overte-JulianGro/interface/src/main.cpp

962 lines
28 KiB
C++

//
//
// Interface
//
// Show a field of objects rendered in 3D, with yaw and pitch of scene driven
// by accelerometer data
// serial port connected to Maple board/arduino.
//
// Keyboard Commands:
//
// / = toggle stats display
// spacebar = reset gyros/head
// h = render Head
// l = show incoming gyro levels
//
#include "InterfaceConfig.h"
#include <iostream>
#include <fstream>
#include <math.h>
#include <string.h>
#include <sstream>
#include <stdio.h>
#include <stdlib.h>
#ifdef _WIN32
#include "Systime.h"
#include <winsock2.h>
#else
#include <sys/time.h>
#include <arpa/inet.h>
#include <ifaddrs.h>
#endif
#include <pthread.h>
#include <glm/glm.hpp>
#include "Field.h"
#include "world.h"
#include "Util.h"
#include "Audio.h"
#include "Head.h"
#include "Hand.h"
#include "Particle.h"
#include "Texture.h"
#include "Cloud.h"
#include "AgentList.h"
#include "VoxelSystem.h"
#include "Lattice.h"
#include "Finger.h"
#include "Oscilloscope.h"
#include "UDPSocket.h"
#include "SerialInterface.h"
using namespace std;
int audio_on = 1; // Whether to turn on the audio support
int simulate_on = 1;
//
// Network Socket and network constants
//
char DOMAIN_HOSTNAME[] = "highfidelity.below92.com";
char DOMAIN_IP[100] = ""; // IP Address will be used first if not empty string
const int DOMAINSERVER_PORT = 40102;
AgentList agentList;
pthread_t networkReceiveThread;
bool stopNetworkReceiveThread = false;
// For testing, add milliseconds of delay for received UDP packets
int packetcount = 0;
int packets_per_second = 0;
int bytes_per_second = 0;
int bytescount = 0;
// Getting a target location from other machine (or loopback) to display
int target_x, target_y;
int target_display = 0;
int head_mirror = 1; // Whether to mirror own head when viewing it
int sendToSelf = 1;
int WIDTH = 1200;
int HEIGHT = 800;
int fullscreen = 0;
in_addr_t localAddress;
Oscilloscope audioScope(256,200,true);
#define HAND_RADIUS 0.25 // Radius of in-world 'hand' of you
Head myHead; // The rendered head of oneself
glm::vec3 box(WORLD_SIZE,WORLD_SIZE,WORLD_SIZE);
ParticleSystem balls(0,
box,
false, // Wrap?
0.02, // Noise
0.3, // Size scale
0.0 // Gravity
);
Cloud cloud(0, // Particles
box, // Bounding Box
false // Wrap
);
VoxelSystem voxels;
Lattice lattice(160,100);
Finger myFinger(WIDTH, HEIGHT);
Field field;
Audio audio(&audioScope, &myHead);
#define RENDER_FRAME_MSECS 8
int steps_per_frame = 0;
float yaw =0.f; // The yaw, pitch for the avatar head
float pitch = 0.f; //
float start_yaw = 122;
float render_pitch = 0.f;
float render_yaw_rate = 0.f;
float render_pitch_rate = 0.f;
float lateral_vel = 0.f;
// Manage speed and direction of motion
GLfloat fwd_vec[] = {0.0, 0.0, 1.0};
//GLfloat start_location[] = { WORLD_SIZE*1.5, -WORLD_SIZE/2.0, -WORLD_SIZE/3.0};
//GLfloat start_location[] = { 0.1, -0.15, 0.1};
GLfloat start_location[] = {6.1, 0, 1.4};
GLfloat location[] = {start_location[0], start_location[1], start_location[2]};
float fwd_vel = 0.0f;
int stats_on = 0; // Whether to show onscreen text overlay with stats
int noise_on = 0; // Whether to add random noise
float noise = 1.0; // Overall magnitude scaling for random noise levels
int step_on = 0;
int display_levels = 0;
int display_head = 0;
int display_field = 0;
int display_head_mouse = 1; // Display sample mouse pointer controlled by head movement
int head_mouse_x, head_mouse_y;
int head_lean_x, head_lean_y;
int mouse_x, mouse_y; // Where is the mouse
int mouse_start_x, mouse_start_y; // Mouse location at start of last down click
int mouse_pressed = 0; // true if mouse has been pressed (clear when finished)
int nearbyAgents = 0; // How many other people near you is the domain server reporting?
