mirror of
https://github.com/AleziaKurdis/overte.git
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Merge branch 'master' of https://github.com/worklist/hifi into render_voxels_optimization
This commit is contained in:
commit
c73d4ddfa4
19 changed files with 692 additions and 627 deletions
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@ -22,7 +22,6 @@
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#include <AgentTypes.h>
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#include <SharedUtil.h>
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#include <StdDev.h>
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#include <Stacktrace.h>
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#include "AudioRingBuffer.h"
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#include "PacketHeaders.h"
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@ -72,23 +71,42 @@ void plateauAdditionOfSamples(int16_t &mixSample, int16_t sampleToAdd) {
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mixSample = normalizedSample;
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}
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void *sendBuffer(void *args) {
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int sentBytes;
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void attachNewBufferToAgent(Agent *newAgent) {
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if (!newAgent->getLinkedData()) {
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newAgent->setLinkedData(new AudioRingBuffer(RING_BUFFER_SAMPLES, BUFFER_LENGTH_SAMPLES_PER_CHANNEL));
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}
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}
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int main(int argc, const char* argv[]) {
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setvbuf(stdout, NULL, _IOLBF, 0);
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AgentList* agentList = AgentList::createInstance(AGENT_TYPE_AUDIO_MIXER, MIXER_LISTEN_PORT);
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ssize_t receivedBytes = 0;
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agentList->linkedDataCreateCallback = attachNewBufferToAgent;
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agentList->startSilentAgentRemovalThread();
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agentList->startDomainServerCheckInThread();
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unsigned char* packetData = new unsigned char[MAX_PACKET_SIZE];
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sockaddr* agentAddress = new sockaddr;
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// make sure our agent socket is non-blocking
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agentList->getAgentSocket().setBlocking(false);
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int nextFrame = 0;
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timeval startTime;
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AgentList* agentList = AgentList::getInstance();
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gettimeofday(&startTime, NULL);
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while (true) {
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sentBytes = 0;
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// enumerate the agents, check if we can add audio from the agent to current mix
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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AudioRingBuffer* agentBuffer = (AudioRingBuffer*) agent->getLinkedData();
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if (agentBuffer != NULL && agentBuffer->getEndOfLastWrite() != NULL) {
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if (agentBuffer->getEndOfLastWrite()) {
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if (!agentBuffer->isStarted()
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&& agentBuffer->diffLastWriteNextOutput() <= BUFFER_LENGTH_SAMPLES_PER_CHANNEL + JITTER_BUFFER_SAMPLES) {
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printf("Held back buffer for agent with ID %d.\n", agent->getAgentId());
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@ -126,8 +144,8 @@ void *sendBuffer(void *args) {
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float weakChannelAmplitudeRatio = 1.f;
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if (otherAgent != agent) {
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float *agentPosition = agentRingBuffer->getPosition();
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float *otherAgentPosition = otherAgentBuffer->getPosition();
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Position agentPosition = agentRingBuffer->getPosition();
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Position otherAgentPosition = otherAgentBuffer->getPosition();
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// calculate the distance to the other agent
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@ -136,31 +154,32 @@ void *sendBuffer(void *args) {
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int highAgentIndex = std::max(agent.getAgentIndex(), otherAgent.getAgentIndex());
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if (distanceCoefficients[lowAgentIndex][highAgentIndex] == 0) {
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float distanceToAgent = sqrtf(powf(agentPosition[0] - otherAgentPosition[0], 2) +
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powf(agentPosition[1] - otherAgentPosition[1], 2) +
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powf(agentPosition[2] - otherAgentPosition[2], 2));
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float distanceToAgent = sqrtf(powf(agentPosition.x - otherAgentPosition.x, 2) +
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powf(agentPosition.y - otherAgentPosition.y, 2) +
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powf(agentPosition.z - otherAgentPosition.z, 2));
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float minCoefficient = std::min(1.0f,
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powf(0.5, (logf(DISTANCE_RATIO * distanceToAgent) / logf(3)) - 1));
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powf(0.5,
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(logf(DISTANCE_RATIO * distanceToAgent) / logf(3)) - 1));
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distanceCoefficients[lowAgentIndex][highAgentIndex] = minCoefficient;
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}
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// get the angle from the right-angle triangle
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float triangleAngle = atan2f(fabsf(agentPosition[2] - otherAgentPosition[2]),
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fabsf(agentPosition[0] - otherAgentPosition[0])) * (180 / M_PI);
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float triangleAngle = atan2f(fabsf(agentPosition.z - otherAgentPosition.z),
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fabsf(agentPosition.x - otherAgentPosition.x)) * (180 / M_PI);
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float absoluteAngleToSource = 0;
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bearingRelativeAngleToSource = 0;
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// find the angle we need for calculation based on the orientation of the triangle
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if (otherAgentPosition[0] > agentPosition[0]) {
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if (otherAgentPosition[2] > agentPosition[2]) {
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if (otherAgentPosition.x > agentPosition.x) {
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if (otherAgentPosition.z > agentPosition.z) {
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absoluteAngleToSource = -90 + triangleAngle;
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} else {
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absoluteAngleToSource = -90 - triangleAngle;
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}
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} else {
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if (otherAgentPosition[2] > agentPosition[2]) {
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if (otherAgentPosition.z > agentPosition.z) {
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absoluteAngleToSource = 90 - triangleAngle;
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} else {
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absoluteAngleToSource = 90 + triangleAngle;
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@ -184,11 +203,11 @@ void *sendBuffer(void *args) {
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}
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float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION +
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(OFF_AXIS_ATTENUATION_FORMULA_STEP * (fabsf(angleOfDelivery) / 90.0f));
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(OFF_AXIS_ATTENUATION_FORMULA_STEP * (fabsf(angleOfDelivery) / 90.0f));
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attenuationCoefficient = distanceCoefficients[lowAgentIndex][highAgentIndex]
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* otherAgentBuffer->getAttenuationRatio()
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* offAxisCoefficient;
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* otherAgentBuffer->getAttenuationRatio()
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* offAxisCoefficient;
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bearingRelativeAngleToSource *= (M_PI / 180);
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@ -197,8 +216,12 @@ void *sendBuffer(void *args) {
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weakChannelAmplitudeRatio = 1 - (PHASE_AMPLITUDE_RATIO_AT_90 * sinRatio);
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}
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int16_t* goodChannel = bearingRelativeAngleToSource > 0.0f ? clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL : clientMix;
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int16_t* delayedChannel = bearingRelativeAngleToSource > 0.0f ? clientMix : clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL;
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int16_t* goodChannel = bearingRelativeAngleToSource > 0.0f
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? clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL
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: clientMix;
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int16_t* delayedChannel = bearingRelativeAngleToSource > 0.0f
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? clientMix
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: clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL;
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int16_t* delaySamplePointer = otherAgentBuffer->getNextOutput() == otherAgentBuffer->getBuffer()
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? otherAgentBuffer->getBuffer() + RING_BUFFER_SAMPLES - numSamplesDelay
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@ -227,9 +250,10 @@ void *sendBuffer(void *args) {
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agentList->getAgentSocket().send(agent->getPublicSocket(), clientMix, BUFFER_LENGTH_BYTES);
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}
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// push forward the next output pointers for any audio buffers we used
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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AudioRingBuffer* agentBuffer = (AudioRingBuffer*) agent->getLinkedData();
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if (agentBuffer->shouldBeAddedToMix()) {
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if (agentBuffer && agentBuffer->shouldBeAddedToMix()) {
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agentBuffer->setNextOutput(agentBuffer->getNextOutput() + BUFFER_LENGTH_SAMPLES_PER_CHANNEL);
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if (agentBuffer->getNextOutput() >= agentBuffer->getBuffer() + RING_BUFFER_SAMPLES) {
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@ -240,6 +264,18 @@ void *sendBuffer(void *args) {
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}
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}
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// pull any new audio data from agents off of the network stack
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while (agentList->getAgentSocket().receive(agentAddress, packetData, &receivedBytes)) {
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if (packetData[0] == PACKET_HEADER_INJECT_AUDIO) {
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if (agentList->addOrUpdateAgent(agentAddress, agentAddress, packetData[0], agentList->getLastAgentID())) {
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agentList->increaseAgentID();
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}
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agentList->updateAgentWithData(agentAddress, packetData, receivedBytes);
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}
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}
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double usecToSleep = usecTimestamp(&startTime) + (++nextFrame * BUFFER_SEND_INTERVAL_USECS) - usecTimestampNow();
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if (usecToSleep > 0) {
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@ -249,49 +285,5 @@ void *sendBuffer(void *args) {
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}
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}
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pthread_exit(0);
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}
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void attachNewBufferToAgent(Agent *newAgent) {
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if (newAgent->getLinkedData() == NULL) {
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newAgent->setLinkedData(new AudioRingBuffer(RING_BUFFER_SAMPLES, BUFFER_LENGTH_SAMPLES_PER_CHANNEL));
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}
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}
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int main(int argc, const char* argv[]) {
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signal(SIGSEGV, printStacktrace);
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setvbuf(stdout, NULL, _IOLBF, 0);
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AgentList* agentList = AgentList::createInstance(AGENT_TYPE_AUDIO_MIXER, MIXER_LISTEN_PORT);
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ssize_t receivedBytes = 0;
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agentList->linkedDataCreateCallback = attachNewBufferToAgent;
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agentList->startSilentAgentRemovalThread();
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agentList->startDomainServerCheckInThread();
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unsigned char *packetData = new unsigned char[MAX_PACKET_SIZE];
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pthread_t sendBufferThread;
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pthread_create(&sendBufferThread, NULL, sendBuffer, NULL);
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sockaddr *agentAddress = new sockaddr;
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while (true) {
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if(agentList->getAgentSocket().receive(agentAddress, packetData, &receivedBytes)) {
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if (packetData[0] == PACKET_HEADER_INJECT_AUDIO) {
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if (agentList->addOrUpdateAgent(agentAddress, agentAddress, packetData[0], agentList->getLastAgentID())) {
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agentList->increaseAgentID();
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}
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agentList->updateAgentWithData(agentAddress, packetData, receivedBytes);
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}
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}
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}
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pthread_join(sendBufferThread, NULL);
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return 0;
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}
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@ -30,7 +30,7 @@ const float BODY_SPIN_FRICTION = 5.0;
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const float BODY_UPRIGHT_FORCE = 10.0;
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const float BODY_PITCH_WHILE_WALKING = 30.0;
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const float BODY_ROLL_WHILE_TURNING = 0.1;
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const float LIN_VEL_DECAY = 2.0;
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const float VELOCITY_DECAY = 5.0;
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const float MY_HAND_HOLDING_PULL = 0.2;
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const float YOUR_HAND_HOLDING_PULL = 1.0;
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const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f;
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@ -47,6 +47,8 @@ const float HEAD_MAX_PITCH = 45;
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const float HEAD_MIN_PITCH = -45;
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const float HEAD_MAX_YAW = 85;
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const float HEAD_MIN_YAW = -85;
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const float AVATAR_BRAKING_RANGE = 1.6f;
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const float AVATAR_BRAKING_STRENGTH = 30.0f;
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float skinColor [] = {1.0, 0.84, 0.66};
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float lightBlue [] = {0.7, 0.8, 1.0};
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@ -404,22 +406,32 @@ void Avatar::simulate(float deltaTime) {
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_bodyPitch *= tiltDecay;
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_bodyRoll *= tiltDecay;
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//the following will be used to make the avatar upright no matter what gravity is
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//float f = angleBetween(_orientation.getUp(), _gravity);
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// update position by velocity
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_position += _velocity * deltaTime;
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// decay velocity
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_velocity *= (1.0 - LIN_VEL_DECAY * deltaTime);
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// If someone is near, damp velocity as a function of closeness
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const float AVATAR_BRAKING_RANGE = 1.6f;
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const float AVATAR_BRAKING_STRENGTH = 35.f;
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if (_isMine && (_distanceToNearestAvatar < AVATAR_BRAKING_RANGE)) {
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_velocity *=
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(1.f - deltaTime * AVATAR_BRAKING_STRENGTH *
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(AVATAR_BRAKING_RANGE - _distanceToNearestAvatar));
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float decay = 1.0 - VELOCITY_DECAY * deltaTime;
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if ( decay < 0.0 ) {
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_velocity = glm::vec3( 0.0f, 0.0f, 0.0f );
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} else {
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_velocity *= decay;
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}
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// update head information
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// If another avatar is near, dampen velocity as a function of closeness
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if (_isMine && (_distanceToNearestAvatar < AVATAR_BRAKING_RANGE)) {
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float closeness = 1.0f - (_distanceToNearestAvatar / AVATAR_BRAKING_RANGE);
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float drag = 1.0f - closeness * AVATAR_BRAKING_STRENGTH * deltaTime;
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if ( drag > 0.0f ) {
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_velocity *= drag;
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} else {
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_velocity = glm::vec3( 0.0f, 0.0f, 0.0f );
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}
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}
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// update head state
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updateHead(deltaTime);
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// use speed and angular velocity to determine walking vs. standing
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@ -458,8 +470,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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// Test: Show angle between your fwd vector and nearest avatar
|
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glm::vec3 vectorBetweenUs = otherAvatar->getJointPosition(AVATAR_JOINT_PELVIS) -
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getJointPosition(AVATAR_JOINT_PELVIS);
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glm::vec3 myForwardVector = _orientation.getFront();
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printLog("Angle between: %f\n", angleBetween(&vectorBetweenUs, &myForwardVector));
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printLog("Angle between: %f\n", angleBetween(vectorBetweenUs, _orientation.getFront()));
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*/
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// test whether shoulders are close enough to allow for reaching to touch hands
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@ -474,8 +485,14 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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|
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if (_interactingOther) {
|
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_avatarTouch.setYourBodyPosition(_interactingOther->_position);
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_avatarTouch.setYourHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
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_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
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_avatarTouch.setYourHandState (_interactingOther->_handState);
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position =
|
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_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition;
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//_handHoldingPosition
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|
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}
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|
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}//if (_isMine)
|
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|
@ -504,12 +521,37 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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|
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void Avatar::updateHead(float deltaTime) {
|
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|
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// hold on to this - used for testing....
