mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-19 00:57:35 +02:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
622863dbf1
10 changed files with 120 additions and 51 deletions
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@ -301,7 +301,6 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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deltaTime *
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_orientation.getUp();
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}
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}
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}
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@ -382,11 +381,28 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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const float ACCELERATION_PITCH_DECAY = 0.4f;
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const float ACCELERATION_YAW_DECAY = 0.4f;
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const float OCULUS_ACCELERATION_PULL_THRESHOLD = 1.0f;
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const int OCULUS_YAW_OFFSET_THRESHOLD = 10;
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// Decay HeadPitch as a function of acceleration, so that you look straight ahead when
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// you start moving, but don't do this with an HMD like the Oculus.
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if (!OculusManager::isConnected()) {
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_head.setPitch(_head.getPitch() * (1.f - acceleration * ACCELERATION_PITCH_DECAY * deltaTime));
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_head.setYaw(_head.getYaw() * (1.f - acceleration * ACCELERATION_YAW_DECAY * deltaTime));
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} else if (fabsf(acceleration) > OCULUS_ACCELERATION_PULL_THRESHOLD
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&& fabs(_head.getYaw()) > OCULUS_YAW_OFFSET_THRESHOLD) {
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// if we're wearing the oculus
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// and this acceleration is above the pull threshold
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// and the head yaw if off the body by more than OCULUS_YAW_OFFSET_THRESHOLD
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// match the body yaw to the oculus yaw
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_bodyYaw = getAbsoluteHeadYaw();
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// set the head yaw to zero for this draw
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_head.setYaw(0);
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// correct the oculus yaw offset
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OculusManager::updateYawOffset();
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}
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//apply the head lean values to the springy position...
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@ -16,6 +16,7 @@ Ptr<DeviceManager> OculusManager::_deviceManager;
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Ptr<HMDDevice> OculusManager::_hmdDevice;
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Ptr<SensorDevice> OculusManager::_sensorDevice;
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SensorFusion OculusManager::_sensorFusion;
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float OculusManager::_yawOffset = 0;
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#endif
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void OculusManager::connect() {
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@ -36,12 +37,19 @@ void OculusManager::connect() {
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#endif
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}
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void OculusManager::updateYawOffset() {
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float yaw, pitch, roll;
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_sensorFusion.GetOrientation().GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CCW, Handed_R>(&yaw, &pitch, &roll);
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_yawOffset = yaw;
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}
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void OculusManager::getEulerAngles(float& yaw, float& pitch, float& roll) {
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#ifdef __APPLE__
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_sensorFusion.GetOrientation().GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CCW, Handed_R>(&yaw, &pitch, &roll);
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// convert each angle to degrees
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yaw = glm::degrees(yaw);
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// remove the yaw offset from the returned yaw
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yaw = glm::degrees(yaw - _yawOffset);
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pitch = glm::degrees(pitch);
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roll = glm::degrees(roll);
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#endif
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@ -21,12 +21,15 @@ public:
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static bool isConnected() { return _isConnected; }
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static void getEulerAngles(float& yaw, float& pitch, float& roll);
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static void updateYawOffset();
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private:
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static bool _isConnected;
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static Ptr<DeviceManager> _deviceManager;
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static Ptr<HMDDevice> _hmdDevice;
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static Ptr<SensorDevice> _sensorDevice;
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static SensorFusion _sensorFusion;
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static float _yawOffset;
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};
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#endif /* defined(__hifi__OculusManager__) */
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@ -160,8 +160,9 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
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}
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double sinceLastViewCulling = (start - _lastViewCulling) / 1000.0;
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// If the view frustum has changed, since last time, then remove nodes that are out of view
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if ((sinceLastViewCulling >= std::max(_lastViewCullingElapsed, VIEW_CULLING_RATE_IN_MILLISECONDS)) && hasViewChanged()) {
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// If the view frustum is no longer changing, but has changed, since last time, then remove nodes that are out of view
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if ((sinceLastViewCulling >= std::max(_lastViewCullingElapsed, VIEW_CULLING_RATE_IN_MILLISECONDS))
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&& !isViewChanging() && hasViewChanged()) {
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_lastViewCulling = start;
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// When we call removeOutOfView() voxels, we don't actually remove the voxels from the VBOs, but we do remove
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@ -883,8 +884,10 @@ bool VoxelSystem::removeOutOfViewOperation(VoxelNode* node, void* extraData) {
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return true; // keep going!
