mirror of
https://github.com/overte-org/overte.git
synced 2025-08-04 13:37:28 +02:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
c97f0da109
13 changed files with 247 additions and 37 deletions
|
@ -51,7 +51,7 @@ var flockGravity = { x: 0, y: -1, z: 0};
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var enableRandomXZThrust = false; // leading birds randomly decide to thrust in some random direction.
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var enableSomeBirdsLead = false; // birds randomly decide not fly toward flock, causing other birds to follow
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var leaders = 0; // number of birds leading
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var PROBABILITY_TO_LEAD = 0.1; // probabolity a bird will choose to lead
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var PROBABILITY_TO_LEAD = 0.1; // probability a bird will choose to lead
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var birds = new Array(); // array of bird state data
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@ -292,8 +292,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
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// move the silentNodeTimer to the _nodeThread
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QTimer* silentNodeTimer = new QTimer();
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connect(silentNodeTimer, SIGNAL(timeout()), nodeList, SLOT(removeSilentNodes()));
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silentNodeTimer->moveToThread(_nodeThread);
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silentNodeTimer->start(NODE_SILENCE_THRESHOLD_MSECS);
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silentNodeTimer->moveToThread(_nodeThread);
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// send the identity packet for our avatar each second to our avatar mixer
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QTimer* identityPacketTimer = new QTimer();
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@ -1007,6 +1007,12 @@ void Application::keyPressEvent(QKeyEvent* event) {
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case Qt::Key_At:
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Menu::getInstance()->goTo();
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break;
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case Qt::Key_B:
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_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() - RADIANS_PER_DEGREE);
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break;
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case Qt::Key_N:
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_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() + RADIANS_PER_DEGREE);
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break;
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default:
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event->ignore();
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break;
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@ -1097,7 +1103,8 @@ void Application::mouseMoveEvent(QMouseEvent* event) {
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_lastMouseMove = usecTimestampNow();
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if (_mouseHidden) {
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if (_mouseHidden && !OculusManager::isConnected) {
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getGLWidget()->setCursor(Qt::ArrowCursor);
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_mouseHidden = false;
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_seenMouseMove = true;
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@ -3119,9 +3126,15 @@ void Application::domainChanged(const QString& domainHostname) {
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_environment.resetToDefault();
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// reset our node to stats and node to jurisdiction maps... since these must be changing...
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_voxelServerJurisdictions.lockForWrite();
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_voxelServerJurisdictions.clear();
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_voxelServerJurisdictions.unlock();
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_octreeServerSceneStats.clear();
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_particleServerJurisdictions.lockForWrite();
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_particleServerJurisdictions.clear();
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_particleServerJurisdictions.unlock();
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// reset the particle renderer
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_particles.clear();
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@ -3160,10 +3173,12 @@ void Application::nodeKilled(SharedNodePointer node) {
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if (node->getType() == NodeType::VoxelServer) {
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QUuid nodeUUID = node->getUUID();
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// see if this is the first we've heard of this node...
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_voxelServerJurisdictions.lockForRead();
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if (_voxelServerJurisdictions.find(nodeUUID) != _voxelServerJurisdictions.end()) {
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unsigned char* rootCode = _voxelServerJurisdictions[nodeUUID].getRootOctalCode();
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VoxelPositionSize rootDetails;
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voxelDetailsForCode(rootCode, rootDetails);
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_voxelServerJurisdictions.unlock();
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qDebug("voxel server going away...... v[%f, %f, %f, %f]",
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rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
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@ -3180,8 +3195,10 @@ void Application::nodeKilled(SharedNodePointer node) {
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}
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// If the voxel server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
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_voxelServerJurisdictions.lockForWrite();
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_voxelServerJurisdictions.erase(_voxelServerJurisdictions.find(nodeUUID));
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}
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_voxelServerJurisdictions.unlock();
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// also clean up scene stats for that server
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_octreeSceneStatsLock.lockForWrite();
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@ -3193,10 +3210,12 @@ void Application::nodeKilled(SharedNodePointer node) {
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} else if (node->getType() == NodeType::ParticleServer) {
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QUuid nodeUUID = node->getUUID();
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// see if this is the first we've heard of this node...
