Merge branch 'master' of github.com:highfidelity/hifi into tablet-ui

This commit is contained in:
Seth Alves 2017-03-24 15:17:52 -07:00
commit f1470e34f9
10 changed files with 292 additions and 159 deletions

View file

@ -56,9 +56,9 @@ void CauterizedModel::createVisibleRenderItemSet() {
}
// We should not have any existing renderItems if we enter this section of code
Q_ASSERT(_modelMeshRenderItemsSet.isEmpty());
Q_ASSERT(_modelMeshRenderItems.isEmpty());
_modelMeshRenderItemsSet.clear();
_modelMeshRenderItems.clear();
Transform transform;
transform.setTranslation(_translation);
@ -81,7 +81,7 @@ void CauterizedModel::createVisibleRenderItemSet() {
int numParts = (int)mesh->getNumParts();
for (int partIndex = 0; partIndex < numParts; partIndex++) {
auto ptr = std::make_shared<CauterizedMeshPartPayload>(this, i, partIndex, shapeID, transform, offset);
_modelMeshRenderItemsSet << std::static_pointer_cast<ModelMeshPartPayload>(ptr);
_modelMeshRenderItems << std::static_pointer_cast<ModelMeshPartPayload>(ptr);
shapeID++;
}
}

View file

@ -371,109 +371,7 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
_model->updateRenderItems();
}
if (hasModel()) {
// Prepare the current frame
{
if (!_model || _needsModelReload) {
// TODO: this getModel() appears to be about 3% of model render time. We should optimize
PerformanceTimer perfTimer("getModel");
auto renderer = qSharedPointerCast<EntityTreeRenderer>(args->_renderer);
getModel(renderer);
// Remap textures immediately after loading to avoid flicker
remapTextures();
}
if (_model) {
if (hasRenderAnimation()) {
if (!jointsMapped()) {
QStringList modelJointNames = _model->getJointNames();
mapJoints(modelJointNames);
}
}
_jointDataLock.withWriteLock([&] {
getAnimationFrame();
// relay any inbound joint changes from scripts/animation/network to the model/rig
for (int index = 0; index < _localJointRotations.size(); index++) {
if (_localJointRotationsDirty[index]) {
glm::quat rotation = _localJointRotations[index];
_model->setJointRotation(index, true, rotation, 1.0f);
_localJointRotationsDirty[index] = false;
}
}
for (int index = 0; index < _localJointTranslations.size(); index++) {
if (_localJointTranslationsDirty[index]) {
glm::vec3 translation = _localJointTranslations[index];
_model->setJointTranslation(index, true, translation, 1.0f);
_localJointTranslationsDirty[index] = false;
}
}
});
updateModelBounds();
}
}
// Enqueue updates for the next frame
if (_model) {
#ifdef WANT_EXTRA_RENDER_DEBUGGING
// debugging...
gpu::Batch& batch = *args->_batch;
_model->renderDebugMeshBoxes(batch);
#endif
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
// FIXME: this seems like it could be optimized if we tracked our last known visible state in
// the renderable item. As it stands now the model checks it's visible/invisible state
// so most of the time we don't do anything in this function.
_model->setVisibleInScene(getVisible(), scene);
// Remap textures for the next frame to avoid flicker
remapTextures();
// update whether the model should be showing collision mesh (this may flag for fixupInScene)
bool showingCollisionGeometry = (bool)(args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS);
if (showingCollisionGeometry != _showCollisionGeometry) {
ShapeType type = getShapeType();
_showCollisionGeometry = showingCollisionGeometry;
if (_showCollisionGeometry && type != SHAPE_TYPE_STATIC_MESH && type != SHAPE_TYPE_NONE) {
// NOTE: it is OK if _collisionMeshKey is nullptr
model::MeshPointer mesh = collisionMeshCache.getMesh(_collisionMeshKey);
// NOTE: the model will render the collisionGeometry if it has one
_model->setCollisionMesh(mesh);
} else {
// release mesh
if (_collisionMeshKey) {
collisionMeshCache.releaseMesh(_collisionMeshKey);
}
// clear model's collision geometry
model::MeshPointer mesh = nullptr;
_model->setCollisionMesh(mesh);
}
}
if (_model->needsFixupInScene()) {
render::PendingChanges pendingChanges;
_model->removeFromScene(scene, pendingChanges);
render::Item::Status::Getters statusGetters;
makeEntityItemStatusGetters(getThisPointer(), statusGetters);
_model->addToScene(scene, pendingChanges, statusGetters);
scene->enqueuePendingChanges(pendingChanges);
}
auto& currentURL = getParsedModelURL();
if (currentURL != _model->getURL()) {
// Defer setting the url to the render thread
getModel(_myRenderer);
}
}
} else {
if (!hasModel() || (_model && _model->didVisualGeometryRequestFail())) {
static glm::vec4 greenColor(0.0f, 1.0f, 0.0f, 1.0f);
gpu::Batch& batch = *args->_batch;
bool success;
@ -482,6 +380,109 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
batch.setModelTransform(shapeTransform); // we want to include the scale as well
DependencyManager::get<GeometryCache>()->renderWireCubeInstance(batch, greenColor);
}
return;
}
// Prepare the current frame
{
if (!_model || _needsModelReload) {
// TODO: this getModel() appears to be about 3% of model render time. We should optimize
PerformanceTimer perfTimer("getModel");
auto renderer = qSharedPointerCast<EntityTreeRenderer>(args->_renderer);
getModel(renderer);
// Remap textures immediately after loading to avoid flicker
remapTextures();
}
if (_model) {
if (hasRenderAnimation()) {
if (!jointsMapped()) {
QStringList modelJointNames = _model->getJointNames();
mapJoints(modelJointNames);
}
}
_jointDataLock.withWriteLock([&] {
getAnimationFrame();
// relay any inbound joint changes from scripts/animation/network to the model/rig
for (int index = 0; index < _localJointRotations.size(); index++) {
if (_localJointRotationsDirty[index]) {
glm::quat rotation = _localJointRotations[index];
_model->setJointRotation(index, true, rotation, 1.0f);
_localJointRotationsDirty[index] = false;
}
}
for (int index = 0; index < _localJointTranslations.size(); index++) {
if (_localJointTranslationsDirty[index]) {
glm::vec3 translation = _localJointTranslations[index];
_model->setJointTranslation(index, true, translation, 1.0f);
_localJointTranslationsDirty[index] = false;
}
}
});
updateModelBounds();
}
}
// Enqueue updates for the next frame
if (_model) {
#ifdef WANT_EXTRA_RENDER_DEBUGGING
// debugging...
gpu::Batch& batch = *args->_batch;
_model->renderDebugMeshBoxes(batch);
#endif
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
// FIXME: this seems like it could be optimized if we tracked our last known visible state in
// the renderable item. As it stands now the model checks it's visible/invisible state
// so most of the time we don't do anything in this function.
_model->setVisibleInScene(getVisible(), scene);
// Remap textures for the next frame to avoid flicker
remapTextures();
// update whether the model should be showing collision mesh (this may flag for fixupInScene)
bool showingCollisionGeometry = (bool)(args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS);
if (showingCollisionGeometry != _showCollisionGeometry) {
ShapeType type = getShapeType();
_showCollisionGeometry = showingCollisionGeometry;
if (_showCollisionGeometry && type != SHAPE_TYPE_STATIC_MESH && type != SHAPE_TYPE_NONE) {
// NOTE: it is OK if _collisionMeshKey is nullptr
model::MeshPointer mesh = collisionMeshCache.getMesh(_collisionMeshKey);
// NOTE: the model will render the collisionGeometry if it has one
_model->setCollisionMesh(mesh);
} else {
// release mesh
if (_collisionMeshKey) {
collisionMeshCache.releaseMesh(_collisionMeshKey);
}
// clear model's collision geometry
model::MeshPointer mesh = nullptr;
_model->setCollisionMesh(mesh);
}
}
if (_model->needsFixupInScene()) {
render::PendingChanges pendingChanges;
_model->removeFromScene(scene, pendingChanges);
render::Item::Status::Getters statusGetters;
makeEntityItemStatusGetters(getThisPointer(), statusGetters);
_model->addToScene(scene, pendingChanges, statusGetters);
scene->enqueuePendingChanges(pendingChanges);
}
auto& currentURL = getParsedModelURL();
if (currentURL != _model->getURL()) {
// Defer setting the url to the render thread
getModel(_myRenderer);
}
}
}
@ -587,6 +588,10 @@ EntityItemProperties RenderableModelEntityItem::getProperties(EntityPropertyFlag
return properties;
}
bool RenderableModelEntityItem::supportsDetailedRayIntersection() const {
return _model && _model->isLoaded();
}
bool RenderableModelEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance, BoxFace& face,
glm::vec3& surfaceNormal, void** intersectedObject, bool precisionPicking) const {
@ -807,6 +812,13 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& shapeInfo) {
auto& meshes = _model->getGeometry()->getMeshes();
int32_t numMeshes = (int32_t)(meshes.size());
const int MAX_ALLOWED_MESH_COUNT = 500;
if (numMeshes > MAX_ALLOWED_MESH_COUNT) {
// too many will cause the deadlock timer to throw...
shapeInfo.setParams(SHAPE_TYPE_BOX, 0.5f * dimensions);
return;
}
ShapeInfo::PointCollection& pointCollection = shapeInfo.getPointCollection();
pointCollection.clear();
if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {

View file

@ -46,7 +46,7 @@ public:
void updateModelBounds();
virtual void render(RenderArgs* args) override;
virtual bool supportsDetailedRayIntersection() const override { return true; }
virtual bool supportsDetailedRayIntersection() const override;
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal,

View file

@ -208,6 +208,7 @@ void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& re
assert(!entity->getPhysicsInfo());
if (entity->isDead()) {
prepareEntityForDelete(entity);
entityItr = _entitiesToAddToPhysics.erase(entityItr);
} else if (!entity->shouldBePhysical()) {
// this entity should no longer be on the internal _entitiesToAddToPhysics
entityItr = _entitiesToAddToPhysics.erase(entityItr);

View file

@ -176,11 +176,11 @@ void Model::setOffset(const glm::vec3& offset) {
}
void Model::calculateTextureInfo() {
if (!_hasCalculatedTextureInfo && isLoaded() && getGeometry()->areTexturesLoaded() && !_modelMeshRenderItems.isEmpty()) {
if (!_hasCalculatedTextureInfo && isLoaded() && getGeometry()->areTexturesLoaded() && !_modelMeshRenderItemsMap.isEmpty()) {
size_t textureSize = 0;
int textureCount = 0;
bool allTexturesLoaded = true;
foreach(auto renderItem, _modelMeshRenderItemsSet) {
foreach(auto renderItem, _modelMeshRenderItems) {
auto meshPart = renderItem.get();
textureSize += meshPart->getMaterialTextureSize();
textureCount += meshPart->getMaterialTextureCount();
@ -236,7 +236,7 @@ void Model::updateRenderItems() {
uint32_t deleteGeometryCounter = self->_deleteGeometryCounter;
render::PendingChanges pendingChanges;
foreach (auto itemID, self->_modelMeshRenderItems.keys()) {
foreach (auto itemID, self->_modelMeshRenderItemsMap.keys()) {
pendingChanges.updateItem<ModelMeshPartPayload>(itemID, [deleteGeometryCounter](ModelMeshPartPayload& data) {
if (data._model && data._model->isLoaded()) {
// Ensure the model geometry was not reset between frames
@ -259,7 +259,7 @@ void Model::updateRenderItems() {
Transform collisionMeshOffset;
collisionMeshOffset.setIdentity();
Transform modelTransform = self->getTransform();
foreach (auto itemID, self->_collisionRenderItems.keys()) {
foreach(auto itemID, self->_collisionRenderItemsMap.keys()) {
pendingChanges.updateItem<MeshPartPayload>(itemID, [modelTransform, collisionMeshOffset](MeshPartPayload& data) {
// update the model transform for this render item.
data.updateTransform(modelTransform, collisionMeshOffset);
@ -539,11 +539,11 @@ void Model::setVisibleInScene(bool newValue, std::shared_ptr<render::Scene> scen
_isVisible = newValue;
render::PendingChanges pendingChanges;
foreach (auto item, _modelMeshRenderItems.keys()) {
pendingChanges.resetItem(item, _modelMeshRenderItems[item]);
foreach (auto item, _modelMeshRenderItemsMap.keys()) {
pendingChanges.resetItem(item, _modelMeshRenderItemsMap[item]);
}
foreach (auto item, _collisionRenderItems.keys()) {
pendingChanges.resetItem(item, _collisionRenderItems[item]);
foreach(auto item, _collisionRenderItemsMap.keys()) {
pendingChanges.resetItem(item, _collisionRenderItemsMap[item]);
}
scene->enqueuePendingChanges(pendingChanges);
}
@ -555,11 +555,11 @@ void Model::setLayeredInFront(bool layered, std::shared_ptr<render::Scene> scene
_isLayeredInFront = layered;
render::PendingChanges pendingChanges;
foreach(auto item, _modelMeshRenderItems.keys()) {
pendingChanges.resetItem(item, _modelMeshRenderItems[item]);
foreach(auto item, _modelMeshRenderItemsMap.keys()) {
pendingChanges.resetItem(item, _modelMeshRenderItemsMap[item]);
}
foreach(auto item, _collisionRenderItems.keys()) {
pendingChanges.resetItem(item, _collisionRenderItems[item]);
foreach(auto item, _collisionRenderItemsMap.keys()) {
pendingChanges.resetItem(item, _collisionRenderItemsMap[item]);
}
scene->enqueuePendingChanges(pendingChanges);
}
@ -576,39 +576,39 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene,
bool somethingAdded = false;
if (_collisionGeometry) {
if (_collisionRenderItems.empty()) {
foreach (auto renderItem, _collisionRenderItemsSet) {
foreach (auto renderItem, _collisionRenderItems) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
if (statusGetters.size()) {
if (_collisionRenderItems.empty() && statusGetters.size()) {
renderPayload->addStatusGetters(statusGetters);
}
pendingChanges.resetItem(item, renderPayload);
_collisionRenderItems.insert(item, renderPayload);
_collisionRenderItemsMap.insert(item, renderPayload);
}
somethingAdded = !_collisionRenderItems.empty();
}
} else {
if (_modelMeshRenderItems.empty()) {
if (_modelMeshRenderItemsMap.empty()) {
bool hasTransparent = false;
size_t verticesCount = 0;
foreach(auto renderItem, _modelMeshRenderItemsSet) {
foreach(auto renderItem, _modelMeshRenderItems) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
if (statusGetters.size()) {
if (_modelMeshRenderItemsMap.empty() && statusGetters.size()) {
renderPayload->addStatusGetters(statusGetters);
}
pendingChanges.resetItem(item, renderPayload);
hasTransparent = hasTransparent || renderItem.get()->getShapeKey().isTranslucent();
verticesCount += renderItem.get()->getVerticesCount();
_modelMeshRenderItems.insert(item, renderPayload);
_modelMeshRenderItemsMap.insert(item, renderPayload);
_modelMeshRenderItemIDs.emplace_back(item);
}
somethingAdded = !_modelMeshRenderItems.empty();
somethingAdded = !_modelMeshRenderItemsMap.empty();
_renderInfoVertexCount = verticesCount;
_renderInfoDrawCalls = _modelMeshRenderItems.count();
_renderInfoDrawCalls = _modelMeshRenderItemsMap.count();
_renderInfoHasTransparent = hasTransparent;
}
}
@ -623,18 +623,18 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene,
}
void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
foreach (auto item, _modelMeshRenderItems.keys()) {
foreach (auto item, _modelMeshRenderItemsMap.keys()) {
pendingChanges.removeItem(item);
}
_modelMeshRenderItemIDs.clear();
_modelMeshRenderItemsMap.clear();
_modelMeshRenderItems.clear();
_modelMeshRenderItemsSet.clear();
foreach (auto item, _collisionRenderItems.keys()) {
foreach(auto item, _collisionRenderItemsMap.keys()) {
pendingChanges.removeItem(item);
}
_collisionRenderItems.clear();
_collisionRenderItemsSet.clear();
_collisionRenderItems.clear();
_addedToScene = false;
_renderInfoVertexCount = 0;
@ -1052,8 +1052,8 @@ void Model::updateRig(float deltaTime, glm::mat4 parentTransform) {
}
void Model::computeMeshPartLocalBounds() {
for (auto& part : _modelMeshRenderItemsSet) {
assert(part->_meshIndex < _modelMeshRenderItemsSet.size());
for (auto& part : _modelMeshRenderItems) {
assert(part->_meshIndex < _modelMeshRenderItems.size());
const Model::MeshState& state = _meshStates.at(part->_meshIndex);
part->computeAdjustedLocalBound(state.clusterMatrices);
}
@ -1167,7 +1167,7 @@ AABox Model::getRenderableMeshBound() const {
} else {
// Build a bound using the last known bound from all the renderItems.
AABox totalBound;
for (auto& renderItem : _modelMeshRenderItemsSet) {
for (auto& renderItem : _modelMeshRenderItems) {
totalBound += renderItem->getBound();
}
return totalBound;
@ -1180,11 +1180,11 @@ const render::ItemIDs& Model::fetchRenderItemIDs() const {
void Model::createRenderItemSet() {
if (_collisionGeometry) {
if (_collisionRenderItemsSet.empty()) {
if (_collisionRenderItems.empty()) {
createCollisionRenderItemSet();
}
} else {
if (_modelMeshRenderItemsSet.empty()) {
if (_modelMeshRenderItems.empty()) {
createVisibleRenderItemSet();
}
}
@ -1201,9 +1201,9 @@ void Model::createVisibleRenderItemSet() {
}
// We should not have any existing renderItems if we enter this section of code
Q_ASSERT(_modelMeshRenderItemsSet.isEmpty());
Q_ASSERT(_modelMeshRenderItems.isEmpty());
_modelMeshRenderItemsSet.clear();
_modelMeshRenderItems.clear();
Transform transform;
transform.setTranslation(_translation);
@ -1225,7 +1225,7 @@ void Model::createVisibleRenderItemSet() {
// Create the render payloads
int numParts = (int)mesh->getNumParts();
for (int partIndex = 0; partIndex < numParts; partIndex++) {
_modelMeshRenderItemsSet << std::make_shared<ModelMeshPartPayload>(this, i, partIndex, shapeID, transform, offset);
_modelMeshRenderItems << std::make_shared<ModelMeshPartPayload>(this, i, partIndex, shapeID, transform, offset);
shapeID++;
}
}
@ -1241,7 +1241,7 @@ void Model::createCollisionRenderItemSet() {
const auto& meshes = _collisionGeometry->getMeshes();
// We should not have any existing renderItems if we enter this section of code
Q_ASSERT(_collisionRenderItemsSet.isEmpty());
Q_ASSERT(_collisionRenderItems.isEmpty());
Transform identity;
identity.setIdentity();
@ -1262,7 +1262,7 @@ void Model::createCollisionRenderItemSet() {
model::MaterialPointer& material = _collisionMaterials[partIndex % NUM_COLLISION_HULL_COLORS];
auto payload = std::make_shared<MeshPartPayload>(mesh, partIndex, material);
payload->updateTransform(identity, offset);
_collisionRenderItemsSet << payload;
_collisionRenderItems << payload;
}
}
}
@ -1283,28 +1283,28 @@ bool Model::initWhenReady(render::ScenePointer scene) {
bool addedPendingChanges = false;
if (_collisionGeometry) {
foreach (auto renderItem, _collisionRenderItemsSet) {
foreach (auto renderItem, _collisionRenderItems) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
_collisionRenderItems.insert(item, renderPayload);
_collisionRenderItemsMap.insert(item, renderPayload);
pendingChanges.resetItem(item, renderPayload);
}
addedPendingChanges = !_collisionRenderItems.empty();
} else {
bool hasTransparent = false;
size_t verticesCount = 0;
foreach (auto renderItem, _modelMeshRenderItemsSet) {
foreach (auto renderItem, _modelMeshRenderItems) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
hasTransparent = hasTransparent || renderItem.get()->getShapeKey().isTranslucent();
verticesCount += renderItem.get()->getVerticesCount();
_modelMeshRenderItems.insert(item, renderPayload);
_modelMeshRenderItemsMap.insert(item, renderPayload);
pendingChanges.resetItem(item, renderPayload);
}
addedPendingChanges = !_modelMeshRenderItems.empty();
addedPendingChanges = !_modelMeshRenderItemsMap.empty();
_renderInfoVertexCount = verticesCount;
_renderInfoDrawCalls = _modelMeshRenderItems.count();
_renderInfoDrawCalls = _modelMeshRenderItemsMap.count();
_renderInfoHasTransparent = hasTransparent;
}
_addedToScene = addedPendingChanges;

View file

@ -248,7 +248,7 @@ public:
const MeshState& getMeshState(int index) { return _meshStates.at(index); }
uint32_t getGeometryCounter() const { return _deleteGeometryCounter; }
const QMap<render::ItemID, render::PayloadPointer>& getRenderItems() const { return _modelMeshRenderItems; }
const QMap<render::ItemID, render::PayloadPointer>& getRenderItems() const { return _modelMeshRenderItemsMap; }
void renderDebugMeshBoxes(gpu::Batch& batch);
@ -373,11 +373,11 @@ protected:
static AbstractViewStateInterface* _viewState;
QSet<std::shared_ptr<MeshPartPayload>> _collisionRenderItemsSet;
QMap<render::ItemID, render::PayloadPointer> _collisionRenderItems;
QVector<std::shared_ptr<MeshPartPayload>> _collisionRenderItems;
QMap<render::ItemID, render::PayloadPointer> _collisionRenderItemsMap;
QSet<std::shared_ptr<ModelMeshPartPayload>> _modelMeshRenderItemsSet;
QMap<render::ItemID, render::PayloadPointer> _modelMeshRenderItems;
QVector<std::shared_ptr<ModelMeshPartPayload>> _modelMeshRenderItems;
QMap<render::ItemID, render::PayloadPointer> _modelMeshRenderItemsMap;
render::ItemIDs _modelMeshRenderItemIDs;

View file

@ -20,6 +20,8 @@
#include <PerfStat.h>
#include <PathUtils.h>
#include <OVR_CAPI.h>
#include "OculusHelpers.h"
Q_DECLARE_LOGGING_CATEGORY(oculus)
@ -42,26 +44,33 @@ bool OculusControllerManager::activate() {
}
Q_ASSERT(_session);
// register with UserInputMapper
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
checkForConnectedDevices();
return true;
}
void OculusControllerManager::checkForConnectedDevices() {
if (_touch && _remote) {
return;
}
unsigned int controllerConnected = ovr_GetConnectedControllerTypes(_session);
if ((controllerConnected & ovrControllerType_Remote) == ovrControllerType_Remote) {
if (!_remote && (controllerConnected & ovrControllerType_Remote) == ovrControllerType_Remote) {
if (OVR_SUCCESS(ovr_GetInputState(_session, ovrControllerType_Remote, &_inputState))) {
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
_remote = std::make_shared<RemoteDevice>(*this);
userInputMapper->registerDevice(_remote);
}
}
if ((controllerConnected & ovrControllerType_Touch) != 0) {
if (!_touch && (controllerConnected & ovrControllerType_Touch) != 0) {
if (OVR_SUCCESS(ovr_GetInputState(_session, ovrControllerType_Touch, &_inputState))) {
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
_touch = std::make_shared<TouchDevice>(*this);
userInputMapper->registerDevice(_touch);
}
}
return true;
}
void OculusControllerManager::deactivate() {
@ -85,6 +94,8 @@ void OculusControllerManager::deactivate() {
void OculusControllerManager::pluginUpdate(float deltaTime, const controller::InputCalibrationData& inputCalibrationData) {
PerformanceTimer perfTimer("OculusControllerManager::TouchDevice::update");
checkForConnectedDevices();
if (_touch) {
if (OVR_SUCCESS(ovr_GetInputState(_session, ovrControllerType_Touch, &_inputState))) {
_touch->update(deltaTime, inputCalibrationData);

View file

@ -91,6 +91,8 @@ private:
friend class OculusControllerManager;
};
void checkForConnectedDevices();
ovrSession _session { nullptr };
ovrInputState _inputState {};
RemoteDevice::Pointer _remote;

View file

@ -311,3 +311,6 @@ clamp = function(val, min, max){
return Math.max(min, Math.min(max, val))
}
easeIn = function(t) {
return Math.pow(t / 1, 5);
}

View file

@ -0,0 +1,104 @@
"use strict";
/* jslint vars: true, plusplus: true, forin: true*/
/* globals Tablet, Script, AvatarList, Users, Entities, MyAvatar, Camera, Overlays, Vec3, Quat, Controller, print, getControllerWorldLocation */
/* eslint indent: ["error", 4, { "outerIIFEBody": 0 }] */
//
// audioMuteOverlay.js
//
// client script that creates an overlay to provide mute feedback
//
// Created by Triplelexx on 17/03/09
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() { // BEGIN LOCAL_SCOPE
var utilsPath = Script.resolvePath('../developer/libraries/utils.js');
Script.include(utilsPath);
var TWEEN_SPEED = 0.025;
var MIX_AMOUNT = 0.25;
var overlayPosition = Vec3.ZERO;
var tweenPosition = 0;
var startColor = {
red: 170,
green: 170,
blue: 170
};
var endColor = {
red: 255,
green: 0,
blue: 0
};
var overlayID;
Script.update.connect(update);
Script.scriptEnding.connect(cleanup);
function update(dt) {
if (!AudioDevice.getMuted()) {
if (hasOverlay()) {
deleteOverlay();
}
} else if (!hasOverlay()) {
createOverlay();
} else {
updateOverlay();
}
}
function getOffsetPosition() {
return Vec3.sum(Camera.position, Quat.getFront(Camera.orientation));
}
function createOverlay() {
overlayPosition = getOffsetPosition();
overlayID = Overlays.addOverlay("sphere", {
position: overlayPosition,
rotation: Camera.orientation,
alpha: 0.9,
dimensions: 0.1,
solid: true,
ignoreRayIntersection: true
});
}
function hasOverlay() {
return Overlays.getProperty(overlayID, "position") !== undefined;
}
function updateOverlay() {
// increase by TWEEN_SPEED until completion
if (tweenPosition < 1) {
tweenPosition += TWEEN_SPEED;
} else {
// after tween completion reset to zero and flip values to ping pong
tweenPosition = 0;
for (var component in startColor) {
var storedColor = startColor[component];
startColor[component] = endColor[component];
endColor[component] = storedColor;
}
}
// mix previous position with new and mix colors
overlayPosition = Vec3.mix(overlayPosition, getOffsetPosition(), MIX_AMOUNT);
Overlays.editOverlay(overlayID, {
color: colorMix(startColor, endColor, easeIn(tweenPosition)),
position: overlayPosition,
rotation: Camera.orientation
});
}
function deleteOverlay() {
Overlays.deleteOverlay(overlayID);
}
function cleanup() {
deleteOverlay();
AudioDevice.muteToggled.disconnect(onMuteToggled);
Script.update.disconnect(update);
}
}()); // END LOCAL_SCOPE