mirror of
https://github.com/overte-org/overte.git
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Merge branch 'master' of https://github.com/highfidelity/hifi into body_not_rotating
This commit is contained in:
commit
ea3626d87f
16 changed files with 891 additions and 3160 deletions
|
@ -404,6 +404,13 @@ int OctreeSendThread::packetDistributor(OctreeQueryNode* nodeData, bool viewFrus
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bool lastNodeDidntFit = false; // assume each node fits
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if (!nodeData->elementBag.isEmpty()) {
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quint64 lockWaitStart = usecTimestampNow();
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_myServer->getOctree()->lockForRead();
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quint64 lockWaitEnd = usecTimestampNow();
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lockWaitElapsedUsec = (float)(lockWaitEnd - lockWaitStart);
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quint64 encodeStart = usecTimestampNow();
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OctreeElement* subTree = nodeData->elementBag.extract();
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/* TODO: Looking for a way to prevent locking and encoding a tree that is not
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@ -447,12 +454,6 @@ int OctreeSendThread::packetDistributor(OctreeQueryNode* nodeData, bool viewFrus
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// it seems like it may be a good idea to include the lock time as part of the encode time
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// are reported to client. Since you can encode without the lock
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nodeData->stats.encodeStarted();
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quint64 lockWaitStart = usecTimestampNow();
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_myServer->getOctree()->lockForRead();
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quint64 lockWaitEnd = usecTimestampNow();
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lockWaitElapsedUsec = (float)(lockWaitEnd - lockWaitStart);
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quint64 encodeStart = usecTimestampNow();
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bytesWritten = _myServer->getOctree()->encodeTreeBitstream(subTree, &_packetData, nodeData->elementBag, params);
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@ -1077,6 +1077,19 @@ PropertiesTool = function(opts) {
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pushCommandForSelections();
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selectionManager._update();
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}
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} else if (data.action == "rescaleDimensions") {
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var multiplier = data.percentage / 100;
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if (selectionManager.hasSelection()) {
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selectionManager.saveProperties();
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for (var i = 0; i < selectionManager.selections.length; i++) {
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var properties = selectionManager.savedProperties[selectionManager.selections[i].id];
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Entities.editEntity(selectionManager.selections[i], {
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dimensions: Vec3.multiply(multiplier, properties.dimensions),
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});
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}
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pushCommandForSelections();
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selectionManager._update();
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}
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}
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}
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});
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File diff suppressed because it is too large
Load diff
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@ -84,6 +84,8 @@
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var elDimensionsY = document.getElementById("property-dim-y");
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var elDimensionsZ = document.getElementById("property-dim-z");
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var elResetToNaturalDimensions = document.getElementById("reset-to-natural-dimensions");
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var elRescaleDimensionsPct = document.getElementById("dimension-rescale-pct");
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var elRescaleDimensionsButton = document.getElementById("dimension-rescale-button");
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var elRegistrationX = document.getElementById("property-reg-x");
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var elRegistrationY = document.getElementById("property-reg-y");
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@ -419,6 +421,13 @@
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action: "resetToNaturalDimensions",
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}));
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});
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elRescaleDimensionsButton.addEventListener("click", function() {
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EventBridge.emitWebEvent(JSON.stringify({
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type: "action",
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action: "rescaleDimensions",
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percentage: parseInt(elRescaleDimensionsPct.value),
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}));
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});
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var resizing = false;
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@ -537,6 +546,12 @@
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<div>
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<input type="button" id="reset-to-natural-dimensions" value="Reset to Natural Dimensions">
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</div>
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<div class="input-area">
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<input class="coord" type='number' id="dimension-rescale-pct" value=100></input>%
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</div>
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<span>
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<input type="button" id="dimension-rescale-button" value="Rescale"></input>
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</span>
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</td>
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</tr>
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742
examples/hydraGrab.js
Normal file
742
examples/hydraGrab.js
Normal file
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@ -0,0 +1,742 @@
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//
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// hydraGrab.js
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// examples
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//
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// Created by Clément Brisset on 4/24/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// This script allows you to edit models either with the razor hydras or with your mouse
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//
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// Using the hydras :
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// grab models with the triggers, you can then move the models around or scale them with both hands.
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// You can switch mode using the bumpers so that you can move models around more easily.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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Script.include("libraries/entityPropertyDialogBox.js");
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var entityPropertyDialogBox = EntityPropertyDialogBox;
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var LASER_WIDTH = 4;
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var LASER_COLOR = { red: 255, green: 0, blue: 0 };
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var LASER_LENGTH_FACTOR = 500;
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var MIN_ANGULAR_SIZE = 2;
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var MAX_ANGULAR_SIZE = 45;
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var allowLargeModels = false;
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var allowSmallModels = false;
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var wantEntityGlow = false;
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var LEFT = 0;
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var RIGHT = 1;
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var jointList = MyAvatar.getJointNames();
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var mode = 0;
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function controller(wichSide) {
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this.side = wichSide;
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this.palm = 2 * wichSide;
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this.tip = 2 * wichSide + 1;
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this.trigger = wichSide;
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this.bumper = 6 * wichSide + 5;
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this.oldPalmPosition = Controller.getSpatialControlPosition(this.palm);
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this.palmPosition = Controller.getSpatialControlPosition(this.palm);
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this.oldTipPosition = Controller.getSpatialControlPosition(this.tip);
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this.tipPosition = Controller.getSpatialControlPosition(this.tip);
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this.oldUp = Controller.getSpatialControlNormal(this.palm);
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this.up = this.oldUp;
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this.oldFront = Vec3.normalize(Vec3.subtract(this.tipPosition, this.palmPosition));
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this.front = this.oldFront;
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this.oldRight = Vec3.cross(this.front, this.up);
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this.right = this.oldRight;