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_particleServerJurisdictions.lockForRead();
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if (_particleServerJurisdictions.find(nodeUUID) != _particleServerJurisdictions.end()) {
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unsigned char* rootCode = _particleServerJurisdictions[nodeUUID].getRootOctalCode();
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VoxelPositionSize rootDetails;
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voxelDetailsForCode(rootCode, rootDetails);
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_particleServerJurisdictions.unlock();
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qDebug("particle server going away...... v[%f, %f, %f, %f]",
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rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
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@ -3213,8 +3232,10 @@ void Application::nodeKilled(SharedNodePointer node) {
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}
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// If the particle server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
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_particleServerJurisdictions.lockForWrite();
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_particleServerJurisdictions.erase(_particleServerJurisdictions.find(nodeUUID));
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}
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_particleServerJurisdictions.unlock();
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// also clean up scene stats for that server
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_octreeSceneStatsLock.lockForWrite();
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@ -3227,10 +3248,12 @@ void Application::nodeKilled(SharedNodePointer node) {
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QUuid nodeUUID = node->getUUID();
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// see if this is the first we've heard of this node...
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_modelServerJurisdictions.lockForRead();
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if (_modelServerJurisdictions.find(nodeUUID) != _modelServerJurisdictions.end()) {
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unsigned char* rootCode = _modelServerJurisdictions[nodeUUID].getRootOctalCode();
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VoxelPositionSize rootDetails;
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voxelDetailsForCode(rootCode, rootDetails);
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_modelServerJurisdictions.unlock();
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qDebug("model server going away...... v[%f, %f, %f, %f]",
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rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
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@ -3247,8 +3270,10 @@ void Application::nodeKilled(SharedNodePointer node) {
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}
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// If the model server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
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_modelServerJurisdictions.lockForWrite();
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_modelServerJurisdictions.erase(_modelServerJurisdictions.find(nodeUUID));
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}
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_modelServerJurisdictions.unlock();
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// also clean up scene stats for that server
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_octreeSceneStatsLock.lockForWrite();
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@ -3318,7 +3343,10 @@ int Application::parseOctreeStats(const QByteArray& packet, const SharedNodePoin
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serverType = "Model";
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}
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jurisdiction->lockForRead();
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if (jurisdiction->find(nodeUUID) == jurisdiction->end()) {
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jurisdiction->unlock();
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qDebug("stats from new %s server... [%f, %f, %f, %f]",
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qPrintable(serverType), rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
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@ -3332,6 +3360,8 @@ int Application::parseOctreeStats(const QByteArray& packet, const SharedNodePoin
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_voxelFades.push_back(fade);
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_voxelFadesLock.unlock();
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}
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} else {
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jurisdiction->unlock();
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}
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// store jurisdiction details for later use
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// This is bit of fiddling is because JurisdictionMap assumes it is the owner of the values used to construct it
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@ -3339,7 +3369,9 @@ int Application::parseOctreeStats(const QByteArray& packet, const SharedNodePoin
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// details from the OctreeSceneStats to construct the JurisdictionMap
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JurisdictionMap jurisdictionMap;
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jurisdictionMap.copyContents(temp.getJurisdictionRoot(), temp.getJurisdictionEndNodes());
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jurisdiction->lockForWrite();
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(*jurisdiction)[nodeUUID] = jurisdictionMap;
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jurisdiction->unlock();
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}
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return statsMessageLength;
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}
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@ -348,7 +348,6 @@ Menu::Menu() :
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::AllowOculusCameraModeChange, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::AvatarsReceiveShadows, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionShapes);
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@ -375,6 +374,10 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::GlowWhenSpeaking, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::ChatCircling, 0, false);
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QMenu* oculusOptionsMenu = developerMenu->addMenu("Oculus Options");
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addCheckableActionToQMenuAndActionHash(oculusOptionsMenu, MenuOption::AllowOculusCameraModeChange, 0, false);
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addCheckableActionToQMenuAndActionHash(oculusOptionsMenu, MenuOption::DisplayOculusOverlays, 0, true);
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QMenu* handOptionsMenu = developerMenu->addMenu("Hand Options");
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addCheckableActionToQMenuAndActionHash(handOptionsMenu,
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@ -326,6 +326,7 @@ namespace MenuOption {
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const QString DisplayModelBounds = "Display Model Bounds";
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const QString DisplayModelElementProxy = "Display Model Element Bounds";
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const QString DisplayModelElementChildProxies = "Display Model Element Children";
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const QString DisplayOculusOverlays = "Display Oculus Overlays";
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const QString DisplayTimingDetails = "Display Timing Details";
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const QString DontFadeOnVoxelServerChanges = "Don't Fade In/Out on Voxel Server Changes";
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const QString EchoLocalAudio = "Echo Local Audio";
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@ -400,9 +400,9 @@ bool closeEnoughForGovernmentWork(float a, float b) {
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void runTimingTests() {
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// How long does it take to make a call to get the time?
