScriptEngine.h"
|
||||
|
@ -64,7 +65,8 @@ ScriptEngine::ScriptEngine(const QString& scriptContents, const QString& fileNam
|
|||
_fileNameString(fileNameString),
|
||||
_quatLibrary(),
|
||||
_vec3Library(),
|
||||
_uuidLibrary()
|
||||
_uuidLibrary(),
|
||||
_animationCache(this)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -88,7 +90,8 @@ ScriptEngine::ScriptEngine(const QUrl& scriptURL,
|
|||
_fileNameString(),
|
||||
_quatLibrary(),
|
||||
_vec3Library(),
|
||||
_uuidLibrary()
|
||||
_uuidLibrary(),
|
||||
_animationCache(this)
|
||||
{
|
||||
QString scriptURLString = scriptURL.toString();
|
||||
_fileNameString = scriptURLString;
|
||||
|
@ -180,11 +183,13 @@ void ScriptEngine::init() {
|
|||
registerVoxelMetaTypes(&_engine);
|
||||
registerEventTypes(&_engine);
|
||||
registerMenuItemProperties(&_engine);
|
||||
registerAnimationTypes(&_engine);
|
||||
|
||||
qScriptRegisterMetaType(&_engine, ParticlePropertiesToScriptValue, ParticlePropertiesFromScriptValue);
|
||||
qScriptRegisterMetaType(&_engine, ParticleIDtoScriptValue, ParticleIDfromScriptValue);
|
||||
qScriptRegisterSequenceMetaType<QVector<ParticleID> >(&_engine);
|
||||
qScriptRegisterSequenceMetaType<QVector<glm::vec2> >(&_engine);
|
||||
qScriptRegisterSequenceMetaType<QVector<glm::quat> >(&_engine);
|
||||
qScriptRegisterSequenceMetaType<QVector<QString> >(&_engine);
|
||||
|
||||
QScriptValue soundConstructorValue = _engine.newFunction(soundConstructor);
|
||||
|
@ -204,7 +209,8 @@ void ScriptEngine::init() {
|
|||
registerGlobalObject("Quat", &_quatLibrary);
|
||||
registerGlobalObject("Vec3", &_vec3Library);
|
||||
registerGlobalObject("Uuid", &_uuidLibrary);
|
||||
|
||||
registerGlobalObject("AnimationCache", &_animationCache);
|
||||
|
||||
registerGlobalObject("Voxels", &_voxelsScriptingInterface);
|
||||
|
||||
QScriptValue treeScaleValue = _engine.newVariant(QVariant(TREE_SCALE));
|
||||
|
|
|
@ -23,6 +23,7 @@
|
|||
|
||||
#include <AvatarData.h>
|
||||
|
||||
#include "AnimationCache.h"
|
||||
#include "AbstractControllerScriptingInterface.h"
|
||||
#include "Quat.h"
|
||||
#include "ScriptUUID.h"
|
||||
|
@ -125,6 +126,7 @@ private:
|
|||
Quat _quatLibrary;
|
||||
Vec3 _vec3Library;
|
||||
ScriptUUID _uuidLibrary;
|
||||
AnimationCache _animationCache;
|
||||
};
|
||||
|
||||
#endif // hifi_ScriptEngine_h
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#include <cfloat>
|
||||
#include <cmath>
|
||||
|
||||
#include <QThread>
|
||||
#include <QTimer>
|
||||
#include <QtDebug>
|
||||
|
||||
|
@ -174,6 +175,10 @@ float Resource::getLoadPriority() {
|
|||
}
|
||||
|
||||
void Resource::allReferencesCleared() {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "allReferencesCleared");
|
||||
return;
|
||||
}
|
||||
if (_cache) {
|
||||
// create and reinsert new shared pointer
|
||||
QSharedPointer<Resource> self(this, &Resource::allReferencesCleared);
|
||||
|
|
|
@ -123,7 +123,7 @@ public:
|
|||
|
||||
void setCache(ResourceCache* cache) { _cache = cache; }
|
||||
|
||||
void allReferencesCleared();
|
||||
Q_INVOKABLE void allReferencesCleared();
|
||||
|
||||
protected slots:
|
||||
|
||||
|
|
|
@ -51,6 +51,10 @@ float randFloatInRange (float min,float max) {
|
|||
return min + ((rand() % 10000)/10000.f * (max-min));
|
||||
}
|
||||
|
||||
float randomSign() {
|
||||
return randomBoolean() ? -1.0 : 1.0;
|
||||
}
|
||||
|
||||
unsigned char randomColorValue(int miniumum) {
|
||||
return miniumum + (rand() % (256 - miniumum));
|
||||
}
|
||||
|
@ -659,3 +663,125 @@ glm::vec3 safeEulerAngles(const glm::quat& q) {
|
|||
}
|
||||
}
|
||||
|
||||
// Helper function returns the positive angle (in radians) between two 3D vectors
|
||||
float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
return acosf((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2)));
|
||||
}
|
||||
|
||||
// Helper function return the rotation from the first vector onto the second
