Merge branch 'master' of github.com:highfidelity/hifi into avatar-entities-3

This commit is contained in:
Seth Alves 2016-05-20 14:38:53 -07:00
commit ff36b39067
16 changed files with 150 additions and 81 deletions

View file

@ -60,8 +60,8 @@ public:
virtual void trackViewerGone(const QUuid& sessionID) override; virtual void trackViewerGone(const QUuid& sessionID) override;
public slots: public slots:
virtual void nodeAdded(SharedNodePointer node); virtual void nodeAdded(SharedNodePointer node) override;
virtual void nodeKilled(SharedNodePointer node); virtual void nodeKilled(SharedNodePointer node) override;
void pruneDeletedEntities(); void pruneDeletedEntities();
protected: protected:

View file

@ -1515,17 +1515,17 @@ void Application::paintGL() {
renderArgs._context->syncCache(); renderArgs._context->syncCache();
} }
if (Menu::getInstance()->isOptionChecked(MenuOption::MiniMirror)) { auto inputs = AvatarInputs::getInstance();
if (inputs->mirrorVisible()) {
PerformanceTimer perfTimer("Mirror"); PerformanceTimer perfTimer("Mirror");
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer(); auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE; renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
renderArgs._blitFramebuffer = DependencyManager::get<FramebufferCache>()->getSelfieFramebuffer(); renderArgs._blitFramebuffer = DependencyManager::get<FramebufferCache>()->getSelfieFramebuffer();
auto inputs = AvatarInputs::getInstance();
_mirrorViewRect.moveTo(inputs->x(), inputs->y()); _mirrorViewRect.moveTo(inputs->x(), inputs->y());
renderRearViewMirror(&renderArgs, _mirrorViewRect); renderRearViewMirror(&renderArgs, _mirrorViewRect, inputs->mirrorZoomed());
renderArgs._blitFramebuffer.reset(); renderArgs._blitFramebuffer.reset();
renderArgs._renderMode = RenderArgs::DEFAULT_RENDER_MODE; renderArgs._renderMode = RenderArgs::DEFAULT_RENDER_MODE;
@ -1827,25 +1827,37 @@ bool Application::event(QEvent* event) {
return false; return false;
} }
static bool justPresented = false; // Presentation/painting logic
// TODO: Decouple presentation and painting loops
static bool isPainting = false;
if ((int)event->type() == (int)Present) { if ((int)event->type() == (int)Present) {
if (justPresented) { if (isPainting) {
justPresented = false; // If painting (triggered by presentation) is hogging the main thread,
// repost as low priority to avoid hanging the GUI.
// If presentation is hogging the main thread, repost as low priority to avoid hanging the GUI.
// This has the effect of allowing presentation to exceed the paint budget by X times and // This has the effect of allowing presentation to exceed the paint budget by X times and
// only dropping every (1/X) frames, instead of every ceil(X) frames. // only dropping every (1/X) frames, instead of every ceil(X) frames
// (e.g. at a 60FPS target, painting for 17us would fall to 58.82FPS instead of 30FPS). // (e.g. at a 60FPS target, painting for 17us would fall to 58.82FPS instead of 30FPS).
removePostedEvents(this, Present); removePostedEvents(this, Present);
postEvent(this, new QEvent(static_cast<QEvent::Type>(Present)), Qt::LowEventPriority); postEvent(this, new QEvent(static_cast<QEvent::Type>(Present)), Qt::LowEventPriority);
isPainting = false;
return true; return true;
} }
idle(); idle();
postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority);
isPainting = true;
return true; return true;
} else if ((int)event->type() == (int)Paint) { } else if ((int)event->type() == (int)Paint) {
justPresented = true; // NOTE: This must be updated as close to painting as possible,
// or AvatarInputs will mysteriously move to the bottom-right
AvatarInputs::getInstance()->update();
paintGL(); paintGL();
isPainting = false;
return true; return true;
} }
@ -2660,9 +2672,6 @@ void Application::idle() {
// Sync up the _renderedFrameIndex // Sync up the _renderedFrameIndex
_renderedFrameIndex = displayPlugin->presentCount(); _renderedFrameIndex = displayPlugin->presentCount();
// Request a paint ASAP
postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority + 1);
// Update the deadlock watchdog // Update the deadlock watchdog
updateHeartbeat(); updateHeartbeat();
@ -2675,9 +2684,6 @@ void Application::idle() {
firstIdle = false; firstIdle = false;
connect(offscreenUi.data(), &OffscreenUi::showDesktop, this, &Application::showDesktop); connect(offscreenUi.data(), &OffscreenUi::showDesktop, this, &Application::showDesktop);
_overlayConductor.setEnabled(Menu::getInstance()->isOptionChecked(MenuOption::Overlays)); _overlayConductor.setEnabled(Menu::getInstance()->isOptionChecked(MenuOption::Overlays));
} else {
// FIXME: AvatarInputs are positioned incorrectly if instantiated before the first paint
AvatarInputs::getInstance()->update();
} }
PROFILE_RANGE(__FUNCTION__); PROFILE_RANGE(__FUNCTION__);
@ -2692,8 +2698,6 @@ void Application::idle() {
_keyboardDeviceHasFocus = true; _keyboardDeviceHasFocus = true;
} }
// We're going to execute idle processing, so restart the last idle timer // We're going to execute idle processing, so restart the last idle timer
_lastTimeUpdated.start(); _lastTimeUpdated.start();
@ -4106,7 +4110,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
activeRenderingThread = nullptr; activeRenderingThread = nullptr;
} }
void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& region) { void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& region, bool isZoomed) {
auto originalViewport = renderArgs->_viewport; auto originalViewport = renderArgs->_viewport;
// Grab current viewport to reset it at the end // Grab current viewport to reset it at the end
@ -4116,7 +4120,7 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi
auto myAvatar = getMyAvatar(); auto myAvatar = getMyAvatar();
// bool eyeRelativeCamera = false; // bool eyeRelativeCamera = false;
if (!AvatarInputs::getInstance()->mirrorZoomed()) { if (!isZoomed) {
_mirrorCamera.setPosition(myAvatar->getChestPosition() + _mirrorCamera.setPosition(myAvatar->getChestPosition() +
myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_REARVIEW_BODY_DISTANCE * myAvatar->getScale()); myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_REARVIEW_BODY_DISTANCE * myAvatar->getScale());