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this.oldRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
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this.rotation = this.oldRotation;
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this.triggerValue = Controller.getTriggerValue(this.trigger);
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this.bumperValue = Controller.isButtonPressed(this.bumper);
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this.pressed = false; // is trigger pressed
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this.pressing = false; // is trigger being pressed (is pressed now but wasn't previously)
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this.grabbing = false;
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this.entityID = { isKnownID: false };
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this.modelURL = "";
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this.oldModelRotation;
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this.oldModelPosition;
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this.oldModelHalfDiagonal;
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this.positionAtGrab;
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this.rotationAtGrab;
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this.modelPositionAtGrab;
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this.rotationAtGrab;
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this.jointsIntersectingFromStart = [];
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this.laser = Overlays.addOverlay("line3d", {
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start: { x: 0, y: 0, z: 0 },
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end: { x: 0, y: 0, z: 0 },
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color: LASER_COLOR,
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alpha: 1,
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visible: false,
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lineWidth: LASER_WIDTH,
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anchor: "MyAvatar"
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});
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this.guideScale = 0.02;
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this.ball = Overlays.addOverlay("sphere", {
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position: { x: 0, y: 0, z: 0 },
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size: this.guideScale,
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solid: true,
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color: { red: 0, green: 255, blue: 0 },
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alpha: 1,
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visible: false,
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anchor: "MyAvatar"
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});
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this.leftRight = Overlays.addOverlay("line3d", {
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start: { x: 0, y: 0, z: 0 },
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end: { x: 0, y: 0, z: 0 },
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color: { red: 0, green: 0, blue: 255 },
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||||
alpha: 1,
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visible: false,
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lineWidth: LASER_WIDTH,
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anchor: "MyAvatar"
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});
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this.topDown = Overlays.addOverlay("line3d", {
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start: { x: 0, y: 0, z: 0 },
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end: { x: 0, y: 0, z: 0 },
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color: { red: 0, green: 0, blue: 255 },
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alpha: 1,
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visible: false,
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lineWidth: LASER_WIDTH,
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anchor: "MyAvatar"
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});
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this.grab = function (entityID, properties) {
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print("Grabbing " + entityID.id);
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this.grabbing = true;
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this.entityID = entityID;
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this.modelURL = properties.modelURL;
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this.oldModelPosition = properties.position;
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this.oldModelRotation = properties.rotation;
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this.oldModelHalfDiagonal = Vec3.length(properties.dimensions) / 2.0;
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this.positionAtGrab = this.palmPosition;
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this.rotationAtGrab = this.rotation;
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this.modelPositionAtGrab = properties.position;
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this.rotationAtGrab = properties.rotation;
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this.jointsIntersectingFromStart = [];
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for (var i = 0; i < jointList.length; i++) {
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var distance = Vec3.distance(MyAvatar.getJointPosition(jointList[i]), this.oldModelPosition);
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if (distance < this.oldModelHalfDiagonal) {
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this.jointsIntersectingFromStart.push(i);
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}
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}
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this.showLaser(false);
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}
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this.release = function () {
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if (this.grabbing) {
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jointList = MyAvatar.getJointNames();
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var closestJointIndex = -1;
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var closestJointDistance = 10;
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for (var i = 0; i < jointList.length; i++) {
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var distance = Vec3.distance(MyAvatar.getJointPosition(jointList[i]), this.oldModelPosition);
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if (distance < closestJointDistance) {
|
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closestJointDistance = distance;
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closestJointIndex = i;
|
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}
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}
|
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|
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if (closestJointIndex != -1) {
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print("closestJoint: " + jointList[closestJointIndex]);
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print("closestJointDistance (attach max distance): " + closestJointDistance + " (" + this.oldModelHalfDiagonal + ")");
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}
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|
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if (closestJointDistance < this.oldModelHalfDiagonal) {
|
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|
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if (this.jointsIntersectingFromStart.indexOf(closestJointIndex) != -1 ||
|
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(leftController.grabbing && rightController.grabbing &&
|
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leftController.entityID.id == rightController.entityID.id)) {
|
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// Do nothing
|
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} else {
|
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print("Attaching to " + jointList[closestJointIndex]);
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var jointPosition = MyAvatar.getJointPosition(jointList[closestJointIndex]);
|
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var jointRotation = MyAvatar.getJointCombinedRotation(jointList[closestJointIndex]);
|
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|
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var attachmentOffset = Vec3.subtract(this.oldModelPosition, jointPosition);
|
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attachmentOffset = Vec3.multiplyQbyV(Quat.inverse(jointRotation), attachmentOffset);
|
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var attachmentRotation = Quat.multiply(Quat.inverse(jointRotation), this.oldModelRotation);
|
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|
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MyAvatar.attach(this.modelURL, jointList[closestJointIndex],
|
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attachmentOffset, attachmentRotation, 2.0 * this.oldModelHalfDiagonal,
|
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true, false);
|
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Entities.deleteEntity(this.entityID);
|
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}
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}
|
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}
|
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|
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this.grabbing = false;
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this.entityID.isKnownID = false;
|
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this.jointsIntersectingFromStart = [];
|
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this.showLaser(true);
|
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}
|
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|
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this.checkTrigger = function () {
|
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if (this.triggerValue > 0.9) {
|
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if (this.pressed) {
|
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this.pressing = false;
|
||||
} else {
|
||||
this.pressing = true;
|
||||
}
|
||||
this.pressed = true;
|
||||
} else {
|
||||
this.pressing = false;
|
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this.pressed = false;
|
||||
}
|
||||
}
|
||||
|
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this.checkEntity = function (properties) {
|
