Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Philip Rosedale 2013-04-17 14:23:43 -07:00
commit 5729ecb3f4
11 changed files with 282 additions and 289 deletions

View file

@ -444,8 +444,8 @@ Audio::Audio(Oscilloscope *s, Head *linkedHead)
// read the walking sound from the raw file and store it
// in the in memory array
switchToResourcesIfRequired();
FILE *soundFile = fopen("audio/walking.raw", "r");
switchToResourcesParentIfRequired();
FILE *soundFile = fopen("resources/audio/walking.raw", "r");
// get length of file:
std::fseek(soundFile, 0, SEEK_END);

View file

@ -48,26 +48,20 @@ unsigned int iris_texture_height = 256;
Head::Head() {
initializeAvatar();
avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
avatar.orientation.setToIdentity();
closestOtherAvatar = 0;
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
bodyYawDelta = 0.0;
triggeringAction = false;
mode = AVATAR_MODE_STANDING;
_avatar.orientation.setToIdentity();
_avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
_avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
_closestOtherAvatar = 0;
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
_bodyYawDelta = 0.0;
_triggeringAction = false;
_mode = AVATAR_MODE_STANDING;
initializeSkeleton();
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = false;
PupilSize = 0.10;
@ -102,19 +96,17 @@ Head::Head() {
browAudioLift = 0.0;
noise = 0;
handBeingMoved = false;
previousHandBeingMoved = false;
movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
_handBeingMoved = false;
_previousHandBeingMoved = false;
_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
_usingSprings = false;
_springForce = 6.0f;
_springVelocityDecay = 16.0f;
sphere = NULL;
usingSprings = false;
springForce = 6.0f;
springVelocityDecay = 16.0f;
if (iris_texture.size() == 0) {
switchToResourcesIfRequired();
switchToResourcesParentIfRequired();
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
if (error != 0) {
std::cout << "error " << error << ": " << lodepng_error_text(error) << std::endl;
@ -137,30 +129,23 @@ Head::Head() {
}
Head::Head(const Head &otherHead) {
initializeAvatar();
avatar.velocity = otherHead.avatar.velocity;
avatar.thrust = otherHead.avatar.thrust;
avatar.orientation.set( otherHead.avatar.orientation );
closestOtherAvatar = otherHead.closestOtherAvatar;
_bodyYaw = otherHead._bodyYaw;
_bodyPitch = otherHead._bodyPitch;
_bodyRoll = otherHead._bodyRoll;
bodyYawDelta = otherHead.bodyYawDelta;
triggeringAction = otherHead.triggeringAction;
mode = otherHead.mode;
_avatar.orientation.set( otherHead._avatar.orientation );
_avatar.velocity = otherHead._avatar.velocity;
_avatar.thrust = otherHead._avatar.thrust;
_rotation = otherHead._rotation;
_closestOtherAvatar = otherHead._closestOtherAvatar;
_bodyYaw = otherHead._bodyYaw;
_bodyPitch = otherHead._bodyPitch;
_bodyRoll = otherHead._bodyRoll;
_bodyYawDelta = otherHead._bodyYawDelta;
_triggeringAction = otherHead._triggeringAction;
_mode = otherHead._mode;
initializeSkeleton();
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = otherHead.driveKeys[i];
PupilSize = otherHead.PupilSize;
@ -283,7 +268,7 @@ void Head::setLeanSideways(float dist){
}
void Head::setTriggeringAction( bool d ) {
triggeringAction = d;
_triggeringAction = d;
}
@ -294,7 +279,7 @@ void Head::simulate(float deltaTime) {
// DEBUG - other avatars...
//-------------------------------------
//closeEnoughToInteract = 0.3f;
closestOtherAvatar = -1;
_closestOtherAvatar = -1;
float closestDistance = 10000.0f;
@ -318,15 +303,15 @@ void Head::simulate(float deltaTime) {
//-------------------------------------
// test other avs for proximity...
//-------------------------------------
glm::vec3 v( bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
v -= DEBUG_otherAvatarListPosition[o];
float distance = glm::length( v );
if ( distance < avatar.maxArmLength ) {
if ( distance < _avatar.maxArmLength ) {
if ( distance < closestDistance ) {
closestDistance = distance;
closestOtherAvatar = o;
_closestOtherAvatar = o;
}
}
}
@ -342,80 +327,80 @@ void Head::simulate(float deltaTime) {
//------------------------------------------------------------------------
// reset hand and elbow position according to hand movement
//------------------------------------------------------------------------
if ( handBeingMoved ){
if (! previousHandBeingMoved ){
if ( _handBeingMoved ){
if (! _previousHandBeingMoved ){
initializeBodySprings();
usingSprings = true;
_usingSprings = true;
//printf( "just started moving hand\n" );
}
}
else {
if ( previousHandBeingMoved ){
usingSprings = false;
if ( _previousHandBeingMoved ){
_usingSprings = false;
//printf( "just stopped moving hand\n" );
}
}
if ( handBeingMoved ) {
if ( _handBeingMoved ) {
updateHandMovement();
updateBodySprings( deltaTime );
}
previousHandBeingMoved = handBeingMoved;
handBeingMoved = false;
_previousHandBeingMoved = _handBeingMoved;
_handBeingMoved = false;
//-------------------------------------------------
// this handles the avatar being driven around...
//-------------------------------------------------
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
_avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
if (driveKeys[FWD]) {
glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
avatar.thrust += front * THRUST_MAG;
glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z );
_avatar.thrust += front * THRUST_MAG;
}
if (driveKeys[BACK]) {
glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
avatar.thrust -= front * THRUST_MAG;
glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z );
_avatar.thrust -= front * THRUST_MAG;
}
if (driveKeys[RIGHT]) {
glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
avatar.thrust -= right * THRUST_MAG;
glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z );
_avatar.thrust -= right * THRUST_MAG;
}
if (driveKeys[LEFT]) {
glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
avatar.thrust += right * THRUST_MAG;
glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z );
_avatar.thrust += right * THRUST_MAG;
}
if (driveKeys[UP]) {
glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
avatar.thrust += up * THRUST_MAG;
glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z );
_avatar.thrust += up * THRUST_MAG;
}
if (driveKeys[DOWN]) {
glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
avatar.thrust -= up * THRUST_MAG;
glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z );
_avatar.thrust -= up * THRUST_MAG;
}
if (driveKeys[ROT_RIGHT]) {
bodyYawDelta -= YAW_MAG * deltaTime;
_bodyYawDelta -= YAW_MAG * deltaTime;
}
if (driveKeys[ROT_LEFT]) {
bodyYawDelta += YAW_MAG * deltaTime;
_bodyYawDelta += YAW_MAG * deltaTime;
}
//----------------------------------------------------------
float translationalSpeed = glm::length( avatar.velocity );
float rotationalSpeed = fabs( bodyYawDelta );
float translationalSpeed = glm::length( _avatar.velocity );
float rotationalSpeed = fabs( _bodyYawDelta );
if ( translationalSpeed + rotationalSpeed > 0.2 )
{
mode = AVATAR_MODE_WALKING;
_mode = AVATAR_MODE_WALKING;
}
else
{
mode = AVATAR_MODE_COMMUNICATING;
_mode = AVATAR_MODE_COMMUNICATING;
}
//----------------------------------------------------------
// update body yaw by body yaw delta
//----------------------------------------------------------
_bodyYaw += bodyYawDelta * deltaTime;
_bodyYaw += _bodyYawDelta * deltaTime;
//----------------------------------------------------------
// (for now) set head yaw to body yaw
@ -426,23 +411,23 @@ void Head::simulate(float deltaTime) {
// decay body yaw delta
//----------------------------------------------------------
const float TEST_YAW_DECAY = 5.0;
bodyYawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
_bodyYawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
//----------------------------------------------------------
// add thrust to velocity
//----------------------------------------------------------
avatar.velocity += glm::dvec3( avatar.thrust * deltaTime );
_avatar.velocity += glm::dvec3( _avatar.thrust * deltaTime );
//----------------------------------------------------------
// update position by velocity
//----------------------------------------------------------
_bodyPosition += (glm::vec3)avatar.velocity * deltaTime;
_bodyPosition += (glm::vec3)_avatar.velocity * deltaTime;
//----------------------------------------------------------
// decay velocity
//----------------------------------------------------------
const float LIN_VEL_DECAY = 5.0;
avatar.velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
_avatar.velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
@ -546,7 +531,6 @@ void Head::simulate(float deltaTime) {
void Head::render(int faceToFace, int isMine) {
/*
//---------------------------------------------------
// show avatar position
//---------------------------------------------------
@ -555,12 +539,11 @@ void Head::render(int faceToFace, int isMine) {
glScalef( 0.03, 0.03, 0.03 );
glutSolidSphere( 1, 10, 10 );
glPopMatrix();
*/
//---------------------------------------------------
// show avatar orientation
//---------------------------------------------------
renderOrientationDirections(bone[ AVATAR_BONE_HEAD ].position, bone[ AVATAR_BONE_HEAD ].orientation, 0.2f );
renderOrientationDirections( _bone[ AVATAR_BONE_HEAD ].position, _bone[ AVATAR_BONE_HEAD ].orientation, 0.2f );
//---------------------------------------------------
// render body
@ -583,11 +566,11 @@ void Head::render(int faceToFace, int isMine) {
glPopMatrix();
}
if ( usingSprings ) {
if ( closestOtherAvatar != -1 ) {
if ( _usingSprings ) {
if ( _closestOtherAvatar != -1 ) {
glm::vec3 v1( bone[ AVATAR_BONE_RIGHT_HAND ].position );
glm::vec3 v2( DEBUG_otherAvatarListPosition[ closestOtherAvatar ] );
glm::vec3 v1( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
glm::vec3 v2( DEBUG_otherAvatarListPosition[ _closestOtherAvatar ] );
glLineWidth( 5.0 );
glColor4f( 0.9f, 0.5f, 0.2f, 0.6 );
@ -639,20 +622,20 @@ void Head::renderHead( int faceToFace, int isMine ) {
glPushMatrix();
if ( usingSprings ) {
if ( _usingSprings ) {
glTranslatef
(
bone[ AVATAR_BONE_HEAD ].springyPosition.x,
bone[ AVATAR_BONE_HEAD ].springyPosition.y,
bone[ AVATAR_BONE_HEAD ].springyPosition.z
_bone[ AVATAR_BONE_HEAD ].springyPosition.x,
_bone[ AVATAR_BONE_HEAD ].springyPosition.y,
_bone[ AVATAR_BONE_HEAD ].springyPosition.z
);
}
else {
glTranslatef
(
bone[ AVATAR_BONE_HEAD ].position.x,
bone[ AVATAR_BONE_HEAD ].position.y,
bone[ AVATAR_BONE_HEAD ].position.z
_bone[ AVATAR_BONE_HEAD ].position.x,
_bone[ AVATAR_BONE_HEAD ].position.y,
_bone[ AVATAR_BONE_HEAD ].position.z
);
}
@ -801,12 +784,12 @@ void Head::renderHead( int faceToFace, int isMine ) {
void Head::setHandMovement( glm::vec3 movement ) {
handBeingMoved = true;
movedHandOffset = movement;
_handBeingMoved = true;
_movedHandOffset = movement;
}
AvatarMode Head::getMode() {
return mode;
return _mode;
}
@ -833,16 +816,21 @@ void Head::initializeAvatar() {
}
void Head::initializeSkeleton() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
bone[b].springBodyTightness = 4.0;
bone[b].orientation.setToIdentity();
_bone[b].parent = AVATAR_BONE_NULL;
_bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
_bone[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
_bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
_bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
_bone[b].rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
_bone[b].yaw = 0.0;
_bone[b].pitch = 0.0;
_bone[b].roll = 0.0;
