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Merge remote-tracking branch 'upstream/master' into android
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commit
d6f7b23b2d
4 changed files with 70 additions and 27 deletions
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@ -1,5 +1,7 @@
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# this guide is specific to Ubuntu 16.04.
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# deb packages of High Fidelity domain server and assignment client are stored on debian.highfidelity.com
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## This guide is specific to Ubuntu 16.04.
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Deb packages of High Fidelity domain server and assignment client are stored on debian.highfidelity.com
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```
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sudo su -
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apt-get -y update
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apt-get install -y software-properties-common
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@ -8,20 +10,27 @@ add-apt-repository "deb http://debian.highfidelity.com stable main"
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apt-get -y update
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apt-get install -y hifi-domain-server
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apt-get install -y hifi-assignment-client
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```
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# When installing master/dev builds, the packages are slightly different and you just need to change the last 2 steps to:
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When installing master/dev builds, the packages are slightly different and you just need to change the last 2 steps to:
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```
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apt-get install -y hifi-dev-domain-server
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apt-get install -y hifi-dev-assignment-client
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```
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# domain server and assignment clients should already be running. The processes are controlled via:
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Domain server and assignment clients should already be running. The processes are controlled via:
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```
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systemctl start hifi-domain-server
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systemctl stop hifi-domain-server
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```
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# Once the machine is setup and processes are running you should ensure that your firewall exposes port 40100 on TCP and all UDP ports. This will get your domain up and running and you could connect to it (for now) by using High Fidelity Interface and typing in the IP for the place name. (further customizations can be done via http://IPAddress:40100).
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# The server always depends on both hifi-domain-server and hifi-assignment-client running at the same time.
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# As an additional step, you should ensure that your packages are automatically updated when a new version goes out. You could, for example, set the automatic update checks to happen every hour (though this could potentially result in the domain being unreachable for a whole hour by new clients when they are released - adjust the update checks accordingly).
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Once the machine is setup and processes are running, you should ensure that your firewall exposes port 40100 on TCP and all UDP ports. This will get your domain up and running and you could connect to it (for now) by using High Fidelity Interface and typing in the IP for the place name. (Further customizations can be done via http://IPAddress:40100).
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The server always depends on both hifi-domain-server and hifi-assignment-client running at the same time.
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As an additional step, you should ensure that your packages are automatically updated when a new version goes out. You could, for example, set the automatic update checks to happen every hour (though this could potentially result in the domain being unreachable for a whole hour by new clients when they are released - adjust the update checks accordingly).
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To do this you can modify /etc/crontab by adding the following lines
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```
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0 */1 * * * root apt-get update
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1 */1 * * * root apt-get install --only-upgrade -y hifi-domain-server
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2 */1 * * * root apt-get install --only-upgrade -y hifi-assignment-client
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```
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@ -791,10 +791,19 @@ bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {
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// virtual
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void Avatar::simulateAttachments(float deltaTime) {
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assert(_attachmentModels.size() == _attachmentModelsTexturesLoaded.size());
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PerformanceTimer perfTimer("attachments");
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for (int i = 0; i < (int)_attachmentModels.size(); i++) {
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const AttachmentData& attachment = _attachmentData.at(i);
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auto& model = _attachmentModels.at(i);
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bool texturesLoaded = _attachmentModelsTexturesLoaded.at(i);
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// Watch for texture loading
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if (!texturesLoaded && model->getGeometry() && model->getGeometry()->areTexturesLoaded()) {
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_attachmentModelsTexturesLoaded[i] = true;
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model->updateRenderItems();
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}
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int jointIndex = getJointIndex(attachment.jointName);
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glm::vec3 jointPosition;
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glm::quat jointRotation;
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@ -1319,6 +1328,7 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
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while ((int)_attachmentModels.size() > attachmentData.size()) {
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auto attachmentModel = _attachmentModels.back();
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_attachmentModels.pop_back();
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_attachmentModelsTexturesLoaded.pop_back();
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_attachmentsToRemove.push_back(attachmentModel);
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}
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@ -1326,11 +1336,16 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
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if (i == (int)_attachmentModels.size()) {
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// if number of attachments has been increased, we need to allocate a new model
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_attachmentModels.push_back(allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel->getRig(), isMyAvatar()));
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}
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else if (i < oldAttachmentData.size() && oldAttachmentData[i].isSoft != attachmentData[i].isSoft) {
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_attachmentModelsTexturesLoaded.push_back(false);
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} else if (i < oldAttachmentData.size() && oldAttachmentData[i].isSoft != attachmentData[i].isSoft) {
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// if the attachment has changed type, we need to re-allocate a new one.
