mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 17:14:59 +02:00
Merge remote-tracking branch 'upstream/master' into oculus
This commit is contained in:
commit
9ee3f889ab
14 changed files with 433 additions and 184 deletions
|
@ -144,6 +144,8 @@ int main(int argc, const char* argv[]) {
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float weakChannelAmplitudeRatio = 1.f;
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if (otherAgent != agent) {
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printf("DEBUG: The bearing for this agent is %f\n", agentRingBuffer->getBearing());
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Position agentPosition = agentRingBuffer->getPosition();
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Position otherAgentPosition = otherAgentBuffer->getPosition();
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@ -55,6 +55,12 @@ if (APPLE)
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SET(INTERFACE_SRCS ${INTERFACE_SRCS} ${INTERFACE_RSRCS})
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endif (APPLE)
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find_package(Qt4 REQUIRED QtCore QtGui)
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include(${QT_USE_FILE})
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# run qt moc on qt-enabled headers
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qt4_wrap_cpp(INTERFACE_SRCS src/Application.h)
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# create the executable, make it a bundle on OS X
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add_executable(${TARGET_NAME} MACOSX_BUNDLE ${INTERFACE_SRCS})
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22
interface/src/Application.cpp
Normal file
22
interface/src/Application.cpp
Normal file
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@ -0,0 +1,22 @@
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//
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// Application.cpp
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// interface
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//
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// Created by Andrzej Kapolka on 5/10/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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#include <QMenuBar>
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#include <QtDebug>
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#include "Application.h"
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Application::Application(int& argc, char** argv) : QApplication(argc, argv) {
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// simple menu bar (will only appear on OS X, for now)
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QMenuBar* menuBar = new QMenuBar();
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QMenu* fileMenu = menuBar->addMenu("File");
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fileMenu->addAction("Test", this, SLOT(testSlot()));
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}
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void Application::testSlot() {
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qDebug() << "Hello world.";
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}
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26
interface/src/Application.h
Normal file
26
interface/src/Application.h
Normal file
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@ -0,0 +1,26 @@
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//
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// Application.h
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// interface
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//
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// Created by Andrzej Kapolka on 5/10/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__Application__
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#define __interface__Application__
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#include <QApplication>
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class Application : public QApplication {
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Q_OBJECT
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public:
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Application(int& argc, char** argv);
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public slots:
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void testSlot();
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};
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#endif /* defined(__interface__Application__) */
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@ -516,37 +516,46 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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}
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}
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}
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glm::vec3 vectorFromMyHandToYourHand
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(
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_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position -
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
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);
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float distanceBetweenOurHands = glm::length(vectorFromMyHandToYourHand);
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/*
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// if my arm can no longer reach the other hand, turn off hand-holding
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if (!_avatarTouch.getAbleToReachOtherAvatar()) {
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_avatarTouch.setHoldingHands(false);
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}
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if (distanceBetweenOurHands > _maxArmLength) {
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_avatarTouch.setHoldingHands(false);
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}
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*/
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// if neither of us are grasping, turn off hand-holding
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if ((_handState != HAND_STATE_GRASPING ) && (_interactingOther->_handState != HAND_STATE_GRASPING)) {
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_avatarTouch.setHoldingHands(false);
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}
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}
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//if holding hands, apply the appropriate forces
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if (_avatarTouch.getHoldingHands()) {
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glm::vec3 vectorToOtherHand = _interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition - _handHoldingPosition;
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glm::vec3 vectorToMyHand = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position - _handHoldingPosition;
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float myInfluence = 30.0f;
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float yourInfluence = 30.0f;
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glm::vec3 myForce = vectorToMyHand * myInfluence * deltaTime;
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glm::vec3 yourForce = vectorToOtherHand * yourInfluence * deltaTime;
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if (_handState == HAND_STATE_GRASPING) {myForce *= 2.0f; }
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if (_interactingOther->_handState == HAND_STATE_GRASPING) {yourForce *= 2.0f; }
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//if holding hands, apply the appropriate forces
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if (_avatarTouch.getHoldingHands()) {
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position +=
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(
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_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
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- _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
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) * 0.5f;
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_handHoldingPosition += myForce + yourForce;
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition;
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} else {
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_handHoldingPosition = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
