mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 09:33:11 +02:00
merge fix
This commit is contained in:
commit
8719b9f9d4
19 changed files with 475 additions and 524 deletions
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@ -225,6 +225,8 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_glWidget->setMouseTracking(true);
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// initialization continues in initializeGL when OpenGL context is ready
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QCoreApplication::setOrganizationDomain("highfidelity.io"); // Used by QSettings on OS X
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}
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void Application::initializeGL() {
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@ -277,8 +279,6 @@ void Application::initializeGL() {
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connect(idleTimer, SIGNAL(timeout()), SLOT(idle()));
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idleTimer->start(0);
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readSettings();
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if (_justStarted) {
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float startupTime = (usecTimestampNow() - usecTimestamp(&_applicationStartupTime))/1000000.0;
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_justStarted = false;
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@ -740,177 +740,6 @@ void Application::wheelEvent(QWheelEvent* event) {
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}
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}
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const char AVATAR_DATA_FILENAME[] = "avatar.ifd";
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void Application::readSettingsFile() {
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FILE* settingsFile = fopen(AVATAR_DATA_FILENAME, "rt");
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if (settingsFile) {
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char line[LINE_MAX];
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while (fgets(line, LINE_MAX, settingsFile) != NULL)
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{
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if (strcmp(line, " \n") > 0) {
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char* token = NULL;
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char* settingLine = NULL;
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char* toFree = NULL;
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settingLine = strdup(line);
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if (settingLine != NULL) {
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toFree = settingLine;
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int i = 0;
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char key[128];
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char value[128];
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while ((token = strsep(&settingLine, "=")) != NULL)
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{
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switch (i) {
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case 0:
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strcpy(key, token);
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_settingsTable[key] = "";
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break;
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case 1:
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strcpy(value, token);
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_settingsTable[key] = token;
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break;
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default:
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break;
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}
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i++;
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}
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free(toFree);
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}
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}
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}
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fclose(settingsFile);
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}
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}
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void Application::saveSettingsFile() {
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FILE* settingsFile = fopen(AVATAR_DATA_FILENAME, "wt");
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if (settingsFile) {
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for (std::map<std::string, std::string>::iterator i = _settingsTable.begin(); i != _settingsTable.end(); i++)
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{
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fprintf(settingsFile, "\n%s=%s", i->first.data(), i->second.data());
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}
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}
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fclose(settingsFile);
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}
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bool Application::getSetting(const char* setting, bool& value, const bool defaultSetting) const {
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std::map<std::string, std::string>::const_iterator iter = _settingsTable.find(setting);
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if (iter != _settingsTable.end()) {
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int readBool;
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int res = sscanf(iter->second.data(), "%d", &readBool);
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const char EXPECTED_ITEMS = 1;
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if (res == EXPECTED_ITEMS) {
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if (readBool == 1) {
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value = true;
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} else if (readBool == 0) {
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value = false;
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}
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}
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} else {
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value = defaultSetting;
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return false;
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}
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return true;
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}
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bool Application::getSetting(const char* setting, float& value, const float defaultSetting) const {
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std::map<std::string, std::string>::const_iterator iter = _settingsTable.find(setting);
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if (iter != _settingsTable.end()) {
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float readFloat;
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int res = sscanf(iter->second.data(), "%f", &readFloat);
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const char EXPECTED_ITEMS = 1;
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if (res == EXPECTED_ITEMS) {
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if (!isnan(readFloat)) {
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value = readFloat;
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} else {
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value = defaultSetting;
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return false;
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}
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} else {
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value = defaultSetting;
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return false;
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}
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} else {
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value = defaultSetting;
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return false;
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}
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return true;
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}
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bool Application::getSetting(const char* setting, glm::vec3& value, const glm::vec3& defaultSetting) const {
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std::map<std::string, std::string>::const_iterator iter = _settingsTable.find(setting);
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if (iter != _settingsTable.end()) {
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glm::vec3 readVec;
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int res = sscanf(iter->second.data(), "%f,%f,%f", &readVec.x, &readVec.y, &readVec.z);
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const char EXPECTED_ITEMS = 3;
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if (res == EXPECTED_ITEMS) {
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if (!isnan(readVec.x) && !isnan(readVec.y) && !isnan(readVec.z)) {
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value = readVec;
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} else {
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value = defaultSetting;
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return false;
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}
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} else {
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value = defaultSetting;
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return false;
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}
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} else {
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value = defaultSetting;
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return false;
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}
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return true;
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}
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const short MAX_SETTINGS_LENGTH = 128;
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void Application::setSetting(const char* setting, const bool value) {
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char settingValues[MAX_SETTINGS_LENGTH];
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sprintf(settingValues, "%d", value);
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_settingsTable[setting] = settingValues;
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}
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void Application::setSetting(const char* setting, const float value) {
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char settingValues[MAX_SETTINGS_LENGTH];
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sprintf(settingValues, "%f", value);
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_settingsTable[setting] = settingValues;
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}
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void Application::setSetting(const char* setting, const glm::vec3& value) {
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char settingValues[MAX_SETTINGS_LENGTH];
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sprintf(settingValues, "%f,%f,%f", value.x, value.y, value.z);
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_settingsTable[setting] = settingValues;
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}
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// Every second, check the frame rates and other stuff
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void Application::timer() {
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gettimeofday(&_timerEnd, NULL);
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@ -1083,6 +912,9 @@ void Application::idle() {
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for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (agent->getLinkedData() != NULL) {
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Avatar *avatar = (Avatar *)agent->getLinkedData();
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if (!avatar->isInitialized()) {
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avatar->init();
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}
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avatar->simulate(deltaTime, NULL);
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avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
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}
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@ -1140,7 +972,10 @@ void Application::terminate() {
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// Close serial port
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// close(serial_fd);
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saveSettings();
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if (_autosave) {
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saveSettings();
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_settings->sync();
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}
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if (_enableNetworkThread) {
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_stopNetworkReceiveThread = true;
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@ -1285,7 +1120,7 @@ static void sendVoxelEditMessage(PACKET_HEADER header, VoxelDetail& detail) {
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void Application::addVoxelInFrontOfAvatar() {
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VoxelDetail detail;
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glm::vec3 position = (_myAvatar.getPosition() + _myAvatar.getCameraDirection()) * (1.0f / TREE_SCALE);
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glm::vec3 position = (_myAvatar.getPosition() + _myAvatar.calculateCameraDirection()) * (1.0f / TREE_SCALE);
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detail.s = _mouseVoxelScale;
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detail.x = detail.s * floor(position.x / detail.s);
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@ -1611,6 +1446,14 @@ void Application::initMenu() {
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debugMenu->addAction("Wants Res-In", this, SLOT(setWantsResIn(bool)))->setCheckable(true);
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debugMenu->addAction("Wants Monochrome", this, SLOT(setWantsMonochrome(bool)))->setCheckable(true);
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debugMenu->addAction("Wants View Delta Sending", this, SLOT(setWantsDelta(bool)))->setCheckable(true);
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QMenu* settingsMenu = menuBar->addMenu("Settings");
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(_settingsAutosave = settingsMenu->addAction("Autosave", this, SLOT(setAutosave(bool))))->setCheckable(true);
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_settingsAutosave->setChecked(true);
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settingsMenu->addAction("Load settings", this, SLOT(loadSettings()));
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settingsMenu->addAction("Save settings", this, SLOT(saveSettings()));
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settingsMenu->addAction("Import settings", this, SLOT(importSettings()));
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settingsMenu->addAction("Export settings", this, SLOT(exportSettings()));
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_networkAccessManager = new QNetworkAccessManager(this);
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_settings = new QSettings("High Fidelity", "Interface", this);
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@ -1675,6 +1518,8 @@ void Application::init() {
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gettimeofday(&_timerStart, NULL);
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gettimeofday(&_lastTimeIdle, NULL);
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loadSettings();
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}
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void Application::updateAvatar(float deltaTime) {
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@ -1735,9 +1580,7 @@ void Application::updateAvatar(float deltaTime) {
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// to the server.