|
||||
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
float angle = angleBetween(v1, v2);
|
||||
if (glm::isnan(angle) || angle < EPSILON) {
|
||||
return glm::quat();
|
||||
}
|
||||
glm::vec3 axis;
|
||||
if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis
|
||||
axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
float axisLength = glm::length(axis);
|
||||
if (axisLength < EPSILON) { // parallel to x; y will work
|
||||
axis = glm::normalize(glm::cross(v1, glm::vec3(0.0f, 1.0f, 0.0f)));
|
||||
} else {
|
||||
axis /= axisLength;
|
||||
}
|
||||
} else {
|
||||
axis = glm::normalize(glm::cross(v1, v2));
|
||||
}
|
||||
return glm::angleAxis(angle, axis);
|
||||
}
|
||||
|
||||
glm::vec3 extractTranslation(const glm::mat4& matrix) {
|
||||
return glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
|
||||
}
|
||||
|
||||
void setTranslation(glm::mat4& matrix, const glm::vec3& translation) {
|
||||
matrix[3][0] = translation.x;
|
||||
matrix[3][1] = translation.y;
|
||||
matrix[3][2] = translation.z;
|
||||
}
|
||||
|
||||
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) {
|
||||
// uses the iterative polar decomposition algorithm described by Ken Shoemake at
|
||||
// http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf
|
||||
// code adapted from Clyde, https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Matrix4f.java
|
||||
|
||||
// start with the contents of the upper 3x3 portion of the matrix
|
||||
glm::mat3 upper = glm::mat3(matrix);
|
||||
if (!assumeOrthogonal) {
|
||||
for (int i = 0; i < 10; i++) {
|
||||
// store the results of the previous iteration
|
||||
glm::mat3 previous = upper;
|
||||
|
||||
// compute average of the matrix with its inverse transpose
|
||||
float sd00 = previous[1][1] * previous[2][2] - previous[2][1] * previous[1][2];
|
||||
float sd10 = previous[0][1] * previous[2][2] - previous[2][1] * previous[0][2];
|
||||
float sd20 = previous[0][1] * previous[1][2] - previous[1][1] * previous[0][2];
|
||||
float det = previous[0][0] * sd00 + previous[2][0] * sd20 - previous[1][0] * sd10;
|
||||
if (fabs(det) == 0.0f) {
|
||||
// determinant is zero; matrix is not invertible
|
||||
break;
|
||||
}
|
||||
float hrdet = 0.5f / det;
|
||||
upper[0][0] = +sd00 * hrdet + previous[0][0] * 0.5f;
|
||||
upper[1][0] = -sd10 * hrdet + previous[1][0] * 0.5f;
|
||||
upper[2][0] = +sd20 * hrdet + previous[2][0] * 0.5f;
|
||||
|
||||
upper[0][1] = -(previous[1][0] * previous[2][2] - previous[2][0] * previous[1][2]) * hrdet + previous[0][1] * 0.5f;
|
||||
upper[1][1] = +(previous[0][0] * previous[2][2] - previous[2][0] * previous[0][2]) * hrdet + previous[1][1] * 0.5f;
|
||||
upper[2][1] = -(previous[0][0] * previous[1][2] - previous[1][0] * previous[0][2]) * hrdet + previous[2][1] * 0.5f;
|
||||
|
||||
upper[0][2] = +(previous[1][0] * previous[2][1] - previous[2][0] * previous[1][1]) * hrdet + previous[0][2] * 0.5f;
|
||||
upper[1][2] = -(previous[0][0] * previous[2][1] - previous[2][0] * previous[0][1]) * hrdet + previous[1][2] * 0.5f;
|
||||
upper[2][2] = +(previous[0][0] * previous[1][1] - previous[1][0] * previous[0][1]) * hrdet + previous[2][2] * 0.5f;
|
||||
|
||||
// compute the difference; if it's small enough, we're done
|
||||
glm::mat3 diff = upper - previous;
|
||||
if (diff[0][0] * diff[0][0] + diff[1][0] * diff[1][0] + diff[2][0] * diff[2][0] + diff[0][1] * diff[0][1] +
|
||||
diff[1][1] * diff[1][1] + diff[2][1] * diff[2][1] + diff[0][2] * diff[0][2] + diff[1][2] * diff[1][2] +
|
||||
diff[2][2] * diff[2][2] < EPSILON) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// now that we have a nice orthogonal matrix, we can extract the rotation quaternion
|
||||
// using the method described in http://en.wikipedia.org/wiki/Rotation_matrix#Conversions
|
||||
float x2 = fabs(1.0f + upper[0][0] - upper[1][1] - upper[2][2]);
