mirror of
https://github.com/overte-org/overte.git
synced 2025-08-08 13:38:02 +02:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
cbeeb62c32
19 changed files with 334 additions and 118 deletions
|
@ -39,11 +39,13 @@ var ZERO_VEC = {
|
|||
};
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||||
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||||
var totalTime = 0;
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||||
var lastUpdate = 0;
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||||
var UPDATE_INTERVAL = 1 / 30; // 30fps
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||||
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||||
var MINIMUM_LIGHT_INTENSITY = 0.75;
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||||
var MAXIMUM_LIGHT_INTENSITY = 2.75;
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||||
var LIGHT_INTENSITY_RANDOMNESS = 0.3;
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||||
var EPHEMERAL_LIFETIME = 10; // ephemeral entities will live for 10 seconds after script stops running
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var EPHEMERAL_LIFETIME = 60; // ephemeral entities will live for 60 seconds after script stops running
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var LightMaker = {
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light: null,
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@ -74,10 +76,17 @@ function update(deltaTime) {
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LightMaker.spawnLight();
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} else {
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totalTime += deltaTime;
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// We don't want to edit the entity EVERY update cycle, because that's just a lot
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// of wasted bandwidth and extra effort on the server for very little visual gain
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if (totalTime - lastUpdate > UPDATE_INTERVAL) {
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var intensity = (MINIMUM_LIGHT_INTENSITY + (MAXIMUM_LIGHT_INTENSITY + (Math.sin(totalTime) * MAXIMUM_LIGHT_INTENSITY)));
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intensity += randFloat(-LIGHT_INTENSITY_RANDOMNESS, LIGHT_INTENSITY_RANDOMNESS);
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var properties = Entities.getEntityProperties(LightMaker.light, "age");
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Entities.editEntity(LightMaker.light, { intensity: intensity, lifetime: properties.age + EPHEMERAL_LIFETIME });
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var newLifetime = properties.age + EPHEMERAL_LIFETIME;
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Entities.editEntity(LightMaker.light, { type: "Light", intensity: intensity, lifetime: newLifetime });
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lastUpdate = totalTime;
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}
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}
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}
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|
|
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@ -19,7 +19,8 @@ Script.include("../libraries/utils.js");
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//
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var TRIGGER_SMOOTH_RATIO = 0.1; // 0.0 disables smoothing of trigger value
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var TRIGGER_ON_VALUE = 0.2;
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var TRIGGER_ON_VALUE = 0.4;
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var TRIGGER_OFF_VALUE = 0.15;
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/////////////////////////////////////////////////////////////////
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//
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@ -54,7 +55,11 @@ var RELEASE_VELOCITY_MULTIPLIER = 1.5; // affects throwing things
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var RIGHT_HAND = 1;
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var LEFT_HAND = 0;
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var ZERO_VEC = { x: 0, y: 0, z: 0};
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var ZERO_VEC = {
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x: 0,
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y: 0,
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z: 0
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};
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var NULL_ACTION_ID = "{00000000-0000-0000-000000000000}";
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var MSEC_PER_SEC = 1000.0;
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@ -63,18 +68,29 @@ var startTime = Date.now();
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var LIFETIME = 10;
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// states for the state machine
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var STATE_SEARCHING = 0;
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var STATE_DISTANCE_HOLDING = 1;
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var STATE_CONTINUE_DISTANCE_HOLDING = 2;
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var STATE_NEAR_GRABBING = 3;
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var STATE_CONTINUE_NEAR_GRABBING = 4;
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var STATE_NEAR_GRABBING_NON_COLLIDING = 5;
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var STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING = 6;
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var STATE_RELEASE = 7;
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var STATE_OFF = 0;
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var STATE_SEARCHING = 1;
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var STATE_DISTANCE_HOLDING = 2;
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var STATE_CONTINUE_DISTANCE_HOLDING = 3;
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var STATE_NEAR_GRABBING = 4;
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var STATE_CONTINUE_NEAR_GRABBING = 5;
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var STATE_NEAR_GRABBING_NON_COLLIDING = 6;
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var STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING = 7;
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var STATE_RELEASE = 8;
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var GRAB_USER_DATA_KEY = "grabKey";
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var GRABBABLE_DATA_KEY = "grabbableKey";
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|
||||
// HACK -- until we have collision groups, don't allow held object to collide with avatar
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var AVATAR_COLLISIONS_MENU_ITEM = "Enable avatar collisions";
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// HACK -- until we have collision groups, don't allow held object to collide with avatar
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var initialAvatarCollisionsMenu = Menu.isOptionChecked(AVATAR_COLLISIONS_MENU_ITEM);
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var currentAvatarCollisionsMenu = initialAvatarCollisionsMenu;
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var noCollisionsCount = 0; // how many hands want collisions disabled?