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}
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if (distanceBetweenOurHands > 0.2) {
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float force = 700.0f * deltaTime;
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if (force > 1.0f) {force = 1.0f;}
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_velocity += vectorFromMyHandToYourHand * force;
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}
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}
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}
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}//if (_isMine)
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//constrain right arm length and re-adjust elbow position as it bends
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@ -1262,7 +1271,7 @@ void Avatar::initializeSkeleton() {
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_joint[ AVATAR_JOINT_LEFT_HEEL ].radius +
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_joint[ AVATAR_JOINT_LEFT_HEEL ].length +
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_joint[ AVATAR_JOINT_LEFT_KNEE ].length;
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printf("_pelvisStandingHeight = %f\n", _pelvisStandingHeight);
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//printf("_pelvisStandingHeight = %f\n", _pelvisStandingHeight);
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_height =
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(
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@ -1277,7 +1286,7 @@ void Avatar::initializeSkeleton() {
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_joint[ AVATAR_JOINT_HEAD_BASE ].length +
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_joint[ AVATAR_JOINT_HEAD_BASE ].radius
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);
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printf("_height = %f\n", _height);
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//printf("_height = %f\n", _height);
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// generate joint positions by updating the skeleton
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updateSkeleton();
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|
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@ -12,21 +12,20 @@
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#include "InterfaceConfig.h"
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#include "Util.h"
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const float THREAD_RADIUS = 0.012;
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const float HANDS_CLOSE_ENOUGH_TO_GRASP = 0.1;
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const float THREAD_RADIUS = 0.007;
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const float HANDS_CLOSE_ENOUGH_TO_GRASP = 0.2;
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AvatarTouch::AvatarTouch() {
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_myHandPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_yourHandPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_myBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_yourBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_vectorBetweenHands = glm::vec3(0.0f, 0.0f, 0.0f);
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_myHandState = HAND_STATE_NULL;
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_yourHandState = HAND_STATE_NULL;
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_reachableRadius = 0.0f;
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_weAreHoldingHands = false;
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_myHandPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_yourHandPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_myBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_yourBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_vectorBetweenHands = glm::vec3(0.0f, 0.0f, 0.0f);
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_myHandState = HAND_STATE_NULL;
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_yourHandState = HAND_STATE_NULL;
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_reachableRadius = 0.0f;
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_weAreHoldingHands = false;
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_canReachToOtherAvatar = false;
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_handsCloseEnoughToGrasp = false;
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@ -63,7 +62,6 @@ void AvatarTouch::setReachableRadius(float r) {
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_reachableRadius = r;
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}
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void AvatarTouch::simulate (float deltaTime) {
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glm::vec3 vectorBetweenBodies = _yourBodyPosition - _myBodyPosition;
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@ -83,9 +81,7 @@ void AvatarTouch::simulate (float deltaTime) {
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} else {
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_canReachToOtherAvatar = false;
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}
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}
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}
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void AvatarTouch::render(glm::vec3 cameraPosition) {
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@ -99,6 +95,18 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
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// show is we are golding hands...
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if (_weAreHoldingHands) {
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renderBeamBetweenHands();
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/*
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glPushMatrix();
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glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
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glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.020f, 10.0f, 10.0f);
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glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.025f, 10.0f, 10.0f);
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glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.030f, 10.0f, 10.0f);
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glPopMatrix();
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*/
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/*
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glColor4f(0.9, 0.3, 0.3, 0.5);
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renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.3f, 20, cameraPosition);
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renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.2f, 20, cameraPosition);
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|
@ -107,24 +115,23 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
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renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.3f, 20, cameraPosition);
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renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.2f, 20, cameraPosition);
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renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.1f, 20, cameraPosition);
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*/
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}
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//render the beam between our hands indicting that we can reach out and grasp hands...
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renderBeamBetweenHands();
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//show that our hands are close enough to grasp..
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if (_handsCloseEnoughToGrasp) {
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glColor4f(0.9, 0.3, 0.3, 0.5);
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renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP / 3.0f, 20, cameraPosition);
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renderSphereOutline(_myHandPosition, 0.03f, 20, cameraPosition);
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renderSphereOutline(_yourHandPosition, 0.03f, 20, cameraPosition);
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}
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// if your hand is grasping, show it...