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_attachmentsToRemove.push_back(_attachmentModels[i]);
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_attachmentModels[i] = allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel->getRig(), isMyAvatar());
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_attachmentModelsTexturesLoaded[i] = false;
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}
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// If the model URL has changd, we need to wait for the textures to load
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if (_attachmentModels[i]->getURL() != attachmentData[i].modelURL) {
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_attachmentModelsTexturesLoaded[i] = false;
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}
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_attachmentModels[i]->setURL(attachmentData[i].modelURL);
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}
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@ -306,6 +306,7 @@ protected:
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glm::vec3 _skeletonOffset;
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std::vector<std::shared_ptr<Model>> _attachmentModels;
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std::vector<bool> _attachmentModelsTexturesLoaded;
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std::vector<std::shared_ptr<Model>> _attachmentsToRemove;
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std::vector<std::shared_ptr<Model>> _attachmentsToDelete;
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@ -16,10 +16,10 @@
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var button;
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// Used for animating and disappearing the bubble
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var bubbleOverlayTimestamp;
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// Used for rate limiting the bubble sound
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var lastBubbleSoundTimestamp = 0;
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// Used for flashing the HUD button upon activation
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var bubbleButtonFlashState = false;
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// Used for flashing the HUD button upon activation
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var bubbleButtonTimestamp;
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// Affects bubble height
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var BUBBLE_HEIGHT_SCALE = 0.15;
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// The bubble model itself
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var bubbleActivateSound = SoundCache.getSound(Script.resolvePath("assets/sounds/bubble.wav"));
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// Is the update() function connected?
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var updateConnected = false;
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var bubbleFlashTimer = false;
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var BUBBLE_VISIBLE_DURATION_MS = 3000;
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var BUBBLE_RAISE_ANIMATION_DURATION_MS = 750;
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var BUBBLE_SOUND_RATE_LIMIT_MS = 15000;
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// Hides the bubble model overlay and resets the button flash state
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function hideOverlays() {
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// Make the bubble overlay visible, set its position, and play the sound
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function createOverlays() {
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Audio.playSound(bubbleActivateSound, {
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position: { x: MyAvatar.position.x, y: MyAvatar.position.y, z: MyAvatar.position.z },
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localOnly: true,
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volume: 0.2
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});
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var nowTimestamp = Date.now();
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if (nowTimestamp - lastBubbleSoundTimestamp >= BUBBLE_SOUND_RATE_LIMIT_MS) {
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Audio.playSound(bubbleActivateSound, {
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position: { x: MyAvatar.position.x, y: MyAvatar.position.y, z: MyAvatar.position.z },
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localOnly: true,
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volume: 0.2
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});
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lastBubbleSoundTimestamp = nowTimestamp;
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}
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hideOverlays();
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if (updateConnected === true) {
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updateConnected = false;
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},
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visible: true
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});
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bubbleOverlayTimestamp = Date.now();
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bubbleButtonTimestamp = bubbleOverlayTimestamp;
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bubbleOverlayTimestamp = nowTimestamp;
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Script.update.connect(update);
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updateConnected = true;
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// Flash button
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if (!bubbleFlashTimer) {
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bubbleFlashTimer = Script.setInterval(function () {
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writeButtonProperties(bubbleButtonFlashState);
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bubbleButtonFlashState = !bubbleButtonFlashState;
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}, 500);
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}
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}
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// Called from the C++ scripting interface to show the bubble overlay
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var delay = (timestamp - bubbleOverlayTimestamp);
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var overlayAlpha = 1.0 - (delay / BUBBLE_VISIBLE_DURATION_MS);
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if (overlayAlpha > 0) {
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// Flash button
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if ((timestamp - bubbleButtonTimestamp) >= BUBBLE_VISIBLE_DURATION_MS) {
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writeButtonProperties(bubbleButtonFlashState);
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bubbleButtonTimestamp = timestamp;
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bubbleButtonFlashState = !bubbleButtonFlashState;
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}
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if (delay < BUBBLE_RAISE_ANIMATION_DURATION_MS) {
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Overlays.editOverlay(bubbleOverlay, {
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Script.update.disconnect(update);
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updateConnected = false;
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}
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var bubbleActive = Users.getIgnoreRadiusEnabled();
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writeButtonProperties(bubbleActive);
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if (bubbleFlashTimer) {
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Script.clearTimeout(bubbleFlashTimer);
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bubbleFlashTimer = false;
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}
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writeButtonProperties(Users.getIgnoreRadiusEnabled());
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}
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}
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// NOTE: the c++ calls this with just the first param -- we added a second
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// just for not logging the initial state of the bubble when we startup.
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function onBubbleToggled(enabled, doNotLog) {
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if (bubbleFlashTimer) {
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Script.clearTimeout(bubbleFlashTimer);
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bubbleFlashTimer = false;
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}
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writeButtonProperties(enabled);
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if (doNotLog !== true) {
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UserActivityLogger.bubbleToggled(enabled);
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// Cleanup the tablet button and overlays when script is stopped
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Script.scriptEnding.connect(function () {
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button.clicked.disconnect(Users.toggleIgnoreRadius);
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if (bubbleFlashTimer) {
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Script.clearTimeout(bubbleFlashTimer);
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bubbleFlashTimer = false;
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}
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if (tablet) {
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tablet.removeButton(button);
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}
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