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// P P - Model
|
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// /| A - Palm
|
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// / | d B - unit vector toward tip
|
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// / | X - base of the perpendicular line
|
||||
// A---X----->B d - distance fom axis
|
||||
// x x - distance from A
|
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//
|
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// |X-A| = (P-A).B
|
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// X == A + ((P-A).B)B
|
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// d = |P-X|
|
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|
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var A = this.palmPosition;
|
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var B = this.front;
|
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var P = properties.position;
|
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|
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var x = Vec3.dot(Vec3.subtract(P, A), B);
|
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var y = Vec3.dot(Vec3.subtract(P, A), this.up);
|
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var z = Vec3.dot(Vec3.subtract(P, A), this.right);
|
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var X = Vec3.sum(A, Vec3.multiply(B, x));
|
||||
var d = Vec3.length(Vec3.subtract(P, X));
|
||||
var halfDiagonal = Vec3.length(properties.dimensions) / 2.0;
|
||||
|
||||
var angularSize = 2 * Math.atan(halfDiagonal / Vec3.distance(Camera.getPosition(), properties.position)) * 180 / 3.14;
|
||||
|
||||
var sizeOK = (allowLargeModels || angularSize < MAX_ANGULAR_SIZE)
|
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&& (allowSmallModels || angularSize > MIN_ANGULAR_SIZE);
|
||||
|
||||
if (0 < x && sizeOK) {
|
||||
return { valid: true, x: x, y: y, z: z };
|
||||
}
|
||||
return { valid: false };
|
||||
}
|
||||
|
||||
this.glowedIntersectingModel = { isKnownID: false };
|
||||
this.moveLaser = function () {
|
||||
// the overlays here are anchored to the avatar, which means they are specified in the avatar's local frame
|
||||
|
||||
var inverseRotation = Quat.inverse(MyAvatar.orientation);
|
||||
var startPosition = Vec3.multiplyQbyV(inverseRotation, Vec3.subtract(this.palmPosition, MyAvatar.position));
|
||||
var direction = Vec3.multiplyQbyV(inverseRotation, Vec3.subtract(this.tipPosition, this.palmPosition));
|
||||
var distance = Vec3.length(direction);
|
||||
direction = Vec3.multiply(direction, LASER_LENGTH_FACTOR / distance);
|
||||
var endPosition = Vec3.sum(startPosition, direction);
|
||||
|
||||
Overlays.editOverlay(this.laser, {
|
||||
start: startPosition,
|
||||
end: endPosition
|
||||
});
|
||||
|
||||
|
||||
Overlays.editOverlay(this.ball, {
|
||||
position: endPosition
|
||||
});
|
||||
Overlays.editOverlay(this.leftRight, {
|
||||
start: Vec3.sum(endPosition, Vec3.multiply(this.right, 2 * this.guideScale)),
|
||||
end: Vec3.sum(endPosition, Vec3.multiply(this.right, -2 * this.guideScale))
|
||||
});
|
||||
Overlays.editOverlay(this.topDown, {
|
||||
start: Vec3.sum(endPosition, Vec3.multiply(this.up, 2 * this.guideScale)),
|
||||
end: Vec3.sum(endPosition, Vec3.multiply(this.up, -2 * this.guideScale))
|
||||
});
|
||||
this.showLaser(!this.grabbing || mode == 0);
|
||||
|
||||
if (this.glowedIntersectingModel.isKnownID) {
|
||||
Entities.editEntity(this.glowedIntersectingModel, { glowLevel: 0.0 });
|
||||
this.glowedIntersectingModel.isKnownID = false;
|
||||
}
|
||||
if (!this.grabbing) {
|
||||
var intersection = Entities.findRayIntersection({
|
||||
origin: this.palmPosition,
|
||||
direction: this.front
|
||||
});
|
||||
|
||||
var halfDiagonal = Vec3.length(intersection.properties.dimensions) / 2.0;
|
||||
|
||||
var angularSize = 2 * Math.atan(halfDiagonal / Vec3.distance(Camera.getPosition(), intersection.properties.position)) * 180 / 3.14;
|
||||
var sizeOK = (allowLargeModels || angularSize < MAX_ANGULAR_SIZE)
|
||||
&& (allowSmallModels || angularSize > MIN_ANGULAR_SIZE);
|
||||
if (intersection.accurate && intersection.entityID.isKnownID && sizeOK) {
|
||||
this.glowedIntersectingModel = intersection.entityID;
|
||||
|
||||
if (wantEntityGlow) {
|
||||
Entities.editEntity(this.glowedIntersectingModel, { glowLevel: 0.25 });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.showLaser = function (show) {
|
||||
Overlays.editOverlay(this.laser, { visible: show });
|
||||
Overlays.editOverlay(this.ball, { visible: show });
|
||||
Overlays.editOverlay(this.leftRight, { visible: show });
|
||||
Overlays.editOverlay(this.topDown, { visible: show });
|
||||
}
|
||||
this.moveEntity = function () {
|
||||
if (this.grabbing) {
|
||||
if (!this.entityID.isKnownID) {
|
||||
print("Unknown grabbed ID " + this.entityID.id + ", isKnown: " + this.entityID.isKnownID);
|
||||
this.entityID = Entities.findRayIntersection({
|
||||
origin: this.palmPosition,
|
||||
direction: this.front
|
||||
}).entityID;
|
||||
print("Identified ID " + this.entityID.id + ", isKnown: " + this.entityID.isKnownID);
|
||||
}
|
||||
var newPosition;
|
||||
var newRotation;
|
||||
|
||||
switch (mode) {
|
||||
case 0:
|
||||
newPosition = Vec3.sum(this.palmPosition,
|
||||
Vec3.multiply(this.front, this.x));
|
||||
newPosition = Vec3.sum(newPosition,
|
||||
Vec3.multiply(this.up, this.y));
|
||||
newPosition = Vec3.sum(newPosition,
|
||||
Vec3.multiply(this.right, this.z));
|
||||
|
||||
|
||||
newRotation = Quat.multiply(this.rotation,
|
||||
Quat.inverse(this.oldRotation));
|
||||
newRotation = Quat.multiply(newRotation,
|
||||
this.oldModelRotation);
|
||||
break;
|
||||
case 1:
|
||||
var forward = Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0, z: -1 });
|
||||
var d = Vec3.dot(forward, MyAvatar.position);
|
||||
|
||||
var factor1 = Vec3.dot(forward, this.positionAtGrab) - d;
|
||||
var factor2 = Vec3.dot(forward, this.modelPositionAtGrab) - d;
|
||||
var vector = Vec3.subtract(this.palmPosition, this.positionAtGrab);
|
||||
|
||||
if (factor2 < 0) {
|
||||
factor2 = 0;
|
||||
}
|
||||
if (factor1 <= 0) {
|
||||
factor1 = 1;
|
||||
factor2 = 1;
|
||||
}
|
||||
|
||||
newPosition = Vec3.sum(this.modelPositionAtGrab,
|
||||
Vec3.multiply(vector,
|
||||
factor2 / factor1));
|
||||
|
||||
newRotation = Quat.multiply(this.rotation,
|
||||
Quat.inverse(this.rotationAtGrab));
|
||||
newRotation = Quat.multiply(newRotation,
|
||||
this.rotationAtGrab);
|
||||
break;
|
||||
}
|
||||
Entities.editEntity(this.entityID, {
|
||||
position: newPosition,
|
||||
rotation: newRotation
|
||||
});
|
||||
this.oldModelRotation = newRotation;
|
||||
this.oldModelPosition = newPosition;
|
||||
|
||||
var indicesToRemove = [];
|
||||
for (var i = 0; i < this.jointsIntersectingFromStart.length; ++i) {
|
||||
var distance = Vec3.distance(MyAvatar.getJointPosition(this.jointsIntersectingFromStart[i]), this.oldModelPosition);
|
||||
if (distance >= this.oldModelHalfDiagonal) {
|
||||
indicesToRemove.push(this.jointsIntersectingFromStart[i]);
|
||||
}
|
||||
|
||||
}
|
||||
for (var i = 0; i < indicesToRemove.length; ++i) {
|
||||
this.jointsIntersectingFromStart.splice(this.jointsIntersectingFromStart.indexOf(indicesToRemove[i], 1));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.update = function () {
|
||||
this.oldPalmPosition = this.palmPosition;
|
||||
this.oldTipPosition = this.tipPosition;
|
||||
this.palmPosition = Controller.getSpatialControlPosition(this.palm);
|
||||
this.tipPosition = Controller.getSpatialControlPosition(this.tip);
|
||||
|
||||
this.oldUp = this.up;
|
||||
this.up = Vec3.normalize(Controller.getSpatialControlNormal(this.palm));
|
||||
|
||||
this.oldFront = this.front;
|
||||
this.front = Vec3.normalize(Vec3.subtract(this.tipPosition, this.palmPosition));
|
||||
|
||||
this.oldRight = this.right;
|
||||
this.right = Vec3.normalize(Vec3.cross(this.front, this.up));
|
||||
|
||||
this.oldRotation = this.rotation;
|
||||
this.rotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
|
||||
|
||||
this.triggerValue = Controller.getTriggerValue(this.trigger);
|
||||
|
||||
var bumperValue = Controller.isButtonPressed(this.bumper);
|
||||
if (bumperValue && !this.bumperValue) {
|
||||
if (mode == 0) {
|
||||
mode = 1;
|
||||
Overlays.editOverlay(leftController.laser, { color: { red: 0, green: 0, blue: 255 } });
|
||||
Overlays.editOverlay(rightController.laser, { color: { red: 0, green: 0, blue: 255 } });
|
||||
} else {
|
||||
mode = 0;
|
||||
Overlays.editOverlay(leftController.laser, { color: { red: 255, green: 0, blue: 0 } });
|
||||
Overlays.editOverlay(rightController.laser, { color: { red: 255, green: 0, blue: 0 } });
|
||||
}
|
||||
}
|
||||
this.bumperValue = bumperValue;
|
||||
|
||||
|
||||
this.checkTrigger();
|
||||
|
||||
this.moveLaser();
|
||||
|
||||
if (!this.pressed && this.grabbing) {
|
||||
// release if trigger not pressed anymore.
|
||||
this.release();
|
||||
}
|
||||
|
||||
if (this.pressing) {
|
||||
// Checking for attachments intersecting
|
||||
var attachments = MyAvatar.getAttachmentData();
|
||||
var attachmentIndex = -1;
|
||||
var attachmentX = LASER_LENGTH_FACTOR;
|
||||
|
||||
var newModel;
|
||||
var newProperties;
|
||||
|
||||
for (var i = 0; i < attachments.length; ++i) {
|
||||
var position = Vec3.sum(MyAvatar.getJointPosition(attachments[i].jointName),
|
||||
Vec3.multiplyQbyV(MyAvatar.getJointCombinedRotation(attachments[i].jointName), attachments[i].translation));
|
||||
var scale = attachments[i].scale;
|
||||
|
||||
var A = this.palmPosition;
|
||||
var B = this.front;
|
||||
var P = position;
|
||||
|
||||
var x = Vec3.dot(Vec3.subtract(P, A), B);
|
||||
var X = Vec3.sum(A, Vec3.multiply(B, x));
|
||||
var d = Vec3.length(Vec3.subtract(P, X));
|
||||
|
||||
if (d < scale / 2.0 && 0 < x && x < attachmentX) {
|
||||
attachmentIndex = i;
|
||||
attachmentX = d;
|
||||
}
|
||||
}
|
||||
|
||||
if (attachmentIndex != -1) {
|
||||
print("Detaching: " + attachments[attachmentIndex].modelURL);
|
||||
MyAvatar.detachOne(attachments[attachmentIndex].modelURL, attachments[attachmentIndex].jointName);
|
||||
|
||||
newProperties = {
|
||||
type: "Model",
|
||||
position: Vec3.sum(MyAvatar.getJointPosition(attachments[attachmentIndex].jointName),
|
||||
Vec3.multiplyQbyV(MyAvatar.getJointCombinedRotation(attachments[attachmentIndex].jointName), attachments[attachmentIndex].translation)),
|
||||
rotation: Quat.multiply(MyAvatar.getJointCombinedRotation(attachments[attachmentIndex].jointName),
|
||||
attachments[attachmentIndex].rotation),
|
||||
|
||||
// TODO: how do we know the correct dimensions for detachment???
|
||||
dimensions: { x: attachments[attachmentIndex].scale / 2.0,
|
||||
y: attachments[attachmentIndex].scale / 2.0,
|
||||
z: attachments[attachmentIndex].scale / 2.0 },
|
||||
|
||||
modelURL: attachments[attachmentIndex].modelURL
|
||||
};
|
||||
|
||||
newModel = Entities.addEntity(newProperties);
|
||||
|
||||
|
||||
} else {
|
||||
// There is none so ...