|
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/*
|
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static float test = 0.0f;
|
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test += deltaTime;
|
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_head.leanForward = 0.02 * sin( test * 0.2f );
|
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_head.leanSideways = 0.02 * sin( test * 0.3f );
|
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*/
|
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|
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//apply the head lean values to the springy position...
|
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if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
|
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glm::vec3 headLean =
|
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_orientation.getRight() * _head.leanSideways +
|
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_orientation.getFront() * _head.leanForward;
|
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_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition += headLean;
|
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|
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// this is not a long-term solution, but it works ok for initial purposes...
|
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_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
|
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_joint[ AVATAR_JOINT_CHEST ].springyPosition += headLean * 0.4f;
|
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_joint[ AVATAR_JOINT_NECK_BASE ].springyPosition += headLean * 0.7f;
|
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_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition += headLean * 1.0f;
|
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|
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_joint[ AVATAR_JOINT_LEFT_COLLAR ].springyPosition += headLean * 0.6f;
|
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_joint[ AVATAR_JOINT_LEFT_SHOULDER ].springyPosition += headLean * 0.6f;
|
||||
_joint[ AVATAR_JOINT_LEFT_ELBOW ].springyPosition += headLean * 0.2f;
|
||||
_joint[ AVATAR_JOINT_LEFT_WRIST ].springyPosition += headLean * 0.1f;
|
||||
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].springyPosition += headLean * 0.0f;
|
||||
|
||||
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].springyPosition += headLean * 0.6f;
|
||||
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].springyPosition += headLean * 0.6f;
|
||||
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].springyPosition += headLean * 0.2f;
|
||||
_joint[ AVATAR_JOINT_RIGHT_WRIST ].springyPosition += headLean * 0.1f;
|
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition += headLean * 0.0f;
|
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}
|
||||
|
||||
// Decay head back to center if turned on
|
||||
|
@ -1249,6 +1291,11 @@ void Avatar::initializeBodySprings() {
|
|||
}
|
||||
|
||||
void Avatar::updateBodySprings(float deltaTime) {
|
||||
// Check for a large repositioning, and re-initialize body springs if this has happened
|
||||
const float BEYOND_BODY_SPRING_RANGE = 2.f;
|
||||
if (glm::length(_position - _joint[AVATAR_JOINT_PELVIS].springyPosition) > BEYOND_BODY_SPRING_RANGE) {
|
||||
initializeBodySprings();
|
||||
}
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
glm::vec3 springVector(_joint[b].springyPosition);
|
||||
|
||||
|
|
|
@ -63,8 +63,7 @@ void AvatarTouch::setReachableRadius(float r) {
|
|||
|
||||
void AvatarTouch::render(glm::vec3 cameraPosition) {
|
||||
|
||||
if (_canReachToOtherAvatar) {
|
||||
|
||||
if (_canReachToOtherAvatar) {
|
||||
glColor4f(0.3, 0.4, 0.5, 0.5);
|
||||
glm::vec3 p(_yourBodyPosition);
|
||||
p.y = 0.0005f;
|
||||
|
@ -113,7 +112,6 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void AvatarTouch::simulate (float deltaTime) {
|
||||
|
||||
glm::vec3 v = _yourBodyPosition - _myBodyPosition;
|
||||
|
|
|
@ -13,23 +13,23 @@
|
|||
|
||||
Camera::Camera() {
|
||||
_frustumNeedsReshape = false;
|
||||
_mode = CAMERA_MODE_THIRD_PERSON;
|
||||
_tightness = 10.0; // default
|
||||
_fieldOfView = 60.0; // default
|
||||
_nearClip = 0.08; // default
|
||||
_farClip = 50.0 * TREE_SCALE; // default
|
||||
_modeShift = 0.0;
|
||||
_yaw = 0.0;
|
||||
_pitch = 0.0;
|
||||
_roll = 0.0;
|
||||
_upShift = 0.0;
|
||||
_rightShift = 0.0;
|
||||
_distance = 0.0;
|
||||
_idealYaw = 0.0;
|
||||
_targetPosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_position = glm::vec3(0.0, 0.0, 0.0);
|
||||
_idealPosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_orientation.setToIdentity();
|
||||
_mode = CAMERA_MODE_THIRD_PERSON;
|
||||
_tightness = 10.0; // default
|
||||
_fieldOfView = 60.0; // default
|
||||
_nearClip = 0.08; // default
|
||||
_farClip = 50.0 * TREE_SCALE; // default
|
||||
_modeShift = 0.0;
|
||||
_yaw = 0.0;
|
||||
_pitch = 0.0;
|
||||
_roll = 0.0;
|
||||
_upShift = 0.0;
|
||||
_rightShift = 0.0;
|
||||
_distance = 0.0;
|
||||
_idealYaw = 0.0;
|
||||
_targetPosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_position = glm::vec3(0.0, 0.0, 0.0);
|
||||
_idealPosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_orientation.setToIdentity();
|
||||
}
|
||||
|
||||
|
||||
|
@ -38,7 +38,7 @@ void Camera::update(float deltaTime) {
|
|||
if (_mode == CAMERA_MODE_NULL) {
|
||||
_modeShift = 0.0;
|
||||
} else {
|
||||
// use iterative forces to keep the camera at the desired position and angle
|
||||
// use iterative forces to push the camera towards the desired position and angle
|
||||
updateFollowMode(deltaTime);
|
||||
|
||||
if (_modeShift < 1.0f) {
|
||||
|
|
|
@ -42,28 +42,23 @@ void SerialInterface::pair() {
|
|||
int matchStatus;
|
||||
regex_t regex;
|
||||
|
||||
if (_failedOpenAttempts < 2) {
|
||||
// if we've already failed to open the detected interface twice then don't try again
|
||||
// for now this only works on OS X, where the usb serial shows up as /dev/tty.usb*
|
||||
if((devDir = opendir("/dev"))) {
|
||||
while((entry = readdir(devDir))) {
|
||||
regcomp(®ex, "tty\\.usb", REG_EXTENDED|REG_NOSUB);
|
||||
matchStatus = regexec(®ex, entry->d_name, (size_t) 0, NULL, 0);
|
||||
if (matchStatus == 0) {
|
||||
char *serialPortname = new char[100];
|
||||
sprintf(serialPortname, "/dev/%s", entry->d_name);
|
||||
|
||||
// for now this only works on OS X, where the usb serial shows up as /dev/tty.usb*
|
||||
if((devDir = opendir("/dev"))) {
|
||||
while((entry = readdir(devDir))) {
|
||||
regcomp(®ex, "tty\\.usb", REG_EXTENDED|REG_NOSUB);
|
||||
matchStatus = regexec(®ex, entry->d_name, (size_t) 0, NULL, 0);
|
||||
if (matchStatus == 0) {
|
||||
char *serialPortname = new char[100];
|
||||
sprintf(serialPortname, "/dev/%s", entry->d_name);
|
||||
initializePort(serialPortname, 115200);
|
||||
|
||||
initializePort(serialPortname, 115200);
|
||||
|
||||
delete [] serialPortname;
|
||||
}
|
||||
regfree(®ex);
|
||||
delete [] serialPortname;
|
||||
}
|
||||
closedir(devDir);
|
||||
regfree(®ex);
|
||||
}
|
||||
closedir(devDir);
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -76,7 +71,6 @@ void SerialInterface::initializePort(char* portname, int baud) {
|
|||
|
||||
if (_serialDescriptor == -1) {
|
||||
printLog("Failed.\n");
|
||||
_failedOpenAttempts++;
|
||||
return;
|
||||
}
|
||||
struct termios options;
|
||||
|
@ -123,6 +117,9 @@ void SerialInterface::initializePort(char* portname, int baud) {
|
|||
// this disables streaming so there's no garbage data on reads
|
||||
write(_serialDescriptor, "SD\n", 3);
|
||||
|
||||
// delay after disabling streaming
|
||||
usleep(10000);
|
||||
|
||||
// flush whatever was produced by the last two commands
|
||||
tcflush(_serialDescriptor, TCIOFLUSH);
|
||||
}
|
||||
|
@ -232,26 +229,38 @@ void SerialInterface::readData() {
|
|||
int initialSamples = totalSamples;
|
||||
|
||||
if (USING_INVENSENSE_MPU9150) {
|
||||
unsigned char gyroBuffer[20];
|
||||
unsigned char sensorBuffer[36];
|
||||
|
||||
// ask the invensense for raw gyro data
|
||||
write(_serialDescriptor, "RD684306\n", 9);
|
||||
read(_serialDescriptor, gyroBuffer, 20);
|
||||
write(_serialDescriptor, "RD683B0E\n", 9);
|
||||
read(_serialDescriptor, sensorBuffer, 36);
|
||||
|
||||
int accelXRate, accelYRate, accelZRate;
|
||||
|
||||
convertHexToInt(sensorBuffer + 6, accelXRate);
|
||||
convertHexToInt(sensorBuffer + 10, accelYRate);
|
||||
convertHexToInt(sensorBuffer + 14, accelZRate);
|
||||
|
||||
const float LSB_TO_METERS_PER_SECOND = 1.f / 16384.f;
|
||||
|
||||
_lastAccelX = ((float) accelXRate) * LSB_TO_METERS_PER_SECOND;
|
||||
_lastAccelY = ((float) accelYRate) * LSB_TO_METERS_PER_SECOND;
|
||||
_lastAccelZ = ((float) accelZRate) * LSB_TO_METERS_PER_SECOND;
|
||||
|
||||
int rollRate, yawRate, pitchRate;
|
||||
|
||||
convertHexToInt(gyroBuffer + 6, rollRate);
|
||||
convertHexToInt(gyroBuffer + 10, yawRate);
|
||||
convertHexToInt(gyroBuffer + 14, pitchRate);
|
||||
convertHexToInt(sensorBuffer + 22, rollRate);
|
||||
convertHexToInt(sensorBuffer + 26, yawRate);
|
||||
convertHexToInt(sensorBuffer + 30, pitchRate);
|
||||
|
||||
// Convert the integer rates to floats
|
||||
const float LSB_TO_DEGREES_PER_SECOND = 1.f / 16.4f; // From MPU-9150 register map, 2000 deg/sec.