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function MyController(hand, triggerAction) {
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this.hand = hand;
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if (this.hand === RIGHT_HAND) {
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@ -85,23 +101,32 @@ function MyController(hand, triggerAction) {
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this.getHandRotation = MyAvatar.getLeftPalmRotation;
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}
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var SPATIAL_CONTROLLERS_PER_PALM = 2;
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var TIP_CONTROLLER_OFFSET = 1;
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this.triggerAction = triggerAction;
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this.palm = 2 * hand;
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// this.tip = 2 * hand + 1; // unused, but I'm leaving this here for fear it will be needed
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this.palm = SPATIAL_CONTROLLERS_PER_PALM * hand;
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this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
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this.actionID = null; // action this script created...
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this.grabbedEntity = null; // on this entity.
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this.grabbedVelocity = ZERO_VEC; // rolling average of held object's velocity
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this.state = 0;
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this.state = STATE_OFF;
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this.pointer = null; // entity-id of line object
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this.triggerValue = 0; // rolling average of trigger value
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var _this = this;
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this.update = function() {
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this.updateSmoothedTrigger();
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switch (this.state) {
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case STATE_OFF:
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this.off();
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this.touchTest();
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break;
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case STATE_SEARCHING:
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this.search();
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this.touchTest();
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break;
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case STATE_DISTANCE_HOLDING:
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this.distanceHolding();
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@ -127,6 +152,28 @@ function MyController(hand, triggerAction) {
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}
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};
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// HACK -- until we have collision groups, don't allow held object to collide with avatar
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this.disableAvatarCollisions = function() {
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noCollisionsCount += 1;
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if (currentAvatarCollisionsMenu != false) {
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currentAvatarCollisionsMenu = false;
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Menu.setIsOptionChecked(AVATAR_COLLISIONS_MENU_ITEM, false);
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MyAvatar.updateMotionBehaviorFromMenu();
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}
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}
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// HACK -- until we have collision groups, don't allow held object to collide with avatar
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this.revertAvatarCollisions = function() {
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noCollisionsCount -= 1;
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if (noCollisionsCount < 1) {
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if (currentAvatarCollisionsMenu != initialAvatarCollisionsMenu) {
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currentAvatarCollisionsMenu = initialAvatarCollisionsMenu;
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Menu.setIsOptionChecked(AVATAR_COLLISIONS_MENU_ITEM, initialAvatarCollisionsMenu);
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MyAvatar.updateMotionBehaviorFromMenu();
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}
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}
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}
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this.lineOn = function(closePoint, farPoint, color) {
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// draw a line
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if (this.pointer === null) {
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@ -158,21 +205,35 @@ function MyController(hand, triggerAction) {
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this.pointer = null;
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};
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this.triggerSmoothedSqueezed = function() {
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this.updateSmoothedTrigger = function() {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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// smooth out trigger value
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this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
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||||
(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
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}
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this.triggerSmoothedSqueezed = function() {
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return this.triggerValue > TRIGGER_ON_VALUE;
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};
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this.triggerSmoothedReleased = function() {
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return this.triggerValue < TRIGGER_OFF_VALUE;
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||||
};
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||||
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||||
this.triggerSqueezed = function() {
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||||
var triggerValue = Controller.getActionValue(this.triggerAction);
|
||||
return triggerValue > TRIGGER_ON_VALUE;
|
||||
};
|
||||
|
||||
this.off = function() {
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||||
if (this.triggerSmoothedSqueezed()) {
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this.state = STATE_SEARCHING;
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return;
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||||
}
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}
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||||
this.search = function() {
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if (!this.triggerSmoothedSqueezed()) {
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if (this.triggerSmoothedReleased()) {
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this.state = STATE_RELEASE;
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||||
return;
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}
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@ -244,6 +305,10 @@ function MyController(hand, triggerAction) {
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};
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this.distanceHolding = function() {
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// HACK -- until we have collision groups, don't allow held object to collide with avatar
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this.disableAvatarCollisions();
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation"]);
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@ -276,10 +341,16 @@ function MyController(hand, triggerAction) {
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Entities.callEntityMethod(this.grabbedEntity, "startDistantGrab");
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}
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||||
this.currentAvatarPosition = MyAvatar.position;
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this.currentAvatarOrientation = MyAvatar.orientation;
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||||
|
||||
};
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this.continueDistanceHolding = function() {
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if (!this.triggerSmoothedSqueezed()) {
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if (this.triggerSmoothedReleased()) {
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// HACK -- until we have collision groups, don't allow held object to collide with avatar
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this.revertAvatarCollisions();
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this.state = STATE_RELEASE;
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return;
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}
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@ -294,11 +365,46 @@ function MyController(hand, triggerAction) {
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// the action was set up on a previous call. update the targets.