View file

@ -342,7 +342,7 @@ private:
glm::vec3 getSunDirection() const; glm::vec3 getSunDirection() const;
void renderRearViewMirror(RenderArgs* renderArgs, const QRect& region); void renderRearViewMirror(RenderArgs* renderArgs, const QRect& region, bool isZoomed);
int sendNackPackets(); int sendNackPackets();

View file

@ -48,13 +48,6 @@ RenderableModelEntityItem::~RenderableModelEntityItem() {
void RenderableModelEntityItem::setModelURL(const QString& url) { void RenderableModelEntityItem::setModelURL(const QString& url) {
auto& currentURL = getParsedModelURL(); auto& currentURL = getParsedModelURL();
if (_model && (currentURL != url)) {
// The machinery for updateModelBounds will give existing models the opportunity to fix their translation/rotation/scale/registration.
// The first two are straightforward, but the latter two have guards to make sure they don't happen after they've already been set.
// Here we reset those guards. This doesn't cause the entity values to change -- it just allows the model to match once it comes in.
_model->setScaleToFit(false, getDimensions());
_model->setSnapModelToRegistrationPoint(false, getRegistrationPoint());
}
ModelEntityItem::setModelURL(url); ModelEntityItem::setModelURL(url);
if (currentURL != getParsedModelURL() || !_model) { if (currentURL != getParsedModelURL() || !_model) {
@ -163,6 +156,14 @@ void RenderableModelEntityItem::remapTextures() {
} }
void RenderableModelEntityItem::doInitialModelSimulation() { void RenderableModelEntityItem::doInitialModelSimulation() {
// The machinery for updateModelBounds will give existing models the opportunity to fix their
// translation/rotation/scale/registration. The first two are straightforward, but the latter two have guards to
// make sure they don't happen after they've already been set. Here we reset those guards. This doesn't cause the
// entity values to change -- it just allows the model to match once it comes in.
_model->setScaleToFit(false, getDimensions());
_model->setSnapModelToRegistrationPoint(false, getRegistrationPoint());
// now recalculate the bounds and registration
_model->setScaleToFit(true, getDimensions()); _model->setScaleToFit(true, getDimensions());
_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint()); _model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
_model->setRotation(getRotation()); _model->setRotation(getRotation());

