mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
This commit is contained in:
commit
d6f74aa0ad
12 changed files with 546 additions and 155 deletions
|
@ -330,6 +330,8 @@
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elLightSections[i].style.display = 'block';
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}
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elLightSpotLight.checked = properties.isSpotlight;
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elLightColorRed.value = properties.color.red;
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elLightColorGreen.value = properties.color.green;
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elLightColorBlue.value = properties.color.blue;
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|
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@ -301,6 +301,8 @@ SelectionDisplay = (function () {
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var grabberSolid = true;
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var grabberMoveUpPosition = { x: 0, y: 0, z: 0 };
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var lightOverlayColor = { red: 255, green: 153, blue: 0 };
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var grabberPropertiesCorner = {
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position: { x:0, y: 0, z: 0},
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size: grabberSizeCorner,
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@ -340,6 +342,11 @@ SelectionDisplay = (function () {
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borderSize: 1.4,
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};
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var spotLightLineProperties = {
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color: lightOverlayColor,
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lineWidth: 1.5,
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};
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var highlightBox = Overlays.addOverlay("cube", {
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position: { x:0, y: 0, z: 0},
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size: 1,
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@ -434,6 +441,44 @@ SelectionDisplay = (function () {
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var grabberEdgeFR = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberEdgeFL = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberSpotLightCircle = Overlays.addOverlay("circle3d", {
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color: lightOverlayColor,
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isSolid: false
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});
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var grabberSpotLightLineT = Overlays.addOverlay("line3d", spotLightLineProperties);
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var grabberSpotLightLineB = Overlays.addOverlay("line3d", spotLightLineProperties);
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var grabberSpotLightLineL = Overlays.addOverlay("line3d", spotLightLineProperties);
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var grabberSpotLightLineR = Overlays.addOverlay("line3d", spotLightLineProperties);
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var grabberSpotLightCenter = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberSpotLightRadius = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberSpotLightL = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberSpotLightR = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberSpotLightT = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberSpotLightB = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberPointLightCircleX = Overlays.addOverlay("circle3d", {
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rotation: Quat.fromPitchYawRollDegrees(0, 90, 0),
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color: lightOverlayColor,
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isSolid: false
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});
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var grabberPointLightCircleY = Overlays.addOverlay("circle3d", {
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rotation: Quat.fromPitchYawRollDegrees(90, 0, 0),
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color: lightOverlayColor,
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isSolid: false
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});
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var grabberPointLightCircleZ = Overlays.addOverlay("circle3d", {
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rotation: Quat.fromPitchYawRollDegrees(0, 0, 0),
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color: lightOverlayColor,
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isSolid: false
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});
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var grabberPointLightT = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberPointLightB = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberPointLightL = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberPointLightR = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberPointLightF = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var grabberPointLightN = Overlays.addOverlay("cube", grabberPropertiesEdge);
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var stretchHandles = [
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grabberLBN,
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grabberRBN,
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@ -461,6 +506,25 @@ SelectionDisplay = (function () {
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grabberEdgeNL,
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grabberEdgeFR,
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grabberEdgeFL,
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grabberSpotLightLineT,
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grabberSpotLightLineB,
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grabberSpotLightLineL,
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grabberSpotLightLineR,
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grabberSpotLightCenter,
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grabberSpotLightRadius,
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grabberSpotLightL,
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grabberSpotLightR,
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grabberSpotLightT,
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grabberSpotLightB,
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|
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grabberPointLightT,
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grabberPointLightB,
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grabberPointLightL,
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grabberPointLightR,
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grabberPointLightF,
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grabberPointLightN,
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||||
];
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||||
|
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|
||||
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@ -648,6 +712,10 @@ SelectionDisplay = (function () {
