Merge branch 'master' of github.com:highfidelity/hifi into multi-hull-collisions

This commit is contained in:
Seth Alves 2015-03-27 15:55:20 -07:00
commit fd69a54f10
25 changed files with 333 additions and 395 deletions

View file

@ -88,13 +88,7 @@ var SETTING_SHOW_LIGHTS_IN_EDIT_MODE = "showLightsInEditMode";
var INSUFFICIENT_PERMISSIONS_ERROR_MSG = "You do not have the necessary permissions to edit on this domain."
var modelURLs = [
HIFI_PUBLIC_BUCKET + "models/entities/2-Terrain:%20Alder.fbx",
HIFI_PUBLIC_BUCKET + "models/entities/2-Terrain:%20Bush1.fbx",
HIFI_PUBLIC_BUCKET + "models/entities/2-Terrain:%20Bush6.fbx",
HIFI_PUBLIC_BUCKET + "models/entities/3-Buildings-1-Rustic-Shed.fbx",
HIFI_PUBLIC_BUCKET + "models/entities/3-Buildings-1-Rustic-Shed2.fbx",
HIFI_PUBLIC_BUCKET + "models/entities/3-Buildings-1-Rustic-Shed4.fbx",
HIFI_PUBLIC_BUCKET + "models/entities/3-Buildings-1-Rustic-Shed7.fbx"
"Insert the URL to your FBX"
];
var mode = 0;
@ -387,9 +381,7 @@ var toolBar = (function () {
position: grid.snapToSurface(grid.snapToGrid(position, false, DEFAULT_LIGHT_DIMENSIONS), DEFAULT_LIGHT_DIMENSIONS),
dimensions: DEFAULT_LIGHT_DIMENSIONS,
isSpotlight: false,
diffuseColor: { red: 255, green: 255, blue: 255 },
ambientColor: { red: 255, green: 255, blue: 255 },
specularColor: { red: 0, green: 0, blue: 0 },
color: { red: 150, green: 150, blue: 150 },
constantAttenuation: 1,
linearAttenuation: 0,

View file

@ -138,7 +138,7 @@
<h3>Import models</h3>
<img class="grid-img" src="img/models.png" alt"Import models"></img>
<p>
Use the editEntitles.js script to<br>
Use the <strong>edit.js</strong> script to<br>
add FBX models in-world. You<br>
can use grids and fine tune<br>
placement-related parameters<br>

View file

@ -796,7 +796,7 @@ void Application::paintGL() {
DependencyManager::get<GlowEffect>()->render();
if (Menu::getInstance()->isOptionChecked(MenuOption::UserInterface)) {
{
PerformanceTimer perfTimer("renderOverlay");
_applicationOverlay.renderOverlay(true);
_applicationOverlay.displayOverlayTexture();
@ -994,12 +994,6 @@ void Application::keyPressEvent(QKeyEvent* event) {
resetSensors();
break;
case Qt::Key_G:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::ObeyEnvironmentalGravity);
}
break;
case Qt::Key_A:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::Atmosphere);
@ -1134,13 +1128,10 @@ void Application::keyPressEvent(QKeyEvent* event) {
Menu::getInstance()->triggerOption(MenuOption::FullscreenMirror);
}
break;
case Qt::Key_Slash:
Menu::getInstance()->triggerOption(MenuOption::UserInterface);
break;
case Qt::Key_P:
Menu::getInstance()->triggerOption(MenuOption::FirstPerson);
break;
case Qt::Key_Percent:
case Qt::Key_Slash:
Menu::getInstance()->triggerOption(MenuOption::Stats);
break;
case Qt::Key_Plus:
@ -1175,10 +1166,6 @@ void Application::keyPressEvent(QKeyEvent* event) {
break;
}
case Qt::Key_Comma: {
_myAvatar->togglePhysicsEnabled();
}
default:
event->ignore();
break;
@ -2205,7 +2192,6 @@ void Application::update(float deltaTime) {
{
PerformanceTimer perfTimer("physics");
_myAvatar->preSimulation();
_physicsEngine.stepSimulation();
}
@ -3029,8 +3015,7 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
_nodeBoundsDisplay.draw();
// Render the world box
if (theCamera.getMode() != CAMERA_MODE_MIRROR && Menu::getInstance()->isOptionChecked(MenuOption::Stats) &&
Menu::getInstance()->isOptionChecked(MenuOption::UserInterface)) {
if (theCamera.getMode() != CAMERA_MODE_MIRROR && Menu::getInstance()->isOptionChecked(MenuOption::Stats)) {
PerformanceTimer perfTimer("worldBox");
renderWorldBox();
}

View file

@ -201,9 +201,7 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::NamesAboveHeads, 0, true);
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::GlowWhenSpeaking, 0, true);
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::BlueSpeechSphere, 0, true);
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::ObeyEnvironmentalGravity, Qt::SHIFT | Qt::Key_G, false,
avatar, SLOT(updateMotionBehavior()));
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::StandOnNearbyFloors, 0, true,
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::EnableCharacterController, 0, true,
avatar, SLOT(updateMotionBehavior()));
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::ShiftHipsForIdleAnimations, 0, false,
avatar, SLOT(updateMotionBehavior()));
@ -230,7 +228,6 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Mirror, Qt::SHIFT | Qt::Key_H, true);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::FullscreenMirror, Qt::Key_H, false,
qApp, SLOT(cameraMenuChanged()));
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::UserInterface, Qt::Key_Slash, true);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::HMDTools, Qt::META | Qt::Key_H,
false,
@ -259,14 +256,13 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::TurnWithHead, 0, false);
addDisabledActionAndSeparator(viewMenu, "Stats");
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Stats, Qt::Key_Percent);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Stats, Qt::Key_Slash);
addActionToQMenuAndActionHash(viewMenu, MenuOption::Log, Qt::CTRL | Qt::Key_L, qApp, SLOT(toggleLogDialog()));
addActionToQMenuAndActionHash(viewMenu, MenuOption::BandwidthDetails, 0,
dialogsManager.data(), SLOT(bandwidthDetails()));
addActionToQMenuAndActionHash(viewMenu, MenuOption::OctreeStats, 0,
dialogsManager.data(), SLOT(octreeStatsDetails()));
addActionToQMenuAndActionHash(viewMenu, MenuOption::EditEntitiesHelp, 0, qApp, SLOT(showEditEntitiesHelp()));
QMenu* developerMenu = addMenu("Developer");
@ -538,10 +534,12 @@ Menu::Menu() {
statsRenderer.data(),
SLOT(toggleShowInjectedStreams()));
#ifndef Q_OS_MAC
QMenu* helpMenu = addMenu("Help");
QAction* helpAction = helpMenu->addAction(MenuOption::AboutApp);
connect(helpAction, SIGNAL(triggered()), qApp, SLOT(aboutApp()));
addActionToQMenuAndActionHash(helpMenu, MenuOption::EditEntitiesHelp, 0, qApp, SLOT(showEditEntitiesHelp()));
#ifndef Q_OS_MAC
QAction* aboutAction = helpMenu->addAction(MenuOption::AboutApp);
connect(aboutAction, SIGNAL(triggered()), qApp, SLOT(aboutApp()));
#endif
}

