first cut at animation server

This commit is contained in:
ZappoMan 2013-05-17 12:44:39 -07:00
parent 501a68a2de
commit 316da59da3
6 changed files with 415 additions and 9 deletions

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@ -11,4 +11,5 @@ add_subdirectory(injector)
add_subdirectory(pairing-server)
add_subdirectory(space-server)
add_subdirectory(voxel-edit)
add_subdirectory(voxel-server)
add_subdirectory(voxel-server)
add_subdirectory(animation-server)

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@ -0,0 +1,26 @@
cmake_minimum_required(VERSION 2.8)
set(TARGET_NAME animation-server)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
# setup for find modules
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../cmake/modules/")
# set up the external glm library
include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} ${ROOT_DIR})
include(${MACRO_DIR}/SetupHifiProject.cmake)
setup_hifi_project(${TARGET_NAME})
# link in the shared library
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
# link in the hifi voxels library
link_hifi_library(voxels ${TARGET_NAME} ${ROOT_DIR})

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@ -0,0 +1,348 @@
//
// main.cpp
// Animation Server
//
// Created by Brad Hefta-Gaub on 05/16/2013
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#include <cmath>
#include <cstdlib>
#include <cstring>
#include <cstdio>
#include <OctalCode.h>
#include <AgentList.h>
#include <AgentTypes.h>
#include <EnvironmentData.h>
#include <VoxelTree.h>
#include <SharedUtil.h>
#include <PacketHeaders.h>
#include <SceneUtils.h>
#ifdef _WIN32
#include "Syssocket.h"
#include "Systime.h"
#else
#include <sys/time.h>
#include <arpa/inet.h>
#include <ifaddrs.h>
#endif
const int ANIMATION_LISTEN_PORT = 40107;
const int ANIMATE_VOXELS_INTERVAL_USECS = SIXTY_FPS_IN_MILLISECONDS * 1000.0 * 1;
bool wantLocalDomain = false;
static void sendVoxelServerZMessage() {
char message[100];
sprintf(message,"%c%s",'Z',"a message");
int messageSize = strlen(message) + 1;
AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1);
}
static void sendVoxelEditMessage(PACKET_HEADER header, VoxelDetail& detail) {
unsigned char* bufferOut;
int sizeOut;
if (createVoxelEditMessage(header, 0, 1, &detail, bufferOut, sizeOut)){
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete bufferOut;
}
}
float intensity = 0.5f;
float intensityIncrement = 0.1f;
const float MAX_INTENSITY = 1.0f;
const float MIN_INTENSITY = 0.5f;
static void sendVoxelBlinkMessage() {
VoxelDetail detail;
detail.s = 0.25f / TREE_SCALE;
glm::vec3 position = glm::vec3(0, 0, detail.s);
detail.x = detail.s * floor(position.x / detail.s);
detail.y = detail.s * floor(position.y / detail.s);
detail.z = detail.s * floor(position.z / detail.s);
::intensity += ::intensityIncrement;
if (::intensity >= MAX_INTENSITY) {
::intensity = MAX_INTENSITY;
::intensityIncrement = -::intensityIncrement;
}
if (::intensity <= MIN_INTENSITY) {
::intensity = MIN_INTENSITY;
::intensityIncrement = -::intensityIncrement;
}
detail.red = 255 * ::intensity;
detail.green = 0 * ::intensity;
detail.blue = 0 * ::intensity;
PACKET_HEADER message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE;
sendVoxelEditMessage(message, detail);
}
bool stringOfLightsInitialized = false;
int currentLight = 0;
int lightMovementDirection = 1;
const int LIGHT_COUNT = 64;
glm::vec3 stringOfLights[LIGHT_COUNT];
unsigned char offColor[3] = { 240, 240, 240 };
unsigned char onColor[3] = { 0, 255, 0 };
static void sendBlinkingStringOfLights() {
PACKET_HEADER message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE; // we're a bully!
float lightScale = 0.125f / TREE_SCALE;
VoxelDetail detail;
detail.s = lightScale;
// first initialized the string of lights if needed...
if (!stringOfLightsInitialized) {
for (int i = 0; i < LIGHT_COUNT; i++) {
stringOfLights[i] = glm::vec3(i * lightScale,0,0);