|
||||
const float PITCH_BIAS = 2.0; // Strangely, there is a small DC bias in the
|
||||
// invensense pitch reading. Gravity?
|
||||
|
||||
_lastRollRate = (float) rollRate * LSB_TO_DEGREES_PER_SECOND;
|
||||
_lastYawRate = (float) yawRate * LSB_TO_DEGREES_PER_SECOND;
|
||||
_lastPitchRate = (float) -pitchRate * LSB_TO_DEGREES_PER_SECOND + PITCH_BIAS;
|
||||
_lastRollRate = ((float) rollRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||
_lastYawRate = ((float) yawRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||
_lastPitchRate = ((float) -pitchRate) * LSB_TO_DEGREES_PER_SECOND + PITCH_BIAS;
|
||||
|
||||
totalSamples++;
|
||||
} else {
|
||||
|
|
|
@ -37,7 +37,12 @@ extern const bool USING_INVENSENSE_MPU9150;
|
|||
class SerialInterface {
|
||||
public:
|
||||
SerialInterface() : active(false),
|
||||
_failedOpenAttempts(0) {}
|
||||
_lastAccelX(0),
|
||||
_lastAccelY(0),
|
||||
_lastAccelZ(0),
|
||||
_lastYawRate(0),
|
||||
_lastPitchRate(0),
|
||||
_lastRollRate(0) {}
|
||||
|
||||
void pair();
|
||||
void readData();
|
||||
|
@ -69,10 +74,12 @@ private:
|
|||
int totalSamples;
|
||||
timeval lastGoodRead;
|
||||
glm::vec3 gravity;
|
||||
float _lastAccelX;
|
||||
float _lastAccelY;
|
||||
float _lastAccelZ;
|
||||
float _lastYawRate; // Rates are in degrees per second.
|
||||
float _lastPitchRate;
|
||||
float _lastRollRate;
|
||||
int _failedOpenAttempts;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -67,8 +67,8 @@ float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float
|
|||
}
|
||||
|
||||
// Helper function returns the positive angle in degrees between two 3D vectors
|
||||
float angleBetween(glm::vec3 * v1, glm::vec3 * v2) {
|
||||
return acos((glm::dot(*v1, *v2)) / (glm::length(*v1) * glm::length(*v2))) * 180.f / PI;
|
||||
float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
return acos((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2))) * 180.f / PI;
|
||||
}
|
||||
|
||||
// Draw a 3D vector floating in space
|
||||
|
|
|
@ -44,7 +44,7 @@ void noiseTest(int w, int h);
|
|||
|
||||
void drawVector(glm::vec3* vector);
|
||||
|
||||
float angleBetween(glm::vec3 * v1, glm::vec3 * v2);
|
||||
float angleBetween(const glm::vec3& v1, const glm::vec3& v2);
|
||||
|
||||
double diffclock(timeval *clock1,timeval *clock2);
|
||||
|
||||
|
|
|
@ -870,3 +870,20 @@ void VoxelSystem::falseColorizeRandomEveryOther() {
|
|||
args.totalNodes, args.colorableNodes, args.coloredNodes);
|
||||
setupNewVoxelsForDrawing();
|
||||
}
|
||||
|
||||
bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
VoxelDetail& detail, float& distance, BoxFace& face) {
|
||||
VoxelNode* node;
|
||||
if (!_tree->findRayIntersection(origin, direction, node, distance, face)) {
|
||||
return false;
|
||||
}
|
||||
detail.x = node->getCorner().x;
|
||||
detail.y = node->getCorner().y;
|
||||
detail.z = node->getCorner().z;
|
||||
detail.s = node->getScale();
|
||||
detail.red = node->getColor()[0];
|
||||
detail.green = node->getColor()[1];
|
||||
detail.blue = node->getColor()[2];
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
|
||||
#include "InterfaceConfig.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <SharedUtil.h>
|
||||
#include <UDPSocket.h>
|
||||
#include <AgentData.h>
|
||||
#include <VoxelTree.h>
|
||||
|
@ -65,6 +66,9 @@ public:
|
|||
void removeOutOfView();
|
||||
bool hasViewChanged();
|
||||
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
VoxelDetail& detail, float& distance, BoxFace& face);
|
||||
|
||||
private:
|
||||
int _callsToTreesToArrays;
|
||||
VoxelNodeBag _removedVoxels;
|
||||
|
|
|
@ -70,7 +70,6 @@
|
|||
#include "Oscilloscope.h"
|
||||
#include "UDPSocket.h"
|
||||
#include "SerialInterface.h"
|
||||
#include <SharedUtil.h>
|
||||
#include <PacketHeaders.h>
|
||||
#include <AvatarData.h>
|
||||
#include <PerfStat.h>
|
||||
|
@ -148,15 +147,15 @@ bool renderStarsOn = true; // Whether to display the stars
|
|||
bool renderAtmosphereOn = true; // Whether to display the atmosphere
|
||||
bool renderAvatarsOn = true; // Whether to render avatars
|
||||
bool paintOn = false; // Whether to paint voxels as you fly around
|
||||
VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
|
||||
unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
|
||||
bool perfStatsOn = false; // Do we want to display perfStats?
|
||||
VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
|
||||
unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
|
||||
bool perfStatsOn = false; // Do we want to display perfStats?
|
||||
|
||||
bool logOn = true; // Whether to show on-screen log
|
||||
|
||||
bool wantToKillLocalVoxels = false;
|
||||
|
||||
int noiseOn = 0; // Whether to add random noise
|
||||
int noiseOn = 0; // Whether to add random noise
|
||||
float noise = 1.0; // Overall magnitude scaling for random noise levels
|
||||
|
||||
bool gyroLook = true; // Whether to allow the gyro data from head to move your view
|
||||
|
@ -211,11 +210,11 @@ void Timer(int extra) {
|
|||
FPS = (float)frameCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
|
||||
packetsPerSecond = (float)packetCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
|
||||
bytesPerSecond = (float)bytesCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
|
||||
frameCount = 0;
|
||||
frameCount = 0;
|
||||
packetCount = 0;
|
||||
bytesCount = 0;
|
||||
|
||||
glutTimerFunc(1000,Timer,0);
|
||||
glutTimerFunc(1000,Timer,0);
|
||||
gettimeofday(&timerStart, NULL);
|
||||
|
||||
// if we haven't detected gyros, check for them now
|
||||
|
@ -240,27 +239,27 @@ void displayStats(void) {
|
|||
voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered() / 1000.f << "K Updated: " << voxels.getVoxelsUpdated()/1000.f << "K";
|
||||
drawtext(10, statsVerticalOffset + 230, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||
|
||||
voxelStats.str("");
|
||||
voxelStats << "Voxels Created: " << voxels.getVoxelsCreated() / 1000.f << "K (" << voxels.getVoxelsCreatedPerSecondAverage() / 1000.f
|
||||
voxelStats.str("");
|
||||
voxelStats << "Voxels Created: " << voxels.getVoxelsCreated() / 1000.f << "K (" << voxels.getVoxelsCreatedPerSecondAverage() / 1000.f
|
||||
<< "Kps) ";
|
||||
drawtext(10, statsVerticalOffset + 250, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||
|
||||
voxelStats.str("");
|
||||
voxelStats << "Voxels Colored: " << voxels.getVoxelsColored() / 1000.f << "K (" << voxels.getVoxelsColoredPerSecondAverage() / 1000.f
|
||||
voxelStats.str("");
|
||||
voxelStats << "Voxels Colored: " << voxels.getVoxelsColored() / 1000.f << "K (" << voxels.getVoxelsColoredPerSecondAverage() / 1000.f
|
||||
<< "Kps) ";
|
||||
drawtext(10, statsVerticalOffset + 270, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||
|
||||
voxelStats.str("");
|
||||
voxelStats << "Voxel Bits Read: " << voxels.getVoxelsBytesRead() * 8.f / 1000000.f
|
||||
voxelStats.str("");
|
||||
voxelStats << "Voxel Bits Read: " << voxels.getVoxelsBytesRead() * 8.f / 1000000.f
|
||||
<< "M (" << voxels.getVoxelsBytesReadPerSecondAverage() * 8.f / 1000000.f << " Mbps)";
|
||||
drawtext(10, statsVerticalOffset + 290,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||
|
||||
voxelStats.str("");
|
||||
float voxelsBytesPerColored = voxels.getVoxelsColored()
|
||||
voxelStats.str("");
|
||||
float voxelsBytesPerColored = voxels.getVoxelsColored()
|
||||
? ((float) voxels.getVoxelsBytesRead() / voxels.getVoxelsColored())
|
||||
: 0;
|
||||
|
||||
voxelStats << "Voxels Bits per Colored: " << voxelsBytesPerColored * 8;
|
||||
voxelStats << "Voxels Bits per Colored: " << voxelsBytesPerColored * 8;
|
||||
drawtext(10, statsVerticalOffset + 310, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||
|
||||
Agent *avatarMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
|
||||
|
@ -276,19 +275,19 @@ void displayStats(void) {
|
|||
|
||||
drawtext(10, statsVerticalOffset + 330, 0.10f, 0, 1.0, 0, avatarMixerStats);
|
||||
|
||||
if (::perfStatsOn) {
|
||||
// Get the PerfStats group details. We need to allocate and array of char* long enough to hold 1+groups
|
||||
char** perfStatLinesArray = new char*[PerfStat::getGroupCount()+1];
|
||||
int lines = PerfStat::DumpStats(perfStatLinesArray);
|
||||
int atZ = 150; // arbitrary place on screen that looks good
|
||||
for (int line=0; line < lines; line++) {
|
||||
drawtext(10, statsVerticalOffset + atZ, 0.10f, 0, 1.0, 0, perfStatLinesArray[line]);
|
||||
delete perfStatLinesArray[line]; // we're responsible for cleanup
|
||||
perfStatLinesArray[line]=NULL;
|
||||
atZ+=20; // height of a line
|
||||
}
|
||||
delete []perfStatLinesArray; // we're responsible for cleanup
|
||||
}
|
||||
if (::perfStatsOn) {
|
||||
// Get the PerfStats group details. We need to allocate and array of char* long enough to hold 1+groups
|
||||
char** perfStatLinesArray = new char*[PerfStat::getGroupCount()+1];
|
||||
int lines = PerfStat::DumpStats(perfStatLinesArray);
|
||||
int atZ = 150; // arbitrary place on screen that looks good
|
||||
for (int line=0; line < lines; line++) {
|
||||
drawtext(10, statsVerticalOffset + atZ, 0.10f, 0, 1.0, 0, perfStatLinesArray[line]);
|
||||
delete perfStatLinesArray[line]; // we're responsible for cleanup
|
||||
perfStatLinesArray[line]=NULL;
|
||||
atZ+=20; // height of a line
|
||||
}
|
||||
delete []perfStatLinesArray; // we're responsible for cleanup
|
||||
}
|
||||
}
|
||||
|
||||
void initDisplay(void) {
|
||||
|
@ -321,7 +320,7 @@ void init(void) {
|
|||
myAvatar.setNoise(noise);
|
||||
}
|
||||
myAvatar.setPosition(start_location);
|
||||
myCamera.setPosition(start_location);
|
||||
myCamera.setPosition(start_location);
|
||||
|
||||
|
||||
#ifdef MARKER_CAPTURE
|
||||
|
@ -472,25 +471,25 @@ void updateAvatar(float deltaTime) {
|
|||
// If I'm in paint mode, send a voxel out to VOXEL server agents.