|
||||
// Checking model tree
|
||||
Vec3.print("Looking at: ", this.palmPosition);
|
||||
var pickRay = { origin: this.palmPosition,
|
||||
direction: Vec3.normalize(Vec3.subtract(this.tipPosition, this.palmPosition)) };
|
||||
var foundIntersection = Entities.findRayIntersection(pickRay);
|
||||
|
||||
if(!foundIntersection.accurate) {
|
||||
print("No accurate intersection");
|
||||
return;
|
||||
}
|
||||
newModel = foundIntersection.entityID;
|
||||
if (!newModel.isKnownID) {
|
||||
var identify = Entities.identifyEntity(newModel);
|
||||
if (!identify.isKnownID) {
|
||||
print("Unknown ID " + identify.id + " (update loop " + newModel.id + ")");
|
||||
return;
|
||||
}
|
||||
newModel = identify;
|
||||
}
|
||||
newProperties = Entities.getEntityProperties(newModel);
|
||||
}
|
||||
print("foundEntity.modelURL=" + newProperties.modelURL);
|
||||
var check = this.checkEntity(newProperties);
|
||||
if (!check.valid) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.grab(newModel, newProperties);
|
||||
|
||||
this.x = check.x;
|
||||
this.y = check.y;
|
||||
this.z = check.z;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this.cleanup = function () {
|
||||
Overlays.deleteOverlay(this.laser);
|
||||
Overlays.deleteOverlay(this.ball);
|
||||
Overlays.deleteOverlay(this.leftRight);
|
||||
Overlays.deleteOverlay(this.topDown);
|
||||
}
|
||||
}
|
||||
|
||||
var leftController = new controller(LEFT);
|
||||
var rightController = new controller(RIGHT);
|
||||
|
||||
function moveEntities() {
|
||||
if (leftController.grabbing && rightController.grabbing && rightController.entityID.id == leftController.entityID.id) {
|
||||
var newPosition = leftController.oldModelPosition;
|
||||
var rotation = leftController.oldModelRotation;
|
||||
var ratio = 1;
|
||||
|
||||
|
||||
switch (mode) {
|
||||
case 0:
|
||||
var oldLeftPoint = Vec3.sum(leftController.oldPalmPosition, Vec3.multiply(leftController.oldFront, leftController.x));
|
||||
var oldRightPoint = Vec3.sum(rightController.oldPalmPosition, Vec3.multiply(rightController.oldFront, rightController.x));
|
||||
|
||||
var oldMiddle = Vec3.multiply(Vec3.sum(oldLeftPoint, oldRightPoint), 0.5);
|
||||
var oldLength = Vec3.length(Vec3.subtract(oldLeftPoint, oldRightPoint));
|
||||
|
||||
|
||||
var leftPoint = Vec3.sum(leftController.palmPosition, Vec3.multiply(leftController.front, leftController.x));
|
||||
var rightPoint = Vec3.sum(rightController.palmPosition, Vec3.multiply(rightController.front, rightController.x));
|
||||
|
||||
var middle = Vec3.multiply(Vec3.sum(leftPoint, rightPoint), 0.5);
|
||||
var length = Vec3.length(Vec3.subtract(leftPoint, rightPoint));
|
||||
|
||||
|
||||
ratio = length / oldLength;
|
||||
newPosition = Vec3.sum(middle,
|
||||
Vec3.multiply(Vec3.subtract(leftController.oldModelPosition, oldMiddle), ratio));
|
||||
break;
|
||||
case 1:
|
||||
var u = Vec3.normalize(Vec3.subtract(rightController.oldPalmPosition, leftController.oldPalmPosition));
|
||||
var v = Vec3.normalize(Vec3.subtract(rightController.palmPosition, leftController.palmPosition));
|
||||
|
||||
var cos_theta = Vec3.dot(u, v);
|
||||
if (cos_theta > 1) {
|
||||
cos_theta = 1;
|
||||
}
|
||||
var angle = Math.acos(cos_theta) / Math.PI * 180;
|
||||
if (angle < 0.1) {
|
||||
return;
|
||||
|
||||
}
|
||||
var w = Vec3.normalize(Vec3.cross(u, v));
|
||||
|
||||
rotation = Quat.multiply(Quat.angleAxis(angle, w), leftController.oldModelRotation);
|
||||
|
||||
|
||||
leftController.positionAtGrab = leftController.palmPosition;
|
||||
leftController.rotationAtGrab = leftController.rotation;
|
||||
leftController.modelPositionAtGrab = leftController.oldModelPosition;
|
||||
leftController.rotationAtGrab = rotation;
|
||||
rightController.positionAtGrab = rightController.palmPosition;
|
||||
rightController.rotationAtGrab = rightController.rotation;
|
||||
rightController.modelPositionAtGrab = rightController.oldModelPosition;
|
||||
rightController.rotationAtGrab = rotation;
|
||||
break;
|
||||
}
|
||||
Entities.editEntity(leftController.entityID, {
|
||||
position: newPosition,
|
||||
rotation: rotation,
|
||||
// TODO: how do we know the correct dimensions for detachment???
|
||||
//radius: leftController.oldModelHalfDiagonal * ratio
|
||||
dimensions: { x: leftController.oldModelHalfDiagonal * ratio,
|
||||
y: leftController.oldModelHalfDiagonal * ratio,
|
||||
z: leftController.oldModelHalfDiagonal * ratio }
|
||||
|
||||
|
||||
});
|
||||
leftController.oldModelPosition = newPosition;
|
||||
leftController.oldModelRotation = rotation;
|
||||
leftController.oldModelHalfDiagonal *= ratio;
|
||||
|
||||
rightController.oldModelPosition = newPosition;
|
||||
rightController.oldModelRotation = rotation;
|
||||
rightController.oldModelHalfDiagonal *= ratio;
|
||||
return;
|
||||
}
|
||||
leftController.moveEntity();
|
||||
rightController.moveEntity();
|
||||
}
|
||||
|
||||
var hydraConnected = false;
|
||||
function checkController(deltaTime) {
|
||||
var numberOfButtons = Controller.getNumberOfButtons();
|
||||
var numberOfTriggers = Controller.getNumberOfTriggers();
|
||||
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
|
||||
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
|
||||
|
||||
// this is expected for hydras
|
||||
if (numberOfButtons == 12 && numberOfTriggers == 2 && controllersPerTrigger == 2) {
|
||||
if (!hydraConnected) {
|
||||
hydraConnected = true;
|
||||
}
|
||||
|
||||
leftController.update();
|
||||
rightController.update();
|
||||
moveEntities();
|
||||
} else {
|
||||
if (hydraConnected) {
|
||||
hydraConnected = false;
|
||||
|
||||
leftController.showLaser(false);
|
||||
rightController.showLaser(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var glowedEntityID = { id: -1, isKnownID: false };
|
||||
|
||||
// In order for editVoxels and editModels to play nice together, they each check to see if a "delete" menu item already
|
||||
// exists. If it doesn't they add it. If it does they don't. They also only delete the menu item if they were the one that
|
||||
// added it.
|
||||
var modelMenuAddedDelete = false;
|
||||
var originalLightsArePickable = Entities.getLightsArePickable();
|
||||
function setupModelMenus() {
|
||||
print("setupModelMenus()");
|
||||
// adj our menuitems
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Models", isSeparator: true, beforeItem: "Physics" });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Edit Properties...",
|
||||
shortcutKeyEvent: { text: "`" }, afterItem: "Models" });
|
||||
if (!Menu.menuItemExists("Edit", "Delete")) {
|
||||
print("no delete... adding ours");
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Delete",
|
||||
shortcutKeyEvent: { text: "backspace" }, afterItem: "Models" });
|
||||
modelMenuAddedDelete = true;
|
||||
} else {
|
||||
print("delete exists... don't add ours");
|
||||
}
|
||||
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Large Models", shortcutKey: "CTRL+META+L",
|
||||
afterItem: "Paste Models", isCheckable: true });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Small Models", shortcutKey: "CTRL+META+S",
|
||||
afterItem: "Allow Selecting of Large Models", isCheckable: true });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Lights", shortcutKey: "CTRL+SHIFT+META+L",
|
||||
afterItem: "Allow Selecting of Small Models", isCheckable: true });
|
||||
|
||||
Entities.setLightsArePickable(false);
|
||||
}
|
||||
|
||||
function cleanupModelMenus() {
|
||||
Menu.removeMenuItem("Edit", "Edit Properties...");
|
||||
