Added camera data to AvatarData class, and include it in interface

This commit is contained in:
ZappoMan 2013-04-22 14:12:08 -07:00
parent 6286e1b54f
commit 9b34427570
3 changed files with 100 additions and 2 deletions

View file

@ -85,6 +85,7 @@
using namespace std;
void reshape(int width, int height); // will be defined below
void loadViewFrustum(ViewFrustum& viewFrustum); // will be defined below
pthread_t networkReceiveThread;
@ -522,6 +523,22 @@ void updateAvatar(float frametime)
myAvatar.setAverageLoudness(averageLoudness);
#endif
// Update Avatar with latest camera and view frustum data...
// NOTE: we get this from the view frustum, to make it simpler, since the
// loadViewFrumstum() method will get the correct details from the camera
// We could optimize this to not actually load the viewFrustum, since we don't
// actually need to calculate the view frustum planes to send these details
// to the server.
loadViewFrustum(::viewFrustum);
myAvatar.setCameraPosition(::viewFrustum.getPosition());
myAvatar.setCameraDirection(::viewFrustum.getDirection());
myAvatar.setCameraUp(::viewFrustum.getUp());
myAvatar.setCameraRight(::viewFrustum.getRight());
myAvatar.setCameraFov(::viewFrustum.getFieldOfView());
myAvatar.setCameraAspectRatio(::viewFrustum.getAspectRatio());
myAvatar.setCameraNearClip(::viewFrustum.getNearClip());
myAvatar.setCameraFarClip(::viewFrustum.getFarClip());
// Send my stream of head/hand data to the avatar mixer and voxel server
unsigned char broadcastString[200];
*broadcastString = PACKET_HEADER_HEAD_DATA;
@ -559,7 +576,7 @@ void updateAvatar(float frametime)
}
/////////////////////////////////////////////////////////////////////////////////////
// renderViewFrustum()
// loadViewFrustum()
//
// Description: this will load the view frustum bounds for EITHER the head
// or the "myCamera".

View file

@ -36,7 +36,15 @@ int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPo
AvatarData::AvatarData() :
_bodyYaw(-90.0),
_bodyPitch(0.0),
_bodyRoll(0.0) {
_bodyRoll(0.0),
_cameraPosition(0,0,0),
_cameraDirection(0,0,0),
_cameraUp(0,0,0),
_cameraRight(0,0,0),
_cameraFov(0.0f),
_cameraAspectRatio(0.0f),
_cameraNearClip(0.0f),
_cameraFarClip(0.0f) {
}
@ -64,14 +72,37 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3;
// camera details
memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition));
destinationBuffer += sizeof(_cameraPosition);
memcpy(destinationBuffer, &_cameraDirection, sizeof(_cameraDirection));
destinationBuffer += sizeof(_cameraDirection);
memcpy(destinationBuffer, &_cameraRight, sizeof(_cameraRight));
destinationBuffer += sizeof(_cameraRight);
memcpy(destinationBuffer, &_cameraUp, sizeof(_cameraUp));
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);
//printLog("%f, %f, %f\n", _handPosition.x, _handPosition.y, _handPosition.z);
//printf("AvatarData::getBroadcastData() numBytes=%ld\n",(destinationBuffer - bufferStart));
return destinationBuffer - bufferStart;
}
// called on the other agents - assigns it to my views of the others
void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
//printf("AvatarData::parseData() numBytes=%d\n",numBytes);
// increment to push past the packet header
sourceBuffer++;
@ -85,6 +116,24 @@ void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
sourceBuffer += sizeof(float) * 3;
// camera details
memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition));
sourceBuffer += sizeof(_cameraPosition);
memcpy(&_cameraDirection, sourceBuffer, sizeof(_cameraDirection));
sourceBuffer += sizeof(_cameraDirection);
memcpy(&_cameraRight, sourceBuffer, sizeof(_cameraRight));
sourceBuffer += sizeof(_cameraRight);
memcpy(&_cameraUp, sourceBuffer, sizeof(_cameraUp));
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);
//printLog( "_bodyYaw = %f", _bodyYaw );
//printLog("%f, %f, %f\n", _handPosition.x, _handPosition.y, _handPosition.z);

View file

@ -37,6 +37,26 @@ public:
float getBodyRoll();
void setBodyRoll(float bodyRoll);
// getters for camera details
const glm::vec3& getCameraPosition() const { return _cameraPosition; };
const glm::vec3& getCameraDirection() const { return _cameraDirection; }
const glm::vec3& getCameraUp() const { return _cameraUp; }
const glm::vec3& getCameraRight() const { return _cameraRight; }
float getCameraFov() const { return _cameraFov; }
float getCameraAspectRatio() const { return _cameraAspectRatio; }
float getCameraNearClip() const { return _cameraNearClip; }
float getCameraFarClip() const { return _cameraFarClip; }
// setters for camera details
void setCameraPosition(const glm::vec3& position) { _cameraPosition = position; };
void setCameraDirection(const glm::vec3& direction) { _cameraDirection = direction; }
void setCameraUp(const glm::vec3& up) { _cameraUp = up; }
void setCameraRight(const glm::vec3& right) { _cameraRight = right; }
void setCameraFov(float fov) { _cameraFov = fov; }
void setCameraAspectRatio(float aspectRatio) { _cameraAspectRatio = aspectRatio; }
void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
protected:
glm::vec3 _bodyPosition;
@ -45,6 +65,18 @@ protected:
float _bodyYaw;
float _bodyPitch;
float _bodyRoll;
// camera details for the avatar
glm::vec3 _cameraPosition;
// 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 _cameraAspectRatio;
float _cameraNearClip;
float _cameraFarClip;
};
#endif /* defined(__hifi__AvatarData__) */