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}
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bool VoxelSystem::hasViewChanged() {
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bool VoxelSystem::isViewChanging() {
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bool result = false; // assume the best
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// If our viewFrustum has changed since our _lastKnowViewFrustum
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if (_viewFrustum && !_lastKnowViewFrustum.matches(_viewFrustum)) {
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result = true;
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_lastKnowViewFrustum = *_viewFrustum; // save last known
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@ -892,6 +895,22 @@ bool VoxelSystem::hasViewChanged() {
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return result;
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}
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bool VoxelSystem::hasViewChanged() {
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bool result = false; // assume the best
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// If we're still changing, report no change yet.
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if (isViewChanging()) {
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return false;
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}
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// If our viewFrustum has changed since our _lastKnowViewFrustum
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if (_viewFrustum && !_lastStableViewFrustum.matches(_viewFrustum)) {
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result = true;
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_lastStableViewFrustum = *_viewFrustum; // save last stable
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}
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return result;
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}
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void VoxelSystem::removeOutOfView() {
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PerformanceWarning warn(_renderWarningsOn, "removeOutOfView()");
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removeOutOfViewArgs args(this);
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@ -66,6 +66,7 @@ public:
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void removeOutOfView();
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bool hasViewChanged();
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bool isViewChanging();
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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VoxelDetail& detail, float& distance, BoxFace& face);
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@ -147,6 +148,7 @@ private:
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ViewFrustum* _viewFrustum;
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ViewFrustum _lastKnowViewFrustum;
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ViewFrustum _lastStableViewFrustum;
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int newTreeToArrays(VoxelNode *currentNode);
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void cleanupRemovedVoxels();
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@ -68,23 +68,27 @@ int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
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_shouldLoopbackForAgent = false;
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}
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}
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if (!_endOfLastWrite) {
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_endOfLastWrite = _buffer;
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} else if (diffLastWriteNextOutput() > _ringBufferLengthSamples - _bufferLengthSamples) {
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_endOfLastWrite = _buffer;
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_nextOutput = _buffer;
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_started = false;
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// make sure we have enough bytes left for this to be the right amount of audio
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// otherwise we should not copy that data, and leave the buffer pointers where they are
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if (numBytes - (dataBuffer - sourceBuffer) == _bufferLengthSamples * sizeof(int16_t)) {
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if (!_endOfLastWrite) {
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_endOfLastWrite = _buffer;
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} else if (diffLastWriteNextOutput() > _ringBufferLengthSamples - _bufferLengthSamples) {
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_endOfLastWrite = _buffer;
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_nextOutput = _buffer;
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_started = false;
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}
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memcpy(_endOfLastWrite, dataBuffer, _bufferLengthSamples * sizeof(int16_t));
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_endOfLastWrite += _bufferLengthSamples;
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if (_endOfLastWrite >= _buffer + _ringBufferLengthSamples) {
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_endOfLastWrite = _buffer;
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}
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}
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memcpy(_endOfLastWrite, dataBuffer, _bufferLengthSamples * sizeof(int16_t));
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_endOfLastWrite += _bufferLengthSamples;
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if (_endOfLastWrite >= _buffer + _ringBufferLengthSamples) {
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_endOfLastWrite = _buffer;
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}
