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255 lines
No EOL
8.5 KiB
C++
255 lines
No EOL
8.5 KiB
C++
//
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// Operative.cpp
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// hifi
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//
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// Created by Stephen Birarda on 7/1/13.
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// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
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//
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#include "AudioInjectionManager.h"
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#include "NodeList.h"
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#include "NodeTypes.h"
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#include "PacketHeaders.h"
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#include "SharedUtil.h"
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#include "Operative.h"
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const float BUG_VOXEL_SIZE = 0.0625f / 128;
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glm::vec3 rotatePoint(glm::vec3 point, float angle) {
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// First, create the quaternion based on this angle of rotation
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glm::quat q(glm::vec3(0, -angle, 0));
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// Next, create a rotation matrix from that quaternion
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glm::mat4 rotation = glm::mat4_cast(q);
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// Transform the original vectors by the rotation matrix to get the new vectors
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glm::vec4 quatPoint(point.x, point.y, point.z, 0);
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glm::vec4 newPoint = quatPoint * rotation;
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return glm::vec3(newPoint.x, newPoint.y, newPoint.z);
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}
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Operative::Operative() :
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_bugPosition(BUG_VOXEL_SIZE * 20.0, BUG_VOXEL_SIZE * 30.0, BUG_VOXEL_SIZE * 20.0),
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_bugDirection(0, 0, 1),
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_bugPathCenter(BUG_VOXEL_SIZE * 150.0, BUG_VOXEL_SIZE * 30.0, BUG_VOXEL_SIZE * 150.0),
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_bugPathRadius(BUG_VOXEL_SIZE * 40.0),
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_bugPathTheta(0.0f),
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_bugRotation(0.0f),
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_bugAngleDelta(0.2 * (M_PI / 180.0f)),
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_moveBugInLine(false),
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_packetsSent(0),
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_bytesSent(0)
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{
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}
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class BugPart {
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public:
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glm::vec3 partLocation;
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unsigned char partColor[3];
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BugPart(const glm::vec3& location, unsigned char red, unsigned char green, unsigned char blue ) {
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partLocation = location;
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partColor[0] = red;
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partColor[1] = green;
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partColor[2] = blue;
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}
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};
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const BugPart BUG_PARTS[VOXELS_PER_BUG] = {
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// tail
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BugPart(glm::vec3( 0, 0, -3), 51, 51, 153) ,
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BugPart(glm::vec3( 0, 0, -2), 51, 51, 153) ,
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BugPart(glm::vec3( 0, 0, -1), 51, 51, 153) ,
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// body
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BugPart(glm::vec3( 0, 0, 0), 255, 200, 0) ,
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BugPart(glm::vec3( 0, 0, 1), 255, 200, 0) ,
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// head
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BugPart(glm::vec3( 0, 0, 2), 200, 0, 0) ,
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// eyes
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BugPart(glm::vec3( 1, 0, 3), 64, 64, 64) ,
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BugPart(glm::vec3(-1, 0, 3), 64, 64, 64) ,
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// wings
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BugPart(glm::vec3( 3, 1, 1), 0, 153, 0) ,
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BugPart(glm::vec3( 2, 1, 1), 0, 153, 0) ,
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BugPart(glm::vec3( 1, 0, 1), 0, 153, 0) ,
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BugPart(glm::vec3(-1, 0, 1), 0, 153, 0) ,
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BugPart(glm::vec3(-2, 1, 1), 0, 153, 0) ,
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BugPart(glm::vec3(-3, 1, 1), 0, 153, 0) ,
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BugPart(glm::vec3( 2, -1, 0), 153, 200, 0) ,
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BugPart(glm::vec3( 1, -1, 0), 153, 200, 0) ,
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BugPart(glm::vec3(-1, -1, 0), 153, 200, 0) ,
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BugPart(glm::vec3(-2, -1, 0), 153, 200, 0) ,
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};
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void Operative::removeOldBug() {
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VoxelDetail details[VOXELS_PER_BUG];
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unsigned char* bufferOut;
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int sizeOut;
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// Generate voxels for where bug used to be
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for (int i = 0; i < VOXELS_PER_BUG; i++) {
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details[i].s = BUG_VOXEL_SIZE;
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glm::vec3 partAt = BUG_PARTS[i].partLocation * BUG_VOXEL_SIZE * (_bugDirection.x < 0 ? -1.0f : 1.0f);
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glm::vec3 rotatedPartAt = rotatePoint(partAt, _bugRotation);
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glm::vec3 offsetPartAt = rotatedPartAt + _bugPosition;
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details[i].x = offsetPartAt.x;
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details[i].y = offsetPartAt.y;
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details[i].z = offsetPartAt.z;
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details[i].red = BUG_PARTS[i].partColor[0];
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details[i].green = BUG_PARTS[i].partColor[1];
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details[i].blue = BUG_PARTS[i].partColor[2];
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}
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// send the "erase message" first...
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PACKET_TYPE message = PACKET_TYPE_ERASE_VOXEL;
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if (createVoxelEditMessage(message, 0, VOXELS_PER_BUG, (VoxelDetail*)&details, bufferOut, sizeOut)){
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_packetsSent++;
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_bytesSent += sizeOut;
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NodeList::getInstance()->broadcastToNodes(bufferOut, sizeOut, &NODE_TYPE_VOXEL_SERVER, 1);
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delete[] bufferOut;
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}
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}
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void Operative::renderMovingBug() {
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unsigned char* bufferOut;
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int sizeOut;
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removeOldBug();
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// Move the bug...