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if (_yourHandState == HAND_STATE_GRASPING) {
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glPushMatrix();
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glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
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glColor4f(1.0, 1.0, 0.8, 0.3); glutSolidSphere(0.020f, 10.0f, 10.0f);
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glColor4f(1.0, 1.0, 0.4, 0.2); glutSolidSphere(0.025f, 10.0f, 10.0f);
|
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glColor4f(1.0, 1.0, 0.2, 0.1); glutSolidSphere(0.030f, 10.0f, 10.0f);
|
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glColor4f(1.0, 0.7, 0.8, 0.4); glutSolidSphere(0.020f, 10.0f, 10.0f);
|
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glColor4f(1.0, 0.7, 0.4, 0.3); glutSolidSphere(0.025f, 10.0f, 10.0f);
|
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glColor4f(1.0, 0.7, 0.2, 0.2); glutSolidSphere(0.030f, 10.0f, 10.0f);
|
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glPopMatrix();
|
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}
|
||||
}
|
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|
@ -133,9 +140,9 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
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if (_myHandState == HAND_STATE_GRASPING) {
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glPushMatrix();
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glTranslatef(_myHandPosition.x, _myHandPosition.y, _myHandPosition.z);
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glColor4f(1.0, 1.0, 0.8, 0.3); glutSolidSphere(0.020f, 10.0f, 10.0f);
|
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glColor4f(1.0, 1.0, 0.4, 0.2); glutSolidSphere(0.025f, 10.0f, 10.0f);
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glColor4f(1.0, 1.0, 0.2, 0.1); glutSolidSphere(0.030f, 10.0f, 10.0f);
|
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glColor4f(1.0, 0.7, 0.8, 0.4); glutSolidSphere(0.020f, 10.0f, 10.0f);
|
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glColor4f(1.0, 0.7, 0.4, 0.3); glutSolidSphere(0.025f, 10.0f, 10.0f);
|
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glColor4f(1.0, 0.7, 0.2, 0.2); glutSolidSphere(0.030f, 10.0f, 10.0f);
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glPopMatrix();
|
||||
}
|
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}
|
||||
|
@ -147,14 +154,14 @@ void AvatarTouch::renderBeamBetweenHands() {
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glm::vec3 v1(_myHandPosition);
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glm::vec3 v2(_yourHandPosition);
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|
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glLineWidth(2.0);
|
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glColor4f(0.9f, 0.9f, 0.1f, 0.7);
|
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glLineWidth(3.0);
|
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glColor4f(0.9f, 0.9f, 0.1f, 0.6);
|
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glBegin(GL_LINE_STRIP);
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glVertex3f(v1.x, v1.y, v1.z);
|
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glVertex3f(v2.x, v2.y, v2.z);
|
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glEnd();
|
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|
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glColor3f(1.0f, 1.0f, 1.0f);
|
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glColor3f(0.5f, 0.3f, 0.0f);
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for (int p=0; p<NUM_POINTS; p++) {
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|
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_point[p] = _myHandPosition + _vectorBetweenHands * ((float)p / (float)NUM_POINTS);
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
#define HEAD_YAW_RATE 0
|
||||
#define HEAD_ROLL_RATE 2
|
||||
|
||||
//const bool USING_INVENSENSE_MPU9150;
|
||||
extern const bool USING_INVENSENSE_MPU9150;
|
||||
|
||||
class SerialInterface {
|
||||
public:
|
||||
|
|
|
@ -205,17 +205,86 @@ void VoxelSystem::cleanupRemovedVoxels() {
|
|||
}
|
||||
}
|
||||
|
||||
void VoxelSystem::copyWrittenDataToReadArraysFullVBOs() {
|
||||
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
int bytesOfVertices = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat);
|
||||
int bytesOfColors = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte);
|
||||
memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices);
|
||||
memcpy(_readColorsArray, _writeColorsArray, bytesOfColors );
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays;
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
}
|
||||
|
||||
void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() {
|
||||
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = 0;
|
||||
bool inSegment = false;
|
||||
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
||||
bool thisVoxelDirty = _voxelDirtyArray[i];
|
||||
if (!inSegment) {
|
||||
if (thisVoxelDirty) {
|
||||
segmentStart = i;
|
||||
inSegment = true;
|
||||
}
|
||||
} else {
|
||||
if (!thisVoxelDirty) {
|
||||
// If we got here because because this voxel is NOT dirty, so the last dirty voxel was the one before
|
||||
// this one and so that's where the "segment" ends
|
||||
segmentEnd = i - 1;
|
||||
inSegment = false;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesAt = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
|
||||
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if we got to the end of the array, and we're in an active dirty segment...
|
||||
if (inSegment) {
|
||||
segmentEnd = _voxelsInWriteArrays - 1;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesAt = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
|
||||
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
|
||||
}
|
||||
|
||||
// update our length
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays;
|
||||
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
}
|
||||
|
||||
void VoxelSystem::copyWrittenDataToReadArrays() {
|
||||
PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()"); // would like to include _voxelsInArrays, _voxelsUpdated
|
||||
PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()");
|
||||
if (_voxelsDirty && _voxelsUpdated) {
|
||||
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
int bytesOfVertices = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat);
|
||||
int bytesOfColors = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte);
|
||||
memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices);
|
||||
memcpy(_readColorsArray, _writeColorsArray, bytesOfColors );
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays;
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
if (_renderFullVBO) {
|
||||
copyWrittenDataToReadArraysFullVBOs();
|
||||
} else {
|
||||
copyWrittenDataToReadArraysPartialVBOs();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -232,7 +301,7 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
|
|||
bool inChildBoundary = (distanceToNode <= childBoundary);
|
||||
shouldRender = (node->isLeaf() && inChildBoundary) || (inBoundary && !inChildBoundary);
|
||||
}
|
||||
node->setShouldRender(shouldRender);
|
||||
node->setShouldRender(shouldRender && !node->isStagedForDeletion());
|
||||
// let children figure out their renderness
|
||||
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
|
||||
if (node->getChildAtIndex(i)) {
|
||||
|
@ -244,6 +313,15 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
|
|||
} else {
|
||||
voxelsUpdated += updateNodeInArraysAsPartialVBO(node);
|
||||
}
|
||||
|
||||
// If the node has been asked to be deleted, but we've gotten to here, after updateNodeInArraysXXX()
|
||||
// then it means our VBOs are "clean" and our vertices have been removed or not added. So we can now
|
||||
// safely remove the node from the tree and actually delete it.
|
||||
// otherwise honor our calculated shouldRender
|
||||
if (node->isStagedForDeletion()) {
|
||||
_tree->deleteVoxelCodeFromTree(node->getOctalCode());
|
||||
}
|
||||
|
||||
node->clearDirtyBit(); // always clear the dirty bit, even if it doesn't need to be rendered
|
||||
return voxelsUpdated;
|
||||
}
|
||||
|
@ -484,11 +562,10 @@ void VoxelSystem::updateVBOs() {
|
|||
};
|
||||
PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays
|
||||
if (_voxelsDirty) {
|
||||
// updatePartialVBOs() is not yet working. For now, ALWAYS call updateFullVBOs()
|
||||
if (_renderFullVBO) {
|
||||
updateFullVBOs();
|
||||
} else {
|
||||
updatePartialVBOs(); // too many small segments?