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yRailOverlay,
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zRailOverlay,
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baseOfEntityProjectionOverlay,
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grabberSpotLightCircle,
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grabberPointLightCircleX,
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grabberPointLightCircleY,
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grabberPointLightCircleZ,
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].concat(stretchHandles);
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overlayNames[highlightBox] = "highlightBox";
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@ -942,13 +1010,20 @@ SelectionDisplay = (function () {
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var translateHandlesVisible = true;
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var stretchHandlesVisible = true;
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var selectionBoxVisible = true;
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var isPointLight = false;
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if (selectionManager.selections.length == 1) {
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var properties = Entities.getEntityProperties(selectionManager.selections[0]);
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isPointLight = properties.type == "Light" && !properties.isSpotlight;
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}
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|
||||
if (mode == "ROTATE_YAW" || mode == "ROTATE_PITCH" || mode == "ROTATE_ROLL" || mode == "TRANSLATE_X in case they Z") {
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||||
rotationOverlaysVisible = true;
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rotateHandlesVisible = false;
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translateHandlesVisible = false;
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stretchHandlesVisible = false;
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selectionBoxVisible = false;
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||||
} else if (mode == "TRANSLATE_UP_DOWN") {
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} else if (mode == "TRANSLATE_UP_DOWN" || isPointLight) {
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rotateHandlesVisible = false;
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stretchHandlesVisible = false;
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} else if (mode != "UNKNOWN") {
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@ -1122,6 +1197,171 @@ SelectionDisplay = (function () {
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var stretchHandlesVisible = spaceMode == SPACE_LOCAL;
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var extendedStretchHandlesVisible = stretchHandlesVisible && showExtendedStretchHandles;
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if (selectionManager.selections.length == 1 ) {
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var properties = Entities.getEntityProperties(selectionManager.selections[0]);
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if (properties.type == "Light" && properties.isSpotlight == true) {
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var stretchHandlesVisible = false;
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var extendedStretchHandlesVisible = false;
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Overlays.editOverlay(grabberSpotLightCenter, {
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position: position,
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visible: false,
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});
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Overlays.editOverlay(grabberSpotLightRadius, {
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position: NEAR,
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rotation: rotation,
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visible: true,
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});
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var distance = (properties.dimensions.z / 2) * Math.tan(properties.cutoff * (Math.PI / 180));
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Overlays.editOverlay(grabberSpotLightL, {
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position: EdgeNL,
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rotation: rotation,
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visible: true,
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});
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Overlays.editOverlay(grabberSpotLightR, {
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position: EdgeNR,
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rotation: rotation,
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visible: true,
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});
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Overlays.editOverlay(grabberSpotLightT, {
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position: EdgeTN,
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rotation: rotation,
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visible: true,
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});
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Overlays.editOverlay(grabberSpotLightB, {
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position: EdgeBN,
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rotation: rotation,
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visible: true,
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});
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Overlays.editOverlay(grabberSpotLightCircle, {
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position: NEAR,
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dimensions: { x: distance * 2, y: distance * 2, z: 1 },
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lineWidth: 1.5,
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rotation: rotation,
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visible: true,
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});
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Overlays.editOverlay(grabberSpotLightLineT, {
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start: position,
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end: EdgeTN,
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visible: true,
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||||
});
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||||
Overlays.editOverlay(grabberSpotLightLineB, {
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||||
start: position,
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end: EdgeBN,
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visible: true,
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});
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||||
Overlays.editOverlay(grabberSpotLightLineR, {
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||||
start: position,
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end: EdgeNR,
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visible: true,
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});
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||||
Overlays.editOverlay(grabberSpotLightLineL, {