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return numBytes;
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}
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@ -13,8 +13,8 @@
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#include <glm/glm.hpp>
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const float MIN_HEAD_YAW = -85;
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const float MAX_HEAD_YAW = 85;
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const float MIN_HEAD_YAW = -110;
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const float MAX_HEAD_YAW = 110;
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const float MIN_HEAD_PITCH = -60;
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const float MAX_HEAD_PITCH = 60;
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const float MIN_HEAD_ROLL = -50;
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@ -220,57 +220,70 @@ ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const {
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}
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}
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return(result);
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}
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bool ViewFrustum::matches(const ViewFrustum& compareTo) const {
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bool debug = false;
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bool result = compareTo._position == _position &&
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compareTo._direction == _direction &&
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compareTo._up == _up &&
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compareTo._right == _right &&
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compareTo._fieldOfView == _fieldOfView &&
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compareTo._aspectRatio == _aspectRatio &&
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compareTo._nearClip == _nearClip &&
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compareTo._farClip == _farClip &&
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compareTo._eyeOffsetPosition == _eyeOffsetPosition &&
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compareTo._eyeOffsetOrientation == _eyeOffsetOrientation;
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}
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bool testMatches(glm::quat lhs, glm::quat rhs) {
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return (fabs(lhs.x - rhs.x) <= EPSILON && fabs(lhs.y - rhs.y) <= EPSILON && fabs(lhs.z - rhs.z) <= EPSILON
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&& fabs(lhs.w - rhs.w) <= EPSILON);
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}
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bool testMatches(glm::vec3 lhs, glm::vec3 rhs) {
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return (fabs(lhs.x - rhs.x) <= EPSILON && fabs(lhs.y - rhs.y) <= EPSILON && fabs(lhs.z - rhs.z) <= EPSILON);
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}
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bool testMatches(float lhs, float rhs) {
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return (fabs(lhs - rhs) <= EPSILON);
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}
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bool ViewFrustum::matches(const ViewFrustum& compareTo, bool debug) const {
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bool result =
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testMatches(compareTo._position, _position ) &&
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testMatches(compareTo._direction, _direction ) &&
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testMatches(compareTo._up, _up ) &&
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testMatches(compareTo._right, _right ) &&
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testMatches(compareTo._fieldOfView, _fieldOfView ) &&
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testMatches(compareTo._aspectRatio, _aspectRatio ) &&
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testMatches(compareTo._nearClip, _nearClip ) &&
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testMatches(compareTo._farClip, _farClip ) &&
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testMatches(compareTo._eyeOffsetPosition, _eyeOffsetPosition ) &&
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testMatches(compareTo._eyeOffsetOrientation, _eyeOffsetOrientation);
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if (!result && debug) {
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printLog("ViewFrustum::matches()... result=%s\n", debug::valueOf(result));
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printLog("%s -- compareTo._position=%f,%f,%f _position=%f,%f,%f\n",
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(compareTo._position == _position ? "MATCHES " : "NO MATCH"),
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(testMatches(compareTo._position,_position) ? "MATCHES " : "NO MATCH"),
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compareTo._position.x, compareTo._position.y, compareTo._position.z,
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_position.x, _position.y, _position.z );
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printLog("%s -- compareTo._direction=%f,%f,%f _direction=%f,%f,%f\n",
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(compareTo._direction == _direction ? "MATCHES " : "NO MATCH"),
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(testMatches(compareTo._direction, _direction) ? "MATCHES " : "NO MATCH"),
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compareTo._direction.x, compareTo._direction.y, compareTo._direction.z,
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_direction.x, _direction.y, _direction.z );
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printLog("%s -- compareTo._up=%f,%f,%f _up=%f,%f,%f\n",
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(compareTo._up == _up ? "MATCHES " : "NO MATCH"),