if (modelMenuAddedDelete) {
|
||||
// delete our menuitems
|
||||
Menu.removeMenuItem("Edit", "Delete");
|
||||
}
|
||||
|
||||
Menu.removeMenuItem("Edit", "Allow Selecting of Large Models");
|
||||
Menu.removeMenuItem("Edit", "Allow Selecting of Small Models");
|
||||
Menu.removeMenuItem("Edit", "Allow Selecting of Lights");
|
||||
|
||||
}
|
||||
|
||||
function scriptEnding() {
|
||||
leftController.cleanup();
|
||||
rightController.cleanup();
|
||||
cleanupModelMenus();
|
||||
Entities.setLightsArePickable(originalLightsArePickable);
|
||||
}
|
||||
Script.scriptEnding.connect(scriptEnding);
|
||||
|
||||
// register the call back so it fires before each data send
|
||||
Script.update.connect(checkController);
|
||||
|
||||
setupModelMenus();
|
||||
|
||||
var editModelID = -1;
|
||||
function showPropertiesForm(editModelID) {
|
||||
entityPropertyDialogBox.openDialog(editModelID);
|
||||
}
|
||||
|
||||
Menu.menuItemEvent.connect(function (menuItem) {
|
||||
print("menuItemEvent() in JS... menuItem=" + menuItem);
|
||||
if (menuItem == "Allow Selecting of Small Models") {
|
||||
allowSmallModels = Menu.isOptionChecked("Allow Selecting of Small Models");
|
||||
} else if (menuItem == "Allow Selecting of Large Models") {
|
||||
allowLargeModels = Menu.isOptionChecked("Allow Selecting of Large Models");
|
||||
} else if (menuItem == "Allow Selecting of Lights") {
|
||||
Entities.setLightsArePickable(Menu.isOptionChecked("Allow Selecting of Lights"));
|
||||
} else if (menuItem == "Delete") {
|
||||
if (leftController.grabbing) {
|
||||
print(" Delete Entity.... leftController.entityID="+ leftController.entityID);
|
||||
Entities.deleteEntity(leftController.entityID);
|
||||
leftController.grabbing = false;
|
||||
if (glowedEntityID.id == leftController.entityID.id) {
|
||||
glowedEntityID = { id: -1, isKnownID: false };
|
||||
}
|
||||
} else if (rightController.grabbing) {
|
||||
print(" Delete Entity.... rightController.entityID="+ rightController.entityID);
|
||||
Entities.deleteEntity(rightController.entityID);
|
||||
rightController.grabbing = false;
|
||||
if (glowedEntityID.id == rightController.entityID.id) {
|
||||
glowedEntityID = { id: -1, isKnownID: false };
|
||||
}
|
||||
} else {
|
||||
print(" Delete Entity.... not holding...");
|
||||
}
|
||||
} else if (menuItem == "Edit Properties...") {
|
||||
editModelID = -1;
|
||||
if (leftController.grabbing) {
|
||||
print(" Edit Properties.... leftController.entityID="+ leftController.entityID);
|
||||
editModelID = leftController.entityID;
|
||||
} else if (rightController.grabbing) {
|
||||
print(" Edit Properties.... rightController.entityID="+ rightController.entityID);
|
||||
editModelID = rightController.entityID;
|
||||
} else {
|
||||
print(" Edit Properties.... not holding...");
|
||||
}
|
||||
if (editModelID != -1) {
|
||||
print(" Edit Properties.... about to edit properties...");
|
||||
showPropertiesForm(editModelID);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
Controller.keyReleaseEvent.connect(function (event) {
|
||||
// since sometimes our menu shortcut keys don't work, trap our menu items here also and fire the appropriate menu items
|
||||
if (event.text == "`") {
|
||||
handeMenuEvent("Edit Properties...");
|
||||
}
|
||||
if (event.text == "BACKSPACE") {
|
||||
handeMenuEvent("Delete");
|
||||
}
|
||||
});
|
||||
|
|
@ -139,10 +139,10 @@ function drawLobby() {
|
|||
MyAvatar.attach(HELMET_ATTACHMENT_URL, "Neck", {x: 0, y: 0, z: 0}, Quat.fromPitchYawRollDegrees(0, 0, 0), 1.15);
|
||||
|
||||
// start the drone sound
|
||||
currentDrone = Audio.playSound(droneSound, { stereo: true, loop: true, localOnly: true, volume: DRONE_VOLUME });
|
||||
// currentDrone = Audio.playSound(droneSound, { stereo: true, loop: true, localOnly: true, volume: DRONE_VOLUME });
|
||||
|
||||
// start one of our muzak sounds
|
||||
playRandomMuzak();
|
||||
// playRandomMuzak();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -353,9 +353,9 @@ function update(deltaTime) {
|
|||
Overlays.editOverlay(descriptionText, { position: textOverlayPosition() });
|
||||
|
||||
// if the reticle is up then we may need to play the next muzak
|
||||
if (!Audio.isInjectorPlaying(currentMuzakInjector)) {
|
||||
playNextMuzak();
|
||||
}
|
||||
// if (!Audio.isInjectorPlaying(currentMuzakInjector)) {
|
||||
// playNextMuzak();
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
|
|
13
interface/external/sdl2/readme.txt
vendored
Normal file
13
interface/external/sdl2/readme.txt
vendored
Normal file
|
@ -0,0 +1,13 @@
|
|||
|
||||
Instructions for adding the SDL library (SDL2) to Interface
|
||||
David Rowe, 11 Jan 2015
|
||||
|
||||
You can download the SDL development library from https://www.libsdl.org/. Interface has been tested with version 2.0.3.
|
||||
|
||||
1. Copy the include and lib folders into the interface/externals/sdl2 folder.
|
||||
This readme.txt should be there as well.
|
||||
|
||||
You may optionally choose to copy the SDK folders to a location outside the repository (so you can re-use with different checkouts and different projects).
|
||||
If so our CMake find module expects you to set the ENV variable 'HIFI_LIB_DIR' to a directory containing a subfolder 'sdl2' that contains the two folders mentioned above.
|
||||
|
||||
2. Clear your build directory, run cmake and build, and you should be all set.
|
|
@ -92,7 +92,8 @@ bool DeleteEntityOperator::preRecursion(OctreeElement* element) {
|
|||
// and we can stop searching.
|
||||
if (entityTreeElement == details.containingElement) {
|
||||
EntityItem* theEntity = details.entity;
|
||||
assert(entityTreeElement->removeEntityItem(theEntity)); // remove it from the element
|
||||
bool entityDeleted = entityTreeElement->removeEntityItem(theEntity); // remove it from the element
|
||||
assert(entityDeleted);
|
||||
_tree->setContainingElement(details.entity->getEntityItemID(), NULL); // update or id to element lookup
|
||||
_foundCount++;
|
||||
}
|
||||
|
|
|
@ -21,31 +21,6 @@
|
|||
#include "EntityItem.h"
|
||||
#include "EntityTree.h"
|
||||
|
||||
const float EntityItem::IMMORTAL = -1.0f; /// special lifetime which means the entity lives for ever. default lifetime
|
||||
const float EntityItem::DEFAULT_GLOW_LEVEL = 0.0f;
|
||||
const float EntityItem::DEFAULT_LOCAL_RENDER_ALPHA = 1.0f;
|
||||
const float EntityItem::DEFAULT_MASS = 1.0f;
|
||||
const float EntityItem::DEFAULT_LIFETIME = EntityItem::IMMORTAL;
|
||||
const QString EntityItem::DEFAULT_USER_DATA = QString("");
|
||||
const float EntityItem::DEFAULT_DAMPING = 0.39347f; // approx timescale = 2.0 sec (see damping timescale formula in header)
|
||||
const glm::vec3 EntityItem::NO_VELOCITY = glm::vec3(0, 0, 0);
|
||||
const float EntityItem::EPSILON_VELOCITY_LENGTH = (1.0f / 1000.0f) / (float)TREE_SCALE; // really small: 1mm/second
|
||||
const glm::vec3 EntityItem::DEFAULT_VELOCITY = EntityItem::NO_VELOCITY;
|
||||
const glm::vec3 EntityItem::NO_GRAVITY = glm::vec3(0, 0, 0);
|
||||
const glm::vec3 EntityItem::REGULAR_GRAVITY = glm::vec3(0, (-9.8f / TREE_SCALE), 0);
|
||||
const glm::vec3 EntityItem::DEFAULT_GRAVITY = EntityItem::NO_GRAVITY;
|
||||
const QString EntityItem::DEFAULT_SCRIPT = QString("");
|
||||
const glm::quat EntityItem::DEFAULT_ROTATION;
|
||||
const glm::vec3 EntityItem::DEFAULT_DIMENSIONS = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
const glm::vec3 EntityItem::DEFAULT_REGISTRATION_POINT = glm::vec3(0.5f, 0.5f, 0.5f); // center
|
||||
const glm::vec3 EntityItem::NO_ANGULAR_VELOCITY = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