|
||||
if (::paintOn) {
|
||||
|
||||
glm::vec3 avatarPos = myAvatar.getPosition();
|
||||
glm::vec3 avatarPos = myAvatar.getPosition();
|
||||
|
||||
// For some reason, we don't want to flip X and Z here.
|
||||
::paintingVoxel.x = avatarPos.x / 10.0;
|
||||
::paintingVoxel.y = avatarPos.y / 10.0;
|
||||
::paintingVoxel.z = avatarPos.z / 10.0;
|
||||
// For some reason, we don't want to flip X and Z here.
|
||||
::paintingVoxel.x = avatarPos.x / 10.0;
|
||||
::paintingVoxel.y = avatarPos.y / 10.0;
|
||||
::paintingVoxel.z = avatarPos.z / 10.0;
|
||||
|
||||
unsigned char* bufferOut;
|
||||
int sizeOut;
|
||||
unsigned char* bufferOut;
|
||||
int sizeOut;
|
||||
|
||||
if (::paintingVoxel.x >= 0.0 && ::paintingVoxel.x <= 1.0 &&
|
||||
::paintingVoxel.y >= 0.0 && ::paintingVoxel.y <= 1.0 &&
|
||||
::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 1.0) {
|
||||
if (::paintingVoxel.x >= 0.0 && ::paintingVoxel.x <= 1.0 &&
|
||||
::paintingVoxel.y >= 0.0 && ::paintingVoxel.y <= 1.0 &&
|
||||
::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 1.0) {
|
||||
|
||||
if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &::paintingVoxel, bufferOut, sizeOut)){
|
||||
if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &::paintingVoxel, bufferOut, sizeOut)){
|
||||
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
|
||||
delete bufferOut;
|
||||
}
|
||||
}
|
||||
delete bufferOut;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -498,7 +497,7 @@ void updateAvatar(float deltaTime) {
|
|||
// loadViewFrustum()
|
||||
//
|
||||
// Description: this will load the view frustum bounds for EITHER the head
|
||||
// or the "myCamera".
|
||||
// or the "myCamera".
|
||||
//
|
||||
|
||||
// These global scoped variables are used by our loadViewFrustum() and renderViewFrustum functions below, but are also
|
||||
|
@ -515,19 +514,19 @@ float viewFrustumOffsetDistance = 25.0;
|
|||
float viewFrustumOffsetUp = 0.0;
|
||||
|
||||
void loadViewFrustum(ViewFrustum& viewFrustum) {
|
||||
// We will use these below, from either the camera or head vectors calculated above
|
||||
glm::vec3 position;
|
||||
glm::vec3 direction;
|
||||
glm::vec3 up;
|
||||
glm::vec3 right;
|
||||
float fov, nearClip, farClip;
|
||||
// We will use these below, from either the camera or head vectors calculated above
|
||||
glm::vec3 position;
|
||||
glm::vec3 direction;
|
||||
glm::vec3 up;
|
||||
glm::vec3 right;
|
||||
float fov, nearClip, farClip;
|
||||
|
||||
// Camera or Head?
|
||||
if (::cameraFrustum) {
|
||||
position = ::myCamera.getPosition();
|
||||
} else {
|
||||
position = ::myAvatar.getHeadPosition();
|
||||
}
|
||||
// Camera or Head?
|
||||
if (::cameraFrustum) {
|
||||
position = ::myCamera.getPosition();
|
||||
} else {
|
||||
position = ::myAvatar.getHeadPosition();
|
||||
}
|
||||
|
||||
fov = ::myCamera.getFieldOfView();
|
||||
nearClip = ::myCamera.getNearClip();
|
||||
|
@ -567,7 +566,7 @@ void loadViewFrustum(ViewFrustum& viewFrustum) {
|
|||
// renderViewFrustum()
|
||||
//
|
||||
// Description: this will render the view frustum bounds for EITHER the head
|
||||
// or the "myCamera".
|
||||
// or the "myCamera".
|
||||
//
|
||||
// Frustum rendering mode. For debug purposes, we allow drawing the frustum in a couple of different ways.
|
||||
// We can draw it with each of these parts:
|
||||
|
@ -606,90 +605,90 @@ void renderViewFrustum(ViewFrustum& viewFrustum) {
|
|||
glLineWidth(1.0);
|
||||
glBegin(GL_LINES);
|
||||
|
||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_VECTORS) {
|
||||
// Calculate the origin direction vectors
|
||||
glm::vec3 lookingAt = position + (direction * 0.2f);
|
||||
glm::vec3 lookingAtUp = position + (up * 0.2f);
|
||||
glm::vec3 lookingAtRight = position + (right * 0.2f);
|
||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_VECTORS) {
|
||||
// Calculate the origin direction vectors
|
||||
glm::vec3 lookingAt = position + (direction * 0.2f);
|
||||
glm::vec3 lookingAtUp = position + (up * 0.2f);
|
||||
glm::vec3 lookingAtRight = position + (right * 0.2f);
|
||||
|
||||
// Looking At = white
|
||||
glColor3f(1,1,1);
|
||||
glVertex3f(position.x, position.y, position.z);
|
||||
glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z);
|
||||
// Looking At = white
|
||||
glColor3f(1,1,1);
|
||||
glVertex3f(position.x, position.y, position.z);
|
||||
glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z);
|
||||
|
||||
// Looking At Up = purple
|
||||
glColor3f(1,0,1);
|
||||
glVertex3f(position.x, position.y, position.z);
|
||||
glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
|
||||
// Looking At Up = purple
|
||||
glColor3f(1,0,1);
|
||||
glVertex3f(position.x, position.y, position.z);
|
||||
glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
|
||||
|
||||
// Looking At Right = cyan
|
||||
glColor3f(0,1,1);
|
||||
glVertex3f(position.x, position.y, position.z);
|
||||
glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
|
||||
}
|
||||
// Looking At Right = cyan
|
||||
glColor3f(0,1,1);
|
||||
glVertex3f(position.x, position.y, position.z);
|
||||
glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
|
||||
}
|
||||
|
||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|
||||
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
|
||||
// Drawing the bounds of the frustum
|
||||
// viewFrustum.getNear plane - bottom edge
|
||||
glColor3f(1,0,0);
|
||||
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|
||||
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
|
||||
// Drawing the bounds of the frustum
|
||||
// viewFrustum.getNear plane - bottom edge
|
||||
glColor3f(1,0,0);
|
||||
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
||||
|
||||
// viewFrustum.getNear plane - top edge
|
||||
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
||||
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
||||
// viewFrustum.getNear plane - top edge
|
||||
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
||||
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
||||
|
||||
// viewFrustum.getNear plane - right edge
|
||||
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
||||
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
||||
// viewFrustum.getNear plane - right edge
|
||||
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
||||
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
||||
|
||||
// viewFrustum.getNear plane - left edge
|
||||
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
||||
}
|
||||
// viewFrustum.getNear plane - left edge
|
||||
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
||||
}
|
||||
|
||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|
||||
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
|
||||
// viewFrustum.getFar plane - bottom edge
|
||||
glColor3f(0,1,0); // GREEN!!!
|
||||
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|
||||
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
|
||||
// viewFrustum.getFar plane - bottom edge
|
||||
glColor3f(0,1,0); // GREEN!!!