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start: position,
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end: EdgeNL,
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visible: true,
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});
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Overlays.editOverlay(grabberPointLightCircleX, { visible: false });
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Overlays.editOverlay(grabberPointLightCircleY, { visible: false });
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Overlays.editOverlay(grabberPointLightCircleZ, { visible: false });
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Overlays.editOverlay(grabberPointLightT, { visible: false });
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Overlays.editOverlay(grabberPointLightB, { visible: false });
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Overlays.editOverlay(grabberPointLightL, { visible: false });
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Overlays.editOverlay(grabberPointLightR, { visible: false });
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Overlays.editOverlay(grabberPointLightF, { visible: false });
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Overlays.editOverlay(grabberPointLightN, { visible: false });
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} else if (properties.type == "Light" && properties.isSpotlight == false) {
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var stretchHandlesVisible = false;
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var extendedStretchHandlesVisible = false;
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Overlays.editOverlay(grabberPointLightT, {
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position: TOP,
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rotation: rotation,
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visible: true,
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});
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Overlays.editOverlay(grabberPointLightB, {
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position: BOTTOM,
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rotation: rotation,
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visible: true,
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});
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Overlays.editOverlay(grabberPointLightL, {
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position: LEFT,
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rotation: rotation,
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visible: true,
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});
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||||
Overlays.editOverlay(grabberPointLightR, {
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position: RIGHT,
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rotation: rotation,
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||||
visible: true,
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});
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||||
Overlays.editOverlay(grabberPointLightF, {
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position: FAR,
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rotation: rotation,
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||||
visible: true,
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});
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Overlays.editOverlay(grabberPointLightN, {
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position: NEAR,
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rotation: rotation,
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visible: true,
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});
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Overlays.editOverlay(grabberPointLightCircleX, {
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||||
position: position,
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||||
rotation: Quat.multiply(rotation, Quat.fromPitchYawRollDegrees(0, 90, 0)),
|
||||
dimensions: { x: properties.dimensions.z, y: properties.dimensions.z, z: 1 },
|
||||
visible: true,
|
||||
});
|
||||
Overlays.editOverlay(grabberPointLightCircleY, {
|
||||
position: position,
|
||||
rotation: Quat.multiply(rotation, Quat.fromPitchYawRollDegrees(90, 0, 0)),
|
||||
dimensions: { x: properties.dimensions.z, y: properties.dimensions.z, z: 1 },
|
||||
visible: true,
|
||||
});
|
||||
Overlays.editOverlay(grabberPointLightCircleZ, {
|
||||
position: position,
|
||||
rotation: rotation,
|
||||
dimensions: { x: properties.dimensions.z, y: properties.dimensions.z, z: 1 },
|
||||
visible: true,
|
||||
});
|
||||
|
||||
Overlays.editOverlay(grabberSpotLightRadius, { visible: false });
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Overlays.editOverlay(grabberSpotLightL, { visible: false });
|
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Overlays.editOverlay(grabberSpotLightR, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightT, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightB, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightCircle, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightLineL, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightLineR, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightLineT, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightLineB, { visible: false });
|
||||
} else {
|
||||
Overlays.editOverlay(grabberSpotLightCenter, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightRadius, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightL, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightR, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightT, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightB, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightCircle, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightLineL, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightLineR, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightLineT, { visible: false });
|
||||
Overlays.editOverlay(grabberSpotLightLineB, { visible: false });
|
||||
|
||||
Overlays.editOverlay(grabberPointLightCircleX, { visible: false });
|
||||
Overlays.editOverlay(grabberPointLightCircleY, { visible: false });
|
||||
Overlays.editOverlay(grabberPointLightCircleZ, { visible: false });
|
||||
Overlays.editOverlay(grabberPointLightT, { visible: false });
|
||||
Overlays.editOverlay(grabberPointLightB, { visible: false });
|
||||
Overlays.editOverlay(grabberPointLightL, { visible: false });
|
||||
Overlays.editOverlay(grabberPointLightR, { visible: false });
|
||||
Overlays.editOverlay(grabberPointLightF, { visible: false });
|
||||
Overlays.editOverlay(grabberPointLightN, { visible: false });
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Overlays.editOverlay(grabberLBN, { visible: stretchHandlesVisible, rotation: rotation, position: LBN });
|
||||
Overlays.editOverlay(grabberRBN, { visible: stretchHandlesVisible, rotation: rotation, position: RBN });
|
||||
Overlays.editOverlay(grabberLBF, { visible: stretchHandlesVisible, rotation: rotation, position: LBF });
|
||||
|
@ -1422,7 +1662,7 @@ SelectionDisplay = (function () {
|
|||
// direction - direction to stretch in
|
||||
// pivot - point to use as a pivot
|
||||
// offset - the position of the overlay tool relative to the selections center position
|
||||