View file

@ -1378,6 +1378,10 @@ bool EntityTree::sendEntitiesOperation(OctreeElementPointer element, void* extra
item->globalizeProperties(properties, "Cannot find %3 parent of %2 %1", args->root); item->globalizeProperties(properties, "Cannot find %3 parent of %2 %1", args->root);
} }
} }
// set creation time to "now" for imported entities
properties.setCreated(usecTimestampNow());
properties.markAllChanged(); // so the entire property set is considered new, since we're making a new entity properties.markAllChanged(); // so the entire property set is considered new, since we're making a new entity
EntityTreeElementPointer entityTreeElement = std::static_pointer_cast<EntityTreeElement>(element); EntityTreeElementPointer entityTreeElement = std::static_pointer_cast<EntityTreeElement>(element);

View file

@ -149,17 +149,12 @@ void DeferredLightingEffect::prepare(RenderArgs* args) {
batch.setFramebuffer(deferredFbo); batch.setFramebuffer(deferredFbo);
// Clear Color, Depth and Stencil // Clear Color, Depth and Stencil for deferred buffer
batch.clearFramebuffer( batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_COLOR1 | gpu::Framebuffer::BUFFER_COLOR2 |
gpu::Framebuffer::BUFFER_DEPTH | gpu::Framebuffer::BUFFER_DEPTH |
gpu::Framebuffer::BUFFER_STENCIL, gpu::Framebuffer::BUFFER_STENCIL,
vec4(vec3(0), 1), 1.0, 0.0, true); vec4(vec3(0), 0), 1.0, 0.0, true);
// clear the normal and specular buffers
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true);
const float MAX_SPECULAR_EXPONENT = 128.0f;
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR2, glm::vec4(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT), true);
}); });
} }
@ -469,9 +464,10 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
batch.setInputBuffer(0, mesh->getVertexBuffer()); batch.setInputBuffer(0, mesh->getVertexBuffer());
batch.setInputFormat(mesh->getVertexFormat()); batch.setInputFormat(mesh->getVertexFormat());
auto& part = mesh->getPartBuffer().get<model::Mesh::Part>(); {
auto& part = mesh->getPartBuffer().get<model::Mesh::Part>(0);
batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex); batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex);
}
} }
} }
} }
@ -548,14 +544,12 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
// Stencil test all the light passes for objects pixels only, not the background // Stencil test all the light passes for objects pixels only, not the background
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP)); state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
if (lightVolume) { if (lightVolume) {
state->setCullMode(gpu::State::CULL_BACK); state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
// No need for z test since the depth buffer is not bound state->setDepthTest(true, false, gpu::LESS_EQUAL);
// TODO: We should bind the true depth buffer both as RT and texture for the depth test
// TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases // TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases
state->setDepthClampEnable(true);
// additive blending // additive blending
state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE); state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
@ -662,10 +656,13 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
_spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(unsigned short) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16)); _spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(unsigned short) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16));
delete[] indexData; delete[] indexData;
model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES);
//DEBUG: model::Mesh::Part part(0, indices, 0, model::Mesh::LINE_STRIP);
_spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL)); std::vector<model::Mesh::Part> parts;
parts.push_back(model::Mesh::Part(0, indices, 0, model::Mesh::TRIANGLES));
parts.push_back(model::Mesh::Part(0, indices, 0, model::Mesh::LINE_STRIP)); // outline version
_spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(parts.size() * sizeof(model::Mesh::Part), (gpu::Byte*) parts.data()), gpu::Element::PART_DRAWCALL));
} }
return _spotLightMesh; return _spotLightMesh;
} }