View file

@ -153,6 +153,7 @@ namespace MenuOption {
const QString EchoServerAudio = "Echo Server Audio";
const QString EditEntitiesHelp = "Edit Entities Help...";
const QString Enable3DTVMode = "Enable 3DTV Mode";
const QString EnableCharacterController = "Enable avatar collisions";
const QString EnableGlowEffect = "Enable Glow Effect (Warning: Poor Oculus Performance)";
const QString EnableVRMode = "Enable VR Mode";
const QString Entities = "Entities";
@ -184,12 +185,9 @@ namespace MenuOption {
const QString Mirror = "Mirror";
const QString MuteAudio = "Mute Microphone";
const QString MuteEnvironment = "Mute Environment";
const QString NewVoxelCullingMode = "New Voxel Culling Mode";
const QString NoFaceTracking = "None";
const QString ObeyEnvironmentalGravity = "Obey Environmental Gravity";
const QString OctreeStats = "Voxel and Entity Statistics";
const QString OctreeStats = "Entity Statistics";
const QString OffAxisProjection = "Off-Axis Projection";
const QString OldVoxelCullingMode = "Old Voxel Culling Mode";
const QString OnlyDisplayTopTen = "Only Display Top Ten";
const QString Pair = "Pair";
const QString PipelineWarnings = "Log Render Pipeline Warnings";
@ -233,13 +231,11 @@ namespace MenuOption {
const QString ScriptEditor = "Script Editor...";
const QString ScriptedMotorControl = "Enable Scripted Motor Control";
const QString ShowBordersEntityNodes = "Show Entity Nodes";
const QString ShowBordersVoxelNodes = "Show Voxel Nodes";
const QString ShowIKConstraints = "Show IK Constraints";
const QString SimpleShadows = "Simple";
const QString SixenseEnabled = "Enable Hydra Support";
const QString SixenseMouseInput = "Enable Sixense Mouse Input";
const QString SixenseLasers = "Enable Sixense UI Lasers";
const QString StandOnNearbyFloors = "Stand on nearby floors";
const QString ShiftHipsForIdleAnimations = "Shift hips for idle animations";
const QString Stars = "Stars";
const QString Stats = "Stats";
@ -251,7 +247,6 @@ namespace MenuOption {
const QString TransmitterDrive = "Transmitter Drive";
const QString TurnWithHead = "Turn using Head";
const QString PackageModel = "Package Model";
const QString UserInterface = "User Interface";
const QString Visage = "Visage";
const QString Wireframe = "Wireframe";
}

View file

@ -14,6 +14,8 @@
#include <QMessageBox>
#include <QTemporaryDir>
#include <FSTReader.h>
#include "ModelSelector.h"
#include "ModelPropertiesDialog.h"

View file

@ -15,8 +15,6 @@
#include <QFileInfo>
#include <QVariantHash>
#include <FBXReader.h>
#include "ui/ModelsBrowser.h"
class ModelPackager : public QObject {

View file

@ -19,6 +19,7 @@
#include <QMessageBox>
#include <QPushButton>
#include <FSTReader.h>
#include <GLMHelpers.h>
#include "ModelPropertiesDialog.h"

View file

@ -23,19 +23,6 @@ class QComboBox;
class QCheckBox;
class QVBoxLayout;
static const QString NAME_FIELD = "name";
static const QString FILENAME_FIELD = "filename";
static const QString TEXDIR_FIELD = "texdir";
static const QString LOD_FIELD = "lod";
static const QString JOINT_INDEX_FIELD = "jointIndex";
static const QString SCALE_FIELD = "scale";
static const QString TRANSLATION_X_FIELD = "tx";
static const QString TRANSLATION_Y_FIELD = "ty";
static const QString TRANSLATION_Z_FIELD = "tz";
static const QString JOINT_FIELD = "joint";
static const QString FREE_JOINT_FIELD = "freeJoint";
static const QString BLENDSHAPE_FIELD = "bs";
/// A dialog that allows customization of various model properties.
class ModelPropertiesDialog : public QDialog {
Q_OBJECT