var makeStretchTool = function(stretchMode, direction, pivot, offset) {
|
||||
var makeStretchTool = function(stretchMode, direction, pivot, offset, customOnMove) {
|
||||
var signs = {
|
||||
x: direction.x < 0 ? -1 : (direction.x > 0 ? 1 : 0),
|
||||
y: direction.y < 0 ? -1 : (direction.y > 0 ? 1 : 0),
|
||||
|
@ -1554,7 +1794,7 @@ SelectionDisplay = (function () {
|
|||
};
|
||||
|
||||
var onMove = function(event) {
|
||||
var proportional = spaceMode == SPACE_WORLD || event.isShifted;
|
||||
var proportional = spaceMode == SPACE_WORLD || event.isShifted || activeTool.mode == "STRETCH_RADIUS";
|
||||
|
||||
var position, dimensions, rotation;
|
||||
if (spaceMode == SPACE_LOCAL) {
|
||||
|
@ -1577,61 +1817,66 @@ SelectionDisplay = (function () {
|
|||
|
||||
vector = vec3Mult(mask, vector);
|
||||
|
||||
vector = grid.snapToSpacing(vector);
|
||||
|
||||
var changeInDimensions = Vec3.multiply(-1, vec3Mult(signs, vector));
|
||||
var newDimensions;
|
||||
if (proportional) {
|
||||
var absX = Math.abs(changeInDimensions.x);
|
||||
var absY = Math.abs(changeInDimensions.y);
|
||||
var absZ = Math.abs(changeInDimensions.z);
|
||||
var pctChange = 0;
|
||||
if (absX > absY && absX > absZ) {
|
||||
pctChange = changeInDimensions.x / initialProperties.dimensions.x;
|
||||
pctChange = changeInDimensions.x / initialDimensions.x;
|
||||
} else if (absY > absZ) {
|
||||
pctChange = changeInDimensions.y / initialProperties.dimensions.y;
|
||||
pctChange = changeInDimensions.y / initialDimensions.y;
|
||||
} else {
|
||||
pctChange = changeInDimensions.z / initialProperties.dimensions.z;
|
||||
pctChange = changeInDimensions.z / initialDimensions.z;
|
||||
}
|
||||
pctChange += 1.0;
|
||||
newDimensions = Vec3.multiply(pctChange, initialDimensions);
|
||||
if (customOnMove) {
|
||||
var change = Vec3.multiply(-1, vec3Mult(signs, vector));
|
||||
customOnMove(vector, change);
|
||||
} else {
|
||||
newDimensions = Vec3.sum(initialDimensions, changeInDimensions);
|
||||
}
|
||||
|
||||
newDimensions.x = Math.max(newDimensions.x, MINIMUM_DIMENSION);
|
||||
newDimensions.y = Math.max(newDimensions.y, MINIMUM_DIMENSION);
|
||||
newDimensions.z = Math.max(newDimensions.z, MINIMUM_DIMENSION);
|
||||
|
||||
var changeInPosition = Vec3.multiplyQbyV(rotation, vec3Mult(deltaPivot, changeInDimensions));
|
||||
var newPosition = Vec3.sum(initialPosition, changeInPosition);
|
||||
|
||||
for (var i = 0; i < SelectionManager.selections.length; i++) {
|
||||
Entities.editEntity(SelectionManager.selections[i], {
|
||||
position: newPosition,
|
||||
dimensions: newDimensions,
|
||||
});
|
||||
}
|
||||
vector = grid.snapToSpacing(vector);
|
||||
|
||||
var wantDebug = false;
|
||||
if (wantDebug) {
|
||||
print(stretchMode);
|
||||
Vec3.print(" newIntersection:", newIntersection);
|
||||
Vec3.print(" vector:", vector);
|
||||
Vec3.print(" oldPOS:", oldPOS);
|
||||
Vec3.print(" newPOS:", newPOS);
|
||||
Vec3.print(" changeInDimensions:", changeInDimensions);
|
||||
Vec3.print(" newDimensions:", newDimensions);
|
||||
var changeInDimensions = Vec3.multiply(-1, vec3Mult(signs, vector));
|
||||
var newDimensions;
|
||||
if (proportional) {
|
||||
var absX = Math.abs(changeInDimensions.x);
|
||||
var absY = Math.abs(changeInDimensions.y);
|
||||
var absZ = Math.abs(changeInDimensions.z);
|
||||
var pctChange = 0;
|
||||
if (absX > absY && absX > absZ) {
|
||||
pctChange = changeInDimensions.x / initialProperties.dimensions.x;
|
||||
pctChange = changeInDimensions.x / initialDimensions.x;
|
||||
} else if (absY > absZ) {
|
||||
pctChange = changeInDimensions.y / initialProperties.dimensions.y;
|
||||
pctChange = changeInDimensions.y / initialDimensions.y;
|
||||
} else {
|
||||
pctChange = changeInDimensions.z / initialProperties.dimensions.z;
|
||||
pctChange = changeInDimensions.z / initialDimensions.z;
|
||||
}
|
||||
pctChange += 1.0;
|
||||
newDimensions = Vec3.multiply(pctChange, initialDimensions);
|
||||
} else {
|
||||
newDimensions = Vec3.sum(initialDimensions, changeInDimensions);
|
||||
}
|
||||
|
||||
newDimensions.x = Math.max(newDimensions.x, MINIMUM_DIMENSION);
|
||||
newDimensions.y = Math.max(newDimensions.y, MINIMUM_DIMENSION);
|
||||
newDimensions.z = Math.max(newDimensions.z, MINIMUM_DIMENSION);
|
||||
|
||||
var changeInPosition = Vec3.multiplyQbyV(rotation, vec3Mult(deltaPivot, changeInDimensions));
|
||||
var newPosition = Vec3.sum(initialPosition, changeInPosition);
|
||||
|
||||
for (var i = 0; i < SelectionManager.selections.length; i++) {
|
||||
Entities.editEntity(SelectionManager.selections[i], {
|
||||
position: newPosition,
|
||||
dimensions: newDimensions,
|
||||
});
|
||||
}
|
||||
|
||||
Vec3.print(" changeInPosition:", changeInPosition);
|
||||
Vec3.print(" newPosition:", newPosition);
|
||||
var wantDebug = false;
|
||||
if (wantDebug) {
|
||||
print(stretchMode);
|
||||
Vec3.print(" newIntersection:", newIntersection);
|
||||
Vec3.print(" vector:", vector);
|
||||
Vec3.print(" oldPOS:", oldPOS);
|
||||
Vec3.print(" newPOS:", newPOS);
|
||||
Vec3.print(" changeInDimensions:", changeInDimensions);
|
||||
Vec3.print(" newDimensions:", newDimensions);
|
||||
|
||||
Vec3.print(" changeInPosition:", changeInPosition);
|
||||
Vec3.print(" newPosition:", newPosition);
|
||||
}
|
||||
|
||||
SelectionManager._update();
|
||||
}
|
||||
|
||||
SelectionManager._update();
|
||||
|
||||
};
|
||||
|
||||
return {
|
||||
|
@ -1642,15 +1887,57 @@ SelectionDisplay = (function () {
|
|||
};
|
||||
};
|
||||
|
||||
function addStretchTool(overlay, mode, pivot, direction, offset) {
|
||||
function addStretchTool(overlay, mode, pivot, direction, offset, handleMove) {
|
||||
if (!pivot) {
|
||||
pivot = direction;
|
||||
}
|
||||
var tool = makeStretchTool(mode, direction, pivot, offset);
|
||||
var tool = makeStretchTool(mode, direction, pivot, offset, handleMove);
|
||||
|
||||
addGrabberTool(overlay, tool);
|
||||
}
|
||||
|
||||
function cutoffStretchFunc(vector, change) {
|
||||
vector = change;
|
||||
Vec3.print("Radius stretch: ", vector);
|
||||
var length = vector.x + vector.y + vector.z;
|
||||
var props = selectionManager.savedProperties[selectionManager.selections[0].id];
|
||||
|
||||
var radius = props.dimensions.z / 2;
|
||||
var originalCutoff = props.cutoff;
|
||||
|
||||
var originalSize = radius * Math.tan(originalCutoff * (Math.PI / 180));
|
||||
var newSize = originalSize + length;
|
||||
var cutoff = Math.atan2(newSize, radius) * 180 / Math.PI;
|
||||
|
||||
Entities.editEntity(selectionManager.selections[0], {
|
||||
cutoff: cutoff,
|
||||
});
|
||||
|
||||
SelectionManager._update();
|
||||
};
|
||||
|
||||
function radiusStretchFunc(vector, change) {
|
||||
var props = selectionManager.savedProperties[selectionManager.selections[0].id];
|
||||
|
||||
// Find the axis being adjusted
|
||||
var size;
|
||||
if (Math.abs(change.x) > 0) {
|
||||
size = props.dimensions.x + change.x;
|
||||
} else if (Math.abs(change.y) > 0) {
|
||||
size = props.dimensions.y + change.y;
|
||||
} else if (Math.abs(change.z) > 0) {
|
||||
size = props.dimensions.z + change.z;
|
||||
}
|
||||
|
||||
var newDimensions = { x: size, y: size, z: size };
|
||||
|
||||
Entities.editEntity(selectionManager.selections[0], {
|
||||
dimensions: newDimensions,
|
||||
});
|
||||
|
||||
SelectionManager._update();
|
||||
}
|
||||
|
||||
addStretchTool(grabberNEAR, "STRETCH_NEAR", { x: 0, y: 0, z: 1 }, { x: 0, y: 0, z: 1 }, { x: 0, y: 0, z: -1 });
|
||||
addStretchTool(grabberFAR, "STRETCH_FAR", { x: 0, y: 0, z: -1 }, { x: 0, y: 0, z: -1 }, { x: 0, y: 0, z: 1 });