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loadViewFrustum(_myCamera, _viewFrustum);
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_myAvatar.setCameraPosition(_viewFrustum.getPosition());
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_myAvatar.setCameraDirection(_viewFrustum.getDirection());
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_myAvatar.setCameraUp(_viewFrustum.getUp());
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_myAvatar.setCameraRight(_viewFrustum.getRight());
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_myAvatar.setCameraOrientation(_viewFrustum.getOrientation());
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_myAvatar.setCameraFov(_viewFrustum.getFieldOfView());
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_myAvatar.setCameraAspectRatio(_viewFrustum.getAspectRatio());
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_myAvatar.setCameraNearClip(_viewFrustum.getNearClip());
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@ -1801,13 +1644,10 @@ void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
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float farClip = camera.getFarClip();
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glm::quat rotation = camera.getRotation();
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glm::vec3 direction = rotation * AVATAR_FRONT;
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glm::vec3 up = rotation * AVATAR_UP;
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glm::vec3 right = rotation * AVATAR_RIGHT;
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// Set the viewFrustum up with the correct position and orientation of the camera
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viewFrustum.setPosition(position);
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viewFrustum.setOrientation(direction,up,right);
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viewFrustum.setOrientation(rotation);
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// Also make sure it's got the correct lens details from the camera
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viewFrustum.setFieldOfView(fov);
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@ -2075,6 +1915,9 @@ void Application::displaySide(Camera& whichCamera) {
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
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Avatar *avatar = (Avatar *)agent->getLinkedData();
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if (!avatar->isInitialized()) {
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avatar->init();
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}
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avatar->render(false);
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}
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}
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@ -2548,9 +2391,7 @@ QAction* Application::checkedVoxelModeAction() const {
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void Application::attachNewHeadToAgent(Agent* newAgent) {
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if (newAgent->getLinkedData() == NULL) {
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Avatar* newAvatar = new Avatar(newAgent);
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newAvatar->init();
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newAgent->setLinkedData(newAvatar);
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newAgent->setLinkedData(new Avatar(newAgent));
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}
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}
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@ -2609,95 +2450,82 @@ void* Application::networkReceive(void* args) {
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return NULL;
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}
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void Application::saveSettings()
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{
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// Handle any persistent settings saving here when we get a call to terminate.
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// This should probably be moved to a map stored in memory at some point to cache settings.
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_myAvatar.writeAvatarDataToFile();
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setSetting("_gyroLook", _gyroLook->isChecked());
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setSetting("_mouseLook", _mouseLook->isChecked());
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setSetting("_transmitterDrives", _transmitterDrives->isChecked());
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setSetting("_renderVoxels", _renderVoxels->isChecked());
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setSetting("_renderVoxelTextures", _renderVoxelTextures->isChecked());
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setSetting("_renderStarsOn", _renderStarsOn->isChecked());
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setSetting("_renderAtmosphereOn", _renderAtmosphereOn->isChecked());
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setSetting("_renderAvatarsOn", _renderAvatarsOn->isChecked());
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setSetting("_renderStatsOn", _renderStatsOn->isChecked());
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setSetting("_renderFrameTimerOn", _renderFrameTimerOn->isChecked());
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setSetting("_renderLookatOn", _renderLookatOn->isChecked());
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setSetting("_logOn", _logOn->isChecked());
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setSetting("_frustumOn", _frustumOn->isChecked());
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setSetting("_viewFrustumFromOffset", _viewFrustumFromOffset->isChecked());
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setSetting("_cameraFrustum", _cameraFrustum->isChecked());
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saveSettingsFile();
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void Application::scanMenuBar(settingsAction modifySetting, QSettings* set) {
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if (!_window->menuBar()) {
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return;
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}
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QList<QMenu*> menus = _window->menuBar()->findChildren<QMenu *>();
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for (QList<QMenu *>::const_iterator it = menus.begin(); menus.end() != it; ++it) {
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scanMenu(*it, modifySetting, set);
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}
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}
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void Application::readSettings()
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{
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readSettingsFile();
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_myAvatar.readAvatarDataFromFile();
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bool settingState;
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getSetting("_gyroLook", settingState, _gyroLook->isChecked());
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_gyroLook->setChecked(settingState);
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getSetting("_mouseLook", settingState, _mouseLook->isChecked());
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_mouseLook->setChecked(settingState);
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getSetting("_transmitterDrives", settingState, _transmitterDrives->isChecked());
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_transmitterDrives->setChecked(settingState);
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getSetting("_renderVoxels", settingState, _renderVoxels->isChecked());
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_renderVoxels->setChecked(settingState);
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getSetting("_renderVoxelTextures", settingState, _renderVoxelTextures->isChecked());
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_renderVoxelTextures->setChecked(settingState);
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getSetting("_renderStarsOn", settingState, _renderStarsOn->isChecked());
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_renderStarsOn->setChecked(settingState);
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getSetting("_renderAtmosphereOn", settingState, _renderAtmosphereOn->isChecked());
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_renderAtmosphereOn->setChecked(settingState);
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getSetting("_renderAvatarsOn", settingState, _renderAvatarsOn->isChecked());
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_renderAvatarsOn->setChecked(settingState);
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getSetting("_renderStatsOn", settingState, _renderStatsOn->isChecked());
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_renderStatsOn->setChecked(settingState);
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getSetting("_renderFrameTimerOn", settingState, _renderFrameTimerOn->isChecked());
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_renderFrameTimerOn->setChecked(settingState);
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getSetting("_renderLookatOn", settingState, _renderLookatOn->isChecked());
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_renderLookatOn->setChecked(settingState);
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getSetting("_logOn", settingState, _logOn->isChecked());
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_logOn->setChecked(settingState);
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getSetting("_frustumOn", settingState, _frustumOn->isChecked());
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_frustumOn->setChecked(settingState);
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getSetting("_viewFrustumFromOffset", settingState, _viewFrustumFromOffset->isChecked());
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_viewFrustumFromOffset->setChecked(settingState);
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getSetting("_cameraFrustum", settingState, _cameraFrustum->isChecked());
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_cameraFrustum->setChecked(settingState);
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void Application::scanMenu(QMenu* menu, settingsAction modifySetting, QSettings* set) {
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QList<QAction*> actions = menu->actions();
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set->beginGroup(menu->title());
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for (QList<QAction *>::const_iterator it = actions.begin(); actions.end() != it; ++it) {
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if ((*it)->menu()) {
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scanMenu((*it)->menu(), modifySetting, set);
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}
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if ((*it)->isCheckable()) {
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modifySetting(set, *it);
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}
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}
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set->endGroup();
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}
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void Application::loadAction(QSettings* set, QAction* action) {
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action->setChecked(set->value(action->text(), action->isChecked()).toBool());
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}
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|
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void Application::saveAction(QSettings* set, QAction* action) {
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set->setValue(action->text(), action->isChecked());
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}
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void Application::setAutosave(bool wantsAutosave) {
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_autosave = wantsAutosave;
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}
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void Application::loadSettings(QSettings* set) {
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if (!set) set = getSettings();
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scanMenuBar(&Application::loadAction, set);
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getAvatar()->loadData(set);
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}
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void Application::saveSettings(QSettings* set) {
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if (!set) set = getSettings();
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scanMenuBar(&Application::saveAction, set);
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getAvatar()->saveData(set);
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}
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void Application::importSettings() {
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QString locationDir(QDesktopServices::displayName(QDesktopServices::DesktopLocation));
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QString fileName = QFileDialog::getOpenFileName(_window,
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tr("Open .ini config file"),
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locationDir,
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tr("Text files (*.ini)"));
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if (fileName != "") {
|
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QSettings tmp(fileName, QSettings::IniFormat);
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loadSettings(&tmp);
|
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}
|
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}
|
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|
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void Application::exportSettings() {
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QString locationDir(QDesktopServices::displayName(QDesktopServices::DesktopLocation));
|
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QString fileName = QFileDialog::getSaveFileName(_window,
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tr("Save .ini config file"),
|
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locationDir,
|
||||
tr("Text files (*.ini)"));
|
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if (fileName != "") {
|
||||
QSettings tmp(fileName, QSettings::IniFormat);
|
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saveSettings(&tmp);
|
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tmp.sync();
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}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -15,6 +15,8 @@
|
|||
|
||||
#include <QApplication>
|
||||
#include <QAction>
|
||||
#include <QSettings>
|
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#include <QList>
|
||||
|
||||
#include <AgentList.h>
|
||||
|
||||
|
@ -69,62 +71,12 @@ public:
|
|||
Camera* getCamera() { return &_myCamera; }
|
||||
ViewFrustum* getViewFrustum() { return &_viewFrustum; }
|
||||
VoxelSystem* getVoxels() { return &_voxels; }
|
||||
QSettings* getSettings() { return _settings; }
|
||||
Environment* getEnvironment() { return &_environment; }
|
||||
bool shouldEchoAudio() { return _echoAudioMode->isChecked(); }
|
||||
|
||||
QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
|
||||
|
||||
/*!
|
||||
@fn getSettingBool
|
||||
@brief A function for getting boolean settings from the settings file.
|
||||
@param settingName The desired setting to get the value for.
|
||||
@param boolSetting The referenced variable where the setting will be stored.
|
||||
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to false.
|
||||
*/
|
||||
bool getSetting(const char* setting, bool &value, const bool defaultSetting = false) const;
|
||||
|
||||
/*!
|
||||
@fn getSettingFloat
|
||||
@brief A function for getting float settings from the settings file.
|
||||
@param settingName The desired setting to get the value for.
|
||||
@param floatSetting The referenced variable where the setting will be stored.
|
||||
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to 0.0f.
|
||||
*/
|
||||
bool getSetting(const char* setting, float &value, const float defaultSetting = 0.0f) const;
|
||||
|
||||
/*!
|
||||
@fn getSettingVec3
|
||||
@brief A function for getting boolean settings from the settings file.
|
||||
@param settingName The desired setting to get the value for.
|
||||
@param vecSetting The referenced variable where the setting will be stored.