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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// how far did avatar move this timestep?
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var currentPosition = MyAvatar.position;
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var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
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this.currentAvatarPosition = currentPosition;
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// How far did the avatar turn this timestep?
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// Note: The following code is too long because we need a Quat.quatBetween() function
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// that returns the minimum quaternion between two quaternions.
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||||
var currentOrientation = MyAvatar.orientation;
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if (Quat.dot(currentOrientation, this.currentAvatarOrientation) < 0.0) {
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var negativeCurrentOrientation = {
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||||
x: -currentOrientation.x,
|
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y: -currentOrientation.y,
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z: -currentOrientation.z,
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||||
w: -currentOrientation.w
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};
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var avatarDeltaOrientation = Quat.multiply(negativeCurrentOrientation, Quat.inverse(this.currentAvatarOrientation));
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} else {
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var avatarDeltaOrientation = Quat.multiply(currentOrientation, Quat.inverse(this.currentAvatarOrientation));
|
||||
}
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var handToAvatar = Vec3.subtract(handControllerPosition, this.currentAvatarPosition);
|
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var objectToAvatar = Vec3.subtract(this.currentObjectPosition, this.currentAvatarPosition);
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var handMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, handToAvatar), handToAvatar);
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var objectMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, objectToAvatar), objectToAvatar);
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this.currentAvatarOrientation = currentOrientation;
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// how far did hand move this timestep?
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var handMoved = Vec3.subtract(handControllerPosition, this.handPreviousPosition);
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this.handPreviousPosition = handControllerPosition;
|
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|
||||
// magnify the hand movement but not the change from avatar movement & rotation
|
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handMoved = Vec3.subtract(handMoved, avatarDeltaPosition);
|
||||
handMoved = Vec3.subtract(handMoved, handMovementFromTurning);
|
||||
var superHandMoved = Vec3.multiply(handMoved, radius);
|
||||
|
||||
// Move the object by the magnified amount and then by amount from avatar movement & rotation
|
||||
var newObjectPosition = Vec3.sum(this.currentObjectPosition, superHandMoved);
|
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newObjectPosition = Vec3.sum(newObjectPosition, avatarDeltaPosition);
|
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newObjectPosition = Vec3.sum(newObjectPosition, objectMovementFromTurning);
|
||||
|
||||
var deltaPosition = Vec3.subtract(newObjectPosition, this.currentObjectPosition); // meters
|
||||
var now = Date.now();
|
||||
var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
|
||||
|
@ -323,7 +429,14 @@ function MyController(hand, triggerAction) {
|
|||
};
|
||||
|
||||
this.nearGrabbing = function() {
|
||||
if (!this.triggerSmoothedSqueezed()) {
|
||||
|
||||
// HACK -- until we have collision groups, don't allow held object to collide with avatar
|
||||
this.disableAvatarCollisions();
|
||||
|
||||
if (this.triggerSmoothedReleased()) {
|
||||
// HACK -- until we have collision groups, don't allow held object to collide with avatar
|
||||
this.revertAvatarCollisions();
|
||||
|
||||
this.state = STATE_RELEASE;
|
||||
return;
|
||||
}
|
||||
|
@ -363,40 +476,55 @@ function MyController(hand, triggerAction) {
|
|||
|
||||
}
|
||||
|
||||
this.currentHandControllerPosition = Controller.getSpatialControlPosition(this.palm);
|
||||
this.currentHandControllerTipPosition = Controller.getSpatialControlPosition(this.tip);
|
||||
|
||||
this.currentObjectTime = Date.now();
|
||||
};
|
||||
|
||||
this.continueNearGrabbing = function() {
|
||||
if (!this.triggerSmoothedSqueezed()) {
|
||||
if (this.triggerSmoothedReleased()) {
|
||||
// HACK -- until we have collision groups, don't allow held object to collide with avatar
|
||||
this.revertAvatarCollisions();
|
||||
|
||||
this.state = STATE_RELEASE;
|
||||
return;
|
||||
}
|
||||
|
||||
// keep track of the measured velocity of the held object
|
||||
var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
|
||||
// Keep track of the fingertip velocity to impart when we release the object
|
||||
// Note that the idea of using a constant 'tip' velocity regardless of the
|
||||
// object's actual held offset is an idea intended to make it easier to throw things:
|
||||
// Because we might catch something or transfer it between hands without a good idea
|
||||
// of it's actual offset, let's try imparting a velocity which is at a fixed radius
|
||||
// from the palm.