int speed;
//
// Serial USB Variables
//
SerialInterface serialPort;
int latency_display = 1;
//int adc_channels[NUM_CHANNELS];
//float avg_adc_channels[NUM_CHANNELS];
//int sensor_samples = 0;
//int sensor_LED = 0;
glm::vec3 gravity;
int first_measurement = 1;
//int samplecount = 0;
// Frame rate Measurement
int framecount = 0;
float FPS = 120.f;
timeval timer_start, timer_end;
timeval last_frame;
double elapsedTime;
// Particles
char texture_filename[] = "images/int-texture256-v4.png";
unsigned int texture_width = 256;
unsigned int texture_height = 256;
float particle_attenuation_quadratic[] = { 0.0f, 0.0f, 2.0f }; // larger Z = smaller particles
float pointer_attenuation_quadratic[] = { 1.0f, 0.0f, 0.0f }; // for 2D view
#ifdef MARKER_CAPTURE
/*** Marker Capture ***/
#define MARKER_CAPTURE_INTERVAL 1
MarkerCapture marker_capturer(CV_CAP_ANY); // Create a new marker capturer, attached to any valid camera.
MarkerAcquisitionView marker_acq_view(&marker_capturer);
bool marker_capture_enabled = true;
bool marker_capture_display = true;
IplImage* marker_capture_frame;
IplImage* marker_capture_blob_frame;
pthread_mutex_t frame_lock;
#endif
// Every second, check the frame rates and other stuff
void Timer(int extra)
{
gettimeofday(&timer_end, NULL);
FPS = (float)framecount / ((float)diffclock(&timer_start, &timer_end) / 1000.f);
packets_per_second = (float)packetcount / ((float)diffclock(&timer_start, &timer_end) / 1000.f);
bytes_per_second = (float)bytescount / ((float)diffclock(&timer_start, &timer_end) / 1000.f);
framecount = 0;
packetcount = 0;
bytescount = 0;
glutTimerFunc(1000,Timer,0);
gettimeofday(&timer_start, NULL);
//
// Send a message to the domainserver telling it we are ALIVE
//
unsigned char output[7];
output[0] = 'I';
packSocket(output + 1, localAddress, htons(AGENT_SOCKET_LISTEN_PORT));
agentList.getAgentSocket().send(DOMAIN_IP, DOMAINSERVER_PORT, output, 7);
// Ping the agents we can see
agentList.pingAgents();
if (0) {
// Massive send packet speed test
timeval starttest, endtest;
gettimeofday(&starttest, NULL);
char junk[1000];
junk[0] = 'J';
for (int i = 0; i < 10000; i++)
{
// agentSocket.send((char *)"192.168.1.38", AGENT_UDP_PORT, junk, 1000);
}
gettimeofday(&endtest, NULL);
float sendTime = diffclock(&starttest, &endtest);
printf("packet test = %4.1f\n", sendTime);
}
// if we haven't detected gyros, check for them now
if (!serialPort.active) {
serialPort.pair();
}
}
void display_stats(void)
{
// bitmap chars are about 10 pels high
char legend[] = "/ - toggle this display, Q - exit, H - show head, M - show hand, T - test audio";
drawtext(10, 15, 0.10, 0, 1.0, 0, legend);
char stats[200];
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d ",
FPS, packets_per_second, bytes_per_second);
drawtext(10, 30, 0.10, 0, 1.0, 0, stats);
if (serialPort.active) {
sprintf(stats, "ADC samples = %d, LED = %d",
serialPort.getNumSamples(), serialPort.getLED());
drawtext(300, 30, 0.10, 0, 1.0, 0, stats);
}
// Output the ping times to the various agents
// std::stringstream pingTimes;
// pingTimes << "Agent Pings, msecs:";
// for (int i = 0; i < getAgentCount(); i++) {
// pingTimes << " " << getAgentAddress(i) << ": " << getAgentPing(i);
// }
// drawtext(10,50,0.10, 0, 1.0, 0, (char *)pingTimes.str().c_str());
std::stringstream voxelStats;
voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered();
drawtext(10,70,0.10, 0, 1.0, 0, (char *)voxelStats.str().c_str());
/*
std::stringstream angles;
angles << "render_yaw: " << myHead.getRenderYaw() << ", Yaw: " << myHead.getYaw();
drawtext(10,50,0.10, 0, 1.0, 0, (char *)angles.str().c_str());
*/
/*
char adc[200];
sprintf(adc, "location = %3.1f,%3.1f,%3.1f, angle_to(origin) = %3.1f, head yaw = %3.1f, render_yaw = %3.1f",
-location[0], -location[1], -location[2],
angle_to(myHead.getPos()*-1.f, glm::vec3(0,0,0), myHead.getRenderYaw(), myHead.getYaw()),
myHead.getYaw(), myHead.getRenderYaw());
drawtext(10, 50, 0.10, 0, 1.0, 0, adc);
*/
}
void initDisplay(void)
{
// Set up blending function so that we can NOT clear the display
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel (GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
// load_png_as_texture(texture_filename);
if (fullscreen) glutFullScreen();
}
void init(void)
{
voxels.init();
myHead.setRenderYaw(start_yaw);
head_mouse_x = WIDTH/2;
head_mouse_y = HEIGHT/2;
head_lean_x = WIDTH/2;
head_lean_y = HEIGHT/2;
// Initialize Field values
field = Field();
printf( "Field Initialized.\n" );
if (noise_on) {
myHead.setNoise(noise);
}
char output[] = "I";
char address[] = "10.0.0.10";
agentList.getAgentSocket().send(address, 40106, output, 1);
#ifdef MARKER_CAPTURE
if(marker_capture_enabled){
marker_capturer.position_updated(&position_updated);
marker_capturer.frame_updated(&marker_frame_available);
if(!marker_capturer.init_capture()){
printf("Camera-based marker capture initialized.\n");
}else{
printf("Error initializing camera-based marker capture.\n");
}
}
#endif
gettimeofday(&timer_start, NULL);
gettimeofday(&last_frame, NULL);
}
void terminate () {
// Close serial port
//close(serial_fd);
audio.terminate();
stopNetworkReceiveThread = true;
pthread_join(networkReceiveThread, NULL);
exit(EXIT_SUCCESS);
}
void reset_sensors()
{
//
// Reset serial I/O sensors
//
myHead.setRenderYaw(start_yaw);
yaw = render_yaw_rate = 0;
pitch = render_pitch = render_pitch_rate = 0;
lateral_vel = 0;
location[0] = start_location[0];
location[1] = start_location[1];
location[2] = start_location[2];
fwd_vel = 0.0;
head_mouse_x = WIDTH/2;
head_mouse_y = HEIGHT/2;
head_lean_x = WIDTH/2;
head_lean_y = HEIGHT/2;
myHead.reset();
if (serialPort.active) {
serialPort.resetTrailingAverages();
}
}
void simulateHand(float deltaTime) {
// If mouse is being dragged, send current force to the hand controller
if (mouse_pressed == 1)
{
// Add a velocity to the hand corresponding to the detected size of the drag vector
const float MOUSE_HAND_FORCE = 1.5;
float dx = mouse_x - mouse_start_x;
float dy = mouse_y - mouse_start_y;
glm::vec3 vel(dx*MOUSE_HAND_FORCE, -dy*MOUSE_HAND_FORCE*(WIDTH/HEIGHT), 0);
myHead.hand->addVelocity(vel*deltaTime);
}
}
void simulateHead(float frametime)
// Using serial data, update avatar/render position and angles
{
// float measured_pitch_rate = serialPort.getRelativeValue(PITCH_RATE);
// float measured_yaw_rate = serialPort.getRelativeValue(YAW_RATE);
float measured_pitch_rate = 0;
float measured_yaw_rate = 0;
//float measured_lateral_accel = serialPort.getRelativeValue(ACCEL_X);
//float measured_fwd_accel = serialPort.getRelativeValue(ACCEL_Z);
myHead.UpdatePos(frametime, &serialPort, head_mirror, &gravity);
// Update head_mouse model
const float MIN_MOUSE_RATE = 30.0;
const float MOUSE_SENSITIVITY = 0.1;
if (powf(measured_yaw_rate*measured_yaw_rate +
measured_pitch_rate*measured_pitch_rate, 0.5) > MIN_MOUSE_RATE)
{
head_mouse_x += measured_yaw_rate*MOUSE_SENSITIVITY;
head_mouse_y += measured_pitch_rate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
}
head_mouse_x = max(head_mouse_x, 0);
head_mouse_x = min(head_mouse_x, WIDTH);
head_mouse_y = max(head_mouse_y, 0);
head_mouse_y = min(head_mouse_y, HEIGHT);
// Update render direction (pitch/yaw) based on measured gyro rates
const int MIN_YAW_RATE = 100;
const int MIN_PITCH_RATE = 100;
const float YAW_SENSITIVITY = 0.02;
const float PITCH_SENSITIVITY = 0.05;
if (fabs(measured_yaw_rate) > MIN_YAW_RATE)
{
if (measured_yaw_rate > 0)
render_yaw_rate += (measured_yaw_rate - MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
else
render_yaw_rate += (measured_yaw_rate + MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
}
if (fabs(measured_pitch_rate) > MIN_PITCH_RATE)
{
if (measured_pitch_rate > 0)
render_pitch_rate += (measured_pitch_rate - MIN_PITCH_RATE) * PITCH_SENSITIVITY * frametime;
else
render_pitch_rate += (measured_pitch_rate + MIN_PITCH_RATE) * PITCH_SENSITIVITY * frametime;
}
render_pitch += render_pitch_rate;
// Decay render_pitch toward zero because we never look constantly up/down
render_pitch *= (1.f - 2.0*frametime);
// Decay angular rates toward zero
render_pitch_rate *= (1.f - 5.0*frametime);
render_yaw_rate *= (1.f - 7.0*frametime);
// Update slide left/right based on accelerometer reading
/*
const int MIN_LATERAL_ACCEL = 20;
const float LATERAL_SENSITIVITY = 0.001;
if (fabs(measured_lateral_accel) > MIN_LATERAL_ACCEL)
{
if (measured_lateral_accel > 0)
lateral_vel += (measured_lateral_accel - MIN_LATERAL_ACCEL) * LATERAL_SENSITIVITY * frametime;
else
lateral_vel += (measured_lateral_accel + MIN_LATERAL_ACCEL) * LATERAL_SENSITIVITY * frametime;
}*/
//slide += lateral_vel;
lateral_vel *= (1.f - 4.0*frametime);
// Update fwd/back based on accelerometer reading
/*
const int MIN_FWD_ACCEL = 20;
const float FWD_SENSITIVITY = 0.001;
if (fabs(measured_fwd_accel) > MIN_FWD_ACCEL)
{
if (measured_fwd_accel > 0)
fwd_vel += (measured_fwd_accel - MIN_FWD_ACCEL) * FWD_SENSITIVITY * frametime;
else
fwd_vel += (measured_fwd_accel + MIN_FWD_ACCEL) * FWD_SENSITIVITY * frametime;
}*/
// Decrease forward velocity
fwd_vel *= (1.f - 4.0*frametime);
// Update forward vector based on pitch and yaw
fwd_vec[0] = -sinf(myHead.getRenderYaw()*PI/180);
fwd_vec[1] = sinf(render_pitch*PI/180);
fwd_vec[2] = cosf(myHead.getRenderYaw()*PI/180);
// Advance location forward
location[0] += fwd_vec[0]*fwd_vel;
location[1] += fwd_vec[1]*fwd_vel;
location[2] += fwd_vec[2]*fwd_vel;
// Slide location sideways
location[0] += fwd_vec[2]*-lateral_vel;
location[2] += fwd_vec[0]*lateral_vel;
// Update own head data
myHead.setRenderYaw(myHead.getRenderYaw() + render_yaw_rate);
myHead.setRenderPitch(render_pitch);
myHead.setPos(glm::vec3(location[0], location[1], location[2]));
// Get audio loudness data from audio input device
float loudness, averageLoudness;
audio.getInputLoudness(&loudness, &averageLoudness);
myHead.setLoudness(loudness);
myHead.setAverageLoudness(averageLoudness);
// Send my streaming head data to agents that are nearby and need to see it!