|
||||
addStretchTool(grabberTOP, "STRETCH_TOP", { x: 0, y: -1, z: 0 }, { x: 0, y: -1, z: 0 }, { x: 0, y: 1, z: 0 });
|
||||
|
@ -1658,6 +1945,19 @@ SelectionDisplay = (function () {
|
|||
addStretchTool(grabberRIGHT, "STRETCH_RIGHT", { x: -1, y: 0, z: 0 }, { x: -1, y: 0, z: 0 }, { x: 1, y: 0, z: 0 });
|
||||
addStretchTool(grabberLEFT, "STRETCH_LEFT", { x: 1, y: 0, z: 0 }, { x: 1, y: 0, z: 0 }, { x: -1, y: 0, z: 0 });
|
||||
|
||||
addStretchTool(grabberSpotLightRadius, "STRETCH_RADIUS", { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 }, { x: 0, y: 0, z: -1 });
|
||||
addStretchTool(grabberSpotLightT, "STRETCH_CUTOFF_T", { x: 0, y: 0, z: 0 }, { x: 0, y: -1, z: 0 }, { x: 0, y: 1, z: 0 }, cutoffStretchFunc);
|
||||
addStretchTool(grabberSpotLightB, "STRETCH_CUTOFF_B", { x: 0, y: 0, z: 0 }, { x: 0, y: 1, z: 0 }, { x: 0, y: -1, z: 0 }, cutoffStretchFunc);
|
||||
addStretchTool(grabberSpotLightL, "STRETCH_CUTOFF_L", { x: 0, y: 0, z: 0 }, { x: 1, y: 0, z: 0 }, { x: -1, y: 0, z: 0 }, cutoffStretchFunc);
|
||||
addStretchTool(grabberSpotLightR, "STRETCH_CUTOFF_R", { x: 0, y: 0, z: 0 }, { x: -1, y: 0, z: 0 }, { x: 1, y: 0, z: 0 }, cutoffStretchFunc);
|
||||
|
||||
addStretchTool(grabberPointLightT, "STRETCH_RADIUS_T", { x: 0, y: 0, z: 0 }, { x: 0, y: -1, z: 0 }, { x: 0, y: 0, z: 1 }, radiusStretchFunc);
|
||||
addStretchTool(grabberPointLightB, "STRETCH_RADIUS_B", { x: 0, y: 0, z: 0 }, { x: 0, y: 1, z: 0 }, { x: 0, y: 0, z: 1 }, radiusStretchFunc);
|
||||
addStretchTool(grabberPointLightL, "STRETCH_RADIUS_L", { x: 0, y: 0, z: 0 }, { x: 1, y: 0, z: 0 }, { x: 0, y: 0, z: 1 }, radiusStretchFunc);
|
||||
addStretchTool(grabberPointLightR, "STRETCH_RADIUS_R", { x: 0, y: 0, z: 0 }, { x: -1, y: 0, z: 0 }, { x: 0, y: 0, z: 1 }, radiusStretchFunc);
|
||||
addStretchTool(grabberPointLightF, "STRETCH_RADIUS_F", { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: -1 }, { x: 0, y: 0, z: 1 }, radiusStretchFunc);
|
||||
addStretchTool(grabberPointLightN, "STRETCH_RADIUS_N", { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 }, { x: 0, y: 0, z: -1 }, radiusStretchFunc);
|
||||
|
||||
addStretchTool(grabberLBN, "STRETCH_LBN", null, {x: 1, y: 0, z: 1}, { x: -1, y: -1, z: -1 });
|
||||
addStretchTool(grabberRBN, "STRETCH_RBN", null, {x: -1, y: 0, z: 1}, { x: 1, y: -1, z: -1 });
|
||||
addStretchTool(grabberLBF, "STRETCH_LBF", null, {x: 1, y: 0, z: -1}, { x: -1, y: -1, z: 1 });
|
||||
|
@ -2399,6 +2699,17 @@ SelectionDisplay = (function () {
|
|||
case grabberEdgeNL:
|
||||
case grabberEdgeFR:
|
||||
case grabberEdgeFL:
|
||||
case grabberSpotLightRadius:
|
||||
case grabberSpotLightT:
|
||||
case grabberSpotLightB:
|
||||
case grabberSpotLightL:
|
||||
case grabberSpotLightR:
|
||||
case grabberPointLightT:
|
||||
case grabberPointLightB:
|
||||
case grabberPointLightR:
|
||||
case grabberPointLightL:
|
||||
case grabberPointLightN:
|
||||
case grabberPointLightF:
|
||||
pickedColor = grabberColorEdge;
|
||||
pickedAlpha = grabberAlpha;
|
||||
highlightNeeded = true;
|
||||
|
|
|
@ -976,6 +976,11 @@ void Application::keyPressEvent(QKeyEvent* event) {
|
|||
_myAvatar->setDriveKeys(UP, 1.0f);
|
||||
break;
|
||||
|
||||
case Qt::Key_F: {
|
||||
_physicsEngine.dumpNextStats();
|
||||
break;
|
||||
}
|
||||
|
||||
case Qt::Key_Asterisk:
|
||||
Menu::getInstance()->triggerOption(MenuOption::Stars);
|
||||
break;
|
||||
|
@ -1183,6 +1188,7 @@ void Application::keyPressEvent(QKeyEvent* event) {
|
|||
|
||||
case Qt::Key_Comma: {
|
||||
renderCollisionHulls = !renderCollisionHulls;
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
|
|
|
@ -31,6 +31,10 @@ class Text3DOverlay;
|
|||
#define OVR_CLIENT_DISTORTION 1
|
||||
|
||||
|
||||
// Direct HMD mode is currently only supported on windows and some linux systems will
|
||||
// misbehave if we try to enable the Oculus SDK at all, so isolate support for Direct
|
||||
// mode only to windows for now
|
||||
#ifdef Q_OS_WIN
|
||||
// On Win32 platforms, enabling Direct HMD requires that the SDK be
|
||||
// initialized before the GL context is set up, but this breaks v-sync
|
||||
// for any application that has a Direct mode enable Rift connected
|
||||
|
@ -40,6 +44,7 @@ class Text3DOverlay;
|
|||
// caveat that it will break v-sync in NON-VR mode if you have an Oculus
|
||||
// Rift connect and in Direct mode
|
||||
#define OVR_DIRECT_MODE 1
|
||||
#endif
|
||||
|
||||
|
||||
/// Handles interaction with the Oculus Rift.
|
||||
|
|
|
@ -98,6 +98,9 @@ void Circle3DOverlay::render(RenderArgs* args) {
|
|||
const float MAX_COLOR = 255.0f;
|
||||
glm::vec4 color(colorX.red / MAX_COLOR, colorX.green / MAX_COLOR, colorX.blue / MAX_COLOR, alpha);
|
||||
|
||||
bool colorChanged = colorX.red != _lastColor.red || colorX.green != _lastColor.green || colorX.blue != _lastColor.blue;
|
||||
_lastColor = colorX;
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
glm::vec3 position = getPosition();
|
||||
|
@ -131,7 +134,7 @@ void Circle3DOverlay::render(RenderArgs* args) {
|
|||
_quadVerticesID = geometryCache->allocateID();
|
||||
}
|
||||
|
||||
if (geometryChanged) {
|
||||
if (geometryChanged || colorChanged) {
|
||||
|
||||
QVector<glm::vec2> points;
|
||||
|
||||
|
@ -170,7 +173,7 @@ void Circle3DOverlay::render(RenderArgs* args) {
|
|||
_lineVerticesID = geometryCache->allocateID();
|
||||
}
|
||||
|
||||
if (geometryChanged) {
|
||||
if (geometryChanged || colorChanged) {
|
||||
QVector<glm::vec2> points;
|
||||
|
||||
float angle = startAt;
|
||||
|
|
|
@ -70,6 +70,7 @@ protected:
|
|||
int _majorTicksVerticesID;
|
||||
int _minorTicksVerticesID;
|
||||
|
||||
xColor _lastColor;
|
||||
float _lastStartAt;
|
||||
float _lastEndAt;
|
||||
float _lastOuterRadius;
|
||||
|
|
|
@ -41,8 +41,16 @@ LightEntityItem::LightEntityItem(const EntityItemID& entityItemID, const EntityI
|
|||
}
|
||||
|
||||
void LightEntityItem::setDimensions(const glm::vec3& value) {
|
||||
float maxDimension = glm::max(value.x, value.y, value.z);
|
||||
_dimensions = glm::vec3(maxDimension, maxDimension, maxDimension);
|
||||
if (_isSpotlight) {
|
||||
// If we are a spotlight, treat the z value as our radius or length, and
|
||||
// recalculate the x/y dimensions to properly encapsulate the spotlight.
|
||||
const float length = value.z;
|
||||
const float width = length * glm::tan(glm::radians(_cutoff));
|
||||
_dimensions = glm::vec3(width, width, length);
|
||||
} else {
|
||||
float maxDimension = glm::max(value.x, value.y, value.z);
|
||||
_dimensions = glm::vec3(maxDimension, maxDimension, maxDimension);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -58,6 +66,33 @@ EntityItemProperties LightEntityItem::getProperties() const {
|
|||
return properties;
|
||||
}
|
||||
|
||||
void LightEntityItem::setIsSpotlight(bool value) {
|
||||
if (value != _isSpotlight) {
|
||||
_isSpotlight = value;
|
||||
|
||||
if (_isSpotlight) {
|
||||
const float length = _dimensions.z;
|
||||
const float width = length * glm::tan(glm::radians(_cutoff));
|
||||
_dimensions = glm::vec3(width, width, length);
|
||||
} else {
|
||||
float maxDimension = glm::max(_dimensions.x, _dimensions.y, _dimensions.z);
|
||||
_dimensions = glm::vec3(maxDimension, maxDimension, maxDimension);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LightEntityItem::setCutoff(float value) {
|
||||
_cutoff = glm::clamp(value, 0.0f, 90.0f);
|
||||
|
||||
if (_isSpotlight) {
|
||||
// If we are a spotlight, adjusting the cutoff will affect the area we encapsulate,
|
||||
// so update the dimensions to reflect this.
