Merge branch 'master' of https://github.com/worklist/hifi into render_voxels_optimization

This commit is contained in:
ZappoMan 2013-05-08 14:27:37 -07:00
commit ad67c363ec
6 changed files with 118 additions and 161 deletions

View file

@ -22,7 +22,7 @@ using namespace std;
const bool BALLS_ON = false;
const bool USING_AVATAR_GRAVITY = true;
const float GRAVITY_SCALE = 6.0f;
const float GRAVITY_SCALE = 10.0f;
const float BOUNCE = 0.3f;
const float DECAY = 0.1;
const float THRUST_MAG = 1200.0;
@ -36,13 +36,18 @@ const float MY_HAND_HOLDING_PULL = 0.2;
const float YOUR_HAND_HOLDING_PULL = 1.0;
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f;
const float BODY_SPRING_FORCE = 300.0f;
const float BODY_SPRING_DECAY = 16.0f;
const float COLLISION_RADIUS_SCALAR = 1.8;
const float COLLISION_BALL_FORCE = 1.0;
const float COLLISION_BODY_FORCE = 6.0;
const float COLLISION_BALL_FRICTION = 60.0;
const float COLLISION_BODY_FRICTION = 0.5;
const float HEAD_ROTATION_SCALE = 0.70;
const float HEAD_ROLL_SCALE = 0.40;
const float HEAD_MAX_PITCH = 45;
const float HEAD_MIN_PITCH = -45;
const float HEAD_MAX_YAW = 85;
const float HEAD_MIN_YAW = -85;
float skinColor [] = {1.0, 0.84, 0.66};
float lightBlue [] = {0.7, 0.8, 1.0};
@ -136,7 +141,6 @@ Avatar::Avatar(bool isMine) {
_head.noise = 0;
_head.returnSpringScale = 1.0;
_movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f);
_usingBodySprings = true;
_renderYaw = 0.0;
_renderPitch = 0.0;
_sphere = NULL;
@ -186,7 +190,6 @@ Avatar::Avatar(const Avatar &otherAvatar) {
_TEST_bigSphereRadius = otherAvatar._TEST_bigSphereRadius;
_TEST_bigSpherePosition = otherAvatar._TEST_bigSpherePosition;
_movedHandOffset = otherAvatar._movedHandOffset;
_usingBodySprings = otherAvatar._usingBodySprings;
_orientation.set(otherAvatar._orientation);
@ -276,20 +279,14 @@ void Avatar::UpdateGyros(float frametime, SerialInterface* serialInterface, glm:
}
// Update avatar head position based on measured gyro rates
const float HEAD_ROTATION_SCALE = 0.70;
const float HEAD_ROLL_SCALE = 0.40;
const float MAX_PITCH = 45;
const float MIN_PITCH = -45;
const float MAX_YAW = 85;
const float MIN_YAW = -85;
if ((_headPitch < MAX_PITCH) && (_headPitch > MIN_PITCH)) {
if ((_headPitch < HEAD_MAX_PITCH) && (_headPitch > HEAD_MIN_PITCH)) {
addHeadPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
}
addHeadRoll(measured_roll_rate * HEAD_ROLL_SCALE * frametime);
if ((_headYaw < MAX_YAW) && (_headYaw > MIN_YAW)) {
if ((_headYaw < HEAD_MAX_YAW) && (_headYaw > HEAD_MIN_YAW)) {
addHeadYaw(_head.yawRate * HEAD_ROTATION_SCALE * frametime);
}
}
@ -299,7 +296,7 @@ float Avatar::getAbsoluteHeadYaw() const {
}
void Avatar::addLean(float x, float z) {
// Add Body lean as impulse
//Add lean as impulse
_head.leanSideways += x;
_head.leanForward += z;
}
@ -641,12 +638,14 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
}
}
/*
if (jointCollision) {
if (!_usingBodySprings) {
_usingBodySprings = true;
initializeBodySprings();
}
}
*/
}
}
@ -747,18 +746,15 @@ void Avatar::setDisplayingHead(bool displayingHead) {
_displayingHead = displayingHead;
}
static TextRenderer* textRenderer() {
static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24);
return renderer;
}
void Avatar::setGravity(glm::vec3 gravity) {
_gravity = gravity;
}
void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
// render a simple round on the ground projected down from the avatar's position
@ -858,16 +854,9 @@ void Avatar::renderHead(bool lookingInMirror) {
glPushMatrix();
if (_usingBodySprings) {
glTranslatef(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.x,
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.y,
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.z);
}
else {
glTranslatef(_joint[ AVATAR_JOINT_HEAD_BASE ].position.x,
_joint[ AVATAR_JOINT_HEAD_BASE ].position.y,
_joint[ AVATAR_JOINT_HEAD_BASE ].position.z);
}
glScalef
(
@ -1032,7 +1021,7 @@ void Avatar::initializeSkeleton() {
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
_joint[b].isCollidable = true;
_joint[b].parent = AVATAR_JOINT_NULL;
_joint[b].position = glm::vec3(0.0, 0.0, 0.0);
_joint[b].position = glm::vec3(0.0, 0.0, 0.0);
_joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0);
_joint[b].springyPosition = glm::vec3(0.0, 0.0, 0.0);
_joint[b].springyVelocity = glm::vec3(0.0, 0.0, 0.0);
@ -1103,24 +1092,20 @@ void Avatar::initializeSkeleton() {
_joint[ AVATAR_JOINT_CHEST ].radius = 0.075;
_joint[ AVATAR_JOINT_NECK_BASE ].radius = 0.03;
_joint[ AVATAR_JOINT_HEAD_BASE ].radius = 0.07;
_joint[ AVATAR_JOINT_LEFT_COLLAR ].radius = 0.029;
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].radius = 0.023;
_joint[ AVATAR_JOINT_LEFT_ELBOW ].radius = 0.017;
_joint[ AVATAR_JOINT_LEFT_WRIST ].radius = 0.017;
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].radius = 0.01;
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].radius = 0.029;
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].radius = 0.023;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].radius = 0.015;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].radius = 0.015;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].radius = 0.01;
_joint[ AVATAR_JOINT_LEFT_HIP ].radius = 0.03;
_joint[ AVATAR_JOINT_LEFT_KNEE ].radius = 0.02;
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius = 0.015;
_joint[ AVATAR_JOINT_LEFT_TOES ].radius = 0.02;
_joint[ AVATAR_JOINT_RIGHT_HIP ].radius = 0.03;
_joint[ AVATAR_JOINT_RIGHT_KNEE ].radius = 0.02;
_joint[ AVATAR_JOINT_RIGHT_HEEL ].radius = 0.015;
@ -1132,19 +1117,16 @@ void Avatar::initializeSkeleton() {
_joint[ AVATAR_JOINT_CHEST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_NECK_BASE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.4;
_joint[ AVATAR_JOINT_HEAD_BASE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_joint[ AVATAR_JOINT_LEFT_COLLAR ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_LEFT_ELBOW ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_LEFT_WRIST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_joint[ AVATAR_JOINT_LEFT_HIP ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_joint[ AVATAR_JOINT_LEFT_KNEE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_joint[ AVATAR_JOINT_LEFT_HEEL ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
@ -1258,7 +1240,7 @@ void Avatar::updateBodySprings(float deltaTime) {
float length = glm::length(springVector);
if (length > 0.0f) {
if (length > 0.0f) { // to avoid divide by zero
glm::vec3 springDirection = springVector / length;
float force = (length - _joint[b].length) * BODY_SPRING_FORCE * deltaTime;
@ -1342,56 +1324,30 @@ void Avatar::renderBody() {
if (b != AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case in "renderHead"
//render bone orientation
//show direction vectors of the bone orientation
//renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0);
if (_usingBodySprings) {
glColor3fv(skinColor);
glPushMatrix();
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
else {
glColor3fv(skinColor);
glPushMatrix();
glTranslatef(_joint[b].position.x, _joint[b].position.y, _joint[b].position.z);
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
glColor3fv(skinColor);
glPushMatrix();
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
}
// Render lines connecting the joint positions
if (_usingBodySprings) {
glColor3f(0.4f, 0.5f, 0.6f);
glLineWidth(3.0);
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
if (_joint[b].parent != AVATAR_JOINT_NULL)
if (b != AVATAR_JOINT_HEAD_TOP) {
glBegin(GL_LINE_STRIP);
glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x);
glVertex3fv(&_joint[ b ].springyPosition.x);
glEnd();
}
glColor3f(0.4f, 0.5f, 0.6f);
glLineWidth(3.0);
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
if (_joint[b].parent != AVATAR_JOINT_NULL)
if (b != AVATAR_JOINT_HEAD_TOP) {
glBegin(GL_LINE_STRIP);
glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x);
glVertex3fv(&_joint[ b ].springyPosition.x);
glEnd();
}
}
/*
else {
glColor3fv(skinColor);
glLineWidth(3.0);
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
if (_joint[b].parent != AVATAR_JOINT_NULL) {
glBegin(GL_LINE_STRIP);
glVertex3fv(&_joint[ _joint[ b ].parent ].position.x);
glVertex3fv(&_joint[ b ].position.x);
glEnd();
}
}
}
*/
}
void Avatar::SetNewHeadTarget(float pitch, float yaw) {

View file

@ -142,10 +142,6 @@ public:
private:
// Do you want head to try to return to center (depends on interface detected)
void setHeadReturnToCenter(bool r) { _returnHeadToCenter = r; };
const bool getHeadReturnToCenter() const { return _returnHeadToCenter; };
struct AvatarJoint
{
AvatarJointID parent; // which joint is this joint connected to?
@ -213,7 +209,6 @@ private:
float _bodyPitchDelta;
float _bodyYawDelta;
float _bodyRollDelta;
bool _usingBodySprings;
glm::vec3 _movedHandOffset;
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
AvatarJoint _joint[ NUM_AVATAR_JOINTS ];
@ -240,7 +235,7 @@ private:
AvatarTouch _avatarTouch;
bool _displayingHead; // should be false if in first-person view
bool _returnHeadToCenter;
float _distanceToNearestAvatar; // How close is the nearest avatar?
float _distanceToNearestAvatar; // How close is the nearest avatar?
glm::vec3 _gravity;
// private methods...
@ -257,6 +252,10 @@ private:
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
void setHeadSpringScale(float s) { _head.returnSpringScale = s; }
// Do you want head to try to return to center (depends on interface detected)
void setHeadReturnToCenter(bool r) { _returnHeadToCenter = r; };
const bool getHeadReturnToCenter() const { return _returnHeadToCenter; };
};
#endif

View file

@ -1,53 +0,0 @@
//-----------------------------------------------------------
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
//-----------------------------------------------------------
#ifndef __interface__orientation__
#define __interface__orientation__
#include <cmath>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
// this is where the coordinate system is represented
const glm::vec3 IDENTITY_RIGHT = glm::vec3( -1.0f, 0.0f, 0.0f );
const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f );
const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f, 1.0f );
class Orientation
{
public:
Orientation();
void set( Orientation );
void setToIdentity();
void pitch( float p );
void yaw ( float y );
void roll ( float r );
void rotate( float pitch, float yaw, float roll );
void rotate( glm::vec3 EulerAngles );
void rotate( glm::quat quaternion );
const glm::vec3 & getRight() const { return right; }
const glm::vec3 & getUp () const { return up; }
const glm::vec3 & getFront() const { return front; }
const glm::vec3 & getIdentityRight() const { return IDENTITY_RIGHT; }
const glm::vec3 & getIdentityUp () const { return IDENTITY_UP; }
const glm::vec3 & getIdentityFront() const { return IDENTITY_FRONT; }
private:
glm::quat quat;
glm::vec3 right;
glm::vec3 up;
glm::vec3 front;
void rotateAndGenerateDirections( glm::quat rotation );
};
#endif

View file

@ -6,10 +6,10 @@
//-----------------------------------------------------------
#include "Orientation.h"
#include <SharedUtil.h>
#include "avatars_Log.h"
#include "SharedUtil.h"
//#include "avatars_Log.h"
using avatars_lib::printLog;
//using avatars_lib::printLog;
static const bool USING_QUATERNIONS = true;
@ -20,25 +20,25 @@ Orientation::Orientation() {
void Orientation::setToIdentity() {
quat = glm::quat();
right = glm::vec3( IDENTITY_RIGHT );
up = glm::vec3( IDENTITY_UP );
front = glm::vec3( IDENTITY_FRONT );
right = glm::vec3(IDENTITY_RIGHT);
up = glm::vec3(IDENTITY_UP );
front = glm::vec3(IDENTITY_FRONT);
}
void Orientation::set( Orientation o ) {
void Orientation::set(Orientation o) {
quat = o.quat;
right = o.right;
up = o.up;
front = o.front;
quat = o.quat;
right = o.right;
up = o.up;
front = o.front;
}
void Orientation::yaw( float angle ) {
void Orientation::yaw(float angle) {
float radian = angle * PI_OVER_180;
if ( USING_QUATERNIONS ) {
rotateAndGenerateDirections( glm::quat( glm::vec3( 0.0f, -radian, 0.0f )) );
if (USING_QUATERNIONS) {
rotateAndGenerateDirections(glm::quat(glm::vec3(0.0f, -radian, 0.0f)));
} else {
float s = sin(radian);
float c = cos(radian);
@ -53,12 +53,12 @@ void Orientation::yaw( float angle ) {
}
}
void Orientation::pitch( float angle ) {
void Orientation::pitch(float angle) {
float radian = angle * PI_OVER_180;
if ( USING_QUATERNIONS ) {
rotateAndGenerateDirections( glm::quat( glm::vec3( radian, 0.0f, 0.0f ) ) );
if (USING_QUATERNIONS) {
rotateAndGenerateDirections(glm::quat(glm::vec3(radian, 0.0f, 0.0f)));
} else {
float s = sin(radian);
float c = cos(radian);
@ -73,12 +73,12 @@ void Orientation::pitch( float angle ) {
}
}
void Orientation::roll( float angle ) {
void Orientation::roll(float angle) {
float radian = angle * PI_OVER_180;
if ( USING_QUATERNIONS ) {
rotateAndGenerateDirections( glm::quat( glm::vec3( 0.0f, 0.0f, radian )) );
if (USING_QUATERNIONS) {
rotateAndGenerateDirections(glm::quat(glm::vec3(0.0f, 0.0f, radian)));
} else {
float s = sin(radian);
float c = cos(radian);
@ -93,13 +93,13 @@ void Orientation::roll( float angle ) {
}
}
void Orientation::rotate( float p, float y, float r ) {
void Orientation::rotate(float p, float y, float r) {
pitch(p);
yaw (y);
roll (r);
}
void Orientation::rotate( glm::vec3 eulerAngles ) {
void Orientation::rotate(glm::vec3 eulerAngles) {
//this needs to be optimized!
pitch(eulerAngles.x);
@ -112,13 +112,13 @@ void Orientation::rotate( glm::quat rotation ) {
}
void Orientation::rotateAndGenerateDirections( glm::quat rotation ) {
void Orientation::rotateAndGenerateDirections(glm::quat rotation) {
quat = quat * rotation;
glm::mat4 rotationMatrix = glm::mat4_cast(quat);
right = glm::vec3( glm::vec4( IDENTITY_RIGHT, 0.0f ) * rotationMatrix );
up = glm::vec3( glm::vec4( IDENTITY_UP, 0.0f ) * rotationMatrix );
front = glm::vec3( glm::vec4( IDENTITY_FRONT, 0.0f ) * rotationMatrix );
right = glm::vec3(glm::vec4(IDENTITY_RIGHT, 0.0f) * rotationMatrix);
up = glm::vec3(glm::vec4(IDENTITY_UP, 0.0f) * rotationMatrix);
front = glm::vec3(glm::vec4(IDENTITY_FRONT, 0.0f) * rotationMatrix);
}

View file

@ -0,0 +1,53 @@
//-----------------------------------------------------------
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
//-----------------------------------------------------------
#ifndef __interface__orientation__
#define __interface__orientation__
#include <cmath>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
// this is where the coordinate system is represented
const glm::vec3 IDENTITY_RIGHT = glm::vec3(-1.0f, 0.0f, 0.0f);
const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f);
const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f, 1.0f);
class Orientation
{
public:
Orientation();
void set(Orientation);
void setToIdentity();
void pitch(float p);
void yaw (float y);
void roll (float r);
void rotate(float pitch, float yaw, float roll);
void rotate(glm::vec3 EulerAngles);
void rotate(glm::quat quaternion);
const glm::vec3 & getRight() const {return right;}
const glm::vec3 & getUp () const {return up; }
const glm::vec3 & getFront() const {return front;}
const glm::vec3 & getIdentityRight() const {return IDENTITY_RIGHT;}
const glm::vec3 & getIdentityUp () const {return IDENTITY_UP;}
const glm::vec3 & getIdentityFront() const {return IDENTITY_FRONT;}
private:
glm::quat quat;
glm::vec3 right;
glm::vec3 up;
glm::vec3 front;
void rotateAndGenerateDirections(glm::quat rotation);
};
#endif

View file

@ -307,7 +307,7 @@ int main(int argc, const char * argv[])
printf("loading voxels from file...\n");
persistantFileRead = ::randomTree.readFromFileV2(::wantLocalDomain ? LOCAL_VOXELS_PERSIST_FILE : VOXELS_PERSIST_FILE);
::randomTree.clearDirtyBit(); // the tree is clean since we just loaded it
printf("DONE loading voxels from file...\n");
printf("DONE loading voxels from file... fileRead=%s\n", persistantFileRead ? "yes" : "no" );
unsigned long nodeCount = ::randomTree.getVoxelCount();
printf("Nodes after loading scene %ld nodes\n", nodeCount);
}
@ -350,7 +350,9 @@ int main(int argc, const char * argv[])
// 1) we attempted to load a persistant file and it wasn't there
// 2) you asked us to add a scene
// HOWEVER -- we will NEVER add a scene if you explicitly tell us not to!
bool actuallyAddScene = !noAddScene && (addScene || (::wantVoxelPersist && !persistantFileRead));
//
// TEMPORARILY DISABLED!!!
bool actuallyAddScene = false; // !noAddScene && (addScene || (::wantVoxelPersist && !persistantFileRead));
if (actuallyAddScene) {
addSphereScene(&randomTree);
}