|
||||
float y2 = fabs(1.0f - upper[0][0] + upper[1][1] - upper[2][2]);
|
||||
float z2 = fabs(1.0f - upper[0][0] - upper[1][1] + upper[2][2]);
|
||||
float w2 = fabs(1.0f + upper[0][0] + upper[1][1] + upper[2][2]);
|
||||
return glm::normalize(glm::quat(0.5f * sqrtf(w2),
|
||||
0.5f * sqrtf(x2) * (upper[1][2] >= upper[2][1] ? 1.0f : -1.0f),
|
||||
0.5f * sqrtf(y2) * (upper[2][0] >= upper[0][2] ? 1.0f : -1.0f),
|
||||
0.5f * sqrtf(z2) * (upper[0][1] >= upper[1][0] ? 1.0f : -1.0f)));
|
||||
}
|
||||
|
||||
glm::vec3 extractScale(const glm::mat4& matrix) {
|
||||
return glm::vec3(glm::length(matrix[0]), glm::length(matrix[1]), glm::length(matrix[2]));
|
||||
}
|
||||
|
||||
float extractUniformScale(const glm::mat4& matrix) {
|
||||
return extractUniformScale(extractScale(matrix));
|
||||
}
|
||||
|
||||
float extractUniformScale(const glm::vec3& scale) {
|
||||
return (scale.x + scale.y + scale.z) / 3.0f;
|
||||
}
|
||||
|
||||
bool isNaN(float value) {
|
||||
return value != value;
|
||||
}
|
||||
|
||||
bool isSimilarOrientation(const glm::quat& orientionA, const glm::quat& orientionB, float similarEnough) {
|
||||
// Compute the angular distance between the two orientations
|
||||
float angleOrientation = orientionA == orientionB ? 0.0f : glm::degrees(glm::angle(orientionA * glm::inverse(orientionB)));
|
||||
if (isNaN(angleOrientation)) {
|
||||
angleOrientation = 0.0f;
|
||||
}
|
||||
return (angleOrientation <= similarEnough);
|
||||
}
|
||||
|
||||
bool isSimilarPosition(const glm::vec3& positionA, const glm::vec3& positionB, float similarEnough) {
|
||||
// Compute the distance between the two points
|
||||
float positionDistance = glm::distance(positionA, positionB);
|
||||
return (positionDistance <= similarEnough);
|
||||
}
|
||||
|
|
|
@ -73,6 +73,7 @@ void usecTimestampNowForceClockSkew(int clockSkew);
|
|||
float randFloat();
|
||||
int randIntInRange (int min, int max);
|
||||
float randFloatInRange (float min,float max);
|
||||
float randomSign(); /// \return -1.0 or 1.0
|
||||
unsigned char randomColorValue(int minimum);
|
||||
bool randomBoolean();
|
||||
|
||||
|
@ -166,4 +167,30 @@ int unpackFloatVec3FromSignedTwoByteFixed(const unsigned char* sourceBuffer, glm
|
|||
/// \return vec3 with euler angles in radians
|
||||
glm::vec3 safeEulerAngles(const glm::quat& q);
|
||||
|
||||
float angleBetween(const glm::vec3& v1, const glm::vec3& v2);
|
||||
|
||||
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2);
|
||||
|
||||
glm::vec3 extractTranslation(const glm::mat4& matrix);
|
||||
|
||||
void setTranslation(glm::mat4& matrix, const glm::vec3& translation);
|
||||
|
||||
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false);
|
||||
|
||||
glm::vec3 extractScale(const glm::mat4& matrix);
|
||||
|
||||
float extractUniformScale(const glm::mat4& matrix);
|
||||
|
||||
float extractUniformScale(const glm::vec3& scale);
|
||||
|
||||
/// \return bool are two orientations similar to each other
|
||||
const float ORIENTATION_SIMILAR_ENOUGH = 5.0f; // 10 degrees in any direction
|
||||
bool isSimilarOrientation(const glm::quat& orientionA, const glm::quat& orientionB,
|
||||
float similarEnough = ORIENTATION_SIMILAR_ENOUGH);
|
||||
const float POSITION_SIMILAR_ENOUGH = 0.1f; // 0.1 meter
|
||||
bool isSimilarPosition(const glm::vec3& positionA, const glm::vec3& positionB, float similarEnough = POSITION_SIMILAR_ENOUGH);
|
||||
|
||||
/// \return bool is the float NaN
|
||||
bool isNaN(float value);
|
||||
|
||||
#endif // hifi_SharedUtil_h
|
||||
|
|
|
@ -75,6 +75,9 @@ QScriptValue rayToVoxelIntersectionResultToScriptValue(QScriptEngine* engine, co
|
|||
case MAX_Z_FACE:
|
||||
faceName = "MAX_Z_FACE";
|
||||
break;
|
||||
case UNKNOWN_FACE:
|
||||
faceName = "UNKNOWN_FACE";
|
||||
break;
|
||||
}
|
||||
obj.setProperty("face", faceName);
|
||||
|
||||
|
|
Loading…
Reference in a new issue