View file

@ -81,7 +81,6 @@ MyAvatar::MyAvatar() :
_scriptedMotorTimescale(DEFAULT_SCRIPTED_MOTOR_TIMESCALE),
_scriptedMotorFrame(SCRIPTED_MOTOR_CAMERA_FRAME),
_motionBehaviors(AVATAR_MOTION_DEFAULTS),
_enablePhysics(false),
_characterController(this),
_lookAtTargetAvatar(),
_shouldRender(true),
@ -101,6 +100,7 @@ MyAvatar::MyAvatar() :
// connect to AddressManager signal for location jumps
connect(DependencyManager::get<AddressManager>().data(), &AddressManager::locationChangeRequired,
this, &MyAvatar::goToLocation);
_characterController.setEnabled(true);
}
MyAvatar::~MyAvatar() {
@ -147,10 +147,6 @@ void MyAvatar::update(float deltaTime) {
head->setAudioLoudness(audio->getLastInputLoudness());
head->setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
if (_motionBehaviors & AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY) {
setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()));
}
simulate(deltaTime);
if (_feetTouchFloor) {
_skeletonModel.updateStandingFoot();
@ -174,11 +170,7 @@ void MyAvatar::simulate(float deltaTime) {
{
PerformanceTimer perfTimer("transform");
updateOrientation(deltaTime);
if (isPhysicsEnabled()) {
updatePositionWithPhysics(deltaTime);
} else {
updatePosition(deltaTime);
}
updatePosition(deltaTime);
}
{
@ -484,26 +476,6 @@ void MyAvatar::loadLastRecording() {
_player->loadRecording(_recorder->getRecording());
}
void MyAvatar::setLocalGravity(glm::vec3 gravity) {
_motionBehaviors |= AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
// Environmental and Local gravities are incompatible. Since Local is being set here
// the environmental setting must be removed.
_motionBehaviors &= ~AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
setGravity(gravity);
}
void MyAvatar::setGravity(const glm::vec3& gravity) {
_gravity = gravity;
// use the gravity to determine the new world up direction, if possible
float gravityLength = glm::length(gravity);
if (gravityLength > EPSILON) {
_worldUpDirection = _gravity / -gravityLength;
}
// NOTE: the else case here it to leave _worldUpDirection unchanged
// so it continues to point opposite to the previous gravity setting.
}
AnimationHandlePointer MyAvatar::addAnimationHandle() {
AnimationHandlePointer handle = _skeletonModel.createAnimationHandle();
_animationHandles.append(handle);
@ -1258,128 +1230,38 @@ glm::vec3 MyAvatar::applyScriptedMotor(float deltaTime, const glm::vec3& localVe
return localVelocity + motorEfficiency * deltaVelocity;
}
const float NEARBY_FLOOR_THRESHOLD = 5.0f;
void MyAvatar::updatePosition(float deltaTime) {
// check for floor by casting a ray straight down from avatar's position
float heightAboveFloor = FLT_MAX;
bool hasFloor = false;
const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
const float maxFloorDistance = boundingShape.getBoundingRadius() * NEARBY_FLOOR_THRESHOLD;
RayIntersectionInfo intersection;
// NOTE: avatar is center of PhysicsSimulation, so rayStart is the origin for the purposes of the raycast
intersection._rayStart = glm::vec3(0.0f);
intersection._rayDirection = - _worldUpDirection;
intersection._rayLength = 4.0f * boundingShape.getBoundingRadius();
// velocity is initialized to the measured _velocity but will be modified by friction, external thrust, etc
glm::vec3 velocity = _velocity;
bool pushingUp = (_driveKeys[UP] - _driveKeys[DOWN] > 0.0f) || _scriptedMotorVelocity.y > 0.0f;
if (_motionBehaviors & AVATAR_MOTION_STAND_ON_NEARBY_FLOORS) {
const float MAX_SPEED_UNDER_GRAVITY = 2.0f * _scale * MAX_WALKING_SPEED;
if (pushingUp || glm::length2(velocity) > MAX_SPEED_UNDER_GRAVITY * MAX_SPEED_UNDER_GRAVITY) {
// we're pushing up or moving quickly, so disable gravity
setLocalGravity(glm::vec3(0.0f));
hasFloor = false;
} else {
if (heightAboveFloor > maxFloorDistance) {
// disable local gravity when floor is too far away
setLocalGravity(glm::vec3(0.0f));
hasFloor = false;
} else {
// enable gravity
setLocalGravity(-_worldUpDirection);
}
}
}
bool zeroDownwardVelocity = false;
bool gravityEnabled = (glm::length2(_gravity) > EPSILON);
if (gravityEnabled) {
const float SLOP = 0.002f;
if (heightAboveFloor < SLOP) {
if (heightAboveFloor < 0.0) {
// Gravity is in effect so we assume that the avatar is colliding against the world and we need
// to lift avatar out of floor, but we don't want to do it too fast (keep it smooth).
float distanceToLift = glm::min(-heightAboveFloor, MAX_WALKING_SPEED * deltaTime);
// We don't use applyPositionDelta() for this lift distance because we don't want the avatar
// to come flying out of the floor. Instead we update position directly, and set a boolean
// that will remind us later to zero any downward component of the velocity.
_position += distanceToLift * _worldUpDirection;
}
zeroDownwardVelocity = true;
}
if (!zeroDownwardVelocity) {
velocity += (deltaTime * GRAVITY_EARTH) * _gravity;
}
}
// rotate velocity into camera frame
glm::quat rotation = getHead()->getCameraOrientation();
glm::vec3 localVelocity = glm::inverse(rotation) * velocity;
// apply motors in camera frame
glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, hasFloor);
newLocalVelocity = applyScriptedMotor(deltaTime, newLocalVelocity);
// rotate back into world-frame
velocity = rotation * newLocalVelocity;
// apply thrust
velocity += _thrust * deltaTime;
_thrust = glm::vec3(0.0f);
// remove downward velocity so we don't push into floor
if (zeroDownwardVelocity) {
float verticalSpeed = glm::dot(velocity, _worldUpDirection);
if (verticalSpeed < 0.0f || !pushingUp) {
velocity -= verticalSpeed * _worldUpDirection;
}
}
// cap avatar speed
float speed = glm::length(velocity);
if (speed > MAX_AVATAR_SPEED) {
velocity *= MAX_AVATAR_SPEED / speed;
speed = MAX_AVATAR_SPEED;
}
// update position
if (speed > MIN_AVATAR_SPEED) {
applyPositionDelta(deltaTime * velocity);
}
// update _moving flag based on speed
const float MOVING_SPEED_THRESHOLD = 0.01f;
_moving = speed > MOVING_SPEED_THRESHOLD;
measureMotionDerivatives(deltaTime);
}
void MyAvatar::updatePositionWithPhysics(float deltaTime) {
// rotate velocity into camera frame
glm::quat rotation = getHead()->getCameraOrientation();
glm::vec3 localVelocity = glm::inverse(rotation) * _velocity;
bool hasFloor = false;
glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, hasFloor);
bool isOnGround = _characterController.onGround();
glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, isOnGround);
newLocalVelocity = applyScriptedMotor(deltaTime, newLocalVelocity);
// cap avatar speed
float speed = glm::length(newLocalVelocity);
if (speed > MAX_WALKING_SPEED) {
newLocalVelocity *= MAX_WALKING_SPEED / speed;
}
// rotate back into world-frame
_velocity = rotation * newLocalVelocity;
_velocity += _thrust * deltaTime;
_thrust = glm::vec3(0.0f);
// cap avatar speed
float speed = glm::length(_velocity);
if (speed > MAX_AVATAR_SPEED) {
_velocity *= MAX_AVATAR_SPEED / speed;
speed = MAX_AVATAR_SPEED;
}
if (speed > MIN_AVATAR_SPEED && !_characterController.isEnabled()) {
// update position ourselves
applyPositionDelta(deltaTime * _velocity);
measureMotionDerivatives(deltaTime);
} // else physics will move avatar later
// update _moving flag based on speed
const float MOVING_SPEED_THRESHOLD = 0.01f;
_moving = speed > MOVING_SPEED_THRESHOLD;
}
void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTime, float frequency) {
@ -1496,23 +1378,6 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
void MyAvatar::updateMotionBehavior() {
Menu* menu = Menu::getInstance();
if (menu->isOptionChecked(MenuOption::ObeyEnvironmentalGravity)) {
_motionBehaviors |= AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
// Environmental and Local gravities are incompatible. Environmental setting trumps local.
_motionBehaviors &= ~AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
} else {
_motionBehaviors &= ~AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
}
if (! (_motionBehaviors & (AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY | AVATAR_MOTION_OBEY_LOCAL_GRAVITY))) {
setGravity(glm::vec3(0.0f));
}
if (menu->isOptionChecked(MenuOption::StandOnNearbyFloors)) {
_motionBehaviors |= AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
// standing on floors requires collision with voxels
// TODO: determine what to do with this now that voxels are gone
} else {
_motionBehaviors &= ~AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
}
if (menu->isOptionChecked(MenuOption::KeyboardMotorControl)) {
_motionBehaviors |= AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED;
} else {
@ -1523,6 +1388,7 @@ void MyAvatar::updateMotionBehavior() {
} else {
_motionBehaviors &= ~AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
}
_characterController.setEnabled(menu->isOptionChecked(MenuOption::EnableCharacterController));
_feetTouchFloor = menu->isOptionChecked(MenuOption::ShiftHipsForIdleAnimations);
}
@ -1581,10 +1447,6 @@ glm::vec3 MyAvatar::getLaserPointerTipPosition(const PalmData* palm) {
return palm->getPosition();
}
void MyAvatar::preSimulation() {
_characterController.setEnabled(_enablePhysics);
}
void MyAvatar::clearDriveKeys() {
for (int i = 0; i < MAX_DRIVE_KEYS; ++i) {
_driveKeys[i] = 0.0f;