_bone[b].length = 0.0;
_bone[b].springBodyTightness = 4.0;
_bone[b].orientation.setToIdentity();
}
//----------------------------------------------------------------------------
@ -852,73 +840,73 @@ void Head::initializeSkeleton() {
//----------------------------------------------------------------------------
// spine and head
//----------------------------------------------------------------------------
bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
_bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
_bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
_bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
_bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
_bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
//----------------------------------------------------------------------------
// left chest and arm
//----------------------------------------------------------------------------
bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
_bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
_bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
_bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
_bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
//----------------------------------------------------------------------------
// right chest and arm
//----------------------------------------------------------------------------
bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
_bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
_bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
_bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
_bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
//----------------------------------------------------------------------------
// left pelvis and leg
//----------------------------------------------------------------------------
bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
_bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
_bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
_bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
_bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
//----------------------------------------------------------------------------
// right pelvis and leg
//----------------------------------------------------------------------------
bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
_bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
_bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
_bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
_bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
//----------------------------------------------------------
// specify the default pose position
//----------------------------------------------------------
bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.3, 0.0 );
bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
_bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.3, 0.0 );
_bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
_bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
_bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
_bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
_bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
_bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
_bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
_bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
_bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
_bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
_bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
_bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
_bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
_bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
_bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
_bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
_bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
_bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
_bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
_bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
//----------------------------------------------------------------------------
// calculate bone length
@ -936,13 +924,13 @@ void Head::initializeSkeleton() {
void Head::calculateBoneLengths() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
bone[b].length = glm::length( bone[b].defaultPosePosition );
_bone[b].length = glm::length( _bone[b].defaultPosePosition );
}
avatar.maxArmLength
= bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
+ bone[ AVATAR_BONE_RIGHT_FOREARM ].length
+ bone[ AVATAR_BONE_RIGHT_HAND ].length;
_avatar.maxArmLength
= _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
+ _bone[ AVATAR_BONE_RIGHT_FOREARM ].length
+ _bone[ AVATAR_BONE_RIGHT_HAND ].length;
}
@ -951,54 +939,54 @@ void Head::updateSkeleton() {
//----------------------------------
// rotate body...
//----------------------------------
avatar.orientation.setToIdentity();
avatar.orientation.yaw( _bodyYaw );
_avatar.orientation.setToIdentity();
_avatar.orientation.yaw( _bodyYaw );
//------------------------------------------------------------------------
// calculate positions of all bones by traversing the skeleton tree:
//------------------------------------------------------------------------
for (int b=0; b<NUM_AVATAR_BONES; b++) {
if ( bone[b].parent == AVATAR_BONE_NULL ) {
bone[b].orientation.set(avatar.orientation);
if ( _bone[b].parent == AVATAR_BONE_NULL ) {
_bone[b].orientation.set( _avatar.orientation );
//printf( "bodyPosition = %f, %f, %f\n", bodyPosition.x, bodyPosition.y, bodyPosition.z );
glm::vec3 ppp = _bodyPosition;
// ppp.y += 0.2;
bone[b].position = ppp;// + glm::vec3( 0.0f, 1.0f, 0.0f ) * 1.0f;
_bone[b].position = ppp;// + glm::vec3( 0.0f, 1.0f, 0.0f ) * 1.0f;