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if (_moveBugInLine) {
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_bugPosition.x += (_bugDirection.x * BUG_VOXEL_SIZE);
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_bugPosition.y += (_bugDirection.y * BUG_VOXEL_SIZE);
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_bugPosition.z += (_bugDirection.z * BUG_VOXEL_SIZE);
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// Check boundaries
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if (_bugPosition.z > 1.0) {
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_bugDirection.z = -1;
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}
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if (_bugPosition.z < BUG_VOXEL_SIZE) {
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_bugDirection.z = 1;
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}
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} else {
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_bugPathTheta += _bugAngleDelta; // move slightly
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_bugRotation -= _bugAngleDelta; // rotate slightly
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// If we loop past end of circle, just reset back into normal range
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if (_bugPathTheta > (360.0f * PI_OVER_180)) {
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_bugPathTheta = 0;
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_bugRotation = 0;
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}
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float x = _bugPathCenter.x + _bugPathRadius * cos(_bugPathTheta);
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float z = _bugPathCenter.z + _bugPathRadius * sin(_bugPathTheta);
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float y = _bugPathCenter.y;
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_bugPosition = glm::vec3(x, y, z);
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}
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// would be nice to add some randomness here...
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// Generate voxels for where bug is going to
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for (int i = 0; i < VOXELS_PER_BUG; i++) {
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_bugDetails[i].s = BUG_VOXEL_SIZE;
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glm::vec3 partAt = BUG_PARTS[i].partLocation * BUG_VOXEL_SIZE * (_bugDirection.x < 0 ? -1.0f : 1.0f);
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glm::vec3 rotatedPartAt = rotatePoint(partAt, _bugRotation);
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glm::vec3 offsetPartAt = rotatedPartAt + _bugPosition;
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_bugDetails[i].x = offsetPartAt.x;
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_bugDetails[i].y = offsetPartAt.y;
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_bugDetails[i].z = offsetPartAt.z;
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_bugDetails[i].red = BUG_PARTS[i].partColor[0];
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_bugDetails[i].green = BUG_PARTS[i].partColor[1];
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_bugDetails[i].blue = BUG_PARTS[i].partColor[2];
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}
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// send the "create message" ...
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PACKET_TYPE message = PACKET_TYPE_SET_VOXEL_DESTRUCTIVE;
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if (createVoxelEditMessage(message, 0, VOXELS_PER_BUG, (VoxelDetail*)&_bugDetails, bufferOut, sizeOut)){
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_packetsSent++;
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_bytesSent += sizeOut;
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NodeList::getInstance()->broadcastToNodes(bufferOut, sizeOut, &NODE_TYPE_VOXEL_SERVER, 1);
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delete[] bufferOut;
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}
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}
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const int ACTUAL_FPS = 60;
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const double OUR_FPS_IN_MILLISECONDS = 1000.0/ACTUAL_FPS; // determines FPS from our desired FPS
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const int ANIMATE_VOXELS_INTERVAL_USECS = OUR_FPS_IN_MILLISECONDS * 1000.0; // converts from milliseconds to usecs
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void Operative::run() {
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timeval lastSendTime = {};
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timeval lastDomainServerCheckIn = {};
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NodeList* nodeList = NodeList::getInstance();
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sockaddr nodePublicAddress;
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unsigned char* packetData = new unsigned char[MAX_PACKET_SIZE];
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ssize_t receivedBytes;
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// change the owner type on our NodeList
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NodeList::getInstance()->setOwnerType(NODE_TYPE_AGENT);
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const char NODE_TYPES_OF_INTEREST[] = {NODE_TYPE_VOXEL_SERVER, NODE_TYPE_AUDIO_MIXER};
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NodeList::getInstance()->setNodeTypesOfInterest(NODE_TYPES_OF_INTEREST, 2);
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NodeList::getInstance()->getNodeSocket()->setBlocking(false);
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while (!shouldStop) {
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gettimeofday(&lastSendTime, NULL);
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renderMovingBug();
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glm::vec3 latestPosition(_bugDetails[5].x, _bugDetails[5].y, _bugDetails[5].z);
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latestPosition *= 128;
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injector->setPosition(latestPosition);
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if (!injector->isInjectingAudio() && randIntInRange(1, 100) == 99) {
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AudioInjectionManager::threadInjector(injector);
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}
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// send a check in packet to the domain server if DOMAIN_SERVER_CHECK_IN_USECS has elapsed
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if (usecTimestampNow() - usecTimestamp(&lastDomainServerCheckIn) >= DOMAIN_SERVER_CHECK_IN_USECS) {
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gettimeofday(&lastDomainServerCheckIn, NULL);
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NodeList::getInstance()->sendDomainServerCheckIn();
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}
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// Nodes sending messages to us...
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if (nodeList->getNodeSocket()->receive(&nodePublicAddress, packetData, &receivedBytes)) {
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NodeList::getInstance()->processNodeData(&nodePublicAddress, packetData, receivedBytes);
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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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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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} else {
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printf("Last send took too much time, not sleeping!\n");
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}
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}
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printf("Removing the old bird and dying.\n");
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// we've been told to stop, remove the last bug
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removeOldBug();
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} |