detail.x = detail.s * floor(stringOfLights[i].x / detail.s);
detail.y = detail.s * floor(stringOfLights[i].y / detail.s);
detail.z = detail.s * floor(stringOfLights[i].z / detail.s);
if (i == currentLight) {
detail.red = onColor[0];
detail.green = onColor[1];
detail.blue = onColor[2];
} else {
detail.red = offColor[0];
detail.green = offColor[1];
detail.blue = offColor[2];
}
sendVoxelEditMessage(message, detail);
}
stringOfLightsInitialized = true;
} else {
// turn off current light
detail.x = detail.s * floor(stringOfLights[currentLight].x / detail.s);
detail.y = detail.s * floor(stringOfLights[currentLight].y / detail.s);
detail.z = detail.s * floor(stringOfLights[currentLight].z / detail.s);
detail.red = offColor[0];
detail.green = offColor[1];
detail.blue = offColor[2];
sendVoxelEditMessage(message, detail);
// move current light...
// if we're at the end of our string, then change direction
if (currentLight == LIGHT_COUNT-1) {
lightMovementDirection = -1;
}
if (currentLight == 0) {
lightMovementDirection = 1;
}
currentLight += lightMovementDirection;
// turn on new current light
detail.x = detail.s * floor(stringOfLights[currentLight].x / detail.s);
detail.y = detail.s * floor(stringOfLights[currentLight].y / detail.s);
detail.z = detail.s * floor(stringOfLights[currentLight].z / detail.s);
detail.red = onColor[0];
detail.green = onColor[1];
detail.blue = onColor[2];
sendVoxelEditMessage(message, detail);
}
}
bool billboardInitialized = false;
const int BILLBOARD_HEIGHT = 9;
const int BILLBOARD_WIDTH = 44;
glm::vec3 billboardPosition((0.125f / TREE_SCALE),(0.125f / TREE_SCALE),0);
glm::vec3 billboardLights[BILLBOARD_HEIGHT][BILLBOARD_WIDTH];
unsigned char billboardOffColor[3] = { 240, 240, 240 };
unsigned char billboardOnColorA[3] = { 0, 0, 255 };
unsigned char billboardOnColorB[3] = { 0, 255, 0 };
float billboardGradient = 0.5f;
float billboardGradientIncrement = 0.01f;
const float BILLBOARD_MAX_GRADIENT = 1.0f;
const float BILLBOARD_MIN_GRADIENT = 0.0f;
// top to bottom...
bool billBoardMessage[BILLBOARD_HEIGHT][BILLBOARD_WIDTH] = {
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
{ 0,1,0,0,1,0,1,0,0,0,0,0,1,0,0,0,0,1,1,1,1,0,0,0,0,0,1,0,1,1,1,0,1,0,1,0,0,1,0,0,0,0,0,0 },
{ 0,1,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,1,1,1,0,0,0,0,0 },
{ 0,1,1,1,1,0,1,0,1,1,1,0,1,1,1,0,0,1,1,1,0,0,0,0,1,1,1,0,1,1,1,0,1,0,1,0,0,1,0,0,1,0,1,0 },
{ 0,1,0,0,1,0,1,0,1,0,1,0,1,0,1,0,0,1,0,0,0,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,0,1,0,0,1,0,1,0 },
{ 0,1,0,0,1,0,1,0,1,1,1,0,1,0,1,0,0,1,0,0,0,0,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,1,0,0,1,1,1,0 },
{ 0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0 },
{ 0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }
};
static void sendBillboard() {
PACKET_HEADER message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE; // we're a bully!
float lightScale = 0.125f / TREE_SCALE;
VoxelDetail detail;
detail.s = lightScale;
// first initialized the billboard of lights if needed...
if (!billboardInitialized) {
for (int i = 0; i < BILLBOARD_HEIGHT; i++) {
for (int j = 0; j < BILLBOARD_WIDTH; j++) {
billboardLights[i][j] = billboardPosition + glm::vec3(j * lightScale, (float)((BILLBOARD_HEIGHT - i) * lightScale), 0);
}
}
billboardInitialized = true;
}
// what will our animation be?
// fade in/out the message?
//for now, just send it again..., but now, with intensity
::billboardGradient += ::billboardGradientIncrement;
printf("billboardGradient=%f billboardGradientIncrement=%f\n",billboardGradient,billboardGradientIncrement);
if (::billboardGradient >= BILLBOARD_MAX_GRADIENT) {
::billboardGradient = BILLBOARD_MAX_GRADIENT;
::billboardGradientIncrement = -::billboardGradientIncrement;
}
if (::billboardGradient <= BILLBOARD_MIN_GRADIENT) {
::billboardGradient = BILLBOARD_MIN_GRADIENT;
::billboardGradientIncrement = -::billboardGradientIncrement;
}