}
else {
bone[b].orientation.set( bone[ bone[b].parent ].orientation );
bone[b].position = bone[ bone[b].parent ].position;
_bone[b].orientation.set( _bone[ _bone[b].parent ].orientation );
_bone[b].position = _bone[ _bone[b].parent ].position;
}
float xx = glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getRight () );
float yy = glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getUp () );
float zz = -glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getFront () );
float xx = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getRight () );
float yy = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getUp () );
float zz = -glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getFront () );
glm::vec3 rotatedBoneVector( xx, yy, zz );
bone[b].position += rotatedBoneVector;
_bone[b].position += rotatedBoneVector;
}
}
void Head::initializeBodySprings() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
bone[b].springyPosition = bone[b].position;
bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
_bone[b].springyPosition = _bone[b].position;
_bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
}
}
void Head::updateBodySprings( float deltaTime ) {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
glm::vec3 springVector( bone[b].springyPosition );
glm::vec3 springVector( _bone[b].springyPosition );
if ( bone[b].parent == AVATAR_BONE_NULL ) {
if ( _bone[b].parent == AVATAR_BONE_NULL ) {
springVector -= _bodyPosition;
}
else {
springVector -= bone[ bone[b].parent ].springyPosition;
springVector -= _bone[ _bone[b].parent ].springyPosition;
}
float length = glm::length( springVector );
@ -1006,60 +994,60 @@ void Head::updateBodySprings( float deltaTime ) {
if ( length > 0.0f ) {
glm::vec3 springDirection = springVector / length;
float force = ( length - bone[b].length ) * springForce * deltaTime;
float force = ( length - _bone[b].length ) * _springForce * deltaTime;
bone[ b ].springyVelocity -= springDirection * force;
bone[ bone[b].parent ].springyVelocity += springDirection * force;
_bone[ b ].springyVelocity -= springDirection * force;
_bone[ _bone[b].parent ].springyVelocity += springDirection * force;
}
bone[b].springyVelocity += ( bone[b].position - bone[b].springyPosition ) * bone[b].springBodyTightness * deltaTime;
_bone[b].springyVelocity += ( _bone[b].position - _bone[b].springyPosition ) * _bone[b].springBodyTightness * deltaTime;
float decay = 1.0 - springVelocityDecay * deltaTime;
float decay = 1.0 - _springVelocityDecay * deltaTime;
if ( decay > 0.0 ) {
bone[b].springyVelocity *= decay;
_bone[b].springyVelocity *= decay;
}
else {
bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
_bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
}
bone[b].springyPosition += bone[b].springyVelocity;
_bone[b].springyPosition += _bone[b].springyVelocity;
}
}
glm::vec3 Head::getHeadLookatDirection() {
return glm::vec3
(
avatar.orientation.getFront().x,
avatar.orientation.getFront().y,
avatar.orientation.getFront().z
_avatar.orientation.getFront().x,
_avatar.orientation.getFront().y,
_avatar.orientation.getFront().z
);
}
glm::vec3 Head::getHeadLookatDirectionUp() {
return glm::vec3
(
avatar.orientation.getUp().x,
avatar.orientation.getUp().y,
avatar.orientation.getUp().z
_avatar.orientation.getUp().x,
_avatar.orientation.getUp().y,
_avatar.orientation.getUp().z
);
}
glm::vec3 Head::getHeadLookatDirectionRight() {
return glm::vec3
(
avatar.orientation.getRight().x,
avatar.orientation.getRight().y,
avatar.orientation.getRight().z
_avatar.orientation.getRight().x,
_avatar.orientation.getRight().y,
_avatar.orientation.getRight().z
);
}
glm::vec3 Head::getHeadPosition() {
return glm::vec3
(
bone[ AVATAR_BONE_HEAD ].position.x,
bone[ AVATAR_BONE_HEAD ].position.y,
bone[ AVATAR_BONE_HEAD ].position.z
_bone[ AVATAR_BONE_HEAD ].position.x,
_bone[ AVATAR_BONE_HEAD ].position.y,
_bone[ AVATAR_BONE_HEAD ].position.z
);
}
@ -1067,26 +1055,26 @@ void Head::updateHandMovement() {
glm::vec3 transformedHandMovement;
transformedHandMovement
= avatar.orientation.getRight() * -movedHandOffset.x
+ avatar.orientation.getUp() * -movedHandOffset.y * 0.5f
+ avatar.orientation.getFront() * -movedHandOffset.y;
= _avatar.orientation.getRight() * -_movedHandOffset.x
+ _avatar.orientation.getUp() * -_movedHandOffset.y * 0.5f
+ _avatar.orientation.getFront() * -_movedHandOffset.y;
bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
_bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
//if holding hands, add a pull to the hand...
if ( usingSprings ) {
if ( closestOtherAvatar != -1 ) {
if ( triggeringAction ) {
if ( _usingSprings ) {
if ( _closestOtherAvatar != -1 ) {
if ( _triggeringAction ) {
/*
glm::vec3 handShakePull( DEBUG_otherAvatarListPosition[ closestOtherAvatar ]);
handShakePull -= bone[ AVATAR_BONE_RIGHT_HAND ].position;
handShakePull -= _bone[ AVATAR_BONE_RIGHT_HAND ].position;
handShakePull *= 1.0;
transformedHandMovement += handShakePull;
*/
bone[ AVATAR_BONE_RIGHT_HAND ].position = DEBUG_otherAvatarListPosition[ closestOtherAvatar ];
_bone[ AVATAR_BONE_RIGHT_HAND ].position = DEBUG_otherAvatarListPosition[ _closestOtherAvatar ];
}
}
}
@ -1096,8 +1084,8 @@ void Head::updateHandMovement() {
//-------------------------------------------------------------------------------
// determine the arm vector
//-------------------------------------------------------------------------------
glm::vec3 armVector = bone[ AVATAR_BONE_RIGHT_HAND ].position;
armVector -= bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
glm::vec3 armVector = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
armVector -= _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
//-------------------------------------------------------------------------------