View file

@ -25,7 +25,7 @@ class MyAvatar : public Avatar {
Q_PROPERTY(glm::vec3 motorVelocity READ getScriptedMotorVelocity WRITE setScriptedMotorVelocity)
Q_PROPERTY(float motorTimescale READ getScriptedMotorTimescale WRITE setScriptedMotorTimescale)
Q_PROPERTY(QString motorReferenceFrame READ getScriptedMotorFrame WRITE setScriptedMotorFrame)
Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setLocalGravity)
//TODO: make gravity feature work Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setGravity)
public:
MyAvatar();
@ -44,13 +44,11 @@ public:
// setters
void setLeanScale(float scale) { _leanScale = scale; }
void setLocalGravity(glm::vec3 gravity);
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
void setRealWorldFieldOfView(float realWorldFov) { _realWorldFieldOfView.set(realWorldFov); }
// getters
float getLeanScale() const { return _leanScale; }
glm::vec3 getGravity() const { return _gravity; }
Q_INVOKABLE glm::vec3 getDefaultEyePosition() const;
bool getShouldRenderLocally() const { return _shouldRender; }
float getRealWorldFieldOfView() { return _realWorldFieldOfView.get(); }
@ -148,11 +146,6 @@ public:
const RecorderPointer getRecorder() const { return _recorder; }
const PlayerPointer getPlayer() const { return _player; }
void togglePhysicsEnabled() { _enablePhysics = !_enablePhysics; }
bool isPhysicsEnabled() { return _enablePhysics; }
void setPhysicsEnabled(bool enablePhysics) { _enablePhysics = enablePhysics; }
void preSimulation();
public slots:
void increaseSize();
@ -209,7 +202,6 @@ private:
int _scriptedMotorFrame;
quint32 _motionBehaviors;
bool _enablePhysics;
CharacterController _characterController;
QWeakPointer<AvatarData> _lookAtTargetAvatar;
@ -234,10 +226,8 @@ private:
glm::vec3 applyKeyboardMotor(float deltaTime, const glm::vec3& velocity, bool walkingOnFloor);
glm::vec3 applyScriptedMotor(float deltaTime, const glm::vec3& velocity);
void updatePosition(float deltaTime);
void updatePositionWithPhysics(float deltaTime);
void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
void maybeUpdateBillboard();
void setGravity(const glm::vec3& gravity);
};
#endif // hifi_MyAvatar_h

View file

@ -104,7 +104,6 @@ void TV3DManager::display(Camera& whichCamera) {
// We only need to render the overlays to a texture once, then we just render the texture as a quad
// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
applicationOverlay.renderOverlay(true);
const bool displayOverlays = Menu::getInstance()->isOptionChecked(MenuOption::UserInterface);
DependencyManager::get<GlowEffect>()->prepare();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -135,9 +134,7 @@ void TV3DManager::display(Camera& whichCamera) {
eyeCamera.setEyeOffsetPosition(glm::vec3(-_activeEye->modelTranslation,0,0));
Application::getInstance()->displaySide(eyeCamera, false, RenderArgs::MONO);
if (displayOverlays) {
applicationOverlay.displayOverlayTexture3DTV(whichCamera, _aspect, fov);
}
applicationOverlay.displayOverlayTexture3DTV(whichCamera, _aspect, fov);
_activeEye = NULL;
}
glPopMatrix();
@ -166,9 +163,7 @@ void TV3DManager::display(Camera& whichCamera) {
eyeCamera.setEyeOffsetPosition(glm::vec3(-_activeEye->modelTranslation,0,0));
Application::getInstance()->displaySide(eyeCamera, false, RenderArgs::MONO);
if (displayOverlays) {
applicationOverlay.displayOverlayTexture3DTV(whichCamera, _aspect, fov);
}
applicationOverlay.displayOverlayTexture3DTV(whichCamera, _aspect, fov);
_activeEye = NULL;
}
glPopMatrix();

View file

@ -176,18 +176,7 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
_textureAspectRatio = (float)glCanvas->getDeviceWidth() / (float)glCanvas->getDeviceHeight();
//Handle fading and deactivation/activation of UI
if (Menu::getInstance()->isOptionChecked(MenuOption::UserInterface)) {
_alpha += FADE_SPEED;
if (_alpha > 1.0f) {
_alpha = 1.0f;
}
} else {
_alpha -= FADE_SPEED;
if (_alpha <= 0.0f) {
_alpha = 0.0f;
}
}
// Render 2D overlay
glMatrixMode(GL_PROJECTION);
glDisable(GL_DEPTH_TEST);

View file

@ -114,7 +114,7 @@ private:
quint64 _lastMouseMove;
bool _magnifier;
float _alpha;
float _alpha = 1.0f;
float _oculusUIRadius;
float _trailingAudioLoudness;