|
||||
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
||||
|
||||
// viewFrustum.getFar plane - top edge
|
||||
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
||||
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
||||
// viewFrustum.getFar plane - top edge
|
||||
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
||||
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
||||
|
||||
// viewFrustum.getFar plane - right edge
|
||||
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
||||
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
||||
// viewFrustum.getFar plane - right edge
|
||||
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
||||
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
||||
|
||||
// viewFrustum.getFar plane - left edge
|
||||
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
||||
}
|
||||
// viewFrustum.getFar plane - left edge
|
||||
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
||||
}
|
||||
|
||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
|
||||
// RIGHT PLANE IS CYAN
|
||||
// right plane - bottom edge - viewFrustum.getNear to distant
|
||||
glColor3f(0,1,1);
|
||||
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
||||
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
|
||||
// RIGHT PLANE IS CYAN
|
||||
// right plane - bottom edge - viewFrustum.getNear to distant
|
||||
glColor3f(0,1,1);
|
||||
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
||||
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
||||
|
||||
// right plane - top edge - viewFrustum.getNear to distant
|
||||
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
||||
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
||||
// right plane - top edge - viewFrustum.getNear to distant
|
||||
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
||||
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
||||
|
||||
// LEFT PLANE IS BLUE
|
||||
// left plane - bottom edge - viewFrustum.getNear to distant
|
||||
glColor3f(0,0,1);
|
||||
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
||||
// LEFT PLANE IS BLUE
|
||||
// left plane - bottom edge - viewFrustum.getNear to distant
|
||||
glColor3f(0,0,1);
|
||||
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
||||
|
||||
// left plane - top edge - viewFrustum.getNear to distant
|
||||
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
||||
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
||||
}
|
||||
// left plane - top edge - viewFrustum.getNear to distant
|
||||
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
||||
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
||||
}
|
||||
|
||||
glEnd();
|
||||
glEnable(GL_LIGHTING);
|
||||
|
@ -716,7 +715,7 @@ void displaySide(Camera& whichCamera) {
|
|||
}
|
||||
|
||||
// finally render the starfield
|
||||
stars.render(whichCamera.getFieldOfView(), aspectRatio, whichCamera.getNearClip(), alpha);
|
||||
stars.render(whichCamera.getFieldOfView(), aspectRatio, whichCamera.getNearClip(), alpha);
|
||||
}
|
||||
|
||||
// draw the sky dome
|
||||
|
@ -727,8 +726,8 @@ void displaySide(Camera& whichCamera) {
|
|||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// draw a red sphere
|
||||
float sphereRadius = 0.25f;
|
||||
// draw a red sphere
|
||||
float sphereRadius = 0.25f;
|
||||
glColor3f(1,0,0);
|
||||
glPushMatrix();
|
||||
glutSolidSphere(sphereRadius, 15, 15);
|
||||
|
@ -764,7 +763,7 @@ void displaySide(Camera& whichCamera) {
|
|||
// brad's frustum for debugging
|
||||
if (::frustumOn) renderViewFrustum(::viewFrustum);
|
||||
|
||||
glPopMatrix();
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
// this shader is an adaptation (HLSL -> GLSL, removed conditional) of the one in the Oculus sample
|
||||
|
@ -986,11 +985,11 @@ void displayOverlay() {
|
|||
|
||||
if (::paintOn) {
|
||||
|
||||
char paintMessage[100];
|
||||
sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)",
|
||||
::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s,
|
||||
(unsigned int)::paintingVoxel.red,(unsigned int)::paintingVoxel.green,(unsigned int)::paintingVoxel.blue);
|
||||
drawtext(WIDTH-350,50, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0);
|
||||
char paintMessage[100];
|
||||
sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)",
|
||||
::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s,
|
||||
(unsigned int)::paintingVoxel.red,(unsigned int)::paintingVoxel.green,(unsigned int)::paintingVoxel.blue);
|
||||
drawtext(WIDTH-350,50, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0);
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
@ -998,7 +997,7 @@ void displayOverlay() {
|
|||
|
||||
void display(void)
|
||||
{
|
||||
PerfStat("display");
|
||||
PerfStat("display");
|
||||
|
||||
glEnable(GL_LINE_SMOOTH);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
@ -1007,22 +1006,6 @@ void display(void)
|
|||
glPushMatrix(); {
|
||||
glLoadIdentity();
|
||||
|
||||
// Setup 3D lights
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
||||
|
||||
GLfloat light_position0[] = { 1.0, 1.0, 0.0, 0.0 };
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
|
||||
GLfloat ambient_color[] = { 0.7, 0.7, 0.8 };
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
|
||||
GLfloat diffuse_color[] = { 0.8, 0.7, 0.7 };
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
|
||||
GLfloat specular_color[] = { 1.0, 1.0, 1.0, 1.0};
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
|
||||
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
|
||||
glMateriali(GL_FRONT, GL_SHININESS, 96);
|
||||
|
||||
// camera settings
|
||||
if (::lookingInMirror) {
|
||||
// set the camera to looking at my own face
|
||||
|
@ -1033,7 +1016,7 @@ void display(void)
|
|||
myCamera.setUpShift (0.0);
|
||||
myCamera.setDistance (0.2);
|
||||
myCamera.setTightness (100.0f);
|
||||
} else {
|
||||
} else {
|
||||
|
||||
//float firstPersonPitch = 20.0f;
|
||||
//float firstPersonUpShift = 0.0f;
|
||||
|
@ -1063,7 +1046,7 @@ void display(void)
|
|||
}
|
||||
}
|
||||
|
||||
myCamera.setPitch (thirdPersonPitch + ff * (firstPersonPitch - thirdPersonPitch ));
|
||||
myCamera.setPitch (thirdPersonPitch + ff * (firstPersonPitch - thirdPersonPitch ));
|
||||
myCamera.setUpShift (thirdPersonUpShift + ff * (firstPersonUpShift - thirdPersonUpShift ));
|
||||
myCamera.setDistance (thirdPersonDistance + ff * (firstPersonDistance - thirdPersonDistance ));
|
||||
myCamera.setTightness (thirdPersonTightness + ff * (firstPersonTightness - thirdPersonTightness));
|
||||
|
@ -1077,7 +1060,7 @@ void display(void)
|
|||
}
|
||||
|
||||
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
myCamera.setPitch (thirdPersonPitch + myCamera.getModeShift() * (firstPersonPitch - thirdPersonPitch ));
|
||||
myCamera.setPitch (thirdPersonPitch + myCamera.getModeShift() * (firstPersonPitch - thirdPersonPitch ));
|
||||
myCamera.setUpShift (thirdPersonUpShift + myCamera.getModeShift() * (firstPersonUpShift - thirdPersonUpShift ));
|
||||
myCamera.setDistance (thirdPersonDistance + myCamera.getModeShift() * (firstPersonDistance - thirdPersonDistance ));
|
||||
myCamera.setTightness (thirdPersonTightness + myCamera.getModeShift() * (firstPersonTightness - thirdPersonTightness));
|
||||
|
@ -1087,7 +1070,7 @@ void display(void)
|
|||
}
|
||||
|
||||
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
myCamera.setPitch (firstPersonPitch + myCamera.getModeShift() * (thirdPersonPitch - firstPersonPitch ));
|
||||
myCamera.setPitch (firstPersonPitch + myCamera.getModeShift() * (thirdPersonPitch - firstPersonPitch ));
|
||||
myCamera.setUpShift (firstPersonUpShift + myCamera.getModeShift() * (thirdPersonUpShift - firstPersonUpShift ));
|
||||
myCamera.setDistance (firstPersonDistance + myCamera.getModeShift() * (thirdPersonDistance - firstPersonDistance ));
|
||||
myCamera.setTightness (firstPersonTightness + myCamera.getModeShift() * (thirdPersonTightness - firstPersonTightness));
|
||||
|
@ -1104,7 +1087,7 @@ void display(void)
|
|||
myCamera.setTargetPosition(myAvatar.getHeadPosition());
|
||||
myCamera.setTargetYaw (myAvatar.getBodyYaw());
|
||||
myCamera.setRoll (0.0);
|
||||
}
|
||||
}
|
||||
|
||||
// important...
|
||||
|
||||
|
@ -1121,18 +1104,18 @@ void display(void)
|
|||
*/
|
||||
|
||||
|
||||
// Note: whichCamera is used to pick between the normal camera myCamera for our
|
||||
// main camera, vs, an alternate camera. The alternate camera we support right now
|
||||
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
|
||||
// to add other cameras.
|
||||
//
|
||||
// Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum()
|
||||
// code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of
|
||||
// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
|
||||
Camera whichCamera = myCamera;
|
||||
Camera viewFrustumOffsetCamera = myCamera;
|
||||
// Note: whichCamera is used to pick between the normal camera myCamera for our
|
||||
// main camera, vs, an alternate camera. The alternate camera we support right now
|
||||
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
|
||||
// to add other cameras.
|
||||
//
|
||||
// Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum()
|
||||
// code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of
|
||||
// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
|
||||
Camera whichCamera = myCamera;
|
||||
Camera viewFrustumOffsetCamera = myCamera;
|
||||
|
||||
if (::viewFrustumFromOffset && ::frustumOn) {
|
||||
if (::viewFrustumFromOffset && ::frustumOn) {
|
||||
|
||||
// set the camera to third-person view but offset so we can see the frustum
|
||||
viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw());
|
||||
|
@ -1144,17 +1127,33 @@ void display(void)
|
|||
whichCamera = viewFrustumOffsetCamera;
|
||||
}
|
||||
|
||||
// transform view according to whichCamera
|
||||
// could be myCamera (if in normal mode)
|
||||
// or could be viewFrustumOffsetCamera if in offset mode
|
||||
// I changed the ordering here - roll is FIRST (JJV)
|
||||
// transform view according to whichCamera
|
||||
// could be myCamera (if in normal mode)
|
||||
// or could be viewFrustumOffsetCamera if in offset mode
|
||||
// I changed the ordering here - roll is FIRST (JJV)
|
||||
|
||||
glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z);
|
||||
glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z);
|
||||
glRotatef (180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z );
|
||||
glRotatef (180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z );
|
||||
|
||||
glTranslatef(-whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z);
|
||||
|
||||
// Setup 3D lights (after the camera transform, so that they are positioned in world space)
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
||||
|
||||
GLfloat light_position0[] = { 1.0, 1.0, 0.0, 0.0 };
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
|
||||
GLfloat ambient_color[] = { 0.7, 0.7, 0.8 };
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
|
||||
GLfloat diffuse_color[] = { 0.8, 0.7, 0.7 };
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
|
||||
GLfloat specular_color[] = { 1.0, 1.0, 1.0, 1.0};
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
|
||||
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
|
||||
glMateriali(GL_FRONT, GL_SHININESS, 96);
|
||||
|
||||
if (::oculusOn) {
|
||||
displayOculus(whichCamera);
|
||||
|
||||
|
@ -1312,7 +1311,7 @@ int quitApp(int state) {
|
|||
|
||||
int setFrustumRenderMode(int state) {
|
||||
if (state == MENU_ROW_PICKED) {
|
||||
::frustumDrawingMode = (::frustumDrawingMode+1)%FRUSTUM_DRAW_MODE_COUNT;
|
||||
::frustumDrawingMode = (::frustumDrawingMode+1)%FRUSTUM_DRAW_MODE_COUNT;
|
||||
}
|
||||
return ::frustumDrawingMode;
|
||||
}
|
||||
|
@ -1376,25 +1375,25 @@ const char* modeNear = " - Near ";
|
|||
const char* modeFar = " - Far ";
|
||||
|
||||
const char* getFrustumRenderModeName(int state) {
|
||||
const char * mode;
|
||||
switch (state) {
|
||||
case FRUSTUM_DRAW_MODE_ALL:
|
||||
mode = modeAll;
|
||||
break;
|
||||
case FRUSTUM_DRAW_MODE_VECTORS:
|
||||
mode = modeVectors;
|
||||
break;
|
||||
case FRUSTUM_DRAW_MODE_PLANES:
|
||||
mode = modePlanes;
|
||||
break;
|
||||
case FRUSTUM_DRAW_MODE_NEAR_PLANE:
|
||||
mode = modeNear;
|
||||
break;
|
||||
case FRUSTUM_DRAW_MODE_FAR_PLANE:
|
||||
mode = modeFar;
|
||||
break;
|
||||
}
|
||||
return mode;
|
||||
const char * mode;
|
||||
switch (state) {
|
||||
case FRUSTUM_DRAW_MODE_ALL:
|
||||
mode = modeAll;
|
||||
break;
|
||||
case FRUSTUM_DRAW_MODE_VECTORS:
|
||||
mode = modeVectors;
|
||||
break;
|
||||
case FRUSTUM_DRAW_MODE_PLANES:
|
||||
mode = modePlanes;
|
||||
break;
|
||||
case FRUSTUM_DRAW_MODE_NEAR_PLANE:
|
||||
mode = modeNear;
|
||||
break;
|
||||
case FRUSTUM_DRAW_MODE_FAR_PLANE:
|
||||
mode = modeFar;
|
||||
break;
|
||||
}
|
||||
return mode;
|
||||
}
|
||||
|
||||
void initMenu() {
|
||||
|
@ -1441,55 +1440,117 @@ void initMenu() {
|
|||
}
|
||||
|
||||
void testPointToVoxel() {
|
||||
float y=0;
|
||||
float z=0;
|
||||
float s=0.1;
|
||||
for (float x=0; x<=1; x+= 0.05) {
|
||||
printLog(" x=%f");
|
||||
float y=0;
|
||||
float z=0;
|
||||
float s=0.1;
|
||||
for (float x=0; x<=1; x+= 0.05) {
|
||||
printLog(" x=%f");
|
||||
|
||||
unsigned char red = 200; //randomColorValue(65);
|
||||
unsigned char green = 200; //randomColorValue(65);
|
||||
unsigned char blue = 200; //randomColorValue(65);
|
||||
unsigned char red = 200; //randomColorValue(65);
|
||||
unsigned char green = 200; //randomColorValue(65);
|
||||
unsigned char blue = 200; //randomColorValue(65);
|
||||
|
||||
unsigned char* voxelCode = pointToVoxel(x, y, z, s,red,green,blue);
|
||||
printVoxelCode(voxelCode);
|
||||
delete voxelCode;
|
||||
printLog("\n");
|
||||
}
|
||||
unsigned char* voxelCode = pointToVoxel(x, y, z, s,red,green,blue);
|
||||
printVoxelCode(voxelCode);
|
||||
delete voxelCode;
|
||||
printLog("\n");
|
||||
}
|
||||
}
|
||||
|
||||
void sendVoxelServerEraseAll() {
|
||||
char message[100];
|
||||
char message[100];
|
||||
sprintf(message,"%c%s",'Z',"erase all");
|
||||
int messageSize = strlen(message) + 1;
|
||||
AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1);
|
||||
int messageSize = strlen(message) + 1;
|
||||
AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1);
|
||||
}
|
||||
|
||||
void sendVoxelServerAddScene() {
|
||||
char message[100];
|
||||
char message[100];
|
||||
sprintf(message,"%c%s",'Z',"add scene");
|
||||
int messageSize = strlen(message) + 1;
|
||||
AgentList::getInstance()->broadcastToAgents((unsigned char*)message, messageSize, &AGENT_TYPE_VOXEL, 1);
|
||||
int messageSize = strlen(message) + 1;
|
||||
AgentList::getInstance()->broadcastToAgents((unsigned char*)message, messageSize, &AGENT_TYPE_VOXEL, 1);
|
||||
}
|
||||
|
||||
void shiftPaintingColor()
|
||||
{
|
||||
// About the color of the paintbrush... first determine the dominant color
|
||||
::dominantColor = (::dominantColor+1)%3; // 0=red,1=green,2=blue
|
||||
::paintingVoxel.red = (::dominantColor==0)?randIntInRange(200,255):randIntInRange(40,100);
|
||||
::paintingVoxel.green = (::dominantColor==1)?randIntInRange(200,255):randIntInRange(40,100);
|
||||
::paintingVoxel.blue = (::dominantColor==2)?randIntInRange(200,255):randIntInRange(40,100);
|
||||
::paintingVoxel.red = (::dominantColor==0)?randIntInRange(200,255):randIntInRange(40,100);
|
||||
::paintingVoxel.green = (::dominantColor==1)?randIntInRange(200,255):randIntInRange(40,100);
|
||||
::paintingVoxel.blue = (::dominantColor==2)?randIntInRange(200,255):randIntInRange(40,100);
|
||||
}
|
||||
|
||||
void setupPaintingVoxel() {
|
||||
glm::vec3 avatarPos = myAvatar.getPosition();
|
||||
glm::vec3 avatarPos = myAvatar.getPosition();
|
||||
|
||||
::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space
|
||||
::paintingVoxel.y = avatarPos.y/-10.0; // voxel space y is negative y head space
|
||||
::paintingVoxel.z = avatarPos.x/-10.0; // voxel space z is negative x head space
|
||||
::paintingVoxel.s = 1.0/256;
|
||||
::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space
|
||||
::paintingVoxel.y = avatarPos.y/-10.0; // voxel space y is negative y head space
|
||||
::paintingVoxel.z = avatarPos.x/-10.0; // voxel space z is negative x head space
|
||||
::paintingVoxel.s = 1.0/256;
|
||||
|
||||
shiftPaintingColor();
|
||||
shiftPaintingColor();
|
||||
}
|
||||
|
||||
void addVoxelUnderCursor() {
|
||||
glm::vec3 origin, direction;
|
||||
viewFrustum.computePickRay(mouseX / (float)WIDTH, mouseY / (float)HEIGHT, origin, direction);
|
||||
|
||||
VoxelDetail detail;
|
||||
float distance;
|
||||
BoxFace face;
|
||||
if (voxels.findRayIntersection(origin, direction, detail, distance, face)) {
|
||||
// use the face to determine the side on which to create a neighbor
|
||||
switch (face) {
|
||||
case MIN_X_FACE:
|
||||
detail.x -= detail.s;
|
||||
break;
|
||||
|
||||
case MAX_X_FACE:
|
||||
detail.x += detail.s;
|
||||
break;
|
||||
|
||||
case MIN_Y_FACE:
|
||||
detail.y -= detail.s;
|
||||
break;
|
||||
|
||||
case MAX_Y_FACE:
|
||||
detail.y += detail.s;
|
||||
break;
|
||||
|
||||
case MIN_Z_FACE:
|
||||
detail.z -= detail.s;
|
||||
break;
|
||||
|
||||
case MAX_Z_FACE:
|
||||
detail.z += detail.s;
|
||||
break;
|
||||
}
|
||||
unsigned char* bufferOut;
|
||||
int sizeOut;
|
||||
|
||||
if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &detail, bufferOut, sizeOut)){
|
||||
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
|
||||
delete bufferOut;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void deleteVoxelUnderCursor() {
|
||||
glm::vec3 origin, direction;
|
||||
viewFrustum.computePickRay(mouseX / (float)WIDTH, mouseY / (float)HEIGHT, origin, direction);
|
||||
|
||||
VoxelDetail detail;
|
||||
float distance;
|
||||
BoxFace face;
|
||||
if (voxels.findRayIntersection(origin, direction, detail, distance, face)) {
|
||||
unsigned char* bufferOut;
|
||||
int sizeOut;
|
||||
|
||||
if (createVoxelEditMessage(PACKET_HEADER_ERASE_VOXEL, 0, 1, &detail, bufferOut, sizeOut)){
|
||||
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
|
||||
delete bufferOut;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const float KEYBOARD_YAW_RATE = 0.8;
|
||||
|
@ -1574,42 +1635,44 @@ void key(unsigned char k, int x, int y) {
|
|||
return;
|
||||
}
|
||||
|
||||
// Process keypresses
|
||||
if (k == 'q' || k == 'Q') ::terminate();
|
||||
if (k == '/') ::renderStatsOn = !::renderStatsOn; // toggle stats
|
||||
if (k == '*') ::renderStarsOn = !::renderStarsOn; // toggle stars
|
||||
if (k == 'V' || k == 'v') ::renderVoxels = !::renderVoxels; // toggle voxels
|
||||
// Process keypresses
|
||||
if (k == 'q' || k == 'Q') ::terminate();
|
||||
if (k == '/') ::renderStatsOn = !::renderStatsOn; // toggle stats
|
||||
if (k == '*') ::renderStarsOn = !::renderStarsOn; // toggle stars
|
||||
if (k == 'V' || k == 'v') ::renderVoxels = !::renderVoxels; // toggle voxels
|
||||
if (k == 'A') ::renderAtmosphereOn = !::renderAtmosphereOn;
|
||||
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
|
||||
if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
|
||||
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
|
||||
if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
|
||||
if (k == 'O' || k == 'G') setFrustumOffset(MENU_ROW_PICKED); // toggle view frustum offset debugging
|
||||
if (k == 'f') setFullscreen(!::fullscreen);
|
||||
if (k == 'o') setOculus(!::oculusOn);
|
||||
|
||||
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
|
||||
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
|
||||
if (k == '{') ::viewFrustumOffsetPitch -= 0.5;
|
||||
if (k == '}') ::viewFrustumOffsetPitch += 0.5;
|
||||
if (k == '(') ::viewFrustumOffsetRoll -= 0.5;
|
||||
if (k == ')') ::viewFrustumOffsetRoll += 0.5;
|
||||
if (k == '<') ::viewFrustumOffsetDistance -= 0.5;
|
||||
if (k == '>') ::viewFrustumOffsetDistance += 0.5;
|
||||
if (k == ',') ::viewFrustumOffsetUp -= 0.05;
|
||||
if (k == '.') ::viewFrustumOffsetUp += 0.05;
|
||||
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
|
||||
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
|
||||
if (k == '{') ::viewFrustumOffsetPitch -= 0.5;
|
||||
if (k == '}') ::viewFrustumOffsetPitch += 0.5;
|
||||
if (k == '(') ::viewFrustumOffsetRoll -= 0.5;
|
||||
if (k == ')') ::viewFrustumOffsetRoll += 0.5;
|
||||
if (k == '<') ::viewFrustumOffsetDistance -= 0.5;
|
||||
if (k == '>') ::viewFrustumOffsetDistance += 0.5;
|
||||
if (k == ',') ::viewFrustumOffsetUp -= 0.05;
|
||||
if (k == '.') ::viewFrustumOffsetUp += 0.05;
|
||||
|
||||
// if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
|
||||
// if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
|
||||
// if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
|
||||
// if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
|
||||
|
||||
if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED);
|
||||
if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED);
|
||||
|
||||
if (k == '&') {
|
||||
::paintOn = !::paintOn; // toggle paint
|
||||
::setupPaintingVoxel(); // also randomizes colors
|
||||
::paintOn = !::paintOn; // toggle paint
|
||||
::setupPaintingVoxel(); // also randomizes colors
|
||||
}
|
||||
if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant
|
||||
if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server
|
||||
if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server
|
||||
if (k == 'n' || k == 'N')
|
||||
if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant
|
||||
if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server
|
||||
if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server
|
||||
if (k == '1') ::addVoxelUnderCursor();
|
||||
if (k == '2') ::deleteVoxelUnderCursor();
|
||||
if (k == 'n' || k == 'N')
|
||||
{
|
||||
noiseOn = !noiseOn; // Toggle noise
|
||||
if (noiseOn)
|
||||
|
@ -1711,15 +1774,13 @@ void idle(void) {
|
|||
handControl.update(mouseX, mouseY);
|
||||
myAvatar.setHandMovementValues(handControl.getValues());
|
||||
|
||||
// tell my avatar if the mouse is being pressed...
|
||||
if (mousePressed) {
|
||||
myAvatar.setMousePressed(mousePressed);
|
||||
}
|
||||
// tell my avatar if the mouse is being pressed...
|
||||
myAvatar.setMousePressed(mousePressed);
|
||||
|
||||
// walking triggers the handControl to stop
|
||||
if (myAvatar.getMode() == AVATAR_MODE_WALKING) {
|
||||
handControl.stop();
|
||||
}
|
||||
}
|
||||
|
||||
// Read serial port interface devices
|
||||
if (serialPort.active && USING_INVENSENSE_MPU9150) {
|
||||
|
@ -1732,7 +1793,7 @@ void idle(void) {
|
|||
// read incoming packets from network
|
||||
if (!enableNetworkThread) {
|
||||
networkReceive(0);
|
||||
}
|
||||
}
|
||||
|
||||
//loop through all the remote avatars and simulate them...
|
||||
AgentList* agentList = AgentList::getInstance();
|
||||
|
@ -1834,29 +1895,30 @@ glm::vec3 getGravity(glm::vec3 pos) {
|
|||
}
|
||||
|
||||
void mouseFunc(int button, int state, int x, int y) {
|
||||
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
|
||||
if (state == GLUT_DOWN && !menu.mouseClick(x, y)) {
|
||||
if ( !menu.mouseClick(x, y)) { // if a menu item was not clicked or unclicked...
|
||||
if ( button == GLUT_LEFT_BUTTON ) {
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
mousePressed = 1;
|
||||
} else if (state == GLUT_UP) {
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
mousePressed = 0;
|
||||
if (state == GLUT_DOWN ) {
|
||||
mousePressed = 1;
|
||||
} else if (state == GLUT_UP ) {
|
||||
mousePressed = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void motionFunc(int x, int y) {
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
}
|
||||
|
||||
void mouseoverFunc(int x, int y){
|
||||
menu.mouseOver(x, y);
|
||||
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
}
|
||||
|
||||
void attachNewHeadToAgent(Agent *newAgent) {
|
||||
|
@ -1892,14 +1954,14 @@ int main(int argc, const char * argv[]) {
|
|||
gettimeofday(&applicationStartupTime, NULL);
|
||||
const char* domainIP = getCmdOption(argc, argv, "--domain");
|
||||
if (domainIP) {
|
||||
strcpy(DOMAIN_IP,domainIP);
|
||||
}
|
||||
strcpy(DOMAIN_IP,domainIP);
|
||||
}
|
||||
|
||||
// Handle Local Domain testing with the --local command line
|
||||
if (cmdOptionExists(argc, argv, "--local")) {
|
||||
printLog("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));
|
||||
printLog("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));
|
||||
}
|
||||
|
||||
// the callback for our instance of AgentList is attachNewHeadToAgent
|
||||
|
@ -1948,30 +2010,30 @@ int main(int argc, const char * argv[]) {
|
|||
|
||||
glutDisplayFunc(display);
|
||||
glutReshapeFunc(reshape);
|
||||
glutKeyboardFunc(key);
|
||||
glutKeyboardFunc(key);
|
||||
glutKeyboardUpFunc(keyUp);
|
||||
glutSpecialFunc(specialkey);
|
||||
glutSpecialUpFunc(specialkeyUp);
|
||||
glutMotionFunc(motionFunc);
|
||||
glutMotionFunc(motionFunc);
|
||||
glutPassiveMotionFunc(mouseoverFunc);
|
||||
glutMouseFunc(mouseFunc);
|
||||
glutMouseFunc(mouseFunc);
|
||||
glutIdleFunc(idle);
|
||||
|
||||
init();
|
||||
printLog( "Init() complete.\n" );
|
||||
|
||||
// Check to see if the user passed in a command line option for randomizing colors
|
||||
if (cmdOptionExists(argc, argv, "--NoColorRandomizer")) {
|
||||
wantColorRandomizer = false;
|
||||
}
|
||||
// Check to see if the user passed in a command line option for randomizing colors
|
||||
if (cmdOptionExists(argc, argv, "--NoColorRandomizer")) {
|
||||
wantColorRandomizer = false;
|
||||
}
|
||||
|
||||
// Check to see if the user passed in a command line option for loading a local
|
||||
// Voxel File. If so, load it now.
|
||||
// Check to see if the user passed in a command line option for loading a local
|
||||
// Voxel File. If so, load it now.
|
||||
const char* voxelsFilename = getCmdOption(argc, argv, "-i");
|
||||
if (voxelsFilename) {
|
||||
voxels.loadVoxelsFile(voxelsFilename,wantColorRandomizer);
|
||||
voxels.loadVoxelsFile(voxelsFilename,wantColorRandomizer);
|
||||
printLog("Local Voxel File loaded.\n");
|
||||
}
|
||||
}
|
||||
|
||||
// create thread for receipt of data via UDP
|
||||
if (enableNetworkThread) {
|
||||
|
|
|
@ -9,120 +9,64 @@
|
|||
#include <cstring>
|
||||
#include "AudioRingBuffer.h"
|
||||
|
||||
AudioRingBuffer::AudioRingBuffer(int ringSamples, int bufferSamples) {
|
||||
ringBufferLengthSamples = ringSamples;
|
||||
bufferLengthSamples = bufferSamples;
|
||||
AudioRingBuffer::AudioRingBuffer(int ringSamples, int bufferSamples) :
|
||||
_ringBufferLengthSamples(ringSamples),
|
||||
_bufferLengthSamples(bufferSamples),
|
||||
_endOfLastWrite(NULL),
|
||||
_started(false),
|
||||
_shouldBeAddedToMix(false),
|
||||
_shouldLoopbackForAgent(false) {
|
||||
|
||||
started = false;
|
||||
_shouldBeAddedToMix = false;
|
||||
|
||||
endOfLastWrite = NULL;
|
||||
|
||||
buffer = new int16_t[ringBufferLengthSamples];
|
||||
nextOutput = buffer;
|
||||
_buffer = new int16_t[_ringBufferLengthSamples];
|
||||
_nextOutput = _buffer;
|
||||
};
|
||||
|
||||
AudioRingBuffer::AudioRingBuffer(const AudioRingBuffer &otherRingBuffer) {
|
||||
ringBufferLengthSamples = otherRingBuffer.ringBufferLengthSamples;
|
||||
bufferLengthSamples = otherRingBuffer.bufferLengthSamples;
|
||||
started = otherRingBuffer.started;
|
||||
_ringBufferLengthSamples = otherRingBuffer._ringBufferLengthSamples;
|
||||
_bufferLengthSamples = otherRingBuffer._bufferLengthSamples;
|
||||
_started = otherRingBuffer._started;
|
||||
_shouldBeAddedToMix = otherRingBuffer._shouldBeAddedToMix;
|
||||
_shouldLoopbackForAgent = otherRingBuffer._shouldLoopbackForAgent;
|
||||
|
||||
buffer = new int16_t[ringBufferLengthSamples];
|
||||
memcpy(buffer, otherRingBuffer.buffer, sizeof(int16_t) * ringBufferLengthSamples);
|
||||
_buffer = new int16_t[_ringBufferLengthSamples];
|
||||
memcpy(_buffer, otherRingBuffer._buffer, sizeof(int16_t) * _ringBufferLengthSamples);
|
||||
|
||||
nextOutput = buffer + (otherRingBuffer.nextOutput - otherRingBuffer.buffer);
|
||||
endOfLastWrite = buffer + (otherRingBuffer.endOfLastWrite - otherRingBuffer.buffer);
|
||||
_nextOutput = _buffer + (otherRingBuffer._nextOutput - otherRingBuffer._buffer);
|
||||
_endOfLastWrite = _buffer + (otherRingBuffer._endOfLastWrite - otherRingBuffer._buffer);
|
||||
}
|
||||
|
||||
AudioRingBuffer::~AudioRingBuffer() {
|
||||
delete[] buffer;
|
||||
delete[] _buffer;
|
||||
};
|
||||
|
||||
AudioRingBuffer* AudioRingBuffer::clone() const {
|
||||
return new AudioRingBuffer(*this);
|
||||
}
|
||||
|
||||
int16_t* AudioRingBuffer::getNextOutput() {
|
||||
return nextOutput;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setNextOutput(int16_t *newPointer) {
|
||||
nextOutput = newPointer;
|
||||
}
|
||||
|
||||
int16_t* AudioRingBuffer::getEndOfLastWrite() {
|
||||
return endOfLastWrite;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setEndOfLastWrite(int16_t *newPointer) {
|
||||
endOfLastWrite = newPointer;
|
||||
}
|
||||
|
||||
int16_t* AudioRingBuffer::getBuffer() {
|
||||
return buffer;
|
||||
}
|
||||
|
||||
bool AudioRingBuffer::isStarted() {
|
||||
return started;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setStarted(bool status) {
|
||||
started = status;
|
||||
}
|
||||
|
||||
float* AudioRingBuffer::getPosition() {
|
||||
return position;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setPosition(float *newPosition) {
|
||||
position[0] = newPosition[0];
|
||||
position[1] = newPosition[1];
|
||||
position[2] = newPosition[2];
|
||||
}
|
||||
|
||||
float AudioRingBuffer::getAttenuationRatio() {
|
||||
return attenuationRatio;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setAttenuationRatio(float newAttenuation) {
|
||||
attenuationRatio = newAttenuation;
|
||||
}
|
||||
|
||||
float AudioRingBuffer::getBearing() {
|
||||
return bearing;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setBearing(float newBearing) {
|
||||
bearing = newBearing;
|
||||
}
|
||||
|
||||
const int AGENT_LOOPBACK_MODIFIER = 307;
|
||||
|
||||
int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
|
||||
if (numBytes > (bufferLengthSamples * sizeof(int16_t))) {
|
||||
if (numBytes > (_bufferLengthSamples * sizeof(int16_t))) {
|
||||
|
||||
unsigned char *dataPtr = sourceBuffer + 1;
|
||||
|
||||
for (int p = 0; p < 3; p ++) {
|
||||
memcpy(&position[p], dataPtr, sizeof(float));
|
||||
dataPtr += sizeof(float);
|
||||
}
|
||||
memcpy(&_position, dataPtr, sizeof(_position));
|
||||
dataPtr += (sizeof(_position));
|
||||
|
||||
unsigned int attenuationByte = *(dataPtr++);
|
||||
attenuationRatio = attenuationByte / 255.0f;
|
||||
_attenuationRatio = attenuationByte / 255.0f;
|
||||
|
||||
memcpy(&bearing, dataPtr, sizeof(float));
|
||||
dataPtr += sizeof(bearing);
|
||||
memcpy(&_bearing, dataPtr, sizeof(float));
|
||||
dataPtr += sizeof(_bearing);
|
||||
|
||||
if (bearing > 180 || bearing < -180) {
|
||||
if (_bearing > 180 || _bearing < -180) {
|
||||
// we were passed an invalid bearing because this agent wants loopback (pressed the H key)
|
||||
_shouldLoopbackForAgent = true;
|
||||
|
||||
// correct the bearing
|
||||
bearing = bearing > 0
|
||||
? bearing - AGENT_LOOPBACK_MODIFIER
|
||||
: bearing + AGENT_LOOPBACK_MODIFIER;
|
||||
_bearing = _bearing > 0
|
||||
? _bearing - AGENT_LOOPBACK_MODIFIER
|
||||
: _bearing + AGENT_LOOPBACK_MODIFIER;
|
||||
} else {
|
||||
_shouldLoopbackForAgent = false;
|
||||
}
|
||||
|
@ -130,34 +74,33 @@ int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
sourceBuffer = dataPtr;
|
||||
}
|
||||
|
||||
if (endOfLastWrite == NULL) {
|
||||
endOfLastWrite = buffer;
|
||||
} else if (diffLastWriteNextOutput() > ringBufferLengthSamples - bufferLengthSamples) {
|
||||
endOfLastWrite = buffer;
|
||||
nextOutput = buffer;
|
||||
started = false;
|
||||
if (!_endOfLastWrite) {
|
||||
_endOfLastWrite = _buffer;
|
||||
} else if (diffLastWriteNextOutput() > _ringBufferLengthSamples - _bufferLengthSamples) {
|
||||
_endOfLastWrite = _buffer;
|
||||
_nextOutput = _buffer;
|
||||
_started = false;
|
||||
}
|
||||
|
||||
memcpy(endOfLastWrite, sourceBuffer, bufferLengthSamples * sizeof(int16_t));
|
||||
memcpy(_endOfLastWrite, sourceBuffer, _bufferLengthSamples * sizeof(int16_t));
|
||||
|
||||
endOfLastWrite += bufferLengthSamples;
|
||||
_endOfLastWrite += _bufferLengthSamples;
|
||||
|
||||
if (endOfLastWrite >= buffer + ringBufferLengthSamples) {
|
||||
endOfLastWrite = buffer;
|
||||
if (_endOfLastWrite >= _buffer + _ringBufferLengthSamples) {
|
||||
_endOfLastWrite = _buffer;
|
||||
}
|
||||
|
||||
return numBytes;
|
||||
}
|
||||
|
||||
short AudioRingBuffer::diffLastWriteNextOutput()
|
||||
{
|
||||
if (endOfLastWrite == NULL) {
|
||||
short AudioRingBuffer::diffLastWriteNextOutput() {
|
||||
if (!_endOfLastWrite) {
|
||||
return 0;
|
||||
} else {
|
||||
short sampleDifference = endOfLastWrite - nextOutput;
|
||||
short sampleDifference = _endOfLastWrite - _nextOutput;
|
||||
|
||||
if (sampleDifference < 0) {
|
||||
sampleDifference += ringBufferLengthSamples;
|
||||
sampleDifference += _ringBufferLengthSamples;
|
||||
}
|
||||
|
||||
return sampleDifference;
|
||||
|
|
|
@ -12,6 +12,12 @@
|
|||
#include <stdint.h>
|
||||
#include "AgentData.h"
|
||||
|
||||
struct Position {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
};
|
||||
|
||||
class AudioRingBuffer : public AgentData {
|
||||
public:
|
||||
AudioRingBuffer(int ringSamples, int bufferSamples);
|
||||
|
@ -21,35 +27,36 @@ public:
|
|||
int parseData(unsigned char* sourceBuffer, int numBytes);
|
||||
AudioRingBuffer* clone() const;
|
||||
|
||||
int16_t* getNextOutput();
|
||||
void setNextOutput(int16_t *newPointer);
|
||||
int16_t* getEndOfLastWrite();
|
||||
void setEndOfLastWrite(int16_t *newPointer);
|
||||
int16_t* getBuffer();
|
||||
bool isStarted();
|
||||
void setStarted(bool status);
|
||||
int16_t* getNextOutput() const { return _nextOutput; }
|
||||
void setNextOutput(int16_t* nextOutput) { _nextOutput = nextOutput; }
|
||||
|
||||
int16_t* getEndOfLastWrite() const { return _endOfLastWrite; }
|
||||
void setEndOfLastWrite(int16_t* endOfLastWrite) { _endOfLastWrite = endOfLastWrite; }
|
||||
|
||||
int16_t* getBuffer() const { return _buffer; }
|
||||
|
||||
bool isStarted() const { return _started; }
|
||||
void setStarted(bool started) { _started = started; }
|
||||
|
||||
bool shouldBeAddedToMix() const { return _shouldBeAddedToMix; }
|
||||
void setShouldBeAddedToMix(bool shouldBeAddedToMix) { _shouldBeAddedToMix = shouldBeAddedToMix; }
|
||||
float* getPosition();
|
||||
void setPosition(float newPosition[]);
|
||||
float getAttenuationRatio();
|
||||
void setAttenuationRatio(float newAttenuation);
|
||||
float getBearing();
|
||||
void setBearing(float newBearing);
|
||||
|
||||
const Position& getPosition() const { return _position; }
|
||||
float getAttenuationRatio() const { return _attenuationRatio; }
|
||||
float getBearing() const { return _bearing; }
|
||||
bool shouldLoopbackForAgent() const { return _shouldLoopbackForAgent; }
|
||||
|
||||
short diffLastWriteNextOutput();
|
||||
private:
|
||||
int ringBufferLengthSamples;
|
||||
int bufferLengthSamples;
|
||||
float position[3];
|
||||
float attenuationRatio;
|
||||
float bearing;
|
||||
int16_t *nextOutput;
|
||||
int16_t *endOfLastWrite;
|
||||
int16_t *buffer;
|
||||
bool started;
|
||||
int _ringBufferLengthSamples;
|
||||
int _bufferLengthSamples;
|
||||
Position _position;
|
||||
float _attenuationRatio;
|
||||
float _bearing;
|
||||
int16_t* _nextOutput;
|
||||
int16_t* _endOfLastWrite;
|
||||
int16_t* _buffer;
|
||||
bool _started;
|
||||
bool _shouldBeAddedToMix;
|
||||
bool _shouldLoopbackForAgent;
|
||||
};
|
||||
|
|
|
@ -1,28 +0,0 @@
|
|||
//
|
||||
// Stacktrace.cpp
|
||||
// hifi
|
||||
//
|
||||
// Created by Stephen Birarda on 5/6/13.
|
||||
//
|
||||
//
|
||||
|
||||
#include <signal.h>
|
||||
#include <stdio.h>
|
||||
#include <execinfo.h>
|
||||
#include <cstdlib>
|
||||
|
||||
#include "Stacktrace.h"
|
||||
|
||||
const int NUMBER_OF_STACK_ENTRIES = 20;
|
||||
|
||||
void printStacktrace(int signal) {
|
||||
void* array[NUMBER_OF_STACK_ENTRIES];
|
||||
|
||||
// get void*'s for all entries on the stack
|
||||
size_t size = backtrace(array, NUMBER_OF_STACK_ENTRIES);
|
||||
|
||||
// print out all the frames to stderr
|
||||
fprintf(stderr, "Error: signal %d:\n", signal);
|
||||
backtrace_symbols_fd(array, size, 2);
|
||||
exit(1);
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
//
|
||||
// Stacktrace.h
|
||||
// hifi
|
||||
//
|
||||
// Created by Stephen Birarda on 5/6/13.
|
||||
//
|
||||
//
|
||||
|
||||
#ifndef __hifi__Stacktrace__
|
||||
#define __hifi__Stacktrace__
|
||||
|
||||
#include <iostream>
|
||||
|
||||
void printStacktrace(int signal);
|
||||
|
||||
#endif /* defined(__hifi__Stacktrace__) */
|
|
@ -95,7 +95,7 @@ static bool findIntersection(float origin, float direction, float corner, float
|
|||
return false;
|
||||
}
|
||||
|
||||
bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
|
||||
bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const {
|
||||
// handle the trivial case where the box contains the origin
|
||||
if (contains(origin)) {
|
||||
distance = 0;
|
||||
|
@ -105,14 +105,23 @@ bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direct
|
|||
float axisDistance;
|
||||
if ((findIntersection(origin.x, direction.x, _corner.x, _size.x, axisDistance) && axisDistance >= 0 &&
|
||||
isWithin(origin.y + axisDistance*direction.y, _corner.y, _size.y) &&
|
||||
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z)) ||
|
||||
(findIntersection(origin.y, direction.y, _corner.y, _size.y, axisDistance) && axisDistance >= 0 &&
|
||||
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z))) {
|
||||
distance = axisDistance;
|
||||
face = direction.x > 0 ? MIN_X_FACE : MAX_X_FACE;
|
||||
return true;
|
||||
}
|
||||
if ((findIntersection(origin.y, direction.y, _corner.y, _size.y, axisDistance) && axisDistance >= 0 &&
|
||||
isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x) &&
|
||||
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z)) ||
|
||||
(findIntersection(origin.z, direction.z, _corner.z, _size.z, axisDistance) && axisDistance >= 0 &&
|
||||
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z))) {
|
||||
distance = axisDistance;
|
||||
face = direction.y > 0 ? MIN_Y_FACE : MAX_Y_FACE;
|
||||
return true;
|
||||
}
|
||||
if ((findIntersection(origin.z, direction.z, _corner.z, _size.z, axisDistance) && axisDistance >= 0 &&
|
||||
isWithin(origin.y + axisDistance*direction.y, _corner.y, _size.y) &&
|
||||
isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x))) {
|
||||
distance = axisDistance;
|
||||
face = direction.z > 0 ? MIN_Z_FACE : MAX_Z_FACE;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -13,6 +13,15 @@
|
|||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
enum BoxFace {
|
||||
MIN_X_FACE,
|
||||
MAX_X_FACE,
|
||||
MIN_Y_FACE,
|
||||
MAX_Y_FACE,
|
||||
MIN_Z_FACE,
|
||||
MAX_Z_FACE
|
||||
};
|
||||
|
||||
class AABox
|
||||
{
|
||||
|
||||
|
@ -37,7 +46,7 @@ public:
|
|||
const glm::vec3& getCenter() const { return _center; };
|
||||
|
||||
bool contains(const glm::vec3& point) const;
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const;
|
||||
|
||||
private:
|
||||
glm::vec3 _corner;
|
||||
|
|
|
@ -605,6 +605,7 @@ public:
|
|||
glm::vec3 direction;
|
||||
VoxelNode*& node;
|
||||
float& distance;
|
||||
BoxFace& face;
|
||||
bool found;
|
||||
};
|
||||
|
||||
|
@ -612,7 +613,8 @@ bool findRayOperation(VoxelNode* node, void* extraData) {
|
|||
RayArgs* args = static_cast<RayArgs*>(extraData);
|
||||
AABox box = node->getAABox();
|
||||
float distance;
|
||||
if (!box.findRayIntersection(args->origin, args->direction, distance)) {
|
||||
BoxFace face;
|
||||
if (!box.findRayIntersection(args->origin, args->direction, distance, face)) {
|
||||
return false;
|
||||
}
|
||||
if (!node->isLeaf()) {
|
||||
|
@ -621,14 +623,16 @@ bool findRayOperation(VoxelNode* node, void* extraData) {
|
|||
if (!args->found || distance < args->distance) {
|
||||
args->node = node;
|
||||
args->distance = distance;
|
||||
args->face = face;
|
||||
args->found = true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool VoxelTree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode*& node, float& distance)
|
||||
bool VoxelTree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
VoxelNode*& node, float& distance, BoxFace& face)
|
||||
{
|
||||
RayArgs args = { origin / (float)TREE_SCALE, direction, node, distance };
|
||||
RayArgs args = { origin / (float)TREE_SCALE, direction, node, distance, face };
|
||||
recurseTreeWithOperation(findRayOperation, &args);
|
||||
return args.found;
|
||||
}
|
||||
|
|
|
@ -63,7 +63,8 @@ public:
|
|||
void clearDirtyBit() { _isDirty = false; };
|
||||
unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; };
|
||||
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode*& node, float& distance);
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
VoxelNode*& node, float& distance, BoxFace& face);
|
||||
|
||||
// Note: this assumes the fileFormat is the HIO individual voxels code files
|
||||
void loadVoxelsFile(const char* fileName, bool wantColorRandomizer);
|
||||
|
|
Loading…
Reference in a new issue