@ -1108,52 +1096,52 @@ void Head::updateHandMovement() {
//-------------------------------------------------------------------------------
// if right hand is being dragged beyond maximum arm length...
//-------------------------------------------------------------------------------
if ( distance > avatar.maxArmLength ) {
if ( distance > _avatar.maxArmLength ) {
//-------------------------------------------------------------------------------
// reset right hand to be constrained to maximum arm length
//-------------------------------------------------------------------------------
bone[ AVATAR_BONE_RIGHT_HAND ].position = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
glm::vec3 armNormal = armVector / distance;
armVector = armNormal * avatar.maxArmLength;
distance = avatar.maxArmLength;
glm::vec3 constrainedPosition = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
armVector = armNormal * _avatar.maxArmLength;
distance = _avatar.maxArmLength;
glm::vec3 constrainedPosition = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
constrainedPosition += armVector;
bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
_bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
}
/*
//-------------------------------------------------------------------------------
// keep arm from going through av body...
//-------------------------------------------------------------------------------
glm::vec3 adjustedArmVector = bone[ AVATAR_BONE_RIGHT_HAND ].position;
adjustedArmVector -= bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
glm::vec3 adjustedArmVector = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
adjustedArmVector -= _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
float rightComponent = glm::dot( adjustedArmVector, avatar.orientation.getRight() );
if ( rightComponent < 0.0 )
{
bone[ AVATAR_BONE_RIGHT_HAND ].position -= avatar.orientation.getRight() * rightComponent;
_bone[ AVATAR_BONE_RIGHT_HAND ].position -= avatar.orientation.getRight() * rightComponent;
}
*/
//-----------------------------------------------------------------------------
// set elbow position
//-----------------------------------------------------------------------------
glm::vec3 newElbowPosition = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
glm::vec3 newElbowPosition = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
newElbowPosition += armVector * ONE_HALF;
glm::vec3 perpendicular = glm::cross( avatar.orientation.getFront(), armVector );
glm::vec3 perpendicular = glm::cross( _avatar.orientation.getFront(), armVector );
newElbowPosition += perpendicular * ( 1.0f - ( avatar.maxArmLength / distance ) ) * ONE_HALF;
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
newElbowPosition += perpendicular * ( 1.0f - ( _avatar.maxArmLength / distance ) ) * ONE_HALF;
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
//-----------------------------------------------------------------------------
// set wrist position
//-----------------------------------------------------------------------------
glm::vec3 vv( bone[ AVATAR_BONE_RIGHT_HAND ].position );
vv -= bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
glm::vec3 newWristPosition = bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
glm::vec3 vv( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
vv -= _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
glm::vec3 newWristPosition = _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
newWristPosition += vv * 0.7f;
bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition;
_bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition;
}
@ -1163,17 +1151,17 @@ void Head::renderBody() {
// Render bone positions as spheres
//-----------------------------------------
for (int b=0; b<NUM_AVATAR_BONES; b++) {
if ( usingSprings ) {
if ( _usingSprings ) {
glColor3fv( lightBlue );
glPushMatrix();
glTranslatef( bone[b].springyPosition.x, bone[b].springyPosition.y, bone[b].springyPosition.z );
glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z );
glutSolidSphere( 0.02f, 10.0f, 5.0f );
glPopMatrix();
}
else {
glColor3fv( skinColor );
glPushMatrix();
glTranslatef( bone[b].position.x, bone[b].position.y, bone[b].position.z );
glTranslatef( _bone[b].position.x, _bone[b].position.y, _bone[b].position.z );
glutSolidSphere( 0.02f, 10.0f, 5.0f );
glPopMatrix();
}
@ -1182,14 +1170,14 @@ void Head::renderBody() {
//-----------------------------------------------------
// Render lines connecting the bone positions
//-----------------------------------------------------
if ( usingSprings ) {
if ( _usingSprings ) {
glColor3f( 0.4f, 0.5f, 0.6f );
glLineWidth(3.0);
for (int b=1; b<NUM_AVATAR_BONES; b++) {
glBegin( GL_LINE_STRIP );
glVertex3fv( &bone[ bone[ b ].parent ].springyPosition.x );
glVertex3fv( &bone[ b ].springyPosition.x );
glVertex3fv( &_bone[ _bone[ b ].parent ].springyPosition.x );
glVertex3fv( &_bone[ b ].springyPosition.x );
glEnd();
}
}
@ -1199,21 +1187,21 @@ void Head::renderBody() {
for (int b=1; b<NUM_AVATAR_BONES; b++) {
glBegin( GL_LINE_STRIP );
glVertex3fv( &bone[ bone[ b ].parent ].position.x );
glVertex3fv( &bone[ b ].position.x);
glVertex3fv( &_bone[ _bone[ b ].parent ].position.x );
glVertex3fv( &_bone[ b ].position.x);
glEnd();
}
}
if (( usingSprings ) && ( triggeringAction )) {
if (( _usingSprings ) && ( _triggeringAction )) {
glColor4f( 1.0, 1.0, 0.5, 0.5 );
glPushMatrix();
glTranslatef
(
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x,
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y,
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x,
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y,
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z
);
glutSolidSphere( 0.03f, 10.0f, 5.0f );
glPopMatrix();