const int MAX_BROADCAST_STRING = 200;
char broadcast_string[MAX_BROADCAST_STRING];
int broadcast_bytes = myHead.getBroadcastData(broadcast_string);
agentList.broadcastToAgents(broadcast_string, broadcast_bytes);
}
int render_test_spot = WIDTH/2;
int render_test_direction = 1;
void display(void)
{
glEnable (GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LINE_SMOOTH);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Setup 3D lights
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
GLfloat light_position0[] = { 1.0, 1.0, 0.0, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
GLfloat ambient_color[] = { 0.125, 0.305, 0.5 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
GLfloat diffuse_color[] = { 0.5, 0.42, 0.33 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
GLfloat specular_color[] = { 1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 96);
// Rotate, translate to camera location
glRotatef(myHead.getRenderPitch(), 1, 0, 0);
glRotatef(myHead.getRenderYaw(), 0, 1, 0);
glTranslatef(location[0], location[1], location[2]);
glColor3f(1,0,0);
glutSolidSphere(0.25, 15, 15);
// Draw cloud of dots
glDisable( GL_POINT_SPRITE_ARB );
glDisable( GL_TEXTURE_2D );
if (!display_head) cloud.render();
// Draw voxels
voxels.render();
// Draw field vectors
if (display_field) field.render();
// Render heads of other agents
for(std::vector<Agent>::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++) {
if (agent->getLinkedData() != NULL) {
Head *agentHead = (Head *)agent->getLinkedData();
glPushMatrix();
glm::vec3 pos = agentHead->getPos();
glTranslatef(-pos.x, -pos.y, -pos.z);
agentHead->render(0, 0, &location[0]);
glPopMatrix();
}
}
if (!display_head) balls.render();
// Render the world box
if (!display_head && stats_on) render_world_box();
// Render my own head
glPushMatrix();
glLoadIdentity();
glTranslatef(0.f, 0.f, -7.f);
myHead.render(display_head, 1, &location[0]);
glPopMatrix();
//glm::vec3 test(0.5, 0.5, 0.5);
//render_vector(&test);
glPopMatrix();
// Render 2D overlay: I/O level bar graphs and text
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, WIDTH, HEIGHT, 0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
// lattice.render(WIDTH, HEIGHT);
// myFinger.render();
audio.render(WIDTH, HEIGHT);
if (audioScope.getState()) audioScope.render();
//drawvec3(100, 100, 0.15, 0, 1.0, 0, myHead.getPos(), 0, 1, 0);
glPointParameterfvARB( GL_POINT_DISTANCE_ATTENUATION_ARB, pointer_attenuation_quadratic );
if (mouse_pressed == 1)
{
glPointSize( 10.0f );
glColor3f(1,1,1);
//glEnable(GL_POINT_SMOOTH);
glBegin(GL_POINTS);
glVertex2f(target_x, target_y);
glEnd();
char val[20];
sprintf(val, "%d,%d", target_x, target_y);
drawtext(target_x, target_y-20, 0.08, 0, 1.0, 0, val, 0, 1, 0);
}
if (display_head_mouse && !display_head && stats_on)
{
glPointSize(10.0f);
glColor4f(1.0, 1.0, 0.0, 0.8);
glEnable(GL_POINT_SMOOTH);
glBegin(GL_POINTS);
glVertex2f(head_mouse_x, head_mouse_y);
glEnd();
}
// Spot bouncing back and forth on bottom of screen
if (0)
{
glPointSize(50.0f);
glColor4f(1.0, 1.0, 1.0, 1.0);
glEnable(GL_POINT_SMOOTH);
glBegin(GL_POINTS);
glVertex2f(render_test_spot, HEIGHT-100);
glEnd();
render_test_spot += render_test_direction*50;
if ((render_test_spot > WIDTH-100) || (render_test_spot < 100)) render_test_direction *= -1.0;
