diff --git a/audio-mixer/src/main.cpp b/audio-mixer/src/main.cpp index 9b594ec054..c47fbb2170 100644 --- a/audio-mixer/src/main.cpp +++ b/audio-mixer/src/main.cpp @@ -60,7 +60,7 @@ const float DISTANCE_RATIO = 3.0f / 0.3f; const float PHASE_AMPLITUDE_RATIO_AT_90 = 0.5; const int PHASE_DELAY_AT_90 = 20; -const float MAX_OFF_AXIS_ATTENUATION = 0.5f; +const float MAX_OFF_AXIS_ATTENUATION = 0.2f; const float OFF_AXIS_ATTENUATION_FORMULA_STEP = (1 - MAX_OFF_AXIS_ATTENUATION) / 2.0f; void plateauAdditionOfSamples(int16_t &mixSample, int16_t sampleToAdd) { @@ -111,7 +111,6 @@ void *sendBuffer(void *args) { for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { AudioRingBuffer* agentRingBuffer = (AudioRingBuffer*) agent->getLinkedData(); - float agentBearing = agentRingBuffer->getBearing(); int16_t clientMix[BUFFER_LENGTH_SAMPLES_PER_CHANNEL * 2] = {}; @@ -120,76 +119,86 @@ void *sendBuffer(void *args) { AudioRingBuffer* otherAgentBuffer = (AudioRingBuffer*) otherAgent->getLinkedData(); if (otherAgentBuffer->shouldBeAddedToMix()) { - float *agentPosition = agentRingBuffer->getPosition(); - float *otherAgentPosition = otherAgentBuffer->getPosition(); + + float bearingRelativeAngleToSource = 0.f; + float attenuationCoefficient = 1.f; + int numSamplesDelay = 0; + float weakChannelAmplitudeRatio = 1.f; - // calculate the distance to the other agent - - // use the distance to the other agent to calculate the change in volume for this frame - int lowAgentIndex = std::min(agent.getAgentIndex(), otherAgent.getAgentIndex()); - int highAgentIndex = std::max(agent.getAgentIndex(), otherAgent.getAgentIndex()); - - if (distanceCoefficients[lowAgentIndex][highAgentIndex] == 0) { - float distanceToAgent = sqrtf(powf(agentPosition[0] - otherAgentPosition[0], 2) + - powf(agentPosition[1] - otherAgentPosition[1], 2) + - powf(agentPosition[2] - otherAgentPosition[2], 2)); + if (otherAgent != agent) { + float *agentPosition = agentRingBuffer->getPosition(); + float *otherAgentPosition = otherAgentBuffer->getPosition(); - float minCoefficient = std::min(1.0f, - powf(0.5, (logf(DISTANCE_RATIO * distanceToAgent) / logf(3)) - 1)); - distanceCoefficients[lowAgentIndex][highAgentIndex] = minCoefficient; - } - - - // get the angle from the right-angle triangle - float triangleAngle = atan2f(fabsf(agentPosition[2] - otherAgentPosition[2]), - fabsf(agentPosition[0] - otherAgentPosition[0])) * (180 / M_PI); - float absoluteAngleToSource = 0; - float bearingRelativeAngleToSource = 0; - - - // find the angle we need for calculation based on the orientation of the triangle - if (otherAgentPosition[0] > agentPosition[0]) { - if (otherAgentPosition[2] > agentPosition[2]) { - absoluteAngleToSource = -90 + triangleAngle; - } else { - absoluteAngleToSource = -90 - triangleAngle; + // calculate the distance to the other agent + + // use the distance to the other agent to calculate the change in volume for this frame + int lowAgentIndex = std::min(agent.getAgentIndex(), otherAgent.getAgentIndex()); + int highAgentIndex = std::max(agent.getAgentIndex(), otherAgent.getAgentIndex()); + + if (distanceCoefficients[lowAgentIndex][highAgentIndex] == 0) { + float distanceToAgent = sqrtf(powf(agentPosition[0] - otherAgentPosition[0], 2) + + powf(agentPosition[1] - otherAgentPosition[1], 2) + + powf(agentPosition[2] - otherAgentPosition[2], 2)); + + float minCoefficient = std::min(1.0f, + powf(0.5, (logf(DISTANCE_RATIO * distanceToAgent) / logf(3)) - 1)); + distanceCoefficients[lowAgentIndex][highAgentIndex] = minCoefficient; } - } else { - if (otherAgentPosition[2] > agentPosition[2]) { - absoluteAngleToSource = 90 - triangleAngle; + + + // get the angle from the right-angle triangle + float triangleAngle = atan2f(fabsf(agentPosition[2] - otherAgentPosition[2]), + fabsf(agentPosition[0] - otherAgentPosition[0])) * (180 / M_PI); + float absoluteAngleToSource = 0; + bearingRelativeAngleToSource = 0; + + // find the angle we need for calculation based on the orientation of the triangle + if (otherAgentPosition[0] > agentPosition[0]) { + if (otherAgentPosition[2] > agentPosition[2]) { + absoluteAngleToSource = -90 + triangleAngle; + } else { + absoluteAngleToSource = -90 - triangleAngle; + } } else { - absoluteAngleToSource = 90 + triangleAngle; + if (otherAgentPosition[2] > agentPosition[2]) { + absoluteAngleToSource = 90 - triangleAngle; + } else { + absoluteAngleToSource = 90 + triangleAngle; + } } + + bearingRelativeAngleToSource = absoluteAngleToSource - agentRingBuffer->getBearing(); + + if (bearingRelativeAngleToSource > 180) { + bearingRelativeAngleToSource -= 360; + } else if (bearingRelativeAngleToSource < -180) { + bearingRelativeAngleToSource += 360; + } + + float angleOfDelivery = absoluteAngleToSource - otherAgentBuffer->getBearing(); + + if (angleOfDelivery > 180) { + angleOfDelivery -= 360; + } else if (angleOfDelivery < -180) { + angleOfDelivery += 360; + } + + float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION + + (OFF_AXIS_ATTENUATION_FORMULA_STEP * (fabsf(angleOfDelivery) / 90.0f)); + + attenuationCoefficient = distanceCoefficients[lowAgentIndex][highAgentIndex] + * otherAgentBuffer->getAttenuationRatio() + * offAxisCoefficient; + + bearingRelativeAngleToSource *= (M_PI / 180); + + float sinRatio = fabsf(sinf(bearingRelativeAngleToSource)); + numSamplesDelay = PHASE_DELAY_AT_90 * sinRatio; + weakChannelAmplitudeRatio = 1 - (PHASE_AMPLITUDE_RATIO_AT_90 * sinRatio); } - if (absoluteAngleToSource > 180) { - absoluteAngleToSource -= 360; - } else if (absoluteAngleToSource < -180) { - absoluteAngleToSource += 360; - } - - bearingRelativeAngleToSource = absoluteAngleToSource - agentBearing; - bearingRelativeAngleToSource *= (M_PI / 180); - - float angleOfDelivery = absoluteAngleToSource - otherAgentBuffer->getBearing(); - - if (angleOfDelivery < -180) { - angleOfDelivery += 360; - } - - float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION + - (OFF_AXIS_ATTENUATION_FORMULA_STEP * (fabsf(angleOfDelivery) / 90.0f)); - - float attenuationCoefficient = distanceCoefficients[lowAgentIndex][highAgentIndex] - * otherAgentBuffer->getAttenuationRatio() - * offAxisCoefficient; - - float sinRatio = fabsf(sinf(bearingRelativeAngleToSource)); - int numSamplesDelay = PHASE_DELAY_AT_90 * sinRatio; - float weakChannelAmplitudeRatio = 1 - (PHASE_AMPLITUDE_RATIO_AT_90 * sinRatio); - - int16_t* goodChannel = bearingRelativeAngleToSource > 0 ? clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL : clientMix; - int16_t* delayedChannel = bearingRelativeAngleToSource > 0 ? clientMix : clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL; + int16_t* goodChannel = bearingRelativeAngleToSource > 0.0f ? clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL : clientMix; + int16_t* delayedChannel = bearingRelativeAngleToSource > 0.0f ? clientMix : clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL; int16_t* delaySamplePointer = otherAgentBuffer->getNextOutput() == otherAgentBuffer->getBuffer() ? otherAgentBuffer->getBuffer() + RING_BUFFER_SAMPLES - numSamplesDelay @@ -199,9 +208,7 @@ void *sendBuffer(void *args) { if (s < numSamplesDelay) { // pull the earlier sample for the delayed channel - int earlierSample = delaySamplePointer[s] * attenuationCoefficient; - plateauAdditionOfSamples(delayedChannel[s], earlierSample * weakChannelAmplitudeRatio); } @@ -210,8 +217,7 @@ void *sendBuffer(void *args) { if (s + numSamplesDelay < BUFFER_LENGTH_SAMPLES_PER_CHANNEL) { plateauAdditionOfSamples(delayedChannel[s + numSamplesDelay], - currentSample * - weakChannelAmplitudeRatio); + currentSample * weakChannelAmplitudeRatio); } } } @@ -276,8 +282,8 @@ int main(int argc, const char* argv[]) { if(agentList->getAgentSocket().receive(agentAddress, packetData, &receivedBytes)) { if (packetData[0] == PACKET_HEADER_INJECT_AUDIO) { - if (agentList->addOrUpdateAgent(agentAddress, agentAddress, packetData[0], agentList->getLastAgentId())) { - agentList->increaseAgentId(); + if (agentList->addOrUpdateAgent(agentAddress, agentAddress, packetData[0], agentList->getLastAgentID())) { + agentList->increaseAgentID(); } agentList->updateAgentWithData(agentAddress, packetData, receivedBytes); diff --git a/avatar-mixer/src/main.cpp b/avatar-mixer/src/main.cpp index e3fb26ade3..2f031a6f0a 100644 --- a/avatar-mixer/src/main.cpp +++ b/avatar-mixer/src/main.cpp @@ -51,8 +51,7 @@ void attachAvatarDataToAgent(Agent *newAgent) { } } -int main(int argc, const char* argv[]) -{ +int main(int argc, const char* argv[]) { AgentList* agentList = AgentList::createInstance(AGENT_TYPE_AVATAR_MIXER, AVATAR_LISTEN_PORT); setvbuf(stdout, NULL, _IOLBF, 0); @@ -69,32 +68,32 @@ int main(int argc, const char* argv[]) *broadcastPacket = PACKET_HEADER_BULK_AVATAR_DATA; unsigned char* currentBufferPosition = NULL; + + uint16_t agentID = 0; while (true) { if (agentList->getAgentSocket().receive(agentAddress, packetData, &receivedBytes)) { switch (packetData[0]) { case PACKET_HEADER_HEAD_DATA: - // add this agent if we don't have them yet - if (agentList->addOrUpdateAgent(agentAddress, agentAddress, AGENT_TYPE_AVATAR, agentList->getLastAgentId())) { - agentList->increaseAgentId(); - } + // grab the agent ID from the packet + unpackAgentId(packetData + 1, &agentID); - // this is positional data from an agent + // add or update the agent in our list + agentList->addOrUpdateAgent(agentAddress, agentAddress, AGENT_TYPE_AVATAR, agentID); + + // parse positional data from an agent agentList->updateAgentWithData(agentAddress, packetData, receivedBytes); currentBufferPosition = broadcastPacket + 1; // send back a packet with other active agent data to this agent for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { - if (agent->getLinkedData() != NULL - && !socketMatch(agentAddress, agent->getActiveSocket())) { + if (agent->getLinkedData() && !socketMatch(agentAddress, agent->getActiveSocket())) { currentBufferPosition = addAgentToBroadcastPacket(currentBufferPosition, &*agent); } } - agentList->getAgentSocket().send(agentAddress, - broadcastPacket, - currentBufferPosition - broadcastPacket); + agentList->getAgentSocket().send(agentAddress, broadcastPacket, currentBufferPosition - broadcastPacket); break; case PACKET_HEADER_DOMAIN: diff --git a/domain-server/src/main.cpp b/domain-server/src/main.cpp index 753009ffa9..be906e194d 100644 --- a/domain-server/src/main.cpp +++ b/domain-server/src/main.cpp @@ -86,7 +86,6 @@ int main(int argc, const char * argv[]) unsigned char* currentBufferPos; unsigned char* startPointer; - int packetBytesWithoutLeadingChar; sockaddr_in agentPublicAddress, agentLocalAddress; agentLocalAddress.sin_family = AF_INET; @@ -95,6 +94,8 @@ int main(int argc, const char * argv[]) agentList->startSilentAgentRemovalThread(); + uint16_t packetAgentID = 0; + while (true) { if (agentList->getAgentSocket().receive((sockaddr *)&agentPublicAddress, packetData, &receivedBytes) && (packetData[0] == PACKET_HEADER_DOMAIN_RFD || packetData[0] == PACKET_HEADER_DOMAIN_LIST_REQUEST)) { @@ -117,8 +118,8 @@ int main(int argc, const char * argv[]) if (agentList->addOrUpdateAgent((sockaddr*) &agentPublicAddress, (sockaddr*) &agentLocalAddress, agentType, - agentList->getLastAgentId())) { - agentList->increaseAgentId(); + agentList->getLastAgentID())) { + agentList->increaseAgentID(); } currentBufferPos = broadcastPacket + 1; @@ -143,13 +144,17 @@ int main(int argc, const char * argv[]) } } else { double timeNow = usecTimestampNow(); + // this is the agent, just update last receive to now agent->setLastHeardMicrostamp(timeNow); + // grab the ID for this agent so we can send it back with the packet + packetAgentID = agent->getAgentId(); + if (packetData[0] == PACKET_HEADER_DOMAIN_RFD && memchr(SOLO_AGENT_TYPES, agentType, sizeof(SOLO_AGENT_TYPES))) { agent->setWakeMicrostamp(timeNow); - } + } } } @@ -160,11 +165,13 @@ int main(int argc, const char * argv[]) currentBufferPos = addAgentToBroadcastPacket(currentBufferPos, soloAgent->second); } - if ((packetBytesWithoutLeadingChar = (currentBufferPos - startPointer))) { - agentList->getAgentSocket().send((sockaddr*) &agentPublicAddress, - broadcastPacket, - packetBytesWithoutLeadingChar + 1); - } + // add the agent ID to the end of the pointer + currentBufferPos += packAgentId(currentBufferPos, packetAgentID); + + // send the constructed list back to this agent + agentList->getAgentSocket().send((sockaddr*) &agentPublicAddress, + broadcastPacket, + (currentBufferPos - startPointer) + 1); } } diff --git a/eve/src/main.cpp b/eve/src/main.cpp index ad0081fc3b..fd66d6911c 100644 --- a/eve/src/main.cpp +++ b/eve/src/main.cpp @@ -17,7 +17,7 @@ const int EVE_AGENT_LISTEN_PORT = 55441; -const float RANDOM_POSITION_MAX_DIMENSION = 5.0f; +const float RANDOM_POSITION_MAX_DIMENSION = 10.0f; const float DATA_SEND_INTERVAL_MSECS = 15; const float MIN_AUDIO_SEND_INTERVAL_SECS = 10; @@ -25,6 +25,12 @@ const int MIN_ITERATIONS_BETWEEN_AUDIO_SENDS = (MIN_AUDIO_SEND_INTERVAL_SECS * 1 const int MAX_AUDIO_SEND_INTERVAL_SECS = 15; const float MAX_ITERATIONS_BETWEEN_AUDIO_SENDS = (MAX_AUDIO_SEND_INTERVAL_SECS * 1000) / DATA_SEND_INTERVAL_MSECS; +const int ITERATIONS_BEFORE_HAND_GRAB = 100; +const int HAND_GRAB_DURATION_ITERATIONS = 50; +const int HAND_TIMER_SLEEP_ITERATIONS = 50; + +const float EVE_PELVIS_HEIGHT = 0.5f; + bool stopReceiveAgentDataThread; bool injectAudioThreadRunning = false; @@ -48,7 +54,7 @@ void *receiveAgentData(void *args) { // avatar mixer - this makes sure it won't be killed during silent agent removal avatarMixer = agentList->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER); - if (avatarMixer != NULL) { + if (avatarMixer) { avatarMixer->setLastHeardMicrostamp(usecTimestampNow()); } @@ -73,9 +79,9 @@ void *injectAudio(void *args) { // look for an audio mixer in our agent list Agent* audioMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AUDIO_MIXER); - if (audioMixer != NULL) { + if (audioMixer) { // until the audio mixer is setup for ping-reply, activate the public socket if it's not active - if (audioMixer->getActiveSocket() == NULL) { + if (!audioMixer->getActiveSocket()) { audioMixer->activatePublicSocket(); } @@ -113,9 +119,9 @@ int main(int argc, const char* argv[]) { // move eve away from the origin // pick a random point inside a 10x10 grid - eve.setPosition(glm::vec3(randFloatInRange(-RANDOM_POSITION_MAX_DIMENSION, RANDOM_POSITION_MAX_DIMENSION), - 1.33, // this should be the same as the avatar's pelvis standing height - randFloatInRange(-RANDOM_POSITION_MAX_DIMENSION, RANDOM_POSITION_MAX_DIMENSION))); + eve.setPosition(glm::vec3(randFloatInRange(0, RANDOM_POSITION_MAX_DIMENSION), + EVE_PELVIS_HEIGHT, // this should be the same as the avatar's pelvis standing height + randFloatInRange(0, RANDOM_POSITION_MAX_DIMENSION))); // face any instance of eve down the z-axis eve.setBodyYaw(0); @@ -130,8 +136,6 @@ int main(int argc, const char* argv[]) { unsigned char broadcastPacket[MAX_PACKET_SIZE]; broadcastPacket[0] = PACKET_HEADER_HEAD_DATA; - int numBytesToSend = 0; - timeval thisSend; double numMicrosecondsSleep = 0; @@ -145,16 +149,19 @@ int main(int argc, const char* argv[]) { gettimeofday(&thisSend, NULL); // find the current avatar mixer - Agent *avatarMixer = agentList->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER); + Agent* avatarMixer = agentList->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER); // make sure we actually have an avatar mixer with an active socket - if (avatarMixer != NULL && avatarMixer->getActiveSocket() != NULL) { + if (agentList->getOwnerID() != UNKNOWN_AGENT_ID && avatarMixer && avatarMixer->getActiveSocket() != NULL) { + unsigned char* packetPosition = broadcastPacket + sizeof(PACKET_HEADER); + packetPosition += packAgentId(packetPosition, agentList->getOwnerID()); + // use the getBroadcastData method in the AvatarData class to populate the broadcastPacket buffer - numBytesToSend = eve.getBroadcastData((broadcastPacket + 1)); + packetPosition += eve.getBroadcastData(packetPosition); // use the UDPSocket instance attached to our agent list to send avatar data to mixer - agentList->getAgentSocket().send(avatarMixer->getActiveSocket(), broadcastPacket, numBytesToSend); - } + agentList->getAgentSocket().send(avatarMixer->getActiveSocket(), broadcastPacket, packetPosition - broadcastPacket); + } // temporarily disable Eve's audio sending until the file is actually available on EC2 box if (numIterationsLeftBeforeAudioSend == 0) { @@ -175,13 +182,12 @@ int main(int argc, const char* argv[]) { // simulate the effect of pressing and un-pressing the mouse button/pad handStateTimer++; - if ( handStateTimer == 100 ) { + + if (handStateTimer == ITERATIONS_BEFORE_HAND_GRAB) { eve.setHandState(1); - } - if ( handStateTimer == 150 ) { + } else if (handStateTimer == ITERATIONS_BEFORE_HAND_GRAB + HAND_GRAB_DURATION_ITERATIONS) { eve.setHandState(0); - } - if ( handStateTimer >= 200 ) { + } else if (handStateTimer >= ITERATIONS_BEFORE_HAND_GRAB + HAND_GRAB_DURATION_ITERATIONS + HAND_TIMER_SLEEP_ITERATIONS) { handStateTimer = 0; } } diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index a1a93fbfe3..a54ee12ba7 100644 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -34,10 +34,6 @@ const float BODY_ROLL_WHILE_TURNING = 0.1; const float LIN_VEL_DECAY = 5.0; const float MY_HAND_HOLDING_PULL = 0.2; const float YOUR_HAND_HOLDING_PULL = 1.0; - -//const float BODY_SPRING_DEFAULT_TIGHTNESS = 20.0f; -//const float BODY_SPRING_FORCE = 6.0f; - const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f; const float BODY_SPRING_FORCE = 300.0f; @@ -66,8 +62,8 @@ bool usingBigSphereCollisionTest = true; char iris_texture_file[] = "resources/images/green_eye.png"; -float chatMessageScale = 0.001; -float chatMessageHeight = 0.4; +float chatMessageScale = 0.0015; +float chatMessageHeight = 0.45; vector iris_texture; unsigned int iris_texture_width = 512; @@ -144,13 +140,14 @@ Avatar::Avatar(bool isMine) { _renderYaw = 0.0; _renderPitch = 0.0; _sphere = NULL; - _interactingOther = NULL; _handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f); _distanceToNearestAvatar = std::numeric_limits::max(); _gravity = glm::vec3(0.0f, -1.0f, 0.0f); // default initializeSkeleton(); + _avatarTouch.setReachableRadius(0.6); + if (iris_texture.size() == 0) { switchToResourcesParentIfRequired(); unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file); @@ -295,7 +292,6 @@ void Avatar::UpdateGyros(float frametime, SerialInterface* serialInterface, glm: if ((_headYaw < MAX_YAW) && (_headYaw > MIN_YAW)) { addHeadYaw(_head.yawRate * HEAD_ROTATION_SCALE * frametime); } - } float Avatar::getAbsoluteHeadYaw() const { @@ -316,28 +312,31 @@ void Avatar::setLeanSideways(float dist){ _head.leanSideways = dist; } -void Avatar::setMousePressed(bool d) { - _mousePressed = d; +void Avatar::setMousePressed(bool mousePressed) { + _mousePressed = mousePressed; } - bool Avatar::getIsNearInteractingOther() { return _avatarTouch.getAbleToReachOtherAvatar(); } - void Avatar::simulate(float deltaTime) { - // update balls if (_balls) { _balls->simulate(deltaTime); } // update avatar skeleton updateSkeleton(); + //detect and respond to collisions with other avatars... + if (_isMine) { + updateAvatarCollisions(deltaTime); + } + //update the movement of the hand and process handshaking with other avatars... updateHandMovementAndTouching(deltaTime); - + + _avatarTouch.simulate(deltaTime); // apply gravity and collision with the ground/floor if (USING_AVATAR_GRAVITY) { @@ -381,7 +380,7 @@ void Avatar::simulate(float deltaTime) { // decay body rotation momentum float bodySpinMomentum = 1.0 - BODY_SPIN_FRICTION * deltaTime; - if ( bodySpinMomentum < 0.0f ) { bodySpinMomentum = 0.0f; } + if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; } _bodyPitchDelta *= bodySpinMomentum; _bodyYawDelta *= bodySpinMomentum; _bodyRollDelta *= bodySpinMomentum; @@ -430,8 +429,6 @@ void Avatar::simulate(float deltaTime) { } - -//update the movement of the hand and process handshaking with other avatars... void Avatar::updateHandMovementAndTouching(float deltaTime) { // reset hand and arm positions according to hand movement @@ -441,108 +438,72 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) { + _orientation.getFront() * -_movedHandOffset.y * 1.0f; _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement; - - if (_isMine) { - _handState = _mousePressed; - } - - //reset these for the next go-round - _avatarTouch.setAbleToReachOtherAvatar (false); - _avatarTouch.setHandsCloseEnoughToGrasp(false); - - // if the avatar being simulated is mine, then loop through - // all the other avatars for potential interactions... + if (_isMine) { - // Reset detector for nearest avatar - _distanceToNearestAvatar = std::numeric_limits::max(); + _avatarTouch.setMyBodyPosition(_position); + + Avatar * _interactingOther = NULL; + float closestDistance = std::numeric_limits::max(); + //loop through all the other avatars for potential interactions... AgentList* agentList = AgentList::getInstance(); for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) { Avatar *otherAvatar = (Avatar *)agent->getLinkedData(); - - // check for collisions with other avatars and respond - updateCollisionWithOtherAvatar(otherAvatar, deltaTime ); - // test other avatar hand position for proximity - glm::vec3 v(_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position); - v -= otherAvatar->getJointPosition(AVATAR_JOINT_RIGHT_SHOULDER); + /* + // Test: Show angle between your fwd vector and nearest avatar + glm::vec3 vectorBetweenUs = otherAvatar->getJointPosition(AVATAR_JOINT_PELVIS) - + getJointPosition(AVATAR_JOINT_PELVIS); + glm::vec3 myForwardVector = _orientation.getFront(); + printLog("Angle between: %f\n", angleBetween(&vectorBetweenUs, &myForwardVector)); + */ + // test whether shoulders are close enough to allow for reaching to touch hands + glm::vec3 v(_position - otherAvatar->_position); float distance = glm::length(v); - if (distance < _distanceToNearestAvatar) {_distanceToNearestAvatar = distance;} - - if (distance < _maxArmLength + _maxArmLength) { - + if (distance < closestDistance) { + closestDistance = distance; _interactingOther = otherAvatar; - - if (! _avatarTouch.getAbleToReachOtherAvatar()) { - //initialize _handHolding - _handHoldingPosition = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position; - _avatarTouch.setAbleToReachOtherAvatar(true); - } - - glm::vec3 vectorBetweenHands(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position); - vectorBetweenHands -= otherAvatar->getJointPosition(AVATAR_JOINT_RIGHT_FINGERTIPS); - float distanceBetweenHands = glm::length(vectorBetweenHands); - - if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) { - _avatarTouch.setHandsCloseEnoughToGrasp(true); - } - - // if I am holding hands with another avatar, a force is applied - if ((_handState == 1) || (_interactingOther->_handState == 1)) { - - // if the hands are close enough to grasp... - if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) - { - // apply the forces... - glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHoldingPosition; - glm::vec3 vectorToMyHand = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position - _handHoldingPosition; - - _handHoldingPosition += vectorToOtherHand * YOUR_HAND_HOLDING_PULL; - _handHoldingPosition += vectorToMyHand * MY_HAND_HOLDING_PULL; - _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition; - - // apply a force to the avatar body - if (glm::length(vectorToOtherHand) > _maxArmLength * 0.9) { - _velocity += vectorToOtherHand; - } - } - } } } } - - // Set the vector we send for hand position to other people to be our right hand - setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position); + + if (_interactingOther) { + _avatarTouch.setYourBodyPosition(_interactingOther->_position); + _avatarTouch.setYourHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition); + _avatarTouch.setYourHandState (_interactingOther->_handState); + } }//if (_isMine) //constrain right arm length and re-adjust elbow position as it bends + // NOTE - the following must be called on all avatars - not just _isMine updateArmIKAndConstraints(deltaTime); - - // set hand positions for _avatarTouch.setMyHandPosition AFTER calling updateArmIKAndConstraints - if (_interactingOther) { - if (_isMine) { - _avatarTouch.setMyHandPosition (_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position); - _avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position); - _avatarTouch.setMyHandState (_handState); - _avatarTouch.setYourHandState (_interactingOther->_handState); - _avatarTouch.simulate(deltaTime); - } - } - if (!_avatarTouch.getAbleToReachOtherAvatar() ) { - _interactingOther = NULL; + if (_isMine) { + //Set the vector we send for hand position to other people to be our right hand + setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position); + + if (_mousePressed) { + _handState = 1; + } else { + _handState = 0; + } + + _avatarTouch.setMyHandState(_handState); + + if (_handState == 1) { + _avatarTouch.setMyHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition); + } } } - void Avatar::updateHead(float deltaTime) { //apply the head lean values to the springy position... - if (fabs( _head.leanSideways + _head.leanForward ) > 0.0f) { + if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) { glm::vec3 headLean = _orientation.getRight() * _head.leanSideways + _orientation.getFront() * _head.leanForward; @@ -560,7 +521,7 @@ void Avatar::updateHead(float deltaTime) { if (_head.noise) { // Move toward new target _headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ; - _headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime); + _headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime); _headRoll *= 1.f - (DECAY * deltaTime); } @@ -690,69 +651,99 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d } -//detect collisions with other avatars and respond -void Avatar::updateCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) { - // check if the bounding spheres of the two avatars are colliding - glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position); - if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) { + +void Avatar::updateAvatarCollisions(float deltaTime) { + + // Reset detector for nearest avatar + _distanceToNearestAvatar = std::numeric_limits::max(); + + //loop through all the other avatars for potential interactions... + AgentList* agentList = AgentList::getInstance(); + for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { + if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) { + Avatar *otherAvatar = (Avatar *)agent->getLinkedData(); + + // check if the bounding spheres of the two avatars are colliding + glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position); + if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) { + //apply forces from collision + applyCollisionWithOtherAvatar(otherAvatar, deltaTime); + } + + // test other avatar hand position for proximity + glm::vec3 v(_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position); + v -= otherAvatar->getPosition(); + + float distance = glm::length(v); + if (distance < _distanceToNearestAvatar) { + _distanceToNearestAvatar = distance; + } + } + } +} + + + + +//detect collisions with other avatars and respond +void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) { float bodyMomentum = 1.0f; glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f); - // loop through the joints of each avatar to check for every possible collision - for (int b=1; b_joint[o].isCollidable) { + for (int o=b+1; o_joint[o].isCollidable) { + + glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition); + float