View file

@ -52,17 +52,19 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
batch.setFramebuffer(fbo); batch.setFramebuffer(fbo);
batch.clearFramebuffer( batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH, gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH,
vec4(vec3(1.0, 1.0, 1.0), 1.0), 1.0, 0, true); vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, true);
batch.setProjectionTransform(shadow.getProjection()); batch.setProjectionTransform(shadow.getProjection());
batch.setViewTransform(shadow.getView()); batch.setViewTransform(shadow.getView());
auto shadowPipeline = _shapePlumber->pickPipeline(args, ShapeKey()); auto shadowPipeline = _shapePlumber->pickPipeline(args, ShapeKey());
auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, ShapeKey::Builder().withSkinned()); auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, ShapeKey::Builder().withSkinned());
args->_pipeline = shadowPipeline;
batch.setPipeline(shadowPipeline->pipeline);
std::vector<ShapeKey> skinnedShapeKeys{}; std::vector<ShapeKey> skinnedShapeKeys{};
// Iterate through all inShapes and render the unskinned
args->_pipeline = shadowPipeline;
batch.setPipeline(shadowPipeline->pipeline);
for (auto items : inShapes) { for (auto items : inShapes) {
if (items.first.isSkinned()) { if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first); skinnedShapeKeys.push_back(items.first);
@ -71,6 +73,7 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
} }
} }
// Reiterate to render the skinned
args->_pipeline = shadowSkinnedPipeline; args->_pipeline = shadowSkinnedPipeline;
batch.setPipeline(shadowSkinnedPipeline->pipeline); batch.setPipeline(shadowSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) { for (const auto& key : skinnedShapeKeys) {

View file

@ -87,7 +87,8 @@ float evalShadowAttenuationPCF(vec4 position, vec4 shadowTexcoord) {
float evalShadowAttenuation(vec4 position) { float evalShadowAttenuation(vec4 position) {
vec4 shadowTexcoord = evalShadowTexcoord(position); vec4 shadowTexcoord = evalShadowTexcoord(position);
if (shadowTexcoord.x < 0.0 || shadowTexcoord.x > 1.0 || if (shadowTexcoord.x < 0.0 || shadowTexcoord.x > 1.0 ||
shadowTexcoord.y < 0.0 || shadowTexcoord.y > 1.0) { shadowTexcoord.y < 0.0 || shadowTexcoord.y > 1.0 ||
shadowTexcoord.z < 0.0 || shadowTexcoord.z > 1.0) {
// If a point is not in the map, do not attenuate // If a point is not in the map, do not attenuate
return 1.0; return 1.0;
} }

View file

@ -9,6 +9,8 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
// //
#include "ScriptCache.h"
#include <QCoreApplication> #include <QCoreApplication>
#include <QEventLoop> #include <QEventLoop>
#include <QNetworkAccessManager> #include <QNetworkAccessManager>
@ -20,7 +22,7 @@
#include <assert.h> #include <assert.h>
#include <SharedUtil.h> #include <SharedUtil.h>
#include "ScriptCache.h" #include "ScriptEngines.h"
#include "ScriptEngineLogging.h" #include "ScriptEngineLogging.h"
ScriptCache::ScriptCache(QObject* parent) { ScriptCache::ScriptCache(QObject* parent) {
@ -78,22 +80,25 @@ void ScriptCache::scriptDownloaded() {
QList<ScriptUser*> scriptUsers = _scriptUsers.values(url); QList<ScriptUser*> scriptUsers = _scriptUsers.values(url);
_scriptUsers.remove(url); _scriptUsers.remove(url);
if (req->getResult() == ResourceRequest::Success) { if (!DependencyManager::get<ScriptEngines>()->isStopped()) {
auto scriptContents = req->getData(); if (req->getResult() == ResourceRequest::Success) {
_scriptCache[url] = scriptContents; auto scriptContents = req->getData();
lock.unlock(); _scriptCache[url] = scriptContents;
qCDebug(scriptengine) << "Done downloading script at:" << url.toString(); lock.unlock();
qCDebug(scriptengine) << "Done downloading script at:" << url.toString();
foreach(ScriptUser* user, scriptUsers) { foreach(ScriptUser* user, scriptUsers) {
user->scriptContentsAvailable(url, scriptContents); user->scriptContentsAvailable(url, scriptContents);
} }
} else { } else {
lock.unlock(); lock.unlock();
qCWarning(scriptengine) << "Error loading script from URL " << url; qCWarning(scriptengine) << "Error loading script from URL " << url;
foreach(ScriptUser* user, scriptUsers) { foreach(ScriptUser* user, scriptUsers) {
user->errorInLoadingScript(url); user->errorInLoadingScript(url);
}
} }
} }
req->deleteLater(); req->deleteLater();
} }
@ -162,9 +167,11 @@ void ScriptCache::scriptContentAvailable() {
} }
} }
foreach(contentAvailableCallback thisCallback, allCallbacks) {
thisCallback(url.toString(), scriptContent, true, success);
}
req->deleteLater(); req->deleteLater();
}
if (!DependencyManager::get<ScriptEngines>()->isStopped()) {
foreach(contentAvailableCallback thisCallback, allCallbacks) {
thisCallback(url.toString(), scriptContent, true, success);
}
}
}