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const int numTests = 1000000;
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int iResults[numTests];
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int* iResults = (int*)malloc(sizeof(int) * numTests);
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float fTest = 1.0;
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float fResults[numTests];
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float* fResults = (float*)malloc(sizeof(float) * numTests);
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QElapsedTimer startTime;
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startTime.start();
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float elapsedUsecs;
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@ -413,7 +413,7 @@ void runTimingTests() {
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// Random number generation
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startTime.start();
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for (int i = 1; i < numTests; i++) {
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for (int i = 0; i < numTests; i++) {
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iResults[i] = rand();
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}
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elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
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@ -421,16 +421,19 @@ void runTimingTests() {
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// Random number generation using randFloat()
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startTime.start();
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for (int i = 1; i < numTests; i++) {
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for (int i = 0; i < numTests; i++) {
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fResults[i] = randFloat();
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}
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elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
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qDebug("randFloat() stored in array usecs: %f, first result: %f", elapsedUsecs / (float) numTests, fResults[0]);
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free(iResults);
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free(fResults);
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// PowF function
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fTest = 1145323.2342f;
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startTime.start();
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for (int i = 1; i < numTests; i++) {
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for (int i = 0; i < numTests; i++) {
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fTest = powf(fTest, 0.5f);
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}
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elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
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@ -440,7 +443,7 @@ void runTimingTests() {
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float distance;
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glm::vec3 pointA(randVector()), pointB(randVector());
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startTime.start();
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for (int i = 1; i < numTests; i++) {
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for (int i = 0; i < numTests; i++) {
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//glm::vec3 temp = pointA - pointB;
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//float distanceSquared = glm::dot(temp, temp);
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distance = glm::distance(pointA, pointB);
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|
@ -454,7 +457,7 @@ void runTimingTests() {
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float result;
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|