|
||||
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to <0.0f, 0.0f, 0.0f>
|
||||
*/
|
||||
bool getSetting(const char* setting, glm::vec3 &value, const glm::vec3& defaultSetting = glm::vec3(0.0f, 0.0f, 0.0f)) const;
|
||||
|
||||
/*!
|
||||
@fn setSettingBool
|
||||
@brief A function for setting boolean setting values when saving the settings file.
|
||||
@param settingName The desired setting to populate a value for.
|
||||
@param boolSetting The value to set.
|
||||
*/
|
||||
void setSetting(const char* setting, const bool value);
|
||||
|
||||
/*!
|
||||
@fn setSettingFloat
|
||||
@brief A function for setting boolean setting values when saving the settings file.
|
||||
@param settingName The desired setting to populate a value for.
|
||||
@param floatSetting The value to set.
|
||||
*/
|
||||
void setSetting(const char* setting, const float value);
|
||||
|
||||
/*!
|
||||
@fn setSettingVec3
|
||||
@brief A function for setting boolean setting values when saving the settings file.
|
||||
@param settingName The desired setting to populate a value for.
|
||||
@param vecSetting The value to set.
|
||||
*/
|
||||
void setSetting(const char* setting, const glm::vec3& value);
|
||||
|
||||
private slots:
|
||||
|
||||
void timer();
|
||||
|
@ -161,12 +113,16 @@ private slots:
|
|||
void decreaseVoxelSize();
|
||||
void increaseVoxelSize();
|
||||
void chooseVoxelPaintColor();
|
||||
void setAutosave(bool wantsAutosave);
|
||||
void loadSettings(QSettings* set = NULL);
|
||||
void saveSettings(QSettings* set = NULL);
|
||||
void importSettings();
|
||||
void exportSettings();
|
||||
void exportVoxels();
|
||||
void importVoxels();
|
||||
void cutVoxels();
|
||||
void copyVoxels();
|
||||
void pasteVoxels();
|
||||
|
||||
private:
|
||||
|
||||
static bool sendVoxelsOperation(VoxelNode* node, void* extraData);
|
||||
|
@ -203,13 +159,13 @@ private:
|
|||
static void attachNewHeadToAgent(Agent *newAgent);
|
||||
static void* networkReceive(void* args);
|
||||
|
||||
// These two functions are technically not necessary, but they help keep things in one place.
|
||||
void readSettings(); //! This function is largely to help consolidate getting settings in one place.
|
||||
void saveSettings(); //! This function is to consolidate any settings setting in one place.
|
||||
|
||||
void readSettingsFile(); //! This function reads data from the settings file, splitting data into key value pairs using '=' as a delimiter.
|
||||
void saveSettingsFile(); //! This function writes all changes in the settings table to the settings file, serializing all settings added through the setSetting functions.
|
||||
|
||||
// methodes handling menu settings
|
||||
typedef void(*settingsAction)(QSettings*, QAction*);
|
||||
static void loadAction(QSettings* set, QAction* action);
|
||||
static void saveAction(QSettings* set, QAction* action);
|
||||
void scanMenuBar(settingsAction modifySetting, QSettings* set);
|
||||
void scanMenu(QMenu* menu, settingsAction modifySetting, QSettings* set);
|
||||
|
||||
QMainWindow* _window;
|
||||
QGLWidget* _glWidget;
|
||||
|
||||
|
@ -241,6 +197,7 @@ private:
|
|||
QAction* _cameraFrustum; // which frustum to look at
|
||||
QAction* _fullScreenMode; // whether we are in full screen mode
|
||||
QAction* _frustumRenderModeAction;
|
||||
QAction* _settingsAutosave; // Whether settings are saved automatically
|
||||
|
||||
SerialInterface _serialHeadSensor;
|
||||
QNetworkAccessManager* _networkAccessManager;
|
||||
|
@ -335,11 +292,8 @@ private:
|
|||
int _bytesPerSecond;
|
||||
int _bytesCount;
|
||||
|
||||
/*!
|
||||
* Store settings in a map, storing keys and values as strings.
|
||||
* Interpret values as needed on demand. through the appropriate getters and setters.
|
||||
*/
|
||||
std::map<std::string, std::string> _settingsTable;
|
||||
QSettings* _settings; // Contain Menu settings and Avatar data
|
||||
bool _autosave; // True if the autosave is on.
|
||||
};
|
||||
|
||||
#endif /* defined(__interface__Application__) */
|
||||
|
|
|
@ -62,6 +62,7 @@ float chatMessageHeight = 0.20;
|
|||
|
||||
Avatar::Avatar(Agent* owningAgent) :
|
||||
AvatarData(owningAgent),
|
||||
_initialized(false),
|
||||
_head(this),
|
||||
_ballSpringsInitialized(false),
|
||||
_TEST_bigSphereRadius(0.5f),
|
||||
|
@ -266,6 +267,7 @@ Avatar::~Avatar() {
|
|||
|
||||
void Avatar::init() {
|
||||
_voxels.init();
|
||||
_initialized = true;
|
||||
}
|
||||
|
||||
void Avatar::reset() {
|
||||
|
@ -427,9 +429,9 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
}
|
||||
|
||||
glm::quat orientation = getOrientation();
|
||||
glm::vec3 front = orientation * AVATAR_FRONT;
|
||||
glm::vec3 right = orientation * AVATAR_RIGHT;
|
||||
glm::vec3 up = orientation * AVATAR_UP;
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
glm::vec3 right = orientation * IDENTITY_RIGHT;
|
||||
glm::vec3 up = orientation * IDENTITY_UP;
|
||||
|
||||
// driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
|
||||
const float THRUST_MAG = 600.0f;
|
||||
|
@ -649,9 +651,9 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
glm::quat orientation = getOrientation();
|
||||
|
||||
// reset hand and arm positions according to hand movement
|
||||
glm::vec3 right = orientation * AVATAR_RIGHT;
|
||||
glm::vec3 up = orientation * AVATAR_UP;
|
||||
glm::vec3 front = orientation * AVATAR_FRONT;
|
||||
glm::vec3 right = orientation * IDENTITY_RIGHT;
|
||||
glm::vec3 up = orientation * IDENTITY_UP;
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
|
||||
glm::vec3 transformedHandMovement
|
||||
= right * _movedHandOffset.x * 2.0f
|
||||
|
@ -1123,14 +1125,14 @@ void Avatar::updateArmIKAndConstraints(float deltaTime) {
|
|||
|
||||
glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
|
||||
glm::quat orientation = getOrientation();
|
||||
glm::vec3 currentUp = orientation * AVATAR_UP;
|
||||
glm::vec3 currentUp = orientation * IDENTITY_UP;
|
||||
float angle = glm::degrees(acosf(glm::clamp(glm::dot(currentUp, _worldUpDirection), -1.0f, 1.0f)));
|
||||
if (angle < EPSILON) {
|
||||
return glm::quat();
|
||||
}
|
||||
glm::vec3 axis;
|
||||
if (angle > 179.99f) { // 180 degree rotation; must use another axis
|
||||
axis = orientation * AVATAR_RIGHT;
|
||||
axis = orientation * IDENTITY_RIGHT;
|
||||
} else {
|
||||
axis = glm::normalize(glm::cross(currentUp, _worldUpDirection));
|
||||
}
|
||||
|
@ -1250,33 +1252,43 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
|
|||
}
|
||||
}
|
||||
|
||||
void Avatar::loadData(QSettings* set) {
|
||||
set->beginGroup("Avatar");
|
||||
|
||||
_bodyYaw = set->value("bodyYaw", _bodyYaw).toFloat();
|
||||
_bodyPitch = set->value("bodyPitch", _bodyPitch).toFloat();
|
||||
_bodyRoll = set->value("bodyRoll", _bodyRoll).toFloat();
|
||||
|
||||
_position.x = set->value("position_x", _position.x).toFloat();
|
||||
_position.y = set->value("position_y", _position.y).toFloat();
|
||||
_position.z = set->value("position_z", _position.z).toFloat();
|
||||
|
||||
set->endGroup();
|
||||
}
|
||||
|
||||
void Avatar::getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const {
|
||||
position = _bodyBall[jointID].position;
|
||||
rotation = _bodyBall[jointID].rotation;
|
||||
}
|
||||
|
||||
void Avatar::writeAvatarDataToFile() {
|
||||
Application::getInstance()->setSetting("avatarPos", _position);
|
||||
Application::getInstance()->setSetting("avatarRotation", glm::vec3(_bodyYaw, _bodyPitch, _bodyRoll));
|
||||
}
|
||||
void Avatar::saveData(QSettings* set) {
|
||||
set->beginGroup("Avatar");
|
||||
|
||||
void Avatar::readAvatarDataFromFile() {
|
||||
glm::vec3 readPosition;
|
||||
glm::vec3 readRotation;
|
||||
|
||||
Application::getInstance()->getSetting("avatarPos", readPosition, glm::vec3(6.1f, 0, 1.4f));
|
||||
Application::getInstance()->getSetting("avatarRotation", readRotation, glm::vec3(0, 0, 0));
|
||||
|
||||
_bodyYaw = readRotation.x;
|
||||
_bodyPitch = readRotation.y;
|
||||
_bodyRoll = readRotation.z;
|
||||
_position = readPosition;
|
||||
set->setValue("bodyYaw", _bodyYaw);
|
||||
set->setValue("bodyPitch", _bodyPitch);
|
||||
set->setValue("bodyRoll", _bodyRoll);
|
||||
|
||||
set->setValue("position_x", _position.x);
|
||||
set->setValue("position_y", _position.y);
|
||||
set->setValue("position_z", _position.z);
|
||||
|
||||
set->endGroup();
|
||||
}
|
||||
|
||||
// render a makeshift cone section that serves as a body part connecting joint spheres
|
||||
void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2) {
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
glBegin(GL_TRIANGLES);
|
||||
|
||||
glm::vec3 axis = position2 - position1;
|
||||
float length = glm::length(axis);
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <AvatarData.h>
|
||||
#include <QSettings>
|
||||
#include "world.h"
|
||||
#include "AvatarTouch.h"
|
||||
#include "AvatarVoxelSystem.h"
|
||||
|
@ -100,15 +101,16 @@ public:
|
|||
void setOrientation (const glm::quat& orientation);
|
||||
|
||||
//getters
|
||||
bool isInitialized () const { return _initialized;}
|
||||
const Skeleton& getSkeleton () const { return _skeleton;}
|
||||
float getHeadYawRate () const { return _head.yawRate;}
|
||||
float getBodyYaw () const { return _bodyYaw;}
|
||||
bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();}
|
||||
const glm::vec3& getHeadJointPosition () const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;}
|
||||
const glm::vec3& getBallPosition (AvatarJointID j) const { return _bodyBall[j].position;}
|
||||
glm::vec3 getBodyRightDirection () const { return getOrientation() * AVATAR_RIGHT; }
|
||||
glm::vec3 getBodyUpDirection () const { return getOrientation() * AVATAR_UP; }
|
||||
glm::vec3 getBodyFrontDirection () const { return getOrientation() * AVATAR_FRONT; }
|
||||
glm::vec3 getBodyRightDirection () const { return getOrientation() * IDENTITY_RIGHT; }
|
||||
glm::vec3 getBodyUpDirection () const { return getOrientation() * IDENTITY_UP; }
|
||||
glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; }
|
||||
const glm::vec3& getVelocity () const { return _velocity;}
|
||||
float getSpeed () const { return _speed;}
|
||||
float getHeight () const { return _height;}
|
||||
|
@ -129,6 +131,10 @@ public:
|
|||
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
|
||||
glm::vec3 getThrust() { return _thrust; };
|
||||
|
||||
// get/set avatar data
|
||||
void saveData(QSettings* set);
|
||||
void loadData(QSettings* set);
|
||||
|
||||
// Get the position/rotation of a single body ball
|
||||
void getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const;
|
||||
|
||||
|
@ -156,6 +162,7 @@ private:
|
|||
float touchForce; // a scalar determining the amount that the cursor (or hand) is penetrating the ball
|
||||
};
|
||||
|
||||
bool _initialized;
|
||||
Head _head;
|
||||
Skeleton _skeleton;
|
||||
bool _ballSpringsInitialized;
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
|
||||
enum AvatarHandState
|
||||
{
|
||||
HAND_STATE_NULL = -1,
|
||||
HAND_STATE_NULL = 0,
|
||||
HAND_STATE_OPEN,
|
||||
HAND_STATE_GRASPING,
|
||||
HAND_STATE_POINTING,
|
||||
|
|
|
@ -88,7 +88,7 @@ void AvatarVoxelSystem::loadVoxelsFromURL(const QUrl& url) {
|
|||
return;
|
||||
}
|
||||
_voxelReply = Application::getInstance()->getNetworkAccessManager()->get(QNetworkRequest(url));
|
||||
connect(_voxelReply, SIGNAL(readyRead()), SLOT(readVoxelDataFromReply()));
|
||||
connect(_voxelReply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(handleVoxelDownloadProgress(qint64,qint64)));
|
||||
connect(_voxelReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleVoxelReplyError()));
|
||||
}
|
||||
|
||||
|
@ -181,9 +181,9 @@ void AvatarVoxelSystem::removeScaleAndReleaseProgram(bool texture) {
|
|||
_skinProgram->disableAttributeArray(_boneWeightsLocation);
|
||||
}
|
||||
|
||||
void AvatarVoxelSystem::readVoxelDataFromReply() {
|
||||
void AvatarVoxelSystem::handleVoxelDownloadProgress(qint64 bytesReceived, qint64 bytesTotal) {
|
||||
// for now, just wait until we have the full business
|
||||
if (!_voxelReply->isFinished()) {
|
||||
if (bytesReceived < bytesTotal) {
|
||||
return;
|
||||
}
|
||||
QByteArray entirety = _voxelReply->readAll();
|
||||
|
|
|
@ -46,7 +46,7 @@ protected:
|
|||
|
||||
private slots:
|
||||
|
||||
void readVoxelDataFromReply();
|
||||
void handleVoxelDownloadProgress(qint64 bytesReceived, qint64 bytesTotal);
|
||||
void handleVoxelReplyError();
|
||||
|
||||
private:
|
||||
|
|
|
@ -171,9 +171,9 @@ void Head::determineIfLookingAtSomething() {
|
|||
void Head::calculateGeometry() {
|
||||
//generate orientation directions
|
||||
glm::quat orientation = getOrientation();
|
||||
glm::vec3 right = orientation * AVATAR_RIGHT;
|
||||
glm::vec3 up = orientation * AVATAR_UP;
|
||||
glm::vec3 front = orientation * AVATAR_FRONT;
|
||||
glm::vec3 right = orientation * IDENTITY_RIGHT;
|
||||
glm::vec3 up = orientation * IDENTITY_UP;
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
|
||||
//calculate the eye positions
|
||||
_leftEyePosition = _position
|
||||
|
@ -346,9 +346,9 @@ void Head::renderMouth() {
|
|||
float s = sqrt(_averageLoudness);
|
||||
|
||||
glm::quat orientation = getOrientation();
|
||||
glm::vec3 right = orientation * AVATAR_RIGHT;
|
||||
glm::vec3 up = orientation * AVATAR_UP;
|
||||
glm::vec3 front = orientation * AVATAR_FRONT;
|
||||
glm::vec3 right = orientation * IDENTITY_RIGHT;
|
||||
glm::vec3 up = orientation * IDENTITY_UP;
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
|
||||
glm::vec3 r = right * _scale * (0.30f + s * 0.0014f );
|
||||
glm::vec3 u = up * _scale * (0.05f + s * 0.0040f );
|
||||
|
@ -414,9 +414,9 @@ void Head::renderEyeBrows() {
|
|||
glm::vec3 rightBottom = _leftEyePosition;
|
||||
|
||||
glm::quat orientation = getOrientation();
|
||||
glm::vec3 right = orientation * AVATAR_RIGHT;
|
||||
glm::vec3 up = orientation * AVATAR_UP;
|
||||
glm::vec3 front = orientation * AVATAR_FRONT;
|
||||
glm::vec3 right = orientation * IDENTITY_RIGHT;
|
||||
glm::vec3 up = orientation * IDENTITY_UP;
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
|
||||
glm::vec3 r = right * length;
|
||||
glm::vec3 u = up * height;
|
||||
|
@ -501,20 +501,20 @@ void Head::renderEyeBalls() {
|
|||
|
||||
//rotate the eyeball to aim towards the lookat position
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction
|
||||
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, AVATAR_UP);
|
||||
float angle = 180.0f - angleBetween(targetLookatAxis, AVATAR_UP);
|
||||
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
|
||||
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
|
||||
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
|
||||
} else {
|
||||
|
||||
//rotate the eyeball to aim straight ahead
|
||||
glm::vec3 rotationAxisToHeadFront = glm::cross(front, AVATAR_UP);
|
||||
float angleToHeadFront = 180.0f - angleBetween(front, AVATAR_UP);
|
||||
glm::vec3 rotationAxisToHeadFront = glm::cross(front, IDENTITY_UP);
|
||||
float angleToHeadFront = 180.0f - angleBetween(front, IDENTITY_UP);
|
||||
glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z);
|
||||
|
||||
//set the amount of roll (for correction after previous rotations)
|
||||
float rollRotation = angleBetween(front, AVATAR_FRONT);
|
||||
float dot = glm::dot(front, -AVATAR_RIGHT);
|
||||
float rollRotation = angleBetween(front, IDENTITY_FRONT);
|
||||
float dot = glm::dot(front, -IDENTITY_RIGHT);
|
||||
if ( dot < 0.0f ) { rollRotation = -rollRotation; }
|
||||
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
|
||||
}
|
||||
|
@ -545,21 +545,21 @@ void Head::renderEyeBalls() {
|
|||
|
||||
//rotate the eyeball to aim towards the lookat position
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition);
|
||||
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, AVATAR_UP);
|
||||
float angle = 180.0f - angleBetween(targetLookatAxis, AVATAR_UP);