for (int i = 0; i < BILLBOARD_HEIGHT; i++) {
for (int j = 0; j < BILLBOARD_WIDTH; j++) {
billboardLights[i][j] = billboardPosition + glm::vec3(j * lightScale, (float)((BILLBOARD_HEIGHT - i) * lightScale), 0);
detail.x = billboardLights[i][j].x;
detail.y = billboardLights[i][j].y;
detail.z = billboardLights[i][j].z;
if (billBoardMessage[i][j]) {
detail.red = (billboardOnColorA[0] + ((billboardOnColorB[0] - billboardOnColorA[0]) * ::billboardGradient));
detail.green = (billboardOnColorA[1] + ((billboardOnColorB[1] - billboardOnColorA[1]) * ::billboardGradient));
detail.blue = (billboardOnColorA[2] + ((billboardOnColorB[2] - billboardOnColorA[2]) * ::billboardGradient));
} else {
detail.red = billboardOffColor[0];
detail.green = billboardOffColor[1];
detail.blue = billboardOffColor[2];
}
sendVoxelEditMessage(message, detail);
}
}
}
void* animateVoxels(void* args) {
AgentList* agentList = AgentList::getInstance();
timeval lastSendTime;
while (true) {
gettimeofday(&lastSendTime, NULL);
//printf("animateVoxels thread\n");
//printf("animateVoxels thread: Sending a Blink message to the voxel server\n");
sendVoxelBlinkMessage();
sendBlinkingStringOfLights();
sendBillboard();
/**
int agentNumber = 0;
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
agentNumber++;
printf("current agents[%d] id: %d type: %s \n", agentNumber, agent->getAgentID(), agent->getTypeName());
}
**/
// dynamically sleep until we need to fire off the next set of voxels
double usecToSleep = ANIMATE_VOXELS_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSendTime));
if (usecToSleep > 0) {
usleep(usecToSleep);
} else {
std::cout << "Last send took too much time, not sleeping!\n";
}
}
pthread_exit(0);
}
int main(int argc, const char * argv[])
{
AgentList* agentList = AgentList::createInstance(AGENT_TYPE_ANIMATION_SERVER, ANIMATION_LISTEN_PORT);
setvbuf(stdout, NULL, _IOLBF, 0);
// Handle Local Domain testing with the --local command line
const char* local = "--local";
::wantLocalDomain = cmdOptionExists(argc, argv,local);
if (::wantLocalDomain) {
printf("Local Domain MODE!\n");
int ip = getLocalAddress();
sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF));
}
agentList->linkedDataCreateCallback = NULL; // do we need a callback?
agentList->startSilentAgentRemovalThread();
agentList->startDomainServerCheckInThread();
srand((unsigned)time(0));
pthread_t animateVoxelThread;
pthread_create(&animateVoxelThread, NULL, animateVoxels, NULL);
sockaddr agentPublicAddress;
unsigned char* packetData = new unsigned char[MAX_PACKET_SIZE];
ssize_t receivedBytes;
// loop to send to agents requesting data
while (true) {
// Agents sending messages to us...
if (agentList->getAgentSocket()->receive(&agentPublicAddress, packetData, &receivedBytes)) {
switch (packetData[0]) {
case PACKET_HEADER_Z_COMMAND: {
// the Z command is a special command that allows the sender to send the voxel server high level semantic
// requests, like erase all, or add sphere scene
char* command = (char*) &packetData[1]; // start of the command
int commandLength = strlen(command); // commands are null terminated strings
int totalLength = 1+commandLength+1;
printf("got Z message len(%ld)= %s\n",receivedBytes,command);
while (totalLength <= receivedBytes) {
if (0==strcmp(command,(char*)"erase all")) {
printf("got Z message == erase all, we don't support that\n");
}
if (0==strcmp(command,(char*)"add scene")) {
printf("got Z message == add scene, we don't support that\n");
}
totalLength += commandLength+1;
}
// If we wanted to rebroadcast this message we could do it here.
//printf("rebroadcasting Z message to connected agents... agentList.broadcastToAgents()\n");
//agentList->broadcastToAgents(packetData,receivedBytes, &AGENT_TYPE_AVATAR, 1);
} break;
default: {
AgentList::getInstance()->processAgentData(&agentPublicAddress, packetData, receivedBytes);
} break;
}
}
}
pthread_join(animateVoxelThread, NULL);
return 0;
}

