overte/interface/src/Application.h
Andrzej Kapolka e249b29b45 Merge pull request #2268 from AndrewMeadows/radians
prefer radians over degrees
2014-03-12 12:10:29 -07:00

479 lines
15 KiB
C++

//
// Application.h
// interface
//
// Created by Andrzej Kapolka on 5/10/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Application__
#define __interface__Application__
#include <map>
#include <time.h>
#include <QApplication>
#include <QAction>
#include <QImage>
#include <QSettings>
#include <QTouchEvent>
#include <QList>
#include <QStringList>
#include <QPointer>
#include <NetworkPacket.h>
#include <NodeList.h>
#include <PacketHeaders.h>
#include <ParticleCollisionSystem.h>
#include <ParticleEditPacketSender.h>
#include <ScriptEngine.h>
#include <OctreeQuery.h>
#include <FstReader.h>
#include "Audio.h"
#include "BandwidthMeter.h"
#include "BuckyBalls.h"
#include "Camera.h"
#include "ControllerScriptingInterface.h"
#include "DatagramProcessor.h"
#include "Environment.h"
#include "FileLogger.h"
#include "GLCanvas.h"
#include "Menu.h"
#include "MetavoxelSystem.h"
#include "PacketHeaders.h"
#include "ParticleTreeRenderer.h"
#include "Stars.h"
#include "ViewFrustum.h"
#include "VoxelFade.h"
#include "VoxelEditPacketSender.h"
#include "VoxelHideShowThread.h"
#include "VoxelPacketProcessor.h"
#include "VoxelSystem.h"
#include "VoxelImporter.h"
#include "avatar/Avatar.h"
#include "avatar/AvatarManager.h"
#include "avatar/MyAvatar.h"
#include "devices/Faceshift.h"
#include "devices/SixenseManager.h"
#include "devices/Visage.h"
#include "renderer/AmbientOcclusionEffect.h"
#include "renderer/GeometryCache.h"
#include "renderer/GlowEffect.h"
#include "renderer/PointShader.h"
#include "renderer/TextureCache.h"
#include "renderer/VoxelShader.h"
#include "ui/BandwidthDialog.h"
#include "ui/OctreeStatsDialog.h"
#include "ui/RearMirrorTools.h"
#include "ui/LodToolsDialog.h"
#include "ui/LogDialog.h"
#include "ui/UpdateDialog.h"
#include "ui/Overlays.h"
class QAction;
class QActionGroup;
class QGLWidget;
class QKeyEvent;
class QMainWindow;
class QMouseEvent;
class QNetworkAccessManager;
class QSettings;
class QWheelEvent;
class Node;
class ProgramObject;
static const float NODE_ADDED_RED = 0.0f;
static const float NODE_ADDED_GREEN = 1.0f;
static const float NODE_ADDED_BLUE = 0.0f;
static const float NODE_KILLED_RED = 1.0f;
static const float NODE_KILLED_GREEN = 0.0f;
static const float NODE_KILLED_BLUE = 0.0f;
static const QString SNAPSHOT_EXTENSION = ".jpg";
static const float BILLBOARD_FIELD_OF_VIEW = 30.0f; // degrees
static const float BILLBOARD_DISTANCE = 5.0f; // meters
class Application : public QApplication {
Q_OBJECT
friend class VoxelPacketProcessor;
friend class VoxelEditPacketSender;
friend class DatagramProcessor;
public:
static Application* getInstance() { return static_cast<Application*>(QCoreApplication::instance()); }
static QString& resourcesPath();
Application(int& argc, char** argv, timeval &startup_time);
~Application();
void restoreSizeAndPosition();
void loadScript(const QString& fileNameString);
void loadScripts();
void storeSizeAndPosition();
void saveScripts();
void initializeGL();
void paintGL();
void resizeGL(int width, int height);
void keyPressEvent(QKeyEvent* event);
void keyReleaseEvent(QKeyEvent* event);
void mouseMoveEvent(QMouseEvent* event);
void mousePressEvent(QMouseEvent* event);
void mouseReleaseEvent(QMouseEvent* event);
void touchBeginEvent(QTouchEvent* event);
void touchEndEvent(QTouchEvent* event);
void touchUpdateEvent(QTouchEvent* event);