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startTime.start();
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for (int i = 1; i < numTests; i++) {
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for (int i = 0; i < numTests; i++) {
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glm::vec3 temp = vecA-vecB;
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result = glm::dot(temp,temp);
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}
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|
|
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@ -86,7 +86,7 @@ void OculusManager::display(Camera& whichCamera) {
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// We only need to render the overlays to a texture once, then we just render the texture as a quad
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// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
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applicationOverlay.renderOverlay(true);
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const bool displayOverlays = false;
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const bool displayOverlays = Menu::getInstance()->isOptionChecked(MenuOption::DisplayOculusOverlays);
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Application::getInstance()->getGlowEffect()->prepare();
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|
|
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@ -19,7 +19,10 @@
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|
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#include "ui/Stats.h"
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|
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ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL) {
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ApplicationOverlay::ApplicationOverlay() :
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_framebufferObject(NULL),
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_oculusAngle(65.0f * RADIANS_PER_DEGREE),
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_distance(0.5f) {
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|
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}
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@ -45,6 +48,10 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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BandwidthMeter* bandwidthMeter = application->getBandwidthMeter();
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NodeBounds& nodeBoundsDisplay = application->getNodeBoundsDisplay();
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|
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int mouseX = application->getMouseX();
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int mouseY = application->getMouseY();
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bool renderPointer = renderToTexture;
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|
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if (renderToTexture) {
|
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getFramebufferObject()->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
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|
@ -220,6 +227,34 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
|
|||
|
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overlays.render2D();
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|
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// Render a crosshair over the pointer when in Oculus
|
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if (renderPointer) {
|
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const float pointerWidth = 10;
|
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const float pointerHeight = 10;
|
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const float crossPad = 4;
|
||||
|
||||
mouseX -= pointerWidth / 2.0f;
|
||||
mouseY += pointerHeight / 2.0f;
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
|
||||
glColor3f(1, 0, 0);
|
||||
|
||||