View file

@ -61,21 +61,13 @@ typedef unsigned long long quint64;
const quint32 AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED = 1U << 0;
const quint32 AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED = 1U << 1;
const quint32 AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY = 1U << 2;
const quint32 AVATAR_MOTION_OBEY_LOCAL_GRAVITY = 1U << 3;
const quint32 AVATAR_MOTION_STAND_ON_NEARBY_FLOORS = 1U << 4;
const quint32 AVATAR_MOTION_DEFAULTS =
AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED |
AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED |
AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
// these bits will be expanded as features are exposed
const quint32 AVATAR_MOTION_SCRIPTABLE_BITS =
AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED |
AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY |
AVATAR_MOTION_OBEY_LOCAL_GRAVITY |
AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
// Bitset of state flags - we store the key state, hand state, faceshift, chat circling, and existance of
@ -365,8 +357,8 @@ protected:
HeadData* _headData;
HandData* _handData;
QUrl _faceModelURL = DEFAULT_HEAD_MODEL_URL;
QUrl _skeletonModelURL = DEFAULT_BODY_MODEL_URL;
QUrl _faceModelURL; // These need to be empty so that on first time setting them they will not short circuit
QUrl _skeletonModelURL; // These need to be empty so that on first time setting them they will not short circuit
QVector<AttachmentData> _attachmentData;
QString _displayName;

View file

@ -458,41 +458,6 @@ FBXNode parseFBX(QIODevice* device) {
return top;
}
QVariantHash parseMapping(QIODevice* device) {
QVariantHash properties;
QByteArray line;
while (!(line = device->readLine()).isEmpty()) {
if ((line = line.trimmed()).startsWith('#')) {
continue; // comment
}
QList<QByteArray> sections = line.split('=');
if (sections.size() < 2) {
continue;
}
QByteArray name = sections.at(0).trimmed();
if (sections.size() == 2) {
properties.insertMulti(name, sections.at(1).trimmed());
} else if (sections.size() == 3) {
QVariantHash heading = properties.value(name).toHash();
heading.insertMulti(sections.at(1).trimmed(), sections.at(2).trimmed());
properties.insert(name, heading);
} else if (sections.size() >= 4) {
QVariantHash heading = properties.value(name).toHash();
QVariantList contents;
for (int i = 2; i < sections.size(); i++) {
contents.append(sections.at(i).trimmed());
}
heading.insertMulti(sections.at(1).trimmed(), contents);
properties.insert(name, heading);
}
}
return properties;
}
QVector<glm::vec3> createVec3Vector(const QVector<double>& doubleVector) {
QVector<glm::vec3> values;
for (const double* it = doubleVector.constData(), *end = it + (doubleVector.size() / 3 * 3); it != end; ) {
@ -2473,39 +2438,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
return geometry;
}
QVariantHash readMapping(const QByteArray& data) {
QBuffer buffer(const_cast<QByteArray*>(&data));
buffer.open(QIODevice::ReadOnly);
return parseMapping(&buffer);
}
QByteArray writeMapping(const QVariantHash& mapping) {
QBuffer buffer;
buffer.open(QIODevice::WriteOnly);
for (QVariantHash::const_iterator first = mapping.constBegin(); first != mapping.constEnd(); first++) {
QByteArray key = first.key().toUtf8() + " = ";
QVariantHash hashValue = first.value().toHash();
if (hashValue.isEmpty()) {
buffer.write(key + first.value().toByteArray() + "\n");
continue;
}
for (QVariantHash::const_iterator second = hashValue.constBegin(); second != hashValue.constEnd(); second++) {
QByteArray extendedKey = key + second.key().toUtf8();
QVariantList listValue = second.value().toList();
if (listValue.isEmpty()) {
buffer.write(extendedKey + " = " + second.value().toByteArray() + "\n");
continue;
}
buffer.write(extendedKey);
for (QVariantList::const_iterator third = listValue.constBegin(); third != listValue.constEnd(); third++) {
buffer.write(" = " + third->toByteArray());
}
buffer.write("\n");
}
}
return buffer.data();
}
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, bool loadLightmaps, float lightmapLevel) {
QBuffer buffer(const_cast<QByteArray*>(&model));
buffer.open(QIODevice::ReadOnly);

View file

@ -261,12 +261,6 @@ public:
Q_DECLARE_METATYPE(FBXGeometry)
/// Reads an FST mapping from the supplied data.
QVariantHash readMapping(const QByteArray& data);
/// Writes an FST mapping to a byte array.
QByteArray writeMapping(const QVariantHash& mapping);
/// Reads FBX geometry from the supplied model and mapping data.
/// \exception QString if an error occurs in parsing
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, bool loadLightmaps = true, float lightmapLevel = 1.0f);

View file

@ -0,0 +1,99 @@
//
// FSTReader.cpp
//
//
// Created by Clement on 3/26/15.
// Copyright 2015 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
//
#include <QBuffer>
#include "FSTReader.h"
QVariantHash parseMapping(QIODevice* device) {
QVariantHash properties;
QByteArray line;
while (!(line = device->readLine()).isEmpty()) {
if ((line = line.trimmed()).startsWith('#')) {
continue; // comment
}
QList<QByteArray> sections = line.split('=');
if (sections.size() < 2) {
continue;
}
QByteArray name = sections.at(0).trimmed();
if (sections.size() == 2) {
properties.insertMulti(name, sections.at(1).trimmed());
} else if (sections.size() == 3) {
QVariantHash heading = properties.value(name).toHash();
heading.insertMulti(sections.at(1).trimmed(), sections.at(2).trimmed());
properties.insert(name, heading);
} else if (sections.size() >= 4) {
QVariantHash heading = properties.value(name).toHash();
QVariantList contents;
for (int i = 2; i < sections.size(); i++) {
contents.append(sections.at(i).trimmed());
}
heading.insertMulti(sections.at(1).trimmed(), contents);
properties.insert(name, heading);
}
}
return properties;
}
QVariantHash readMapping(const QByteArray& data) {
QBuffer buffer(const_cast<QByteArray*>(&data));
buffer.open(QIODevice::ReadOnly);
return parseMapping(&buffer);
}
void writeVariant(QBuffer& buffer, QVariantHash::const_iterator& it) {
QByteArray key = it.key().toUtf8() + " = ";
QVariantHash hashValue = it.value().toHash();
if (hashValue.isEmpty()) {
buffer.write(key + it.value().toByteArray() + "\n");
return;
}
for (QVariantHash::const_iterator second = hashValue.constBegin(); second != hashValue.constEnd(); second++) {
QByteArray extendedKey = key + second.key().toUtf8();
QVariantList listValue = second.value().toList();
if (listValue.isEmpty()) {
buffer.write(extendedKey + " = " + second.value().toByteArray() + "\n");
continue;
}
buffer.write(extendedKey);
for (QVariantList::const_iterator third = listValue.constBegin(); third != listValue.constEnd(); third++) {
buffer.write(" = " + third->toByteArray());
}
buffer.write("\n");
}
}
QByteArray writeMapping(const QVariantHash& mapping) {
static const QStringList PREFERED_ORDER = QStringList() << NAME_FIELD << SCALE_FIELD << FILENAME_FIELD
<< TEXDIR_FIELD << JOINT_FIELD << FREE_JOINT_FIELD
<< BLENDSHAPE_FIELD << JOINT_INDEX_FIELD;
QBuffer buffer;
buffer.open(QIODevice::WriteOnly);
for (auto key : PREFERED_ORDER) {
auto it = mapping.find(key);
if (it != mapping.constEnd()) {
writeVariant(buffer, it);
}
}
for (auto it = mapping.constBegin(); it != mapping.constEnd(); it++) {
if (!PREFERED_ORDER.contains(it.key())) {
writeVariant(buffer, it);
}
}
return buffer.data();
}

