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

This commit is contained in:
Brad Hefta-Gaub 2016-12-21 08:59:29 -08:00
commit be62df2001
5 changed files with 52 additions and 36 deletions

View file

@ -66,7 +66,6 @@
#include <ErrorDialog.h> #include <ErrorDialog.h>
#include <FileScriptingInterface.h> #include <FileScriptingInterface.h>
#include <Finally.h> #include <Finally.h>
#include <FingerprintUtils.h>
#include <FramebufferCache.h> #include <FramebufferCache.h>
#include <gpu/Batch.h> #include <gpu/Batch.h>
#include <gpu/Context.h> #include <gpu/Context.h>
@ -614,9 +613,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
Model::setAbstractViewStateInterface(this); // The model class will sometimes need to know view state details from us Model::setAbstractViewStateInterface(this); // The model class will sometimes need to know view state details from us
// TODO: This is temporary, while developing
FingerprintUtils::getMachineFingerprint();
// End TODO
auto nodeList = DependencyManager::get<NodeList>(); auto nodeList = DependencyManager::get<NodeList>();
// Set up a watchdog thread to intentionally crash the application on deadlocks // Set up a watchdog thread to intentionally crash the application on deadlocks

View file

@ -134,11 +134,16 @@ void AvatarHashMap::processAvatarIdentityPacket(QSharedPointer<ReceivedMessage>
// make sure this isn't for an ignored avatar // make sure this isn't for an ignored avatar
auto nodeList = DependencyManager::get<NodeList>(); auto nodeList = DependencyManager::get<NodeList>();
static auto EMPTY = QUuid(); static auto EMPTY = QUuid();
if (identity.uuid == _avatarHash.value(EMPTY)->getSessionUUID()) {
// We add MyAvatar to _avatarHash with an empty UUID. Code relies on this. In order to correctly handle an {
// identity packet for ourself (such as when we are assigned a sessionDisplayName by the mixer upon joining), QReadLocker locker(&_hashLock);
// we make things match here. auto me = _avatarHash.find(EMPTY);
identity.uuid = EMPTY; if ((me != _avatarHash.end()) && (identity.uuid == me.value()->getSessionUUID())) {
// We add MyAvatar to _avatarHash with an empty UUID. Code relies on this. In order to correctly handle an
// identity packet for ourself (such as when we are assigned a sessionDisplayName by the mixer upon joining),
// we make things match here.
identity.uuid = EMPTY;
}
} }
if (!nodeList->isIgnoringNode(identity.uuid)) { if (!nodeList->isIgnoringNode(identity.uuid)) {
// mesh URL for a UUID, find avatar in our list // mesh URL for a UUID, find avatar in our list

View file

@ -373,9 +373,9 @@ void NodeList::sendDomainServerCheckIn() {
packetStream << hardwareAddress; packetStream << hardwareAddress;
// add in machine fingerprint // now add the machine fingerprint - a null UUID if logged in, real one if not logged in
QUuid machineFingerprint = FingerprintUtils::getMachineFingerprint(); auto accountManager = DependencyManager::get<AccountManager>();
packetStream << machineFingerprint; packetStream << (accountManager->isLoggedIn() ? QUuid() : FingerprintUtils::getMachineFingerprint());
} }
// pack our data to send to the domain-server including // pack our data to send to the domain-server including