//Horizontal crosshair
|
||||
glVertex2i(mouseX, mouseY - crossPad);
|
||||
glVertex2i(mouseX + pointerWidth, mouseY - crossPad);
|
||||
glVertex2i(mouseX + pointerWidth, mouseY - pointerHeight + crossPad);
|
||||
glVertex2i(mouseX, mouseY - pointerHeight + crossPad);
|
||||
|
||||
//Vertical crosshair
|
||||
glVertex2i(mouseX + crossPad, mouseY);
|
||||
glVertex2i(mouseX + pointerWidth - crossPad, mouseY);
|
||||
glVertex2i(mouseX + pointerWidth - crossPad, mouseY - pointerHeight);
|
||||
glVertex2i(mouseX + crossPad, mouseY - pointerHeight);
|
||||
|
||||
glEnd();
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
@ -227,7 +262,6 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
|
|||
glEnable(GL_LIGHTING);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
|
||||
|
||||
if (renderToTexture) {
|
||||
getFramebufferObject()->release();
|
||||
}
|
||||
|
@ -262,6 +296,15 @@ void ApplicationOverlay::displayOverlayTexture(Camera& whichCamera) {
|
|||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
// Fast helper functions
|
||||
inline float max(float a, float b) {
|
||||
return (a > b) ? a : b;
|
||||
}
|
||||
|
||||
inline float min(float a, float b) {
|
||||
return (a < b) ? a : b;
|
||||
}
|
||||
|
||||
// Draws the FBO texture for Oculus rift. TODO: Draw a curved texture instead of plane.
|
||||
void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
|
||||
|
||||
|
@ -271,23 +314,36 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
|
|||
MyAvatar* myAvatar = application->getAvatar();
|
||||
const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
|
||||
|
||||
// Calculates the world space width and height of the texture based on a desired FOV
|
||||
const float overlayFov = whichCamera.getFieldOfView() * PI / 180.0f;
|
||||
const float overlayDistance = 1;
|
||||
int mouseX = application->getMouseX();
|
||||
int mouseY = application->getMouseY();
|
||||
int widgetWidth = glWidget->width();
|
||||
int widgetHeight = glWidget->height();
|
||||
float magnifyWidth = 80.0f;
|
||||
float magnifyHeight = 60.0f;
|
||||
const float magnification = 4.0f;
|
||||
|
||||
// Get vertical FoV of the displayed overlay texture
|
||||
const float halfVerticalAngle = _oculusAngle / 2.0f;
|
||||
const float verticalAngle = halfVerticalAngle * 2.0f;
|
||||
const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
|
||||
const float overlayHeight = overlayDistance * tan(overlayFov);
|
||||
const float overlayWidth = overlayHeight * overlayAspectRatio;
|
||||
const float halfOverlayWidth = overlayWidth / 2;
|
||||
const float halfOverlayHeight = overlayHeight / 2;
|
||||
const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
|
||||
|
||||
// The more vertices, the better the curve
|
||||
const int numHorizontalVertices = 20;
|
||||
// U texture coordinate width at each quad
|
||||
const float quadTexWidth = 1.0f / (numHorizontalVertices - 1);
|
||||
|
||||
// Get horizontal angle and angle increment from vertical angle and aspect ratio
|
||||
const float horizontalAngle = halfVerticalAngle * 2.0f * overlayAspectRatio;
|
||||
const float angleIncrement = horizontalAngle / (numHorizontalVertices - 1);
|
||||
const float halfHorizontalAngle = horizontalAngle / 2;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
glBindTexture(GL_TEXTURE_2D, getFramebufferObject()->texture());
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
|
@ -305,21 +361,102 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
|
|||
glm::vec3 pos = whichCamera.getPosition();
|
||||
glm::quat rot = myAvatar->getOrientation();
|
||||
glm::vec3 axis = glm::axis(rot);
|
||||
pos += rot * glm::vec3(0.0, 0.0, -overlayDistance);
|
||||
|
||||
|
||||
glTranslatef(pos.x, pos.y, pos.z);
|
||||
glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z);
|
||||
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
glAlphaFunc(GL_GREATER, 0.01f);
|
||||
|
||||
//Draw the magnifying glass
|
||||
|
||||
mouseX -= magnifyWidth / 2;
|
||||
mouseY -= magnifyHeight / 2;
|
||||
|
||||
//clamp the magnification
|
||||
if (mouseX < 0) {
|
||||
magnifyWidth += mouseX;