|
||||
|
||||
var handControllerPosition = Controller.getSpatialControlPosition(this.tip);
|
||||
var now = Date.now();
|
||||
|
||||
var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerPosition); // meters
|
||||
var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerTipPosition); // meters
|
||||
var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
|
||||
this.computeReleaseVelocity(deltaPosition, deltaTime, true);
|
||||
|
||||
this.currentHandControllerPosition = handControllerPosition;
|
||||
this.currentHandControllerTipPosition = handControllerPosition;
|
||||
this.currentObjectTime = now;
|
||||
Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
|
||||
};
|
||||
|
||||
this.nearGrabbingNonColliding = function() {
|
||||
if (!this.triggerSmoothedSqueezed()) {
|
||||
if (this.triggerSmoothedReleased()) {
|
||||
this.state = STATE_RELEASE;
|
||||
return;
|
||||
}
|
||||
if (this.hand === RIGHT_HAND) {
|
||||
Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
|
||||
} else {
|
||||
Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
|
||||
}
|
||||
Entities.callEntityMethod(this.grabbedEntity, "startNearGrabNonColliding");
|
||||
this.state = STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING;
|
||||
};
|
||||
|
||||
this.continueNearGrabbingNonColliding = function() {
|
||||
if (!this.triggerSmoothedSqueezed()) {
|
||||
if (this.triggerSmoothedReleased()) {
|
||||
this.state = STATE_RELEASE;
|
||||
return;
|
||||
}
|
||||
|
@ -459,17 +587,14 @@ function MyController(hand, triggerAction) {
|
|||
};
|
||||
|
||||
this.startTouch = function(entityID) {
|
||||
// print('START TOUCH' + entityID);
|
||||
Entities.callEntityMethod(entityID, "startTouch");
|
||||
};
|
||||
|
||||
this.continueTouch = function(entityID) {
|
||||
// print('CONTINUE TOUCH' + entityID);
|
||||
Entities.callEntityMethod(entityID, "continueTouch");
|
||||
};
|
||||
|
||||
this.stopTouch = function(entityID) {
|
||||
// print('STOP TOUCH' + entityID);
|
||||
Entities.callEntityMethod(entityID, "stopTouch");
|
||||
};
|
||||
|
||||
|
@ -491,10 +616,13 @@ function MyController(hand, triggerAction) {
|
|||
};
|
||||
|
||||
this.release = function() {
|
||||
|
||||
this.lineOff();
|
||||
|
||||
if (this.grabbedEntity !== null && this.actionID !== null) {
|
||||
if (this.grabbedEntity !== null) {
|
||||
if(this.actionID !== null) {
|
||||
Entities.deleteAction(this.grabbedEntity, this.actionID);
|
||||
}
|
||||
Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
|
||||
}
|
||||
|
||||
|
@ -508,7 +636,7 @@ function MyController(hand, triggerAction) {
|
|||
this.grabbedVelocity = ZERO_VEC;
|
||||
this.grabbedEntity = null;
|
||||
this.actionID = null;
|
||||
this.state = STATE_SEARCHING;
|
||||
this.state = STATE_OFF;
|
||||
};
|
||||
|
||||
this.cleanup = function() {
|
||||
|
|
10
examples/example/hmd/colorCube.fs
Normal file
10
examples/example/hmd/colorCube.fs
Normal file
|
@ -0,0 +1,10 @@
|
|||