void wheelEvent(QWheelEvent* event);
void dropEvent(QDropEvent *event);
bool event(QEvent* event);
void makeVoxel(glm::vec3 position,
float scale,
unsigned char red,
unsigned char green,
unsigned char blue,
bool isDestructive);
void removeVoxel(glm::vec3 position, float scale);
glm::vec3 getMouseVoxelWorldCoordinates(const VoxelDetail& mouseVoxel);
QGLWidget* getGLWidget() { return _glWidget; }
MyAvatar* getAvatar() { return _myAvatar; }
Audio* getAudio() { return &_audio; }
Camera* getCamera() { return &_myCamera; }
ViewFrustum* getViewFrustum() { return &_viewFrustum; }
VoxelSystem* getVoxels() { return &_voxels; }
VoxelTree* getVoxelTree() { return _voxels.getTree(); }
ParticleTreeRenderer* getParticles() { return &_particles; }
MetavoxelSystem* getMetavoxels() { return &_metavoxels; }
VoxelSystem* getSharedVoxelSystem() { return &_sharedVoxelSystem; }
VoxelTree* getClipboard() { return &_clipboard; }
Environment* getEnvironment() { return &_environment; }
bool isMousePressed() const { return _mousePressed; }
bool isMouseHidden() const { return _mouseHidden; }
const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
Faceshift* getFaceshift() { return &_faceshift; }
Visage* getVisage() { return &_visage; }
SixenseManager* getSixenseManager() { return &_sixenseManager; }
BandwidthMeter* getBandwidthMeter() { return &_bandwidthMeter; }
QSettings* getSettings() { return _settings; }
QMainWindow* getWindow() { return _window; }
NodeToOctreeSceneStats* getOcteeSceneStats() { return &_octreeServerSceneStats; }
void lockOctreeSceneStats() { _octreeSceneStatsLock.lockForRead(); }
void unlockOctreeSceneStats() { _octreeSceneStatsLock.unlock(); }
QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
GeometryCache* getGeometryCache() { return &_geometryCache; }
TextureCache* getTextureCache() { return &_textureCache; }
GlowEffect* getGlowEffect() { return &_glowEffect; }
ControllerScriptingInterface* getControllerScriptingInterface() { return &_controllerScriptingInterface; }
AvatarManager& getAvatarManager() { return _avatarManager; }
void resetProfile(const QString& username);
void controlledBroadcastToNodes(const QByteArray& packet, const NodeSet& destinationNodeTypes);
void setupWorldLight();
QImage renderAvatarBillboard();
void displaySide(Camera& whichCamera, bool selfAvatarOnly = false);
/// Loads a view matrix that incorporates the specified model translation without the precision issues that can
/// result from matrix multiplication at high translation magnitudes.
void loadTranslatedViewMatrix(const glm::vec3& translation);
const glm::mat4& getShadowMatrix() const { return _shadowMatrix; }
void getModelViewMatrix(glm::dmat4* modelViewMatrix);
void getProjectionMatrix(glm::dmat4* projectionMatrix);
/// Computes the off-axis frustum parameters for the view frustum, taking mirroring into account.
void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
VoxelShader& getVoxelShader() { return _voxelShader; }
PointShader& getPointShader() { return _pointShader; }
FileLogger* getLogger() { return _logger; }
glm::vec2 getViewportDimensions() const{ return glm::vec2(_glWidget->width(),_glWidget->height()); }
NodeToJurisdictionMap& getVoxelServerJurisdictions() { return _voxelServerJurisdictions; }
NodeToJurisdictionMap& getParticleServerJurisdictions() { return _particleServerJurisdictions; }
void pasteVoxelsToOctalCode(const unsigned char* octalCodeDestination);
void skipVersion(QString latestVersion);
signals:
/// Fired when we're simulating; allows external parties to hook in.