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@ -130,6 +130,7 @@ const char* AGENT_TYPE_NAME_INTERFACE = "Client Interface";
const char* AGENT_TYPE_NAME_AUDIO_MIXER = "Audio Mixer";
const char* AGENT_TYPE_NAME_AVATAR_MIXER = "Avatar Mixer";
const char* AGENT_TYPE_NAME_AUDIO_INJECTOR = "Audio Injector";
const char* AGENT_TYPE_NAME_ANIMATION_SERVER = "Animation Server";
const char* AGENT_TYPE_NAME_UNKNOWN = "Unknown";
const char* Agent::getTypeName() const {
@ -146,6 +147,8 @@ const char* Agent::getTypeName() const {
return AGENT_TYPE_NAME_AVATAR_MIXER;
case AGENT_TYPE_AUDIO_INJECTOR:
return AGENT_TYPE_NAME_AUDIO_INJECTOR;
case AGENT_TYPE_ANIMATION_SERVER:
return AGENT_TYPE_NAME_ANIMATION_SERVER;
default:
return AGENT_TYPE_NAME_UNKNOWN;
}

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@ -24,5 +24,6 @@ const char AGENT_TYPE_AVATAR = 'I';
const char AGENT_TYPE_AUDIO_MIXER = 'M';
const char AGENT_TYPE_AVATAR_MIXER = 'W';
const char AGENT_TYPE_AUDIO_INJECTOR = 'A';
const char AGENT_TYPE_ANIMATION_SERVER = 'a';
#endif

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@ -19,6 +19,7 @@
#include <SharedUtil.h>
#include <PacketHeaders.h>
#include <SceneUtils.h>
#include <PerfStat.h>
#ifdef _WIN32
#include "Syssocket.h"
@ -31,6 +32,7 @@
const char* LOCAL_VOXELS_PERSIST_FILE = "resources/voxels.hio2";
const char* VOXELS_PERSIST_FILE = "/etc/highfidelity/voxel-server/resources/voxels.hio2";
const double VOXEL_PERSIST_INTERVAL = 1000.0 * 30; // every 30 seconds
const int VOXEL_LISTEN_PORT = 40106;
@ -341,13 +343,31 @@ void deepestLevelVoxelDistributor(AgentList* agentList,
} // end if bag wasn't empty, and so we sent stuff...
}
double lastPersistVoxels = 0;
void persistVoxelsWhenDirty() {
double now = usecTimestampNow();
double sinceLastTime = (now - ::lastPersistVoxels) / 1000.0;
// check the dirty bit and persist here...
if (::wantVoxelPersist && ::randomTree.isDirty()) {
printf("saving voxels to file...\n");
randomTree.writeToFileV2(::wantLocalDomain ? LOCAL_VOXELS_PERSIST_FILE : VOXELS_PERSIST_FILE);
randomTree.clearDirtyBit(); // tree is clean after saving
printf("DONE saving voxels to file...\n");
if (::wantVoxelPersist && ::randomTree.isDirty() && sinceLastTime > VOXEL_PERSIST_INTERVAL) {
{
PerformanceWarning warn(true, "persistVoxelsWhenDirty() - reaverageVoxelColors()", true);
// after done inserting all these voxels, then reaverage colors
randomTree.reaverageVoxelColors(randomTree.rootNode);
}
{
PerformanceWarning warn(true, "persistVoxelsWhenDirty() - writeToFileV2()", true);
printf("saving voxels to file...\n");
randomTree.writeToFileV2(::wantLocalDomain ? LOCAL_VOXELS_PERSIST_FILE : VOXELS_PERSIST_FILE);
randomTree.clearDirtyBit(); // tree is clean after saving
printf("DONE saving voxels to file...\n");
}
::lastPersistVoxels = usecTimestampNow();
}
}
@ -498,13 +518,19 @@ int main(int argc, const char * argv[])
// loop to send to agents requesting data
while (true) {
// check to see if we need to persist our voxel state
persistVoxelsWhenDirty();
persistVoxelsWhenDirty();
if (agentList->getAgentSocket()->receive(&agentPublicAddress, packetData, &receivedBytes)) {
// XXXBHG: Hacked in support for 'S' SET command
if (packetData[0] == PACKET_HEADER_SET_VOXEL || packetData[0] == PACKET_HEADER_SET_VOXEL_DESTRUCTIVE) {
bool destructive = (packetData[0] == PACKET_HEADER_SET_VOXEL_DESTRUCTIVE);
PerformanceWarning warn(true,
destructive ? "PACKET_HEADER_SET_VOXEL_DESTRUCTIVE" : "PACKET_HEADER_SET_VOXEL",
true);
unsigned short int itemNumber = (*((unsigned short int*)&packetData[1]));
printf("got %s - command from client receivedBytes=%ld itemNumber=%d\n",
destructive ? "PACKET_HEADER_SET_VOXEL_DESTRUCTIVE" : "PACKET_HEADER_SET_VOXEL",
@ -541,8 +567,6 @@ int main(int argc, const char * argv[])
pVoxelData+=voxelDataSize;
atByte+=voxelDataSize;
}
// after done inserting all these voxels, then reaverage colors
randomTree.reaverageVoxelColors(randomTree.rootNode);
}
if (packetData[0] == PACKET_HEADER_ERASE_VOXEL) {
@ -575,6 +599,9 @@ int main(int argc, const char * argv[])
printf("got Z message == add scene\n");
addSphereScene(&randomTree);
}
if (0==strcmp(command,(char*)"a message")) {
printf("got Z message == a message, nothing to do, just report\n");
}
totalLength += commandLength+1;
}