|
||||
mouseX = 0;
|
||||
} else if (mouseX + magnifyWidth > widgetWidth) {
|
||||
magnifyWidth = widgetWidth - mouseX;
|
||||
}
|
||||
if (mouseY < 0) {
|
||||
magnifyHeight += mouseY;
|
||||
mouseY = 0;
|
||||
} else if (mouseY + magnifyHeight > widgetHeight) {
|
||||
magnifyHeight = widgetHeight - mouseY;
|
||||
}
|
||||
|
||||
float newWidth = magnifyWidth * magnification;
|
||||
float newHeight = magnifyHeight * magnification;
|
||||
float tmp;
|
||||
|
||||
// Magnification Texture Coordinates
|
||||
float magnifyULeft = mouseX / (float)widgetWidth;
|
||||
float magnifyURight = (mouseX + magnifyWidth) / (float)widgetWidth;
|
||||
float magnifyVBottom = 1.0f - mouseY / (float)widgetHeight;
|
||||
float magnifyVTop = 1.0f - (mouseY + magnifyHeight) / (float)widgetHeight;
|
||||
|
||||
// Coordinates of magnification overlay
|
||||
float newMouseX = (mouseX + magnifyWidth / 2) - newWidth / 2.0f;
|
||||
float newMouseY = (mouseY + magnifyHeight / 2) + newHeight / 2.0f;
|
||||
|
||||
// Get angle on the UI
|
||||
float leftAngle = (newMouseX / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
|
||||
float rightAngle = ((newMouseX + newWidth) / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
|
||||
|
||||
float halfMagnifyHeight = magnifyHeight / 2.0f;
|
||||
|
||||
float leftX, rightX, leftZ, rightZ;
|
||||
|
||||
// Get position on hemisphere using angle
|
||||
leftX = sin(leftAngle) * _distance;
|
||||
rightX = sin(rightAngle) * _distance;
|
||||
leftZ = -cos(leftAngle) * _distance;
|
||||
rightZ = -cos(rightAngle) * _distance;
|
||||
|
||||
float bottomY = (1.0 - newMouseY / (float)widgetHeight) * halfOverlayHeight * 2.0f - halfOverlayHeight;
|
||||
float topY = bottomY + (newHeight / widgetHeight) * halfOverlayHeight * 2;
|
||||
|
||||
//TODO: Remove immediate mode in favor of VBO
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(1, 0); glVertex3f(-halfOverlayWidth, halfOverlayHeight, 0);
|
||||
glTexCoord2f(0, 0); glVertex3f(halfOverlayWidth, halfOverlayHeight, 0);
|
||||
glTexCoord2f(0, 1); glVertex3f(halfOverlayWidth, -halfOverlayHeight, 0);
|
||||
glTexCoord2f(1, 1); glVertex3f(-halfOverlayWidth, -halfOverlayHeight, 0);
|
||||
|
||||
glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(leftX, topY, leftZ);
|
||||
glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rightX, topY, rightZ);
|
||||
glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rightX, bottomY, rightZ);
|
||||
glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(leftX, bottomY, leftZ);
|
||||
|
||||
glEnd();
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
|
||||
//TODO: Remove immediate mode in favor of VBO
|
||||
glBegin(GL_QUADS);
|
||||
// Place the vertices in a semicircle curve around the camera
|
||||
for (int i = 0; i < numHorizontalVertices-1; i++) {
|
||||
|
||||
// Calculate the X and Z coordinates from the angles and radius from camera
|
||||
leftX = sin(angleIncrement * i - halfHorizontalAngle) * _distance;
|
||||
rightX = sin(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
|
||||
leftZ = -cos(angleIncrement * i - halfHorizontalAngle) * _distance;
|
||||
rightZ = -cos(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
|
||||
|
||||
glTexCoord2f(quadTexWidth * i, 1); glVertex3f(leftX, halfOverlayHeight, leftZ);
|
||||
glTexCoord2f(quadTexWidth * (i + 1), 1); glVertex3f(rightX, halfOverlayHeight, rightZ);
|
||||
glTexCoord2f(quadTexWidth * (i + 1), 0); glVertex3f(rightX, -halfOverlayHeight, rightZ);
|
||||
glTexCoord2f(quadTexWidth * i, 0); glVertex3f(leftX, -halfOverlayHeight, leftZ);
|
||||
}
|
||||
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
|
|
@ -28,11 +28,18 @@ public:
|
|||
|
||||
// Getters
|
||||
QOpenGLFramebufferObject* getFramebufferObject();
|
||||
float getOculusAngle() const { return _oculusAngle; }
|
||||
|
||||
// Setters
|
||||
void setOculusAngle(float oculusAngle) { _oculusAngle = oculusAngle; }
|
||||
|
||||
private:
|
||||
|
||||
ProgramObject _textureProgram;
|
||||
QOpenGLFramebufferObject* _framebufferObject;
|
||||
float _trailingAudioLoudness;