View file

@ -20,6 +20,11 @@
#include "InterfaceConfig.h"
#include "SerialInterface.h"
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
#define FWD 0
@ -80,6 +85,7 @@ struct AvatarBone
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
float springBodyTightness; // how tightly the springy position tries to stay on the position
glm::quat rotation; // this will eventually replace yaw, pitch and roll (and maybe orienttion)
float yaw; // the yaw Euler angle of the bone rotation off the parent
float pitch; // the pitch Euler angle of the bone rotation off the parent
float roll; // the roll Euler angle of the bone rotation off the parent
@ -160,9 +166,9 @@ class Head : public AvatarData {
bool getDriveKeys(int key) { return driveKeys[key]; };
// Set/Get update the thrust that will move the avatar around
void setThrust(glm::vec3 newThrust) { avatar.thrust = newThrust; };
void addThrust(glm::vec3 newThrust) { avatar.thrust += newThrust; };
glm::vec3 getThrust() { return avatar.thrust; };
void setThrust(glm::vec3 newThrust) { _avatar.thrust = newThrust; };
void addThrust(glm::vec3 newThrust) { _avatar.thrust += newThrust; };
glm::vec3 getThrust() { return _avatar.thrust; };
//
// Related to getting transmitter UDP data used to animate the avatar hand
@ -206,37 +212,33 @@ class Head : public AvatarData {
float audioAttack;
float browAudioLift;
bool triggeringAction;
float bodyYawDelta;
float closeEnoughToInteract;
int closestOtherAvatar;
//temporary - placeholder for real other avs
glm::vec3 DEBUG_otherAvatarListPosition [ NUM_OTHER_AVATARS ];
float DEBUG_otherAvatarListTimer [ NUM_OTHER_AVATARS ];
bool usingSprings;
bool handBeingMoved;
bool previousHandBeingMoved;
glm::vec3 movedHandOffset;
bool _triggeringAction;
float _bodyYawDelta;
float _closeEnoughToInteract;
int _closestOtherAvatar;
bool _usingSprings;
bool _handBeingMoved;
bool _previousHandBeingMoved;
glm::vec3 _movedHandOffset;
float _springVelocityDecay;
float _springForce;
glm::quat _rotation; // the rotation of the avatar body as a whole
AvatarBone _bone[ NUM_AVATAR_BONES ];
AvatarMode _mode;
Avatar _avatar;
int driveKeys[MAX_DRIVE_KEYS];
float springVelocityDecay;
float springForce;
int eyeContact;
eyeContactTargets eyeContactTarget;
GLUquadric *sphere;
Avatar avatar;
AvatarBone bone[ NUM_AVATAR_BONES ];
AvatarMode mode;
float renderYaw, renderPitch; // Pitch from view frustum when this is own head.
@ -246,18 +248,16 @@ class Head : public AvatarData {
timeval transmitterTimer;
float transmitterHz;
int transmitterPackets;
//-------------------------------------------
//-----------------------------
// private methods...
//-------------------------------------------
//-----------------------------
void initializeAvatar();
void initializeSkeleton();
void updateSkeleton();
void initializeBodySprings();
void updateBodySprings( float deltaTime );
void calculateBoneLengths();
void readSensors();
};

View file

@ -1311,7 +1311,7 @@ void *networkReceive(void *args)
AgentList::getInstance()->processBulkAgentData(&senderAddress,
incomingPacket,
bytesReceived,
(sizeof(float) * 3) + (sizeof(uint16_t) * 2));
(sizeof(float) * 3) + (sizeof(uint16_t) * 3));
break;
default:
AgentList::getInstance()->processAgentData(&senderAddress, incomingPacket, bytesReceived);

View file

@ -12,9 +12,7 @@
static bool testingForNormalizationAndOrthogonality = true;
Orientation::Orientation() {
right = glm::vec3( 1.0, 0.0, 0.0 );
up = glm::vec3( 0.0, 1.0, 0.0 );
front = glm::vec3( 0.0, 0.0, 1.0 );
setToIdentity();
}
@ -24,7 +22,6 @@ void Orientation::setToIdentity() {
front = glm::vec3( 0.0, 0.0, 1.0 );
}
void Orientation::set( Orientation o ) {
right = o.right;
up = o.up;
@ -127,7 +124,7 @@ void Orientation::testForOrthogonalAndNormalizedVectors( float epsilon ) {
//----------------------------------------------------------------
// make sure vectors are orthoginal (or close enough)
// make sure vectors are orthogonal (or close enough)
//----------------------------------------------------------------
glm::vec3 rightCross = glm::cross( up, front );
glm::vec3 upCross = glm::cross( front, right );

View file

@ -19,8 +19,6 @@
#include <arpa/inet.h>
#endif
Agent::Agent() {}
Agent::Agent(sockaddr *agentPublicSocket, sockaddr *agentLocalSocket, char agentType, uint16_t thisAgentId) {
publicSocket = new sockaddr;
memcpy(publicSocket, agentPublicSocket, sizeof(sockaddr));
@ -37,7 +35,8 @@ Agent::Agent(sockaddr *agentPublicSocket, sockaddr *agentLocalSocket, char agent
activeSocket = NULL;
linkedData = NULL;
pthread_mutex_init(&deleteMutex, NULL);
deleteMutex = new pthread_mutex_t;
pthread_mutex_init(deleteMutex, NULL);
}
Agent::Agent(const Agent &otherAgent) {
@ -67,25 +66,34 @@ Agent::Agent(const Agent &otherAgent) {
linkedData = NULL;
}
pthread_mutex_init(&deleteMutex, NULL);
deleteMutex = new pthread_mutex_t;
pthread_mutex_init(deleteMutex, NULL);
}
Agent& Agent::operator=(Agent otherAgent) {
std::cout << "Agent swap constructor called on resize?\n";
swap(*this, otherAgent);
return *this;
}
void Agent::swap(Agent &first, Agent &second) {
using std::swap;
swap(first.publicSocket, second.publicSocket);
swap(first.localSocket, second.localSocket);
swap(first.activeSocket, second.activeSocket);
swap(first.type, second.type);
swap(first.linkedData, second.linkedData);
swap(first.agentId, second.agentId);
swap(first.firstRecvTimeUsecs, second.firstRecvTimeUsecs);
swap(first.lastRecvTimeUsecs, second.lastRecvTimeUsecs);
swap(first.deleteMutex, second.deleteMutex);
}
Agent::~Agent() {
// the deleteMutex isn't destroyed here
// that's handled by the agent list silent agent removal thread
delete publicSocket;
delete localSocket;
delete linkedData;

View file

@ -19,17 +19,8 @@
#include <sys/socket.h>
#endif
class Agent {
void swap(Agent &first, Agent &second);
sockaddr *publicSocket, *localSocket, *activeSocket;
char type;
uint16_t agentId;
double firstRecvTimeUsecs;
double lastRecvTimeUsecs;
AgentData *linkedData;
public:
Agent();
class Agent {
public:
Agent(sockaddr *agentPublicSocket, sockaddr *agentLocalSocket, char agentType, uint16_t thisAgentId);
Agent(const Agent &otherAgent);
~Agent();
@ -38,7 +29,7 @@ public:
bool matches(sockaddr *otherPublicSocket, sockaddr *otherLocalSocket, char otherAgentType);
pthread_mutex_t deleteMutex;
pthread_mutex_t *deleteMutex;
char getType() const;
const char* getTypeName() const;
@ -59,7 +50,15 @@ public:
AgentData* getLinkedData();
void setLinkedData(AgentData *newData);
friend std::ostream& operator<<(std::ostream& os, const Agent* agent);
friend std::ostream& operator<<(std::ostream& os, const Agent* agent);
private:
void swap(Agent &first, Agent &second);
sockaddr *publicSocket, *localSocket, *activeSocket;
char type;
uint16_t agentId;
double firstRecvTimeUsecs;
double lastRecvTimeUsecs;
AgentData *linkedData;
};
std::ostream& operator<<(std::ostream& os, const Agent* agent);

View file

@ -331,7 +331,7 @@ void *removeSilentAgents(void *args) {
for(std::vector<Agent>::iterator agent = agents->begin(); agent != agents->end();) {
pthread_mutex_t * agentDeleteMutex = &agent->deleteMutex;
pthread_mutex_t* agentDeleteMutex = agent->deleteMutex;
if ((checkTimeUSecs - agent->getLastRecvTimeUsecs()) > AGENT_SILENCE_THRESHOLD_USECS
&& agent->getType() != AGENT_TYPE_VOXEL

View file

@ -74,7 +74,7 @@ bool oneAtBit(unsigned char byte, int bitIndex) {
return (byte >> (7 - bitIndex) & 1);
}
void switchToResourcesIfRequired() {
void switchToResourcesParentIfRequired() {
#ifdef __APPLE__
CFBundleRef mainBundle = CFBundleGetMainBundle();
CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(mainBundle);
@ -85,6 +85,7 @@ void switchToResourcesIfRequired() {
CFRelease(resourcesURL);
chdir(path);
chdir("..");
#endif
}

View file

@ -47,7 +47,7 @@ void printVoxelCode(unsigned char* voxelCode);
int numberOfOnes(unsigned char byte);
bool oneAtBit(unsigned char byte, int bitIndex);
void switchToResourcesIfRequired();
void switchToResourcesParentIfRequired();
const char* getCmdOption(int argc, const char * argv[],const char* option);
bool cmdOptionExists(int argc, const char * argv[],const char* option);

View file

@ -129,7 +129,7 @@ void eraseVoxelTreeAndCleanupAgentVisitData() {
// lock this agent's delete mutex so that the delete thread doesn't
// kill the agent while we are working with it
pthread_mutex_lock(&thisAgent->deleteMutex);
pthread_mutex_lock(thisAgent->deleteMutex);
// clean up the agent visit data
delete agentData->rootMarkerNode;
@ -137,7 +137,7 @@ void eraseVoxelTreeAndCleanupAgentVisitData() {
// unlock the delete mutex so the other thread can
// kill the agent if it has dissapeared
pthread_mutex_unlock(&thisAgent->deleteMutex);
pthread_mutex_unlock(thisAgent->deleteMutex);
}
}
@ -167,7 +167,7 @@ void *distributeVoxelsToListeners(void *args) {
// lock this agent's delete mutex so that the delete thread doesn't
// kill the agent while we are working with it
pthread_mutex_lock(&thisAgent->deleteMutex);
pthread_mutex_lock(thisAgent->deleteMutex);
stopOctal = NULL;
packetCount = 0;
@ -207,7 +207,7 @@ void *distributeVoxelsToListeners(void *args) {
// unlock the delete mutex so the other thread can
// kill the agent if it has dissapeared
pthread_mutex_unlock(&thisAgent->deleteMutex);
pthread_mutex_unlock(thisAgent->deleteMutex);
}
// dynamically sleep until we need to fire off the next set of voxels