View file

@ -1062,12 +1062,6 @@ function MyController(hand) {
this.secondaryPress = function(value) { this.secondaryPress = function(value) {
_this.rawSecondaryValue = value; _this.rawSecondaryValue = value;
// The value to check if we will allow the release function to be called
var allowReleaseValue = 0.1;
if (value > 0 && _this.state == STATE_HOLD) {
_this.release();
}
}; };
this.updateSmoothedTrigger = function() { this.updateSmoothedTrigger = function() {
@ -1118,19 +1112,18 @@ function MyController(hand) {
}; };
this.off = function(deltaTime, timestamp) { this.off = function(deltaTime, timestamp) {
if (this.triggerSmoothedReleased()) {
if (this.triggerSmoothedReleased() && this.secondaryReleased()) {
this.waitForTriggerRelease = false; this.waitForTriggerRelease = false;
} }
if (!this.waitForTriggerRelease && this.triggerSmoothedSqueezed()) { if (!this.waitForTriggerRelease && (this.triggerSmoothedSqueezed() || this.secondarySqueezed())) {
this.lastPickTime = 0; this.lastPickTime = 0;
this.startingHandRotation = getControllerWorldLocation(this.handToController(), true).orientation; this.startingHandRotation = getControllerWorldLocation(this.handToController(), true).orientation;
if (this.triggerSmoothedSqueezed()) { this.searchStartTime = Date.now();
this.setState(STATE_SEARCHING, "trigger squeeze detected"); this.setState(STATE_SEARCHING, "trigger squeeze detected");
return; return;
}
} }
var controllerLocation = getControllerWorldLocation(this.handToController(), true); var controllerLocation = getControllerWorldLocation(this.handToController(), true);
var worldHandPosition = controllerLocation.position; var worldHandPosition = controllerLocation.position;
@ -1469,15 +1462,19 @@ function MyController(hand) {
this.search = function(deltaTime, timestamp) { this.search = function(deltaTime, timestamp) {
var _this = this; var _this = this;
var name; var name;
var FAR_SEARCH_DELAY = 0; // msecs before search beam appears
var farSearching = this.triggerSmoothedSqueezed() && (Date.now() - this.searchStartTime > FAR_SEARCH_DELAY);
this.grabbedEntity = null; this.grabbedEntity = null;
this.grabbedOverlay = null; this.grabbedOverlay = null;
this.isInitialGrab = false; this.isInitialGrab = false;
this.shouldResetParentOnRelease = false; this.shouldResetParentOnRelease = false;
this.preparingHoldRelease = false;
this.checkForStrayChildren(); this.checkForStrayChildren();
if (this.triggerSmoothedReleased()) { if ((this.triggerSmoothedReleased() && this.secondaryReleased())) {
this.setState(STATE_OFF, "trigger released"); this.setState(STATE_OFF, "trigger released");
return; return;
} }
@ -1496,10 +1493,11 @@ function MyController(hand) {
var potentialEquipHotspot = this.chooseBestEquipHotspot(candidateHotSpotEntities); var potentialEquipHotspot = this.chooseBestEquipHotspot(candidateHotSpotEntities);
if (potentialEquipHotspot) { if (potentialEquipHotspot) {
if (this.triggerSmoothedGrab() && holdEnabled) { if ((this.triggerSmoothedGrab() || this.secondarySqueezed()) && holdEnabled) {
this.grabbedHotspot = potentialEquipHotspot; this.grabbedHotspot = potentialEquipHotspot;
this.grabbedEntity = potentialEquipHotspot.entityID; this.grabbedEntity = potentialEquipHotspot.entityID;
this.setState(STATE_HOLD, "equipping '" + entityPropertiesCache.getProps(this.grabbedEntity).name + "'"); this.setState(STATE_HOLD, "equipping '" + entityPropertiesCache.getProps(this.grabbedEntity).name + "'");
return; return;
} }
} }
@ -1539,7 +1537,8 @@ function MyController(hand) {
// potentialNearTriggerEntity = entity; // potentialNearTriggerEntity = entity;
} }
} else { } else {
if (this.triggerSmoothedGrab() && nearGrabEnabled) { // If near something grabbable, grab it!
if ((this.triggerSmoothedGrab() || this.secondarySqueezed()) && nearGrabEnabled) {