|
||||
float _oculusAngle;
|
||||
float _distance;
|
||||
};
|
||||
|
||||
#endif // hifi_ApplicationOverlay_h
|
|
@ -70,14 +70,16 @@ void NodeBounds::draw() {
|
|||
}
|
||||
|
||||
QUuid nodeUUID = node->getUUID();
|
||||
serverJurisdictions->lockForRead();
|
||||
if (serverJurisdictions->find(nodeUUID) != serverJurisdictions->end()) {
|
||||
const JurisdictionMap& map = serverJurisdictions->value(nodeUUID);
|
||||
const JurisdictionMap& map = (*serverJurisdictions)[nodeUUID];
|
||||
|
||||
unsigned char* rootCode = map.getRootOctalCode();
|
||||
|
||||
if (rootCode) {
|
||||
VoxelPositionSize rootDetails;
|
||||
voxelDetailsForCode(rootCode, rootDetails);
|
||||
serverJurisdictions->unlock();
|
||||
glm::vec3 location(rootDetails.x, rootDetails.y, rootDetails.z);
|
||||
location *= (float)TREE_SCALE;
|
||||
|
||||
|
@ -123,7 +125,11 @@ void NodeBounds::draw() {
|
|||
selectedCenter = center;
|
||||
selectedScale = scaleFactor;
|
||||
}
|
||||
} else {
|
||||
serverJurisdictions->unlock();
|
||||
}
|
||||
} else {
|
||||
serverJurisdictions->unlock();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -136,7 +142,7 @@ void NodeBounds::draw() {
|
|||
float red, green, blue;
|
||||
getColorForNodeType(selectedNode->getType(), red, green, blue);
|
||||
|
||||
glColor4f(red, green, blue, 0.2);
|
||||
glColor4f(red, green, blue, 0.2f);
|
||||
glutSolidCube(1.0);
|
||||
|
||||
glPopMatrix();
|
||||
|
@ -229,7 +235,7 @@ void NodeBounds::drawOverlay() {
|
|||
int mouseX = application->getMouseX(),
|
||||
mouseY = application->getMouseY(),
|
||||
textWidth = widthText(TEXT_SCALE, 0, _overlayText);
|
||||
glColor4f(0.4, 0.4, 0.4, 0.6);
|
||||
glColor4f(0.4f, 0.4f, 0.4f, 0.6f);
|
||||
renderBevelCornersRect(mouseX + MOUSE_OFFSET, mouseY - TEXT_HEIGHT - PADDING,
|
||||
textWidth + (2 * PADDING), TEXT_HEIGHT + (2 * PADDING), BACKGROUND_BEVEL);
|
||||
drawText(mouseX + MOUSE_OFFSET + PADDING, mouseY, TEXT_SCALE, ROTATION, FONT, _overlayText, TEXT_COLOR);
|
||||
|
|
|
@ -281,8 +281,10 @@ void OctreeStatsDialog::showOctreeServersOfType(int& serverCount, NodeType_t ser
|
|||
|
||||
// lookup our nodeUUID in the jurisdiction map, if it's missing then we're
|
||||
// missing at least one jurisdiction
|
||||
serverJurisdictions.lockForRead();
|
||||
if (serverJurisdictions.find(nodeUUID) == serverJurisdictions.end()) {
|
||||
serverDetails << " unknown jurisdiction ";
|
||||
serverJurisdictions.unlock();
|
||||
} else {
|
||||
const JurisdictionMap& map = serverJurisdictions[nodeUUID];
|
||||
|
||||
|
@ -305,6 +307,7 @@ void OctreeStatsDialog::showOctreeServersOfType(int& serverCount, NodeType_t ser
|
|||
} else {
|
||||
serverDetails << " jurisdiction has no rootCode";
|
||||
} // root code
|
||||
serverJurisdictions.unlock();
|
||||
} // jurisdiction
|
||||
|
||||
// now lookup stats details for this server...
|
||||
|
|
|
@ -18,6 +18,7 @@
|
|||
|
||||
#include <QtCore/QString>
|
||||
#include <QtCore/QUuid>
|
||||
#include <QReadWriteLock>
|
||||
|
||||
#include <Node.h>
|
||||
|
||||
|
@ -82,7 +83,7 @@ private:
|
|||
|
||||
/// Map between node IDs and their reported JurisdictionMap. Typically used by classes that need to know which nodes are
|
||||
/// managing which jurisdictions.
|
||||
typedef QMap<QUuid, JurisdictionMap> NodeToJurisdictionMap;
|
||||
class NodeToJurisdictionMap : public QMap<QUuid, JurisdictionMap>, public QReadWriteLock {};
|
||||
typedef QMap<QUuid, JurisdictionMap>::iterator NodeToJurisdictionMapIterator;
|
||||
|
||||
|
||||
|
|
|
@ -71,9 +71,11 @@ bool OctreeEditPacketSender::serversExist() const {
|
|||
if (_serverJurisdictions) {
|
||||
// lookup our nodeUUID in the jurisdiction map, if it's missing then we're
|
||||
// missing at least one jurisdiction
|
||||
_serverJurisdictions->lockForRead();
|
||||
if ((*_serverJurisdictions).find(nodeUUID) == (*_serverJurisdictions).end()) {
|
||||
atLeastOneJurisdictionMissing = true;
|
||||
}
|
||||
_serverJurisdictions->unlock();
|
||||
}
|
||||
hasServers = true;
|
||||
}
|
||||
|
@ -185,8 +187,10 @@ void OctreeEditPacketSender::queuePacketToNodes(unsigned char* buffer, ssize_t l
