From adbd995695ee199f371f834a5b1632d8202c5a25 Mon Sep 17 00:00:00 2001 From: ericrius1 Date: Thu, 16 Jul 2015 11:18:37 -0700 Subject: [PATCH 01/12] updated sword script so users can grab sword with hydra to adjust relative rotation of sword --- examples/example/games/sword.js | 449 ++++++++++++++++++++------------ 1 file changed, 284 insertions(+), 165 deletions(-) diff --git a/examples/example/games/sword.js b/examples/example/games/sword.js index 178a48f35a..6504bd0494 100644 --- a/examples/example/games/sword.js +++ b/examples/example/games/sword.js @@ -14,16 +14,46 @@ var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar, Settings; // Referenced globals provided by High Fidelity. Script.include("http://s3.amazonaws.com/hifi-public/scripts/libraries/toolBars.js"); -var hand = Settings.getValue("highfidelity.sword.hand", "right"); +var zombieFight; + +var hand = "right"; + var nullActionID = "00000000-0000-0000-0000-000000000000"; var controllerID; var controllerActive; var stickID = null; var actionID = nullActionID; -var targetIDs = []; -var dimensions = { x: 0.3, y: 0.15, z: 2.0 }; +var dimensions = { + x: 0.3, + y: 0.15, + z: 2.0 +}; var BUTTON_SIZE = 32; +var Y_AXIS = { + x: 0, + y: 1, + z: 0 +}; +var X_AXIS = { + x: 1, + y: 0, + z: 0 +}; + +var theta = 0.0; + +var RAD_TO_DEG = 180.0 / Math.PI; + +function orientationOf(vector) { + var direction, yaw, pitch; + direction = Vec3.normalize(vector); + yaw = Quat.angleAxis(Math.atan2(direction.x, direction.z) * RAD_TO_DEG, Y_AXIS); + pitch = Quat.angleAxis(Math.asin(-direction.y) * RAD_TO_DEG, X_AXIS); + return Quat.multiply(yaw, pitch); +} + + var stickModel = "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx"; var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx"; var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj"; @@ -32,14 +62,16 @@ var avatarCollisionSoundURL = "https://s3.amazonaws.com/hifi-public/sounds/Colli var whichModel = "sword"; var originalAvatarCollisionSound; -var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function () { - return {x: 100, y: 380}; +var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function() { + return { + x: 100, + y: 380 + }; }); -var SWORD_IMAGE = "http://s3.amazonaws.com/hifi-public/images/billiardsReticle.png"; // Toggle between brandishing/sheathing sword (creating if necessary) -var TARGET_IMAGE = "http://s3.amazonaws.com/hifi-public/images/puck.png"; // Create a target dummy +var SWORD_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/sword.svg"; // Toggle between brandishing/sheathing sword (creating if necessary) +var TARGET_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/dummy2.svg"; // Create a target dummy var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f -var SWITCH_HANDS_IMAGE = "http://s3.amazonaws.com/hifi-public/images/up-arrow.svg"; // Toggle left vs right hand. Persists in settings. var swordButton = toolBar.addOverlay("image", { width: BUTTON_SIZE, height: BUTTON_SIZE, @@ -52,12 +84,7 @@ var targetButton = toolBar.addOverlay("image", { imageURL: TARGET_IMAGE, alpha: 1 }); -var switchHandsButton = toolBar.addOverlay("image", { - width: BUTTON_SIZE, - height: BUTTON_SIZE, - imageURL: SWITCH_HANDS_IMAGE, - alpha: 1 -}); + var cleanupButton = toolBar.addOverlay("image", { width: BUTTON_SIZE, height: BUTTON_SIZE, @@ -66,6 +93,24 @@ var cleanupButton = toolBar.addOverlay("image", { }); var flasher; + +var leftTriggerButton = 0; +var leftTriggerValue = 0; +var prevLeftTriggerValue = 0; + + +var LEFT = 0; +var RIGHT = 1; + +var leftPalm = 2 * LEFT; +var rightPalm = 2 * RIGHT; +var rightTriggerButton = 1; +var prevRightTriggerValue = 0; +var rightTriggerValue = 0; +var TRIGGER_THRESHOLD = 0.2; + +var swordHeld = false; + function clearFlash() { if (!flasher) { return; @@ -74,6 +119,7 @@ function clearFlash() { Overlays.deleteOverlay(flasher.overlay); flasher = null; } + function flash(color) { clearFlash(); flasher = {}; @@ -88,40 +134,73 @@ function flash(color) { var health = 100; var display2d, display3d; + function trackAvatarWithText() { Entities.editEntity(display3d, { - position: Vec3.sum(MyAvatar.position, {x: 0, y: 1.5, z: 0}), + position: Vec3.sum(MyAvatar.position, { + x: 0, + y: 1.5, + z: 0 + }), rotation: Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollDegrees(0, 180, 0)) }); } + function updateDisplay() { var text = health.toString(); if (!display2d) { health = 100; display2d = Overlays.addOverlay("text", { text: text, - font: { size: 20 }, - color: {red: 0, green: 255, blue: 0}, - backgroundColor: {red: 100, green: 100, blue: 100}, // Why doesn't this and the next work? + font: { + size: 20 + }, + color: { + red: 0, + green: 255, + blue: 0 + }, + backgroundColor: { + red: 100, + green: 100, + blue: 100 + }, // Why doesn't this and the next work? backgroundAlpha: 0.9, x: toolBar.x - 5, // I'd like to add the score to the toolBar and have it drag with it, but toolBar doesn't support text (just buttons). y: toolBar.y - 30 // So next best thing is to position it each time as if it were on top. }); display3d = Entities.addEntity({ name: MyAvatar.displayName + " score", - textColor: {red: 255, green: 255, blue: 255}, + textColor: { + red: 255, + green: 255, + blue: 255 + }, type: "Text", text: text, lineHeight: 0.14, - backgroundColor: {red: 64, green: 64, blue: 64}, - dimensions: {x: 0.3, y: 0.2, z: 0.01}, + backgroundColor: { + red: 64, + green: 64, + blue: 64 + }, + dimensions: { + x: 0.3, + y: 0.2, + z: 0.01 + }, }); Script.update.connect(trackAvatarWithText); } else { - Overlays.editOverlay(display2d, {text: text}); - Entities.editEntity(display3d, {text: text}); + Overlays.editOverlay(display2d, { + text: text + }); + Entities.editEntity(display3d, { + text: text + }); } } + function removeDisplay() { if (display2d) { Overlays.deleteOverlay(display2d); @@ -131,42 +210,176 @@ function removeDisplay() { display3d = null; } } -function computeEnergy(collision, entityID) { - var id = entityID || collision.idA || collision.idB; - var entity = id && Entities.getEntityProperties(id); - var mass = entity ? (entity.density * entity.dimensions.x * entity.dimensions.y * entity.dimensions.z) : 1; - var linearVelocityChange = Vec3.length(collision.velocityChange); - var energy = 0.5 * mass * linearVelocityChange * linearVelocityChange; - return Math.min(Math.max(1.0, Math.round(energy)), 20); -} + + function gotHit(collision) { - var energy = computeEnergy(collision); - print("Got hit - " + energy + " from " + collision.idA + " " + collision.idB); - health -= energy; - flash({red: 255, green: 0, blue: 0}); - updateDisplay(); -} -function scoreHit(idA, idB, collision) { - var energy = computeEnergy(collision, idA); - print("Score + " + energy + " from " + JSON.stringify(idA) + " " + JSON.stringify(idB)); - health += energy; - flash({red: 0, green: 255, blue: 0}); + health -= 1; + flash({ + red: 255, + green: 0, + blue: 0 + }); updateDisplay(); } + function isFighting() { return stickID && (actionID !== nullActionID); } -function initControls() { - print("Sword hand is " + hand); + +var inHand = false; + + +function isControllerActive() { + // I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both. + controllerActive = (Vec3.length(Controller.getSpatialControlPosition(3)) > 0) || Vec3.length(Controller.getSpatialControlPosition(4)) > 0; + return controllerActive; +} + + +function removeSword() { + if (stickID) { + print('deleting action ' + actionID + ' and entity ' + stickID); + Entities.deleteAction(stickID, actionID); + Entities.deleteEntity(stickID); + stickID = null; + actionID = nullActionID; + Controller.mouseMoveEvent.disconnect(mouseMoveEvent); + MyAvatar.collisionWithEntity.disconnect(gotHit); + // removeEventhHandler happens automatically when the entity is deleted. + } + inHand = false; + if (originalAvatarCollisionSound !== undefined) { + MyAvatar.collisionSoundURL = originalAvatarCollisionSound; + } + removeDisplay(); + swordHeld = false; +} + +function cleanUp(leaveButtons) { + if (!leaveButtons) { + toolBar.cleanup(); + } + removeSword(); + zombieFight.cleanup(); +} + +function makeSword() { + var swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(5, Quat.getFront(MyAvatar.orientation))); + var orientationAdjustment = Quat.fromPitchYawRollDegrees(90, 0, 0); + + stickID = Entities.addEntity({ + type: "Model", + name: "sword", + modelURL: swordModel, + compoundShapeURL: swordCollisionShape, + dimensions: dimensions, + position: swordPosition, + rotation: Quat.fromPitchYawRollDegrees(90, 0, 0), + damping: 0.1, + collisionSoundURL: swordCollisionSoundURL, + restitution: 0.01, + collisionsWillMove: true, + collideWithMyAvatar: true + }); + + if (originalAvatarCollisionSound === undefined) { + originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.) + SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?) + } + + if(!isControllerActive()) { + grabSword("right"); + } + MyAvatar.collisionSoundURL = avatarCollisionSoundURL; + Controller.mouseMoveEvent.connect(mouseMoveEvent); + MyAvatar.collisionWithEntity.connect(gotHit); + updateDisplay(); +} + + + +function grabSword(hand) { + var handRotation; if (hand === "right") { - controllerID = 3; // right handed + handRotation = MyAvatar.getRightPalmRotation(); + + } else if (hand === "left") { + handRotation = MyAvatar.getLeftPalmRotation(); + } + var swordRotation = Entities.getEntityProperties(stickID).rotation; + var offsetRotation = Quat.multiply(Quat.inverse(handRotation), swordRotation); + actionID = Entities.addAction("hold", stickID, { + relativePosition: { + x: 0.0, + y: 0.0, + z: -dimensions.z * 0.7 + }, + relativeRotation:offsetRotation, + hand: hand, + timeScale: 0.05 + }); + if (actionID === nullActionID) { + print('*** FAILED TO MAKE SWORD ACTION ***'); + cleanUp(); } else { - controllerID = 4; // left handed + swordHeld = true; } } -var inHand = false; + +function releaseSword() { + Entities.deleteAction(stickID, actionID); + actionID = nullActionID; + Entities.editEntity(stickID, { + velocity: { + x: 0, + y: 0, + z: 0 + }, + angularVelocity: { + x: 0, + y: 0, + z: 0 + } + }); + swordHeld = false; +} + +function update() { + updateControllerState(); + +} + +function updateControllerState() { + rightTriggerValue = Controller.getTriggerValue(rightTriggerButton); + leftTriggerValue = Controller.getTriggerValue(leftTriggerButton); + + if (rightTriggerValue > TRIGGER_THRESHOLD && !swordHeld) { + grabSword("right") + } else if (rightTriggerValue < TRIGGER_THRESHOLD && prevRightTriggerValue > TRIGGER_THRESHOLD && swordHeld) { + releaseSword(); + } + + if (leftTriggerValue > TRIGGER_THRESHOLD && !swordHeld) { + grabSword("left") + } else if (leftTriggerValue < TRIGGER_THRESHOLD && prevLeftTriggerValue > TRIGGER_THRESHOLD && swordHeld) { + releaseSword(); + } + + prevRightTriggerValue = rightTriggerValue; + prevLeftTriggerValue = leftTriggerValue; +} + +randFloat = function(low, high) { + return low + Math.random() * (high - low); +} + + +randInt = function(low, high) { + return Math.floor(randFloat(low, high)); +} + function positionStick(stickOrientation) { var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0); var baseOffset = {x: -dimensions.z * 0.8, y: 0, z: 0}; @@ -188,23 +401,19 @@ function resetToHand() { // For use with controllers, puts the sword in contact Entities.updateAction(stickID, actionID, { relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5}, relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}), - hand: hand, // It should not be necessary to repeat these two, but there seems to be a bug in that that + hand: "right", // It should not be necessary to repeat these two, but there seems to be a bug in that that timeScale: 0.05 // they do not retain their earlier values if you don't repeat them. }); inHand = true; } -function isControllerActive() { - // I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both. - controllerActive = (Vec3.length(Controller.getSpatialControlPosition(3)) > 0) || Vec3.length(Controller.getSpatialControlPosition(4)) > 0; - return controllerActive; -} + function mouseMoveEvent(event) { // When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID - if (event.deviceID || !isFighting() || isControllerActive()) { - print('Attempting attachment reset'); - resetToHand(); - return; - } + // if (event.deviceID || !isFighting() || isControllerActive()) { + // print('Attempting attachment reset'); + // resetToHand(); + // return; + // } var windowCenterX = Window.innerWidth / 2; var windowCenterY = Window.innerHeight / 2; var mouseXCenterOffset = event.x - windowCenterX; @@ -216,117 +425,27 @@ function mouseMoveEvent(event) { positionStick(stickOrientation); } -function removeSword() { - if (stickID) { - print('deleting action ' + actionID + ' and entity ' + stickID); - Entities.deleteAction(stickID, actionID); - Entities.deleteEntity(stickID); - stickID = null; - actionID = nullActionID; - Controller.mouseMoveEvent.disconnect(mouseMoveEvent); - MyAvatar.collisionWithEntity.disconnect(gotHit); - // removeEventhHandler happens automatically when the entity is deleted. - } - inHand = false; - if (originalAvatarCollisionSound !== undefined) { - MyAvatar.collisionSoundURL = originalAvatarCollisionSound; - } - removeDisplay(); -} -function cleanUp(leaveButtons) { - removeSword(); - targetIDs.forEach(function (id) { - Entities.deleteAction(id.entity, id.action); - Entities.deleteEntity(id.entity); - }); - targetIDs = []; - if (!leaveButtons) { - toolBar.cleanup(); - } -} -function makeSword() { - initControls(); - var swordPosition; - if (!isControllerActive()) { // Dont' knock yourself with sword - swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(MyAvatar.orientation))); - } else if (hand === 'right') { - swordPosition = MyAvatar.getRightPalmPosition(); - } else { - swordPosition = MyAvatar.getLeftPalmPosition(); - } - stickID = Entities.addEntity({ - type: "Model", - modelURL: swordModel, - compoundShapeURL: swordCollisionShape, - dimensions: dimensions, - position: swordPosition, - rotation: MyAvatar.orientation, - damping: 0.1, - collisionSoundURL: swordCollisionSoundURL, - restitution: 0.01, - collisionsWillMove: true - }); - actionID = Entities.addAction("hold", stickID, { - relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5}, - relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}), - hand: hand, - timeScale: 0.05 - }); - if (actionID === nullActionID) { - print('*** FAILED TO MAKE SWORD ACTION ***'); - cleanUp(); - } - if (originalAvatarCollisionSound === undefined) { - originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.) - SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?) - } - MyAvatar.collisionSoundURL = avatarCollisionSoundURL; - Controller.mouseMoveEvent.connect(mouseMoveEvent); - MyAvatar.collisionWithEntity.connect(gotHit); - Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit); - updateDisplay(); -} function onClick(event) { switch (Overlays.getOverlayAtPoint(event)) { - case swordButton: - if (!stickID) { - makeSword(); - } else { - removeSword(); - } - break; - case targetButton: - var position = Vec3.sum(MyAvatar.position, {x: 1.0, y: 0.4, z: 0.0}); - var boxId = Entities.addEntity({ - type: "Box", - name: "dummy", - position: position, - dimensions: {x: 0.3, y: 0.7, z: 0.3}, - gravity: {x: 0.0, y: -3.0, z: 0.0}, - damping: 0.2, - collisionsWillMove: true - }); - - var pointToOffsetFrom = Vec3.sum(position, {x: 0.0, y: 2.0, z: 0.0}); - var action = Entities.addAction("offset", boxId, {pointToOffsetFrom: pointToOffsetFrom, - linearDistance: 2.0, - // linearTimeScale: 0.005 - linearTimeScale: 0.1 - }); - targetIDs.push({entity: boxId, action: action}); - break; - case switchHandsButton: - cleanUp('leaveButtons'); - hand = hand === "right" ? "left" : "right"; - Settings.setValue("highfidelity.sword.hand", hand); - makeSword(); - break; - case cleanupButton: - cleanUp('leaveButtons'); - break; + case swordButton: + if (!stickID) { + makeSword(); + } else { + removeSword(); + } + break; + case targetButton: + Script.include("zombieFight.js?v1"); + zombieFight = new ZombieFight(); + zombieFight.initiateZombieApocalypse(); + break; + case cleanupButton: + cleanUp('leaveButtons'); + break; } } Script.scriptEnding.connect(cleanUp); -Controller.mousePressEvent.connect(onClick); +Script.update.connect(update); +Controller.mousePressEvent.connect(onClick); \ No newline at end of file From f7108ccff80776c48b8300d0fa1b99b0c0717d49 Mon Sep 17 00:00:00 2001 From: ericrius1 Date: Thu, 16 Jul 2015 13:27:59 -0700 Subject: [PATCH 02/12] modified collision-hull model to not include the handle. This prevents the sword handle from pushing the brandishing avatar around, while still letting the sword sit in said avatar's hand in a more aesthetically pleasing manner than floating off in space --- examples/example/games/sword.js | 90 ++++++++++++--------------------- 1 file changed, 33 insertions(+), 57 deletions(-) diff --git a/examples/example/games/sword.js b/examples/example/games/sword.js index 6504bd0494..e09e25bcdc 100644 --- a/examples/example/games/sword.js +++ b/examples/example/games/sword.js @@ -1,10 +1,10 @@ -// stick.js +// sword.js // examples // // Created by Seth Alves on 2015-6-10 // Copyright 2015 High Fidelity, Inc. // -// Allow avatar to hold a stick +// Allow avatar to hold a sword // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html @@ -21,7 +21,7 @@ var hand = "right"; var nullActionID = "00000000-0000-0000-0000-000000000000"; var controllerID; var controllerActive; -var stickID = null; +var swordID = null; var actionID = nullActionID; var dimensions = { x: 0.3, @@ -30,33 +30,9 @@ var dimensions = { }; var BUTTON_SIZE = 32; -var Y_AXIS = { - x: 0, - y: 1, - z: 0 -}; -var X_AXIS = { - x: 1, - y: 0, - z: 0 -}; - -var theta = 0.0; - -var RAD_TO_DEG = 180.0 / Math.PI; - -function orientationOf(vector) { - var direction, yaw, pitch; - direction = Vec3.normalize(vector); - yaw = Quat.angleAxis(Math.atan2(direction.x, direction.z) * RAD_TO_DEG, Y_AXIS); - pitch = Quat.angleAxis(Math.asin(-direction.y) * RAD_TO_DEG, X_AXIS); - return Quat.multiply(yaw, pitch); -} - - -var stickModel = "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx"; var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx"; -var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj"; +// var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj"; +var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/eric/models/noHandleSwordCollisionShape.obj?=v1"; var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav"; var avatarCollisionSoundURL = "https://s3.amazonaws.com/hifi-public/sounds/Collisions-hitsandslaps/airhockey_hit1.wav"; var whichModel = "sword"; @@ -121,6 +97,7 @@ function clearFlash() { } function flash(color) { + return; clearFlash(); flasher = {}; flasher.overlay = Overlays.addOverlay("text", { @@ -224,7 +201,7 @@ function gotHit(collision) { function isFighting() { - return stickID && (actionID !== nullActionID); + return swordID && (actionID !== nullActionID); } @@ -239,11 +216,11 @@ function isControllerActive() { function removeSword() { - if (stickID) { - print('deleting action ' + actionID + ' and entity ' + stickID); - Entities.deleteAction(stickID, actionID); - Entities.deleteEntity(stickID); - stickID = null; + if (swordID) { + print('deleting action ' + actionID + ' and entity ' + swordID); + Entities.deleteAction(swordID, actionID); + Entities.deleteEntity(swordID); + swordID = null; actionID = nullActionID; Controller.mouseMoveEvent.disconnect(mouseMoveEvent); MyAvatar.collisionWithEntity.disconnect(gotHit); @@ -269,7 +246,7 @@ function makeSword() { var swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(5, Quat.getFront(MyAvatar.orientation))); var orientationAdjustment = Quat.fromPitchYawRollDegrees(90, 0, 0); - stickID = Entities.addEntity({ + swordID = Entities.addEntity({ type: "Model", name: "sword", modelURL: swordModel, @@ -281,7 +258,6 @@ function makeSword() { collisionSoundURL: swordCollisionSoundURL, restitution: 0.01, collisionsWillMove: true, - collideWithMyAvatar: true }); if (originalAvatarCollisionSound === undefined) { @@ -308,13 +284,13 @@ function grabSword(hand) { } else if (hand === "left") { handRotation = MyAvatar.getLeftPalmRotation(); } - var swordRotation = Entities.getEntityProperties(stickID).rotation; + var swordRotation = Entities.getEntityProperties(swordID).rotation; var offsetRotation = Quat.multiply(Quat.inverse(handRotation), swordRotation); - actionID = Entities.addAction("hold", stickID, { + actionID = Entities.addAction("hold", swordID, { relativePosition: { x: 0.0, y: 0.0, - z: -dimensions.z * 0.7 + z: -dimensions.z * 0.5 }, relativeRotation:offsetRotation, hand: hand, @@ -329,9 +305,9 @@ function grabSword(hand) { } function releaseSword() { - Entities.deleteAction(stickID, actionID); + Entities.deleteAction(swordID, actionID); actionID = nullActionID; - Entities.editEntity(stickID, { + Entities.editEntity(swordID, { velocity: { x: 0, y: 0, @@ -380,25 +356,25 @@ randInt = function(low, high) { return Math.floor(randFloat(low, high)); } -function positionStick(stickOrientation) { +function positionSword(swordOrientation) { var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0); var baseOffset = {x: -dimensions.z * 0.8, y: 0, z: 0}; var offset = Vec3.multiplyQbyV(reorient, baseOffset); - stickOrientation = Quat.multiply(reorient, stickOrientation); + swordOrientation = Quat.multiply(reorient, swordOrientation); inHand = false; - Entities.updateAction(stickID, actionID, { + Entities.updateAction(swordID, actionID, { relativePosition: offset, - relativeRotation: stickOrientation, + relativeRotation: swordOrientation, hand: "right" }); } function resetToHand() { // For use with controllers, puts the sword in contact with the hand. - // Maybe coordinate with positionStick? + // Maybe coordinate with positionSword? if (inHand) { // Optimization: bail if we're already inHand. return; } print('Reset to hand'); - Entities.updateAction(stickID, actionID, { + Entities.updateAction(swordID, actionID, { relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5}, relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}), hand: "right", // It should not be necessary to repeat these two, but there seems to be a bug in that that @@ -408,12 +384,12 @@ function resetToHand() { // For use with controllers, puts the sword in contact } function mouseMoveEvent(event) { - // When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID - // if (event.deviceID || !isFighting() || isControllerActive()) { - // print('Attempting attachment reset'); - // resetToHand(); - // return; - // } + //When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID + if (event.deviceID || !isFighting() || isControllerActive()) { + print('Attempting attachment reset'); + resetToHand(); + return; + } var windowCenterX = Window.innerWidth / 2; var windowCenterY = Window.innerHeight / 2; var mouseXCenterOffset = event.x - windowCenterX; @@ -421,15 +397,15 @@ function mouseMoveEvent(event) { var mouseXRatio = mouseXCenterOffset / windowCenterX; var mouseYRatio = mouseYCenterOffset / windowCenterY; - var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0); - positionStick(stickOrientation); + var swordOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0); + positionSword(swordOrientation); } function onClick(event) { switch (Overlays.getOverlayAtPoint(event)) { case swordButton: - if (!stickID) { + if (!swordID) { makeSword(); } else { removeSword(); From 66154d20e06cba54642f753342c88b2c30d2607c Mon Sep 17 00:00:00 2001 From: ericrius1 Date: Thu, 16 Jul 2015 13:38:39 -0700 Subject: [PATCH 03/12] deleted unnessary log message --- examples/example/games/sword.js | 1 - 1 file changed, 1 deletion(-) diff --git a/examples/example/games/sword.js b/examples/example/games/sword.js index e09e25bcdc..361ec71f42 100644 --- a/examples/example/games/sword.js +++ b/examples/example/games/sword.js @@ -386,7 +386,6 @@ function resetToHand() { // For use with controllers, puts the sword in contact function mouseMoveEvent(event) { //When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID if (event.deviceID || !isFighting() || isControllerActive()) { - print('Attempting attachment reset'); resetToHand(); return; } From 220b54e5f7cb5596f0f0cf5c1e0da70d0e45ef00 Mon Sep 17 00:00:00 2001 From: ericrius1 Date: Thu, 16 Jul 2015 18:30:24 -0700 Subject: [PATCH 04/12] added reference to correct zombie game script --- examples/example/games/sword.js | 73 +++++++++++++++++++++++++++------ 1 file changed, 60 insertions(+), 13 deletions(-) diff --git a/examples/example/games/sword.js b/examples/example/games/sword.js index 361ec71f42..41223401c3 100644 --- a/examples/example/games/sword.js +++ b/examples/example/games/sword.js @@ -30,14 +30,20 @@ var dimensions = { }; var BUTTON_SIZE = 32; +var health = 100; +var healthLossOnHit = 10; + var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx"; // var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj"; -var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/eric/models/noHandleSwordCollisionShape.obj?=v1"; +var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/eric/models/noHandleSwordCollisionShape.obj?=v2"; var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav"; -var avatarCollisionSoundURL = "https://s3.amazonaws.com/hifi-public/sounds/Collisions-hitsandslaps/airhockey_hit1.wav"; +var avatarCollisionSoundURL = "https://hifi-public.s3.amazonaws.com/eric/sounds/blankSound.wav"; //Just to avoid no collision callback bug +var zombieGameScriptURL = "https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js"; var whichModel = "sword"; var originalAvatarCollisionSound; +var avatarCollisionSounds = [SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit.wav"), SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit2.wav?=v2")]; + var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function() { return { x: 100, @@ -45,6 +51,8 @@ var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", }; }); +var gameStarted = false; + var SWORD_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/sword.svg"; // Toggle between brandishing/sheathing sword (creating if necessary) var TARGET_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/dummy2.svg"; // Create a target dummy var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f @@ -109,7 +117,7 @@ function flash(color) { flasher.timer = Script.setTimeout(clearFlash, 500); } -var health = 100; + var display2d, display3d; function trackAvatarWithText() { @@ -126,7 +134,6 @@ function trackAvatarWithText() { function updateDisplay() { var text = health.toString(); if (!display2d) { - health = 100; display2d = Overlays.addOverlay("text", { text: text, font: { @@ -190,7 +197,24 @@ function removeDisplay() { function gotHit(collision) { - health -= 1; + Audio.playSound(avatarCollisionSounds[randInt(0, avatarCollisionSounds.length)], { + position: MyAvatar.position, + volume: 0.5 + }); + health -= healthLossOnHit; + if (health <= 30) { + Overlays.editOverlay(display2d, { + color: { + red: 200, + green: 10, + blue: 10 + } + }); + } + + if (health <= 0 && zombieFight) { + zombieFight.loseGame(); + } flash({ red: 255, green: 0, @@ -239,6 +263,7 @@ function cleanUp(leaveButtons) { toolBar.cleanup(); } removeSword(); + gameStarted = false; zombieFight.cleanup(); } @@ -265,7 +290,7 @@ function makeSword() { SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?) } - if(!isControllerActive()) { + if (!isControllerActive()) { grabSword("right"); } MyAvatar.collisionSoundURL = avatarCollisionSoundURL; @@ -277,6 +302,10 @@ function makeSword() { function grabSword(hand) { + if (!swordID) { + print("Create a sword by clicking on sword icon!") + return; + } var handRotation; if (hand === "right") { handRotation = MyAvatar.getRightPalmRotation(); @@ -292,7 +321,7 @@ function grabSword(hand) { y: 0.0, z: -dimensions.z * 0.5 }, - relativeRotation:offsetRotation, + relativeRotation: offsetRotation, hand: hand, timeScale: 0.05 }); @@ -358,7 +387,11 @@ randInt = function(low, high) { function positionSword(swordOrientation) { var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0); - var baseOffset = {x: -dimensions.z * 0.8, y: 0, z: 0}; + var baseOffset = { + x: -dimensions.z * 0.8, + y: 0, + z: 0 + }; var offset = Vec3.multiplyQbyV(reorient, baseOffset); swordOrientation = Quat.multiply(reorient, swordOrientation); inHand = false; @@ -368,6 +401,7 @@ function positionSword(swordOrientation) { hand: "right" }); } + function resetToHand() { // For use with controllers, puts the sword in contact with the hand. // Maybe coordinate with positionSword? if (inHand) { // Optimization: bail if we're already inHand. @@ -375,10 +409,18 @@ function resetToHand() { // For use with controllers, puts the sword in contact } print('Reset to hand'); Entities.updateAction(swordID, actionID, { - relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5}, - relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}), - hand: "right", // It should not be necessary to repeat these two, but there seems to be a bug in that that - timeScale: 0.05 // they do not retain their earlier values if you don't repeat them. + relativePosition: { + x: 0.0, + y: 0.0, + z: -dimensions.z * 0.5 + }, + relativeRotation: Quat.fromVec3Degrees({ + x: 45.0, + y: 0.0, + z: 0.0 + }), + hand: "right", // It should not be necessary to repeat these two, but there seems to be a bug in that that + timeScale: 0.05 // they do not retain their earlier values if you don't repeat them. }); inHand = true; } @@ -411,9 +453,14 @@ function onClick(event) { } break; case targetButton: - Script.include("zombieFight.js?v1"); + if (gameStarted) { + return; + } + Script.include("https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js"); zombieFight = new ZombieFight(); zombieFight.initiateZombieApocalypse(); + gameStarted = true; + break; case cleanupButton: cleanUp('leaveButtons'); From 550e9224c5b65bedd321eb1248940f991d1eab47 Mon Sep 17 00:00:00 2001 From: David Rowe Date: Fri, 17 Jul 2015 11:45:15 -0700 Subject: [PATCH 05/12] Mute / un-mute face tracking when menu item is changed from script --- interface/src/Application.cpp | 15 +++++++-------- interface/src/Application.h | 1 - interface/src/Menu.cpp | 3 +-- 3 files changed, 8 insertions(+), 11 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 027ad159d0..b5b847ec16 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -2041,13 +2041,6 @@ void Application::setActiveFaceTracker() { #endif } -void Application::toggleFaceTrackerMute() { - FaceTracker* faceTracker = getSelectedFaceTracker(); - if (faceTracker) { - faceTracker->toggleMute(); - } -} - bool Application::exportEntities(const QString& filename, const QVector& entityIDs) { QVector entities; @@ -2480,7 +2473,13 @@ void Application::update(float deltaTime) { { PerformanceTimer perfTimer("devices"); DeviceTracker::updateAll(); - FaceTracker* tracker = getActiveFaceTracker(); + + FaceTracker* tracker = getSelectedFaceTracker(); + if (tracker && Menu::getInstance()->isOptionChecked(MenuOption::MuteFaceTracking) != tracker->isMuted()) { + tracker->toggleMute(); + } + + tracker = getActiveFaceTracker(); if (tracker && !tracker->isMuted()) { tracker->update(deltaTime); diff --git a/interface/src/Application.h b/interface/src/Application.h index 44ead54563..3b1f41dd73 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -426,7 +426,6 @@ public slots: void resetSensors(); void setActiveFaceTracker(); - void toggleFaceTrackerMute(); void aboutApp(); void showEditEntitiesHelp(); diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index 8b14830c2d..d31110b344 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -435,8 +435,7 @@ Menu::Menu() { #if defined(HAVE_FACESHIFT) || defined(HAVE_DDE) faceTrackingMenu->addSeparator(); addCheckableActionToQMenuAndActionHash(faceTrackingMenu, MenuOption::MuteFaceTracking, - Qt::CTRL | Qt::SHIFT | Qt::Key_F, true, // DDE face tracking is on by default - qApp, SLOT(toggleFaceTrackerMute())); + Qt::CTRL | Qt::SHIFT | Qt::Key_F, true); // DDE face tracking is on by default addCheckableActionToQMenuAndActionHash(faceTrackingMenu, MenuOption::AutoMuteAudio, 0, false); #endif From 5ba82faa4b672d5541c3e74623e0f4580c54b285 Mon Sep 17 00:00:00 2001 From: bwent Date: Fri, 17 Jul 2015 13:52:00 -0700 Subject: [PATCH 06/12] keyLightDirection displays in degrees in edit.js UI --- examples/edit.js | 59 ++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 57 insertions(+), 2 deletions(-) diff --git a/examples/edit.js b/examples/edit.js index dfbace7be6..544f3c94b6 100644 --- a/examples/edit.js +++ b/examples/edit.js @@ -53,6 +53,10 @@ var toolIconUrl = HIFI_PUBLIC_BUCKET + "images/tools/"; var toolHeight = 50; var toolWidth = 50; +var DEGREES_TO_RADIANS = Math.PI / 180.0; +var RADIANS_TO_DEGREES = 180.0 / Math.PI; +var epsilon = 0.001; + var MIN_ANGULAR_SIZE = 2; var MAX_ANGULAR_SIZE = 45; var allowLargeModels = true; @@ -658,7 +662,7 @@ function handleIdleMouse() { idleMouseTimerId = null; if (isActive) { highlightEntityUnderCursor(lastMousePosition, true); - } + } } function highlightEntityUnderCursor(position, accurateRay) { @@ -1207,6 +1211,49 @@ PropertiesTool = function(opts) { webView.setVisible(visible); }; + vecToPolar = function(direction) { + var x = direction.x; + var y = direction.y; + var z = direction.z; + var pitch, yaw; + pitch = -Math.asin(y); + var c = Math.cos(-pitch); + if (Math.abs(pitch) > (Math.PI / 2.0 - epsilon)) { + //handle gymbal lock + if (pitch > 0) { + pitch = Math.PI / 2.0; + } else { + pitch = -Math.PI / 2.0; + } + yaw = 0.0; + } else { + if (z < 0) { + if(x > 0 && x < 1) { + yaw = Math.PI - Math.asin(x / c); + } else { + yaw = -Math.asin(x / c) - Math.PI; + } + } else { + yaw = Math.asin(x / c); + } + } + return { + x: pitch * RADIANS_TO_DEGREES, + y: yaw * RADIANS_TO_DEGREES, + z: 0.0 //discard roll component + }; + }; + + polarToVec = function(orientation) { + var pitch = orientation.x * DEGREES_TO_RADIANS; + var yaw = orientation.y * DEGREES_TO_RADIANS; + return { + x: Math.cos(pitch) * Math.sin(yaw), + y: Math.sin(-pitch), + z: Math.cos(pitch) * Math.cos(yaw) + }; + } + selectionManager.addEventListener(function() { data = { type: 'update', @@ -1216,7 +1263,12 @@ PropertiesTool = function(opts) { var entity = {}; entity.id = selectionManager.selections[i]; entity.properties = Entities.getEntityProperties(selectionManager.selections[i]); - entity.properties.rotation = Quat.safeEulerAngles(entity.properties.rotation); + if (entity.properties.rotation !== undefined) { + entity.properties.rotation = Quat.safeEulerAngles(entity.properties.rotation); + } + if (entity.properties.keyLightDirection !== undefined) { + entity.properties.keyLightDirection = vecToPolar(entity.properties.keyLightDirection); + } selections.push(entity); } data.selections = selections; @@ -1244,6 +1296,9 @@ PropertiesTool = function(opts) { var rotation = data.properties.rotation; data.properties.rotation = Quat.fromPitchYawRollDegrees(rotation.x, rotation.y, rotation.z); } + if (data.properties.keyLightDirection !== undefined) { + data.properties.keyLightDirection = polarToVec(data.properties.keyLightDirection); + } Entities.editEntity(selectionManager.selections[0], data.properties); if (data.properties.name != undefined) { entityListTool.sendUpdate(); From 5ae1af0d623a5e83e93dc7be349666d42648524a Mon Sep 17 00:00:00 2001 From: Ryan Huffman Date: Fri, 17 Jul 2015 16:33:19 -0700 Subject: [PATCH 07/12] Update users.js to persist isMinimized value --- examples/users.js | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/examples/users.js b/examples/users.js index d9fe76418d..f63184625d 100644 --- a/examples/users.js +++ b/examples/users.js @@ -286,6 +286,8 @@ var usersWindow = (function () { MENU_ITEM = "Users Online", MENU_ITEM_AFTER = "Chat...", + SETTING_USERS_WINDOW_MINIMIZED = "UsersWindow.Minimized", + isVisible = true, isMinimized = false, @@ -869,9 +871,13 @@ var usersWindow = (function () { pollUsers(); + // Set minimized at end - setup code does not handle `minimized == false` correctly + setMinimized(Settings.getValue(SETTING_USERS_WINDOW_MINIMIZED, false)); } function tearDown() { + Settings.setValue(SETTING_USERS_WINDOW_MINIMIZED, isMinimized); + Menu.removeMenuItem(MENU_NAME, MENU_ITEM); Script.clearTimeout(usersTimer); From ecab2538d76ef58bf675d27ec1d353b41b0ab885 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Fri, 17 Jul 2015 17:27:15 -0700 Subject: [PATCH 08/12] quick hack to fix overlay ordering --- interface/src/ui/ApplicationOverlay.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/ui/ApplicationOverlay.cpp b/interface/src/ui/ApplicationOverlay.cpp index 2717a7fa8f..77a87a2b4b 100644 --- a/interface/src/ui/ApplicationOverlay.cpp +++ b/interface/src/ui/ApplicationOverlay.cpp @@ -97,10 +97,10 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) { batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH, color, depth, stencil); // Now render the overlay components together into a single texture + renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture renderOverlays(renderArgs); // renders Scripts Overlay and AudioScope renderStatsAndLogs(renderArgs); // currently renders nothing renderDomainConnectionStatusBorder(renderArgs); // renders the connected domain line - renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture renderArgs->_context->syncCache(); renderArgs->_context->render(batch); From 98c078d995656d4dec3339c30189f87d60345a40 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Fri, 17 Jul 2015 17:44:29 -0700 Subject: [PATCH 09/12] move audio scope to the back --- interface/src/ui/ApplicationOverlay.cpp | 41 ++++++++++++++++--------- interface/src/ui/ApplicationOverlay.h | 1 + 2 files changed, 28 insertions(+), 14 deletions(-) diff --git a/interface/src/ui/ApplicationOverlay.cpp b/interface/src/ui/ApplicationOverlay.cpp index 77a87a2b4b..da76e9c032 100644 --- a/interface/src/ui/ApplicationOverlay.cpp +++ b/interface/src/ui/ApplicationOverlay.cpp @@ -97,10 +97,11 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) { batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH, color, depth, stencil); // Now render the overlay components together into a single texture - renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture + renderDomainConnectionStatusBorder(renderArgs); // renders the connected domain line + renderAudioScope(renderArgs); // audio scope in the very back + renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture, and the text overlays from scripts renderOverlays(renderArgs); // renders Scripts Overlay and AudioScope renderStatsAndLogs(renderArgs); // currently renders nothing - renderDomainConnectionStatusBorder(renderArgs); // renders the connected domain line renderArgs->_context->syncCache(); renderArgs->_context->render(batch); @@ -126,6 +127,26 @@ void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) { } } +void ApplicationOverlay::renderAudioScope(RenderArgs* renderArgs) { + PROFILE_RANGE(__FUNCTION__); + + gpu::Batch& batch = *renderArgs->_batch; + auto geometryCache = DependencyManager::get(); + geometryCache->useSimpleDrawPipeline(batch); + auto textureCache = DependencyManager::get(); + batch.setResourceTexture(0, textureCache->getWhiteTexture()); + int width = renderArgs->_viewport.z; + int height = renderArgs->_viewport.w; + mat4 legacyProjection = glm::ortho(0, width, height, 0, -1000, 1000); + batch.setProjectionTransform(legacyProjection); + batch.setModelTransform(Transform()); + batch.setViewTransform(Transform()); + batch._glLineWidth(1.0f); // default + + // Render the audio scope + DependencyManager::get()->render(renderArgs, width, height); +} + void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) { PROFILE_RANGE(__FUNCTION__); @@ -142,18 +163,10 @@ void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) { batch.setViewTransform(Transform()); batch._glLineWidth(1.0f); // default - { - // Render the audio scope - //int width = _overlayFramebuffer ? _overlayFramebuffer->getWidth() : 0; - //int height = _overlayFramebuffer ? _overlayFramebuffer->getHeight() : 0; - DependencyManager::get()->render(renderArgs, width, height); - - // Render all of the Script based "HUD" aka 2D overlays. - // note: we call them HUD, as opposed to 2D, only because there are some cases of 3D HUD overlays, like the - // cameral controls for the edit.js - qApp->getOverlays().renderHUD(renderArgs); - - } + // Render all of the Script based "HUD" aka 2D overlays. + // note: we call them HUD, as opposed to 2D, only because there are some cases of 3D HUD overlays, like the + // cameral controls for the edit.js + qApp->getOverlays().renderHUD(renderArgs); } void ApplicationOverlay::renderRearViewToFbo(RenderArgs* renderArgs) { diff --git a/interface/src/ui/ApplicationOverlay.h b/interface/src/ui/ApplicationOverlay.h index 0bbe4e3f77..6aa5d2a9e8 100644 --- a/interface/src/ui/ApplicationOverlay.h +++ b/interface/src/ui/ApplicationOverlay.h @@ -34,6 +34,7 @@ private: void renderRearViewToFbo(RenderArgs* renderArgs); void renderRearView(RenderArgs* renderArgs); void renderQmlUi(RenderArgs* renderArgs); + void renderAudioScope(RenderArgs* renderArgs); void renderOverlays(RenderArgs* renderArgs); void buildFramebufferObject(); From d0489bf2a0bdc39b5f071959b263ddf2dc48c33c Mon Sep 17 00:00:00 2001 From: David Rowe Date: Fri, 17 Jul 2015 16:30:01 -0700 Subject: [PATCH 10/12] Add menu item, Developer > Render > Throttle FPS If Not Focus --- interface/src/Application.cpp | 5 +++++ interface/src/Application.h | 4 ++++ interface/src/GLCanvas.cpp | 9 ++++++--- interface/src/Menu.cpp | 2 ++ interface/src/Menu.h | 1 + 5 files changed, 18 insertions(+), 3 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 1aa9fe0427..eea35a2edf 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -338,6 +338,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) : _lastNackTime(usecTimestampNow()), _lastSendDownstreamAudioStats(usecTimestampNow()), _isVSyncOn(true), + _isThrottleFPSEnabled(true), _aboutToQuit(false), _notifiedPacketVersionMismatchThisDomain(false), _domainConnectionRefusals(QList()), @@ -4612,6 +4613,10 @@ void Application::setVSyncEnabled() { #endif } +void Application::setThrottleFPSEnabled() { + _isThrottleFPSEnabled = Menu::getInstance()->isOptionChecked(MenuOption::ThrottleFPSIfNotFocus); +} + bool Application::isVSyncOn() const { #if defined(Q_OS_WIN) if (wglewGetExtension("WGL_EXT_swap_control")) { diff --git a/interface/src/Application.h b/interface/src/Application.h index 1fe1acb25a..0cdae2289f 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -421,6 +421,9 @@ public slots: void domainSettingsReceived(const QJsonObject& domainSettingsObject); void setVSyncEnabled(); + + void setThrottleFPSEnabled(); + bool isThrottleFPSEnabled() { return _isThrottleFPSEnabled; } void resetSensors(); void setActiveFaceTracker(); @@ -637,6 +640,7 @@ private: quint64 _lastSendDownstreamAudioStats; bool _isVSyncOn; + bool _isThrottleFPSEnabled; bool _aboutToQuit; diff --git a/interface/src/GLCanvas.cpp b/interface/src/GLCanvas.cpp index aff7c75cc9..be7ed6ec72 100644 --- a/interface/src/GLCanvas.cpp +++ b/interface/src/GLCanvas.cpp @@ -35,7 +35,8 @@ void GLCanvas::stopFrameTimer() { } bool GLCanvas::isThrottleRendering() const { - return _throttleRendering || Application::getInstance()->getWindow()->isMinimized(); + return (_throttleRendering + || (Application::getInstance()->getWindow()->isMinimized() && Application::getInstance()->isThrottleFPSEnabled())); } int GLCanvas::getDeviceWidth() const { @@ -59,7 +60,8 @@ void GLCanvas::initializeGL() { void GLCanvas::paintGL() { PROFILE_RANGE(__FUNCTION__); - if (!_throttleRendering && !Application::getInstance()->getWindow()->isMinimized()) { + if (!_throttleRendering + && (!Application::getInstance()->getWindow()->isMinimized()) || !Application::getInstance()->isThrottleFPSEnabled()) { Application::getInstance()->paintGL(); } } @@ -85,7 +87,8 @@ void GLCanvas::activeChanged(Qt::ApplicationState state) { default: // Otherwise, throttle. - if (!_throttleRendering && !Application::getInstance()->isAboutToQuit()) { + if (!_throttleRendering && !Application::getInstance()->isAboutToQuit() + && Application::getInstance()->isThrottleFPSEnabled()) { _frameTimer.start(_idleRenderInterval); _throttleRendering = true; } diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index 7213d4eb79..6115cb673e 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -373,6 +373,8 @@ Menu::Menu() { addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::RenderTargetFramerateVSyncOn, 0, true, qApp, SLOT(setVSyncEnabled())); #endif + addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ThrottleFPSIfNotFocus, 0, true, + qApp, SLOT(setThrottleFPSEnabled())); } diff --git a/interface/src/Menu.h b/interface/src/Menu.h index 22f07699a0..bd67c09f55 100644 --- a/interface/src/Menu.h +++ b/interface/src/Menu.h @@ -280,6 +280,7 @@ namespace MenuOption { const QString SuppressShortTimings = "Suppress Timings Less than 10ms"; const QString TestPing = "Test Ping"; const QString ThirdPerson = "Third Person"; + const QString ThrottleFPSIfNotFocus = "Throttle FPS If Not Focus"; const QString ToolWindow = "Tool Window"; const QString TransmitterDrive = "Transmitter Drive"; const QString TurnWithHead = "Turn using Head"; From 7b11d02eb2dfa0ad2ca26a6706ef53f6b9090935 Mon Sep 17 00:00:00 2001 From: David Rowe Date: Sat, 18 Jul 2015 14:16:10 -0700 Subject: [PATCH 11/12] Default Throttle FPS to disabled --- interface/src/Menu.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index 6115cb673e..fcc5c84c90 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -373,7 +373,7 @@ Menu::Menu() { addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::RenderTargetFramerateVSyncOn, 0, true, qApp, SLOT(setVSyncEnabled())); #endif - addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ThrottleFPSIfNotFocus, 0, true, + addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ThrottleFPSIfNotFocus, 0, false, qApp, SLOT(setThrottleFPSEnabled())); } From 47fdbedfb278956cc22ad5509703615cbe7bf060 Mon Sep 17 00:00:00 2001 From: David Rowe Date: Sat, 18 Jul 2015 15:22:47 -0700 Subject: [PATCH 12/12] Fix FPS throttle default --- interface/src/Application.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index eea35a2edf..7605ee8f39 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -338,7 +338,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) : _lastNackTime(usecTimestampNow()), _lastSendDownstreamAudioStats(usecTimestampNow()), _isVSyncOn(true), - _isThrottleFPSEnabled(true), + _isThrottleFPSEnabled(false), _aboutToQuit(false), _notifiedPacketVersionMismatchThisDomain(false), _domainConnectionRefusals(QList()),