View file

@ -0,0 +1,36 @@
//
// FSTReader.h
//
//
// Created by Clement on 3/26/15.
// Copyright 2015 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
//
#ifndef hifi_FSTReader_h
#define hifi_FSTReader_h
#include <QVariantHash>
static const QString NAME_FIELD = "name";
static const QString FILENAME_FIELD = "filename";
static const QString TEXDIR_FIELD = "texdir";
static const QString LOD_FIELD = "lod";
static const QString JOINT_INDEX_FIELD = "jointIndex";
static const QString SCALE_FIELD = "scale";
static const QString TRANSLATION_X_FIELD = "tx";
static const QString TRANSLATION_Y_FIELD = "ty";
static const QString TRANSLATION_Z_FIELD = "tz";
static const QString JOINT_FIELD = "joint";
static const QString FREE_JOINT_FIELD = "freeJoint";
static const QString BLENDSHAPE_FIELD = "bs";
/// Reads an FST mapping from the supplied data.
QVariantHash readMapping(const QByteArray& data);
/// Writes an FST mapping to a byte array.
QByteArray writeMapping(const QVariantHash& mapping);
#endif // hifi_FSTReader_h

View file

@ -282,7 +282,7 @@ void AccountManager::processReply() {
} else {
passErrorToCallback(requestReply);
}
delete requestReply;
requestReply->deleteLater();
}
void AccountManager::passSuccessToCallback(QNetworkReply* requestReply) {