|
|||
bool isMyJurisdiction = true;
|
||||
// we need to get the jurisdiction for this
|
||||
// here we need to get the "pending packet" for this server
|
||||
_serverJurisdictions->lockForRead();
|
||||
const JurisdictionMap& map = (*_serverJurisdictions)[nodeUUID];
|
||||
isMyJurisdiction = (map.isMyJurisdiction(octCode, CHECK_NODE_ONLY) == JurisdictionMap::WITHIN);
|
||||
_serverJurisdictions->unlock();
|
||||
if (isMyJurisdiction) {
|
||||
queuePacketToNode(nodeUUID, buffer, length);
|
||||
}
|
||||
|
@ -236,12 +240,14 @@ void OctreeEditPacketSender::queueOctreeEditMessage(PacketType type, unsigned ch
|
|||
if (_serverJurisdictions) {
|
||||
// we need to get the jurisdiction for this
|
||||
// here we need to get the "pending packet" for this server
|
||||
_serverJurisdictions->lockForRead();
|
||||
if ((*_serverJurisdictions).find(nodeUUID) != (*_serverJurisdictions).end()) {
|
||||
const JurisdictionMap& map = (*_serverJurisdictions)[nodeUUID];
|
||||
isMyJurisdiction = (map.isMyJurisdiction(codeColorBuffer, CHECK_NODE_ONLY) == JurisdictionMap::WITHIN);
|
||||
} else {
|
||||
isMyJurisdiction = false;
|
||||
}
|
||||
_serverJurisdictions->unlock();
|
||||
}
|
||||
if (isMyJurisdiction) {
|
||||
EditPacketBuffer& packetBuffer = _pendingEditPackets[nodeUUID];
|
||||
|
|
|
@ -45,9 +45,11 @@ void OctreeHeadlessViewer::queryOctree() {
|
|||
qDebug() << "---------------";
|
||||
qDebug() << "_jurisdictionListener=" << _jurisdictionListener;
|
||||
qDebug() << "Jurisdictions...";
|
||||
jurisdictions.lockForRead();
|
||||
for (NodeToJurisdictionMapIterator i = jurisdictions.begin(); i != jurisdictions.end(); ++i) {
|
||||
qDebug() << i.key() << ": " << &i.value();
|
||||
}
|
||||
jurisdictions.unlock();
|
||||
qDebug() << "---------------";
|
||||
}
|
||||
|
||||
|
@ -85,7 +87,9 @@ void OctreeHeadlessViewer::queryOctree() {
|
|||
|
||||
// if we haven't heard from this voxel server, go ahead and send it a query, so we
|
||||
// can get the jurisdiction...
|
||||
jurisdictions.lockForRead();
|
||||
if (jurisdictions.find(nodeUUID) == jurisdictions.end()) {
|
||||
jurisdictions.unlock();
|
||||
unknownJurisdictionServers++;
|
||||
} else {
|
||||
const JurisdictionMap& map = (jurisdictions)[nodeUUID];
|
||||
|
@ -95,6 +99,7 @@ void OctreeHeadlessViewer::queryOctree() {
|
|||
if (rootCode) {
|
||||
VoxelPositionSize rootDetails;
|
||||
voxelDetailsForCode(rootCode, rootDetails);
|
||||
jurisdictions.unlock();
|
||||
AACube serverBounds(glm::vec3(rootDetails.x, rootDetails.y, rootDetails.z), rootDetails.s);
|
||||
serverBounds.scale(TREE_SCALE);
|
||||
|
||||
|
@ -103,6 +108,8 @@ void OctreeHeadlessViewer::queryOctree() {
|
|||
if (serverFrustumLocation != ViewFrustum::OUTSIDE) {
|
||||
inViewServers++;
|
||||
}
|
||||
} else {
|
||||
jurisdictions.unlock();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -148,7 +155,9 @@ void OctreeHeadlessViewer::queryOctree() {
|
|||
|
||||
// if we haven't heard from this voxel server, go ahead and send it a query, so we
|
||||
// can get the jurisdiction...
|
||||
jurisdictions.lockForRead();
|
||||
if (jurisdictions.find(nodeUUID) == jurisdictions.end()) {
|
||||
jurisdictions.unlock();
|
||||
unknownView = true; // assume it's in view
|
||||
if (wantExtraDebugging) {
|
||||
qDebug() << "no known jurisdiction for node " << *node << ", assume it's visible.";
|
||||
|
@ -161,6 +170,7 @@ void OctreeHeadlessViewer::queryOctree() {
|
|||
if (rootCode) {
|
||||
VoxelPositionSize rootDetails;
|
||||
voxelDetailsForCode(rootCode, rootDetails);
|
||||
jurisdictions.unlock();
|
||||
AACube serverBounds(glm::vec3(rootDetails.x, rootDetails.y, rootDetails.z), rootDetails.s);
|
||||
serverBounds.scale(TREE_SCALE);
|
||||
|
||||
|
@ -171,6 +181,7 @@ void OctreeHeadlessViewer::queryOctree() {
|
|||
inView = false;
|
||||
}
|
||||
} else {
|
||||
jurisdictions.unlock();
|
||||
if (wantExtraDebugging) {
|
||||
qDebug() << "Jurisdiction without RootCode for node " << *node << ". That's unusual!";
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue