mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-04-09 05:32:46 +02:00
resolve conflicts on merge with upstream master
This commit is contained in:
commit
a141e3dc5d
33 changed files with 548 additions and 326 deletions
|
@ -244,7 +244,6 @@ static void renderMovingBug() {
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}
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float intensity = 0.5f;
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float intensityIncrement = 0.1f;
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const float MAX_INTENSITY = 1.0f;
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@ -644,14 +643,14 @@ void* animateVoxels(void* args) {
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sendDanceFloor();
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}
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double end = usecTimestampNow();
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double elapsedSeconds = (end - ::start) / 1000000.0;
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long long end = usecTimestampNow();
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long long elapsedSeconds = (end - ::start) / 1000000;
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if (::shouldShowPacketsPerSecond) {
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printf("packetsSent=%ld, bytesSent=%ld pps=%f bps=%f\n",packetsSent,bytesSent,
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(float)(packetsSent/elapsedSeconds),(float)(bytesSent/elapsedSeconds));
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}
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// dynamically sleep until we need to fire off the next set of voxels
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double usecToSleep = ANIMATE_VOXELS_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSendTime));
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long long usecToSleep = ANIMATE_VOXELS_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSendTime));
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if (usecToSleep > 0) {
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usleep(usecToSleep);
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@ -391,7 +391,7 @@ int main(int argc, const char* argv[]) {
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numStatCollections++;
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}
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double usecToSleep = usecTimestamp(&startTime) + (++nextFrame * BUFFER_SEND_INTERVAL_USECS) - usecTimestampNow();
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long long usecToSleep = usecTimestamp(&startTime) + (++nextFrame * BUFFER_SEND_INTERVAL_USECS) - usecTimestampNow();
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if (usecToSleep > 0) {
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usleep(usecToSleep);
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@ -94,8 +94,6 @@ int main(int argc, const char * argv[])
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agentList->startSilentAgentRemovalThread();
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uint16_t packetAgentID = 0;
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while (true) {
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if (agentList->getAgentSocket()->receive((sockaddr *)&agentPublicAddress, packetData, &receivedBytes) &&
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(packetData[0] == PACKET_HEADER_DOMAIN_REPORT_FOR_DUTY || packetData[0] == PACKET_HEADER_DOMAIN_LIST_REQUEST)) {
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@ -135,19 +133,19 @@ int main(int argc, const char * argv[])
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if (numInterestTypes > 0) {
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// if the agent has sent no types of interest, assume they want nothing but their own ID back
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (!agent->matches((sockaddr*) &agentPublicAddress, (sockaddr*) &agentLocalAddress, agentType)
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&& memchr(agentTypesOfInterest, agent->getType(), numInterestTypes)) {
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if (!agent->matches((sockaddr*) &agentPublicAddress, (sockaddr*) &agentLocalAddress, agentType) &&
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memchr(agentTypesOfInterest, agent->getType(), numInterestTypes)) {
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// this is not the agent themselves
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// and this is an agent of a type in the passed agent types of interest
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// or the agent did not pass us any specific types they are interested in
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if (memchr(SOLO_AGENT_TYPES, agent->getType(), sizeof(SOLO_AGENT_TYPES)) == NULL) {
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// this is an agent of which there can be multiple, just add them to the packet
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// don't send avatar agents to other avatars, that will come from avatar mixer
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if (agentType != AGENT_TYPE_AVATAR || agent->getType() != AGENT_TYPE_AVATAR) {
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currentBufferPos = addAgentToBroadcastPacket(currentBufferPos, &(*agent));
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}
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} else {
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// solo agent, we need to only send newest
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if (newestSoloAgents[agent->getType()] == NULL ||
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@ -156,19 +154,6 @@ int main(int argc, const char * argv[])
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newestSoloAgents[agent->getType()] = &(*agent);
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}
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}
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} else {
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double timeNow = usecTimestampNow();
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// this is the agent, just update last receive to now
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agent->setLastHeardMicrostamp(timeNow);
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// grab the ID for this agent so we can send it back with the packet
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packetAgentID = agent->getAgentID();
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if (packetData[0] == PACKET_HEADER_DOMAIN_REPORT_FOR_DUTY
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&& memchr(SOLO_AGENT_TYPES, agentType, sizeof(SOLO_AGENT_TYPES))) {
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agent->setWakeMicrostamp(timeNow);
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}
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}
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}
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@ -179,9 +164,18 @@ int main(int argc, const char * argv[])
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currentBufferPos = addAgentToBroadcastPacket(currentBufferPos, soloAgent->second);
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}
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}
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// update last receive to now
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long long timeNow = usecTimestampNow();
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newAgent->setLastHeardMicrostamp(timeNow);
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if (packetData[0] == PACKET_HEADER_DOMAIN_REPORT_FOR_DUTY
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&& memchr(SOLO_AGENT_TYPES, agentType, sizeof(SOLO_AGENT_TYPES))) {
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newAgent->setWakeMicrostamp(timeNow);
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}
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// add the agent ID to the end of the pointer
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currentBufferPos += packAgentId(currentBufferPos, packetAgentID);
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currentBufferPos += packAgentId(currentBufferPos, newAgent->getAgentID());
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// send the constructed list back to this agent
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agentList->getAgentSocket()->send((sockaddr*) &agentPublicAddress,
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@ -128,7 +128,7 @@ int main(int argc, const char* argv[]) {
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broadcastPacket[0] = PACKET_HEADER_HEAD_DATA;
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timeval thisSend;
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double numMicrosecondsSleep = 0;
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long long numMicrosecondsSleep = 0;
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int handStateTimer = 0;
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@ -212,4 +212,4 @@ int main(int argc, const char* argv[]) {
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// stop the agent list's threads
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agentList->stopPingUnknownAgentsThread();
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agentList->stopSilentAgentRemovalThread();
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}
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}
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@ -187,7 +187,7 @@ int main(int argc, char* argv[]) {
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unsigned char broadcastPacket = PACKET_HEADER_INJECT_AUDIO;
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timeval thisSend;
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double numMicrosecondsSleep = 0;
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long long numMicrosecondsSleep = 0;
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timeval lastDomainServerCheckIn = {};
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@ -62,8 +62,6 @@
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using namespace std;
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const bool TESTING_AVATAR_TOUCH = false;
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// Starfield information
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static char STAR_FILE[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
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static char STAR_CACHE_FILE[] = "cachedStars.txt";
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@ -144,7 +142,6 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_viewFrustumOffsetDistance(25.0),
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_viewFrustumOffsetUp(0.0),
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_audioScope(256, 200, true),
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_manualFirstPerson(false),
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_mouseX(0),
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_mouseY(0),
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_mousePressed(false),
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@ -170,7 +167,7 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_window->setWindowTitle("Interface");
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printLog("Interface Startup:\n");
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unsigned int listenPort = AGENT_SOCKET_LISTEN_PORT;
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unsigned int listenPort = 0; // bind to an ephemeral port by default
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const char** constArgv = const_cast<const char**>(argv);
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const char* portStr = getCmdOption(argc, constArgv, "--listenPort");
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if (portStr) {
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@ -308,7 +305,7 @@ void Application::paintGL() {
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if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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_myCamera.setTightness (100.0f);
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_myCamera.setTargetPosition(_myAvatar.getBallPosition(AVATAR_JOINT_HEAD_BASE));
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_myCamera.setTargetPosition(_myAvatar.getUprightHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
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} else if (OculusManager::isConnected()) {
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@ -320,11 +317,11 @@ void Application::paintGL() {
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} else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
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_myCamera.setTightness(0.0f); // In first person, camera follows head exactly without delay
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_myCamera.setTargetPosition(_myAvatar.getBallPosition(AVATAR_JOINT_HEAD_BASE));
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_myCamera.setTargetPosition(_myAvatar.getUprightHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation(_headCameraPitchYawScale));
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} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setTargetPosition(_myAvatar.getHeadJointPosition());
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_myCamera.setTargetPosition(_myAvatar.getUprightHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation(_headCameraPitchYawScale));
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}
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@ -511,6 +508,9 @@ void Application::keyPressEvent(QKeyEvent* event) {
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break;