|
||||
const float length = _dimensions.z;
|
||||
const float width = length * glm::tan(glm::radians(_cutoff));
|
||||
_dimensions = glm::vec3(width, width, length);
|
||||
}
|
||||
}
|
||||
|
||||
bool LightEntityItem::setProperties(const EntityItemProperties& properties) {
|
||||
bool somethingChanged = EntityItem::setProperties(properties); // set the properties in our base class
|
||||
|
||||
|
|
|
@ -56,7 +56,7 @@ public:
|
|||
}
|
||||
|
||||
bool getIsSpotlight() const { return _isSpotlight; }
|
||||
void setIsSpotlight(bool value) { _isSpotlight = value; }
|
||||
void setIsSpotlight(bool value);
|
||||
|
||||
float getIntensity() const { return _intensity; }
|
||||
void setIntensity(float value) { _intensity = value; }
|
||||
|
@ -65,7 +65,7 @@ public:
|
|||
void setExponent(float value) { _exponent = value; }
|
||||
|
||||
float getCutoff() const { return _cutoff; }
|
||||
void setCutoff(float value) { _cutoff = value; }
|
||||
void setCutoff(float value);
|
||||
|
||||
static bool getLightsArePickable() { return _lightsArePickable; }
|
||||
static void setLightsArePickable(bool value) { _lightsArePickable = value; }
|
||||
|
|
|
@ -257,6 +257,7 @@ btPairCachingGhostObject* CharacterController::getGhostObject() {
|
|||
}
|
||||
|
||||
bool CharacterController::recoverFromPenetration(btCollisionWorld* collisionWorld) {
|
||||
BT_PROFILE("recoverFromPenetration");
|
||||
// Here we must refresh the overlapping paircache as the penetrating movement itself or the
|
||||
// previous recovery iteration might have used setWorldTransform and pushed us into an object
|
||||
// that is not in the previous cache contents from the last timestep, as will happen if we
|
||||
|
@ -355,6 +356,7 @@ bool CharacterController::recoverFromPenetration(btCollisionWorld* collisionWorl
|
|||
|
||||
|
||||
void CharacterController::scanDown(btCollisionWorld* world) {
|
||||
BT_PROFILE("scanDown");
|
||||
// we test with downward raycast and if we don't find floor close enough then turn on "hover"
|
||||
btKinematicClosestNotMeRayResultCallback callback(_ghostObject);
|
||||
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
|
@ -374,6 +376,7 @@ void CharacterController::scanDown(btCollisionWorld* world) {
|
|||
}
|
||||
|
||||
void CharacterController::stepUp(btCollisionWorld* world) {
|
||||
BT_PROFILE("stepUp");
|
||||
// phase 1: up
|
||||
|
||||
// compute start and end
|
||||
|
@ -440,6 +443,7 @@ void CharacterController::updateTargetPositionBasedOnCollision(const btVector3&
|
|||
}
|
||||
|
||||
void CharacterController::stepForward(btCollisionWorld* collisionWorld, const btVector3& movement) {
|
||||
BT_PROFILE("stepForward");
|
||||
// phase 2: forward
|
||||
_targetPosition = _currentPosition + movement;
|
||||
|
||||
|
@ -496,6 +500,7 @@ void CharacterController::stepForward(btCollisionWorld* collisionWorld, const bt
|
|||
}
|
||||
|
||||
void CharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt) {
|
||||
BT_PROFILE("stepDown");
|
||||
// phase 3: down
|
||||
//
|
||||
// The "stepDown" phase first makes a normal sweep down that cancels the lift from the "stepUp" phase.
|
||||
|
@ -607,6 +612,7 @@ void CharacterController::warp(const btVector3& origin) {
|
|||
|
||||
|
||||
void CharacterController::preStep(btCollisionWorld* collisionWorld) {
|
||||
BT_PROFILE("preStep");
|
||||
if (!_enabled) {
|
||||
return;
|
||||
}
|
||||
|
@ -627,6 +633,7 @@ void CharacterController::preStep(btCollisionWorld* collisionWorld) {
|
|||
}
|
||||
|
||||
void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar dt) {
|
||||
BT_PROFILE("playerStep");
|
||||
if (!_enabled) {
|
||||
return; // no motion
|
||||
}
|
||||
|
@ -875,6 +882,7 @@ void CharacterController::updateShapeIfNecessary() {
|
|||
}
|
||||
|
||||
void CharacterController::preSimulation(btScalar timeStep) {
|
||||
BT_PROFILE("preSimulation");
|
||||
if (_enabled && _dynamicsWorld) {
|
||||
glm::quat rotation = _avatarData->getOrientation();
|
||||
_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
|
||||
|
@ -897,6 +905,7 @@ void CharacterController::preSimulation(btScalar timeStep) {
|
|||
}
|
||||
|
||||
void CharacterController::postSimulation() {
|
||||
BT_PROFILE("postSimulation");
|
||||
if (_enabled && _ghostObject) {
|
||||
const btTransform& avatarTransform = _ghostObject->getWorldTransform();
|
||||
glm::quat rotation = bulletToGLM(avatarTransform.getRotation());
|
||||
|
|
|
@ -155,6 +155,7 @@ void PhysicsEngine::clearEntitiesInternal() {
|
|||
// end EntitySimulation overrides
|
||||
|
||||
void PhysicsEngine::relayIncomingChangesToSimulation() {
|
||||
BT_PROFILE("incomingChanges");
|
||||
// process incoming changes