|
||||
updatePartialVBOs();
|
||||
}
|
||||
_voxelsDirty = false;
|
||||
}
|
||||
|
@ -901,9 +978,19 @@ void VoxelSystem::collectStatsForTreesAndVBOs() {
|
|||
|
||||
|
||||
void VoxelSystem::deleteVoxelAt(float x, float y, float z, float s) {
|
||||
//printLog("VoxelSystem::deleteVoxelAt(%f,%f,%f,%f)\n",x,y,z,s);
|
||||
_tree->deleteVoxelAt(x, y, z, s);
|
||||
setupNewVoxelsForDrawing();
|
||||
printLog("VoxelSystem::deleteVoxelAt(%f,%f,%f,%f)\n",x,y,z,s);
|
||||
|
||||
VoxelNode* node = _tree->getVoxelAt(x, y, z, s);
|
||||
if (node) {
|
||||
// tell the node we want it deleted
|
||||
node->stageForDeletion();
|
||||
|
||||
// tree is now dirty
|
||||
_tree->setDirtyBit();
|
||||
|
||||
// redraw!
|
||||
setupNewVoxelsForDrawing(); // do we even need to do this? Or will the next network receive kick in?
|
||||
}
|
||||
};
|
||||
|
||||
VoxelNode* VoxelSystem::getVoxelAt(float x, float y, float z, float s) const {
|
||||
|
|
|
@ -97,6 +97,9 @@ private:
|
|||
int updateNodeInArraysAsFullVBO(VoxelNode* node);
|
||||
int updateNodeInArraysAsPartialVBO(VoxelNode* node);
|
||||
|
||||
void copyWrittenDataToReadArraysFullVBOs();
|
||||
void copyWrittenDataToReadArraysPartialVBOs();
|
||||
|
||||
// these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here
|
||||
static float _maxDistance;
|
||||
static float _minDistance;
|
||||
|
|
|
@ -30,8 +30,6 @@
|
|||
#include <ifaddrs.h>
|
||||
#endif
|
||||
|
||||
#include <QApplication>
|
||||
|
||||
#include <pthread.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
@ -62,6 +60,7 @@
|
|||
#include "renderer/ProgramObject.h"
|
||||
#include "renderer/ShaderObject.h"
|
||||
|
||||
#include "Application.h"
|
||||
#include "Camera.h"
|
||||
#include "Avatar.h"
|
||||
#include <AgentList.h>
|
||||
|
@ -88,8 +87,6 @@ void loadViewFrustum(ViewFrustum& viewFrustum); // will be defined below
|
|||
|
||||
glm::vec3 getGravity(glm::vec3 pos); //get the local gravity vector at this location in the universe
|
||||
|
||||
QApplication* app;
|
||||
|
||||
bool enableNetworkThread = true;
|
||||
pthread_t networkReceiveThread;
|
||||
bool stopNetworkReceiveThread = false;
|
||||
|
@ -177,6 +174,12 @@ int mouseY = 0;
|
|||
// Mouse location at start of last down click
|
||||
int mousePressed = 0; // true if mouse has been pressed (clear when finished)
|
||||
|
||||
// The current mode for mouse interaction
|
||||
enum MouseMode { ADD_VOXEL_MODE, DELETE_VOXEL_MODE, COLOR_VOXEL_MODE };
|
||||
MouseMode mouseMode = ADD_VOXEL_MODE;
|
||||
VoxelDetail mouseVoxel; // details of the voxel under the mouse cursor
|
||||
float mouseVoxelScale = 1.0f / 1024.0f; // the scale for adding/removing voxels
|
||||
|
||||
Menu menu; // main menu
|
||||
int menuOn = 1; // Whether to show onscreen menu
|
||||
|
||||
|
@ -356,6 +359,16 @@ void reset_sensors() {
|
|||
myAvatar.reset();
|
||||
}
|
||||
|
||||
void sendVoxelEditMessage(PACKET_HEADER header, VoxelDetail& detail) {
|
||||
unsigned char* bufferOut;
|
||||
int sizeOut;
|
||||
|
||||
if (createVoxelEditMessage(header, 0, 1, &detail, bufferOut, sizeOut)){
|
||||
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
|
||||
delete bufferOut;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Using gyro data, update both view frustum and avatar head position
|
||||
//
|
||||
|
@ -369,13 +382,14 @@ void updateAvatar(float deltaTime) {
|
|||
float measuredYawRate = serialPort.getLastYawRate();
|
||||
|
||||
// Update gyro-based mouse (X,Y on screen)
|
||||
const float MIN_MOUSE_RATE = 30.0;
|
||||
const float MOUSE_SENSITIVITY = 0.1f;
|
||||
const float MIN_MOUSE_RATE = 1.0;
|
||||
const float HORIZONTAL_PIXELS_PER_DEGREE = 2880.f / 45.f;
|
||||
const float VERTICAL_PIXELS_PER_DEGREE = 1800.f / 30.f;
|
||||
if (powf(measuredYawRate * measuredYawRate +
|
||||
measuredPitchRate * measuredPitchRate, 0.5) > MIN_MOUSE_RATE)
|
||||
{
|
||||
headMouseX += measuredYawRate*MOUSE_SENSITIVITY;
|
||||
headMouseY += measuredPitchRate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
|
||||