|
||||
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
|
||||
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
|
||||
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
|
||||
|
||||
} else {
|
||||
|
||||
//rotate the eyeball to aim straight ahead
|
||||
glm::vec3 rotationAxisToHeadFront = glm::cross(front, AVATAR_UP);
|
||||
float angleToHeadFront = 180.0f - angleBetween(front, AVATAR_UP);
|
||||
glm::vec3 rotationAxisToHeadFront = glm::cross(front, IDENTITY_UP);
|
||||
float angleToHeadFront = 180.0f - angleBetween(front, IDENTITY_UP);
|
||||
glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z);
|
||||
|
||||
//set the amount of roll (for correction after previous rotations)
|
||||
float rollRotation = angleBetween(front, AVATAR_FRONT);
|
||||
float dot = glm::dot(front, -AVATAR_RIGHT);
|
||||
float rollRotation = angleBetween(front, IDENTITY_FRONT);
|
||||
float dot = glm::dot(front, -IDENTITY_RIGHT);
|
||||
if ( dot < 0.0f ) { rollRotation = -rollRotation; }
|
||||
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
|
||||
}
|
||||
|
@ -595,9 +595,8 @@ void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosi
|
|||
void Head::updateHairPhysics(float deltaTime) {
|
||||
|
||||
glm::quat orientation = getOrientation();
|
||||
glm::vec3 right = orientation * AVATAR_RIGHT;
|
||||
glm::vec3 up = orientation * AVATAR_UP;
|
||||
glm::vec3 front = orientation * AVATAR_FRONT;
|
||||
glm::vec3 up = orientation * IDENTITY_UP;
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
|
||||
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
|
||||
|
||||
|
|
|
@ -49,9 +49,9 @@ public:
|
|||
glm::quat getOrientation() const;
|
||||
glm::quat getWorldAlignedOrientation () const;
|
||||
|
||||
glm::vec3 getRightDirection() const { return getOrientation() * AVATAR_RIGHT; }
|
||||
glm::vec3 getUpDirection () const { return getOrientation() * AVATAR_UP; }
|
||||
glm::vec3 getFrontDirection() const { return getOrientation() * AVATAR_FRONT; }
|
||||
glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
|
||||
glm::vec3 getUpDirection () const { return getOrientation() * IDENTITY_UP; }
|
||||
glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
|
||||
|
||||
const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
|
||||
float getAverageLoudness() {return _averageLoudness;};
|
||||
|
|
|
@ -21,6 +21,8 @@
|
|||
#include "world.h"
|
||||
#include "Util.h"
|
||||
|
||||
#include "VoxelConstants.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
// no clue which versions are affected...
|
||||
|
@ -415,9 +417,9 @@ void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int
|
|||
|
||||
|
||||
void renderOrientationDirections(glm::vec3 position, const glm::quat& orientation, float size) {
|
||||
glm::vec3 pRight = position + orientation * AVATAR_RIGHT * size;
|
||||
glm::vec3 pUp = position + orientation * AVATAR_UP * size;
|
||||
glm::vec3 pFront = position + orientation * AVATAR_FRONT * size;
|
||||
glm::vec3 pRight = position + orientation * IDENTITY_RIGHT * size;
|
||||
glm::vec3 pUp = position + orientation * IDENTITY_UP * size;
|
||||
glm::vec3 pFront = position + orientation * IDENTITY_FRONT * size;
|
||||
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glBegin(GL_LINE_STRIP);
|
||||
|
|
|
@ -15,4 +15,7 @@ include(${MACRO_DIR}/IncludeGLM.cmake)
|
|||
include_glm(${TARGET_NAME} ${ROOT_DIR})
|
||||
|
||||
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
|
||||
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
|
||||
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
|
||||
|
||||
# link in the hifi voxels library
|
||||
link_hifi_library(voxels ${TARGET_NAME} ${ROOT_DIR})
|
||||
|
|
|
@ -14,23 +14,10 @@
|
|||
#include <PacketHeaders.h>
|
||||
|
||||
#include "AvatarData.h"
|
||||
#include <VoxelConstants.h>
|
||||
|
||||
using namespace std;
|
||||
|
||||
int packFloatAngleToTwoByte(unsigned char* buffer, float angle) {
|
||||
const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.0);
|
||||
|
||||
uint16_t angleHolder = floorf((angle + 180) * ANGLE_CONVERSION_RATIO);
|
||||
memcpy(buffer, &angleHolder, sizeof(uint16_t));
|
||||
|
||||
return sizeof(uint16_t);
|
||||
}
|
||||
|
||||
int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPointer) {
|
||||
*destinationPointer = (*byteAnglePointer / (float) std::numeric_limits<uint16_t>::max()) * 360.0 - 180;
|
||||
return sizeof(uint16_t);
|
||||
}
|
||||
|
||||
AvatarData::AvatarData(Agent* owningAgent) :
|
||||
AgentData(owningAgent),
|
||||
_handPosition(0,0,0),
|
||||
|
@ -39,9 +26,7 @@ AvatarData::AvatarData(Agent* owningAgent) :
|
|||
_bodyRoll(0.0),
|
||||
_handState(0),
|
||||
_cameraPosition(0,0,0),
|
||||
_cameraDirection(0,0,0),
|
||||
_cameraUp(0,0,0),
|
||||
_cameraRight(0,0,0),
|
||||
_cameraOrientation(),
|
||||
_cameraFov(0.0f),
|
||||
_cameraAspectRatio(0.0f),
|
||||
_cameraNearClip(0.0f),
|
||||
|
@ -91,55 +76,45 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
memcpy(destinationBuffer, &_headData->_leanForward, sizeof(_headData->_leanForward));
|
||||
destinationBuffer += sizeof(_headData->_leanForward);
|
||||
|
||||
// Hand Position
|
||||
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
|
||||
// Hand Position - is relative to body position
|
||||
glm::vec3 handPositionRelative = _handPosition - _position;
|
||||
memcpy(destinationBuffer, &handPositionRelative, sizeof(float) * 3);
|
||||
destinationBuffer += sizeof(float) * 3;
|
||||
|
||||
// Lookat Position
|
||||
memcpy(destinationBuffer, &_headData->_lookAtPosition, sizeof(_headData->_lookAtPosition));
|
||||
destinationBuffer += sizeof(_headData->_lookAtPosition);
|
||||
|
||||
// Hand State (0 = not grabbing, 1 = grabbing)
|
||||
memcpy(destinationBuffer, &_handState, sizeof(char));
|
||||
destinationBuffer += sizeof(char);
|
||||
|
||||
// Instantaneous audio loudness (used to drive facial animation)
|
||||
//destinationBuffer += packFloatToByte(destinationBuffer, std::min(MAX_AUDIO_LOUDNESS, _audioLoudness), MAX_AUDIO_LOUDNESS);
|
||||
memcpy(destinationBuffer, &_headData->_audioLoudness, sizeof(float));
|
||||
destinationBuffer += sizeof(float);
|
||||
|
||||
// camera details
|
||||
memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition));
|
||||
destinationBuffer += sizeof(_cameraPosition);
|
||||
memcpy(destinationBuffer, &_cameraDirection, sizeof(_cameraDirection));
|
||||
destinationBuffer += sizeof(_cameraDirection);
|
||||
memcpy(destinationBuffer, &_cameraRight, sizeof(_cameraRight));
|
||||
destinationBuffer += sizeof(_cameraRight);
|
||||
memcpy(destinationBuffer, &_cameraUp, sizeof(_cameraUp));
|
||||
destinationBuffer += sizeof(_cameraUp);
|
||||
memcpy(destinationBuffer, &_cameraFov, sizeof(_cameraFov));
|
||||
destinationBuffer += sizeof(_cameraFov);
|
||||
memcpy(destinationBuffer, &_cameraAspectRatio, sizeof(_cameraAspectRatio));
|
||||
destinationBuffer += sizeof(_cameraAspectRatio);
|
||||
memcpy(destinationBuffer, &_cameraNearClip, sizeof(_cameraNearClip));
|
||||
destinationBuffer += sizeof(_cameraNearClip);
|
||||
memcpy(destinationBuffer, &_cameraFarClip, sizeof(_cameraFarClip));
|
||||
destinationBuffer += sizeof(_cameraFarClip);
|
||||
|
||||
// key state
|
||||
*destinationBuffer++ = _keyState;
|
||||
destinationBuffer += packOrientationQuatToBytes(destinationBuffer, _cameraOrientation);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _cameraFov);
|
||||
destinationBuffer += packFloatRatioToTwoByte(destinationBuffer, _cameraAspectRatio);
|
||||
destinationBuffer += packClipValueToTwoByte(destinationBuffer, _cameraNearClip);
|
||||
destinationBuffer += packClipValueToTwoByte(destinationBuffer, _cameraFarClip);
|
||||
|
||||
// chat message
|
||||
*destinationBuffer++ = _chatMessage.size();
|
||||
memcpy(destinationBuffer, _chatMessage.data(), _chatMessage.size() * sizeof(char));
|
||||
destinationBuffer += _chatMessage.size() * sizeof(char);
|
||||
|
||||
// voxel sending features...