}
// Show detected levels from the serial I/O ADC channel sensors
if (display_levels) serialPort.renderLevels(WIDTH,HEIGHT);
// Display miscellaneous text stats onscreen
if (stats_on) display_stats();
// Draw number of nearby people always
char agents[100];
sprintf(agents, "Agents nearby: %ld\n", agentList.getAgents().size());
drawtext(WIDTH-200,20, 0.10, 0, 1.0, 0, agents, 1, 1, 0);
glPopMatrix();
glutSwapBuffers();
framecount++;
}
const float KEYBOARD_YAW_RATE = 0.8;
const float KEYBOARD_STRAFE_RATE = 0.03;
const float KEYBOARD_FLY_RATE = 0.08;
void specialkey(int k, int x, int y)
{
if (k == GLUT_KEY_UP) fwd_vel += KEYBOARD_FLY_RATE;
if (k == GLUT_KEY_DOWN) fwd_vel -= KEYBOARD_FLY_RATE;
if (k == GLUT_KEY_LEFT) {
if (glutGetModifiers() == GLUT_ACTIVE_SHIFT) lateral_vel -= KEYBOARD_STRAFE_RATE;
else render_yaw_rate -= KEYBOARD_YAW_RATE;
}
if (k == GLUT_KEY_RIGHT) {
if (glutGetModifiers() == GLUT_ACTIVE_SHIFT) lateral_vel += KEYBOARD_STRAFE_RATE;
else render_yaw_rate += KEYBOARD_YAW_RATE;
}
}
void key(unsigned char k, int x, int y)
{
// Process keypresses
if (k == 'q') ::terminate();
if (k == '/') stats_on = !stats_on; // toggle stats
if (k == 'n')
{
noise_on = !noise_on; // Toggle noise
if (noise_on)
{
myHead.setNoise(noise);
}
else
{
myHead.setNoise(0);
}
}
if (k == 'h') {
display_head = !display_head;
audio.setMixerLoopbackFlag(display_head);
}
if (k == 'm') head_mirror = !head_mirror;
if (k == 'f') display_field = !display_field;
if (k == 'l') display_levels = !display_levels;
if (k == 'e') location[1] -= WORLD_SIZE/100.0;
if (k == 'c') location[1] += WORLD_SIZE/100.0;
if (k == 'w') fwd_vel += KEYBOARD_FLY_RATE;
if (k == 's') fwd_vel -= KEYBOARD_FLY_RATE;
if (k == ' ') reset_sensors();
if (k == 'a') render_yaw_rate -= KEYBOARD_YAW_RATE;
if (k == 'd') render_yaw_rate += KEYBOARD_YAW_RATE;
if (k == 'o') simulate_on = !simulate_on;
if (k == 'p')
{
// Add to field vector
float pos[] = {5,5,5};
float add[] = {0.001, 0.001, 0.001};
field.add(add, pos);
}
if (k == '1')
{
myHead.SetNewHeadTarget((randFloat()-0.5)*20.0, (randFloat()-0.5)*20.0);
}
}
//
// Receive packets from other agents/servers and decide what to do with them!
//
void *networkReceive(void *args)
{
sockaddr senderAddress;
ssize_t bytesReceived;
char *incomingPacket = new char[MAX_PACKET_SIZE];
while (!stopNetworkReceiveThread) {
if (agentList.getAgentSocket().receive(&senderAddress, incomingPacket, &bytesReceived)) {
packetcount++;
bytescount += bytesReceived;
if (incomingPacket[0] == 't') {
// Pass everything but transmitter data to the agent list
myHead.hand->processTransmitterData(incomingPacket, bytesReceived);
} else if (incomingPacket[0] == 'V') {
voxels.parseData(incomingPacket, bytesReceived);
} else {
agentList.processAgentData(&senderAddress, incomingPacket, bytesReceived);
}
}
}
pthread_exit(0);
}
void idle(void)
{
timeval check;
gettimeofday(&check, NULL);
// Check and render display frame
if (diffclock(&last_frame, &check) > RENDER_FRAME_MSECS)
{
steps_per_frame++;
// Simulation
simulateHead(1.f/FPS);
simulateHand(1.f/FPS);
if (simulate_on) {
field.simulate(1.f/FPS);
myHead.simulate(1.f/FPS);
balls.simulate(1.f/FPS);
cloud.simulate(1.f/FPS);
lattice.simulate(1.f/FPS);
myFinger.simulate(1.f/FPS);
}
if (!step_on) glutPostRedisplay();
last_frame = check;
}
