diff --git a/Assets/Raindrop/Core/RaindropMovement.cs b/Assets/Raindrop/Core/RaindropMovement.cs index 130635b..36074a4 100644 --- a/Assets/Raindrop/Core/RaindropMovement.cs +++ b/Assets/Raindrop/Core/RaindropMovement.cs @@ -32,6 +32,7 @@ using System; using System.Timers; using OpenMetaverse; using Debug = UnityEngine.Debug; +using Vector2 = UnityEngine.Vector2; namespace Raindrop { @@ -49,31 +50,15 @@ namespace Raindrop private bool turningLeft = false; private bool turningRight = false; - private bool movingForward = false; // ^ - private bool movingBackward = false; // v - private bool movingLeftward = false; // < - private bool movingRightward = false; // > - - private bool modified = false; - private bool isMoving => movingForward | movingBackward | movingLeftward | movingRightward; - public bool TurningLeft { - get - { - return turningLeft; - } - set - { - //modified = true; + get => turningLeft; + set { turningLeft = value; - if (value) - { + if (value) { timer_Elapsed(null, null); timer.Enabled = true; - } - else - { + } else { timer.Enabled = false; client.Self.Movement.TurnLeft = false; client.Self.Movement.SendUpdate(true); @@ -83,23 +68,14 @@ namespace Raindrop public bool TurningRight { - get - { - return turningRight; - } + get => turningRight; set { - //modified = true; turningRight = value; - if (value) - { - //start movement immediate, set up the timer for more updates soon. + if (value) { timer_Elapsed(null, null); timer.Enabled = true; - } - else - { - //stop movmeent immiate, stop timer updates. + } else { timer.Enabled = false; client.Self.Movement.TurnRight = false; client.Self.Movement.SendUpdate(true); @@ -123,29 +99,19 @@ namespace Raindrop timer = null; } + //handle the turning that causes new rotation per second. void timer_Elapsed(object sender, ElapsedEventArgs e) { - Debug.Log("movement timer "); - OpenMetaverse.Logger.DebugLog("movement timer "); float delta = (float)timer.Interval / 1000f; - if (turningLeft) - { + if (turningLeft) { client.Self.Movement.TurnLeft = true; client.Self.Movement.BodyRotation = client.Self.Movement.BodyRotation * Quaternion.CreateFromAxisAngle(Vector3.UnitZ, delta); client.Self.Movement.SendUpdate(true); - } - else if (turningRight) - { + } else if (turningRight) { client.Self.Movement.TurnRight = true; client.Self.Movement.BodyRotation = client.Self.Movement.BodyRotation * Quaternion.CreateFromAxisAngle(Vector3.UnitZ, -delta); client.Self.Movement.SendUpdate(true); } - - //update every periodic interval if i am still moving. - if (isMoving) - { - client.Self.Movement.SendUpdate(true); - } } //tell the movement machine that we are moving forward. @@ -160,15 +126,6 @@ namespace Raindrop client.Self.Movement.AtNeg = true; } - public void stopMovementAndSendUpdate() - { - client.Self.Movement.AtPos = false; - client.Self.Movement.AtNeg = false; - client.Self.Movement.LeftPos = false; - client.Self.Movement.LeftNeg = false; - client.Self.Movement.SendUpdate(false); - } - public void setRightward() { client.Self.Movement.LeftPos = false; @@ -182,14 +139,61 @@ namespace Raindrop public void setTurningLeft() { - client.Self.Movement.TurnLeft = true; - client.Self.Movement.TurnRight = false; + TurningLeft = true; } public void setTurningRight() { - client.Self.Movement.TurnLeft = false; - client.Self.Movement.TurnRight = true; + TurningRight = true; + } + + // stop moving. + public void zero2DInput() + { + client.Self.Movement.AtPos = false; + client.Self.Movement.AtNeg = false; + client.Self.Movement.LeftPos = false; + client.Self.Movement.LeftNeg = false; + client.Self.Movement.SendUpdate(true); + } + + + public void set2DInput(Vector2 arg0) + { + //note: is impossible to be no movement due to that is being handled by zero2DInput. + + uint prev = client.Self.Movement.AgentControls; + + bool isUp = arg0.y > 0; + bool isDown = arg0.y < 0; + bool isNoVert = !isUp && !isDown; + + bool isRight = arg0.x > 0; + bool isLeft = arg0.x < 0; + bool isNoHorz = !isLeft && !isRight; + + if (isUp) + { + setForward(); + } + if (isDown) + { + setBackward(); + } + if (isRight) + { + setRightward(); + } + if (isLeft) + { + setLeftward(); + } + + var present = client.Self.Movement.AgentControls; + if (prev != present) + { + client.Self.Movement.SendUpdate(true); + } } } } diff --git a/Assets/Raindrop/Core/StateManager.cs b/Assets/Raindrop/Core/StateManager.cs index 99cb0cf..de56cae 100644 --- a/Assets/Raindrop/Core/StateManager.cs +++ b/Assets/Raindrop/Core/StateManager.cs @@ -538,9 +538,9 @@ namespace Raindrop void netcom_ClientConnected(object sender, EventArgs e) { - if (!instance.GlobalSettings.ContainsKey("draw_distance")) + if (true /*!instance.GlobalSettings.ContainsKey("draw_distance")*/) //todo { - instance.GlobalSettings["draw_distance"] = 48; + instance.GlobalSettings["draw_distance"] = 20; } client.Self.Movement.Camera.Far = instance.GlobalSettings["draw_distance"]; diff --git a/Assets/Raindrop/Render/RenderingHelpers.cs b/Assets/Raindrop/Render/RenderingHelpers.cs index 99c7cd8..e79288f 100644 --- a/Assets/Raindrop/Render/RenderingHelpers.cs +++ b/Assets/Raindrop/Render/RenderingHelpers.cs @@ -395,10 +395,16 @@ namespace Raindrop.Rendering return new UnityEngine.Vector3((float)v.X, (float)v.Z, (float)v.Y); } - + //is this correct??? public static UnityEngine.Vector4 TKVector4(Vector4 v) { - return new UnityEngine.Vector4(v.X, v.Y, v.Z, v.W); + return new UnityEngine.Vector4(v.X, v.Y, v.X, v.W); + } + + //is this correct??? + public static UnityEngine.Quaternion TKQuaternion4(Quaternion v) + { + return new UnityEngine.Quaternion(v.X, v.Z, v.Y, v.W); } public static Vector2 OMVVector2(UnityEngine.Vector2 v) diff --git a/Assets/Raindrop/UI/chat/ChatPresenter.cs b/Assets/Raindrop/UI/chat/ChatPresenter.cs index b367331..724b5eb 100644 --- a/Assets/Raindrop/UI/chat/ChatPresenter.cs +++ b/Assets/Raindrop/UI/chat/ChatPresenter.cs @@ -28,7 +28,7 @@ namespace Raindrop.Presenters //right pane: the contents of the selected chat in the left pane.+ // input bar of the text to send to said chat. - private RaindropInstance instance; + private RaindropInstance instance => ServiceLocator.ServiceLocator.Instance.Get(); private RaindropNetcom netcom { get { return instance.Netcom; } } private GridClient client => instance.Client; diff --git a/Assets/Raindrop/UI/joystickToMovementBackend.cs b/Assets/Raindrop/UI/joystickToMovementBackend.cs index 2a54438..199e002 100644 --- a/Assets/Raindrop/UI/joystickToMovementBackend.cs +++ b/Assets/Raindrop/UI/joystickToMovementBackend.cs @@ -38,36 +38,8 @@ public class joystickToMovementBackend : MonoBehaviour private void OnJoySet(Vector2 arg0) { - setWASDMovements(arg0); - - - } - - private void setWASDMovements(Vector2 arg0) - { - float vert = arg0.y; - float horz = arg0.x; - - if (vert > joyThresh) - { - instance.Movement.setForward(); - } - if (vert < -joyThresh) - { - instance.Movement.setBackward(); - } - - if (horz > joyThresh) - { - instance.Movement.setRightward(); - } - if (horz < -joyThresh) - { - instance.Movement.setLeftward(); - } - - - } + instance.Movement.set2DInput(arg0); + } // no more sideways movment. private void OnJoyUp() @@ -76,19 +48,6 @@ public class joystickToMovementBackend : MonoBehaviour { return; } - - setWASDMovementsZero(); - - } - - private void setWASDMovementsZero() - { - instance.Movement.stopMovementAndSendUpdate(); - } - - // Update is called once per frame - void Update() - { - + instance.Movement.zero2DInput(); } } diff --git a/Assets/Raindrop/UI/modals/ModalManager.cs b/Assets/Raindrop/UI/modals/ModalManager.cs index 16fdab3..097165a 100644 --- a/Assets/Raindrop/UI/modals/ModalManager.cs +++ b/Assets/Raindrop/UI/modals/ModalManager.cs @@ -112,13 +112,13 @@ public class ModalManager : MonoBehaviour } else { - Debug.Log("unable to get the modalPresenter object!"); + Debug.LogWarning("unable to get the modalPresenter object!"); } } else { UnityMainThreadDispatcher.Instance().Enqueue(() => { - Debug.Log(" dispatching of showing modal"); + // Debug.Log(" dispatching of showing modal"); setVisibleGenericModal(title, content, visibility); }); } @@ -141,14 +141,14 @@ public class ModalManager : MonoBehaviour } else { - Debug.Log("unable to get the modalPresenter object!"); + Debug.LogWarning("unable to get the modalPresenter object!"); } } else { UnityMainThreadDispatcher.Instance().Enqueue(() => { - Debug.Log(" dispatching of showing modal"); + //Debug.Log(" dispatching of showing modal"); setVisibleLoggingInModal(content); }); } diff --git a/Assets/Raindrop/UI/screens/GamePresenter.cs b/Assets/Raindrop/UI/screens/GamePresenter.cs index 7db828d..29bfc4f 100644 --- a/Assets/Raindrop/UI/screens/GamePresenter.cs +++ b/Assets/Raindrop/UI/screens/GamePresenter.cs @@ -40,28 +40,16 @@ namespace Raindrop.Presenters public Button ChatButton; public Button MapButton; + //currently unused public Toggle SoundToggle; - //ui elements that just dock to the screen. - public TMP_Text locationText; - public TMP_Text usernameText; + //HUD display. + public TMP_Text locationText; // sim + x y z of the user. + public TMP_Text usernameText; // user's name. //public MinimapModule minimap; - - - //public ReactiveProperty simName; - - public UnityEngine.Vector2 jsDir; - private float timeSinceLastUpdate; - - #endregion - //camera data - //public Vector3 cameraloc { get { return instance.cameraLoc; } } - - - - + private float timeSinceLastUpdate; private System.Threading.Timer configTimer; private const int saveConfigTimeout = 1000; #region behavior @@ -69,7 +57,6 @@ namespace Raindrop.Presenters // Use this for initialization void Start() { - initialiseFields(); configTimer = new System.Threading.Timer(SaveConfig, null, System.Threading.Timeout.Infinite, System.Threading.Timeout.Infinite); @@ -82,19 +69,15 @@ namespace Raindrop.Presenters //get uimanager service uimanager = ServiceLocator.ServiceLocator.Instance.Get(); - - - + client.Network.SimConnected += Network_SimConnected; //client.Network.SimChanged += Network_SimChanged; //client.Network.SimConnected += Network_SimConnected; - //client.Self.SimPosition //set usename usernameText.text = client.Self.Name; - } //its too late bro, the UI is started only after connected to sim has occured. @@ -102,9 +85,7 @@ namespace Raindrop.Presenters { //update the user'sname usernameText.text = client.Self.Name; - Debug.Log("Network_SimConnected