var props = entityPropertiesCache.getProps(entity); var props = entityPropertiesCache.getProps(entity);
var grabProps = entityPropertiesCache.getGrabProps(entity); var grabProps = entityPropertiesCache.getGrabProps(entity);
var refCount = grabProps.refCount ? grabProps.refCount : 0; var refCount = grabProps.refCount ? grabProps.refCount : 0;
@ -1629,7 +1628,7 @@ function MyController(hand) {
// potentialFarTriggerEntity = entity; // potentialFarTriggerEntity = entity;
} }
} else if (this.entityIsDistanceGrabbable(rayPickInfo.entityID, handPosition)) { } else if (this.entityIsDistanceGrabbable(rayPickInfo.entityID, handPosition)) {
if (this.triggerSmoothedGrab() && !isEditing() && farGrabEnabled) { if (this.triggerSmoothedGrab() && !isEditing() && farGrabEnabled && farSearching) {
this.grabbedEntity = entity; this.grabbedEntity = entity;
this.setState(STATE_DISTANCE_HOLDING, "distance hold '" + name + "'"); this.setState(STATE_DISTANCE_HOLDING, "distance hold '" + name + "'");
return; return;
@ -1706,7 +1705,7 @@ function MyController(hand) {
equipHotspotBuddy.highlightHotspot(potentialEquipHotspot); equipHotspotBuddy.highlightHotspot(potentialEquipHotspot);
} }
if (farGrabEnabled) { if (farGrabEnabled && farSearching) {
this.searchIndicatorOn(rayPickInfo.searchRay); this.searchIndicatorOn(rayPickInfo.searchRay);
} }
Reticle.setVisible(false); Reticle.setVisible(false);
@ -2145,7 +2144,7 @@ function MyController(hand) {
this.grabPointSphereOff(); this.grabPointSphereOff();
if (this.state == STATE_NEAR_GRABBING && !this.triggerClicked) { if (this.state == STATE_NEAR_GRABBING && (!this.triggerClicked && this.secondaryReleased())) {
this.callEntityMethodOnGrabbed("releaseGrab"); this.callEntityMethodOnGrabbed("releaseGrab");
this.setState(STATE_OFF, "trigger released"); this.setState(STATE_OFF, "trigger released");
return; return;
@ -2153,6 +2152,22 @@ function MyController(hand) {
if (this.state == STATE_HOLD) { if (this.state == STATE_HOLD) {
if (this.secondarySqueezed()) {
// this.secondaryReleased() will always be true when not depressed
// so we cannot simply rely on that for release - ensure that the
// trigger was first "prepared" by being pushed in before the release
this.preparingHoldRelease = true;
}
if (this.preparingHoldRelease && this.secondaryReleased()) {
// we have an equipped object and the secondary trigger was released
// short-circuit the other checks and release it
this.preparingHoldRelease = false;
this.release();
return;
}
var dropDetected = this.dropGestureProcess(deltaTime); var dropDetected = this.dropGestureProcess(deltaTime);
if (this.triggerSmoothedReleased()) { if (this.triggerSmoothedReleased()) {
@ -2648,7 +2663,7 @@ function MyController(hand) {
this.grabbedOverlay = null; this.grabbedOverlay = null;
this.grabbedHotspot = null; this.grabbedHotspot = null;
if (this.triggerSmoothedGrab()) { if (this.triggerSmoothedGrab() || this.secondarySqueezed()) {
this.waitForTriggerRelease = true; this.waitForTriggerRelease = true;
} }
}; };

View file

@ -53,8 +53,8 @@ function animStateHandler(props) {
} }
function update(dt) { function update(dt) {
var leftTrigger = normalizeControllerValue(Controller.getValue(Controller.Standard.LT)); var leftTrigger = clamp(Controller.getValue(Controller.Standard.LT) + Controller.getValue(Controller.Standard.LeftGrip), 0, 1);
var rightTrigger = normalizeControllerValue(Controller.getValue(Controller.Standard.RT)); var rightTrigger = clamp(Controller.getValue(Controller.Standard.RT) + Controller.getValue(Controller.Standard.RightGrip), 0, 1);
// Average last few trigger values together for a bit of smoothing // Average last few trigger values together for a bit of smoothing
var tau = clamp(dt / TRIGGER_SMOOTH_TIMESCALE, 0, 1); var tau = clamp(dt / TRIGGER_SMOOTH_TIMESCALE, 0, 1);