|
||||
QSet<ObjectMotionState*>::iterator stateItr = _incomingChanges.begin();
|
||||
while (stateItr != _incomingChanges.end()) {
|
||||
|
@ -287,66 +288,76 @@ void PhysicsEngine::init(EntityEditPacketSender* packetSender) {
|
|||
}
|
||||
|
||||
void PhysicsEngine::stepSimulation() {
|
||||
lock();
|
||||
// NOTE: the grand order of operations is:
|
||||
// (1) pull incoming changes
|
||||
// (2) step simulation
|
||||
// (3) synchronize outgoing motion states
|
||||
// (4) send outgoing packets
|
||||
|
||||
// This is step (1) pull incoming changes
|
||||
relayIncomingChangesToSimulation();
|
||||
|
||||
const int MAX_NUM_SUBSTEPS = 4;
|
||||
const float MAX_TIMESTEP = (float)MAX_NUM_SUBSTEPS * PHYSICS_ENGINE_FIXED_SUBSTEP;
|
||||
float dt = 1.0e-6f * (float)(_clock.getTimeMicroseconds());
|
||||
_clock.reset();
|
||||
float timeStep = btMin(dt, MAX_TIMESTEP);
|
||||
|
||||
// TODO: move character->preSimulation() into relayIncomingChanges
|
||||
if (_characterController) {
|
||||
if (_characterController->needsRemoval()) {
|
||||
_characterController->setDynamicsWorld(NULL);
|
||||
}
|
||||
_characterController->updateShapeIfNecessary();
|
||||
if (_characterController->needsAddition()) {
|
||||
_characterController->setDynamicsWorld(_dynamicsWorld);
|
||||
}
|
||||
_characterController->preSimulation(timeStep);
|
||||
}
|
||||
|
||||
// This is step (2) step simulation
|
||||
int numSubsteps = _dynamicsWorld->stepSimulation(timeStep, MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
|
||||
_numSubsteps += (uint32_t)numSubsteps;
|
||||
stepNonPhysicalKinematics(usecTimestampNow());
|
||||
unlock();
|
||||
|
||||
// TODO: make all of this harvest stuff into one function: relayOutgoingChanges()
|
||||
if (numSubsteps > 0) {
|
||||
// This is step (3) which is done outside of stepSimulation() so we can lock _entityTree.
|
||||
//
|
||||
// Unfortunately we have to unlock the simulation (above) before we try to lock the _entityTree
|
||||
// to avoid deadlock -- the _entityTree may try to lock its EntitySimulation (from which this
|
||||
// PhysicsEngine derives) when updating/adding/deleting entities so we need to wait for our own
|
||||
// lock on the tree before we re-lock ourselves.
|
||||
//
|
||||
// TODO: untangle these lock sequences.
|
||||
_entityTree->lockForWrite();
|
||||
{
|
||||
lock();
|
||||
_dynamicsWorld->synchronizeMotionStates();
|
||||
CProfileManager::Reset();
|
||||
BT_PROFILE("stepSimulation");
|
||||
// NOTE: the grand order of operations is:
|
||||
// (1) pull incoming changes
|
||||
// (2) step simulation
|
||||
// (3) synchronize outgoing motion states
|
||||
// (4) send outgoing packets
|
||||
|
||||
if (_characterController) {
|
||||
_characterController->postSimulation();
|
||||
}
|
||||
|
||||
unlock();
|
||||
_entityTree->unlock();
|
||||
// This is step (1) pull incoming changes
|
||||
relayIncomingChangesToSimulation();
|
||||
|
||||
computeCollisionEvents();
|
||||
const int MAX_NUM_SUBSTEPS = 4;
|
||||
const float MAX_TIMESTEP = (float)MAX_NUM_SUBSTEPS * PHYSICS_ENGINE_FIXED_SUBSTEP;
|
||||
float dt = 1.0e-6f * (float)(_clock.getTimeMicroseconds());
|
||||
_clock.reset();
|
||||
float timeStep = btMin(dt, MAX_TIMESTEP);
|
||||
|
||||
// TODO: move character->preSimulation() into relayIncomingChanges
|
||||
if (_characterController) {
|
||||
if (_characterController->needsRemoval()) {
|
||||
_characterController->setDynamicsWorld(NULL);
|
||||
}
|
||||
_characterController->updateShapeIfNecessary();
|
||||
if (_characterController->needsAddition()) {
|
||||
_characterController->setDynamicsWorld(_dynamicsWorld);
|
||||
}
|
||||
_characterController->preSimulation(timeStep);
|
||||
}
|
||||
|
||||
// This is step (2) step simulation
|
||||
int numSubsteps = _dynamicsWorld->stepSimulation(timeStep, MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
|
||||
_numSubsteps += (uint32_t)numSubsteps;
|
||||
stepNonPhysicalKinematics(usecTimestampNow());
|
||||
unlock();
|
||||
|
||||
// TODO: make all of this harvest stuff into one function: relayOutgoingChanges()
|
||||
if (numSubsteps > 0) {
|
||||
BT_PROFILE("postSimulation");
|
||||
// This is step (3) which is done outside of stepSimulation() so we can lock _entityTree.
|
||||
//
|
||||
// Unfortunately we have to unlock the simulation (above) before we try to lock the _entityTree
|
||||
// to avoid deadlock -- the _entityTree may try to lock its EntitySimulation (from which this
|
||||
// PhysicsEngine derives) when updating/adding/deleting entities so we need to wait for our own
|
||||
// lock on the tree before we re-lock ourselves.
|
||||
//
|
||||
// TODO: untangle these lock sequences.