is raised! wow. not expected. as sim connection should have occured far before this event is registered."); - } private void SaveConfig(object state) @@ -125,7 +106,7 @@ namespace Raindrop.Presenters private void OnToggleSounds(bool _) { OpenMetaverse.Logger.DebugLog("sound toggle is on? : " + _); - instance.MediaManager.ObjectEnable = _; + //instance.MediaManager.ObjectEnable = _; configTimer.Change(saveConfigTimeout, System.Threading.Timeout.Infinite); } @@ -195,10 +176,5 @@ namespace Raindrop.Presenters #endregion - - - - - } } \ No newline at end of file diff --git a/Assets/Raindrop/Unity3D/AgentPresenterAndPool.cs b/Assets/Raindrop/Unity3D/AgentPresenter.cs similarity index 60% rename from Assets/Raindrop/Unity3D/AgentPresenterAndPool.cs rename to Assets/Raindrop/Unity3D/AgentPresenter.cs index 0db4305..e5ee1d7 100644 --- a/Assets/Raindrop/Unity3D/AgentPresenterAndPool.cs +++ b/Assets/Raindrop/Unity3D/AgentPresenter.cs @@ -7,14 +7,15 @@ using System.Threading; using UniRx.Triggers; using UE = UnityEngine ; using UnityEngine ; +using Vector3 = OpenMetaverse.Vector3; namespace Raindrop.Presenters { //presents agents in the sim as boxes - public class AgentPresenterAndPool : MonoBehaviour + public class AgentPresenter : MonoBehaviour { public GameObject AgentPrefab; - public GameObject MainAgent; + //public GameObject MainAgent; private object avatarsDictLock = new object(); private Dictionary avatarsDict @@ -24,14 +25,50 @@ namespace Raindrop.Presenters //private RaindropNetcom netcom { get { return instance.Netcom; } } bool Active => instance.Client.Network.Connected; - void Start() { mainThread = System.Threading.Thread.CurrentThread; - instance.Client.Objects.AvatarUpdate += new EventHandler(Objects_AvatarUpdate); + //this seems to happen on new avatars. + instance.Client.Objects.AvatarUpdate += Objects_AvatarUpdate; + //this seems to happen on avatar movements. + instance.Client.Objects.TerseObjectUpdate += ObjectsOnTerseObjectUpdate; } + private void ObjectsOnTerseObjectUpdate(object sender, TerseObjectUpdateEventArgs e) + { + if (e.Simulator != instance.Client.Network.CurrentSim) + return; + + if (isOnMainThread()) + { + updateAvatarPosition(e); + } else + { + + UnityMainThreadDispatcher.Instance().Enqueue(() => { + updateAvatarPosition(e); + }); + } + + } + + private void updateAvatarPosition(TerseObjectUpdateEventArgs e) + { + lock (avatarsDictLock) + { + GameObject agent; + avatarsDict.TryGetValue(e.Prim.ID, out agent); + if (agent != null) + { + Debug.Log("agent " + e.Prim.ID.ToString() + "has moved"); + UE.Vector3 pos = RHelp.TKVector3(e.Prim.Position); + agent.transform.position = pos; + } + } + } + + private bool isOnMainThread() { return mainThread.Equals(System.Threading.Thread.CurrentThread); @@ -61,14 +98,7 @@ namespace Raindrop.Presenters //the routine that updates the position of the avatar or creates newly seen avatar private void updateAvatar(AvatarUpdateEventArgs e) { - //as avatar tracking is enabled -> thus all of this event is a new avatar that we never seen before - - if (e.Avatar.Name == instance.Client.Self.Name) - { - UE.Vector3 pos = RHelp.TKVector3(e.Avatar.Position); - MainAgent.transform.position = pos; - return; - } + lock (avatarsDictLock) { @@ -81,6 +111,11 @@ namespace Raindrop.Presenters aviGO = CreateAgentGameObject(e.Avatar.Name); avatarsDict[e.Avatar.ID] = aviGO; + if (e.Avatar.Name == instance.Client.Self.Name) + { + cameraTrackAgent(aviGO); + } + } else { @@ -90,25 +125,16 @@ namespace Raindrop.Presenters UE.Vector3 pos = RHelp.TKVector3(e.Avatar.Position); aviGO.transform.position = pos; - // - // if (avatarsGO.ContainsKey(e.)) - // { - // //update existing avatar - // GameObject theavi = avatarsGO[e.Avatar.LocalID]; - // theavi.transform.position = RHelp.TKVector3(e.Avatar.Position); - // } - // else - // { - // //make new avatar out of this information and add to dict. - // var newavi = new GameObject(); - // newavi.transform.position = RHelp.TKVector3(e.Avatar.Position); - // avatarsGO.Add(e.Avatar.LocalID, newavi); - // - // - // } } } + //give the object for the main camera to track. + private void cameraTrackAgent(GameObject aviGo) + { + var _ = UE.Camera.main.gameObject.GetComponent(); + _.target = aviGo.transform; + } + //make the agent: // mesh @@ -116,17 +142,12 @@ namespace Raindrop.Presenters // and more ??? private GameObject CreateAgentGameObject(string aviname) { - GameObject avi = Instantiate(AgentPrefab); - + GameObject avi = Instantiate(AgentPrefab, this.transform); + var nametag = avi.GetComponent(); nametag.setName(aviname); return avi; } - - - - } - } \ No newline at end of file diff --git a/Assets/Raindrop/Unity3D/AgentPresenterAndPool.cs.meta b/Assets/Raindrop/Unity3D/AgentPresenter.cs.meta similarity index 100% rename from Assets/Raindrop/Unity3D/AgentPresenterAndPool.cs.meta rename to Assets/Raindrop/Unity3D/AgentPresenter.cs.meta diff --git a/Assets/Raindrop/Unity3D/ObjectPresenter.cs b/Assets/Raindrop/Unity3D/ObjectPresenter.cs new file mode 100644 index 0000000..b98e9cf --- /dev/null +++ b/Assets/Raindrop/Unity3D/ObjectPresenter.cs @@ -0,0 +1,147 @@ +using OpenMetaverse; +using Raindrop.Rendering; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Threading; +using UniRx.Triggers; +using UE = UnityEngine ; +using UnityEngine ; +using Vector3 = OpenMetaverse.Vector3; + +namespace Raindrop.Presenters +{ + //presents objects in the sim as boxes + public class ObjectPresenter : MonoBehaviour + { + public Thread mainThread; + public GameObject ObjectPrefab; + + private object objectsLock = new object(); + private Dictionary objects + = new Dictionary(); //user UUID -> user gameobject + + private RaindropInstance instance { get { return ServiceLocator.ServiceLocator.Instance.Get(); } } + //private RaindropNetcom netcom { get { return instance.Netcom; } } + bool Active => instance.Client.Network.Connected; + + + void Start() + { + mainThread = System.Threading.Thread.CurrentThread; + instance.Client.Objects.ObjectUpdate += ObjectsOnObjectUpdate; + instance.Client.Objects.TerseObjectUpdate += ObjectsOnTerseObjectUpdate; + } + + private void ObjectsOnTerseObjectUpdate(object sender, TerseObjectUpdateEventArgs e) + { + GameObject res; + objects.TryGetValue(e.Prim.ID, out res); + if (res != null) + { + Debug.Log("object " + e.Prim.ID.ToString() + "has moved"); + Debug.LogWarning("object move to be implemented"); + } + } + + private void ObjectsOnObjectUpdate(object sender, PrimEventArgs e) + { + if (e.Simulator != instance.Client.Network.CurrentSim) + return; + if (e.IsAttachment) + return; + + if (isOnMainThread()) + { + updatePrim(e); + } else + { + + UnityMainThreadDispatcher.Instance().Enqueue(() => { + // Debug.Log(" dispatching of update-obj to main thread"); //wow mega spam! + updatePrim(e); + }); + } + + } + + + private bool isOnMainThread() + { + return mainThread.Equals(System.Threading.Thread.CurrentThread); + } + + + + //the routine that updates the position of the avatar or creates newly seen avatar + private void updatePrim(PrimEventArgs e) + { + lock (objectsLock) + { + GameObject primGO = null; + objects.TryGetValue(e.Prim.ID, out primGO); + + if (primGO == null) + { + // Debug.Log("newly seen obj. rezzing " + e.Prim.ID); + if (e.Prim.Text != "" || e.Prim.Text != null ) + { + // Debug.Log("prim has no props. " + e.Prim.ID); //this is for most prims. + } + else if (e.Prim.Properties.Name == null) + { + Debug.Log("prim has property, but no name . " + e.Prim.ID); //i have never seen this before. + } + primGO = CreatePrimGameObject(e.Prim); + objects[e.Prim.ID] = primGO; + } + else + { + Debug.Log("updating obj position. " + e.Prim.ID); + } + + SetPrimTransforms(e, primGO); + } + } + + + private static void SetPrimTransforms(PrimEventArgs e, GameObject primGO) + { + UE.Vector3 pos = RHelp.TKVector3(e.Prim.Position); + primGO.transform.position = pos; + + UE.Quaternion rot = RHelp.TKQuaternion4(e.Prim.Rotation); + primGO.transform.rotation = rot; + } + + //make the agent: + // mesh + // nametag + // scaling + // and more ??? + private GameObject CreatePrimGameObject(Primitive ePrim) + { + string objname; + if (ePrim.Properties == null) + { + objname = ""; + } + else + { + objname = ePrim.Properties.Name; + } + + UE.Vector3 objScale = RHelp.TKVector3(ePrim.Scale); + UUID uuid = ePrim.ID; + + GameObject avi = Instantiate(ObjectPrefab, this.transform); + avi.transform.localScale = objScale; + + var nametag = avi.GetComponent(); + nametag.setName(objname); + avi.name = uuid.ToString(); + + return avi; + } + } +} \ No newline at end of file diff --git a/Assets/Raindrop/Unity3D/ObjectPresenter.cs.meta b/Assets/Raindrop/Unity3D/ObjectPresenter.cs.meta new file mode 100644 index 0000000..87f3cd6 --- /dev/null +++ b/Assets/Raindrop/Unity3D/ObjectPresenter.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fa47482bed1a47e29216fc5416bb73ba +timeCreated: 1641224856 \ No newline at end of file diff --git a/Assets/Raindrop/Unity3D/simpleFollow.cs b/Assets/Raindrop/Unity3D/simpleFollow.cs new file mode 100644 index 0000000..820b6c0 --- /dev/null +++ b/Assets/Raindrop/Unity3D/simpleFollow.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class simpleFollow : MonoBehaviour +{ + public Transform target; + + public float smoothTime = 0.3F; + private Vector3 velocity = Vector3.zero; + + void Start() + { + if (!target) + { + Debug.LogWarning("simple camera follow has no target"); + } + } + + void Update() + { + // Define a target position above and behind the target transform + Vector3 targetPosition = target.TransformPoint(new Vector3(0, 5, -10)); + + // Smoothly move the camera towards that target position + transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime); + } +} diff --git a/Assets/Raindrop/Unity3D/simpleFollow.cs.meta b/Assets/Raindrop/Unity3D/simpleFollow.cs.meta new file mode 100644 index 0000000..6b5497d --- /dev/null +++ b/Assets/Raindrop/Unity3D/simpleFollow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dd1f37be37187ae4d8c20b6ae614e5c2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes/MainScene.unity b/Assets/Scenes/MainScene.unity index 2b9344d..3dbc477 100644 --- a/Assets/Scenes/MainScene.unity +++ b/Assets/Scenes/MainScene.unity @@ -686,7 +686,7 @@ Transform: - 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