const glm::vec3 EntityItem::DEFAULT_ANGULAR_VELOCITY = NO_ANGULAR_VELOCITY;
|
||||
const float EntityItem::DEFAULT_ANGULAR_DAMPING = 2.0f;
|
||||
const bool EntityItem::DEFAULT_VISIBLE = true;
|
||||
const bool EntityItem::DEFAULT_IGNORE_FOR_COLLISIONS = false;
|
||||
const bool EntityItem::DEFAULT_COLLISIONS_WILL_MOVE = false;
|
||||
const bool EntityItem::DEFAULT_LOCKED = false;
|
||||
|
||||
void EntityItem::initFromEntityItemID(const EntityItemID& entityItemID) {
|
||||
_id = entityItemID.id;
|
||||
_creatorTokenID = entityItemID.creatorTokenID;
|
||||
|
@ -95,6 +70,7 @@ EntityItem::EntityItem(const EntityItemID& entityItemID) {
|
|||
_physicsInfo = NULL;
|
||||
_dirtyFlags = 0;
|
||||
_changedOnServer = 0;
|
||||
_element = NULL;
|
||||
initFromEntityItemID(entityItemID);
|
||||
}
|
||||
|
||||
|
@ -110,6 +86,7 @@ EntityItem::EntityItem(const EntityItemID& entityItemID, const EntityItemPropert
|
|||
_physicsInfo = NULL;
|
||||
_dirtyFlags = 0;
|
||||
_changedOnServer = 0;
|
||||
_element = NULL;
|
||||
initFromEntityItemID(entityItemID);
|
||||
setProperties(properties);
|
||||
}
|
||||
|
@ -117,6 +94,7 @@ EntityItem::EntityItem(const EntityItemID& entityItemID, const EntityItemPropert
|
|||
EntityItem::~EntityItem() {
|
||||
// be sure to clean up _physicsInfo before calling this dtor
|
||||
assert(_physicsInfo == NULL);
|
||||
assert(_element == NULL);
|
||||
}
|
||||
|
||||
EntityPropertyFlags EntityItem::getEntityProperties(EncodeBitstreamParams& params) const {
|
||||
|
@ -1015,7 +993,6 @@ void EntityItem::recalculateCollisionShape() {
|
|||
entityAACube.scale(TREE_SCALE); // scale to meters
|
||||
_collisionShape.setTranslation(entityAACube.calcCenter());
|
||||
_collisionShape.setScale(entityAACube.getScale());
|
||||
// TODO: use motionState to update physics object
|
||||
}
|
||||
|
||||
const float MIN_POSITION_DELTA = 0.0001f;
|
||||
|
|
|
@ -35,10 +35,36 @@ class EntityTreeElementExtraEncodeData;
|
|||
#define DONT_ALLOW_INSTANTIATION virtual void pureVirtualFunctionPlaceHolder() = 0;
|
||||
#define ALLOW_INSTANTIATION virtual void pureVirtualFunctionPlaceHolder() { };
|
||||
|
||||
const glm::vec3 DEFAULT_DIMENSIONS = glm::vec3(0.1f) / (float)TREE_SCALE;
|
||||
const glm::quat DEFAULT_ROTATION;
|
||||
const float DEFAULT_GLOW_LEVEL = 0.0f;
|
||||
const float DEFAULT_LOCAL_RENDER_ALPHA = 1.0f;
|
||||
const float DEFAULT_MASS = 1.0f;
|
||||
const glm::vec3 NO_VELOCITY= glm::vec3(0.0f);
|
||||
const glm::vec3 DEFAULT_VELOCITY = NO_VELOCITY;
|
||||
const float EPSILON_VELOCITY_LENGTH = 0.001f / (float)TREE_SCALE;
|
||||
const glm::vec3 NO_GRAVITY = glm::vec3(0.0f);
|
||||
const glm::vec3 DEFAULT_GRAVITY = NO_GRAVITY;
|
||||
const glm::vec3 REGULAR_GRAVITY = glm::vec3(0, -9.8f / (float)TREE_SCALE, 0);
|
||||
const float DEFAULT_DAMPING = 0.39347f; // approx timescale = 2.0 sec (see damping timescale formula in header)
|
||||
const float IMMORTAL = -1.0f; /// special lifetime which means the entity lives for ever. default lifetime
|
||||
const float DEFAULT_LIFETIME = IMMORTAL;
|
||||
const QString DEFAULT_SCRIPT = QString("");
|
||||
const glm::vec3 DEFAULT_REGISTRATION_POINT = glm::vec3(0.5f, 0.5f, 0.5f); // center
|
||||
const glm::vec3 NO_ANGULAR_VELOCITY = glm::vec3(0.0f);
|
||||
const glm::vec3 DEFAULT_ANGULAR_VELOCITY = NO_ANGULAR_VELOCITY;
|
||||
const float DEFAULT_ANGULAR_DAMPING = 0.39347f; // approx timescale = 2.0 sec (see damping timescale formula in header)
|
||||
const bool DEFAULT_VISIBLE = true;
|
||||
const bool DEFAULT_IGNORE_FOR_COLLISIONS = false;
|
||||
const bool DEFAULT_COLLISIONS_WILL_MOVE = false;
|
||||
const bool DEFAULT_LOCKED = false;
|
||||
const QString DEFAULT_USER_DATA = QString("");
|
||||
|
||||
/// EntityItem class this is the base class for all entity types. It handles the basic properties and functionality available
|
||||
/// to all other entity types. In particular: postion, size, rotation, age, lifetime, velocity, gravity. You can not instantiate
|
||||
/// one directly, instead you must only construct one of it's derived classes with additional features.
|
||||
class EntityItem {
|
||||
friend class EntityTreeElement;
|
||||
|
||||
public:
|
||||
enum EntityDirtyFlags {
|
||||
|
@ -148,7 +174,6 @@ public:
|
|||
glm::vec3 getCenter() const; /// calculates center of the entity in domain scale units (0.0 - 1.0)
|
||||
glm::vec3 getCenterInMeters() const { return getCenter() * (float) TREE_SCALE; }
|
||||
|
||||
static const glm::vec3 DEFAULT_DIMENSIONS;
|
||||
const glm::vec3& getDimensions() const { return _dimensions; } /// get dimensions in domain scale units (0.0 - 1.0)
|
||||
glm::vec3 getDimensionsInMeters() const { return _dimensions * (float) TREE_SCALE; } /// get dimensions in meters
|
||||
float getDistanceToBottomOfEntity() const; /// get the distance from the position of the entity to its "bottom" in y axis
|
||||
|
@ -160,34 +185,24 @@ public:
|
|||
/// set dimensions in meter units (0.0 - TREE_SCALE) this will also reset radius appropriately
|
||||
void setDimensionsInMeters(const glm::vec3& value) { setDimensions(value / (float) TREE_SCALE); }
|
||||
|
||||
static const glm::quat DEFAULT_ROTATION;
|
||||
const glm::quat& getRotation() const { return _rotation; }
|
||||
void setRotation(const glm::quat& rotation) { _rotation = rotation; recalculateCollisionShape(); }
|
||||
|
||||
static const float DEFAULT_GLOW_LEVEL;
|
||||
float getGlowLevel() const { return _glowLevel; }
|
||||
void setGlowLevel(float glowLevel) { _glowLevel = glowLevel; }
|
||||
|
||||
static const float DEFAULT_LOCAL_RENDER_ALPHA;
|
||||
float getLocalRenderAlpha() const { return _localRenderAlpha; }
|
||||
void setLocalRenderAlpha(float localRenderAlpha) { _localRenderAlpha = localRenderAlpha; }
|
||||
|
||||
static const float DEFAULT_MASS;
|
||||
float getMass() const { return _mass; }
|
||||
void setMass(float value) { _mass = value; }
|
||||
|
||||
static const glm::vec3 DEFAULT_VELOCITY;
|
||||
static const glm::vec3 NO_VELOCITY;
|
||||
static const float EPSILON_VELOCITY_LENGTH;
|
||||
const glm::vec3& getVelocity() const { return _velocity; } /// velocity in domain scale units (0.0-1.0) per second
|
||||
glm::vec3 getVelocityInMeters() const { return _velocity * (float) TREE_SCALE; } /// get velocity in meters
|
||||
void setVelocity(const glm::vec3& value) { _velocity = value; } /// velocity in domain scale units (0.0-1.0) per second
|
||||
void setVelocityInMeters(const glm::vec3& value) { _velocity = value / (float) TREE_SCALE; } /// velocity in meters
|
||||
bool hasVelocity() const { return _velocity != NO_VELOCITY; }
|
||||
|
||||
static const glm::vec3 DEFAULT_GRAVITY;
|
||||
static const glm::vec3 REGULAR_GRAVITY;
|
||||
static const glm::vec3 NO_GRAVITY;
|
||||
const glm::vec3& getGravity() const { return _gravity; } /// gravity in domain scale units (0.0-1.0) per second squared
|
||||
glm::vec3 getGravityInMeters() const { return _gravity * (float) TREE_SCALE; } /// get gravity in meters
|
||||
void setGravity(const glm::vec3& value) { _gravity = value; } /// gravity in domain scale units (0.0-1.0) per second squared
|
||||
|
@ -197,13 +212,10 @@ public:
|
|||
// TODO: this should eventually be updated to support resting on collisions with other surfaces
|
||||
bool isRestingOnSurface() const;
|
||||
|
||||
static const float DEFAULT_DAMPING;
|
||||
float getDamping() const { return _damping; }
|
||||
void setDamping(float value) { _damping = value; }
|
||||
|
||||
// lifetime related properties.
|
||||
static const float IMMORTAL; /// special lifetime which means the entity lives for ever. default lifetime
|
||||
static const float DEFAULT_LIFETIME;
|
||||
float getLifetime() const { return _lifetime; } /// get the lifetime in seconds for the entity
|
||||
void setLifetime(float value) { _lifetime = value; } /// set the lifetime in seconds for the entity
|
||||
|
||||
|
@ -224,46 +236,36 @@ public:
|
|||
AACube getMinimumAACube() const;
|
||||
AABox getAABox() const; /// axis aligned bounding box in domain scale units (0.0 - 1.0)
|
||||
|
||||
static const QString DEFAULT_SCRIPT;
|
||||
const QString& getScript() const { return _script; }
|
||||
void setScript(const QString& value) { _script = value; }
|
||||
|
||||
static const glm::vec3 DEFAULT_REGISTRATION_POINT;
|
||||
const glm::vec3& getRegistrationPoint() const { return _registrationPoint; } /// registration point as ratio of entity
|
||||
|
||||
/// registration point as ratio of entity
|
||||
void setRegistrationPoint(const glm::vec3& value)
|
||||
{ _registrationPoint = glm::clamp(value, 0.0f, 1.0f); recalculateCollisionShape(); }
|
||||
|
||||
static const glm::vec3 NO_ANGULAR_VELOCITY;
|
||||
static const glm::vec3 DEFAULT_ANGULAR_VELOCITY;
|
||||
const glm::vec3& getAngularVelocity() const { return _angularVelocity; }
|
||||
void setAngularVelocity(const glm::vec3& value) { _angularVelocity = value; }
|
||||
bool hasAngularVelocity() const { return _angularVelocity != NO_ANGULAR_VELOCITY; }
|
||||
|
||||
static const float DEFAULT_ANGULAR_DAMPING;
|
||||
float getAngularDamping() const { return _angularDamping; }
|
||||
void setAngularDamping(float value) { _angularDamping = value; }
|
||||
|
||||
static const bool DEFAULT_VISIBLE;
|
||||
bool getVisible() const { return _visible; }
|
||||
void setVisible(bool value) { _visible = value; }
|
||||
bool isVisible() const { return _visible; }
|
||||
bool isInvisible() const { return !_visible; }
|
||||
|
||||
static const bool DEFAULT_IGNORE_FOR_COLLISIONS;
|
||||
bool getIgnoreForCollisions() const { return _ignoreForCollisions; }
|
||||
void setIgnoreForCollisions(bool value) { _ignoreForCollisions = value; }
|
||||
|
||||
static const bool DEFAULT_COLLISIONS_WILL_MOVE;
|
||||
bool getCollisionsWillMove() const { return _collisionsWillMove; }
|
||||
void setCollisionsWillMove(bool value) { _collisionsWillMove = value; }
|
||||
|
||||
static const bool DEFAULT_LOCKED;
|
||||
bool getLocked() const { return _locked; }
|
||||
void setLocked(bool value) { _locked = value; }
|
||||
|
||||
static const QString DEFAULT_USER_DATA;
|
||||
const QString& getUserData() const { return _userData; }
|
||||
void setUserData(const QString& value) { _userData = value; }
|
||||
|
||||
|
@ -301,6 +303,7 @@ public:
|
|||
void* getPhysicsInfo() const { return _physicsInfo; }
|
||||
void setPhysicsInfo(void* data) { _physicsInfo = data; }
|
||||
|
||||
EntityTreeElement* getElement() const { return _element; }
|
||||
protected:
|
||||
|
||||
virtual void initFromEntityItemID(const EntityItemID& entityItemID); // maybe useful to allow subclasses to init
|
||||
|
@ -362,6 +365,8 @@ protected:
|
|||
|
||||
// DirtyFlags are set whenever a property changes that the EntitySimulation needs to know about.
|
||||
uint32_t _dirtyFlags; // things that have changed from EXTERNAL changes (via script or packet) but NOT from simulation
|
||||
|
||||
EntityTreeElement* _element; // back pointer to containing Element
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -24,27 +24,27 @@
|
|||
|
||||
EntityItemProperties::EntityItemProperties() :
|
||||
|
||||
CONSTRUCT_PROPERTY(visible, EntityItem::DEFAULT_VISIBLE),
|
||||
CONSTRUCT_PROPERTY(visible, DEFAULT_VISIBLE),
|
||||
CONSTRUCT_PROPERTY(position, 0),
|
||||
CONSTRUCT_PROPERTY(dimensions, EntityItem::DEFAULT_DIMENSIONS),
|
||||
CONSTRUCT_PROPERTY(rotation, EntityItem::DEFAULT_ROTATION),
|
||||
CONSTRUCT_PROPERTY(mass, EntityItem::DEFAULT_MASS),
|
||||
CONSTRUCT_PROPERTY(velocity, EntityItem::DEFAULT_VELOCITY),
|
||||
CONSTRUCT_PROPERTY(gravity, EntityItem::DEFAULT_GRAVITY),
|
||||
CONSTRUCT_PROPERTY(damping, EntityItem::DEFAULT_DAMPING),
|
||||
CONSTRUCT_PROPERTY(lifetime, EntityItem::DEFAULT_LIFETIME),
|
||||
CONSTRUCT_PROPERTY(script, EntityItem::DEFAULT_SCRIPT),
|
||||
CONSTRUCT_PROPERTY(dimensions, DEFAULT_DIMENSIONS),
|
||||
CONSTRUCT_PROPERTY(rotation, DEFAULT_ROTATION),
|
||||
CONSTRUCT_PROPERTY(mass, DEFAULT_MASS),
|
||||
CONSTRUCT_PROPERTY(velocity, DEFAULT_VELOCITY),
|
||||
CONSTRUCT_PROPERTY(gravity, DEFAULT_GRAVITY),
|
||||
CONSTRUCT_PROPERTY(damping, DEFAULT_DAMPING),
|
||||
CONSTRUCT_PROPERTY(lifetime, DEFAULT_LIFETIME),
|
||||
CONSTRUCT_PROPERTY(script, DEFAULT_SCRIPT),
|
||||
CONSTRUCT_PROPERTY(color, ),
|
||||
CONSTRUCT_PROPERTY(modelURL, ""),
|
||||
CONSTRUCT_PROPERTY(animationURL, ""),
|
||||
CONSTRUCT_PROPERTY(animationFPS, ModelEntityItem::DEFAULT_ANIMATION_FPS),
|
||||
CONSTRUCT_PROPERTY(animationFrameIndex, ModelEntityItem::DEFAULT_ANIMATION_FRAME_INDEX),
|
||||
CONSTRUCT_PROPERTY(animationIsPlaying, ModelEntityItem::DEFAULT_ANIMATION_IS_PLAYING),
|
||||
CONSTRUCT_PROPERTY(registrationPoint, EntityItem::DEFAULT_REGISTRATION_POINT),
|
||||
CONSTRUCT_PROPERTY(angularVelocity, EntityItem::DEFAULT_ANGULAR_VELOCITY),
|
||||
CONSTRUCT_PROPERTY(angularDamping, EntityItem::DEFAULT_ANGULAR_DAMPING),
|
||||
CONSTRUCT_PROPERTY(ignoreForCollisions, EntityItem::DEFAULT_IGNORE_FOR_COLLISIONS),
|
||||
CONSTRUCT_PROPERTY(collisionsWillMove, EntityItem::DEFAULT_COLLISIONS_WILL_MOVE),
|
||||
CONSTRUCT_PROPERTY(registrationPoint, DEFAULT_REGISTRATION_POINT),
|
||||
CONSTRUCT_PROPERTY(angularVelocity, DEFAULT_ANGULAR_VELOCITY),
|
||||
CONSTRUCT_PROPERTY(angularDamping, DEFAULT_ANGULAR_DAMPING),
|
||||
CONSTRUCT_PROPERTY(ignoreForCollisions, DEFAULT_IGNORE_FOR_COLLISIONS),
|
||||
CONSTRUCT_PROPERTY(collisionsWillMove, DEFAULT_COLLISIONS_WILL_MOVE),
|
||||
CONSTRUCT_PROPERTY(isSpotlight, false),
|
||||
CONSTRUCT_PROPERTY(diffuseColor, ),
|
||||
CONSTRUCT_PROPERTY(ambientColor, ),
|
||||
|
@ -57,7 +57,7 @@ EntityItemProperties::EntityItemProperties() :
|
|||
CONSTRUCT_PROPERTY(locked, false),
|
||||
CONSTRUCT_PROPERTY(textures, ""),
|
||||
CONSTRUCT_PROPERTY(animationSettings, ""),
|
||||
CONSTRUCT_PROPERTY(userData, EntityItem::DEFAULT_USER_DATA),
|
||||
CONSTRUCT_PROPERTY(userData, DEFAULT_USER_DATA),
|
||||
CONSTRUCT_PROPERTY(text, TextEntityItem::DEFAULT_TEXT),
|
||||
CONSTRUCT_PROPERTY(lineHeight, TextEntityItem::DEFAULT_LINE_HEIGHT),
|
||||
CONSTRUCT_PROPERTY(textColor, TextEntityItem::DEFAULT_TEXT_COLOR),
|
||||
|
|
|
@ -682,6 +682,7 @@ void EntityTreeElement::cleanupEntities() {
|
|||
uint16_t numberOfEntities = _entityItems->size();
|
||||
for (uint16_t i = 0; i < numberOfEntities; i++) {
|
||||
EntityItem* entity = (*_entityItems)[i];
|
||||
entity->_element = NULL;
|
||||
delete entity;
|
||||
}
|
||||
_entityItems->clear();
|
||||
|
@ -693,6 +694,7 @@ bool EntityTreeElement::removeEntityWithEntityItemID(const EntityItemID& id) {
|
|||
for (uint16_t i = 0; i < numberOfEntities; i++) {
|
||||
if ((*_entityItems)[i]->getEntityItemID() == id) {
|
||||
foundEntity = true;
|
||||
(*_entityItems)[i]->_element = NULL;
|
||||
_entityItems->removeAt(i);
|
||||
break;
|
||||
}
|
||||
|
@ -701,7 +703,13 @@ bool EntityTreeElement::removeEntityWithEntityItemID(const EntityItemID& id) {
|
|||
}
|
||||
|
||||
bool EntityTreeElement::removeEntityItem(EntityItem* entity) {
|
||||
return _entityItems->removeAll(entity) > 0;
|
||||
int numEntries = _entityItems->removeAll(entity);
|
||||
if (numEntries > 0) {
|
||||
assert(entity->_element == this);
|
||||
entity->_element = NULL;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -808,7 +816,10 @@ int EntityTreeElement::readElementDataFromBuffer(const unsigned char* data, int
|
|||
}
|
||||
|
||||
void EntityTreeElement::addEntityItem(EntityItem* entity) {
|
||||
assert(entity);
|
||||
assert(entity->_element == NULL);
|
||||
_entityItems->push_back(entity);
|
||||
entity->_element = this;
|
||||
}
|
||||
|
||||
// will average a "common reduced LOD view" from the the child elements...
|
||||
|
|
|
@ -179,7 +179,7 @@ bool MovingEntitiesOperator::preRecursion(OctreeElement* element) {
|
|||
|
||||
// If this is one of the old elements we're looking for, then ask it to remove the old entity
|
||||
if (!details.oldFound && entityTreeElement == details.oldContainingElement) {
|
||||
entityTreeElement->removeEntityItem(details.entity);
|
||||
// DO NOT remove the entity here. It will be removed when added to the destination element.
|
||||
_foundOldCount++;
|
||||
//details.oldFound = true; // TODO: would be nice to add this optimization
|
||||
if (_wantDebug) {
|
||||
|
@ -193,8 +193,15 @@ bool MovingEntitiesOperator::preRecursion(OctreeElement* element) {
|
|||
// If this element is the best fit for the new bounds of this entity then add the entity to the element
|
||||
if (!details.newFound && entityTreeElement->bestFitBounds(details.newCube)) {
|
||||
EntityItemID entityItemID = details.entity->getEntityItemID();
|
||||
entityTreeElement->addEntityItem(details.entity);
|
||||
_tree->setContainingElement(entityItemID, entityTreeElement);
|
||||
// remove from the old before adding
|
||||
EntityTreeElement* oldElement = details.entity->getElement();
|
||||
if (oldElement != entityTreeElement) {
|
||||
if (oldElement) {
|
||||
oldElement->removeEntityItem(details.entity);
|
||||
}
|
||||
entityTreeElement->addEntityItem(details.entity);
|
||||
_tree->setContainingElement(entityItemID, entityTreeElement);
|
||||
}
|
||||
_foundNewCount++;
|
||||
//details.newFound = true; // TODO: would be nice to add this optimization
|
||||
if (_wantDebug) {
|
||||
|
@ -227,7 +234,7 @@ bool MovingEntitiesOperator::postRecursion(OctreeElement* element) {
|
|||
|
||||
|
||||
|
||||
// It's not OK to prune if we have the potential of deleting the original containig element.
|
||||
// It's not OK to prune if we have the potential of deleting the original containing element
|
||||
// because if we prune the containing element then new might end up reallocating the same memory later
|
||||
// and that will confuse our logic.
|
||||
//
|
||||
|
|
|
@ -231,18 +231,19 @@ bool UpdateEntityOperator::preRecursion(OctreeElement* element) {
|
|||
qDebug() << " *** REMOVING from ELEMENT ***";
|
||||
}
|
||||
|
||||
entityTreeElement->removeEntityItem(_existingEntity); // NOTE: only removes the entity, doesn't delete it
|
||||
// the entity knows what element it's in, so we remove it from that one
|
||||
// NOTE: we know we haven't yet added it to its new element because _removeOld is true
|
||||
EntityTreeElement* oldElement = _existingEntity->getElement();
|
||||
oldElement->removeEntityItem(_existingEntity);
|
||||
_tree->setContainingElement(_entityItemID, NULL);
|
||||
|
||||
// If we haven't yet found the new location, then we need to
|
||||
// make sure to remove our entity to element map, because for
|
||||
// now we're not in that map
|
||||
if (!_foundNew) {
|
||||
_tree->setContainingElement(_entityItemID, NULL);
|
||||
|
||||
if (_wantDebug) {
|
||||
qDebug() << " *** REMOVING from MAP ***";
|
||||
}
|
||||
if (oldElement != _containingElement) {
|
||||
qDebug() << "WARNING entity moved during UpdateEntityOperator recursion";
|
||||
_containingElement->removeEntityItem(_existingEntity);
|
||||
}
|
||||
|
||||
if (_wantDebug) {
|
||||
qDebug() << " *** REMOVING from MAP ***";
|
||||
}
|
||||
}
|
||||
_foundOld = true;
|
||||
|
@ -263,7 +264,6 @@ bool UpdateEntityOperator::preRecursion(OctreeElement* element) {
|
|||
qDebug() << " entityTreeElement->bestFitBounds(_newEntityBox)=" << entityTreeElement->bestFitBounds(_newEntityBox);
|
||||
}
|
||||
|
||||
|
||||
// If this element is the best fit for the new entity properties, then add/or update it
|
||||
if (entityTreeElement->bestFitBounds(_newEntityBox)) {
|
||||
|
||||
|
@ -271,33 +271,14 @@ bool UpdateEntityOperator::preRecursion(OctreeElement* element) {
|
|||
qDebug() << " *** THIS ELEMENT IS BEST FIT ***";
|
||||
}
|
||||
|
||||
EntityTreeElement* oldElement = _existingEntity->getElement();
|
||||
// if we are the existing containing element, then we can just do the update of the entity properties
|
||||
if (entityTreeElement == _containingElement) {
|
||||
if (entityTreeElement == oldElement) {
|
||||
|
||||
if (_wantDebug) {
|
||||
qDebug() << " *** This is the same OLD ELEMENT ***";
|
||||
}
|
||||
|
||||
// TODO: We shouldn't be in a remove old case and also be the new best fit. This indicates that
|
||||
// we have some kind of a logic error in this operator. But, it can handle it properly by setting
|
||||
// the new properties for the entity and moving on. Still going to output a warning that if we
|
||||
// see consistently we will want to address this.
|
||||
if (_removeOld) {
|
||||
qDebug() << "UNEXPECTED - UpdateEntityOperator - "
|
||||
"we thought we needed to removeOld, but the old entity is our best fit.";
|
||||
_removeOld = false;
|
||||
|
||||
// if we thought we were supposed to remove the old item, and we already did, then we need
|
||||
// to repair this case.
|
||||
if (_foundOld) {
|
||||
if (_wantDebug) {
|
||||
qDebug() << " *** REPAIRING PREVIOUS REMOVAL from ELEMENT and MAP ***";
|
||||
}
|
||||
entityTreeElement->addEntityItem(_existingEntity);
|
||||
_tree->setContainingElement(_entityItemID, entityTreeElement);
|
||||
}
|
||||
}
|
||||
|
||||
// set the entity properties and mark our element as changed.
|
||||
_existingEntity->setProperties(_properties);
|
||||
if (_wantDebug) {
|
||||
|
@ -305,14 +286,22 @@ bool UpdateEntityOperator::preRecursion(OctreeElement* element) {
|
|||
}
|
||||
} else {
|
||||
// otherwise, this is an add case.
|
||||
if (oldElement) {
|
||||
oldElement->removeEntityItem(_existingEntity);
|
||||
if (oldElement != _containingElement) {
|
||||
qDebug() << "WARNING entity moved during UpdateEntityOperator recursion";
|
||||
}
|
||||
}
|
||||
entityTreeElement->addEntityItem(_existingEntity);
|
||||
_existingEntity->setProperties(_properties); // still need to update the properties!
|
||||
_tree->setContainingElement(_entityItemID, entityTreeElement);
|
||||
|
||||
_existingEntity->setProperties(_properties); // still need to update the properties!
|
||||
if (_wantDebug) {
|
||||
qDebug() << " *** ADDING ENTITY to ELEMENT and MAP and SETTING PROPERTIES ***";
|
||||
}
|
||||
}
|
||||
_foundNew = true; // we found the new item!
|
||||
_foundNew = true; // we found the new element
|
||||
_removeOld = false; // and it has already been removed from the old
|
||||
} else {
|
||||
keepSearching = true;
|
||||
}
|
||||
|
|
|
@ -154,8 +154,6 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame, float subStep
|
|||
// NOTE: math in done the simulation-frame, which is NOT necessarily the same as the world-frame
|
||||
// due to _worldOffset.
|
||||
|
||||
// TODO: Andrew to reconcile Bullet and legacy damping coefficients.
|
||||
|
||||
// compute position error
|
||||
if (glm::length2(_sentVelocity) > 0.0f) {
|
||||
_sentVelocity += _sentAcceleration * dt;
|
||||
|
|
|
@ -111,7 +111,7 @@ protected:
|
|||
glm::vec3 _sentPosition; // in simulation-frame (not world-frame)
|
||||
glm::quat _sentRotation;;
|
||||
glm::vec3 _sentVelocity;
|
||||
glm::vec3 _sentAngularVelocity;
|
||||
glm::vec3 _sentAngularVelocity; // radians per second
|
||||
glm::vec3 _sentAcceleration;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue