This commit is contained in:
Andrzej Kapolka 2013-06-04 18:00:01 -07:00
commit c953fc743d
17 changed files with 327 additions and 258 deletions

View file

@ -162,8 +162,7 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
_packetCount(0), _packetCount(0),
_packetsPerSecond(0), _packetsPerSecond(0),
_bytesPerSecond(0), _bytesPerSecond(0),
_bytesCount(0), _bytesCount(0)
_settings("HighFidelity", "Interface")
{ {
_applicationStartupTime = startup_time; _applicationStartupTime = startup_time;
_window->setWindowTitle("Interface"); _window->setWindowTitle("Interface");
@ -975,7 +974,7 @@ void Application::terminate() {
if (_autosave) { if (_autosave) {
saveSettings(); saveSettings();
_settings.sync(); _settings->sync();
} }
if (_enableNetworkThread) { if (_enableNetworkThread) {
@ -1121,7 +1120,7 @@ static void sendVoxelEditMessage(PACKET_HEADER header, VoxelDetail& detail) {
void Application::addVoxelInFrontOfAvatar() { void Application::addVoxelInFrontOfAvatar() {
VoxelDetail detail; VoxelDetail detail;
glm::vec3 position = (_myAvatar.getPosition() + _myAvatar.getCameraDirection()) * (1.0f / TREE_SCALE); glm::vec3 position = (_myAvatar.getPosition() + _myAvatar.calculateCameraDirection()) * (1.0f / TREE_SCALE);
detail.s = _mouseVoxelScale; detail.s = _mouseVoxelScale;
detail.x = detail.s * floor(position.x / detail.s); detail.x = detail.s * floor(position.x / detail.s);
@ -1166,8 +1165,6 @@ void Application::chooseVoxelPaintColor() {
_window->activateWindow(); _window->activateWindow();
} }
<<<<<<< HEAD
=======
const int MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE = 1500; const int MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE = 1500;
struct SendVoxelsOperationArgs { struct SendVoxelsOperationArgs {
unsigned char* newBaseOctCode; unsigned char* newBaseOctCode;
@ -1331,7 +1328,6 @@ void Application::pasteVoxels() {
} }
} }
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
void Application::initMenu() { void Application::initMenu() {
QMenuBar* menuBar = new QMenuBar(); QMenuBar* menuBar = new QMenuBar();
_window->setMenuBar(menuBar); _window->setMenuBar(menuBar);
@ -1450,7 +1446,6 @@ void Application::initMenu() {
debugMenu->addAction("Wants Res-In", this, SLOT(setWantsResIn(bool)))->setCheckable(true); debugMenu->addAction("Wants Res-In", this, SLOT(setWantsResIn(bool)))->setCheckable(true);
debugMenu->addAction("Wants Monochrome", this, SLOT(setWantsMonochrome(bool)))->setCheckable(true); debugMenu->addAction("Wants Monochrome", this, SLOT(setWantsMonochrome(bool)))->setCheckable(true);
debugMenu->addAction("Wants View Delta Sending", this, SLOT(setWantsDelta(bool)))->setCheckable(true); debugMenu->addAction("Wants View Delta Sending", this, SLOT(setWantsDelta(bool)))->setCheckable(true);
<<<<<<< HEAD
QMenu* settingsMenu = menuBar->addMenu("Settings"); QMenu* settingsMenu = menuBar->addMenu("Settings");
(_settingsAutosave = settingsMenu->addAction("Autosave", this, SLOT(setAutosave(bool))))->setCheckable(true); (_settingsAutosave = settingsMenu->addAction("Autosave", this, SLOT(setAutosave(bool))))->setCheckable(true);
@ -1459,11 +1454,9 @@ void Application::initMenu() {
settingsMenu->addAction("Save settings", this, SLOT(saveSettings())); settingsMenu->addAction("Save settings", this, SLOT(saveSettings()));
settingsMenu->addAction("Import settings", this, SLOT(importSettings())); settingsMenu->addAction("Import settings", this, SLOT(importSettings()));
settingsMenu->addAction("Export settings", this, SLOT(exportSettings())); settingsMenu->addAction("Export settings", this, SLOT(exportSettings()));
=======
_networkAccessManager = new QNetworkAccessManager(this); _networkAccessManager = new QNetworkAccessManager(this);
_settings = new QSettings("High Fidelity", "Interface", this); _settings = new QSettings("High Fidelity", "Interface", this);
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
} }
void Application::updateFrustumRenderModeAction() { void Application::updateFrustumRenderModeAction() {
@ -1573,9 +1566,7 @@ void Application::updateAvatar(float deltaTime) {
// to the server. // to the server.
loadViewFrustum(_myCamera, _viewFrustum); loadViewFrustum(_myCamera, _viewFrustum);
_myAvatar.setCameraPosition(_viewFrustum.getPosition()); _myAvatar.setCameraPosition(_viewFrustum.getPosition());
_myAvatar.setCameraDirection(_viewFrustum.getDirection()); _myAvatar.setCameraOrientation(_viewFrustum.getOrientation());
_myAvatar.setCameraUp(_viewFrustum.getUp());
_myAvatar.setCameraRight(_viewFrustum.getRight());
_myAvatar.setCameraFov(_viewFrustum.getFieldOfView()); _myAvatar.setCameraFov(_viewFrustum.getFieldOfView());
_myAvatar.setCameraAspectRatio(_viewFrustum.getAspectRatio()); _myAvatar.setCameraAspectRatio(_viewFrustum.getAspectRatio());
_myAvatar.setCameraNearClip(_viewFrustum.getNearClip()); _myAvatar.setCameraNearClip(_viewFrustum.getNearClip());
@ -1639,13 +1630,10 @@ void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
float farClip = camera.getFarClip(); float farClip = camera.getFarClip();
glm::quat rotation = camera.getRotation(); glm::quat rotation = camera.getRotation();
glm::vec3 direction = rotation * AVATAR_FRONT;
glm::vec3 up = rotation * AVATAR_UP;
glm::vec3 right = rotation * AVATAR_RIGHT;
// Set the viewFrustum up with the correct position and orientation of the camera // Set the viewFrustum up with the correct position and orientation of the camera
viewFrustum.setPosition(position); viewFrustum.setPosition(position);
viewFrustum.setOrientation(direction,up,right); viewFrustum.setOrientation(rotation);
// Also make sure it's got the correct lens details from the camera // Also make sure it's got the correct lens details from the camera
viewFrustum.setFieldOfView(fov); viewFrustum.setFieldOfView(fov);

View file

@ -71,66 +71,12 @@ public:
Camera* getCamera() { return &_myCamera; } Camera* getCamera() { return &_myCamera; }
ViewFrustum* getViewFrustum() { return &_viewFrustum; } ViewFrustum* getViewFrustum() { return &_viewFrustum; }
VoxelSystem* getVoxels() { return &_voxels; } VoxelSystem* getVoxels() { return &_voxels; }
QSettings* getSettings() { return &_settings; } QSettings* getSettings() { return _settings; }
Environment* getEnvironment() { return &_environment; } Environment* getEnvironment() { return &_environment; }
bool shouldEchoAudio() { return _echoAudioMode->isChecked(); } bool shouldEchoAudio() { return _echoAudioMode->isChecked(); }
<<<<<<< HEAD
=======
QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; } QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
/*!
@fn getSettingBool
@brief A function for getting boolean settings from the settings file.
@param settingName The desired setting to get the value for.
@param boolSetting The referenced variable where the setting will be stored.
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to false.
*/
bool getSetting(const char* setting, bool &value, const bool defaultSetting = false) const;
/*!
@fn getSettingFloat
@brief A function for getting float settings from the settings file.
@param settingName The desired setting to get the value for.
@param floatSetting The referenced variable where the setting will be stored.
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to 0.0f.
*/
bool getSetting(const char* setting, float &value, const float defaultSetting = 0.0f) const;
/*!
@fn getSettingVec3
@brief A function for getting boolean settings from the settings file.
@param settingName The desired setting to get the value for.
@param vecSetting The referenced variable where the setting will be stored.
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to <0.0f, 0.0f, 0.0f>
*/
bool getSetting(const char* setting, glm::vec3 &value, const glm::vec3& defaultSetting = glm::vec3(0.0f, 0.0f, 0.0f)) const;
/*!
@fn setSettingBool
@brief A function for setting boolean setting values when saving the settings file.
@param settingName The desired setting to populate a value for.
@param boolSetting The value to set.
*/
void setSetting(const char* setting, const bool value);
/*!
@fn setSettingFloat
@brief A function for setting boolean setting values when saving the settings file.
@param settingName The desired setting to populate a value for.
@param floatSetting The value to set.
*/
void setSetting(const char* setting, const float value);
/*!
@fn setSettingVec3
@brief A function for setting boolean setting values when saving the settings file.
@param settingName The desired setting to populate a value for.
@param vecSetting The value to set.
*/
void setSetting(const char* setting, const glm::vec3& value);
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
private slots: private slots:
void timer(); void timer();
@ -167,22 +113,16 @@ private slots:
void decreaseVoxelSize(); void decreaseVoxelSize();
void increaseVoxelSize(); void increaseVoxelSize();
void chooseVoxelPaintColor(); void chooseVoxelPaintColor();
<<<<<<< HEAD
void setAutosave(bool wantsAutosave); void setAutosave(bool wantsAutosave);
void loadSettings(QSettings* set = NULL); void loadSettings(QSettings* set = NULL);
void saveSettings(QSettings* set = NULL); void saveSettings(QSettings* set = NULL);
void importSettings(); void importSettings();
void exportSettings(); void exportSettings();
=======
void exportVoxels(); void exportVoxels();
void importVoxels(); void importVoxels();
void cutVoxels(); void cutVoxels();
void copyVoxels(); void copyVoxels();
void pasteVoxels(); void pasteVoxels();
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
private: private:
static bool sendVoxelsOperation(VoxelNode* node, void* extraData); static bool sendVoxelsOperation(VoxelNode* node, void* extraData);
@ -260,7 +200,6 @@ private:
QAction* _settingsAutosave; // Whether settings are saved automatically QAction* _settingsAutosave; // Whether settings are saved automatically
QNetworkAccessManager* _networkAccessManager; QNetworkAccessManager* _networkAccessManager;
QSettings* _settings;
SerialInterface _serialPort; SerialInterface _serialPort;
bool _displayLevels; bool _displayLevels;
@ -353,7 +292,7 @@ private:
int _bytesPerSecond; int _bytesPerSecond;
int _bytesCount; int _bytesCount;
QSettings _settings; // Contain Menu settings and Avatar data QSettings* _settings; // Contain Menu settings and Avatar data
bool _autosave; // True if the autosave is on. bool _autosave; // True if the autosave is on.
}; };

View file

@ -429,9 +429,9 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
} }
glm::quat orientation = getOrientation(); glm::quat orientation = getOrientation();
glm::vec3 front = orientation * AVATAR_FRONT; glm::vec3 front = orientation * IDENTITY_FRONT;
glm::vec3 right = orientation * AVATAR_RIGHT; glm::vec3 right = orientation * IDENTITY_RIGHT;
glm::vec3 up = orientation * AVATAR_UP; 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) // 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; const float THRUST_MAG = 600.0f;
@ -651,9 +651,9 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
glm::quat orientation = getOrientation(); glm::quat orientation = getOrientation();
// reset hand and arm positions according to hand movement // reset hand and arm positions according to hand movement
glm::vec3 right = orientation * AVATAR_RIGHT; glm::vec3 right = orientation * IDENTITY_RIGHT;
glm::vec3 up = orientation * AVATAR_UP; glm::vec3 up = orientation * IDENTITY_UP;
glm::vec3 front = orientation * AVATAR_FRONT; glm::vec3 front = orientation * IDENTITY_FRONT;
glm::vec3 transformedHandMovement glm::vec3 transformedHandMovement
= right * _movedHandOffset.x * 2.0f = right * _movedHandOffset.x * 2.0f
@ -1125,14 +1125,14 @@ void Avatar::updateArmIKAndConstraints(float deltaTime) {
glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const { glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
glm::quat orientation = getOrientation(); glm::quat orientation = getOrientation();
glm::vec3 currentUp = orientation * AVATAR_UP; glm::vec3 currentUp = orientation * IDENTITY_UP;
float angle = glm::degrees(acosf(glm::clamp(glm::dot(currentUp, _worldUpDirection), -1.0f, 1.0f))); float angle = glm::degrees(acosf(glm::clamp(glm::dot(currentUp, _worldUpDirection), -1.0f, 1.0f)));
if (angle < EPSILON) { if (angle < EPSILON) {
return glm::quat(); return glm::quat();
} }
glm::vec3 axis; glm::vec3 axis;
if (angle > 179.99f) { // 180 degree rotation; must use another axis if (angle > 179.99f) { // 180 degree rotation; must use another axis
axis = orientation * AVATAR_RIGHT; axis = orientation * IDENTITY_RIGHT;
} else { } else {
axis = glm::normalize(glm::cross(currentUp, _worldUpDirection)); axis = glm::normalize(glm::cross(currentUp, _worldUpDirection));
} }
@ -1252,7 +1252,6 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
} }
} }
<<<<<<< HEAD
void Avatar::loadData(QSettings* set) { void Avatar::loadData(QSettings* set) {
set->beginGroup("Avatar"); set->beginGroup("Avatar");
@ -1265,18 +1264,13 @@ void Avatar::loadData(QSettings* set) {
_position.z = set->value("position_z", _position.z).toFloat(); _position.z = set->value("position_z", _position.z).toFloat();
set->endGroup(); set->endGroup();
======= }
void Avatar::getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const { void Avatar::getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const {
position = _bodyBall[jointID].position; position = _bodyBall[jointID].position;
rotation = _bodyBall[jointID].rotation; rotation = _bodyBall[jointID].rotation;
} }
void Avatar::writeAvatarDataToFile() {
Application::getInstance()->setSetting("avatarPos", _position);
Application::getInstance()->setSetting("avatarRotation", glm::vec3(_bodyYaw, _bodyPitch, _bodyRoll));
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
}
void Avatar::saveData(QSettings* set) { void Avatar::saveData(QSettings* set) {
set->beginGroup("Avatar"); set->beginGroup("Avatar");

View file

@ -108,9 +108,9 @@ public:
bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();} bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();}
const glm::vec3& getHeadJointPosition () const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;} const glm::vec3& getHeadJointPosition () const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;}
const glm::vec3& getBallPosition (AvatarJointID j) const { return _bodyBall[j].position;} const glm::vec3& getBallPosition (AvatarJointID j) const { return _bodyBall[j].position;}
glm::vec3 getBodyRightDirection () const { return getOrientation() * AVATAR_RIGHT; } glm::vec3 getBodyRightDirection () const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getBodyUpDirection () const { return getOrientation() * AVATAR_UP; } glm::vec3 getBodyUpDirection () const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getBodyFrontDirection () const { return getOrientation() * AVATAR_FRONT; } glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; }
const glm::vec3& getVelocity () const { return _velocity;} const glm::vec3& getVelocity () const { return _velocity;}
float getSpeed () const { return _speed;} float getSpeed () const { return _speed;}
float getHeight () const { return _height;} float getHeight () const { return _height;}
@ -131,18 +131,16 @@ public:
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; }; void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
glm::vec3 getThrust() { return _thrust; }; glm::vec3 getThrust() { return _thrust; };
<<<<<<< HEAD
// get/set avatar data // get/set avatar data
void saveData(QSettings* set); void saveData(QSettings* set);
void loadData(QSettings* set); void loadData(QSettings* set);
=======
// Get the position/rotation of a single body ball // Get the position/rotation of a single body ball
void getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const; void getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const;
//read/write avatar data //read/write avatar data
void writeAvatarDataToFile(); void writeAvatarDataToFile();
void readAvatarDataFromFile(); void readAvatarDataFromFile();
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
private: private:
// privatize copy constructor and assignment operator to avoid copying // privatize copy constructor and assignment operator to avoid copying

View file

@ -15,7 +15,7 @@
enum AvatarHandState enum AvatarHandState
{ {
HAND_STATE_NULL = -1, HAND_STATE_NULL = 0,
HAND_STATE_OPEN, HAND_STATE_OPEN,
HAND_STATE_GRASPING, HAND_STATE_GRASPING,
HAND_STATE_POINTING, HAND_STATE_POINTING,

View file

@ -171,9 +171,9 @@ void Head::determineIfLookingAtSomething() {
void Head::calculateGeometry() { void Head::calculateGeometry() {
//generate orientation directions //generate orientation directions
glm::quat orientation = getOrientation(); glm::quat orientation = getOrientation();
glm::vec3 right = orientation * AVATAR_RIGHT; glm::vec3 right = orientation * IDENTITY_RIGHT;
glm::vec3 up = orientation * AVATAR_UP; glm::vec3 up = orientation * IDENTITY_UP;
glm::vec3 front = orientation * AVATAR_FRONT; glm::vec3 front = orientation * IDENTITY_FRONT;
//calculate the eye positions //calculate the eye positions
_leftEyePosition = _position _leftEyePosition = _position
@ -346,9 +346,9 @@ void Head::renderMouth() {
float s = sqrt(_averageLoudness); float s = sqrt(_averageLoudness);
glm::quat orientation = getOrientation(); glm::quat orientation = getOrientation();
glm::vec3 right = orientation * AVATAR_RIGHT; glm::vec3 right = orientation * IDENTITY_RIGHT;
glm::vec3 up = orientation * AVATAR_UP; glm::vec3 up = orientation * IDENTITY_UP;
glm::vec3 front = orientation * AVATAR_FRONT; glm::vec3 front = orientation * IDENTITY_FRONT;
glm::vec3 r = right * _scale * (0.30f + s * 0.0014f ); glm::vec3 r = right * _scale * (0.30f + s * 0.0014f );
glm::vec3 u = up * _scale * (0.05f + s * 0.0040f ); glm::vec3 u = up * _scale * (0.05f + s * 0.0040f );
@ -414,9 +414,9 @@ void Head::renderEyeBrows() {
glm::vec3 rightBottom = _leftEyePosition; glm::vec3 rightBottom = _leftEyePosition;
glm::quat orientation = getOrientation(); glm::quat orientation = getOrientation();
glm::vec3 right = orientation * AVATAR_RIGHT; glm::vec3 right = orientation * IDENTITY_RIGHT;
glm::vec3 up = orientation * AVATAR_UP; glm::vec3 up = orientation * IDENTITY_UP;
glm::vec3 front = orientation * AVATAR_FRONT; glm::vec3 front = orientation * IDENTITY_FRONT;
glm::vec3 r = right * length; glm::vec3 r = right * length;
glm::vec3 u = up * height; glm::vec3 u = up * height;
@ -501,20 +501,20 @@ void Head::renderEyeBalls() {
//rotate the eyeball to aim towards the lookat position //rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, AVATAR_UP); glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
float angle = 180.0f - angleBetween(targetLookatAxis, AVATAR_UP); float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z); glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
} else { } else {
//rotate the eyeball to aim straight ahead //rotate the eyeball to aim straight ahead
glm::vec3 rotationAxisToHeadFront = glm::cross(front, AVATAR_UP); glm::vec3 rotationAxisToHeadFront = glm::cross(front, IDENTITY_UP);
float angleToHeadFront = 180.0f - angleBetween(front, AVATAR_UP); float angleToHeadFront = 180.0f - angleBetween(front, IDENTITY_UP);
glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z); glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z);
//set the amount of roll (for correction after previous rotations) //set the amount of roll (for correction after previous rotations)
float rollRotation = angleBetween(front, AVATAR_FRONT); float rollRotation = angleBetween(front, IDENTITY_FRONT);
float dot = glm::dot(front, -AVATAR_RIGHT); float dot = glm::dot(front, -IDENTITY_RIGHT);
if ( dot < 0.0f ) { rollRotation = -rollRotation; } if ( dot < 0.0f ) { rollRotation = -rollRotation; }
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
} }
@ -545,21 +545,21 @@ void Head::renderEyeBalls() {
//rotate the eyeball to aim towards the lookat position //rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition); glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition);
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, AVATAR_UP); glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
float angle = 180.0f - angleBetween(targetLookatAxis, AVATAR_UP); float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z); glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
} else { } else {
//rotate the eyeball to aim straight ahead //rotate the eyeball to aim straight ahead
glm::vec3 rotationAxisToHeadFront = glm::cross(front, AVATAR_UP); glm::vec3 rotationAxisToHeadFront = glm::cross(front, IDENTITY_UP);
float angleToHeadFront = 180.0f - angleBetween(front, AVATAR_UP); float angleToHeadFront = 180.0f - angleBetween(front, IDENTITY_UP);
glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z); glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z);
//set the amount of roll (for correction after previous rotations) //set the amount of roll (for correction after previous rotations)
float rollRotation = angleBetween(front, AVATAR_FRONT); float rollRotation = angleBetween(front, IDENTITY_FRONT);
float dot = glm::dot(front, -AVATAR_RIGHT); float dot = glm::dot(front, -IDENTITY_RIGHT);
if ( dot < 0.0f ) { rollRotation = -rollRotation; } if ( dot < 0.0f ) { rollRotation = -rollRotation; }
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
} }
@ -595,9 +595,8 @@ void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosi
void Head::updateHairPhysics(float deltaTime) { void Head::updateHairPhysics(float deltaTime) {
glm::quat orientation = getOrientation(); glm::quat orientation = getOrientation();
glm::vec3 right = orientation * AVATAR_RIGHT; glm::vec3 up = orientation * IDENTITY_UP;
glm::vec3 up = orientation * AVATAR_UP; glm::vec3 front = orientation * IDENTITY_FRONT;
glm::vec3 front = orientation * AVATAR_FRONT;
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) { for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {

View file

@ -49,9 +49,9 @@ public:
glm::quat getOrientation() const; glm::quat getOrientation() const;
glm::quat getWorldAlignedOrientation () const; glm::quat getWorldAlignedOrientation () const;
glm::vec3 getRightDirection() const { return getOrientation() * AVATAR_RIGHT; } glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getUpDirection () const { return getOrientation() * AVATAR_UP; } glm::vec3 getUpDirection () const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getFrontDirection() const { return getOrientation() * AVATAR_FRONT; } glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected) const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
float getAverageLoudness() {return _averageLoudness;}; float getAverageLoudness() {return _averageLoudness;};

View file

@ -21,6 +21,8 @@
#include "world.h" #include "world.h"
#include "Util.h" #include "Util.h"
#include "VoxelConstants.h"
using namespace std; using namespace std;
// no clue which versions are affected... // no clue which versions are affected...
@ -415,9 +417,9 @@ void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int
void renderOrientationDirections(glm::vec3 position, const glm::quat& orientation, float size) { void renderOrientationDirections(glm::vec3 position, const glm::quat& orientation, float size) {
glm::vec3 pRight = position + orientation * AVATAR_RIGHT * size; glm::vec3 pRight = position + orientation * IDENTITY_RIGHT * size;
glm::vec3 pUp = position + orientation * AVATAR_UP * size; glm::vec3 pUp = position + orientation * IDENTITY_UP * size;
glm::vec3 pFront = position + orientation * AVATAR_FRONT * size; glm::vec3 pFront = position + orientation * IDENTITY_FRONT * size;
glColor3f(1.0f, 0.0f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_LINE_STRIP); glBegin(GL_LINE_STRIP);

View file

@ -15,4 +15,7 @@ include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} ${ROOT_DIR}) include_glm(${TARGET_NAME} ${ROOT_DIR})
include(${MACRO_DIR}/LinkHifiLibrary.cmake) include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR}) link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
# link in the hifi voxels library
link_hifi_library(voxels ${TARGET_NAME} ${ROOT_DIR})

View file

@ -14,23 +14,10 @@
#include <PacketHeaders.h> #include <PacketHeaders.h>
#include "AvatarData.h" #include "AvatarData.h"
#include <VoxelConstants.h>
using namespace std; using namespace std;
int packFloatAngleToTwoByte(unsigned char* buffer, float angle) {
const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.0);
uint16_t angleHolder = floorf((angle + 180) * ANGLE_CONVERSION_RATIO);
memcpy(buffer, &angleHolder, sizeof(uint16_t));
return sizeof(uint16_t);
}
int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPointer) {
*destinationPointer = (*byteAnglePointer / (float) std::numeric_limits<uint16_t>::max()) * 360.0 - 180;
return sizeof(uint16_t);
}
AvatarData::AvatarData(Agent* owningAgent) : AvatarData::AvatarData(Agent* owningAgent) :
AgentData(owningAgent), AgentData(owningAgent),
_handPosition(0,0,0), _handPosition(0,0,0),
@ -39,9 +26,7 @@ AvatarData::AvatarData(Agent* owningAgent) :
_bodyRoll(0.0), _bodyRoll(0.0),
_handState(0), _handState(0),
_cameraPosition(0,0,0), _cameraPosition(0,0,0),
_cameraDirection(0,0,0), _cameraOrientation(),
_cameraUp(0,0,0),
_cameraRight(0,0,0),
_cameraFov(0.0f), _cameraFov(0.0f),
_cameraAspectRatio(0.0f), _cameraAspectRatio(0.0f),
_cameraNearClip(0.0f), _cameraNearClip(0.0f),
@ -91,55 +76,45 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
memcpy(destinationBuffer, &_headData->_leanForward, sizeof(_headData->_leanForward)); memcpy(destinationBuffer, &_headData->_leanForward, sizeof(_headData->_leanForward));
destinationBuffer += sizeof(_headData->_leanForward); destinationBuffer += sizeof(_headData->_leanForward);
// Hand Position // Hand Position - is relative to body position
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3); glm::vec3 handPositionRelative = _handPosition - _position;
memcpy(destinationBuffer, &handPositionRelative, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3; destinationBuffer += sizeof(float) * 3;
// Lookat Position // Lookat Position
memcpy(destinationBuffer, &_headData->_lookAtPosition, sizeof(_headData->_lookAtPosition)); memcpy(destinationBuffer, &_headData->_lookAtPosition, sizeof(_headData->_lookAtPosition));
destinationBuffer += sizeof(_headData->_lookAtPosition); destinationBuffer += sizeof(_headData->_lookAtPosition);
// Hand State (0 = not grabbing, 1 = grabbing)
memcpy(destinationBuffer, &_handState, sizeof(char));
destinationBuffer += sizeof(char);
// Instantaneous audio loudness (used to drive facial animation) // Instantaneous audio loudness (used to drive facial animation)
//destinationBuffer += packFloatToByte(destinationBuffer, std::min(MAX_AUDIO_LOUDNESS, _audioLoudness), MAX_AUDIO_LOUDNESS);
memcpy(destinationBuffer, &_headData->_audioLoudness, sizeof(float)); memcpy(destinationBuffer, &_headData->_audioLoudness, sizeof(float));
destinationBuffer += sizeof(float); destinationBuffer += sizeof(float);
// camera details // camera details
memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition)); memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition));
destinationBuffer += sizeof(_cameraPosition); destinationBuffer += sizeof(_cameraPosition);
memcpy(destinationBuffer, &_cameraDirection, sizeof(_cameraDirection)); destinationBuffer += packOrientationQuatToBytes(destinationBuffer, _cameraOrientation);
destinationBuffer += sizeof(_cameraDirection); destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _cameraFov);
memcpy(destinationBuffer, &_cameraRight, sizeof(_cameraRight)); destinationBuffer += packFloatRatioToTwoByte(destinationBuffer, _cameraAspectRatio);
destinationBuffer += sizeof(_cameraRight); destinationBuffer += packClipValueToTwoByte(destinationBuffer, _cameraNearClip);
memcpy(destinationBuffer, &_cameraUp, sizeof(_cameraUp)); destinationBuffer += packClipValueToTwoByte(destinationBuffer, _cameraFarClip);
destinationBuffer += sizeof(_cameraUp);
memcpy(destinationBuffer, &_cameraFov, sizeof(_cameraFov));
destinationBuffer += sizeof(_cameraFov);
memcpy(destinationBuffer, &_cameraAspectRatio, sizeof(_cameraAspectRatio));
destinationBuffer += sizeof(_cameraAspectRatio);
memcpy(destinationBuffer, &_cameraNearClip, sizeof(_cameraNearClip));
destinationBuffer += sizeof(_cameraNearClip);
memcpy(destinationBuffer, &_cameraFarClip, sizeof(_cameraFarClip));
destinationBuffer += sizeof(_cameraFarClip);
// key state
*destinationBuffer++ = _keyState;
// chat message // chat message
*destinationBuffer++ = _chatMessage.size(); *destinationBuffer++ = _chatMessage.size();
memcpy(destinationBuffer, _chatMessage.data(), _chatMessage.size() * sizeof(char)); memcpy(destinationBuffer, _chatMessage.data(), _chatMessage.size() * sizeof(char));
destinationBuffer += _chatMessage.size() * sizeof(char); destinationBuffer += _chatMessage.size() * sizeof(char);
// voxel sending features... // bitMask of less than byte wide items
// voxel sending features... unsigned char bitItems = 0;
unsigned char wantItems = 0; if (_wantResIn) { setAtBit(bitItems,WANT_RESIN_AT_BIT); }
if (_wantResIn) { setAtBit(wantItems,WANT_RESIN_AT_BIT); } if (_wantColor) { setAtBit(bitItems,WANT_COLOR_AT_BIT); }
if (_wantColor) { setAtBit(wantItems,WANT_COLOR_AT_BIT); } if (_wantDelta) { setAtBit(bitItems,WANT_DELTA_AT_BIT); }
if (_wantDelta) { setAtBit(wantItems,WANT_DELTA_AT_BIT); }
*destinationBuffer++ = wantItems; // key state
setSemiNibbleAt(bitItems,KEY_STATE_START_BIT,_keyState);
// hand state
setSemiNibbleAt(bitItems,HAND_STATE_START_BIT,_handState);
*destinationBuffer++ = bitItems;
return destinationBuffer - bufferStart; return destinationBuffer - bufferStart;
} }
@ -185,54 +160,170 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
memcpy(&_headData->_leanForward, sourceBuffer, sizeof(_headData->_leanForward)); memcpy(&_headData->_leanForward, sourceBuffer, sizeof(_headData->_leanForward));
sourceBuffer += sizeof(_headData->_leanForward); sourceBuffer += sizeof(_headData->_leanForward);
// Hand Position // Hand Position - is relative to body position
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3); glm::vec3 handPositionRelative;
memcpy(&handPositionRelative, sourceBuffer, sizeof(float) * 3);
_handPosition = _position + handPositionRelative;
sourceBuffer += sizeof(float) * 3; sourceBuffer += sizeof(float) * 3;
// Lookat Position // Lookat Position
memcpy(&_headData->_lookAtPosition, sourceBuffer, sizeof(_headData->_lookAtPosition)); memcpy(&_headData->_lookAtPosition, sourceBuffer, sizeof(_headData->_lookAtPosition));
sourceBuffer += sizeof(_headData->_lookAtPosition); sourceBuffer += sizeof(_headData->_lookAtPosition);
// Hand State
memcpy(&_handState, sourceBuffer, sizeof(char));
sourceBuffer += sizeof(char);
// Instantaneous audio loudness (used to drive facial animation) // Instantaneous audio loudness (used to drive facial animation)
//sourceBuffer += unpackFloatFromByte(sourceBuffer, _audioLoudness, MAX_AUDIO_LOUDNESS);
memcpy(&_headData->_audioLoudness, sourceBuffer, sizeof(float)); memcpy(&_headData->_audioLoudness, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float); sourceBuffer += sizeof(float);
// camera details // camera details
memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition)); memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition));
sourceBuffer += sizeof(_cameraPosition); sourceBuffer += sizeof(_cameraPosition);
memcpy(&_cameraDirection, sourceBuffer, sizeof(_cameraDirection)); sourceBuffer += unpackOrientationQuatFromBytes(sourceBuffer, _cameraOrientation);
sourceBuffer += sizeof(_cameraDirection); sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_cameraFov);
memcpy(&_cameraRight, sourceBuffer, sizeof(_cameraRight)); sourceBuffer += unpackFloatRatioFromTwoByte(sourceBuffer,_cameraAspectRatio);
sourceBuffer += sizeof(_cameraRight); sourceBuffer += unpackClipValueFromTwoByte(sourceBuffer,_cameraNearClip);
memcpy(&_cameraUp, sourceBuffer, sizeof(_cameraUp)); sourceBuffer += unpackClipValueFromTwoByte(sourceBuffer,_cameraFarClip);
sourceBuffer += sizeof(_cameraUp);
memcpy(&_cameraFov, sourceBuffer, sizeof(_cameraFov));
sourceBuffer += sizeof(_cameraFov);
memcpy(&_cameraAspectRatio, sourceBuffer, sizeof(_cameraAspectRatio));
sourceBuffer += sizeof(_cameraAspectRatio);
memcpy(&_cameraNearClip, sourceBuffer, sizeof(_cameraNearClip));
sourceBuffer += sizeof(_cameraNearClip);
memcpy(&_cameraFarClip, sourceBuffer, sizeof(_cameraFarClip));
sourceBuffer += sizeof(_cameraFarClip);
// key state
_keyState = (KeyState)*sourceBuffer++;
// the rest is a chat message // the rest is a chat message
int chatMessageSize = *sourceBuffer++; int chatMessageSize = *sourceBuffer++;
_chatMessage = string((char*)sourceBuffer, chatMessageSize); _chatMessage = string((char*)sourceBuffer, chatMessageSize);
sourceBuffer += chatMessageSize * sizeof(char); sourceBuffer += chatMessageSize * sizeof(char);
// voxel sending features... // voxel sending features...
unsigned char wantItems = 0; unsigned char bitItems = 0;
wantItems = (unsigned char)*sourceBuffer++; bitItems = (unsigned char)*sourceBuffer++;
_wantResIn = oneAtBit(wantItems,WANT_RESIN_AT_BIT); _wantResIn = oneAtBit(bitItems,WANT_RESIN_AT_BIT);
_wantColor = oneAtBit(wantItems,WANT_COLOR_AT_BIT); _wantColor = oneAtBit(bitItems,WANT_COLOR_AT_BIT);
_wantDelta = oneAtBit(wantItems,WANT_DELTA_AT_BIT); _wantDelta = oneAtBit(bitItems,WANT_DELTA_AT_BIT);
// key state, stored as a semi-nibble in the bitItems
_keyState = (KeyState)getSemiNibbleAt(bitItems,KEY_STATE_START_BIT);
// hand state, stored as a semi-nibble in the bitItems
_handState = getSemiNibbleAt(bitItems,HAND_STATE_START_BIT);
return sourceBuffer - startPosition; return sourceBuffer - startPosition;
} }
glm::vec3 AvatarData::calculateCameraDirection() const {
glm::vec3 direction = glm::vec3(_cameraOrientation * glm::vec4(IDENTITY_FRONT, 0.0f));
return direction;
}
int packFloatAngleToTwoByte(unsigned char* buffer, float angle) {
const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.0);
uint16_t angleHolder = floorf((angle + 180) * ANGLE_CONVERSION_RATIO);
memcpy(buffer, &angleHolder, sizeof(uint16_t));
return sizeof(uint16_t);
}
int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPointer) {
*destinationPointer = (*byteAnglePointer / (float) std::numeric_limits<uint16_t>::max()) * 360.0 - 180;
return sizeof(uint16_t);
}
int packOrientationQuatToBytes(unsigned char* buffer, const glm::quat& quatInput) {
const float QUAT_PART_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 2.0);
uint16_t quatParts[4];
quatParts[0] = floorf((quatInput.x + 1.0) * QUAT_PART_CONVERSION_RATIO);
quatParts[1] = floorf((quatInput.y + 1.0) * QUAT_PART_CONVERSION_RATIO);
quatParts[2] = floorf((quatInput.z + 1.0) * QUAT_PART_CONVERSION_RATIO);
quatParts[3] = floorf((quatInput.w + 1.0) * QUAT_PART_CONVERSION_RATIO);
memcpy(buffer, &quatParts, sizeof(quatParts));
return sizeof(quatParts);
}
int unpackOrientationQuatFromBytes(unsigned char* buffer, glm::quat& quatOutput) {
uint16_t quatParts[4];
memcpy(&quatParts, buffer, sizeof(quatParts));
quatOutput.x = ((quatParts[0] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
quatOutput.y = ((quatParts[1] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
quatOutput.z = ((quatParts[2] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
quatOutput.w = ((quatParts[3] / (float) std::numeric_limits<uint16_t>::max()) * 2.0) - 1.0;
return sizeof(quatParts);
}
float SMALL_LIMIT = 10.0;
float LARGE_LIMIT = 1000.0;
int packFloatRatioToTwoByte(unsigned char* buffer, float ratio) {
// if the ratio is less than 10, then encode it as a positive number scaled from 0 to int16::max()
int16_t ratioHolder;
if (ratio < SMALL_LIMIT) {
const float SMALL_RATIO_CONVERSION_RATIO = (std::numeric_limits<int16_t>::max() / SMALL_LIMIT);
ratioHolder = floorf(ratio * SMALL_RATIO_CONVERSION_RATIO);
} else {
const float LARGE_RATIO_CONVERSION_RATIO = std::numeric_limits<int16_t>::min() / LARGE_LIMIT;
ratioHolder = floorf((std::min(ratio,LARGE_LIMIT) - SMALL_LIMIT) * LARGE_RATIO_CONVERSION_RATIO);
}
memcpy(buffer, &ratioHolder, sizeof(ratioHolder));
return sizeof(ratioHolder);
}
int unpackFloatRatioFromTwoByte(unsigned char* buffer, float& ratio) {
int16_t ratioHolder;
memcpy(&ratioHolder, buffer, sizeof(ratioHolder));
// If it's positive, than the original ratio was less than SMALL_LIMIT
if (ratioHolder > 0) {
ratio = (ratioHolder / (float) std::numeric_limits<int16_t>::max()) * SMALL_LIMIT;
} else {
// If it's negative, than the original ratio was between SMALL_LIMIT and LARGE_LIMIT
ratio = ((ratioHolder / (float) std::numeric_limits<int16_t>::min()) * LARGE_LIMIT) + SMALL_LIMIT;
}
return sizeof(ratioHolder);
}
int packClipValueToTwoByte(unsigned char* buffer, float clipValue) {
// Clip values must be less than max signed 16bit integers
assert(clipValue < std::numeric_limits<int16_t>::max());
int16_t holder;
// if the clip is less than 10, then encode it as a positive number scaled from 0 to int16::max()
if (clipValue < SMALL_LIMIT) {
const float SMALL_RATIO_CONVERSION_RATIO = (std::numeric_limits<int16_t>::max() / SMALL_LIMIT);
holder = floorf(clipValue * SMALL_RATIO_CONVERSION_RATIO);
} else {
// otherwise we store it as a negative integer
holder = -1 * floorf(clipValue);
}
memcpy(buffer, &holder, sizeof(holder));
return sizeof(holder);
}
int unpackClipValueFromTwoByte(unsigned char* buffer, float& clipValue) {
int16_t holder;
memcpy(&holder, buffer, sizeof(holder));
// If it's positive, than the original clipValue was less than SMALL_LIMIT
if (holder > 0) {
clipValue = (holder / (float) std::numeric_limits<int16_t>::max()) * SMALL_LIMIT;
} else {
// If it's negative, than the original holder can be found as the opposite sign of holder
clipValue = -1.0f * holder;
}
return sizeof(holder);
}
int packFloatToByte(unsigned char* buffer, float value, float scaleBy) {
unsigned char holder;
const float CONVERSION_RATIO = (255 / scaleBy);
holder = floorf(value * CONVERSION_RATIO);
memcpy(buffer, &holder, sizeof(holder));
return sizeof(holder);
}
int unpackFloatFromByte(unsigned char* buffer, float& value, float scaleBy) {
unsigned char holder;
memcpy(&holder, buffer, sizeof(holder));
value = ((float)holder / (float) 255) * scaleBy;
return sizeof(holder);
}

View file

@ -10,8 +10,10 @@
#define __hifi__AvatarData__ #define __hifi__AvatarData__
#include <string> #include <string>
#include <inttypes.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <AgentData.h> #include <AgentData.h>
#include "HeadData.h" #include "HeadData.h"
@ -19,15 +21,15 @@
const int WANT_RESIN_AT_BIT = 0; const int WANT_RESIN_AT_BIT = 0;
const int WANT_COLOR_AT_BIT = 1; const int WANT_COLOR_AT_BIT = 1;
const int WANT_DELTA_AT_BIT = 2; const int WANT_DELTA_AT_BIT = 2;
const int KEY_STATE_START_BIT = 3; // 4th and 5th bits
const int HAND_STATE_START_BIT = 5; // 6th and 7th bits
const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
// this is where the coordinate system is represented
const glm::vec3 AVATAR_RIGHT = glm::vec3(1.0f, 0.0f, 0.0f);
const glm::vec3 AVATAR_UP = glm::vec3(0.0f, 1.0f, 0.0f);
const glm::vec3 AVATAR_FRONT = glm::vec3(0.0f, 0.0f, -1.0f);
enum KeyState enum KeyState
{ {
NO_KEY_DOWN, NO_KEY_DOWN = 0,
INSERT_KEY_DOWN, INSERT_KEY_DOWN,
DELETE_KEY_DOWN DELETE_KEY_DOWN
}; };
@ -59,23 +61,21 @@ public:
// getters for camera details // getters for camera details
const glm::vec3& getCameraPosition() const { return _cameraPosition; }; const glm::vec3& getCameraPosition() const { return _cameraPosition; };
const glm::vec3& getCameraDirection() const { return _cameraDirection; } const glm::quat& getCameraOrientation() const { return _cameraOrientation; }
const glm::vec3& getCameraUp() const { return _cameraUp; }
const glm::vec3& getCameraRight() const { return _cameraRight; }
float getCameraFov() const { return _cameraFov; } float getCameraFov() const { return _cameraFov; }
float getCameraAspectRatio() const { return _cameraAspectRatio; } float getCameraAspectRatio() const { return _cameraAspectRatio; }
float getCameraNearClip() const { return _cameraNearClip; } float getCameraNearClip() const { return _cameraNearClip; }
float getCameraFarClip() const { return _cameraFarClip; } float getCameraFarClip() const { return _cameraFarClip; }
glm::vec3 calculateCameraDirection() const;
// setters for camera details // setters for camera details
void setCameraPosition(const glm::vec3& position) { _cameraPosition = position; }; void setCameraPosition(const glm::vec3& position) { _cameraPosition = position; }
void setCameraDirection(const glm::vec3& direction) { _cameraDirection = direction; } void setCameraOrientation(const glm::quat& orientation) { _cameraOrientation = orientation; }
void setCameraUp(const glm::vec3& up) { _cameraUp = up; } void setCameraFov(float fov) { _cameraFov = fov; }
void setCameraRight(const glm::vec3& right) { _cameraRight = right; } void setCameraAspectRatio(float aspectRatio) { _cameraAspectRatio = aspectRatio; }
void setCameraFov(float fov) { _cameraFov = fov; } void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
void setCameraAspectRatio(float aspectRatio) { _cameraAspectRatio = aspectRatio; } void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
// key state // key state
void setKeyState(KeyState s) { _keyState = s; } void setKeyState(KeyState s) { _keyState = s; }
@ -109,11 +109,7 @@ protected:
// camera details for the avatar // camera details for the avatar
glm::vec3 _cameraPosition; glm::vec3 _cameraPosition;
glm::quat _cameraOrientation;
// can we describe this in less space? For example, a Quaternion? or Euler angles?
glm::vec3 _cameraDirection;
glm::vec3 _cameraUp;
glm::vec3 _cameraRight;
float _cameraFov; float _cameraFov;
float _cameraAspectRatio; float _cameraAspectRatio;
float _cameraNearClip; float _cameraNearClip;
@ -137,4 +133,31 @@ private:
AvatarData& operator= (const AvatarData&); AvatarData& operator= (const AvatarData&);
}; };
// These pack/unpack functions are designed to start specific known types in as efficient a manner
// as possible. Taking advantage of the known characteristics of the semantic types.
// Angles are known to be between 0 and 360deg, this allows us to encode in 16bits with great accuracy
int packFloatAngleToTwoByte(unsigned char* buffer, float angle);
int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPointer);
// Orientation Quats are known to have 4 normalized components be between -1.0 and 1.0
// this allows us to encode each component in 16bits with great accuracy
int packOrientationQuatToBytes(unsigned char* buffer, const glm::quat& quatInput);
int unpackOrientationQuatFromBytes(unsigned char* buffer, glm::quat& quatOutput);
// Ratios need the be highly accurate when less than 10, but not very accurate above 10, and they
// are never greater than 1000 to 1, this allows us to encode each component in 16bits
int packFloatRatioToTwoByte(unsigned char* buffer, float ratio);
int unpackFloatRatioFromTwoByte(unsigned char* buffer, float& ratio);
// Near/Far Clip values need the be highly accurate when less than 10, but only integer accuracy above 10 and
// they are never greater than 16,000, this allows us to encode each component in 16bits
int packClipValueToTwoByte(unsigned char* buffer, float clipValue);
int unpackClipValueFromTwoByte(unsigned char* buffer, float& clipValue);
// Positive floats that don't need to be very precise
int packFloatToByte(unsigned char* buffer, float value, float scaleBy);
int unpackFloatFromByte(unsigned char* buffer, float& value, float scaleBy);
#endif /* defined(__hifi__AvatarData__) */ #endif /* defined(__hifi__AvatarData__) */

View file

@ -101,6 +101,15 @@ void setAtBit(unsigned char& byte, int bitIndex) {
byte += (1 << (7 - bitIndex)); byte += (1 << (7 - bitIndex));
} }
int getSemiNibbleAt(unsigned char& byte, int bitIndex) {
return (byte >> (7 - bitIndex) & 3); // semi-nibbles store 00, 01, 10, or 11
}
void setSemiNibbleAt(unsigned char& byte, int bitIndex, int value) {
//assert(value <= 3 && value >= 0);
byte += ((value & 3) << (7 - bitIndex)); // semi-nibbles store 00, 01, 10, or 11
}
void switchToResourcesParentIfRequired() { void switchToResourcesParentIfRequired() {
#ifdef __APPLE__ #ifdef __APPLE__
@ -421,3 +430,4 @@ int insertIntoSortedArrays(void* value, float key, int originalIndex,
} }
return -1; // error case return -1; // error case
} }

View file

@ -54,6 +54,10 @@ int numberOfOnes(unsigned char byte);
bool oneAtBit(unsigned char byte, int bitIndex); bool oneAtBit(unsigned char byte, int bitIndex);
void setAtBit(unsigned char& byte, int bitIndex); void setAtBit(unsigned char& byte, int bitIndex);
int getSemiNibbleAt(unsigned char& byte, int bitIndex);
void setSemiNibbleAt(unsigned char& byte, int bitIndex, int value);
void switchToResourcesParentIfRequired(); void switchToResourcesParentIfRequired();
void loadRandomIdentifier(unsigned char* identifierBuffer, int numBytes); void loadRandomIdentifier(unsigned char* identifierBuffer, int numBytes);
@ -88,4 +92,5 @@ class debug {
public: public:
static const char* valueOf(bool checkValue) { return checkValue ? "yes" : "no"; }; static const char* valueOf(bool checkValue) { return checkValue ? "yes" : "no"; };
}; };
#endif /* defined(__hifi__SharedUtil__) */ #endif /* defined(__hifi__SharedUtil__) */

View file

@ -13,28 +13,37 @@
#include <glm/gtx/transform.hpp> #include <glm/gtx/transform.hpp>
#include "ViewFrustum.h" #include "ViewFrustum.h"
#include "VoxelConstants.h"
#include "SharedUtil.h" #include "SharedUtil.h"
#include "Log.h" #include "Log.h"
using namespace std; using namespace std;
ViewFrustum::ViewFrustum() : ViewFrustum::ViewFrustum() :
_position(glm::vec3(0,0,0)), _position(0,0,0),
_direction(glm::vec3(0,0,0)), _orientation(),
_up(glm::vec3(0,0,0)), _direction(0,0,0),
_right(glm::vec3(0,0,0)), _up(0,0,0),
_right(0,0,0),
_fieldOfView(0.0), _fieldOfView(0.0),
_aspectRatio(1.0), _aspectRatio(1.0),
_nearClip(0.1), _nearClip(0.1),
_farClip(500.0), _farClip(500.0),
_farTopLeft(glm::vec3(0,0,0)), _farTopLeft(0,0,0),
_farTopRight(glm::vec3(0,0,0)), _farTopRight(0,0,0),
_farBottomLeft(glm::vec3(0,0,0)), _farBottomLeft(0,0,0),
_farBottomRight(glm::vec3(0,0,0)), _farBottomRight(0,0,0),
_nearTopLeft(glm::vec3(0,0,0)), _nearTopLeft(0,0,0),
_nearTopRight(glm::vec3(0,0,0)), _nearTopRight(0,0,0),
_nearBottomLeft(glm::vec3(0,0,0)), _nearBottomLeft(0,0,0),
_nearBottomRight(glm::vec3(0,0,0)) { } _nearBottomRight(0,0,0) { }
void ViewFrustum::setOrientation(const glm::quat& orientationAsQuaternion) {
_orientation = orientationAsQuaternion;
_right = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_RIGHT, 0.0f));
_up = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_UP, 0.0f));
_direction = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_FRONT, 0.0f));
}
///////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////
// ViewFrustum::calculateViewFrustum() // ViewFrustum::calculateViewFrustum()

View file

@ -21,6 +21,9 @@ private:
// camera location/orientation attributes // camera location/orientation attributes
glm::vec3 _position; glm::vec3 _position;
glm::quat _orientation;
// calculated for orientation
glm::vec3 _direction; glm::vec3 _direction;
glm::vec3 _up; glm::vec3 _up;
glm::vec3 _right; glm::vec3 _right;
@ -53,23 +56,23 @@ private:
public: public:
// setters for camera attributes // setters for camera attributes
void setPosition (const glm::vec3& p) { _position = p; } void setPosition (const glm::vec3& p) { _position = p; };
void setOrientation (const glm::vec3& d, const glm::vec3& u, const glm::vec3& r ) void setOrientation (const glm::quat& orientationAsQuaternion);
{ _direction = d; _up = u; _right = r; }
// getters for camera attributes // getters for camera attributes
const glm::vec3& getPosition() const { return _position; }; const glm::vec3& getPosition() const { return _position; };
const glm::vec3& getDirection() const { return _direction; }; const glm::quat& getOrientation() const { return _orientation; };
const glm::vec3& getUp() const { return _up; }; const glm::vec3& getDirection() const { return _direction; };
const glm::vec3& getRight() const { return _right; }; const glm::vec3& getUp() const { return _up; };
const glm::vec3& getRight() const { return _right; };
// setters for lens attributes // setters for lens attributes
void setFieldOfView ( float f ) { _fieldOfView = f; } void setFieldOfView ( float f ) { _fieldOfView = f; };
void setAspectRatio ( float a ) { _aspectRatio = a; } void setAspectRatio ( float a ) { _aspectRatio = a; };
void setNearClip ( float n ) { _nearClip = n; } void setNearClip ( float n ) { _nearClip = n; };
void setFarClip ( float f ) { _farClip = f; } void setFarClip ( float f ) { _farClip = f; };
void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; } void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; };
void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; } void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; };
// getters for lens attributes // getters for lens attributes

View file

@ -15,6 +15,11 @@
#include <limits.h> #include <limits.h>
#include <OctalCode.h> #include <OctalCode.h>
// this is where the coordinate system is represented
const glm::vec3 IDENTITY_RIGHT = glm::vec3( 1.0f, 0.0f, 0.0f);
const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f);
const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f,-1.0f);
const int TREE_SCALE = 128; const int TREE_SCALE = 128;
const int NUMBER_OF_CHILDREN = 8; const int NUMBER_OF_CHILDREN = 8;

View file

@ -48,7 +48,7 @@ bool VoxelAgentData::updateCurrentViewFrustum() {
ViewFrustum newestViewFrustum; ViewFrustum newestViewFrustum;
// get position and orientation details from the camera // get position and orientation details from the camera
newestViewFrustum.setPosition(getCameraPosition()); newestViewFrustum.setPosition(getCameraPosition());
newestViewFrustum.setOrientation(getCameraDirection(), getCameraUp(), getCameraRight()); newestViewFrustum.setOrientation(getCameraOrientation());
// Also make sure it's got the correct lens details from the camera // Also make sure it's got the correct lens details from the camera
newestViewFrustum.setFieldOfView(getCameraFov()); newestViewFrustum.setFieldOfView(getCameraFov());