|
||||
// voxel sending features...
|
||||
unsigned char wantItems = 0;
|
||||
if (_wantResIn) { setAtBit(wantItems,WANT_RESIN_AT_BIT); }
|
||||
if (_wantColor) { setAtBit(wantItems,WANT_COLOR_AT_BIT); }
|
||||
if (_wantDelta) { setAtBit(wantItems,WANT_DELTA_AT_BIT); }
|
||||
*destinationBuffer++ = wantItems;
|
||||
// bitMask of less than byte wide items
|
||||
unsigned char bitItems = 0;
|
||||
if (_wantResIn) { setAtBit(bitItems,WANT_RESIN_AT_BIT); }
|
||||
if (_wantColor) { setAtBit(bitItems,WANT_COLOR_AT_BIT); }
|
||||
if (_wantDelta) { setAtBit(bitItems,WANT_DELTA_AT_BIT); }
|
||||
|
||||
// key state
|
||||
setSemiNibbleAt(bitItems,KEY_STATE_START_BIT,_keyState);
|
||||
// hand state
|
||||
setSemiNibbleAt(bitItems,HAND_STATE_START_BIT,_handState);
|
||||
*destinationBuffer++ = bitItems;
|
||||
|
||||
return destinationBuffer - bufferStart;
|
||||
}
|
||||
|
@ -185,54 +160,170 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
memcpy(&_headData->_leanForward, sourceBuffer, sizeof(_headData->_leanForward));
|
||||
sourceBuffer += sizeof(_headData->_leanForward);
|
||||
|
||||
// Hand Position
|
||||
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
|
||||
// Hand Position - is relative to body position
|
||||
glm::vec3 handPositionRelative;
|
||||
memcpy(&handPositionRelative, sourceBuffer, sizeof(float) * 3);
|
||||
_handPosition = _position + handPositionRelative;
|
||||
sourceBuffer += sizeof(float) * 3;
|
||||
|
||||
// Lookat Position
|
||||
memcpy(&_headData->_lookAtPosition, sourceBuffer, sizeof(_headData->_lookAtPosition));
|
||||
sourceBuffer += sizeof(_headData->_lookAtPosition);
|
||||
|
||||
// Hand State
|
||||
memcpy(&_handState, sourceBuffer, sizeof(char));
|
||||
sourceBuffer += sizeof(char);
|
||||
|
||||
|
||||
// Instantaneous audio loudness (used to drive facial animation)
|
||||
//sourceBuffer += unpackFloatFromByte(sourceBuffer, _audioLoudness, MAX_AUDIO_LOUDNESS);
|
||||
memcpy(&_headData->_audioLoudness, sourceBuffer, sizeof(float));
|
||||
sourceBuffer += sizeof(float);
|
||||
|
||||
// camera details
|
||||
memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition));
|
||||
sourceBuffer += sizeof(_cameraPosition);
|
||||
memcpy(&_cameraDirection, sourceBuffer, sizeof(_cameraDirection));
|
||||
sourceBuffer += sizeof(_cameraDirection);
|
||||
memcpy(&_cameraRight, sourceBuffer, sizeof(_cameraRight));
|
||||
sourceBuffer += sizeof(_cameraRight);
|
||||
memcpy(&_cameraUp, sourceBuffer, sizeof(_cameraUp));
|
||||
sourceBuffer += sizeof(_cameraUp);
|
||||
memcpy(&_cameraFov, sourceBuffer, sizeof(_cameraFov));
|
||||
sourceBuffer += sizeof(_cameraFov);
|
||||
memcpy(&_cameraAspectRatio, sourceBuffer, sizeof(_cameraAspectRatio));
|
||||
sourceBuffer += sizeof(_cameraAspectRatio);
|
||||
memcpy(&_cameraNearClip, sourceBuffer, sizeof(_cameraNearClip));
|
||||
sourceBuffer += sizeof(_cameraNearClip);
|
||||
memcpy(&_cameraFarClip, sourceBuffer, sizeof(_cameraFarClip));
|
||||
sourceBuffer += sizeof(_cameraFarClip);
|
||||
|
||||
// key state
|
||||
_keyState = (KeyState)*sourceBuffer++;
|
||||
|
||||
sourceBuffer += unpackOrientationQuatFromBytes(sourceBuffer, _cameraOrientation);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_cameraFov);
|
||||
sourceBuffer += unpackFloatRatioFromTwoByte(sourceBuffer,_cameraAspectRatio);
|
||||
sourceBuffer += unpackClipValueFromTwoByte(sourceBuffer,_cameraNearClip);
|
||||
sourceBuffer += unpackClipValueFromTwoByte(sourceBuffer,_cameraFarClip);
|
||||
|
||||
// the rest is a chat message
|
||||
int chatMessageSize = *sourceBuffer++;
|
||||
_chatMessage = string((char*)sourceBuffer, chatMessageSize);
|
||||
sourceBuffer += chatMessageSize * sizeof(char);
|
||||
|
||||
// voxel sending features...
|
||||
unsigned char wantItems = 0;
|
||||
wantItems = (unsigned char)*sourceBuffer++;
|
||||
_wantResIn = oneAtBit(wantItems,WANT_RESIN_AT_BIT);
|
||||
_wantColor = oneAtBit(wantItems,WANT_COLOR_AT_BIT);
|
||||
_wantDelta = oneAtBit(wantItems,WANT_DELTA_AT_BIT);
|
||||
unsigned char bitItems = 0;
|
||||
bitItems = (unsigned char)*sourceBuffer++;
|
||||
_wantResIn = oneAtBit(bitItems,WANT_RESIN_AT_BIT);
|
||||
_wantColor = oneAtBit(bitItems,WANT_COLOR_AT_BIT);
|
||||
_wantDelta = oneAtBit(bitItems,WANT_DELTA_AT_BIT);
|
||||
|
||||
// key state, stored as a semi-nibble in the bitItems
|
||||
_keyState = (KeyState)getSemiNibbleAt(bitItems,KEY_STATE_START_BIT);
|
||||
|
||||
// hand state, stored as a semi-nibble in the bitItems
|
||||
_handState = getSemiNibbleAt(bitItems,HAND_STATE_START_BIT);
|
||||
|
||||
return sourceBuffer - startPosition;
|
||||
}
|
||||
|
||||
glm::vec3 AvatarData::calculateCameraDirection() const {
|
||||
glm::vec3 direction = glm::vec3(_cameraOrientation * glm::vec4(IDENTITY_FRONT, 0.0f));
|
||||
return direction;
|
||||
}
|
||||
|
||||
|
||||
int packFloatAngleToTwoByte(unsigned char* buffer, float angle) {
|
||||
const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.0);
|
||||
|
||||
uint16_t angleHolder = floorf((angle + 180) * ANGLE_CONVERSION_RATIO);
|
||||
memcpy(buffer, &angleHolder, sizeof(uint16_t));
|
||||
|
||||
return sizeof(uint16_t);
|
||||
}
|
||||
|
||||
int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPointer) {
|
||||
*destinationPointer = (*byteAnglePointer / (float) std::numeric_limits<uint16_t>::max()) * 360.0 - 180;
|
||||
return sizeof(uint16_t);
|
||||
}
|
||||
|
||||
int packOrientationQuatToBytes(unsigned char* buffer, const glm::quat& quatInput) {
|
||||
const float QUAT_PART_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 2.0);
|
||||
uint16_t quatParts[4];
|
||||
quatParts[0] = floorf((quatInput.x + 1.0) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[1] = floorf((quatInput.y + 1.0) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[2] = floorf((quatInput.z + 1.0) * QUAT_PART_CONVERSION_RATIO);
|
||||
quatParts[3] = floorf((quatInput.w + 1.0) * QUAT_PART_CONVERSION_RATIO);
|
||||
|
||||
memcpy(buffer, &quatParts, sizeof(quatParts));
|
||||
return sizeof(quatParts);
|
||||
}
|
||||
|
||||
int unpackOrientationQuatFromBytes(unsigned char* buffer, glm::quat& quatOutput) {
|
||||
uint16_t quatParts[4];
|
||||
memcpy(&quatParts, buffer, sizeof(quatParts));
|
||||
|
||||
quatOutput.x = ((quatParts[0] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
|
||||
quatOutput.y = ((quatParts[1] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
|
||||
quatOutput.z = ((quatParts[2] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
|
||||
quatOutput.w = ((quatParts[3] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
|
||||
|
||||
return sizeof(quatParts);
|
||||
}
|
||||
|
||||
float SMALL_LIMIT = 10.0;
|
||||
float LARGE_LIMIT = 1000.0;
|
||||
|
||||
int packFloatRatioToTwoByte(unsigned char* buffer, float ratio) {
|
||||
// if the ratio is less than 10, then encode it as a positive number scaled from 0 to int16::max()
|
||||
int16_t ratioHolder;
|
||||
|
||||
if (ratio < SMALL_LIMIT) {
|
||||
const float SMALL_RATIO_CONVERSION_RATIO = (std::numeric_limits<int16_t>::max() / SMALL_LIMIT);
|
||||
ratioHolder = floorf(ratio * SMALL_RATIO_CONVERSION_RATIO);
|
||||
} else {
|
||||
const float LARGE_RATIO_CONVERSION_RATIO = std::numeric_limits<int16_t>::min() / LARGE_LIMIT;
|
||||
ratioHolder = floorf((std::min(ratio,LARGE_LIMIT) - SMALL_LIMIT) * LARGE_RATIO_CONVERSION_RATIO);
|
||||
}
|
||||
memcpy(buffer, &ratioHolder, sizeof(ratioHolder));
|
||||
return sizeof(ratioHolder);
|
||||
}
|
||||
|
||||
int unpackFloatRatioFromTwoByte(unsigned char* buffer, float& ratio) {
|
||||
int16_t ratioHolder;
|
||||
memcpy(&ratioHolder, buffer, sizeof(ratioHolder));
|
||||
|
||||
// If it's positive, than the original ratio was less than SMALL_LIMIT
|
||||
if (ratioHolder > 0) {
|
||||
ratio = (ratioHolder / (float) std::numeric_limits<int16_t>::max()) * SMALL_LIMIT;
|
||||
} else {
|
||||
// If it's negative, than the original ratio was between SMALL_LIMIT and LARGE_LIMIT
|
||||
ratio = ((ratioHolder / (float) std::numeric_limits<int16_t>::min()) * LARGE_LIMIT) + SMALL_LIMIT;
|
||||
}
|
||||
return sizeof(ratioHolder);
|
||||
}
|
||||
|
||||
int packClipValueToTwoByte(unsigned char* buffer, float clipValue) {
|
||||
// Clip values must be less than max signed 16bit integers
|
||||
assert(clipValue < std::numeric_limits<int16_t>::max());
|
||||
int16_t holder;
|
||||
|
||||
// if the clip is less than 10, then encode it as a positive number scaled from 0 to int16::max()
|
||||
if (clipValue < SMALL_LIMIT) {
|
||||
const float SMALL_RATIO_CONVERSION_RATIO = (std::numeric_limits<int16_t>::max() / SMALL_LIMIT);
|
||||
holder = floorf(clipValue * SMALL_RATIO_CONVERSION_RATIO);
|
||||
} else {
|
||||
// otherwise we store it as a negative integer
|
||||
holder = -1 * floorf(clipValue);
|
||||
}
|
||||
memcpy(buffer, &holder, sizeof(holder));
|
||||
return sizeof(holder);
|
||||
}
|
||||
|
||||
int unpackClipValueFromTwoByte(unsigned char* buffer, float& clipValue) {
|
||||
int16_t holder;
|
||||
memcpy(&holder, buffer, sizeof(holder));
|
||||
|
||||
// If it's positive, than the original clipValue was less than SMALL_LIMIT
|
||||
if (holder > 0) {
|
||||
clipValue = (holder / (float) std::numeric_limits<int16_t>::max()) * SMALL_LIMIT;
|
||||
} else {
|
||||
// If it's negative, than the original holder can be found as the opposite sign of holder
|
||||
clipValue = -1.0f * holder;
|
||||
}
|
||||
return sizeof(holder);
|
||||
}
|
||||
|
||||
int packFloatToByte(unsigned char* buffer, float value, float scaleBy) {
|
||||
unsigned char holder;
|
||||
const float CONVERSION_RATIO = (255 / scaleBy);
|
||||
holder = floorf(value * CONVERSION_RATIO);
|
||||
memcpy(buffer, &holder, sizeof(holder));
|
||||
return sizeof(holder);
|
||||
}
|
||||
|
||||
int unpackFloatFromByte(unsigned char* buffer, float& value, float scaleBy) {
|
||||
unsigned char holder;
|
||||
memcpy(&holder, buffer, sizeof(holder));
|
||||
value = ((float)holder / (float) 255) * scaleBy;
|
||||
return sizeof(holder);
|
||||
}
|
||||
|
||||
|
|
|
@ -10,8 +10,10 @@
|
|||
#define __hifi__AvatarData__
|
||||
|
||||
#include <string>
|
||||
#include <inttypes.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <AgentData.h>
|
||||
#include "HeadData.h"
|
||||
|
@ -19,15 +21,15 @@
|
|||
const int WANT_RESIN_AT_BIT = 0;
|
||||
const int WANT_COLOR_AT_BIT = 1;
|
||||
const int WANT_DELTA_AT_BIT = 2;
|
||||
const int KEY_STATE_START_BIT = 3; // 4th and 5th bits
|
||||
const int HAND_STATE_START_BIT = 5; // 6th and 7th bits
|
||||
|
||||
const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
|
||||
|
||||
// this is where the coordinate system is represented
|
||||
const glm::vec3 AVATAR_RIGHT = glm::vec3(1.0f, 0.0f, 0.0f);
|
||||
const glm::vec3 AVATAR_UP = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
const glm::vec3 AVATAR_FRONT = glm::vec3(0.0f, 0.0f, -1.0f);
|
||||
|
||||
enum KeyState
|
||||
{
|
||||
NO_KEY_DOWN,
|
||||
NO_KEY_DOWN = 0,
|
||||
INSERT_KEY_DOWN,
|
||||
DELETE_KEY_DOWN
|
||||
};
|
||||
|
@ -59,23 +61,21 @@ public:
|
|||
|
||||
// getters for camera details
|
||||
const glm::vec3& getCameraPosition() const { return _cameraPosition; };
|
||||
const glm::vec3& getCameraDirection() const { return _cameraDirection; }
|
||||
const glm::vec3& getCameraUp() const { return _cameraUp; }
|
||||
const glm::vec3& getCameraRight() const { return _cameraRight; }
|
||||
const glm::quat& getCameraOrientation() const { return _cameraOrientation; }
|
||||
float getCameraFov() const { return _cameraFov; }
|
||||
float getCameraAspectRatio() const { return _cameraAspectRatio; }
|
||||
float getCameraNearClip() const { return _cameraNearClip; }
|
||||
float getCameraFarClip() const { return _cameraFarClip; }
|
||||
|
||||
glm::vec3 calculateCameraDirection() const;
|
||||
|
||||
// setters for camera details
|
||||
void setCameraPosition(const glm::vec3& position) { _cameraPosition = position; };
|
||||
void setCameraDirection(const glm::vec3& direction) { _cameraDirection = direction; }
|
||||
void setCameraUp(const glm::vec3& up) { _cameraUp = up; }
|
||||
void setCameraRight(const glm::vec3& right) { _cameraRight = right; }
|
||||
void setCameraFov(float fov) { _cameraFov = fov; }
|
||||
void setCameraAspectRatio(float aspectRatio) { _cameraAspectRatio = aspectRatio; }
|
||||
void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
|
||||
void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
|
||||
void setCameraPosition(const glm::vec3& position) { _cameraPosition = position; }
|
||||
void setCameraOrientation(const glm::quat& orientation) { _cameraOrientation = orientation; }
|
||||
void setCameraFov(float fov) { _cameraFov = fov; }
|
||||
void setCameraAspectRatio(float aspectRatio) { _cameraAspectRatio = aspectRatio; }
|
||||
void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
|
||||
void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
|
||||
|
||||
// key state
|
||||
void setKeyState(KeyState s) { _keyState = s; }
|
||||
|
@ -109,11 +109,7 @@ protected:
|
|||
|
||||
// camera details for the avatar
|
||||
glm::vec3 _cameraPosition;
|
||||
|
||||
// can we describe this in less space? For example, a Quaternion? or Euler angles?
|
||||
glm::vec3 _cameraDirection;
|
||||
glm::vec3 _cameraUp;
|
||||
glm::vec3 _cameraRight;
|
||||
glm::quat _cameraOrientation;
|
||||
float _cameraFov;
|
||||
float _cameraAspectRatio;
|
||||
float _cameraNearClip;
|
||||
|
@ -137,4 +133,31 @@ private:
|
|||
AvatarData& operator= (const AvatarData&);
|
||||
};
|
||||
|
||||
|
||||
// These pack/unpack functions are designed to start specific known types in as efficient a manner
|
||||
// as possible. Taking advantage of the known characteristics of the semantic types.
|
||||
|
||||
// Angles are known to be between 0 and 360deg, this allows us to encode in 16bits with great accuracy
|
||||
int packFloatAngleToTwoByte(unsigned char* buffer, float angle);
|
||||
int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPointer);
|
||||
|
||||
// Orientation Quats are known to have 4 normalized components be between -1.0 and 1.0
|
||||
// this allows us to encode each component in 16bits with great accuracy
|
||||
int packOrientationQuatToBytes(unsigned char* buffer, const glm::quat& quatInput);
|
||||
int unpackOrientationQuatFromBytes(unsigned char* buffer, glm::quat& quatOutput);
|
||||
|
||||
// Ratios need the be highly accurate when less than 10, but not very accurate above 10, and they
|
||||
// are never greater than 1000 to 1, this allows us to encode each component in 16bits
|
||||
int packFloatRatioToTwoByte(unsigned char* buffer, float ratio);
|
||||
int unpackFloatRatioFromTwoByte(unsigned char* buffer, float& ratio);
|
||||
|
||||
// Near/Far Clip values need the be highly accurate when less than 10, but only integer accuracy above 10 and
|
||||
// they are never greater than 16,000, this allows us to encode each component in 16bits
|
||||
int packClipValueToTwoByte(unsigned char* buffer, float clipValue);
|
||||
int unpackClipValueFromTwoByte(unsigned char* buffer, float& clipValue);
|
||||
|
||||
// Positive floats that don't need to be very precise
|
||||
int packFloatToByte(unsigned char* buffer, float value, float scaleBy);
|
||||
int unpackFloatFromByte(unsigned char* buffer, float& value, float scaleBy);
|
||||
|
||||
#endif /* defined(__hifi__AvatarData__) */
|
||||
|
|
|
@ -101,6 +101,15 @@ void setAtBit(unsigned char& byte, int bitIndex) {
|
|||
byte += (1 << (7 - bitIndex));
|
||||
}
|
||||
|
||||
int getSemiNibbleAt(unsigned char& byte, int bitIndex) {
|
||||
return (byte >> (7 - bitIndex) & 3); // semi-nibbles store 00, 01, 10, or 11
|
||||
}
|
||||
|
||||
void setSemiNibbleAt(unsigned char& byte, int bitIndex, int value) {
|
||||
//assert(value <= 3 && value >= 0);
|
||||
byte += ((value & 3) << (7 - bitIndex)); // semi-nibbles store 00, 01, 10, or 11
|
||||
}
|
||||
|
||||
|
||||
void switchToResourcesParentIfRequired() {
|
||||
#ifdef __APPLE__
|
||||
|
@ -421,3 +430,4 @@ int insertIntoSortedArrays(void* value, float key, int originalIndex,
|
|||
}
|
||||
return -1; // error case
|
||||
}
|
||||
|
||||
|
|
|
@ -54,6 +54,10 @@ int numberOfOnes(unsigned char byte);
|
|||
bool oneAtBit(unsigned char byte, int bitIndex);
|
||||
void setAtBit(unsigned char& byte, int bitIndex);
|
||||
|
||||
int getSemiNibbleAt(unsigned char& byte, int bitIndex);
|
||||
void setSemiNibbleAt(unsigned char& byte, int bitIndex, int value);
|
||||
|
||||
|
||||
void switchToResourcesParentIfRequired();
|
||||
|
||||
void loadRandomIdentifier(unsigned char* identifierBuffer, int numBytes);
|
||||
|
@ -88,4 +92,5 @@ class debug {
|
|||
public:
|
||||
static const char* valueOf(bool checkValue) { return checkValue ? "yes" : "no"; };
|
||||
};
|
||||
|
||||
#endif /* defined(__hifi__SharedUtil__) */
|
||||
|
|
|
@ -13,28 +13,37 @@
|
|||
#include <glm/gtx/transform.hpp>
|
||||
|
||||
#include "ViewFrustum.h"
|
||||
#include "VoxelConstants.h"
|
||||
#include "SharedUtil.h"
|
||||
#include "Log.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
ViewFrustum::ViewFrustum() :
|
||||
_position(glm::vec3(0,0,0)),
|
||||
_direction(glm::vec3(0,0,0)),
|
||||
_up(glm::vec3(0,0,0)),
|
||||
_right(glm::vec3(0,0,0)),
|
||||
_position(0,0,0),
|
||||
_orientation(),
|
||||
_direction(0,0,0),
|
||||
_up(0,0,0),
|
||||
_right(0,0,0),
|
||||
_fieldOfView(0.0),
|
||||
_aspectRatio(1.0),
|
||||
_nearClip(0.1),
|
||||
_farClip(500.0),
|
||||
_farTopLeft(glm::vec3(0,0,0)),
|
||||
_farTopRight(glm::vec3(0,0,0)),
|
||||
_farBottomLeft(glm::vec3(0,0,0)),
|
||||
_farBottomRight(glm::vec3(0,0,0)),
|
||||
_nearTopLeft(glm::vec3(0,0,0)),
|
||||
_nearTopRight(glm::vec3(0,0,0)),
|
||||
_nearBottomLeft(glm::vec3(0,0,0)),
|
||||
_nearBottomRight(glm::vec3(0,0,0)) { }
|
||||
_farTopLeft(0,0,0),
|
||||
_farTopRight(0,0,0),
|
||||
_farBottomLeft(0,0,0),
|
||||
_farBottomRight(0,0,0),
|
||||
_nearTopLeft(0,0,0),
|
||||
_nearTopRight(0,0,0),
|
||||
_nearBottomLeft(0,0,0),
|
||||
_nearBottomRight(0,0,0) { }
|
||||
|
||||
void ViewFrustum::setOrientation(const glm::quat& orientationAsQuaternion) {
|
||||
_orientation = orientationAsQuaternion;
|
||||
_right = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_RIGHT, 0.0f));
|
||||
_up = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_UP, 0.0f));
|
||||
_direction = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_FRONT, 0.0f));
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// ViewFrustum::calculateViewFrustum()
|
||||
|
|
|
@ -21,6 +21,9 @@ private:
|
|||
|
||||
// camera location/orientation attributes
|
||||
glm::vec3 _position;
|
||||
glm::quat _orientation;
|
||||
|
||||
// calculated for orientation
|
||||
glm::vec3 _direction;
|
||||
glm::vec3 _up;
|
||||
glm::vec3 _right;
|
||||
|
@ -53,23 +56,23 @@ private:
|
|||
|
||||
public:
|
||||
// setters for camera attributes
|
||||
void setPosition (const glm::vec3& p) { _position = p; }
|
||||
void setOrientation (const glm::vec3& d, const glm::vec3& u, const glm::vec3& r )
|
||||
{ _direction = d; _up = u; _right = r; }
|
||||
void setPosition (const glm::vec3& p) { _position = p; };
|
||||
void setOrientation (const glm::quat& orientationAsQuaternion);
|
||||
|
||||
// getters for camera attributes
|
||||
const glm::vec3& getPosition() const { return _position; };
|
||||
const glm::vec3& getDirection() const { return _direction; };
|
||||
const glm::vec3& getUp() const { return _up; };
|
||||
const glm::vec3& getRight() const { return _right; };
|
||||
const glm::vec3& getPosition() const { return _position; };
|
||||
const glm::quat& getOrientation() const { return _orientation; };
|
||||
const glm::vec3& getDirection() const { return _direction; };
|
||||
const glm::vec3& getUp() const { return _up; };
|
||||
const glm::vec3& getRight() const { return _right; };
|
||||
|
||||
// setters for lens attributes
|
||||
void setFieldOfView ( float f ) { _fieldOfView = f; }
|
||||
void setAspectRatio ( float a ) { _aspectRatio = a; }
|
||||
void setNearClip ( float n ) { _nearClip = n; }
|
||||
void setFarClip ( float f ) { _farClip = f; }
|
||||
void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; }
|
||||
void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; }
|
||||
void setFieldOfView ( float f ) { _fieldOfView = f; };
|
||||
void setAspectRatio ( float a ) { _aspectRatio = a; };
|
||||
void setNearClip ( float n ) { _nearClip = n; };
|
||||
void setFarClip ( float f ) { _farClip = f; };
|
||||
void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; };
|
||||
void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; };
|
||||
|
||||
|
||||
// getters for lens attributes
|
||||
|
|
|
@ -15,6 +15,11 @@
|
|||
#include <limits.h>
|
||||
#include <OctalCode.h>
|
||||
|
||||
// this is where the coordinate system is represented
|
||||
const glm::vec3 IDENTITY_RIGHT = glm::vec3( 1.0f, 0.0f, 0.0f);
|
||||
const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f);
|
||||
const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f,-1.0f);
|
||||
|
||||
const int TREE_SCALE = 128;
|
||||
|
||||
const int NUMBER_OF_CHILDREN = 8;
|
||||
|
|
|
@ -48,7 +48,7 @@ bool VoxelAgentData::updateCurrentViewFrustum() {
|
|||
ViewFrustum newestViewFrustum;
|
||||
// get position and orientation details from the camera
|
||||
newestViewFrustum.setPosition(getCameraPosition());
|
||||
newestViewFrustum.setOrientation(getCameraDirection(), getCameraUp(), getCameraRight());
|
||||
newestViewFrustum.setOrientation(getCameraOrientation());
|
||||
|
||||
// Also make sure it's got the correct lens details from the camera
|
||||
newestViewFrustum.setFieldOfView(getCameraFov());
|
||||
|
|
Loading…
Reference in a new issue