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case Qt::Key_E:
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if (!_myAvatar.getDriveKeys(UP)) {
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_myAvatar.jump();
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}
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_myAvatar.setDriveKeys(UP, 1);
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break;
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@ -721,6 +721,9 @@ void Application::mousePressEvent(QMouseEvent* event) {
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if (event->button() == Qt::LeftButton) {
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_mouseX = event->x();
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_mouseY = event->y();
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_mouseDragStartedX = _mouseX;
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_mouseDragStartedY = _mouseY;
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_mouseVoxelDragging = _mouseVoxel;
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_mousePressed = true;
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maybeEditVoxelUnderCursor();
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@ -827,6 +830,7 @@ void Application::terminate() {
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static void sendAvatarVoxelURLMessage(const QUrl& url) {
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uint16_t ownerID = AgentList::getInstance()->getOwnerID();
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if (ownerID == UNKNOWN_AGENT_ID) {
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return; // we don't yet know who we are
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}
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@ -880,6 +884,10 @@ void Application::editPreferences() {
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headCameraPitchYawScale->setValue(_headCameraPitchYawScale);
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form->addRow("Head Camera Pitch/Yaw Scale:", headCameraPitchYawScale);
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QDoubleSpinBox* leanScale = new QDoubleSpinBox();
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leanScale->setValue(_myAvatar.getLeanScale());
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form->addRow("Lean Scale:", leanScale);
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QDialogButtonBox* buttons = new QDialogButtonBox(QDialogButtonBox::Ok | QDialogButtonBox::Cancel);
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dialog.connect(buttons, SIGNAL(accepted()), SLOT(accept()));
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dialog.connect(buttons, SIGNAL(rejected()), SLOT(reject()));
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@ -893,6 +901,7 @@ void Application::editPreferences() {
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sendAvatarVoxelURLMessage(url);
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_headCameraPitchYawScale = headCameraPitchYawScale->value();
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_myAvatar.setLeanScale(leanScale->value());
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}
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void Application::pair() {
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@ -903,6 +912,8 @@ void Application::setHead(bool head) {
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if (head) {
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_myCamera.setMode(CAMERA_MODE_MIRROR);
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_myCamera.setModeShiftRate(100.0f);
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_manualFirstPerson->setChecked(false);
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} else {
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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@ -920,7 +931,9 @@ void Application::setFullscreen(bool fullscreen) {
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}
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void Application::setRenderFirstPerson(bool firstPerson) {
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_manualFirstPerson = firstPerson;
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if (firstPerson && _lookingInMirror->isChecked()) {
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_lookingInMirror->trigger();
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}
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}
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void Application::setFrustumOffset(bool frustumOffset) {
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@ -1003,6 +1016,12 @@ static void sendVoxelEditMessage(PACKET_HEADER header, VoxelDetail& detail) {
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}
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}
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const glm::vec3 Application::getMouseVoxelWorldCoordinates(const VoxelDetail _mouseVoxel) {
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return glm::vec3((_mouseVoxel.x + _mouseVoxel.s / 2.f) * TREE_SCALE,
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(_mouseVoxel.y + _mouseVoxel.s / 2.f) * TREE_SCALE,
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(_mouseVoxel.z + _mouseVoxel.s / 2.f) * TREE_SCALE);
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}
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void Application::decreaseVoxelSize() {
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_mouseVoxelScale /= 2;
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}
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@ -1212,7 +1231,7 @@ void Application::initMenu() {
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(_gyroLook = optionsMenu->addAction("Gyro Look"))->setCheckable(true);
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_gyroLook->setChecked(false);
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(_mouseLook = optionsMenu->addAction("Mouse Look"))->setCheckable(true);
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_mouseLook->setChecked(false);
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_mouseLook->setChecked(true);
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(_showHeadMouse = optionsMenu->addAction("Head Mouse"))->setCheckable(true);
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_showHeadMouse->setChecked(false);
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(_transmitterDrives = optionsMenu->addAction("Transmitter Drive"))->setCheckable(true);
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@ -1236,7 +1255,6 @@ void Application::initMenu() {
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_renderAtmosphereOn->setShortcut(Qt::SHIFT | Qt::Key_A);
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(_renderGroundPlaneOn = renderMenu->addAction("Ground Plane"))->setCheckable(true);
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_renderGroundPlaneOn->setChecked(true);
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_renderGroundPlaneOn->setShortcut(Qt::SHIFT | Qt::Key_G);
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(_renderAvatarsOn = renderMenu->addAction("Avatars"))->setCheckable(true);
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_renderAvatarsOn->setChecked(true);
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(_renderAvatarBalls = renderMenu->addAction("Avatar as Balls"))->setCheckable(true);
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@ -1245,8 +1263,8 @@ void Application::initMenu() {
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_renderFrameTimerOn->setChecked(false);
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(_renderLookatOn = renderMenu->addAction("Lookat Vectors"))->setCheckable(true);
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_renderLookatOn->setChecked(false);
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renderMenu->addAction("First Person", this, SLOT(setRenderFirstPerson(bool)), Qt::Key_P)->setCheckable(true);
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(_manualFirstPerson = renderMenu->addAction(
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"First Person", this, SLOT(setRenderFirstPerson(bool)), Qt::Key_P))->setCheckable(true);
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QMenu* toolsMenu = menuBar->addMenu("Tools");
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(_renderStatsOn = toolsMenu->addAction("Stats"))->setCheckable(true);
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@ -1432,6 +1450,26 @@ void Application::update(float deltaTime) {
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// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
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_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
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// If we are dragging on a voxel, add thrust according to the amount the mouse is dragging
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const float VOXEL_GRAB_THRUST = 5.0f;
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if (_mousePressed && (_mouseVoxel.s != 0)) {
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glm::vec2 mouseDrag(_mouseX - _mouseDragStartedX, _mouseY - _mouseDragStartedY);
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glm::quat orientation = _myAvatar.getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 up = orientation * IDENTITY_UP;
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glm::vec3 towardVoxel = getMouseVoxelWorldCoordinates(_mouseVoxelDragging)
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- _myAvatar.getCameraPosition();
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towardVoxel = front * glm::length(towardVoxel);
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glm::vec3 lateralToVoxel = glm::cross(up, glm::normalize(towardVoxel)) * glm::length(towardVoxel);
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_voxelThrust = glm::vec3(0, 0, 0);
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_voxelThrust += towardVoxel * VOXEL_GRAB_THRUST * deltaTime * mouseDrag.y;
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_voxelThrust += lateralToVoxel * VOXEL_GRAB_THRUST * deltaTime * mouseDrag.x;
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// Add thrust from voxel grabbing to the avatar
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_myAvatar.addThrust(_voxelThrust);
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|
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}
|
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|
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_mouseVoxel.s = 0.0f;
|
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if (checkedVoxelModeAction() != 0 &&
|
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(fabs(_myAvatar.getVelocity().x) +
|
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|
@ -1560,30 +1598,27 @@ void Application::update(float deltaTime) {
|
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_myAvatar.simulate(deltaTime, NULL);
|
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}
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|
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if (TESTING_AVATAR_TOUCH) {
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if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
|
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_myCamera.setModeShiftRate(1.0f);
|
||||
}
|
||||
} else {
|
||||
if (_myCamera.getMode() != CAMERA_MODE_MIRROR && !OculusManager::isConnected()) {
|
||||
if (_manualFirstPerson) {
|
||||
if (_manualFirstPerson->isChecked()) {
|
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if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
|
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_myCamera.setModeShiftRate(1.0f);
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||||
}
|
||||
} else {
|
||||
if (_myAvatar.getIsNearInteractingOther()) {
|
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if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
|
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_myCamera.setModeShiftRate(1.0f);
|
||||
}
|
||||
} else {
|
||||
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
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||||
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
|
||||
_myCamera.setModeShiftRate(1.0f);
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||||
}
|
||||
} else {
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||||
const float THIRD_PERSON_SHIFT_VELOCITY = 2.0f;
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const float TIME_BEFORE_SHIFT_INTO_FIRST_PERSON = 0.75f;
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const float TIME_BEFORE_SHIFT_INTO_THIRD_PERSON = 0.1f;
|
||||
|
||||
if ((_myAvatar.getElapsedTimeStopped() > TIME_BEFORE_SHIFT_INTO_FIRST_PERSON)
|
||||
&& (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON)) {
|
||||
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
|
||||
_myCamera.setModeShiftRate(1.0f);
|
||||
}
|
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if ((_myAvatar.getSpeed() > THIRD_PERSON_SHIFT_VELOCITY)
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&& (_myAvatar.getElapsedTimeMoving() > TIME_BEFORE_SHIFT_INTO_THIRD_PERSON)
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&& (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON)) {
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||||
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
|
||||
_myCamera.setModeShiftRate(1000.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1951,6 +1986,10 @@ void Application::displaySide(Camera& whichCamera) {
|
|||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Enable to show line from me to the voxel I am touching
|
||||
//renderLineToTouchedVoxel();
|
||||
//renderThrustAtVoxel(_voxelThrust);
|
||||
|
||||
// draw a red sphere
|
||||
float sphereRadius = 0.25f;
|
||||
glColor3f(1,0,0);
|
||||
|
@ -2069,9 +2108,8 @@ void Application::displayOverlay() {
|
|||
// Show on-screen msec timer
|
||||
if (_renderFrameTimerOn->isChecked()) {
|
||||
char frameTimer[10];
|
||||
double mSecsNow = floor(usecTimestampNow() / 1000.0 + 0.5);
|
||||
mSecsNow = mSecsNow - floor(mSecsNow / 1000.0) * 1000.0;
|
||||
sprintf(frameTimer, "%3.0f\n", mSecsNow);
|
||||
long long mSecsNow = floor(usecTimestampNow() / 1000.0 + 0.5);
|
||||
sprintf(frameTimer, "%d\n", (int)(mSecsNow % 1000));
|
||||
drawtext(_glWidget->width() - 100, _glWidget->height() - 20, 0.30, 0, 1.0, 0, frameTimer, 0, 0, 0);
|
||||
drawtext(_glWidget->width() - 102, _glWidget->height() - 22, 0.30, 0, 1.0, 0, frameTimer, 1, 1, 1);
|
||||
}
|
||||
|
@ -2167,6 +2205,32 @@ void Application::displayStats() {
|
|||
}
|
||||
}
|
||||
|
||||
void Application::renderThrustAtVoxel(const glm::vec3& thrust) {
|
||||
if (_mousePressed) {
|
||||
glColor3f(1, 0, 0);
|
||||
glLineWidth(2.0f);
|
||||
glBegin(GL_LINES);
|
||||
glm::vec3 voxelTouched = getMouseVoxelWorldCoordinates(_mouseVoxelDragging);
|
||||
glVertex3f(voxelTouched.x, voxelTouched.y, voxelTouched.z);
|
||||
glVertex3f(voxelTouched.x + thrust.x, voxelTouched.y + thrust.y, voxelTouched.z + thrust.z);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
}
|
||||
void Application::renderLineToTouchedVoxel() {
|
||||
// Draw a teal line to the voxel I am currently dragging on
|
||||
if (_mousePressed) {
|
||||
glColor3f(0, 1, 1);
|
||||
glLineWidth(2.0f);
|
||||
glBegin(GL_LINES);
|
||||
glm::vec3 voxelTouched = getMouseVoxelWorldCoordinates(_mouseVoxelDragging);
|
||||
glVertex3f(voxelTouched.x, voxelTouched.y, voxelTouched.z);
|
||||
glm::vec3 headPosition = _myAvatar.getHeadJointPosition();
|
||||
glVertex3fv(&headPosition.x);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// renderViewFrustum()
|
||||
//
|
||||
|
@ -2443,6 +2507,8 @@ void Application::resetSensors() {
|
|||
QCursor::setPos(_headMouseX, _headMouseY);
|
||||
_myAvatar.reset();
|
||||
_myTransmitter.resetLevels();
|
||||
_myAvatar.setVelocity(glm::vec3(0,0,0));
|
||||
_myAvatar.setThrust(glm::vec3(0,0,0));
|
||||
}
|
||||
|
||||
static void setShortcutsEnabled(QWidget* widget, bool enabled) {
|
||||
|
|
|
@ -67,6 +67,8 @@ public:
|
|||
|
||||
void wheelEvent(QWheelEvent* event);
|
||||
|
||||
const glm::vec3 getMouseVoxelWorldCoordinates(const VoxelDetail _mouseVoxel);
|
||||
|
||||
Avatar* getAvatar() { return &_myAvatar; }
|
||||
Camera* getCamera() { return &_myCamera; }
|
||||
ViewFrustum* getViewFrustum() { return &_viewFrustum; }
|
||||
|
@ -93,6 +95,9 @@ private slots:
|
|||
|
||||
void setRenderFirstPerson(bool firstPerson);
|
||||
|
||||
void renderThrustAtVoxel(const glm::vec3& thrust);
|
||||
void renderLineToTouchedVoxel();
|
||||
|
||||
void setFrustumOffset(bool frustumOffset);
|
||||
void cycleFrustumRenderMode();
|
||||
|
||||
|
@ -141,7 +146,7 @@ private:
|
|||
void displayStats();
|
||||
|
||||
void renderViewFrustum(ViewFrustum& viewFrustum);
|
||||
|
||||
|
||||
void setupPaintingVoxel();
|
||||
void shiftPaintingColor();
|
||||
void maybeEditVoxelUnderCursor();
|
||||
|
@ -186,6 +191,7 @@ private:
|
|||
QAction* _renderStatsOn; // Whether to show onscreen text overlay with stats
|
||||
QAction* _renderFrameTimerOn; // Whether to show onscreen text overlay with stats
|
||||
QAction* _renderLookatOn; // Whether to show lookat vectors from avatar eyes if looking at something
|
||||
QAction* _manualFirstPerson; // Whether to force first-person mode
|
||||
QAction* _logOn; // Whether to show on-screen log
|
||||
QActionGroup* _voxelModeActions; // The group of voxel edit mode actions
|
||||
QAction* _addVoxelMode; // Whether add voxel mode is enabled
|
||||
|
@ -249,14 +255,18 @@ private:
|
|||
Environment _environment;
|
||||
|
||||
int _headMouseX, _headMouseY;
|
||||
bool _manualFirstPerson;
|
||||
float _headCameraPitchYawScale;
|
||||
|
||||
HandControl _handControl;
|
||||
|
||||
int _mouseX;
|
||||
int _mouseY;
|
||||
int _mouseDragStartedX;
|
||||
int _mouseDragStartedY;
|
||||
VoxelDetail _mouseVoxelDragging;
|
||||
glm::vec3 _voxelThrust;
|
||||
bool _mousePressed; // true if mouse has been pressed (clear when finished)
|
||||
|
||||
|
||||
VoxelDetail _mouseVoxel; // details of the voxel under the mouse cursor
|
||||
float _mouseVoxelScale; // the scale for adding/removing voxels
|
||||
|
|
|
@ -74,12 +74,13 @@ Avatar::Avatar(Agent* owningAgent) :
|
|||
_bodyRollDelta(0.0f),
|
||||
_movedHandOffset(0.0f, 0.0f, 0.0f),
|
||||
_mode(AVATAR_MODE_STANDING),
|
||||
_cameraPosition(0.0f, 0.0f, 0.0f),
|
||||
_handHoldingPosition(0.0f, 0.0f, 0.0f),
|
||||
_velocity(0.0f, 0.0f, 0.0f),
|
||||
_thrust(0.0f, 0.0f, 0.0f),
|
||||
_shouldJump(false),
|
||||
_speed(0.0f),
|
||||
_maxArmLength(0.0f),
|
||||
_leanScale(0.5f),
|
||||
_pelvisStandingHeight(0.0f),
|
||||
_pelvisFloatingHeight(0.0f),
|
||||
_distanceToNearestAvatar(std::numeric_limits<float>::max()),
|
||||
|
@ -89,6 +90,9 @@ Avatar::Avatar(Agent* owningAgent) :
|
|||
_mouseRayDirection(0.0f, 0.0f, 0.0f),
|
||||
_interactingOther(NULL),
|
||||
_isMouseTurningRight(false),
|
||||
_elapsedTimeMoving(0.0f),
|
||||
_elapsedTimeStopped(0.0f),
|
||||
_elapsedTimeSinceCollision(0.0f),
|
||||
_voxels(this)
|
||||
{
|
||||
// give the pointer to our head to inherited _headData variable from AvatarData
|
||||
|
@ -103,9 +107,11 @@ Avatar::Avatar(Agent* owningAgent) :
|
|||
initializeBodyBalls();
|
||||
|
||||
_height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius;
|
||||
|
||||
_maxArmLength = _skeleton.getArmLength();
|
||||
_pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
|
||||
_pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
|
||||
_pelvisToHeadLength = _skeleton.getPelvisToHeadLength();
|
||||
|
||||
_avatarTouch.setReachableRadius(PERIPERSONAL_RADIUS);
|
||||
|
||||
|
@ -284,19 +290,12 @@ void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterfa
|
|||
_head.setYaw(estimatedRotation.y * AMPLIFY_YAW);
|
||||
_head.setRoll(estimatedRotation.z * AMPLIFY_ROLL);
|
||||
|
||||
// Update head lean distance based on accelerometer data
|
||||
glm::vec3 headRotationRates(_head.getPitch(), _head.getYaw(), _head.getRoll());
|
||||
|
||||
glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity())
|
||||
* LEAN_SENSITIVITY
|
||||
* (1.f - fminf(glm::length(headRotationRates), HEAD_RATE_MAX) / HEAD_RATE_MAX);
|
||||
leaning.y = 0.f;
|
||||
if (glm::length(leaning) < LEAN_MAX) {
|
||||
_head.setLeanForward(_head.getLeanForward() * (1.f - LEAN_AVERAGING * deltaTime) +
|
||||
(LEAN_AVERAGING * deltaTime) * leaning.z * LEAN_SENSITIVITY);
|
||||
_head.setLeanSideways(_head.getLeanSideways() * (1.f - LEAN_AVERAGING * deltaTime) +
|
||||
(LEAN_AVERAGING * deltaTime) * leaning.x * LEAN_SENSITIVITY);
|
||||
}
|
||||
// Update torso lean distance based on accelerometer data
|
||||
glm::vec3 estimatedPosition = serialInterface->getEstimatedPosition() * _leanScale;
|
||||
const float TORSO_LENGTH = 0.5f;
|
||||
const float MAX_LEAN = 45.0f;
|
||||
_head.setLeanSideways(glm::clamp(glm::degrees(atanf(-estimatedPosition.x / TORSO_LENGTH)), -MAX_LEAN, MAX_LEAN));
|
||||
_head.setLeanForward(glm::clamp(glm::degrees(atanf(estimatedPosition.z / TORSO_LENGTH)), -MAX_LEAN, MAX_LEAN));
|
||||
}
|
||||
|
||||
float Avatar::getAbsoluteHeadYaw() const {
|
||||
|
@ -315,45 +314,141 @@ glm::quat Avatar::getWorldAlignedOrientation () const {
|
|||
return computeRotationFromBodyToWorldUp() * getOrientation();
|
||||
}
|
||||
|
||||
glm::vec3 Avatar::getUprightHeadPosition() const {
|
||||
return _position + getWorldAlignedOrientation() * glm::vec3(0.0f, _pelvisToHeadLength, 0.0f);
|
||||
}
|
||||
|
||||
void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight) {
|
||||
// Update head yaw and pitch based on mouse input
|
||||
const float MOUSE_MOVE_RADIUS = 0.3f;
|
||||
const float MOUSE_ROTATE_SPEED = 4.0f;
|
||||
const float MOUSE_PITCH_SPEED = 2.0f;
|
||||
const float MOUSE_ROTATE_SPEED = 0.01f;
|
||||
const float MOUSE_PITCH_SPEED = 0.02f;
|
||||
const int TITLE_BAR_HEIGHT = 46;
|
||||
float mouseLocationX = (float)mouseX / (float)screenWidth - 0.5f;
|
||||
float mouseLocationY = (float)mouseY / (float)screenHeight - 0.5f;
|
||||
|
||||
if ((mouseX > 1) && (mouseX < screenWidth) && (mouseY > TITLE_BAR_HEIGHT) && (mouseY < screenHeight)) {
|
||||
//
|
||||
// Mouse must be inside screen (not at edge) and not on title bar for movement to happen
|
||||
//
|
||||
if (mouseLocationX > MOUSE_MOVE_RADIUS) {
|
||||
_head.addYaw(-(mouseLocationX - MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_ROTATE_SPEED);
|
||||
} else if (mouseLocationX < -MOUSE_MOVE_RADIUS) {
|
||||
_head.addYaw(-(mouseLocationX + MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_ROTATE_SPEED);
|
||||
}
|
||||
|
||||
if (mouseLocationY > MOUSE_MOVE_RADIUS) {
|
||||
_head.addPitch(-(mouseLocationY - MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_PITCH_SPEED);
|
||||
} else if (mouseLocationY < -MOUSE_MOVE_RADIUS) {
|
||||
_head.addPitch(-(mouseLocationY + MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_PITCH_SPEED);
|
||||
int pixelMoveThreshold = screenWidth / 6;
|
||||
glm::vec2 mouseVector(mouseX - (screenWidth / 2), mouseY - (screenHeight / 2));
|
||||
if (glm::length(mouseVector) > pixelMoveThreshold) {
|
||||
mouseVector -= glm::normalize(mouseVector) * (float) pixelMoveThreshold;
|
||||
_head.addYaw(-mouseVector.x * MOUSE_ROTATE_SPEED);
|
||||
_head.addPitch(-mouseVector.y * MOUSE_PITCH_SPEED);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) {
|
||||
//
|
||||
// Gather thrust information from keyboard and sensors to apply to avatar motion
|
||||
//
|
||||
glm::quat orientation = getOrientation();
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
glm::vec3 right = orientation * IDENTITY_RIGHT;
|
||||
glm::vec3 up = orientation * IDENTITY_UP;
|
||||
|
||||
const float THRUST_MAG_UP = 800.0f;
|
||||
const float THRUST_MAG_DOWN = 200.f;
|
||||
const float THRUST_MAG_FWD = 300.f;
|
||||
const float THRUST_MAG_BACK = 150.f;
|
||||
const float THRUST_MAG_LATERAL = 200.f;
|
||||
const float THRUST_JUMP = 120.f;
|
||||
|
||||
// Add Thrusts from keyboard
|
||||
if (_driveKeys[FWD ]) {_thrust += THRUST_MAG_FWD * deltaTime * front;}
|
||||
if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG_BACK * deltaTime * front;}
|
||||
if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG_LATERAL * deltaTime * right;}
|
||||
if (_driveKeys[LEFT ]) {_thrust -= THRUST_MAG_LATERAL * deltaTime * right;}
|
||||
if (_driveKeys[UP ]) {_thrust += THRUST_MAG_UP * deltaTime * up;}
|
||||
if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG_DOWN * deltaTime * up;}
|
||||
if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
|
||||
if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;}
|
||||
|
||||
// Add one time jumping force if requested
|
||||
if (_shouldJump) {
|
||||
_thrust += THRUST_JUMP * up;
|
||||
_shouldJump = false;
|
||||
}
|
||||
|
||||
// Add thrusts from Transmitter
|
||||
if (transmitter) {
|
||||
transmitter->checkForLostTransmitter();
|
||||
glm::vec3 rotation = transmitter->getEstimatedRotation();
|
||||
const float TRANSMITTER_MIN_RATE = 1.f;
|
||||
const float TRANSMITTER_MIN_YAW_RATE = 4.f;
|
||||
const float TRANSMITTER_LATERAL_FORCE_SCALE = 5.f;
|
||||
const float TRANSMITTER_FWD_FORCE_SCALE = 25.f;
|
||||
const float TRANSMITTER_UP_FORCE_SCALE = 100.f;
|
||||
const float TRANSMITTER_YAW_SCALE = 10.0f;
|
||||
const float TRANSMITTER_LIFT_SCALE = 3.f;
|
||||
const float TOUCH_POSITION_RANGE_HALF = 32767.f;
|
||||
if (fabs(rotation.z) > TRANSMITTER_MIN_RATE) {
|
||||
_thrust += rotation.z * TRANSMITTER_LATERAL_FORCE_SCALE * deltaTime * right;
|
||||
}
|
||||
if (fabs(rotation.x) > TRANSMITTER_MIN_RATE) {
|
||||
_thrust += -rotation.x * TRANSMITTER_FWD_FORCE_SCALE * deltaTime * front;
|
||||
}
|
||||
if (fabs(rotation.y) > TRANSMITTER_MIN_YAW_RATE) {
|
||||
_bodyYawDelta += rotation.y * TRANSMITTER_YAW_SCALE * deltaTime;
|
||||
}
|
||||
if (transmitter->getTouchState()->state == 'D') {
|
||||
_thrust += TRANSMITTER_UP_FORCE_SCALE *
|
||||
(float)(transmitter->getTouchState()->y - TOUCH_POSITION_RANGE_HALF) / TOUCH_POSITION_RANGE_HALF *
|
||||
TRANSMITTER_LIFT_SCALE *
|
||||
deltaTime *
|
||||
up;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
||||
|
||||
//figure out if the mouse cursor is over any body spheres...
|
||||
checkForMouseRayTouching();
|
||||
glm::quat orientation = getOrientation();
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
glm::vec3 right = orientation * IDENTITY_RIGHT;
|
||||
|
||||
// Update movement timers
|
||||
if (!_owningAgent) {
|
||||
_elapsedTimeSinceCollision += deltaTime;
|
||||
const float VELOCITY_MOVEMENT_TIMER_THRESHOLD = 0.2f;
|
||||
if (glm::length(_velocity) < VELOCITY_MOVEMENT_TIMER_THRESHOLD) {
|
||||
_elapsedTimeMoving = 0.f;
|
||||
_elapsedTimeStopped += deltaTime;
|
||||
} else {
|
||||
_elapsedTimeStopped = 0.f;
|
||||
_elapsedTimeMoving += deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Collect thrust forces from keyboard and devices
|
||||
if (!_owningAgent) {
|
||||
updateThrust(deltaTime, transmitter);
|
||||
}
|
||||
|
||||
// copy velocity so we can use it later for acceleration
|
||||
glm::vec3 oldVelocity = getVelocity();
|
||||
|
||||
if (!_owningAgent) {
|
||||
// update position by velocity
|
||||
_position += _velocity * deltaTime;
|
||||
|
||||
// calculate speed
|
||||
_speed = glm::length(_velocity);
|
||||
}
|
||||
|
||||
//figure out if the mouse cursor is over any body spheres...
|
||||
if (!_owningAgent) {
|
||||
checkForMouseRayTouching();
|
||||
}
|
||||
|
||||
// update balls
|
||||
if (_balls) { _balls->simulate(deltaTime); }
|
||||
|
||||
// update torso rotation based on head lean
|
||||
_skeleton.joint[AVATAR_JOINT_TORSO].rotation = glm::quat(glm::radians(glm::vec3(
|
||||
_head.getLeanForward(), 0.0f, _head.getLeanSideways())));
|
||||
|
||||
// update avatar skeleton
|
||||
_skeleton.update(deltaTime, getOrientation(), _position);
|
||||
|
||||
|
@ -388,12 +483,13 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
|
||||
//update the movement of the hand and process handshaking with other avatars...
|
||||
updateHandMovementAndTouching(deltaTime);
|
||||
|
||||
_avatarTouch.simulate(deltaTime);
|
||||
|
||||
// apply gravity and collision with the ground/floor
|
||||
if (!_owningAgent && USING_AVATAR_GRAVITY) {
|
||||
_velocity += _gravity * (GRAVITY_EARTH * deltaTime);
|
||||
}
|
||||
if (!_owningAgent) {
|
||||
updateCollisionWithEnvironment();
|
||||
}
|
||||
|
||||
|
@ -410,57 +506,11 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
updateCollisionWithVoxels();
|
||||
}
|
||||
|
||||
glm::quat orientation = getOrientation();
|
||||
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;
|
||||
|
||||
if (!_owningAgent) {
|
||||
|
||||
_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Add Thrusts from keyboard
|
||||
if (_driveKeys[FWD ]) {_thrust += THRUST_MAG * deltaTime * front;}
|
||||
if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG * deltaTime * front;}
|
||||
if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG * deltaTime * right;}
|
||||
if (_driveKeys[LEFT ]) {_thrust -= THRUST_MAG * deltaTime * right;}
|
||||
if (_driveKeys[UP ]) {_thrust += THRUST_MAG * deltaTime * up;}
|
||||
if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG * deltaTime * up;}
|
||||
if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
|
||||
if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;}
|
||||
|
||||
// Add thrusts from Transmitter
|
||||
if (transmitter) {
|
||||
transmitter->checkForLostTransmitter();
|
||||
glm::vec3 rotation = transmitter->getEstimatedRotation();
|
||||
const float TRANSMITTER_MIN_RATE = 1.f;
|
||||
const float TRANSMITTER_MIN_YAW_RATE = 4.f;
|
||||
const float TRANSMITTER_LATERAL_FORCE_SCALE = 25.f;
|
||||
const float TRANSMITTER_FWD_FORCE_SCALE = 100.f;
|
||||
const float TRANSMITTER_YAW_SCALE = 10.0f;
|
||||
const float TRANSMITTER_LIFT_SCALE = 3.f;
|
||||
const float TOUCH_POSITION_RANGE_HALF = 32767.f;
|
||||
if (fabs(rotation.z) > TRANSMITTER_MIN_RATE) {
|
||||
_thrust += rotation.z * TRANSMITTER_LATERAL_FORCE_SCALE * deltaTime * right;
|
||||
}
|
||||
if (fabs(rotation.x) > TRANSMITTER_MIN_RATE) {
|
||||
_thrust += -rotation.x * TRANSMITTER_FWD_FORCE_SCALE * deltaTime * front;
|
||||
}
|
||||
if (fabs(rotation.y) > TRANSMITTER_MIN_YAW_RATE) {
|
||||
_bodyYawDelta += rotation.y * TRANSMITTER_YAW_SCALE * deltaTime;
|
||||
}
|
||||
if (transmitter->getTouchState()->state == 'D') {
|
||||
_thrust += THRUST_MAG *
|
||||
(float)(transmitter->getTouchState()->y - TOUCH_POSITION_RANGE_HALF) / TOUCH_POSITION_RANGE_HALF *
|
||||
TRANSMITTER_LIFT_SCALE *
|
||||
deltaTime *
|
||||
up;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// add thrust to velocity
|
||||
_velocity += _thrust * deltaTime;
|
||||
|
||||
// update body yaw by body yaw delta
|
||||
orientation = orientation * glm::quat(glm::radians(
|
||||
glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
|
||||
|
@ -472,12 +522,22 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
_bodyYawDelta *= bodySpinMomentum;
|
||||
_bodyRollDelta *= bodySpinMomentum;
|
||||
|
||||
// add thrust to velocity
|
||||
_velocity += _thrust * deltaTime;
|
||||
|
||||
// calculate speed
|
||||
_speed = glm::length(_velocity);
|
||||
|
||||
// Decay velocity. If velocity is really low, increase decay to simulate static friction
|
||||
const float VELOCITY_DECAY_UNDER_THRUST = 0.2;
|
||||
const float VELOCITY_FAST_DECAY = 0.6;
|
||||
const float VELOCITY_SLOW_DECAY = 3.0;
|
||||
const float VELOCITY_FAST_THRESHOLD = 2.0f;
|
||||
float decayConstant, decay;
|
||||
if (glm::length(_thrust) > 0.f) {
|
||||
decayConstant = VELOCITY_DECAY_UNDER_THRUST;
|
||||
} else if (glm::length(_velocity) > VELOCITY_FAST_THRESHOLD) {
|
||||
decayConstant = VELOCITY_FAST_DECAY;
|
||||
} else {
|
||||
decayConstant = VELOCITY_SLOW_DECAY;
|
||||
}
|
||||
decay = glm::clamp(1.0f - decayConstant * deltaTime, 0.0f, 1.0f);
|
||||
_velocity *= decay;
|
||||
|
||||
//pitch and roll the body as a function of forward speed and turning delta
|
||||
const float BODY_PITCH_WHILE_WALKING = -20.0;
|
||||
const float BODY_ROLL_WHILE_TURNING = 0.2;
|
||||
|
@ -497,29 +557,6 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
//the following will be used to make the avatar upright no matter what gravity is
|
||||
setOrientation(computeRotationFromBodyToWorldUp(tiltDecay) * orientation);
|
||||
|
||||
// update position by velocity
|
||||
_position += _velocity * deltaTime;
|
||||
|
||||
// decay velocity
|
||||
const float VELOCITY_DECAY = 0.9;
|
||||
float decay = 1.0 - VELOCITY_DECAY * deltaTime;
|
||||
if ( decay < 0.0 ) {
|
||||
_velocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
} else {
|
||||
_velocity *= decay;
|
||||
}
|
||||
|
||||
// If another avatar is near, dampen velocity as a function of closeness
|
||||
if (_distanceToNearestAvatar < PERIPERSONAL_RADIUS) {
|
||||
float closeness = 1.0f - (_distanceToNearestAvatar / PERIPERSONAL_RADIUS);
|
||||
float drag = 1.0f - closeness * AVATAR_BRAKING_STRENGTH * deltaTime;
|
||||
if ( drag > 0.0f ) {
|
||||
_velocity *= drag;
|
||||
} else {
|
||||
_velocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
}
|
||||
}
|
||||
|
||||
// Compute instantaneous acceleration
|
||||
float forwardAcceleration = glm::length(glm::dot(getBodyFrontDirection(), getVelocity() - oldVelocity)) / deltaTime;
|
||||
const float ACCELERATION_PITCH_DECAY = 0.4f;
|
||||
|
@ -581,7 +618,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
// set head lookat position
|
||||
if (!_owningAgent) {
|
||||
if (_interactingOther) {
|
||||
_head.setLookAtPosition(_interactingOther->caclulateAverageEyePosition());
|
||||
_head.setLookAtPosition(_interactingOther->calculateAverageEyePosition());
|
||||
} else {
|
||||
_head.setLookAtPosition(glm::vec3(0.0f, 0.0f, 0.0f)); // 0,0,0 represents NOT looking at anything
|
||||
}
|
||||
|
@ -599,6 +636,10 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
} else {
|
||||
_mode = AVATAR_MODE_INTERACTING;
|
||||
}
|
||||
|
||||
// Zero thrust out now that we've added it to velocity in this frame
|
||||
_thrust = glm::vec3(0, 0, 0);
|
||||
|
||||
}
|
||||
|
||||
void Avatar::checkForMouseRayTouching() {
|
||||
|
@ -779,41 +820,52 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
|
|||
}
|
||||
|
||||
void Avatar::updateCollisionWithEnvironment() {
|
||||
|
||||
glm::vec3 up = getBodyUpDirection();
|
||||
float radius = _height * 0.125f;
|
||||
const float ENVIRONMENT_SURFACE_ELASTICITY = 1.0f;
|
||||
const float ENVIRONMENT_SURFACE_DAMPING = 0.01;
|
||||
glm::vec3 penetration;
|
||||
if (Application::getInstance()->getEnvironment()->findCapsulePenetration(
|
||||
_position - up * (_pelvisFloatingHeight - radius),
|
||||
_position + up * (_height - _pelvisFloatingHeight - radius), radius, penetration)) {
|
||||
applyCollisionWithScene(penetration);
|
||||
applyHardCollision(penetration, ENVIRONMENT_SURFACE_ELASTICITY, ENVIRONMENT_SURFACE_DAMPING);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Avatar::updateCollisionWithVoxels() {
|
||||
float radius = _height * 0.125f;
|
||||
const float VOXEL_ELASTICITY = 1.4f;
|
||||
const float VOXEL_DAMPING = 0.0;
|
||||
glm::vec3 penetration;
|
||||
if (Application::getInstance()->getVoxels()->findCapsulePenetration(
|
||||
_position - glm::vec3(0.0f, _pelvisFloatingHeight - radius, 0.0f),
|
||||
_position + glm::vec3(0.0f, _height - _pelvisFloatingHeight - radius, 0.0f), radius, penetration)) {
|
||||
applyCollisionWithScene(penetration);
|
||||
applyHardCollision(penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::applyCollisionWithScene(const glm::vec3& penetration) {
|
||||
void Avatar::applyHardCollision(const glm::vec3& penetration, float elasticity, float damping) {
|
||||
//
|
||||
// Update the avatar in response to a hard collision. Position will be reset exactly
|
||||
// to outside the colliding surface. Velocity will be modified according to elasticity.
|
||||
//
|
||||
// if elasticity = 1.0, collision is inelastic.
|
||||
// if elasticity > 1.0, collision is elastic.
|
||||
//
|
||||
_position -= penetration;
|
||||
static float STATIC_FRICTION_VELOCITY = 0.15f;
|
||||
static float STATIC_FRICTION_DAMPING = 0.0f;
|
||||
static float KINETIC_FRICTION_DAMPING = 0.95f;
|
||||
|
||||
static float HALTING_VELOCITY = 0.2f;
|
||||
// cancel out the velocity component in the direction of penetration
|
||||
float penetrationLength = glm::length(penetration);
|
||||
if (penetrationLength > EPSILON) {
|
||||
_elapsedTimeSinceCollision = 0.0f;
|
||||
glm::vec3 direction = penetration / penetrationLength;
|
||||
_velocity -= glm::dot(_velocity, direction) * direction;
|
||||
_velocity *= KINETIC_FRICTION_DAMPING;
|
||||
// If velocity is quite low, apply static friction that takes away energy
|
||||
if (glm::length(_velocity) < STATIC_FRICTION_VELOCITY) {
|
||||
_velocity *= STATIC_FRICTION_DAMPING;
|
||||
_velocity -= glm::dot(_velocity, direction) * direction * elasticity;
|
||||
_velocity *= glm::clamp(1.f - damping, 0.0f, 1.0f);
|
||||
if ((glm::length(_velocity) < HALTING_VELOCITY) && (glm::length(_thrust) == 0.f)) {
|
||||
// If moving really slowly after a collision, and not applying forces, stop altogether
|
||||
_velocity *= 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -836,7 +888,6 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
|
|||
// apply forces from collision
|
||||
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
|
||||
}
|
||||
|
||||
// test other avatar hand position for proximity
|
||||
glm::vec3 v(_skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
|
||||
v -= otherAvatar->getPosition();
|
||||
|
@ -911,9 +962,7 @@ void Avatar::setGravity(glm::vec3 gravity) {
|
|||
}
|
||||
|
||||
void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
|
||||
|
||||
_cameraPosition = Application::getInstance()->getCamera()->getPosition();
|
||||
|
||||
|
||||
if (!_owningAgent && usingBigSphereCollisionTest) {
|
||||
// show TEST big sphere
|
||||
glColor4f(0.5f, 0.6f, 0.8f, 0.7);
|
||||
|
@ -932,7 +981,7 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
|
|||
|
||||
// if this is my avatar, then render my interactions with the other avatar
|
||||
if (!_owningAgent) {
|
||||
_avatarTouch.render(getCameraPosition());
|
||||
_avatarTouch.render(Application::getInstance()->getCamera()->getPosition());
|
||||
}
|
||||
|
||||
// Render the balls
|
||||
|
@ -1130,32 +1179,27 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
|
|||
return glm::angleAxis(angle * proportion, axis);
|
||||
}
|
||||
|
||||
float Avatar::getBallRenderAlpha(int ball, bool lookingInMirror) const {
|
||||
const float RENDER_OPAQUE_OUTSIDE = 1.25f; // render opaque if greater than this distance
|
||||
const float DO_NOT_RENDER_INSIDE = 0.75f; // do not render if less than this distance
|
||||
float distanceToCamera = glm::length(Application::getInstance()->getCamera()->getPosition() - _bodyBall[ball].position);
|
||||
return (lookingInMirror || _owningAgent) ? 1.0f : glm::clamp(
|
||||
(distanceToCamera - DO_NOT_RENDER_INSIDE) / (RENDER_OPAQUE_OUTSIDE - DO_NOT_RENDER_INSIDE), 0.f, 1.f);
|
||||
}
|
||||
|
||||
void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
|
||||
|
||||
const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque
|
||||
const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
|
||||
|
||||
// Render the body as balls and cones
|
||||
if (renderAvatarBalls || !_voxels.getVoxelURL().isValid()) {
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
|
||||
|
||||
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
|
||||
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
|
||||
|
||||
if (lookingInMirror || _owningAgent) {
|
||||
alpha = 1.0f;
|
||||
}
|
||||
float alpha = getBallRenderAlpha(b, lookingInMirror);
|
||||
|
||||
// Always render other people, and render myself when beyond threshold distance
|
||||
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
|
||||
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
|
||||
_head.render(lookingInMirror, _cameraPosition, alpha);
|
||||
if (alpha > 0.0f) {
|
||||
_head.render(lookingInMirror, alpha);
|
||||
}
|
||||
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|
||||
|| b == BODY_BALL_RIGHT_ELBOW
|
||||
|| b == BODY_BALL_RIGHT_WRIST
|
||||
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
|
||||
} else if (alpha > 0.0f) {
|
||||
// Render the body ball sphere
|
||||
if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
|
||||
|| b == BODY_BALL_RIGHT_WRIST
|
||||
|
@ -1207,7 +1251,10 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
|
|||
}
|
||||
} else {
|
||||
// Render the body's voxels
|
||||
_voxels.render(false);
|
||||
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
|
||||
if (alpha > 0.0f) {
|
||||
_voxels.render(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1225,6 +1272,8 @@ void Avatar::loadData(QSettings* settings) {
|
|||
|
||||
_voxels.setVoxelURL(settings->value("voxelURL").toUrl());
|
||||
|
||||
_leanScale = loadSetting(settings, "leanScale", 0.5f);
|
||||
|
||||
settings->endGroup();
|
||||
}
|
||||
|
||||
|
@ -1246,6 +1295,8 @@ void Avatar::saveData(QSettings* set) {
|
|||
|
||||
set->setValue("voxelURL", _voxels.getVoxelURL());
|
||||
|
||||
set->setValue("leanScale", _leanScale);
|
||||
|
||||
set->endGroup();
|
||||
}
|
||||
|
||||
|
|
|
@ -85,6 +85,7 @@ public:
|
|||
void init();
|
||||
void reset();
|
||||
void simulate(float deltaTime, Transmitter* transmitter);
|
||||
void updateThrust(float deltaTime, Transmitter * transmitter);
|
||||
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface);
|
||||
void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
|
||||
void addBodyYaw(float y) {_bodyYaw += y;};
|
||||
|
@ -96,6 +97,8 @@ public:
|
|||
void setMovedHandOffset (glm::vec3 movedHandOffset ) { _movedHandOffset = movedHandOffset;}
|
||||
void setThrust (glm::vec3 newThrust ) { _thrust = newThrust; };
|
||||
void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors);}
|
||||
void setVelocity (const glm::vec3 velocity ) { _velocity = velocity; };
|
||||
void setLeanScale (float scale ) { _leanScale = scale;}
|
||||
void setGravity (glm::vec3 gravity);
|
||||
void setMouseRay (const glm::vec3 &origin, const glm::vec3 &direction);
|
||||
void setOrientation (const glm::quat& orientation);
|
||||
|
@ -115,17 +118,24 @@ public:
|
|||
float getSpeed () const { return _speed;}
|
||||
float getHeight () const { return _height;}
|
||||
AvatarMode getMode () const { return _mode;}
|
||||
float getLeanScale () const { return _leanScale;}
|
||||
float getElapsedTimeStopped () const { return _elapsedTimeStopped;}
|
||||
float getElapsedTimeMoving () const { return _elapsedTimeMoving;}
|
||||
float getElapsedTimeSinceCollision() const { return _elapsedTimeSinceCollision;}
|
||||
float getAbsoluteHeadYaw () const;
|
||||
float getAbsoluteHeadPitch () const;
|
||||
Head& getHead () {return _head; }
|
||||
glm::quat getOrientation () const;
|
||||
glm::quat getWorldAlignedOrientation() const;
|
||||
|
||||
glm::vec3 getUprightHeadPosition() const;
|
||||
|
||||
AvatarVoxelSystem* getVoxels() { return &_voxels; }
|
||||
|
||||
// Set what driving keys are being pressed to control thrust levels
|
||||
void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
|
||||
bool getDriveKeys(int key) { return _driveKeys[key]; };
|
||||
void jump() { _shouldJump = true; };
|
||||
|
||||
// Set/Get update the thrust that will move the avatar around
|
||||
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
|
||||
|
@ -175,32 +185,37 @@ private:
|
|||
glm::vec3 _movedHandOffset;
|
||||
AvatarBall _bodyBall[ NUM_AVATAR_BODY_BALLS ];
|
||||
AvatarMode _mode;
|
||||
glm::vec3 _cameraPosition;
|
||||
glm::vec3 _handHoldingPosition;
|
||||
glm::vec3 _velocity;
|
||||
glm::vec3 _thrust;
|
||||
bool _shouldJump;
|
||||
float _speed;
|
||||
float _maxArmLength;
|
||||
glm::quat _righting;
|
||||
float _leanScale;
|
||||
int _driveKeys[MAX_DRIVE_KEYS];
|
||||
float _pelvisStandingHeight;
|
||||
float _pelvisFloatingHeight;
|
||||
float _pelvisToHeadLength;
|
||||
float _height;
|
||||
Balls* _balls;
|
||||
AvatarTouch _avatarTouch;
|
||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||
glm::vec3 _gravity;
|
||||
glm::vec3 _worldUpDirection;
|
||||
glm::vec3 _mouseRayOrigin;
|
||||
glm::vec3 _mouseRayDirection;
|
||||
Avatar* _interactingOther;
|
||||
bool _isMouseTurningRight;
|
||||
float _elapsedTimeMoving; // Timers to drive camera transitions when moving
|
||||
float _elapsedTimeStopped;
|
||||
float _elapsedTimeSinceCollision;
|
||||
|
||||
AvatarVoxelSystem _voxels;
|
||||
|
||||
// private methods...
|
||||
glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
|
||||
glm::vec3 calculateAverageEyePosition() { return _head.calculateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
|
||||
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
|
||||
float getBallRenderAlpha(int ball, bool lookingInMirror) const;
|
||||
void renderBody(bool lookingInMirror, bool renderAvatarBalls);
|
||||
void initializeBodyBalls();
|
||||
void resetBodyBalls();
|
||||
|
@ -213,7 +228,7 @@ private:
|
|||
void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
|
||||
void updateCollisionWithEnvironment();
|
||||
void updateCollisionWithVoxels();
|
||||
void applyCollisionWithScene(const glm::vec3& penetration);
|
||||
void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping);
|
||||
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
|
||||
void checkForMouseRayTouching();
|
||||
void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
#include "renderer/ProgramObject.h"
|
||||
|
||||
const float AVATAR_TREE_SCALE = 1.0f;
|
||||
const int MAX_VOXELS_PER_AVATAR = 2000;
|
||||
const int MAX_VOXELS_PER_AVATAR = 10000;
|
||||
const int BONE_ELEMENTS_PER_VOXEL = BONE_ELEMENTS_PER_VERTEX * VERTICES_PER_VOXEL;
|
||||
|
||||
AvatarVoxelSystem::AvatarVoxelSystem(Avatar* avatar) :
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
#include "Application.h"
|
||||
#include "Avatar.h"
|
||||
#include "Head.h"
|
||||
#include "Util.h"
|
||||
|
@ -161,7 +162,7 @@ void Head::determineIfLookingAtSomething() {
|
|||
if ( fabs(_lookAtPosition.x + _lookAtPosition.y + _lookAtPosition.z) == 0.0 ) { // a lookatPosition of 0,0,0 signifies NOT looking
|
||||
_lookingAtSomething = false;
|
||||
} else {
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - caclulateAverageEyePosition());
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - calculateAverageEyePosition());
|
||||
float dot = glm::dot(targetLookatAxis, getFrontDirection());
|
||||
if (dot < MINIMUM_EYE_ROTATION_DOT) { // too far off from center for the eyes to rotate
|
||||
_lookingAtSomething = false;
|
||||
|
@ -202,7 +203,7 @@ void Head::calculateGeometry() {
|
|||
}
|
||||
|
||||
|
||||
void Head::render(bool lookingInMirror, glm::vec3 cameraPosition, float alpha) {
|
||||
void Head::render(bool lookingInMirror, float alpha) {
|
||||
|
||||
_renderAlpha = alpha;
|
||||
_lookingInMirror = lookingInMirror;
|
||||
|
@ -212,7 +213,7 @@ void Head::render(bool lookingInMirror, glm::vec3 cameraPosition, float alpha) {
|
|||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_RESCALE_NORMAL);
|
||||
|
||||
renderMohawk(cameraPosition);
|
||||
renderMohawk();
|
||||
renderHeadSphere();
|
||||
renderEyeBalls();
|
||||
renderEars();
|
||||
|
@ -256,7 +257,7 @@ void Head::createMohawk() {
|
|||
}
|
||||
}
|
||||
|
||||
void Head::renderMohawk(glm::vec3 cameraPosition) {
|
||||
void Head::renderMohawk() {
|
||||
|
||||
if (!_mohawkTriangleFan) {
|
||||
createMohawk();
|
||||
|
@ -267,7 +268,7 @@ void Head::renderMohawk(glm::vec3 cameraPosition) {
|
|||
|
||||
glm::vec3 baseAxis = _hairTuft[t].midPosition - _hairTuft[t].basePosition;
|
||||
glm::vec3 midAxis = _hairTuft[t].endPosition - _hairTuft[t].midPosition;
|
||||
glm::vec3 viewVector = _hairTuft[t].basePosition - cameraPosition;
|
||||
glm::vec3 viewVector = _hairTuft[t].basePosition - Application::getInstance()->getCamera()->getPosition();
|
||||
|
||||
glm::vec3 basePerpendicular = glm::normalize(glm::cross(baseAxis, viewVector));
|
||||
glm::vec3 midPerpendicular = glm::normalize(glm::cross(midAxis, viewVector));
|
||||
|
|
|
@ -33,8 +33,8 @@ public:
|
|||
|
||||
void reset();
|
||||
void simulate(float deltaTime, bool isMine);
|
||||
void render(bool lookingInMirror, glm::vec3 cameraPosition, float alpha);
|
||||
void renderMohawk(glm::vec3 cameraPosition);
|
||||
void render(bool lookingInMirror, float alpha);
|
||||
void renderMohawk();
|
||||
|
||||
void setScale (float scale ) { _scale = scale; }
|
||||
void setPosition (glm::vec3 position ) { _position = position; }
|
||||
|
@ -55,7 +55,7 @@ public:
|
|||
|
||||
const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
|
||||
float getAverageLoudness() {return _averageLoudness;};
|
||||
glm::vec3 caclulateAverageEyePosition() { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; }
|
||||
glm::vec3 calculateAverageEyePosition() { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; }
|
||||
|
||||
float yawRate;
|
||||
float noise;
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
//
|
||||
|
||||
#include "SerialInterface.h"
|
||||
#include "SharedUtil.h"
|
||||
#include "Util.h"
|
||||
#include <glm/gtx/vector_angle.hpp>
|
||||
#include <math.h>
|
||||
|
@ -155,11 +156,11 @@ void SerialInterface::renderLevels(int width, int height) {
|
|||
// Acceleration rates
|
||||
glColor4f(1, 1, 1, 1);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 42);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)((_lastAcceleration.x - _gravity.x) *ACCEL_VIEW_SCALING), LEVEL_CORNER_Y + 42);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)(_estimatedAcceleration.x * ACCEL_VIEW_SCALING), LEVEL_CORNER_Y + 42);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 57);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)((_lastAcceleration.y - _gravity.y) *ACCEL_VIEW_SCALING), LEVEL_CORNER_Y + 57);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)(_estimatedAcceleration.y * ACCEL_VIEW_SCALING), LEVEL_CORNER_Y + 57);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 72);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)((_lastAcceleration.z - _gravity.z) * ACCEL_VIEW_SCALING), LEVEL_CORNER_Y + 72);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)(_estimatedAcceleration.z * ACCEL_VIEW_SCALING), LEVEL_CORNER_Y + 72);
|
||||
|
||||
// Estimated Position
|
||||
glColor4f(0, 1, 1, 1);
|
||||
|
@ -217,6 +218,7 @@ void SerialInterface::readData(float deltaTime) {
|
|||
|
||||
_lastAcceleration = glm::vec3(-accelXRate, -accelYRate, -accelZRate) * LSB_TO_METERS_PER_SECOND2;
|
||||
|
||||
|
||||
int rollRate, yawRate, pitchRate;
|
||||
|
||||
convertHexToInt(sensorBuffer + 22, rollRate);
|
||||
|
@ -225,35 +227,87 @@ void SerialInterface::readData(float deltaTime) {
|
|||
|
||||
// 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.
|
||||
_lastRotationRates[0] = ((float) -pitchRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||
_lastRotationRates[1] = ((float) -yawRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||
_lastRotationRates[2] = ((float) -rollRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||
glm::vec3 rotationRates;
|
||||
rotationRates[0] = ((float) -pitchRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||
rotationRates[1] = ((float) -yawRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||
rotationRates[2] = ((float) -rollRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||
|
||||
// update and subtract the long term average
|
||||
_averageRotationRates = (1.f - 1.f/(float)LONG_TERM_RATE_SAMPLES) * _averageRotationRates +
|
||||
1.f/(float)LONG_TERM_RATE_SAMPLES * rotationRates;
|
||||
rotationRates -= _averageRotationRates;
|
||||
|
||||
// compute the angular acceleration
|
||||
glm::vec3 angularAcceleration = (deltaTime < EPSILON) ? glm::vec3() : (rotationRates - _lastRotationRates) / deltaTime;
|
||||
_lastRotationRates = rotationRates;
|
||||
|
||||
// Update raw rotation estimates
|
||||
glm::quat estimatedRotation = glm::quat(glm::radians(_estimatedRotation)) *
|
||||
glm::quat(glm::radians(deltaTime * (_lastRotationRates - _averageRotationRates)));
|
||||
glm::quat(glm::radians(deltaTime * _lastRotationRates));
|
||||
|
||||
// Update acceleration estimate: first, subtract gravity as rotated into current frame
|
||||
_estimatedAcceleration = (totalSamples < GRAVITY_SAMPLES) ? glm::vec3() :
|
||||
_lastAcceleration - glm::inverse(estimatedRotation) * _gravity;
|
||||
|
||||
// update and subtract the long term average
|
||||
_averageAcceleration = (1.f - 1.f/(float)LONG_TERM_RATE_SAMPLES) * _averageAcceleration +
|
||||
1.f/(float)LONG_TERM_RATE_SAMPLES * _estimatedAcceleration;
|
||||
_estimatedAcceleration -= _averageAcceleration;
|
||||
|
||||
// Consider updating our angular velocity/acceleration to linear acceleration mapping
|
||||
if (glm::length(_estimatedAcceleration) > EPSILON &&
|
||||
(glm::length(_lastRotationRates) > EPSILON || glm::length(angularAcceleration) > EPSILON)) {
|
||||
// compute predicted linear acceleration, find error between actual and predicted
|
||||
glm::vec3 predictedAcceleration = _angularVelocityToLinearAccel * _lastRotationRates +
|
||||
_angularAccelToLinearAccel * angularAcceleration;
|
||||
glm::vec3 error = _estimatedAcceleration - predictedAcceleration;
|
||||
|
||||
// the "error" is actually what we want: the linear acceleration minus rotational influences
|
||||
_estimatedAcceleration = error;
|
||||
|
||||
// adjust according to error in each dimension, in proportion to input magnitudes
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (fabsf(error[i]) < EPSILON) {
|
||||
continue;
|
||||
}
|
||||
const float LEARNING_RATE = 0.001f;
|
||||
float rateSum = fabsf(_lastRotationRates.x) + fabsf(_lastRotationRates.y) + fabsf(_lastRotationRates.z);
|
||||
if (rateSum > EPSILON) {
|
||||
for (int j = 0; j < 3; j++) {
|
||||
float proportion = LEARNING_RATE * fabsf(_lastRotationRates[j]) / rateSum;
|
||||
if (proportion > EPSILON) {
|
||||
_angularVelocityToLinearAccel[j][i] += error[i] * proportion / _lastRotationRates[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
float accelSum = fabsf(angularAcceleration.x) + fabsf(angularAcceleration.y) + fabsf(angularAcceleration.z);
|
||||
if (accelSum > EPSILON) {
|
||||
for (int j = 0; j < 3; j++) {
|
||||
float proportion = LEARNING_RATE * fabsf(angularAcceleration[j]) / accelSum;
|
||||
if (proportion > EPSILON) {
|
||||
_angularAccelToLinearAccel[j][i] += error[i] * proportion / angularAcceleration[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// rotate estimated acceleration into global rotation frame
|
||||
_estimatedAcceleration = estimatedRotation * _estimatedAcceleration;
|
||||
|
||||
// Update estimated position and velocity
|
||||
float const DECAY_VELOCITY = 0.95f;
|
||||
float const DECAY_POSITION = 0.95f;
|
||||
_estimatedVelocity += deltaTime * (_lastAcceleration - _averageAcceleration);
|
||||
float const DECAY_VELOCITY = 0.975f;
|
||||
float const DECAY_POSITION = 0.975f;
|
||||
_estimatedVelocity += deltaTime * _estimatedAcceleration;
|
||||
_estimatedPosition += deltaTime * _estimatedVelocity;
|
||||
_estimatedVelocity *= DECAY_VELOCITY;
|
||||
_estimatedPosition *= DECAY_POSITION;
|
||||
|
||||
// Accumulate a set of initial baseline readings for setting gravity
|
||||
if (totalSamples == 0) {
|
||||
_averageRotationRates = _lastRotationRates;
|
||||
_averageAcceleration = _lastAcceleration;
|
||||
_gravity = _lastAcceleration;
|
||||
}
|
||||
else {
|
||||
// Cumulate long term average to (hopefully) take DC bias out of rotation rates
|
||||
_averageRotationRates = (1.f - 1.f / (float)LONG_TERM_RATE_SAMPLES) * _averageRotationRates
|
||||
+ 1.f / (float)LONG_TERM_RATE_SAMPLES * _lastRotationRates;
|
||||
_averageAcceleration = (1.f - 1.f / (float)LONG_TERM_RATE_SAMPLES) * _averageAcceleration
|
||||
+ 1.f / (float)LONG_TERM_RATE_SAMPLES * _lastAcceleration;
|
||||
|
||||
if (totalSamples < GRAVITY_SAMPLES) {
|
||||
_gravity = (1.f - 1.f/(float)GRAVITY_SAMPLES) * _gravity +
|
||||
1.f/(float)GRAVITY_SAMPLES * _lastAcceleration;
|
||||
|
@ -299,6 +353,7 @@ void SerialInterface::resetAverages() {
|
|||
_estimatedRotation = glm::vec3(0, 0, 0);
|
||||
_estimatedPosition = glm::vec3(0, 0, 0);
|
||||
_estimatedVelocity = glm::vec3(0, 0, 0);
|
||||
_estimatedAcceleration = glm::vec3(0, 0, 0);
|
||||
}
|
||||
|
||||
void SerialInterface::resetSerial() {
|
||||
|
|
|
@ -32,18 +32,27 @@ public:
|
|||
_estimatedPosition(0, 0, 0),
|
||||
_estimatedVelocity(0, 0, 0),
|
||||
_lastAcceleration(0, 0, 0),
|
||||
_lastRotationRates(0, 0, 0)
|
||||
_lastRotationRates(0, 0, 0),
|
||||
_angularVelocityToLinearAccel( // experimentally derived initial values
|
||||
0.003f, -0.001f, -0.006f,
|
||||
-0.005f, -0.001f, -0.006f,
|
||||
0.010f, 0.004f, 0.007f),
|
||||
_angularAccelToLinearAccel( // experimentally derived initial values
|
||||
0.0f, 0.0f, 0.002f,
|
||||
0.0f, 0.0f, 0.001f,
|
||||
-0.002f, -0.002f, 0.0f)
|
||||
{}
|
||||
|
||||
void pair();
|
||||
void readData(float deltaTime);
|
||||
const float getLastPitchRate() const { return _lastRotationRates[0] - _averageRotationRates[0]; }
|
||||
const float getLastYawRate() const { return _lastRotationRates[1] - _averageRotationRates[1]; }
|
||||
const float getLastRollRate() const { return _lastRotationRates[2] - _averageRotationRates[2]; }
|
||||
const float getLastPitchRate() const { return _lastRotationRates[0]; }
|
||||
const float getLastYawRate() const { return _lastRotationRates[1]; }
|
||||
const float getLastRollRate() const { return _lastRotationRates[2]; }
|
||||
const glm::vec3& getLastRotationRates() const { return _lastRotationRates; };
|
||||
const glm::vec3& getEstimatedRotation() const { return _estimatedRotation; };
|
||||
const glm::vec3& getEstimatedPosition() const { return _estimatedPosition; };
|
||||
const glm::vec3& getEstimatedVelocity() const { return _estimatedVelocity; };
|
||||
const glm::vec3& getEstimatedAcceleration() const { return _estimatedAcceleration; };
|
||||
const glm::vec3& getLastAcceleration() const { return _lastAcceleration; };
|
||||
const glm::vec3& getGravity() const { return _gravity; };
|
||||
|
||||
|
@ -64,8 +73,12 @@ private:
|
|||
glm::vec3 _estimatedRotation;
|
||||
glm::vec3 _estimatedPosition;
|
||||
glm::vec3 _estimatedVelocity;
|
||||
glm::vec3 _estimatedAcceleration;
|
||||
glm::vec3 _lastAcceleration;
|
||||
glm::vec3 _lastRotationRates;
|
||||
|
||||
glm::mat3 _angularVelocityToLinearAccel;
|
||||
glm::mat3 _angularAccelToLinearAccel;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -132,15 +132,15 @@ void Skeleton::update(float deltaTime, const glm::quat& orientation, glm::vec3 p
|
|||
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
if (joint[b].parent == AVATAR_JOINT_NULL) {
|
||||
joint[b].rotation = orientation;
|
||||
joint[b].absoluteRotation = orientation * joint[b].rotation;
|
||||
joint[b].position = position;
|
||||
}
|
||||
else {
|
||||
joint[b].rotation = joint[ joint[b].parent ].rotation;
|
||||
joint[b].absoluteRotation = joint[ joint[b].parent ].absoluteRotation * joint[b].rotation;
|
||||
joint[b].position = joint[ joint[b].parent ].position;
|
||||
}
|
||||
|
||||
glm::vec3 rotatedJointVector = joint[b].rotation * joint[b].defaultPosePosition;
|
||||
glm::vec3 rotatedJointVector = joint[b].absoluteRotation * joint[b].defaultPosePosition;
|
||||
joint[b].position += rotatedJointVector;
|
||||
}
|
||||
}
|
||||
|
@ -174,6 +174,13 @@ float Skeleton::getPelvisFloatingHeight() {
|
|||
FLOATING_HEIGHT;
|
||||
}
|
||||
|
||||
float Skeleton::getPelvisToHeadLength() {
|
||||
return
|
||||
joint[ AVATAR_JOINT_TORSO ].length +
|
||||
joint[ AVATAR_JOINT_CHEST ].length +
|
||||
joint[ AVATAR_JOINT_NECK_BASE ].length +
|
||||
joint[ AVATAR_JOINT_HEAD_BASE ].length;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -56,6 +56,7 @@ public:
|
|||
float getHeight();
|
||||
float getPelvisStandingHeight();
|
||||
float getPelvisFloatingHeight();
|
||||
float getPelvisToHeadLength();
|
||||
//glm::vec3 getJointVectorFromParent(AvatarJointID jointID) {return joint[jointID].position - joint[joint[jointID].parent].position; }
|
||||
|
||||
struct AvatarJoint
|
||||
|
@ -68,6 +69,7 @@ public:
|
|||
glm::quat absoluteBindPoseRotation; // the absolute rotation when the avatar is in the "T-pose"
|
||||
float bindRadius; // the radius of the bone capsule that envelops the vertices to bind
|
||||
glm::quat rotation; // the parent-relative rotation (orientation) of the joint as a quaternion
|
||||
glm::quat absoluteRotation; // the absolute rotation of the joint as a quaternion
|
||||
float length; // the length of vector connecting the joint and its parent
|
||||
};
|
||||
|
||||
|
|
|
@ -70,9 +70,7 @@ void Transmitter::processIncomingData(unsigned char* packetData, int numBytes) {
|
|||
|
||||
// Update estimated absolute position from rotation rates
|
||||
_estimatedRotation += _lastRotationRate * DELTA_TIME;
|
||||
|
||||
printf("The accel %f, %f, %f\n", _lastAcceleration.x, _lastAcceleration.y, _lastAcceleration.z);
|
||||
|
||||
|
||||
// Sensor Fusion! Slowly adjust estimated rotation to be relative to gravity (average acceleration)
|
||||
const float GRAVITY_FOLLOW_RATE = 1.f;
|
||||
float rollAngle = angleBetween(glm::vec3(_lastAcceleration.x, _lastAcceleration.y, 0.f), glm::vec3(0,-1,0)) *
|
||||
|
|
|
@ -498,9 +498,9 @@ void runTimingTests() {
|
|||
}
|
||||
|
||||
float loadSetting(QSettings* settings, const char* name, float defaultValue) {
|
||||
float value = settings->value(name, 0.0f).toFloat();
|
||||
float value = settings->value(name, defaultValue).toFloat();
|
||||
if (isnan(value)) {
|
||||
value = defaultValue;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -165,15 +165,15 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
|
||||
void VoxelSystem::setupNewVoxelsForDrawing() {
|
||||
PerformanceWarning warn(_renderWarningsOn, "setupNewVoxelsForDrawing()"); // would like to include _voxelsInArrays, _voxelsUpdated
|
||||
double start = usecTimestampNow();
|
||||
double sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000.0;
|
||||
long long start = usecTimestampNow();
|
||||
long long sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000;
|
||||
|
||||
bool iAmDebugging = false; // if you're debugging set this to true, so you won't get skipped for slow debugging
|
||||
if (!iAmDebugging && sinceLastTime <= std::max(_setupNewVoxelsForDrawingLastElapsed, SIXTY_FPS_IN_MILLISECONDS)) {
|
||||
return; // bail early, it hasn't been long enough since the last time we ran
|
||||
}
|
||||
|
||||
double sinceLastViewCulling = (start - _lastViewCulling) / 1000.0;
|
||||
long long sinceLastViewCulling = (start - _lastViewCulling) / 1000;
|
||||
// If the view frustum is no longer changing, but has changed, since last time, then remove nodes that are out of view
|
||||
if ((sinceLastViewCulling >= std::max(_lastViewCullingElapsed, VIEW_CULLING_RATE_IN_MILLISECONDS))
|
||||
&& !isViewChanging() && hasViewChanged()) {
|
||||
|
@ -189,8 +189,8 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
|
|||
// VBO reubuilding. Possibly we should do this only if our actual VBO usage crosses some lower boundary.
|
||||
cleanupRemovedVoxels();
|
||||
|
||||
double endViewCulling = usecTimestampNow();
|
||||
_lastViewCullingElapsed = (endViewCulling - start) / 1000.0;
|
||||
long long endViewCulling = usecTimestampNow();
|
||||
_lastViewCullingElapsed = (endViewCulling - start) / 1000;
|
||||
}
|
||||
|
||||
bool didWriteFullVBO = _writeRenderFullVBO;
|
||||
|
@ -226,8 +226,8 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
|
|||
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
|
||||
double end = usecTimestampNow();
|
||||
double elapsedmsec = (end - start) / 1000.0;
|
||||
long long end = usecTimestampNow();
|
||||
long long elapsedmsec = (end - start) / 1000;
|
||||
_setupNewVoxelsForDrawingLastFinished = end;
|
||||
_setupNewVoxelsForDrawingLastElapsed = elapsedmsec;
|
||||
}
|
||||
|
|
|
@ -115,7 +115,7 @@ void AudioInjector::injectAudio(UDPSocket* injectorSocket, sockaddr* destination
|
|||
|
||||
injectorSocket->send(destinationSocket, dataPacket, sizeof(dataPacket));
|
||||
|
||||
double usecToSleep = usecTimestamp(&startTime) + (++nextFrame * INJECT_INTERVAL_USECS) - usecTimestampNow();
|
||||
long long usecToSleep = usecTimestamp(&startTime) + (++nextFrame * INJECT_INTERVAL_USECS) - usecTimestampNow();
|
||||
if (usecToSleep > 0) {
|
||||
usleep(usecToSleep);
|
||||
}
|
||||
|
|
|
@ -6,6 +6,8 @@
|
|||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#include "stdio.h"
|
||||
|
||||
#include <pthread.h>
|
||||
#include "Agent.h"
|
||||
#include "AgentTypes.h"
|
||||
|
|
|
@ -37,11 +37,11 @@ public:
|
|||
uint16_t getAgentID() const { return _agentID; }
|
||||
void setAgentID(uint16_t agentID) { _agentID = agentID;}
|
||||
|
||||
double getWakeMicrostamp() const { return _wakeMicrostamp; }
|
||||
void setWakeMicrostamp(double wakeMicrostamp) { _wakeMicrostamp = wakeMicrostamp; }
|
||||
long long getWakeMicrostamp() const { return _wakeMicrostamp; }
|
||||
void setWakeMicrostamp(long long wakeMicrostamp) { _wakeMicrostamp = wakeMicrostamp; }
|
||||
|
||||
double getLastHeardMicrostamp() const { return _lastHeardMicrostamp; }
|
||||
void setLastHeardMicrostamp(double lastHeardMicrostamp) { _lastHeardMicrostamp = lastHeardMicrostamp; }
|
||||
long long getLastHeardMicrostamp() const { return _lastHeardMicrostamp; }
|
||||
void setLastHeardMicrostamp(long long lastHeardMicrostamp) { _lastHeardMicrostamp = lastHeardMicrostamp; }
|
||||
|
||||
sockaddr* getPublicSocket() const { return _publicSocket; }
|
||||
void setPublicSocket(sockaddr* publicSocket) { _publicSocket = publicSocket; }
|
||||
|
@ -71,8 +71,8 @@ private:
|
|||
|
||||
char _type;
|
||||
uint16_t _agentID;
|
||||
double _wakeMicrostamp;
|
||||
double _lastHeardMicrostamp;
|
||||
long long _wakeMicrostamp;
|
||||
long long _lastHeardMicrostamp;
|
||||
sockaddr* _publicSocket;
|
||||
sockaddr* _localSocket;
|
||||
sockaddr* _activeSocket;
|
||||
|
|
|
@ -62,7 +62,6 @@ AgentList::AgentList(char newOwnerType, unsigned int newSocketListenPort) :
|
|||
_agentSocket(newSocketListenPort),
|
||||
_ownerType(newOwnerType),
|
||||
_agentTypesOfInterest(NULL),
|
||||
_socketListenPort(newSocketListenPort),
|
||||
_ownerID(UNKNOWN_AGENT_ID),
|
||||
_lastAgentID(0) {
|
||||
pthread_mutex_init(&mutex, 0);
|
||||
|
@ -206,6 +205,7 @@ void AgentList::sendDomainServerCheckIn() {
|
|||
|
||||
// construct the DS check in packet if we need to
|
||||
static unsigned char* checkInPacket = NULL;
|
||||
static int checkInPacketSize;
|
||||
|
||||
if (!checkInPacket) {
|
||||
int numBytesAgentsOfInterest = _agentTypesOfInterest ? strlen((char*) _agentTypesOfInterest) : 0;
|
||||
|
@ -224,7 +224,7 @@ void AgentList::sendDomainServerCheckIn() {
|
|||
|
||||
packetPosition += packSocket(checkInPacket + sizeof(PACKET_HEADER) + sizeof(AGENT_TYPE),
|
||||
getLocalAddress(),
|
||||
htons(_socketListenPort));
|
||||
htons(_agentSocket.getListeningPort()));
|
||||
|
||||
// add the number of bytes for agent types of interest
|
||||
*(packetPosition++) = numBytesAgentsOfInterest;
|
||||
|
@ -237,10 +237,10 @@ void AgentList::sendDomainServerCheckIn() {
|
|||
packetPosition += numBytesAgentsOfInterest;
|
||||
}
|
||||
|
||||
*packetPosition = '\0';
|
||||
checkInPacketSize = packetPosition - checkInPacket;
|
||||
}
|
||||
|
||||
_agentSocket.send(DOMAIN_IP, DOMAINSERVER_PORT, checkInPacket, strlen((char*) checkInPacket));
|
||||
_agentSocket.send(DOMAIN_IP, DOMAINSERVER_PORT, checkInPacket, checkInPacketSize);
|
||||
}
|
||||
|
||||
int AgentList::processDomainServerList(unsigned char *packetData, size_t dataBytes) {
|
||||
|
@ -393,7 +393,7 @@ void *pingUnknownAgents(void *args) {
|
|||
}
|
||||
}
|
||||
|
||||
double usecToSleep = PING_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSend));
|
||||
long long usecToSleep = PING_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSend));
|
||||
|
||||
if (usecToSleep > 0) {
|
||||
usleep(usecToSleep);
|
||||
|
@ -414,7 +414,7 @@ void AgentList::stopPingUnknownAgentsThread() {
|
|||
|
||||
void *removeSilentAgents(void *args) {
|
||||
AgentList* agentList = (AgentList*) args;
|
||||
double checkTimeUSecs, sleepTime;
|
||||
long long checkTimeUSecs, sleepTime;
|
||||
|
||||
while (!silentAgentThreadStopFlag) {
|
||||
checkTimeUSecs = usecTimestampNow();
|
||||
|
@ -423,7 +423,7 @@ void *removeSilentAgents(void *args) {
|
|||
|
||||
if ((checkTimeUSecs - agent->getLastHeardMicrostamp()) > AGENT_SILENCE_THRESHOLD_USECS
|
||||
&& agent->getType() != AGENT_TYPE_VOXEL_SERVER) {
|
||||
|
||||
|
||||
printLog("Killed ");
|
||||
Agent::printLog(*agent);
|
||||
|
||||
|
|
|
@ -58,7 +58,7 @@ public:
|
|||
|
||||
UDPSocket* getAgentSocket() { return &_agentSocket; }
|
||||
|
||||
unsigned int getSocketListenPort() const { return _socketListenPort; };
|
||||
unsigned int getSocketListenPort() const { return _agentSocket.getListeningPort(); };
|
||||
|
||||
void(*linkedDataCreateCallback)(Agent *);
|
||||
|
||||
|
|
|
@ -104,7 +104,7 @@ int PerfStat::DumpStats(char** array) {
|
|||
|
||||
// Destructor handles recording all of our stats
|
||||
PerformanceWarning::~PerformanceWarning() {
|
||||
double end = usecTimestampNow();
|
||||
long long end = usecTimestampNow();
|
||||
double elapsedmsec = (end - _start) / 1000.0;
|
||||
if ((_alwaysDisplay || _renderWarningsOn) && elapsedmsec > 1) {
|
||||
if (elapsedmsec > 1000) {
|
||||
|
|
|
@ -84,7 +84,7 @@ typedef std::map<std::string,PerfStatHistory,std::less<std::string> >::iterator
|
|||
|
||||
class PerformanceWarning {
|
||||
private:
|
||||
double _start;
|
||||
long long _start;
|
||||
const char* _message;
|
||||
bool _renderWarningsOn;
|
||||
bool _alwaysDisplay;
|
||||
|
|
|
@ -22,14 +22,14 @@
|
|||
#include <CoreFoundation/CoreFoundation.h>
|
||||
#endif
|
||||
|
||||
double usecTimestamp(timeval *time) {
|
||||
return (time->tv_sec * 1000000.0 + time->tv_usec);
|
||||
long long usecTimestamp(timeval *time) {
|
||||
return (time->tv_sec * 1000000 + time->tv_usec);
|
||||
}
|
||||
|
||||
double usecTimestampNow() {
|
||||
long long usecTimestampNow() {
|
||||
timeval now;
|
||||
gettimeofday(&now, NULL);
|
||||
return (now.tv_sec * 1000000.0 + now.tv_usec);
|
||||
return (now.tv_sec * 1000000 + now.tv_usec);
|
||||
}
|
||||
|
||||
float randFloat () {
|
||||
|
@ -102,12 +102,12 @@ void setAtBit(unsigned char& byte, int bitIndex) {
|
|||
}
|
||||
|
||||
int getSemiNibbleAt(unsigned char& byte, int bitIndex) {
|
||||
return (byte >> (7 - bitIndex) & 3); // semi-nibbles store 00, 01, 10, or 11
|
||||
return (byte >> (6 - 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
|
||||
byte += ((value & 3) << (6 - bitIndex)); // semi-nibbles store 00, 01, 10, or 11
|
||||
}
|
||||
|
||||
bool isInEnvironment(const char* environment) {
|
||||
|
|
|
@ -36,8 +36,8 @@ static const float DECIMETER = 0.1f;
|
|||
static const float CENTIMETER = 0.01f;
|
||||
static const float MILLIIMETER = 0.001f;
|
||||
|
||||
double usecTimestamp(timeval *time);
|
||||
double usecTimestampNow();
|
||||
long long usecTimestamp(timeval *time);
|
||||
long long usecTimestampNow();
|
||||
|
||||
float randFloat();
|
||||
int randIntInRange (int min, int max);
|
||||
|
|
|
@ -25,7 +25,7 @@ public:
|
|||
float getAverageSampleValuePerSecond();
|
||||
private:
|
||||
int _numSamples;
|
||||
double _lastEventTimestamp;
|
||||
long long _lastEventTimestamp;
|
||||
float _average;
|
||||
float _eventDeltaAverage;
|
||||
|
||||
|
|
|
@ -117,7 +117,7 @@ unsigned short loadBufferWithSocketInfo(char* addressBuffer, sockaddr* socket) {
|
|||
}
|
||||
}
|
||||
|
||||
UDPSocket::UDPSocket(int listeningPort) : blocking(true) {
|
||||
UDPSocket::UDPSocket(int listeningPort) : listeningPort(listeningPort), blocking(true) {
|
||||
init();
|
||||
// create the socket
|
||||
handle = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
|
||||
|
@ -140,6 +140,13 @@ UDPSocket::UDPSocket(int listeningPort) : blocking(true) {
|
|||
return;
|
||||
}
|
||||
|
||||
// if we requested an ephemeral port, get the actual port
|
||||
if (listeningPort == 0) {
|
||||
socklen_t addressLength = sizeof(sockaddr_in);
|
||||
getsockname(handle, (sockaddr*) &bind_address, &addressLength);
|
||||
listeningPort = ntohs(bind_address.sin_port);
|
||||
}
|
||||
|
||||
// set timeout on socket recieve to 0.5 seconds
|
||||
struct timeval tv;
|
||||
tv.tv_sec = 0;
|
||||
|
|
|
@ -23,14 +23,16 @@ public:
|
|||
UDPSocket(int listening_port);
|
||||
~UDPSocket();
|
||||
bool init();
|
||||
int getListeningPort() const { return listeningPort; }
|
||||
void setBlocking(bool blocking);
|
||||
bool isBlocking() { return blocking; }
|
||||
bool isBlocking() const { return blocking; }
|
||||
int send(sockaddr* destAddress, const void* data, size_t byteLength) const;
|
||||
int send(char* destAddress, int destPort, const void* data, size_t byteLength) const;
|
||||
bool receive(void* receivedData, ssize_t* receivedBytes) const;
|
||||
bool receive(sockaddr* recvAddress, void* receivedData, ssize_t* receivedBytes) const;
|
||||
private:
|
||||
int handle;
|
||||
int listeningPort;
|
||||
bool blocking;
|
||||
};
|
||||
|
||||
|
|
|
@ -29,7 +29,7 @@ private:
|
|||
#endif
|
||||
glBufferIndex _glBufferIndex;
|
||||
bool _isDirty;
|
||||
double _lastChanged;
|
||||
long long _lastChanged;
|
||||
bool _shouldRender;
|
||||
bool _isStagedForDeletion;
|
||||
AABox _box;
|
||||
|
@ -80,7 +80,7 @@ public:
|
|||
void printDebugDetails(const char* label) const;
|
||||
bool isDirty() const { return _isDirty; };
|
||||
void clearDirtyBit() { _isDirty = false; };
|
||||
bool hasChangedSince(double time) const { return (_lastChanged > time); };
|
||||
bool hasChangedSince(long long time) const { return (_lastChanged > time); };
|
||||
void markWithChangedTime() { _lastChanged = usecTimestampNow(); };
|
||||
void handleSubtreeChanged(VoxelTree* myTree);
|
||||
|
||||
|
@ -103,8 +103,8 @@ public:
|
|||
void setColor(const nodeColor& color);
|
||||
const nodeColor& getTrueColor() const { return _trueColor; };
|
||||
const nodeColor& getColor() const { return _currentColor; };
|
||||
void setDensity(const float density) { _density = density; };
|
||||
const float getDensity() const { return _density; };
|
||||
void setDensity(float density) { _density = density; };
|
||||
float getDensity() const { return _density; };
|
||||
#else
|
||||
void setFalseColor(colorPart red, colorPart green, colorPart blue) { /* no op */ };
|
||||
void setFalseColored(bool isFalseColored) { /* no op */ };
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
|
||||
const char* LOCAL_VOXELS_PERSIST_FILE = "resources/voxels.svo";
|
||||
const char* VOXELS_PERSIST_FILE = "/etc/highfidelity/voxel-server/resources/voxels.svo";
|
||||
const double VOXEL_PERSIST_INTERVAL = 1000.0 * 30; // every 30 seconds
|
||||
const long long VOXEL_PERSIST_INTERVAL = 1000 * 30; // every 30 seconds
|
||||
|
||||
const int VOXEL_LISTEN_PORT = 40106;
|
||||
|
||||
|
@ -118,7 +118,7 @@ void resInVoxelDistributor(AgentList* agentList,
|
|||
bool searchReset = false;
|
||||
int searchLoops = 0;
|
||||
int searchLevelWas = agentData->getMaxSearchLevel();
|
||||
double start = usecTimestampNow();
|
||||
long long start = usecTimestampNow();
|
||||
while (!searchReset && agentData->nodeBag.isEmpty()) {
|
||||
searchLoops++;
|
||||
|
||||
|
@ -137,19 +137,19 @@ void resInVoxelDistributor(AgentList* agentList,
|
|||
}
|
||||
}
|
||||
}
|
||||
double end = usecTimestampNow();
|
||||
double elapsedmsec = (end - start)/1000.0;
|
||||
long long end = usecTimestampNow();
|
||||
int elapsedmsec = (end - start)/1000;
|
||||
if (elapsedmsec > 100) {
|
||||
if (elapsedmsec > 1000) {
|
||||
double elapsedsec = (end - start)/1000000.0;
|
||||
printf("WARNING! searchForColoredNodes() took %lf seconds to identify %d nodes at level %d in %d loops\n",
|
||||
int elapsedsec = (end - start)/1000000;
|
||||
printf("WARNING! searchForColoredNodes() took %d seconds to identify %d nodes at level %d in %d loops\n",
|
||||
elapsedsec, agentData->nodeBag.count(), searchLevelWas, searchLoops);
|
||||
} else {
|
||||
printf("WARNING! searchForColoredNodes() took %lf milliseconds to identify %d nodes at level %d in %d loops\n",
|
||||
printf("WARNING! searchForColoredNodes() took %d milliseconds to identify %d nodes at level %d in %d loops\n",
|
||||
elapsedmsec, agentData->nodeBag.count(), searchLevelWas, searchLoops);
|
||||
}
|
||||
} else if (::debugVoxelSending) {
|
||||
printf("searchForColoredNodes() took %lf milliseconds to identify %d nodes at level %d in %d loops\n",
|
||||
printf("searchForColoredNodes() took %d milliseconds to identify %d nodes at level %d in %d loops\n",
|
||||
elapsedmsec, agentData->nodeBag.count(), searchLevelWas, searchLoops);
|
||||
}
|
||||
|
||||
|
@ -161,7 +161,7 @@ void resInVoxelDistributor(AgentList* agentList,
|
|||
int packetsSentThisInterval = 0;
|
||||
int truePacketsSent = 0;
|
||||
int trueBytesSent = 0;
|
||||
double start = usecTimestampNow();
|
||||
long long start = usecTimestampNow();
|
||||
|
||||
bool shouldSendEnvironments = shouldDo(ENVIRONMENT_SEND_INTERVAL_USECS, VOXEL_SEND_INTERVAL_USECS);
|
||||
while (packetsSentThisInterval < PACKETS_PER_CLIENT_PER_INTERVAL - (shouldSendEnvironments ? 1 : 0)) {
|
||||
|
@ -206,19 +206,19 @@ void resInVoxelDistributor(AgentList* agentList,
|
|||
trueBytesSent += envPacketLength;
|
||||
truePacketsSent++;
|
||||
}
|
||||
double end = usecTimestampNow();
|
||||
double elapsedmsec = (end - start)/1000.0;
|
||||
long long end = usecTimestampNow();
|
||||
int elapsedmsec = (end - start)/1000;
|
||||
if (elapsedmsec > 100) {
|
||||
if (elapsedmsec > 1000) {
|
||||
double elapsedsec = (end - start)/1000000.0;
|
||||
printf("WARNING! packetLoop() took %lf seconds to generate %d bytes in %d packets at level %d, %d nodes still to send\n",
|
||||
int elapsedsec = (end - start)/1000000;
|
||||
printf("WARNING! packetLoop() took %d seconds to generate %d bytes in %d packets at level %d, %d nodes still to send\n",
|
||||
elapsedsec, trueBytesSent, truePacketsSent, searchLevelWas, agentData->nodeBag.count());
|
||||
} else {
|
||||
printf("WARNING! packetLoop() took %lf milliseconds to generate %d bytes in %d packets at level %d, %d nodes still to send\n",
|
||||
printf("WARNING! packetLoop() took %d milliseconds to generate %d bytes in %d packets at level %d, %d nodes still to send\n",
|
||||
elapsedmsec, trueBytesSent, truePacketsSent, searchLevelWas, agentData->nodeBag.count());
|
||||
}
|
||||
} else if (::debugVoxelSending) {
|
||||
printf("packetLoop() took %lf milliseconds to generate %d bytes in %d packets at level %d, %d nodes still to send\n",
|
||||
printf("packetLoop() took %d milliseconds to generate %d bytes in %d packets at level %d, %d nodes still to send\n",
|
||||
elapsedmsec, trueBytesSent, truePacketsSent, searchLevelWas, agentData->nodeBag.count());
|
||||
}
|
||||
|
||||
|
@ -245,7 +245,7 @@ void deepestLevelVoxelDistributor(AgentList* agentList,
|
|||
pthread_mutex_lock(&::treeLock);
|
||||
|
||||
int maxLevelReached = 0;
|
||||
double start = usecTimestampNow();
|
||||
long long start = usecTimestampNow();
|
||||
|
||||
// FOR NOW... agent tells us if it wants to receive only view frustum deltas
|
||||
bool wantDelta = agentData->getWantDelta();
|
||||
|
@ -281,19 +281,19 @@ void deepestLevelVoxelDistributor(AgentList* agentList,
|
|||
}
|
||||
|
||||
}
|
||||
double end = usecTimestampNow();
|
||||
double elapsedmsec = (end - start)/1000.0;
|
||||
long long end = usecTimestampNow();
|
||||
int elapsedmsec = (end - start)/1000;
|
||||
if (elapsedmsec > 100) {
|
||||
if (elapsedmsec > 1000) {
|
||||
double elapsedsec = (end - start)/1000000.0;
|
||||
printf("WARNING! searchForColoredNodes() took %lf seconds to identify %d nodes at level %d\n",
|
||||
int elapsedsec = (end - start)/1000000;
|
||||
printf("WARNING! searchForColoredNodes() took %d seconds to identify %d nodes at level %d\n",
|
||||
elapsedsec, agentData->nodeBag.count(), maxLevelReached);
|
||||
} else {
|
||||
printf("WARNING! searchForColoredNodes() took %lf milliseconds to identify %d nodes at level %d\n",
|
||||
printf("WARNING! searchForColoredNodes() took %d milliseconds to identify %d nodes at level %d\n",
|
||||
elapsedmsec, agentData->nodeBag.count(), maxLevelReached);
|
||||
}
|
||||
} else if (::debugVoxelSending) {
|
||||
printf("searchForColoredNodes() took %lf milliseconds to identify %d nodes at level %d\n",
|
||||
printf("searchForColoredNodes() took %d milliseconds to identify %d nodes at level %d\n",
|
||||
elapsedmsec, agentData->nodeBag.count(), maxLevelReached);
|
||||
}
|
||||
|
||||
|
@ -304,7 +304,7 @@ void deepestLevelVoxelDistributor(AgentList* agentList,
|
|||
int packetsSentThisInterval = 0;
|
||||
int truePacketsSent = 0;
|
||||
int trueBytesSent = 0;
|
||||
double start = usecTimestampNow();
|
||||
long long start = usecTimestampNow();
|
||||
|
||||
bool shouldSendEnvironments = shouldDo(ENVIRONMENT_SEND_INTERVAL_USECS, VOXEL_SEND_INTERVAL_USECS);
|
||||
while (packetsSentThisInterval < PACKETS_PER_CLIENT_PER_INTERVAL - (shouldSendEnvironments ? 1 : 0)) {
|
||||
|
@ -351,19 +351,19 @@ void deepestLevelVoxelDistributor(AgentList* agentList,
|
|||
truePacketsSent++;
|
||||
}
|
||||
|
||||
double end = usecTimestampNow();
|
||||
double elapsedmsec = (end - start)/1000.0;
|
||||
long long end = usecTimestampNow();
|
||||
int elapsedmsec = (end - start)/1000;
|
||||
if (elapsedmsec > 100) {
|
||||
if (elapsedmsec > 1000) {
|
||||
double elapsedsec = (end - start)/1000000.0;
|
||||
printf("WARNING! packetLoop() took %lf seconds to generate %d bytes in %d packets %d nodes still to send\n",
|
||||
int elapsedsec = (end - start)/1000000;
|
||||
printf("WARNING! packetLoop() took %d seconds to generate %d bytes in %d packets %d nodes still to send\n",
|
||||
elapsedsec, trueBytesSent, truePacketsSent, agentData->nodeBag.count());
|
||||
} else {
|
||||
printf("WARNING! packetLoop() took %lf milliseconds to generate %d bytes in %d packets, %d nodes still to send\n",
|
||||
printf("WARNING! packetLoop() took %d milliseconds to generate %d bytes in %d packets, %d nodes still to send\n",
|
||||
elapsedmsec, trueBytesSent, truePacketsSent, agentData->nodeBag.count());
|
||||
}
|
||||
} else if (::debugVoxelSending) {
|
||||
printf("packetLoop() took %lf milliseconds to generate %d bytes in %d packets, %d nodes still to send\n",
|
||||
printf("packetLoop() took %d milliseconds to generate %d bytes in %d packets, %d nodes still to send\n",
|
||||
elapsedmsec, trueBytesSent, truePacketsSent, agentData->nodeBag.count());
|
||||
}
|
||||
|
||||
|
@ -380,10 +380,10 @@ void deepestLevelVoxelDistributor(AgentList* agentList,
|
|||
pthread_mutex_unlock(&::treeLock);
|
||||
}
|
||||
|
||||
double lastPersistVoxels = 0;
|
||||
long long lastPersistVoxels = 0;
|
||||
void persistVoxelsWhenDirty() {
|
||||
double now = usecTimestampNow();
|
||||
double sinceLastTime = (now - ::lastPersistVoxels) / 1000.0;
|
||||
long long now = usecTimestampNow();
|
||||
long long sinceLastTime = (now - ::lastPersistVoxels) / 1000;
|
||||
|
||||
// check the dirty bit and persist here...
|
||||
if (::wantVoxelPersist && ::serverTree.isDirty() && sinceLastTime > VOXEL_PERSIST_INTERVAL) {
|
||||
|
@ -428,7 +428,7 @@ void *distributeVoxelsToListeners(void *args) {
|
|||
}
|
||||
|
||||
// dynamically sleep until we need to fire off the next set of voxels
|
||||
double usecToSleep = VOXEL_SEND_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSendTime));
|
||||
long long usecToSleep = VOXEL_SEND_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSendTime));
|
||||
|
||||
if (usecToSleep > 0) {
|
||||
usleep(usecToSleep);
|
||||
|
|
Loading…
Reference in a new issue