|
||||
_entityTree->lockForWrite();
|
||||
lock();
|
||||
_dynamicsWorld->synchronizeMotionStates();
|
||||
|
||||
if (_characterController) {
|
||||
_characterController->postSimulation();
|
||||
}
|
||||
|
||||
unlock();
|
||||
_entityTree->unlock();
|
||||
|
||||
computeCollisionEvents();
|
||||
}
|
||||
}
|
||||
if (_dumpNextStats) {
|
||||
_dumpNextStats = false;
|
||||
CProfileManager::dumpAll();
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsEngine::stepNonPhysicalKinematics(const quint64& now) {
|
||||
BT_PROFILE("nonPhysicalKinematics");
|
||||
QSet<ObjectMotionState*>::iterator stateItr = _nonPhysicalKinematicObjects.begin();
|
||||
while (stateItr != _nonPhysicalKinematicObjects.end()) {
|
||||
ObjectMotionState* motionState = *stateItr;
|
||||
|
@ -358,6 +369,7 @@ void PhysicsEngine::stepNonPhysicalKinematics(const quint64& now) {
|
|||
// TODO?: need to occasionally scan for stopped non-physical kinematics objects
|
||||
|
||||
void PhysicsEngine::computeCollisionEvents() {
|
||||
BT_PROFILE("computeCollisionEvents");
|
||||
// update all contacts every frame
|
||||
int numManifolds = _collisionDispatcher->getNumManifolds();
|
||||
for (int i = 0; i < numManifolds; ++i) {
|
||||
|
|
|
@ -86,6 +86,8 @@ public:
|
|||
|
||||
void setCharacterController(CharacterController* character);
|
||||
|
||||
void dumpNextStats() { _dumpNextStats = true; }
|
||||
|
||||
private:
|
||||
/// \param motionState pointer to Object's MotionState
|
||||
void removeObjectFromBullet(ObjectMotionState* motionState);
|
||||
|
@ -121,6 +123,8 @@ private:
|
|||
|
||||
/// character collisions
|
||||
CharacterController* _characterController = NULL;
|
||||
|
||||
bool _dumpNextStats = false;
|
||||
};
|
||||
|
||||
#endif // hifi_PhysicsEngine_h
|
||||
|
|
|
@ -15,6 +15,8 @@
|
|||
* Copied and modified from btDiscreteDynamicsWorld.cpp by AndrewMeadows on 2014.11.12.
|
||||
* */
|
||||
|
||||
#include <LinearMath/btQuickprof.h>
|
||||
|
||||
#include "ThreadSafeDynamicsWorld.h"
|
||||
|
||||
ThreadSafeDynamicsWorld::ThreadSafeDynamicsWorld(
|
||||
|
@ -25,50 +27,51 @@ ThreadSafeDynamicsWorld::ThreadSafeDynamicsWorld(
|
|||
: btDiscreteDynamicsWorld(dispatcher, pairCache, constraintSolver, collisionConfiguration) {
|
||||
}
|
||||
|
||||
int ThreadSafeDynamicsWorld::stepSimulation( btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep) {
|
||||
int subSteps = 0;
|
||||
if (maxSubSteps) {
|
||||
//fixed timestep with interpolation
|
||||
m_fixedTimeStep = fixedTimeStep;
|
||||
m_localTime += timeStep;
|
||||
if (m_localTime >= fixedTimeStep)
|
||||
{
|
||||
subSteps = int( m_localTime / fixedTimeStep);
|
||||
m_localTime -= subSteps * fixedTimeStep;
|
||||
}
|
||||
} else {
|
||||
//variable timestep
|
||||
fixedTimeStep = timeStep;
|
||||
m_localTime = m_latencyMotionStateInterpolation ? 0 : timeStep;
|
||||
m_fixedTimeStep = 0;
|
||||
if (btFuzzyZero(timeStep))
|
||||
{
|
||||
subSteps = 0;
|
||||
maxSubSteps = 0;
|
||||
} else
|
||||
{
|
||||
subSteps = 1;
|
||||
maxSubSteps = 1;
|
||||
}
|
||||
}
|
||||
int ThreadSafeDynamicsWorld::stepSimulation( btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep) {
|
||||
BT_PROFILE("stepSimulation");
|
||||
int subSteps = 0;
|
||||
if (maxSubSteps) {
|
||||
//fixed timestep with interpolation
|
||||
m_fixedTimeStep = fixedTimeStep;
|
||||
m_localTime += timeStep;
|
||||
if (m_localTime >= fixedTimeStep)
|
||||
{
|
||||
subSteps = int( m_localTime / fixedTimeStep);
|
||||
m_localTime -= subSteps * fixedTimeStep;
|
||||
}
|
||||
} else {
|
||||
//variable timestep
|
||||
fixedTimeStep = timeStep;
|
||||
m_localTime = m_latencyMotionStateInterpolation ? 0 : timeStep;
|
||||
m_fixedTimeStep = 0;
|
||||
if (btFuzzyZero(timeStep))
|
||||
{
|
||||
subSteps = 0;
|
||||
maxSubSteps = 0;
|
||||
} else
|
||||
{
|
||||
subSteps = 1;
|
||||
maxSubSteps = 1;
|
||||
}
|
||||
}
|
||||
|
||||
/*//process some debugging flags
|
||||
if (getDebugDrawer()) {
|
||||
btIDebugDraw* debugDrawer = getDebugDrawer ();
|
||||
gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0;
|
||||
}*/
|
||||
if (subSteps) {
|
||||
//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
|
||||
int clampedSimulationSteps = (subSteps > maxSubSteps)? maxSubSteps : subSteps;
|
||||
/*//process some debugging flags
|
||||
if (getDebugDrawer()) {
|
||||
btIDebugDraw* debugDrawer = getDebugDrawer ();
|
||||
gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0;
|
||||
}*/
|
||||
if (subSteps) {
|
||||
//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
|
||||
int clampedSimulationSteps = (subSteps > maxSubSteps)? maxSubSteps : subSteps;
|
||||
|
||||
saveKinematicState(fixedTimeStep*clampedSimulationSteps);
|
||||
saveKinematicState(fixedTimeStep*clampedSimulationSteps);
|
||||
|
||||
applyGravity();
|
||||
applyGravity();
|
||||
|
||||
for (int i=0;i<clampedSimulationSteps;i++) {
|
||||
internalSingleStepSimulation(fixedTimeStep);
|
||||
}
|
||||
}
|
||||
for (int i=0;i<clampedSimulationSteps;i++) {
|
||||
internalSingleStepSimulation(fixedTimeStep);
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: We do NOT call synchronizeMotionState() after each substep (to avoid multiple locks on the
|
||||
// object data outside of the physics engine). A consequence of this is that the transforms of the
|
||||
|
@ -77,7 +80,7 @@ int ThreadSafeDynamicsWorld::stepSimulation( btScalar timeStep, int maxSubSteps,
|
|||
// NOTE: We do NOT call synchronizeMotionStates() here. Instead it is called by an external class
|
||||
// that knows how to lock threads correctly.
|
||||
|
||||
clearForces();
|
||||
clearForces();
|
||||
|
||||
return subSteps;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue