Merge remote-tracking branch 'SamGondelman/parabolic' into M17217-a

# Conflicts:
#	scripts/system/controllers/controllerModules/teleport.js
This commit is contained in:
David Rowe 2018-08-04 09:42:11 +12:00
commit ee605e5f21
4 changed files with 42 additions and 12 deletions

View file

@ -117,8 +117,6 @@ ParabolaPointer::RenderState::RenderState(const OverlayID& startID, const Overla
_pathWidth = pathWidth;
if (render::Item::isValidID(_pathID)) {
auto renderItem = std::make_shared<ParabolaRenderItem>(pathColor, pathAlpha, pathWidth, isVisibleInSecondaryCamera, pathEnabled);
// TODO: update bounds properly
renderItem->editBound().setBox(glm::vec3(-16000.0f), 32000.0f);
transaction.resetItem(_pathID, std::make_shared<ParabolaRenderItem::Payload>(renderItem));
scene->enqueueTransaction(transaction);
}
@ -182,6 +180,7 @@ void ParabolaPointer::RenderState::update(const glm::vec3& origin, const glm::ve
item.setAcceleration(acceleration);
item.setParabolicDistance(parabolicDistance);
item.setWidth(width);
item.updateBounds();
});
scene->enqueueTransaction(transaction);
}
@ -304,10 +303,10 @@ void ParabolaPointer::RenderState::ParabolaRenderItem::setVisible(bool visible)
}
void ParabolaPointer::RenderState::ParabolaRenderItem::updateKey() {
// FIXME: There's no way to designate a render item as non-shadow-reciever, and since a parabola's bounding box covers the entire domain,
// it seems to block all shadows. I think this is a bug with shadows.
//auto builder = _parabolaData.color.a < 1.0f ? render::ItemKey::Builder::transparentShape() : render::ItemKey::Builder::opaqueShape();
auto builder = render::ItemKey::Builder::transparentShape();
auto builder = _parabolaData.color.a < 1.0f ? render::ItemKey::Builder::transparentShape() : render::ItemKey::Builder::opaqueShape();
// TODO: parabolas should cast shadows, but they're so thin that the cascaded shadow maps make them look pretty bad
//builder.withShadowCaster();
if (_enabled && _visible) {
builder.withVisible();
@ -324,6 +323,33 @@ void ParabolaPointer::RenderState::ParabolaRenderItem::updateKey() {
_key = builder.build();
}
void ParabolaPointer::RenderState::ParabolaRenderItem::updateBounds() {
glm::vec3 max = _origin;
glm::vec3 min = _origin;
glm::vec3 end = _origin + _parabolaData.velocity * _parabolaData.parabolicDistance +
0.5f * _parabolaData.acceleration * _parabolaData.parabolicDistance * _parabolaData.parabolicDistance;
max = glm::max(max, end);
min = glm::min(min, end);
for (int i = 0; i < 3; i++) {
if (fabsf(_parabolaData.velocity[i]) > EPSILON && fabsf(_parabolaData.acceleration[i]) > EPSILON) {
float maxT = -_parabolaData.velocity[i] / _parabolaData.acceleration[i];
if (maxT > 0.0f && maxT < _parabolaData.parabolicDistance) {
glm::vec3 maxPoint = _origin + _parabolaData.velocity * maxT + 0.5f * _parabolaData.acceleration * maxT * maxT;
max = glm::max(max, maxPoint);
min = glm::min(min, maxPoint);
}
}
}
glm::vec3 halfWidth = glm::vec3(0.5f * _parabolaData.width);
max += halfWidth;
min -= halfWidth;
_bound = AABox(min, max - min);
}
const gpu::PipelinePointer ParabolaPointer::RenderState::ParabolaRenderItem::getParabolaPipeline() {
if (!_parabolaPipeline || !_transparentParabolaPipeline) {
auto vs = parabola_vert::getShader();

View file

@ -36,6 +36,7 @@ public:
void setVisible(bool visible);
void updateKey();
void updateUniformBuffer() { _uniformBuffer->setSubData(0, _parabolaData); }
void updateBounds();
void setColor(const glm::vec3& color) { _parabolaData.color = glm::vec4(color, _parabolaData.color.a); }
void setAlpha(const float& alpha) { _parabolaData.color.a = alpha; }

View file

@ -92,7 +92,7 @@ unsigned int PointerScriptingInterface::createStylus(const QVariant& properties)
* @typedef {object} Pointers.LaserPointerProperties
* @property {boolean} [faceAvatar=false] If true, the end of the Pointer will always rotate to face the avatar.
* @property {boolean} [centerEndY=true] If false, the end of the Pointer will be moved up by half of its height.
* @property {boolean} [lockEnd=false] If true, the end of the Pointer will lock on to the center of the object at which the laser is pointing.
* @property {boolean} [lockEnd=false] If true, the end of the Pointer will lock on to the center of the object at which the pointer is pointing.
* @property {boolean} [distanceScaleEnd=false] If true, the dimensions of the end of the Pointer will scale linearly with distance.
* @property {boolean} [scaleWithAvatar=false] If true, the width of the Pointer's path will scale linearly with your avatar's scale.
* @property {boolean} [followNormal=false] If true, the end of the Pointer will rotate to follow the normal of the intersected surface.
@ -207,9 +207,10 @@ unsigned int PointerScriptingInterface::createLaserPointer(const QVariant& prope
* The rendering properties of the parabolic path
*
* @typedef {object} Pointers.ParabolaProperties
* @property {Color} color The color of the parabola.
* @property {number} alpha The alpha of the parabola.
* @property {number} width The width of the parabola, in meters.
* @property {Color} color=255,255,255 The color of the parabola.
* @property {number} alpha=1.0 The alpha of the parabola.
* @property {number} width=0.01 The width of the parabola, in meters.
* @property {boolean} isVisibleInSecondaryCamera=false The width of the parabola, in meters.
*/
/**jsdoc
* A set of properties used to define the visual aspect of a Parabola Pointer in the case that the Pointer is not intersecting something. Same as a {@link Pointers.ParabolaPointerRenderState},
@ -232,10 +233,10 @@ unsigned int PointerScriptingInterface::createLaserPointer(const QVariant& prope
*/
/**jsdoc
* A set of properties that can be passed to {@link Pointers.createPointer} to create a new Pointer. Contains the relevant {@link Picks.PickProperties} to define the underlying Pick.
* @typedef {object} Pointers.LaserPointerProperties
* @typedef {object} Pointers.ParabolaPointerProperties
* @property {boolean} [faceAvatar=false] If true, the end of the Pointer will always rotate to face the avatar.
* @property {boolean} [centerEndY=true] If false, the end of the Pointer will be moved up by half of its height.
* @property {boolean} [lockEnd=false] If true, the end of the Pointer will lock on to the center of the object at which the laser is pointing.
* @property {boolean} [lockEnd=false] If true, the end of the Pointer will lock on to the center of the object at which the pointer is pointing.
* @property {boolean} [distanceScaleEnd=false] If true, the dimensions of the end of the Pointer will scale linearly with distance.
* @property {boolean} [scaleWithAvatar=false] If true, the width of the Pointer's path will scale linearly with your avatar's scale.
* @property {boolean} [followNormal=false] If true, the end of the Pointer will rotate to follow the normal of the intersected surface.

View file

@ -145,6 +145,7 @@ public:
*
* @property {number} Ray Ray Picks intersect a ray with the nearest object in front of them, along a given direction.
* @property {number} Stylus Stylus Picks provide "tapping" functionality on/into flat surfaces.
* @property {number} Parabola Parabola Picks intersect a parabola with the nearest object in front of them, with a given initial velocity and acceleration.
*/
/**jsdoc
* <table>
@ -154,6 +155,7 @@ public:
* <tbody>
* <tr><td><code>{@link PickType(0)|PickType.Ray}</code></td><td></td></tr>
* <tr><td><code>{@link PickType(0)|PickType.Stylus}</code></td><td></td></tr>
* <tr><td><code>{@link PickType(0)|PickType.Parabola}</code></td><td></td></tr>
* </tbody>
* </table>
* @typedef {number} PickType