View file

@ -40,6 +40,24 @@ static btVector3 getNormalizedVector(const btVector3& v) {
return n;
}
class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback {
public:
btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) :
btCollisionWorld::ClosestRayResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)) {
_me = me;
}
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) {
if (rayResult.m_collisionObject == _me) {
return 1.0f;
}
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
}
protected:
btCollisionObject* _me;
};
class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback {
public:
btKinematicClosestNotMeConvexResultCallback(btCollisionObject* me, const btVector3& up, btScalar minSlopeDot)
@ -199,9 +217,7 @@ CharacterController::CharacterController(AvatarData* avatarData) {
assert(avatarData);
_avatarData = avatarData;
// cache the "PhysicsEnabled" state of _avatarData
_enabled = false;
_ghostObject = NULL;
_convexShape = NULL;
@ -210,11 +226,13 @@ CharacterController::CharacterController(AvatarData* avatarData) {
_velocityTimeInterval = 0.0f;
_verticalVelocity = 0.0f;
_verticalOffset = 0.0f;
_gravity = 9.8f;
_gravity = 5.0f; // slower than Earth's
_maxFallSpeed = 55.0f; // Terminal velocity of a sky diver in m/s.
_jumpSpeed = 7.0f;
_wasOnGround = false;
_wasJumping = false;
_jumpSpeed = 5.0f;
_isOnGround = false;
_isJumping = false;
_isHovering = true;
_jumpToHoverStart = 0;
setMaxSlope(btRadians(45.0f));
_lastStepUp = 0.0f;
_pendingFlags = 0;
@ -325,6 +343,26 @@ bool CharacterController::recoverFromPenetration(btCollisionWorld* collisionWorl
return penetration;
}
void CharacterController::scanDown(btCollisionWorld* world) {
// we test with downward raycast and if we don't find floor close enough then turn on "hover"
btKinematicClosestNotMeRayResultCallback callback(_ghostObject);
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
btVector3 up = quatRotate(_currentRotation, LOCAL_UP_AXIS);
btVector3 start = _currentPosition;
const btScalar MAX_SCAN_HEIGHT = 20.0f + _halfHeight + _radius; // closest possible floor for disabling hover
const btScalar MIN_HOVER_HEIGHT = 3.0f + _halfHeight + _radius; // distance to floor for enabling hover
btVector3 end = start - MAX_SCAN_HEIGHT * up;
world->rayTest(start, end, callback);
if (!callback.hasHit()) {
_isHovering = true;
} else if (_isHovering && callback.m_closestHitFraction * MAX_SCAN_HEIGHT < MIN_HOVER_HEIGHT) {
_isHovering = false;
}
}
void CharacterController::stepUp(btCollisionWorld* world) {
// phase 1: up
@ -334,7 +372,7 @@ void CharacterController::stepUp(btCollisionWorld* world) {
btVector3 up = quatRotate(_currentRotation, LOCAL_UP_AXIS);
start.setOrigin(_currentPosition + up * (_convexShape->getMargin() + _addedMargin));
_targetPosition = _currentPosition + up * _stepHeight;
_targetPosition = _currentPosition + up * _stepUpHeight;
end.setIdentity();
end.setOrigin(_targetPosition);
@ -352,15 +390,15 @@ void CharacterController::stepUp(btCollisionWorld* world) {
// Only modify the position if the hit was a slope and not a wall or ceiling.
if (callback.m_hitNormalWorld.dot(up) > 0.0f) {
_lastStepUp = _stepHeight * callback.m_closestHitFraction;
_lastStepUp = _stepUpHeight * callback.m_closestHitFraction;
_currentPosition.setInterpolate3(_currentPosition, _targetPosition, callback.m_closestHitFraction);
} else {
_lastStepUp = _stepHeight;
_lastStepUp = _stepUpHeight;
_currentPosition = _targetPosition;
}
} else {
_currentPosition = _targetPosition;
_lastStepUp = _stepHeight;
_lastStepUp = _stepUpHeight;
}
}
@ -411,12 +449,12 @@ void CharacterController::stepForward(btCollisionWorld* collisionWorld, const bt
btScalar margin = _convexShape->getMargin();
_convexShape->setMargin(margin + _addedMargin);
const btScalar MIN_STEP_DISTANCE = 0.0001f;
const btScalar MIN_STEP_DISTANCE_SQUARED = 1.0e-6f;
btVector3 step = _targetPosition - _currentPosition;
btScalar stepLength2 = step.length2();
int maxIter = 10;
while (stepLength2 > MIN_STEP_DISTANCE && maxIter-- > 0) {
while (stepLength2 > MIN_STEP_DISTANCE_SQUARED && maxIter-- > 0) {
start.setOrigin(_currentPosition);
end.setOrigin(_targetPosition);
@ -477,13 +515,16 @@ void CharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt
end.setOrigin(_targetPosition);
_ghostObject->convexSweepTest(_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
_isOnGround = false;
if (callback.hasHit()) {
_currentPosition += callback.m_closestHitFraction * step;
_verticalVelocity = 0.0f;
_verticalOffset = 0.0f;
_wasJumping = false;
} else if (!_wasJumping) {
_isJumping = false;
_isOnGround = true;
} else if (!_isJumping) {
// sweep again for floor within downStep threshold
step = -_stepDownHeight * up;
StepDownConvexResultCallback callback2 (_ghostObject,
up,
_currentPosition, step,
@ -495,8 +536,6 @@ void CharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt
callback2.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
_currentPosition = _targetPosition;
btVector3 oldPosition = _currentPosition;
step = (- _stepHeight) * up;
_targetPosition = _currentPosition + step;
start.setOrigin(_currentPosition);
@ -507,10 +546,10 @@ void CharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt
_currentPosition += callback2.m_closestHitFraction * step;
_verticalVelocity = 0.0f;
_verticalOffset = 0.0f;
_wasJumping = false;
_isJumping = false;
_isOnGround = true;
} else {
// nothing to step down on, so remove the stepUp effect
_currentPosition = oldPosition - _lastStepUp * up;
// nothing to step down on
_lastStepUp = 0.0f;
}
} else {
@ -534,8 +573,8 @@ void CharacterController::setVelocityForTimeInterval(const btVector3& velocity,
void CharacterController::reset(btCollisionWorld* collisionWorld) {
_verticalVelocity = 0.0;
_verticalOffset = 0.0;
_wasOnGround = false;
_wasJumping = false;
_isOnGround = false;
_isJumping = false;
_walkDirection.setValue(0,0,0);
_velocityTimeInterval = 0.0;
@ -581,14 +620,17 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
return; // no motion
}
_wasOnGround = onGround();
// Update fall velocity.
_verticalVelocity -= _gravity * dt;
if (_verticalVelocity > _jumpSpeed) {
_verticalVelocity = _jumpSpeed;
} else if (_verticalVelocity < -_maxFallSpeed) {
_verticalVelocity = -_maxFallSpeed;
if (_isHovering) {
const btScalar HOVER_RELAXATION_TIMESCALE = 1.0f;
_verticalVelocity *= (1.0f - dt / HOVER_RELAXATION_TIMESCALE);
} else {
_verticalVelocity -= _gravity * dt;
if (_verticalVelocity > _jumpSpeed) {
_verticalVelocity = _jumpSpeed;
} else if (_verticalVelocity < -_maxFallSpeed) {
_verticalVelocity = -_maxFallSpeed;
}
}
_verticalOffset = _verticalVelocity * dt;
@ -600,11 +642,14 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
// (2) step the character forward
// (3) step the character down looking for new ledges, the original floor, or a floor one step below where we started
scanDown(collisionWorld);
stepUp(collisionWorld);
// compute substep and decrement total interval
btScalar dtMoving = (dt < _velocityTimeInterval) ? dt : _velocityTimeInterval;
_velocityTimeInterval -= dt;
_stepDt += dt;
// stepForward substep
btVector3 move = _walkDirection * dtMoving;
@ -629,11 +674,25 @@ void CharacterController::setMaxJumpHeight(btScalar maxJumpHeight) {
}
bool CharacterController::canJump() const {
return onGround();
return _isOnGround;
}
void CharacterController::jump() {
_pendingFlags |= PENDING_FLAG_JUMP;
// check for case where user is holding down "jump" key...
// we'll eventually tansition to "hover"
if (!_isHovering) {
if (!_isJumping) {
_jumpToHoverStart = usecTimestampNow();
} else {
quint64 now = usecTimestampNow();
const quint64 JUMP_TO_HOVER_PERIOD = USECS_PER_SECOND;
if (now - _jumpToHoverStart < JUMP_TO_HOVER_PERIOD) {
_isHovering = true;
}
}
}
}
void CharacterController::setGravity(btScalar gravity) {
@ -654,7 +713,7 @@ btScalar CharacterController::getMaxSlope() const {
}
bool CharacterController::onGround() const {
return _enabled && _verticalVelocity == 0.0f && _verticalOffset == 0.0f;
return _isOnGround;
}
void CharacterController::debugDraw(btIDebugDraw* debugDrawer) {
@ -684,10 +743,12 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm
if (radiusDelta < FLT_EPSILON && heightDelta < FLT_EPSILON) {
// shape hasn't changed --> nothing to do
} else {
// we always need to: REMOVE when UPDATE_SHAPE, to avoid deleting shapes out from under the PhysicsEngine
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION
| PENDING_FLAG_UPDATE_SHAPE;
// but only need to ADD back when we happen to be enabled
if (_dynamicsWorld) {
// must REMOVE from world prior to shape update
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
}
_pendingFlags |= PENDING_FLAG_UPDATE_SHAPE;
// only need to ADD back when we happen to be enabled
if (_enabled) {
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
}
@ -711,11 +772,13 @@ void CharacterController::setEnabled(bool enabled) {
// Don't bother clearing REMOVE bit since it might be paired with an UPDATE_SHAPE bit.
// Setting the ADD bit here works for all cases so we don't even bother checking other bits.
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
_isHovering = true;
} else {
// Always set REMOVE bit when going disabled, and we always clear the ADD bit just in case
// it was previously set by something else (e.g. an UPDATE_SHAPE event).
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
if (_dynamicsWorld) {
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
}
_pendingFlags &= ~ PENDING_FLAG_ADD_TO_SIMULATION;
_isOnGround = false;
}
_enabled = enabled;
}
@ -729,17 +792,23 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
}
_dynamicsWorld = world;
if (_dynamicsWorld) {
_pendingFlags &= ~ (PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_JUMP);
_pendingFlags &= ~ PENDING_FLAG_JUMP;
_dynamicsWorld->addCollisionObject(getGhostObject(),
btBroadphaseProxy::CharacterFilter,
btBroadphaseProxy::StaticFilter | btBroadphaseProxy::DefaultFilter);
_dynamicsWorld->addAction(this);
reset(_dynamicsWorld);
}
}
if (_dynamicsWorld) {
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
// shouldn't fall in here, but if we do make sure both ADD and REMOVE bits are still set
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_REMOVE_FROM_SIMULATION;
} else {
_pendingFlags &= ~ PENDING_FLAG_REMOVE_FROM_SIMULATION;
_pendingFlags &= ~PENDING_FLAG_ADD_TO_SIMULATION;
}
} else {
_pendingFlags &= ~ (PENDING_FLAG_REMOVE_FROM_SIMULATION | PENDING_FLAG_ADD_TO_SIMULATION);
_pendingFlags &= ~ PENDING_FLAG_REMOVE_FROM_SIMULATION;
}
}
@ -772,10 +841,8 @@ void CharacterController::updateShapeIfNecessary() {
_ghostObject->setWorldTransform(btTransform(glmToBullet(_avatarData->getOrientation()),
glmToBullet(_avatarData->getPosition())));
// stepHeight affects the heights of ledges that the character can ascend
// however the actual ledge height is some function of _stepHeight
// due to character shape and this CharacterController algorithm
// (the function is approximately 2*_stepHeight)
_stepHeight = 0.1f * (_radius + _halfHeight) + 0.1f;
_stepUpHeight = _radius + 0.25f * _halfHeight + 0.1f;
_stepDownHeight = _radius;
// create new shape
_convexShape = new btCapsuleShape(_radius, 2.0f * _halfHeight);
@ -799,9 +866,12 @@ void CharacterController::preSimulation(btScalar timeStep) {
_pendingFlags &= ~ PENDING_FLAG_JUMP;
if (canJump()) {
_verticalVelocity = _jumpSpeed;
_wasJumping = true;
_isJumping = true;
}
}
// remember last position so we can throttle the total motion from the next step
_lastPosition = position;
_stepDt = 0.0f;
}
}
@ -809,9 +879,24 @@ void CharacterController::postSimulation() {
if (_enabled) {
const btTransform& avatarTransform = _ghostObject->getWorldTransform();
glm::quat rotation = bulletToGLM(avatarTransform.getRotation());
glm::vec3 offset = rotation * _shapeLocalOffset;
glm::vec3 position = bulletToGLM(avatarTransform.getOrigin());
// cap the velocity of the step so that the character doesn't POP! so hard on steps
glm::vec3 finalStep = position - _lastPosition;
btVector3 finalVelocity = _walkDirection;
btVector3 up = quatRotate(_currentRotation, LOCAL_UP_AXIS);
finalVelocity += _verticalVelocity * up;
const btScalar MAX_RESOLUTION_SPEED = 5.0f; // m/sec
btScalar maxStepLength = glm::max(MAX_RESOLUTION_SPEED, 2.0f * finalVelocity.length()) * _stepDt;
btScalar stepLength = glm::length(finalStep);
if (stepLength > maxStepLength) {
position = _lastPosition + (maxStepLength / stepLength) * finalStep;
// NOTE: we don't need to move ghostObject to throttled position unless
// we want to support do async ray-traces/collision-queries against character
}
_avatarData->setOrientation(rotation);
_avatarData->setPosition(bulletToGLM(avatarTransform.getOrigin()) - offset);
_avatarData->setPosition(position - rotation * _shapeLocalOffset);
}
}