headMouseX += measuredYawRate * HORIZONTAL_PIXELS_PER_DEGREE * deltaTime;
|
||||
headMouseY -= measuredPitchRate * VERTICAL_PIXELS_PER_DEGREE * deltaTime;
|
||||
}
|
||||
headMouseX = max(headMouseX, 0);
|
||||
headMouseX = min(headMouseX, WIDTH);
|
||||
|
@ -384,32 +398,17 @@ void updateAvatar(float deltaTime) {
|
|||
|
||||
// Update head and body pitch and yaw based on measured gyro rates
|
||||
if (::gyroLook) {
|
||||
// Yaw
|
||||
const float MIN_YAW_RATE = 20.f;
|
||||
const float YAW_MAGNIFY = 3.0;
|
||||
// Render Yaw
|
||||
float renderYawSpring = fabs(headMouseX - WIDTH / 2.f) / (WIDTH / 2.f);
|
||||
const float RENDER_YAW_MULTIPLY = 4.f;
|
||||
myAvatar.setRenderYaw((1.f - renderYawSpring * deltaTime) * myAvatar.getRenderYaw() +
|
||||
renderYawSpring * deltaTime * -myAvatar.getHeadYaw() * RENDER_YAW_MULTIPLY);
|
||||
// Render Pitch
|
||||
float renderPitchSpring = fabs(headMouseY - HEIGHT / 2.f) / (HEIGHT / 2.f);
|
||||
const float RENDER_PITCH_MULTIPLY = 4.f;
|
||||
myAvatar.setRenderPitch((1.f - renderPitchSpring * deltaTime) * myAvatar.getRenderPitch() +
|
||||
renderPitchSpring * deltaTime * -myAvatar.getHeadPitch() * RENDER_PITCH_MULTIPLY);
|
||||
|
||||
if (fabs(measuredYawRate) > MIN_YAW_RATE) {
|
||||
float addToBodyYaw = (measuredYawRate > 0.f)
|
||||
? measuredYawRate - MIN_YAW_RATE : measuredYawRate + MIN_YAW_RATE;
|
||||
|
||||
// If we are rotating the body (render angle), move the head reverse amount to compensate
|
||||
myAvatar.addBodyYaw(-addToBodyYaw * YAW_MAGNIFY * deltaTime);
|
||||
myAvatar.addHeadYaw(addToBodyYaw * YAW_MAGNIFY * deltaTime);
|
||||
}
|
||||
// Pitch
|
||||
const float MIN_PITCH_RATE = 20.f;
|
||||
const float PITCH_MAGNIFY = 2.0;
|
||||
|
||||
if (fabs(measuredPitchRate) > MIN_PITCH_RATE) {
|
||||
float addToBodyPitch = (measuredPitchRate > 0.f)
|
||||
? measuredPitchRate - MIN_PITCH_RATE : measuredPitchRate + MIN_PITCH_RATE;
|
||||
|
||||
myAvatar.setRenderPitch(myAvatar.getRenderPitch() + addToBodyPitch * PITCH_MAGNIFY * deltaTime);
|
||||
|
||||
}
|
||||
// Always decay the render pitch, assuming that we are never going to want to permanently look up or down
|
||||
const float RENDER_PITCH_DECAY = 1.0;
|
||||
myAvatar.setRenderPitch(myAvatar.getRenderPitch() * (1.f - RENDER_PITCH_DECAY * deltaTime));
|
||||
}
|
||||
|
||||
if (OculusManager::isConnected()) {
|
||||
|
@ -467,17 +466,11 @@ void updateAvatar(float deltaTime) {
|
|||
::paintingVoxel.y = avatarPos.y / 10.0;
|
||||
::paintingVoxel.z = avatarPos.z / 10.0;
|
||||
|
||||
unsigned char* bufferOut;
|
||||
int sizeOut;
|
||||
|
||||
if (::paintingVoxel.x >= 0.0 && ::paintingVoxel.x <= 1.0 &&
|
||||
::paintingVoxel.y >= 0.0 && ::paintingVoxel.y <= 1.0 &&
|
||||
::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 1.0) {
|
||||
|
||||
if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &::paintingVoxel, bufferOut, sizeOut)){
|
||||
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
|
||||
delete bufferOut;
|
||||
}
|
||||
sendVoxelEditMessage(PACKET_HEADER_SET_VOXEL, ::paintingVoxel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -730,6 +723,20 @@ void displaySide(Camera& whichCamera) {
|
|||
voxels.render();
|
||||
}
|
||||
|
||||
// indicate what we'll be adding/removing in mouse mode, if anything
|
||||
if (::mouseVoxel.s != 0) {
|
||||
glPushMatrix();
|
||||
glColor3ub(::mouseVoxel.red, ::mouseVoxel.green, ::mouseVoxel.blue);
|
||||
glScalef(TREE_SCALE, TREE_SCALE, TREE_SCALE);
|
||||
glTranslatef(::mouseVoxel.x + ::mouseVoxel.s*0.5f,
|
||||
::mouseVoxel.y + ::mouseVoxel.s*0.5f,
|
||||
::mouseVoxel.z + ::mouseVoxel.s*0.5f);
|
||||
glLineWidth(4.0f);
|
||||
glutWireCube(::mouseVoxel.s);
|
||||
glLineWidth(1.0f);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
if (::renderAvatarsOn) {
|
||||
// Render avatars of other agents
|
||||
AgentList* agentList = AgentList::getInstance();
|
||||
|
@ -921,7 +928,7 @@ void displayOverlay() {
|
|||
|
||||
//noiseTest(WIDTH, HEIGHT);
|
||||
|
||||
if (displayHeadMouse && !::lookingInMirror && renderStatsOn) {
|
||||
if (displayHeadMouse && !::lookingInMirror && USING_INVENSENSE_MPU9150) {
|
||||
// Display small target box at center or head mouse target that can also be used to measure LOD
|
||||
glColor3f(1.0, 1.0, 1.0);
|
||||
glDisable(GL_LINE_SMOOTH);
|
||||
|
@ -1436,72 +1443,41 @@ void setupPaintingVoxel() {
|
|||
shiftPaintingColor();
|
||||
}
|
||||
|
||||
void addVoxelUnderCursor() {
|
||||
glm::vec3 origin, direction;
|
||||
viewFrustum.computePickRay(mouseX / (float)WIDTH, mouseY / (float)HEIGHT, origin, direction);
|
||||
|
||||
void addVoxelInFrontOfAvatar() {
|
||||
VoxelDetail detail;
|
||||
float distance;
|
||||
BoxFace face;
|
||||
if (voxels.findRayIntersection(origin, direction, detail, distance, face)) {
|
||||
// use the face to determine the side on which to create a neighbor
|
||||
switch (face) {
|
||||
case MIN_X_FACE:
|
||||
detail.x -= detail.s;
|
||||
break;
|
||||
|
||||
case MAX_X_FACE:
|
||||
detail.x += detail.s;
|
||||
break;
|
||||
|
||||
case MIN_Y_FACE:
|
||||
detail.y -= detail.s;
|
||||
break;
|
||||
|
||||
case MAX_Y_FACE:
|
||||
detail.y += detail.s;
|
||||
break;
|
||||
|
||||
case MIN_Z_FACE:
|
||||
detail.z -= detail.s;
|
||||
break;
|
||||
|
||||
case MAX_Z_FACE:
|
||||
detail.z += detail.s;
|
||||
break;
|
||||
}
|
||||
unsigned char* bufferOut;
|
||||
int sizeOut;
|
||||
|
||||
if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &detail, bufferOut, sizeOut)){
|
||||
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
|
||||
delete bufferOut;
|
||||
glm::vec3 position = (myAvatar.getPosition() + myAvatar.getCameraDirection()) * (1.0f / TREE_SCALE);
|
||||
detail.s = ::mouseVoxelScale;
|
||||
|
||||
detail.x = detail.s * floor(position.x / detail.s);
|
||||
detail.y = detail.s * floor(position.y / detail.s);
|
||||
detail.z = detail.s * floor(position.z / detail.s);
|
||||
detail.red = 128;
|
||||
detail.green = 128;
|
||||
detail.blue = 128;
|
||||
|
||||
sendVoxelEditMessage(PACKET_HEADER_SET_VOXEL, detail);
|
||||
|
||||
// create the voxel locally so it appears immediately
|
||||
voxels.createVoxel(detail.x, detail.y, detail.z, detail.s, detail.red, detail.green, detail.blue);
|
||||
}
|
||||
|
||||
// create the voxel locally so it appears immediately
|
||||
voxels.createVoxel(detail.x, detail.y, detail.z, detail.s, detail.red, detail.green, detail.blue);
|
||||
}
|
||||
void addVoxelUnderCursor() {
|
||||
if (::mouseVoxel.s != 0) {
|
||||
sendVoxelEditMessage(PACKET_HEADER_SET_VOXEL, ::mouseVoxel);
|
||||
|
||||
// create the voxel locally so it appears immediately
|
||||
voxels.createVoxel(::mouseVoxel.x, ::mouseVoxel.y, ::mouseVoxel.z, ::mouseVoxel.s,
|
||||
::mouseVoxel.red, ::mouseVoxel.green, ::mouseVoxel.blue);
|
||||
}
|
||||
}
|
||||
|
||||
void deleteVoxelUnderCursor() {
|
||||
glm::vec3 origin, direction;
|
||||
viewFrustum.computePickRay(mouseX / (float)WIDTH, mouseY / (float)HEIGHT, origin, direction);
|
||||
|
||||
VoxelDetail detail;
|
||||
float distance;
|
||||
BoxFace face;
|
||||
if (voxels.findRayIntersection(origin, direction, detail, distance, face)) {
|
||||
unsigned char* bufferOut;
|
||||
int sizeOut;
|
||||
|
||||
if (createVoxelEditMessage(PACKET_HEADER_ERASE_VOXEL, 0, 1, &detail, bufferOut, sizeOut)){
|
||||
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
|
||||
delete bufferOut;
|
||||
|
||||
// delete the voxel locally so it disappears immediately
|
||||
voxels.deleteVoxelAt(detail.x, detail.y, detail.z, detail.s);
|
||||
|
||||
}
|
||||
if (::mouseVoxel.s != 0) {
|
||||
sendVoxelEditMessage(PACKET_HEADER_ERASE_VOXEL, ::mouseVoxel);
|
||||
|
||||
// delete the voxel locally so it disappears immediately
|
||||
voxels.deleteVoxelAt(::mouseVoxel.x, ::mouseVoxel.y, ::mouseVoxel.z, ::mouseVoxel.s);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1627,8 +1603,12 @@ void key(unsigned char k, int x, int y) {
|
|||
if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant
|
||||
if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server