void simulating(float deltaTime);
/// Fired when we're rendering in-world interface elements; allows external parties to hook in.
void renderingInWorldInterface();
public slots:
void domainChanged(const QString& domainHostname);
void updateWindowTitle();
void nodeAdded(SharedNodePointer node);
void nodeKilled(SharedNodePointer node);
void packetSent(quint64 length);
void importVoxels(); // doesn't include source voxel because it goes to clipboard
void cutVoxels(const VoxelDetail& sourceVoxel);
void copyVoxels(const VoxelDetail& sourceVoxel);
void pasteVoxels(const VoxelDetail& sourceVoxel);
void deleteVoxels(const VoxelDetail& sourceVoxel);
void exportVoxels(const VoxelDetail& sourceVoxel);
void nudgeVoxelsByVector(const VoxelDetail& sourceVoxel, const glm::vec3& nudgeVec);
void setRenderVoxels(bool renderVoxels);
void doKillLocalVoxels();
void loadDialog();
void toggleLogDialog();
void initAvatarAndViewFrustum();
void stopAllScripts();
void reloadAllScripts();
void uploadFST();
private slots:
void timer();
void idle();
void connectedToDomain(const QString& hostname);
void setFullscreen(bool fullscreen);
void setEnable3DTVMode(bool enable3DTVMode);
void cameraMenuChanged();
glm::vec2 getScaledScreenPoint(glm::vec2 projectedPoint);
void closeMirrorView();
void restoreMirrorView();
void shrinkMirrorView();
void resetSensors();
void parseVersionXml();
void removeScriptName(const QString& fileNameString);
void cleanupScriptMenuItem(const QString& scriptMenuName);
private:
void resetCamerasOnResizeGL(Camera& camera, int width, int height);
void updateProjectionMatrix();
void updateProjectionMatrix(Camera& camera, bool updateViewFrustum = true);
static bool sendVoxelsOperation(OctreeElement* node, void* extraData);
void sendPingPackets();
void initDisplay();
void init();
void update(float deltaTime);
// Various helper functions called during update()
void updateLOD();
void updateMouseRay();
void updateFaceshift();
void updateVisage();
void updateMyAvatarLookAtPosition();
void updateHandAndTouch(float deltaTime);
void updateLeap(float deltaTime);
void updateSixense(float deltaTime);
void updateSerialDevices(float deltaTime);
void updateThreads(float deltaTime);
void updateMetavoxels(float deltaTime);
void updateCamera(float deltaTime);
void updateDialogs(float deltaTime);
void updateAudio(float deltaTime);
void updateCursor(float deltaTime);
Avatar* findLookatTargetAvatar(glm::vec3& eyePosition, QUuid &nodeUUID);
bool isLookingAtMyAvatar(Avatar* avatar);
void renderLookatIndicator(glm::vec3 pointOfInterest);
void updateMyAvatar(float deltaTime);
void queryOctree(NodeType_t serverType, PacketType packetType, NodeToJurisdictionMap& jurisdictions);
void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
glm::vec3 getSunDirection();
void updateShadowMap();
void displayOverlay();
void displayStatsBackground(unsigned int rgba, int x, int y, int width, int height);
void displayStats();
void checkStatsClick();
void toggleStatsExpanded();
void renderRearViewMirror(const QRect& region, bool billboard = false);
void renderViewFrustum(ViewFrustum& viewFrustum);
void checkBandwidthMeterClick();
void deleteVoxelAt(const VoxelDetail& voxel);
void eyedropperVoxelUnderCursor();
void setMenuShortcutsEnabled(bool enabled);
static void attachNewHeadToNode(Node *newNode);
static void* networkReceive(void* args); // network receive thread
void findAxisAlignment();
void displayRearMirrorTools();