View file

@ -59,7 +59,8 @@ protected:
btScalar _maxSlopeCosine; // Cosine equivalent of _maxSlopeRadians (calculated once when set, for optimization)
btScalar _gravity;
btScalar _stepHeight; // height of stepUp prior to stepForward
btScalar _stepUpHeight; // height of stepUp prior to stepForward
btScalar _stepDownHeight; // height of stepDown
btScalar _addedMargin;//@todo: remove this and fix the code
@ -71,6 +72,7 @@ protected:
btVector3 _currentPosition;
btQuaternion _currentRotation;
btVector3 _targetPosition;
glm::vec3 _lastPosition;
btScalar _lastStepUp;
///keep track of the contact manifolds
@ -80,9 +82,12 @@ protected:
btVector3 _floorNormal; // points from object to character
bool _enabled;
bool _wasOnGround;
bool _wasJumping;
bool _isOnGround;
bool _isJumping;
bool _isHovering;
quint64 _jumpToHoverStart;
btScalar _velocityTimeInterval;
btScalar _stepDt;
uint32_t _pendingFlags;
glm::vec3 _shapeLocalOffset;
@ -95,6 +100,7 @@ protected:
btVector3 perpindicularComponent(const btVector3& direction, const btVector3& normal);
bool recoverFromPenetration(btCollisionWorld* collisionWorld);
void scanDown(btCollisionWorld* collisionWorld);
void stepUp(btCollisionWorld* collisionWorld);
void updateTargetPositionBasedOnCollision(const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
void stepForward(btCollisionWorld* collisionWorld, const btVector3& walkMove);
@ -161,6 +167,7 @@ public:
bool needsRemoval() const;
bool needsAddition() const;
void setEnabled(bool enabled);
bool isEnabled() const { return _enabled; }
void setDynamicsWorld(btDynamicsWorld* world);
void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);

View file

@ -21,6 +21,7 @@
#include <gpu/Batch.h>
#include <gpu/GLBackend.h>
#include <FSTReader.h>
#include <SharedUtil.h>
#include "TextureCache.h"

View file

@ -360,10 +360,6 @@ void ScriptEngine::init() {
globalObject().setProperty("TREE_SCALE", newVariant(QVariant(TREE_SCALE)));
globalObject().setProperty("COLLISION_GROUP_ENVIRONMENT", newVariant(QVariant(COLLISION_GROUP_ENVIRONMENT)));
globalObject().setProperty("COLLISION_GROUP_AVATARS", newVariant(QVariant(COLLISION_GROUP_AVATARS)));
globalObject().setProperty("AVATAR_MOTION_OBEY_LOCAL_GRAVITY", newVariant(QVariant(AVATAR_MOTION_OBEY_LOCAL_GRAVITY)));
globalObject().setProperty("AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY", newVariant(QVariant(AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY)));
}
QScriptValue ScriptEngine::registerGlobalObject(const QString& name, QObject* object) {

View file

@ -22,6 +22,8 @@
#include "XMLHttpRequestClass.h"
#include "ScriptEngine.h"
const QString METAVERSE_API_URL = "https://metaverse.highfidelity.com/api/";
Q_DECLARE_METATYPE(QByteArray*)
XMLHttpRequestClass::XMLHttpRequestClass(QScriptEngine* engine) :
@ -207,7 +209,7 @@ void XMLHttpRequestClass::open(const QString& method, const QString& url, bool a
notImplemented();
}
} else {
if (url.toLower().left(33) == "https://metaverse.highfidelity.com/api/") {
if (url.toLower().left(METAVERSE_API_URL.length()) == METAVERSE_API_URL) {
AccountManager& accountManager = AccountManager::getInstance();
if (accountManager.hasValidAccessToken()) {