|
||||
if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server
|
||||
if (k == '1') ::addVoxelUnderCursor();
|
||||
if (k == '2') ::deleteVoxelUnderCursor();
|
||||
if (k == '1') ::mouseMode = ADD_VOXEL_MODE;
|
||||
if (k == '2') ::mouseMode = DELETE_VOXEL_MODE;
|
||||
if (k == '3') ::mouseMode = COLOR_VOXEL_MODE;
|
||||
if (k == '4') addVoxelInFrontOfAvatar();
|
||||
if (k == '5') ::mouseVoxelScale /= 2;
|
||||
if (k == '6') ::mouseVoxelScale *= 2;
|
||||
if (k == 'n' || k == 'N')
|
||||
{
|
||||
noiseOn = !noiseOn; // Toggle noise
|
||||
|
@ -1722,6 +1702,28 @@ void* networkReceive(void* args) {
|
|||
return NULL;
|
||||
}
|
||||
|
||||
glm::vec3 getFaceVector(BoxFace face) {
|
||||
switch (face) {
|
||||
case MIN_X_FACE:
|
||||
return glm::vec3(-1, 0, 0);
|
||||
|
||||
case MAX_X_FACE:
|
||||
return glm::vec3(1, 0, 0);
|
||||
|
||||
case MIN_Y_FACE:
|
||||
return glm::vec3(0, -1, 0);
|
||||
|
||||
case MAX_Y_FACE:
|
||||
return glm::vec3(0, 1, 0);
|
||||
|
||||
case MIN_Z_FACE:
|
||||
return glm::vec3(0, 0, -1);
|
||||
|
||||
case MAX_Z_FACE:
|
||||
return glm::vec3(0, 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
void idle(void) {
|
||||
timeval check;
|
||||
gettimeofday(&check, NULL);
|
||||
|
@ -1739,7 +1741,50 @@ void idle(void) {
|
|||
|
||||
// tell my avatar if the mouse is being pressed...
|
||||
myAvatar.setMousePressed(mousePressed);
|
||||
|
||||
|
||||
// check what's under the mouse and update the mouse voxel
|
||||
glm::vec3 origin, direction;
|
||||
viewFrustum.computePickRay(mouseX / (float)WIDTH, mouseY / (float)HEIGHT, origin, direction);
|
||||
|
||||
float distance;
|
||||
BoxFace face;
|
||||
::mouseVoxel.s = 0.0f;
|
||||
if (voxels.findRayIntersection(origin, direction, ::mouseVoxel, distance, face)) {
|
||||
// find the nearest voxel with the desired scale
|
||||
if (::mouseVoxelScale > ::mouseVoxel.s) {
|
||||
::mouseVoxel.x = ::mouseVoxelScale * floorf(::mouseVoxel.x / ::mouseVoxelScale);
|
||||
::mouseVoxel.y = ::mouseVoxelScale * floorf(::mouseVoxel.y / ::mouseVoxelScale);
|
||||
::mouseVoxel.z = ::mouseVoxelScale * floorf(::mouseVoxel.z / ::mouseVoxelScale);
|
||||
::mouseVoxel.s = ::mouseVoxelScale;
|
||||
|
||||
} else if (::mouseVoxelScale < ::mouseVoxel.s) {
|
||||
glm::vec3 pt = (origin + direction * distance) / (float)TREE_SCALE -
|
||||
getFaceVector(face) * (::mouseVoxelScale * 0.5f);
|
||||
::mouseVoxel.x = ::mouseVoxelScale * floorf(pt.x / ::mouseVoxelScale);
|
||||
::mouseVoxel.y = ::mouseVoxelScale * floorf(pt.y / ::mouseVoxelScale);
|
||||
::mouseVoxel.z = ::mouseVoxelScale * floorf(pt.z / ::mouseVoxelScale);
|
||||
::mouseVoxel.s = ::mouseVoxelScale;
|
||||
}
|
||||
|
||||
if (::mouseMode == ADD_VOXEL_MODE) {
|
||||
// use the face to determine the side on which to create a neighbor
|
||||
glm::vec3 offset = getFaceVector(face);
|
||||
::mouseVoxel.x += offset.x * ::mouseVoxel.s;
|
||||
::mouseVoxel.y += offset.y * ::mouseVoxel.s;
|
||||
::mouseVoxel.z += offset.z * ::mouseVoxel.s;
|
||||
|
||||
} else if (::mouseMode == COLOR_VOXEL_MODE) {
|
||||
::mouseVoxel.red = 0;
|
||||
::mouseVoxel.green = 255;
|
||||
::mouseVoxel.blue = 0;
|
||||
|
||||
} else { // ::mouseMode == DELETE_VOXEL_MODE
|
||||
// red indicates deletion
|
||||
::mouseVoxel.red = 255;
|
||||
::mouseVoxel.green = ::mouseVoxel.blue = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// walking triggers the handControl to stop
|
||||
if (myAvatar.getMode() == AVATAR_MODE_WALKING) {
|
||||
handControl.stop();
|
||||
|
@ -1853,22 +1898,54 @@ glm::vec3 getGravity(glm::vec3 pos) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
bool menuDisplayed = false;
|
||||
void mouseFunc(int button, int state, int x, int y) {
|
||||
bool menuFound = menu.mouseClick(x, y);
|
||||
|
||||
//catch mouse actions on the menu
|
||||
bool menuClickedOrUnclicked = menu.mouseClick(x, y);
|
||||
// If we didn't previously have the menu displayed, and we did just click on the menu, then
|
||||
// go into menuDisplayed mode....
|
||||
if (!::menuDisplayed && menuFound) {
|
||||
::menuDisplayed = true;
|
||||
}
|
||||
|
||||
if (!menuClickedOrUnclicked) {
|
||||
if ( button == GLUT_LEFT_BUTTON ) {
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
if (state == GLUT_DOWN ) {
|
||||
// If the menu was displayed, and we're not over a menu, then leave menu mode
|
||||
if (::menuDisplayed && !menuFound) {
|
||||
::menuDisplayed = false;
|
||||
menu.hidePopupMenu();
|
||||
}
|
||||
|
||||
// In menu displayed mode use old logic
|
||||
if (::menuDisplayed) {
|
||||
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
|
||||
if (state == GLUT_DOWN && !menu.mouseClick(x, y)) {
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
mousePressed = 1;
|
||||
} else if (state == GLUT_UP ) {
|
||||
} else if (state == GLUT_UP) {
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
mousePressed = 0;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (button == GLUT_LEFT_BUTTON) {
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
|
||||
if (state == GLUT_DOWN) {
|
||||
mousePressed = 1;
|
||||
if (::mouseMode == ADD_VOXEL_MODE || ::mouseMode == COLOR_VOXEL_MODE) {
|
||||
addVoxelUnderCursor();
|
||||
|
||||
} else { // ::mouseMode == DELETE_VOXEL_MODE
|
||||
deleteVoxelUnderCursor();
|
||||
}
|
||||
} else if (state == GLUT_UP) {
|
||||
mousePressed = 0;
|
||||
}
|
||||
} else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) {
|
||||
deleteVoxelUnderCursor();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1964,9 +2041,9 @@ int main(int argc, const char * argv[]) {
|
|||
#endif
|
||||
|
||||
// we need to create a QApplication instance in order to use Qt's font rendering
|
||||
app = new QApplication(argc, const_cast<char**>(argv));
|
||||
Application app(argc, const_cast<char**>(argv));
|
||||
printLog( "Created QT Application.\n" );
|
||||
|
||||
|
||||
// Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large
|
||||
// field of view and near and far clip to make it interesting.
|
||||
//viewFrustumOffsetCamera.setFieldOfView(90.0);
|
||||
|
|
|
@ -24,6 +24,7 @@ public:
|
|||
void render(int screenwidth, int screenheight);
|
||||
void renderColumn(int i);
|
||||
MenuColumn* addColumn(const char *columnName);
|
||||
void hidePopupMenu() { currentColumn = -1; };
|
||||
private:
|
||||
std::vector<MenuColumn> columns;
|
||||
int currentColumn;
|
||||
|
|
|
@ -44,6 +44,7 @@ void VoxelNode::init(unsigned char * octalCode) {
|
|||
_glBufferIndex = GLBUFFER_INDEX_UNKNOWN;
|
||||
_isDirty = true;
|
||||
_shouldRender = false;
|
||||
_isStagedForDeletion = false;
|
||||
|
||||
calculateAABox();
|
||||
}
|
||||
|
|
|
@ -27,6 +27,7 @@ private:
|
|||
glBufferIndex _glBufferIndex;
|
||||
bool _isDirty;
|
||||
bool _shouldRender;
|
||||
bool _isStagedForDeletion;
|
||||
AABox _box;
|
||||
unsigned char* _octalCode;
|
||||
VoxelNode* _children[8];
|
||||
|
@ -66,9 +67,15 @@ public:
|
|||
glBufferIndex getBufferIndex() const { return _glBufferIndex; };
|
||||
bool isKnownBufferIndex() const { return (_glBufferIndex != GLBUFFER_INDEX_UNKNOWN); };
|
||||
void setBufferIndex(glBufferIndex index) { _glBufferIndex = index; };
|
||||
|
||||
// Used by VoxelSystem for rendering in/out of view and LOD
|
||||
void setShouldRender(bool shouldRender);
|
||||
bool getShouldRender() const { return _shouldRender; }
|
||||
|
||||
// Used by VoxelSystem to mark a node as to be deleted on next render pass
|
||||
void stageForDeletion() { _isStagedForDeletion = true; };
|
||||
bool isStagedForDeletion() const { return _isStagedForDeletion; }
|
||||
|
||||
#ifndef NO_FALSE_COLOR // !NO_FALSE_COLOR means, does have false color
|
||||
void setFalseColor(colorPart red, colorPart green, colorPart blue);
|
||||
void setFalseColored(bool isFalseColored);
|
||||
|
|
|
@ -620,7 +620,8 @@ bool findRayOperation(VoxelNode* node, void* extraData) {
|
|||
if (!node->isLeaf()) {
|
||||
return true; // recurse on children
|
||||
}
|
||||
if (!args->found || distance < args->distance) {
|
||||
distance *= TREE_SCALE;
|
||||
if (node->isColored() && (!args->found || distance < args->distance)) {
|
||||
args->node = node;
|
||||
args->distance = distance;
|
||||
args->face = face;
|
||||
|
|
Loading…
Reference in a new issue