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(testMatches(compareTo._up, _up) ? "MATCHES " : "NO MATCH"),
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compareTo._up.x, compareTo._up.y, compareTo._up.z,
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_up.x, _up.y, _up.z );
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printLog("%s -- compareTo._right=%f,%f,%f _right=%f,%f,%f\n",
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(compareTo._right == _right ? "MATCHES " : "NO MATCH"),
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(testMatches(compareTo._right, _right) ? "MATCHES " : "NO MATCH"),
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compareTo._right.x, compareTo._right.y, compareTo._right.z,
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_right.x, _right.y, _right.z );
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printLog("%s -- compareTo._fieldOfView=%f _fieldOfView=%f\n",
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(compareTo._fieldOfView == _fieldOfView ? "MATCHES " : "NO MATCH"),
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(testMatches(compareTo._fieldOfView, _fieldOfView) ? "MATCHES " : "NO MATCH"),
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compareTo._fieldOfView, _fieldOfView);
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printLog("%s -- compareTo._aspectRatio=%f _aspectRatio=%f\n",
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(compareTo._aspectRatio == _aspectRatio ? "MATCHES " : "NO MATCH"),
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(testMatches(compareTo._aspectRatio, _aspectRatio) ? "MATCHES " : "NO MATCH"),
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compareTo._aspectRatio, _aspectRatio);
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printLog("%s -- compareTo._nearClip=%f _nearClip=%f\n",
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(compareTo._nearClip == _nearClip ? "MATCHES " : "NO MATCH"),
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(testMatches(compareTo._nearClip, _nearClip) ? "MATCHES " : "NO MATCH"),
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compareTo._nearClip, _nearClip);
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printLog("%s -- compareTo._farClip=%f _farClip=%f\n",
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(compareTo._farClip == _farClip ? "MATCHES " : "NO MATCH"),
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(testMatches(compareTo._farClip, _farClip) ? "MATCHES " : "NO MATCH"),
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compareTo._farClip, _farClip);
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printLog("%s -- compareTo._eyeOffsetPosition=%f,%f,%f _eyeOffsetPosition=%f,%f,%f\n",
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(compareTo._eyeOffsetPosition == _eyeOffsetPosition ? "MATCHES " : "NO MATCH"),
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(testMatches(compareTo._eyeOffsetPosition, _eyeOffsetPosition) ? "MATCHES " : "NO MATCH"),
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compareTo._eyeOffsetPosition.x, compareTo._eyeOffsetPosition.y, compareTo._eyeOffsetPosition.z,
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_eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z);
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printLog("%s -- compareTo._eyeOffsetOrientation=%f,%f,%f,%f _eyeOffsetOrientation=%f,%f,%f,%f\n",
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(compareTo._eyeOffsetOrientation == _eyeOffsetOrientation ? "MATCHES " : "NO MATCH"),
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(testMatches(compareTo._eyeOffsetOrientation, _eyeOffsetOrientation) ? "MATCHES " : "NO MATCH"),
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compareTo._eyeOffsetOrientation.x, compareTo._eyeOffsetOrientation.y,
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compareTo._eyeOffsetOrientation.z, compareTo._eyeOffsetOrientation.w,
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_eyeOffsetOrientation.x, _eyeOffsetOrientation.y, _eyeOffsetOrientation.z, _eyeOffsetOrientation.w);
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@ -108,8 +108,8 @@ public:
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ViewFrustum::location boxInFrustum(const AABox& box) const;
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// some frustum comparisons
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bool matches(const ViewFrustum& compareTo) const;
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bool matches(const ViewFrustum* compareTo) const { return matches(*compareTo); };
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bool matches(const ViewFrustum& compareTo, bool debug = false) const;
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bool matches(const ViewFrustum* compareTo, bool debug = false) const { return matches(*compareTo, debug); };
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void computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const;
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@ -66,7 +66,11 @@ bool VoxelAgentData::updateCurrentViewFrustum() {
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}
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void VoxelAgentData::updateLastKnownViewFrustum() {
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// save our currentViewFrustum into our lastKnownViewFrustum
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_lastKnownViewFrustum = _currentViewFrustum;
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bool frustumChanges = !_lastKnownViewFrustum.matches(_currentViewFrustum);
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if (frustumChanges) {
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// save our currentViewFrustum into our lastKnownViewFrustum
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_lastKnownViewFrustum = _currentViewFrustum;
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}
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}
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