// Read serial data
if (serialPort.active) {
serialPort.readData();
}
}
void reshape(int width, int height)
{
WIDTH = width;
HEIGHT = height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION); //hello
glLoadIdentity();
gluPerspective(45, //view angle
1.0, //aspect ratio
0.1, //near clip
50.0);//far clip
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void mouseFunc( int button, int state, int x, int y )
{
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
{
mouse_x = x;
mouse_y = y;
mouse_pressed = 1;
lattice.mouseClick((float)x/(float)WIDTH,(float)y/(float)HEIGHT);
mouse_start_x = x;
mouse_start_y = y;
}
if( button == GLUT_LEFT_BUTTON && state == GLUT_UP )
{
mouse_x = x;
mouse_y = y;
mouse_pressed = 0;
}
}
void motionFunc( int x, int y)
{
mouse_x = x;
mouse_y = y;
lattice.mouseClick((float)x/(float)WIDTH,(float)y/(float)HEIGHT);
}
void mouseoverFunc( int x, int y)
{
mouse_x = x;
mouse_y = y;
if (mouse_pressed == 0)
{
// lattice.mouseOver((float)x/(float)WIDTH,(float)y/(float)HEIGHT);
// myFinger.setTarget(mouse_x, mouse_y);
}
}
void attachNewHeadToAgent(Agent *newAgent) {
if (newAgent->getLinkedData() == NULL) {
newAgent->setLinkedData(new Head());
}
}
void audioMixerUpdate(in_addr_t newMixerAddress, in_port_t newMixerPort) {
audio.updateMixerParams(newMixerAddress, newMixerPort);
}
void voxelServerAddCallback(sockaddr *voxelServerAddress) {
char voxelAsk[] = "I";
printf("Asking VS for data!\n");
agentList.getAgentSocket().send(voxelServerAddress, voxelAsk, 1);
}
int main(int argc, char** argv)
{
struct ifaddrs * ifAddrStruct=NULL;
struct ifaddrs * ifa=NULL;
getifaddrs(&ifAddrStruct);
for (ifa = ifAddrStruct; ifa != NULL; ifa = ifa->ifa_next) {
if (ifa ->ifa_addr->sa_family==AF_INET) { // check it is IP4
// is a valid IP4 Address
localAddress = ((struct sockaddr_in *)ifa->ifa_addr)->sin_addr.s_addr;
}
}
// Lookup the IP address of things we have hostnames
if (atoi(DOMAIN_IP) == 0) {
struct hostent* pHostInfo;
if ((pHostInfo = gethostbyname(DOMAIN_HOSTNAME)) != NULL) {
sockaddr_in tempAddress;
memcpy(&tempAddress.sin_addr, pHostInfo->h_addr_list[0], pHostInfo->h_length);
strcpy(DOMAIN_IP, inet_ntoa(tempAddress.sin_addr));
printf("Domain server %s: %s\n", DOMAIN_HOSTNAME, DOMAIN_IP);
} else {
printf("Failed lookup domainserver\n");
}
} else printf("Using static domainserver IP: %s\n", DOMAIN_IP);
// the callback for our instance of AgentList is attachNewHeadToAgent
agentList.linkedDataCreateCallback = &attachNewHeadToAgent;
agentList.audioMixerSocketUpdate = &audioMixerUpdate;
agentList.voxelServerAddCallback = &voxelServerAddCallback;
// start the thread which checks for silent agents
agentList.startSilentAgentRemovalThread();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(WIDTH, HEIGHT);
glutCreateWindow("Interface");
printf( "Created Display Window.\n" );
initDisplay();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutSpecialFunc(specialkey);
glutMotionFunc(motionFunc);
glutPassiveMotionFunc(mouseoverFunc);
glutMouseFunc(mouseFunc);
glutIdleFunc(idle);
printf( "Initialized Display.\n" );
init();
// create thread for receipt of data via UDP
pthread_create(&networkReceiveThread, NULL, networkReceive, NULL);
printf( "Init() complete.\n" );
glutTimerFunc(1000, Timer, 0);
glutMainLoop();
::terminate();
return EXIT_SUCCESS;
}