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Added camera data to AvatarData class, and include it in interface
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3 changed files with 100 additions and 2 deletions
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@ -85,6 +85,7 @@
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using namespace std;
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void reshape(int width, int height); // will be defined below
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void loadViewFrustum(ViewFrustum& viewFrustum); // will be defined below
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pthread_t networkReceiveThread;
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@ -522,6 +523,22 @@ void updateAvatar(float frametime)
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myAvatar.setAverageLoudness(averageLoudness);
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#endif
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// Update Avatar with latest camera and view frustum data...
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// NOTE: we get this from the view frustum, to make it simpler, since the
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// loadViewFrumstum() method will get the correct details from the camera
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// We could optimize this to not actually load the viewFrustum, since we don't
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// actually need to calculate the view frustum planes to send these details
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// to the server.
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loadViewFrustum(::viewFrustum);
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myAvatar.setCameraPosition(::viewFrustum.getPosition());
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myAvatar.setCameraDirection(::viewFrustum.getDirection());
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myAvatar.setCameraUp(::viewFrustum.getUp());
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myAvatar.setCameraRight(::viewFrustum.getRight());
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myAvatar.setCameraFov(::viewFrustum.getFieldOfView());
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myAvatar.setCameraAspectRatio(::viewFrustum.getAspectRatio());
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myAvatar.setCameraNearClip(::viewFrustum.getNearClip());
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myAvatar.setCameraFarClip(::viewFrustum.getFarClip());
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// Send my stream of head/hand data to the avatar mixer and voxel server
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unsigned char broadcastString[200];
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*broadcastString = PACKET_HEADER_HEAD_DATA;
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@ -559,7 +576,7 @@ void updateAvatar(float frametime)
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// renderViewFrustum()
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// loadViewFrustum()
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//
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// Description: this will load the view frustum bounds for EITHER the head
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// or the "myCamera".
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@ -36,7 +36,15 @@ int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPo
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AvatarData::AvatarData() :
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_bodyYaw(-90.0),
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_bodyPitch(0.0),
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_bodyRoll(0.0) {
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_bodyRoll(0.0),
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_cameraPosition(0,0,0),
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_cameraDirection(0,0,0),
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_cameraUp(0,0,0),
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_cameraRight(0,0,0),
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_cameraFov(0.0f),
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_cameraAspectRatio(0.0f),
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_cameraNearClip(0.0f),
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_cameraFarClip(0.0f) {
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}
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@ -64,14 +72,37 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
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memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
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destinationBuffer += sizeof(float) * 3;
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// camera details
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memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition));
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destinationBuffer += sizeof(_cameraPosition);
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memcpy(destinationBuffer, &_cameraDirection, sizeof(_cameraDirection));
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destinationBuffer += sizeof(_cameraDirection);
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memcpy(destinationBuffer, &_cameraRight, sizeof(_cameraRight));
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destinationBuffer += sizeof(_cameraRight);
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memcpy(destinationBuffer, &_cameraUp, sizeof(_cameraUp));
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destinationBuffer += sizeof(_cameraUp);
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memcpy(destinationBuffer, &_cameraFov, sizeof(_cameraFov));
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destinationBuffer += sizeof(_cameraFov);
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memcpy(destinationBuffer, &_cameraAspectRatio, sizeof(_cameraAspectRatio));
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destinationBuffer += sizeof(_cameraAspectRatio);
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memcpy(destinationBuffer, &_cameraNearClip, sizeof(_cameraNearClip));
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destinationBuffer += sizeof(_cameraNearClip);
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memcpy(destinationBuffer, &_cameraFarClip, sizeof(_cameraFarClip));
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destinationBuffer += sizeof(_cameraFarClip);
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//printLog("%f, %f, %f\n", _handPosition.x, _handPosition.y, _handPosition.z);
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//printf("AvatarData::getBroadcastData() numBytes=%ld\n",(destinationBuffer - bufferStart));
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return destinationBuffer - bufferStart;
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}
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// called on the other agents - assigns it to my views of the others
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void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
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//printf("AvatarData::parseData() numBytes=%d\n",numBytes);
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// increment to push past the packet header
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sourceBuffer++;
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@ -85,6 +116,24 @@ void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
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memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
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sourceBuffer += sizeof(float) * 3;
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// camera details
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memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition));
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sourceBuffer += sizeof(_cameraPosition);
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memcpy(&_cameraDirection, sourceBuffer, sizeof(_cameraDirection));
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sourceBuffer += sizeof(_cameraDirection);
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memcpy(&_cameraRight, sourceBuffer, sizeof(_cameraRight));
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sourceBuffer += sizeof(_cameraRight);
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memcpy(&_cameraUp, sourceBuffer, sizeof(_cameraUp));
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sourceBuffer += sizeof(_cameraUp);
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memcpy(&_cameraFov, sourceBuffer, sizeof(_cameraFov));
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sourceBuffer += sizeof(_cameraFov);
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memcpy(&_cameraAspectRatio, sourceBuffer, sizeof(_cameraAspectRatio));
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sourceBuffer += sizeof(_cameraAspectRatio);
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memcpy(&_cameraNearClip, sourceBuffer, sizeof(_cameraNearClip));
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sourceBuffer += sizeof(_cameraNearClip);
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memcpy(&_cameraFarClip, sourceBuffer, sizeof(_cameraFarClip));
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sourceBuffer += sizeof(_cameraFarClip);
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//printLog( "_bodyYaw = %f", _bodyYaw );
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//printLog("%f, %f, %f\n", _handPosition.x, _handPosition.y, _handPosition.z);
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@ -37,6 +37,26 @@ public:
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float getBodyRoll();
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void setBodyRoll(float bodyRoll);
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// getters for camera details
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const glm::vec3& getCameraPosition() const { return _cameraPosition; };
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const glm::vec3& getCameraDirection() const { return _cameraDirection; }
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const glm::vec3& getCameraUp() const { return _cameraUp; }
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const glm::vec3& getCameraRight() const { return _cameraRight; }
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float getCameraFov() const { return _cameraFov; }
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float getCameraAspectRatio() const { return _cameraAspectRatio; }
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float getCameraNearClip() const { return _cameraNearClip; }
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float getCameraFarClip() const { return _cameraFarClip; }
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// setters for camera details
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void setCameraPosition(const glm::vec3& position) { _cameraPosition = position; };
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void setCameraDirection(const glm::vec3& direction) { _cameraDirection = direction; }
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void setCameraUp(const glm::vec3& up) { _cameraUp = up; }
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void setCameraRight(const glm::vec3& right) { _cameraRight = right; }
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void setCameraFov(float fov) { _cameraFov = fov; }
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void setCameraAspectRatio(float aspectRatio) { _cameraAspectRatio = aspectRatio; }
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void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
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void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
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protected:
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glm::vec3 _bodyPosition;
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@ -45,6 +65,18 @@ protected:
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float _bodyYaw;
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float _bodyPitch;
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float _bodyRoll;
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// camera details for the avatar
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glm::vec3 _cameraPosition;
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// can we describe this in less space? For example, a Quaternion? or Euler angles?
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glm::vec3 _cameraDirection;
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glm::vec3 _cameraUp;
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glm::vec3 _cameraRight;
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float _cameraFov;
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float _cameraAspectRatio;
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float _cameraNearClip;
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float _cameraFarClip;
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};
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#endif /* defined(__hifi__AvatarData__) */
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