View file

@ -256,7 +256,7 @@ QVariantList ScriptEngines::getRunning() {
} }
static const QString SETTINGS_KEY = "Settings"; static const QString SETTINGS_KEY = "RunningScripts";
void ScriptEngines::loadDefaultScripts() { void ScriptEngines::loadDefaultScripts() {
QUrl defaultScriptsLoc = defaultScriptsLocation(); QUrl defaultScriptsLoc = defaultScriptsLocation();
@ -281,6 +281,43 @@ void ScriptEngines::loadScripts() {
// loads all saved scripts // loads all saved scripts
Settings settings; Settings settings;
// START of backward compatibility code
// This following if statement is only meant to update the settings file still using the old setting key.
// If you read that comment and it has been more than a couple months since it was merged,
// then by all means, feel free to remove it.
if (!settings.childGroups().contains(SETTINGS_KEY)) {
qWarning() << "Detected old script settings config, loading from previous location";
const QString oldKey = "Settings";
// Load old scripts array from settings
int size = settings.beginReadArray(oldKey);
for (int i = 0; i < size; ++i) {
settings.setArrayIndex(i);
QString string = settings.value("script").toString();
if (!string.isEmpty()) {
loadScript(string);
}
}
settings.endArray();
// Cleanup old scripts array from settings
settings.beginWriteArray(oldKey);
for (int i = 0; i < size; ++i) {
settings.setArrayIndex(i);
settings.remove("");
}
settings.endArray();
settings.beginGroup(oldKey);
settings.remove("size");
settings.endGroup();
return;
}
// END of backward compatibility code
int size = settings.beginReadArray(SETTINGS_KEY); int size = settings.beginReadArray(SETTINGS_KEY);
for (int i = 0; i < size; ++i) { for (int i = 0; i < size; ++i) {
settings.setArrayIndex(i); settings.setArrayIndex(i);

View file

@ -68,6 +68,7 @@ public:
// Called at shutdown time // Called at shutdown time
void shutdownScripting(); void shutdownScripting();
bool isStopped() const { return _isStopped; }
signals: signals:
void scriptCountChanged(); void scriptCountChanged();
@ -86,7 +87,6 @@ protected:
void onScriptEngineLoaded(const QString& scriptFilename); void onScriptEngineLoaded(const QString& scriptFilename);
void onScriptEngineError(const QString& scriptFilename); void onScriptEngineError(const QString& scriptFilename);
void launchScriptEngine(ScriptEngine* engine); void launchScriptEngine(ScriptEngine* engine);
bool isStopped() const { return _isStopped; }
QReadWriteLock _scriptEnginesHashLock; QReadWriteLock _scriptEnginesHashLock;
QHash<QUrl, ScriptEngine*> _scriptEnginesHash; QHash<QUrl, ScriptEngine*> _scriptEnginesHash;

View file

@ -97,7 +97,7 @@ namespace Setting {
} }
void Interface::deinit() { void Interface::deinit() {
if (privateInstance) { if (_isInitialized && privateInstance) {
// Save value to disk // Save value to disk
save(); save();

View file

@ -316,7 +316,12 @@ Grabber.prototype.pressEvent = function(event) {
return; return;
} }
if (event.isLeftButton!==true ||event.isRightButton===true || event.isMiddleButton===true) { if (event.isLeftButton !== true || event.isRightButton === true || event.isMiddleButton === true) {
return;
}
if (Overlays.getOverlayAtPoint(Reticle.position) > 0) {
// the mouse is pointing at an overlay; don't look for entities underneath the overlay.
return; return;
} }