QMainWindow* _window;
QGLWidget* _glWidget;
bool _statsExpanded;
BandwidthMeter _bandwidthMeter;
QThread* _nodeThread;
DatagramProcessor _datagramProcessor;
QNetworkAccessManager* _networkAccessManager;
QSettings* _settings;
glm::vec3 _gravity;
// Frame Rate Measurement
int _frameCount;
float _fps;
timeval _applicationStartupTime;
timeval _timerStart, _timerEnd;
timeval _lastTimeUpdated;
bool _justStarted;
Stars _stars;
BuckyBalls _buckyBalls;
VoxelSystem _voxels;
VoxelTree _clipboard; // if I copy/paste
VoxelImporter* _voxelImporter;
VoxelSystem _sharedVoxelSystem;
ViewFrustum _sharedVoxelSystemViewFrustum;
ParticleTreeRenderer _particles;
ParticleCollisionSystem _particleCollisionSystem;
QByteArray _voxelsFilename;
bool _wantToKillLocalVoxels;
MetavoxelSystem _metavoxels;
ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
Oscilloscope _audioScope;
OctreeQuery _octreeQuery; // NodeData derived class for querying voxels from voxel server
AvatarManager _avatarManager;
MyAvatar* _myAvatar; // TODO: move this and relevant code to AvatarManager (or MyAvatar as the case may be)
Faceshift _faceshift;
Visage _visage;
SixenseManager _sixenseManager;
QStringList _activeScripts;
Camera _myCamera; // My view onto the world
Camera _viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
Camera _mirrorCamera; // Cammera for mirror view
QRect _mirrorViewRect;
RearMirrorTools* _rearMirrorTools;
glm::mat4 _untranslatedViewMatrix;
glm::vec3 _viewMatrixTranslation;
glm::mat4 _projectionMatrix;
glm::mat4 _shadowMatrix;
Environment _environment;
int _mouseX;
int _mouseY;
int _mouseDragStartedX;
int _mouseDragStartedY;
quint64 _lastMouseMove;
bool _mouseHidden;
bool _seenMouseMove;
glm::vec3 _mouseRayOrigin;
glm::vec3 _mouseRayDirection;
float _touchAvgX;
float _touchAvgY;
float _lastTouchAvgX;
float _lastTouchAvgY;
float _touchDragStartedAvgX;
float _touchDragStartedAvgY;
bool _isTouchPressed; // true if multitouch has been pressed (clear when finished)
bool _mousePressed; // true if mouse has been pressed (clear when finished)
GeometryCache _geometryCache;
TextureCache _textureCache;
GlowEffect _glowEffect;
AmbientOcclusionEffect _ambientOcclusionEffect;
VoxelShader _voxelShader;
PointShader _pointShader;
Audio _audio;
bool _enableProcessVoxelsThread;
VoxelPacketProcessor _voxelProcessor;
VoxelHideShowThread _voxelHideShowThread;
VoxelEditPacketSender _voxelEditSender;
ParticleEditPacketSender _particleEditSender;
int _packetsPerSecond;
int _bytesPerSecond;
int _recentMaxPackets; // recent max incoming voxel packets to process
bool _resetRecentMaxPacketsSoon;
StDev _idleLoopStdev;
float _idleLoopMeasuredJitter;
int parseOctreeStats(const QByteArray& packet, const SharedNodePointer& sendingNode);
void trackIncomingVoxelPacket(const QByteArray& packet, const SharedNodePointer& sendingNode, bool wasStatsPacket);
NodeToJurisdictionMap _voxelServerJurisdictions;
NodeToJurisdictionMap _particleServerJurisdictions;
NodeToOctreeSceneStats _octreeServerSceneStats;
QReadWriteLock _octreeSceneStatsLock;
std::vector<VoxelFade> _voxelFades;
ControllerScriptingInterface _controllerScriptingInterface;
QPointer<LogDialog> _logDialog;
FileLogger* _logger;
void checkVersion();
void displayUpdateDialog();
bool shouldSkipVersion(QString latestVersion);
void takeSnapshot();
TouchEvent _lastTouchEvent;
Overlays _overlays;
FstReader _fstReader;
};
#endif /* defined(__interface__Application__) */