|
||||
float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
|
||||
|
||||
specular = _modelNormal.rgb;
|
||||
if (any(lessThan(specular, vec3(0.0)))) {
|
||||
specular = vec3(1.0) + specular;
|
||||
}
|
||||
diffuse = vec3(1.0, 1.0, 1.0);
|
||||
return 1.0;
|
||||
}
|
42
examples/example/hmd/colorCube.js
Normal file
42
examples/example/hmd/colorCube.js
Normal file
|
@ -0,0 +1,42 @@
|
|||
function avatarRelativePosition(position) {
|
||||
return Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, position));
|
||||
}
|
||||
|
||||
ColorCube = function() {};
|
||||
ColorCube.prototype.NAME = "ColorCube";
|
||||
ColorCube.prototype.POSITION = { x: 0, y: 0.5, z: -0.5 };
|
||||
ColorCube.prototype.USER_DATA = { ProceduralEntity: {
|
||||
version: 2, shaderUrl: Script.resolvePath("colorCube.fs"),
|
||||
} };
|
||||
|
||||
// Clear any previous entities within 50 meters
|
||||
ColorCube.prototype.clear = function() {
|
||||
var ids = Entities.findEntities(MyAvatar.position, 50);
|
||||
var that = this;
|
||||
ids.forEach(function(id) {
|
||||
var properties = Entities.getEntityProperties(id);
|
||||
if (properties.name == that.NAME) {
|
||||
Entities.deleteEntity(id);
|
||||
}
|
||||
}, this);
|
||||
}
|
||||
|
||||
ColorCube.prototype.create = function() {
|
||||
var that = this;
|
||||
var size = HMD.ipd;
|
||||
var id = Entities.addEntity({
|
||||
type: "Box",
|
||||
position: avatarRelativePosition(that.POSITION),
|
||||
name: that.NAME,
|
||||
color: that.COLOR,
|
||||
ignoreCollisions: true,
|
||||
collisionsWillMove: false,
|
||||
dimensions: { x: size, y: size, z: size },
|
||||
lifetime: 3600,
|
||||
userData: JSON.stringify(that.USER_DATA)
|
||||
});
|
||||
}
|
||||
|
||||
var colorCube = new ColorCube();
|
||||
colorCube.clear();
|
||||
colorCube.create();
|
|
@ -446,9 +446,9 @@ Menu::Menu() {
|
|||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::FixGaze, 0, false);
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableAvatarUpdateThreading, 0, false,
|
||||
qApp, SLOT(setAvatarUpdateThreading(bool)));
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableRigAnimations, 0, true,
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableRigAnimations, 0, false,
|
||||
avatar, SLOT(setEnableRigAnimations(bool)));
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableAnimGraph, 0, false,
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableAnimGraph, 0, true,
|
||||
avatar, SLOT(setEnableAnimGraph(bool)));
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawBindPose, 0, false,
|
||||
avatar, SLOT(setEnableDebugDrawBindPose(bool)));
|
||||
|
|
|
@ -153,7 +153,8 @@ void MyAvatar::reset() {
|
|||
|
||||
// This should be simpler when we have only graph animations always on.
|
||||
bool isRig = _rig->getEnableRig();
|
||||
bool isGraph = _rig->getEnableAnimGraph();
|
||||
// seting rig animation to true, below, will clear the graph animation menu item, so grab it now.