View file

@ -178,7 +178,10 @@ var NON_LINEAR_DIVISOR = 2;
var MINIMUM_SEEK_DISTANCE = 0.01; var MINIMUM_SEEK_DISTANCE = 0.01;
function updateSeeking() { function updateSeeking() {
if (!Reticle.visible || isShakingMouse()) { if (!Reticle.visible || isShakingMouse()) {
isSeeking = true; if (!isSeeking) {
print('Start seeking mouse.');
isSeeking = true;
}
} // e.g., if we're about to turn it on with first movement. } // e.g., if we're about to turn it on with first movement.
if (!isSeeking) { if (!isSeeking) {
return; return;
@ -186,7 +189,9 @@ function updateSeeking() {
averageMouseVelocity = lastIntegration = 0; averageMouseVelocity = lastIntegration = 0;
var lookAt2D = HMD.getHUDLookAtPosition2D(); var lookAt2D = HMD.getHUDLookAtPosition2D();
if (!lookAt2D) { if (!lookAt2D) {
print('Cannot seek without lookAt position'); // FIXME - determine if this message is useful but make it so it doesn't spam the
// log in the case that it is happening
//print('Cannot seek without lookAt position');
return; return;
} // E.g., if parallel to location in HUD } // E.g., if parallel to location in HUD
var copy = Reticle.position; var copy = Reticle.position;
@ -201,6 +206,7 @@ function updateSeeking() {
} }
var okX = !updateDimension('x'), okY = !updateDimension('y'); // Evaluate both. Don't short-circuit. var okX = !updateDimension('x'), okY = !updateDimension('y'); // Evaluate both. Don't short-circuit.
if (okX && okY) { if (okX && okY) {
print('Finished seeking mouse');
isSeeking = false; isSeeking = false;
} else { } else {
Reticle.setPosition(copy); // Not setReticlePosition Reticle.setPosition(copy); // Not setReticlePosition
@ -420,7 +426,9 @@ function update() {
var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection); var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection);
if (!hudPoint3d) { if (!hudPoint3d) {
print('Controller is parallel to HUD'); // FIXME - determine if this message is useful but make it so it doesn't spam the
// log in the case that it is happening
//print('Controller is parallel to HUD');
return turnOffVisualization(); return turnOffVisualization();
} }
var hudPoint2d = overlayFromWorldPoint(hudPoint3d); var hudPoint2d = overlayFromWorldPoint(hudPoint3d);
@ -440,7 +448,7 @@ function update() {
updateVisualization(controllerPosition, controllerDirection, hudPoint3d, hudPoint2d); updateVisualization(controllerPosition, controllerDirection, hudPoint3d, hudPoint2d);
} }
var UPDATE_INTERVAL = 20; // milliseconds. Script.update is too frequent. var UPDATE_INTERVAL = 50; // milliseconds. Script.update is too frequent.
var updater = Script.setInterval(update, UPDATE_INTERVAL); var updater = Script.setInterval(update, UPDATE_INTERVAL);
Script.scriptEnding.connect(function () { Script.scriptEnding.connect(function () {
Script.clearInterval(updater); Script.clearInterval(updater);

View file

@ -352,7 +352,9 @@ var toolBar = (function() {
gridTool.setVisible(true); gridTool.setVisible(true);
grid.setEnabled(true); grid.setEnabled(true);
propertiesTool.setVisible(true); propertiesTool.setVisible(true);
Window.setFocus(); // Not sure what the following was meant to accomplish, but it currently causes
// everybody else to think that Interface has lost focus overall. fogbugzid:558
// Window.setFocus();
} }
that.showTools(isActive); that.showTools(isActive);
} }

View file

@ -89,7 +89,7 @@ public:
virtual GLWidget* getPrimaryWidget() override { return nullptr; } virtual GLWidget* getPrimaryWidget() override { return nullptr; }
virtual MainWindow* getPrimaryWindow() override { return nullptr; } virtual MainWindow* getPrimaryWindow() override { return nullptr; }
virtual QOpenGLContext* getPrimaryContext() override { return nullptr; } virtual QOpenGLContext* getPrimaryContext() override { return nullptr; }
virtual ui::Menu* getPrimaryMenu() { return nullptr; } virtual ui::Menu* getPrimaryMenu() override { return nullptr; }
virtual bool isForeground() override { return true; } virtual bool isForeground() override { return true; }
virtual const DisplayPluginPointer getActiveDisplayPlugin() const override { return DisplayPluginPointer(); } virtual const DisplayPluginPointer getActiveDisplayPlugin() const override { return DisplayPluginPointer(); }
}; };