|
||||
bool isGraph = _rig->getEnableAnimGraph() || Menu::getInstance()->isOptionChecked(MenuOption::EnableAnimGraph);
|
||||
qApp->setRawAvatarUpdateThreading(false);
|
||||
_rig->disableHands = true;
|
||||
setEnableRigAnimations(true);
|
||||
|
@ -1764,6 +1765,12 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
|
|||
}
|
||||
|
||||
void MyAvatar::updateMotionBehaviorFromMenu() {
|
||||
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "updateMotionBehaviorFromMenu");
|
||||
return;
|
||||
}
|
||||
|
||||
Menu* menu = Menu::getInstance();
|
||||
if (menu->isOptionChecked(MenuOption::KeyboardMotorControl)) {
|
||||
_motionBehaviors |= AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED;
|
||||
|
|
|
@ -193,7 +193,7 @@ public slots:
|
|||
glm::vec3 getThrust() { return _thrust; };
|
||||
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
|
||||
|
||||
void updateMotionBehaviorFromMenu();
|
||||
Q_INVOKABLE void updateMotionBehaviorFromMenu();
|
||||
|
||||
glm::vec3 getLeftPalmPosition();
|
||||
glm::vec3 getLeftPalmVelocity();
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
//
|
||||
|
||||
#include "HMDScriptingInterface.h"
|
||||
|
||||
#include "display-plugins/DisplayPlugin.h"
|
||||
#include <avatar/AvatarManager.h>
|
||||
|
||||
HMDScriptingInterface& HMDScriptingInterface::getInstance() {
|
||||
|
@ -53,3 +53,7 @@ QScriptValue HMDScriptingInterface::getHUDLookAtPosition3D(QScriptContext* conte
|
|||
}
|
||||
return QScriptValue::NullValue;
|
||||
}
|
||||
|
||||
float HMDScriptingInterface::getIPD() const {
|
||||
return Application::getInstance()->getActiveDisplayPlugin()->getIPD();
|
||||
}
|
||||
|
|
|
@ -20,6 +20,7 @@ class HMDScriptingInterface : public QObject {
|
|||
Q_OBJECT
|
||||
Q_PROPERTY(bool magnifier READ getMagnifier)
|
||||
Q_PROPERTY(bool active READ isHMDMode)
|
||||
Q_PROPERTY(float ipd READ getIPD)
|
||||
public:
|
||||
static HMDScriptingInterface& getInstance();
|
||||
|
||||
|
@ -33,6 +34,7 @@ private:
|
|||
HMDScriptingInterface() {};
|
||||
bool getMagnifier() const { return Application::getInstance()->getApplicationCompositor().hasMagnifier(); };
|
||||
bool isHMDMode() const { return Application::getInstance()->isHMDMode(); }
|
||||
float getIPD() const;
|
||||
|
||||
bool getHUDLookAtPosition3D(glm::vec3& result) const;
|
||||
|
||||
|
|
|
@ -93,9 +93,9 @@ void AnimStateMachine::switchState(const AnimVariantMap& animVars, State::Pointe
|
|||
const float dt = 0.0f;
|
||||
Triggers triggers;
|
||||
_nextPoses = nextStateNode->evaluate(animVars, dt, triggers);
|
||||
|
||||
#if WANT_DEBUGa
|
||||
qCDebug(animation) << "AnimStateMachine::switchState:" << _currentState->getID() << "->" << desiredState->getID() << "duration =" << duration << "targetFrame =" << desiredState->_interpTarget;
|
||||
|
||||
#endif
|
||||
_currentState = desiredState;
|
||||
}
|
||||
|
||||
|
|
|
@ -989,8 +989,11 @@ void AvatarData::setFaceModelURL(const QUrl& faceModelURL) {
|
|||
}
|
||||
|
||||
void AvatarData::setSkeletonModelURL(const QUrl& skeletonModelURL) {
|
||||
_skeletonModelURL = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
|
||||
|
||||
const QUrl& expanded = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
|
||||
if (expanded == _skeletonModelURL) {
|
||||
return;
|
||||
}
|
||||
_skeletonModelURL = expanded;
|
||||
qCDebug(avatars) << "Changing skeleton model for avatar to" << _skeletonModelURL.toString();
|
||||
|
||||
updateJointMappings();
|
||||
|
|
|
@ -121,6 +121,8 @@ public:
|
|||
static const glm::mat4 pose; return pose;
|
||||
}
|
||||
|
||||
virtual float getIPD() const { return 0.0f; }
|
||||
|
||||
virtual void abandonCalibration() {}
|
||||
virtual void resetSensors() {}
|
||||
virtual float devicePixelRatio() { return 1.0; }
|
||||
|
|
|
@ -149,3 +149,11 @@ void OculusBaseDisplayPlugin::deactivate() {
|
|||
void OculusBaseDisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
|
||||
++_frameIndex;
|
||||
}
|
||||
|
||||
float OculusBaseDisplayPlugin::getIPD() const {
|
||||
float result = 0.0f;
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
result = ovr_GetFloat(_hmd, OVR_KEY_IPD, OVR_DEFAULT_IPD);
|
||||
#endif
|
||||
return result;
|
||||
}
|
|
@ -31,6 +31,7 @@ public:
|
|||
virtual void resetSensors() override final;
|
||||
virtual glm::mat4 getEyePose(Eye eye) const override final;
|
||||
virtual glm::mat4 getHeadPose() const override final;
|
||||
virtual float getIPD() const override final;
|
||||
|
||||
protected:
|
||||
virtual void preRender() override final;
|
||||
|
|
|
@ -86,8 +86,8 @@ void RenderablePolyLineEntityItem::updateGeometry() {
|
|||
|
||||
int numTailStrips = 5;
|
||||
int numHeadStrips = 10;
|
||||
int startHeadIndex = _normals.size() - numHeadStrips;
|
||||
for (int i = 0; i < _normals.size(); i++) {
|
||||
int startHeadIndex = _vertices.size() / 2 - numHeadStrips;
|
||||
for (int i = 0; i < _vertices.size() / 2; i++) {
|
||||
uCoord = 0.26f;
|
||||
vCoord = 0.0f;
|
||||
//tail
|
||||
|
@ -124,7 +124,7 @@ void RenderablePolyLineEntityItem::updateGeometry() {
|
|||
|
||||
void RenderablePolyLineEntityItem::render(RenderArgs* args) {
|
||||
QWriteLocker lock(&_quadReadWriteLock);
|
||||
if (_points.size() < 2 || _vertices.size() != _normals.size() * 2) {
|
||||
if (_points.size() < 2 || _normals.size () < 2 || _vertices.size() < 2) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -139,7 +139,7 @@ bool PolyLineEntityItem::setNormals(const QVector<glm::vec3>& normals) {
|
|||
_vertices << v1 << v2;
|
||||
}
|
||||
//for last point we can just assume binormals are same since it represents last two vertices of quad
|
||||
point = _points.at(_points.size() - 1);
|
||||
point = _points.at(minVectorSize - 1);
|
||||
v1 = point + binormal;
|
||||
v2 = point - binormal;
|
||||
_vertices << v1 << v2;
|
||||
|
|
|
@ -442,7 +442,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
|
||||
deferredTransforms[i].projection = projMats[i];
|
||||
|
||||
auto sideViewMat = eyeViews[i] * monoViewMat;
|
||||
auto sideViewMat = monoViewMat * glm::inverse(eyeViews[i]);
|
||||
viewTransforms[i].evalFromRawMatrix(sideViewMat);
|
||||
deferredTransforms[i].viewInverse = sideViewMat;
|
||||
|
||||
|
@ -575,9 +575,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
for (auto lightID : _pointLights) {
|
||||
auto& light = _allocatedLights[lightID];
|
||||
// IN DEBUG: light->setShowContour(true);
|
||||
if (_pointLightLocations->lightBufferUnit >= 0) {
|
||||
batch.setUniformBuffer(_pointLightLocations->lightBufferUnit, light->getSchemaBuffer());
|
||||
}
|
||||
|
||||
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
|
||||
// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
|
||||
|
@ -613,7 +611,6 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
for (auto lightID : _spotLights) {
|
||||
auto light = _allocatedLights[lightID];
|
||||
// IN DEBUG: light->setShowContour(true);
|
||||
|
||||
batch.setUniformBuffer(_spotLightLocations->lightBufferUnit, light->getSchemaBuffer());
|
||||
|
||||
auto eyeLightPos = eyePoint - light->getPosition();
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _modelNormal;
|
||||
in vec3 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _position;
|
||||
|
|
|
@ -22,6 +22,7 @@ uniform bool Instanced = false;
|
|||
// the interpolated normal
|
||||
|
||||
out vec3 _normal;
|
||||
out vec3 _modelNormal;
|
||||
out vec3 _color;
|
||||
out vec2 _texCoord0;
|
||||
out vec4 _position;
|
||||
|
@ -30,6 +31,7 @@ void main(void) {
|
|||
_color = inColor.rgb;
|
||||
_texCoord0 = inTexCoord0.st;
|
||||
_position = inPosition;
|
||||
_modelNormal = inNormal.xyz;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
|
Loading…
Reference in a new issue