distanceBetweenJoints = glm::length(vectorBetweenJoints); - glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition); - float distanceBetweenJoints = glm::length(vectorBetweenJoints); - - if (distanceBetweenJoints > 0.0 ) { // to avoid divide by zero - float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius; + if (distanceBetweenJoints > 0.0) { // to avoid divide by zero + float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius; - // check for collision - if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) { - glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints; + // check for collision + if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) { + glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints; - // push balls away from each other and apply friction - glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime; - - float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime; - if (ballMomentum < 0.0 ) { ballMomentum = 0.0;} - - _joint[b].springyVelocity += ballPushForce; - otherAvatar->_joint[o].springyVelocity -= ballPushForce; - - _joint[b].springyVelocity *= ballMomentum; - otherAvatar->_joint[o].springyVelocity *= ballMomentum; - - // accumulate forces and frictions to apply to the velocities of avatar bodies - bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime; - bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime; - if (bodyMomentum < 0.0 ) { bodyMomentum = 0.0;} - - }// check for collision - } // to avoid divide by zero - } // o loop - } // collidable - } // b loop - } // collidable - - - //apply forces and frictions on the bodies of both avatars - _velocity += bodyPushForce; - otherAvatar->_velocity -= bodyPushForce; - _velocity *= bodyMomentum; - otherAvatar->_velocity *= bodyMomentum; - - } // bounding sphere collision -} //method + // push balls away from each other and apply friction + glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime; + + float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime; + if (ballMomentum < 0.0) { ballMomentum = 0.0;} + + _joint[b].springyVelocity += ballPushForce; + otherAvatar->_joint[o].springyVelocity -= ballPushForce; + + _joint[b].springyVelocity *= ballMomentum; + otherAvatar->_joint[o].springyVelocity *= ballMomentum; + + // accumulate forces and frictions to apply to the velocities of avatar bodies + bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime; + bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime; + if (bodyMomentum < 0.0) { bodyMomentum = 0.0;} + + }// check for collision + } // to avoid divide by zero + } // o loop + } // collidable + } // b loop + } // collidable + + + //apply forces and frictions on the bodies of both avatars + _velocity += bodyPushForce; + otherAvatar->_velocity -= bodyPushForce; + _velocity *= bodyMomentum; + otherAvatar->_velocity *= bodyMomentum; +} -void Avatar::setDisplayingHead(bool displayingHead ) { + +void Avatar::setDisplayingHead(bool displayingHead) { _displayingHead = displayingHead; } @@ -768,28 +759,28 @@ void Avatar::setGravity(glm::vec3 gravity) { } -void Avatar::render(bool lookingInMirror) { +void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) { // render a simple round on the ground projected down from the avatar's position - renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f ), 0.1f, 0.2f ); + renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f); /* // show avatar position - glColor4f(0.5f, 0.5f, 0.5f, 0.6 ); + glColor4f(0.5f, 0.5f, 0.5f, 0.6); glPushMatrix(); glTranslatef(_position.x, _position.y, _position.z); - glScalef(0.03, 0.03, 0.03 ); - glutSolidSphere(1, 10, 10 ); + glScalef(0.03, 0.03, 0.03); + glutSolidSphere(1, 10, 10); glPopMatrix(); */ - if (usingBigSphereCollisionTest ) { + if (usingBigSphereCollisionTest) { // show TEST big sphere - glColor4f(0.5f, 0.6f, 0.8f, 0.7 ); + glColor4f(0.5f, 0.6f, 0.8f, 0.7); glPushMatrix(); glTranslatef(_TEST_bigSpherePosition.x, _TEST_bigSpherePosition.y, _TEST_bigSpherePosition.z); - glScalef(_TEST_bigSphereRadius, _TEST_bigSphereRadius, _TEST_bigSphereRadius ); - glutSolidSphere(1, 20, 20 ); + glScalef(_TEST_bigSphereRadius, _TEST_bigSphereRadius, _TEST_bigSphereRadius); + glutSolidSphere(1, 20, 20); glPopMatrix(); } @@ -802,8 +793,8 @@ void Avatar::render(bool lookingInMirror) { } // if this is my avatar, then render my interactions with the other avatar - if (_isMine ) { - _avatarTouch.render(); + if (_isMine) { + _avatarTouch.render(cameraPosition); } // Render the balls @@ -863,7 +854,7 @@ void Avatar::renderHead(bool lookingInMirror) { glEnable(GL_RESCALE_NORMAL); // show head orientation - //renderOrientationDirections(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition, _joint[ AVATAR_JOINT_HEAD_BASE ].orientation, 0.2f ); + //renderOrientationDirections(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition, _joint[ AVATAR_JOINT_HEAD_BASE ].orientation, 0.2f); glPushMatrix(); @@ -891,7 +882,7 @@ void Avatar::renderHead(bool lookingInMirror) { //glRotatef(_bodyPitch + _headPitch, 1, 0, 0); //glRotatef(_bodyRoll - _headRoll, 0, 0, 1); // don't let body pitch and roll affect the head.. - glRotatef( _headPitch, 1, 0, 0); + glRotatef(_headPitch, 1, 0, 0); glRotatef(-_headRoll, 0, 0, 1); } else { glRotatef(_bodyYaw + _headYaw, 0, 1, 0); @@ -1028,7 +1019,7 @@ void Avatar::renderHead(bool lookingInMirror) { glPopMatrix(); } -void Avatar::setHandMovementValues(glm::vec3 handOffset ) { +void Avatar::setHandMovementValues(glm::vec3 handOffset) { _movedHandOffset = handOffset; } @@ -1041,11 +1032,11 @@ void Avatar::initializeSkeleton() { for (int b=0; b 0.0f ) { + if (length > 0.0f) { glm::vec3 springDirection = springVector / length; float force = (length - _joint[b].length) * BODY_SPRING_FORCE * deltaTime; _joint[b].springyVelocity -= springDirection * force; - if ( _joint[b].parent != AVATAR_JOINT_NULL ) { + if (_joint[b].parent != AVATAR_JOINT_NULL) { _joint[_joint[b].parent].springyVelocity += springDirection * force; } } @@ -1284,7 +1278,7 @@ void Avatar::updateBodySprings( float deltaTime ) { _joint[b].springyVelocity *= decay; } else { - _joint[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f ); + _joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f); } _joint[b].springyPosition += _joint[b].springyVelocity * deltaTime; @@ -1303,17 +1297,17 @@ const glm::vec3& Avatar::getHeadPosition() const { -void Avatar::updateArmIKAndConstraints( float deltaTime ) { +void Avatar::updateArmIKAndConstraints(float deltaTime) { // determine the arm vector glm::vec3 armVector = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position; armVector -= _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position; // test to see if right hand is being dragged beyond maximum arm length - float distance = glm::length( armVector ); + float distance = glm::length(armVector); // don't let right hand get dragged beyond maximum arm length... - if ( distance > _maxArmLength ) { + if (distance > _maxArmLength) { // reset right hand to be constrained to maximum arm length _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position; glm::vec3 armNormal = armVector / distance; @@ -1328,13 +1322,13 @@ void Avatar::updateArmIKAndConstraints( float deltaTime ) { glm::vec3 newElbowPosition = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position; newElbowPosition += armVector * ONE_HALF; - glm::vec3 perpendicular = glm::cross( _orientation.getFront(), armVector ); + glm::vec3 perpendicular = glm::cross(_orientation.getFront(), armVector); - newElbowPosition += perpendicular * ( 1.0f - ( _maxArmLength / distance ) ) * ONE_HALF; + newElbowPosition += perpendicular * (1.0f - (_maxArmLength / distance)) * ONE_HALF; _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position = newElbowPosition; // set wrist position - glm::vec3 vv( _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position ); + glm::vec3 vv(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position); vv -= _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position; glm::vec3 newWristPosition = _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position + vv * 0.7f; _joint[ AVATAR_JOINT_RIGHT_WRIST ].position = newWristPosition; @@ -1346,53 +1340,53 @@ void Avatar::renderBody() { // Render joint positions as spheres for (int b = 0; b < NUM_AVATAR_JOINTS; b++) { - if ( b != AVATAR_JOINT_HEAD_BASE ) { // the head is rendered as a special case in "renderHead" + if (b != AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case in "renderHead" //render bone orientation - //renderOrientationDirections( _joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0 ); + //renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0); - if ( _usingBodySprings ) { - glColor3fv( skinColor ); + if (_usingBodySprings) { + glColor3fv(skinColor); glPushMatrix(); - glTranslatef( _joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z ); - glutSolidSphere( _joint[b].radius, 20.0f, 20.0f ); + glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z); + glutSolidSphere(_joint[b].radius, 20.0f, 20.0f); glPopMatrix(); } else { - glColor3fv( skinColor ); + glColor3fv(skinColor); glPushMatrix(); - glTranslatef( _joint[b].position.x, _joint[b].position.y, _joint[b].position.z ); - glutSolidSphere( _joint[b].radius, 20.0f, 20.0f ); + glTranslatef(_joint[b].position.x, _joint[b].position.y, _joint[b].position.z); + glutSolidSphere(_joint[b].radius, 20.0f, 20.0f); glPopMatrix(); } } } // Render lines connecting the joint positions - if ( _usingBodySprings ) { - glColor3f( 0.4f, 0.5f, 0.6f ); + if (_usingBodySprings) { + glColor3f(0.4f, 0.5f, 0.6f); glLineWidth(3.0); for (int b = 1; b < NUM_AVATAR_JOINTS; b++) { - if ( _joint[b].parent != AVATAR_JOINT_NULL ) - if ( b != AVATAR_JOINT_HEAD_TOP ) { - glBegin( GL_LINE_STRIP ); - glVertex3fv( &_joint[ _joint[ b ].parent ].springyPosition.x ); - glVertex3fv( &_joint[ b ].springyPosition.x ); + if (_joint[b].parent != AVATAR_JOINT_NULL) + if (b != AVATAR_JOINT_HEAD_TOP) { + glBegin(GL_LINE_STRIP); + glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x); + glVertex3fv(&_joint[ b ].springyPosition.x); glEnd(); } } } /* else { - glColor3fv( skinColor ); + glColor3fv(skinColor); glLineWidth(3.0); for (int b = 1; b < NUM_AVATAR_JOINTS; b++) { - if ( _joint[b].parent != AVATAR_JOINT_NULL ) { - glBegin( GL_LINE_STRIP ); - glVertex3fv( &_joint[ _joint[ b ].parent ].position.x ); - glVertex3fv( &_joint[ b ].position.x); + if (_joint[b].parent != AVATAR_JOINT_NULL) { + glBegin(GL_LINE_STRIP); + glVertex3fv(&_joint[ _joint[ b ].parent ].position.x); + glVertex3fv(&_joint[ b ].position.x); glEnd(); } } @@ -1455,9 +1449,7 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) { //printLog("Packet: [%s]\n", packetData); //printLog("Version: %s\n", device); - _transmitterInitialReading = glm::vec3( rot3, - rot2, - rot1 ); + _transmitterInitialReading = glm::vec3(rot3, rot2, rot1); } const int TRANSMITTER_COUNT = 100; if (_transmitterPackets % TRANSMITTER_COUNT == 0) { @@ -1465,7 +1457,7 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) { timeval now; gettimeofday(&now, NULL); double msecsElapsed = diffclock(&_transmitterTimer, &now); - _transmitterHz = static_cast( (double)TRANSMITTER_COUNT / (msecsElapsed / 1000.0) ); + _transmitterHz = static_cast((double)TRANSMITTER_COUNT / (msecsElapsed / 1000.0)); _transmitterTimer = now; printLog("Transmitter Hz: %3.1f\n", _transmitterHz); } @@ -1482,12 +1474,12 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) { glm::vec3 angularVelocity; if (deviceType != DEVICE_GLASS) { angularVelocity = glm::vec3(glm::degrees(gyrZ), glm::degrees(-gyrX), glm::degrees(gyrY)); - setHeadFromGyros( &eulerAngles, &angularVelocity, + setHeadFromGyros(&eulerAngles, &angularVelocity, (_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1.0); } else { angularVelocity = glm::vec3(glm::degrees(gyrY), glm::degrees(-gyrX), glm::degrees(-gyrZ)); - setHeadFromGyros( &eulerAngles, &angularVelocity, + setHeadFromGyros(&eulerAngles, &angularVelocity, (_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1000.0); } diff --git a/interface/src/Avatar.h b/interface/src/Avatar.h index 6fb8ee01ee..29896556a5 100644 --- a/interface/src/Avatar.h +++ b/interface/src/Avatar.h @@ -101,13 +101,6 @@ public: void setLeanForward(float dist); void setLeanSideways(float dist); void addLean(float x, float z); - - /* - const glm::vec3& getHeadRightDirection() const { return _orientation.getRight(); }; - const glm::vec3& getHeadUpDirection () const { return _orientation.getUp (); }; - const glm::vec3& getHeadFrontDirection() const { return _orientation.getFront(); }; - */ - const glm::vec3& getHeadPosition() const ; const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].position; }; const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); }; @@ -117,8 +110,8 @@ public: AvatarMode getMode(); - void setMousePressed( bool pressed ); - void render(bool lookingInMirror); + void setMousePressed(bool pressed); + void render(bool lookingInMirrorm, glm::vec3 cameraPosition); void renderBody(); void renderHead(bool lookingInMirror); void simulate(float); @@ -241,7 +234,6 @@ private: float _transmitterHz; int _transmitterPackets; glm::vec3 _transmitterInitialReading; - Avatar* _interactingOther; float _pelvisStandingHeight; float _height; Balls* _balls; @@ -260,8 +252,9 @@ private: void readSensors(); void updateHead( float deltaTime ); void updateHandMovementAndTouching(float deltaTime); + void updateAvatarCollisions(float deltaTime); void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime ); - void updateCollisionWithOtherAvatar( Avatar * other, float deltaTime ); + void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime ); void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime); void setHeadSpringScale(float s) { _head.returnSpringScale = s; } }; diff --git a/interface/src/AvatarRenderer.cpp b/interface/src/AvatarRenderer.cpp index b1ed54d083..02a2f1db83 100644 --- a/interface/src/AvatarRenderer.cpp +++ b/interface/src/AvatarRenderer.cpp @@ -16,13 +16,4 @@ AvatarRenderer::AvatarRenderer() { // this method renders the avatar void AvatarRenderer::render(Avatar *avatar, bool lookingInMirror) { -/* - // show avatar position - glColor4f( 0.5f, 0.5f, 0.5f, 0.6 ); - glPushMatrix(); - glTranslatef(avatar->_position.x, avatar->_position.y, avatar->_position.z); - glScalef( 0.03, 0.03, 0.03 ); - glutSolidSphere( 1, 10, 10 ); - glPopMatrix(); - */ } \ No newline at end of file diff --git a/interface/src/AvatarTouch.cpp b/interface/src/AvatarTouch.cpp index 37c4c7fb2f..89e9889005 100644 --- a/interface/src/AvatarTouch.cpp +++ b/interface/src/AvatarTouch.cpp @@ -10,94 +10,130 @@ #include #include "AvatarTouch.h" #include "InterfaceConfig.h" +#include "Util.h" const float THREAD_RADIUS = 0.012; AvatarTouch::AvatarTouch() { - _myHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f ); - _yourHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f ); + _myHandPosition = glm::vec3(0.0f, 0.0f, 0.0f); + _yourHandPosition = glm::vec3(0.0f, 0.0f, 0.0f); + _myBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f); + _yourBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f); _myHandState = 0; - _yourHandState = 0; + _yourHandState = 0; + _reachableRadius = 0.0f; _canReachToOtherAvatar = false; _handsCloseEnoughToGrasp = false; for (int p=0; p 1.0f ) { + if (_modeShift > 1.0f) { _modeShift = 1.0f; } } @@ -53,22 +53,19 @@ void Camera::update( float deltaTime ) { generateOrientation(); } - - // generate the ortho-normals for the orientation based on the three Euler angles void Camera::generateOrientation() { _orientation.setToIdentity(); - _orientation.pitch( _pitch ); - _orientation.yaw ( _yaw ); - _orientation.roll ( _roll ); + _orientation.pitch(_pitch); + _orientation.yaw (_yaw ); + _orientation.roll (_roll ); } - // use iterative forces to keep the camera at the desired position and angle -void Camera::updateFollowMode( float deltaTime ) { +void Camera::updateFollowMode(float deltaTime) { // derive t from tightness float t = _tightness * deltaTime; - if ( t > 1.0 ) { + if (t > 1.0) { t = 1.0; } @@ -114,8 +111,6 @@ void Camera::setFarClip (float f) { _frustumNeedsReshape = true; } - - // call to find out if the view frustum needs to be reshaped bool Camera::getFrustumNeedsReshape() { return _frustumNeedsReshape; diff --git a/interface/src/HandControl.cpp b/interface/src/HandControl.cpp index 37efc755c2..1d95388dd9 100644 --- a/interface/src/HandControl.cpp +++ b/interface/src/HandControl.cpp @@ -33,14 +33,14 @@ HandControl::HandControl() { _envelope = 0.0f; } -void HandControl::setScreenDimensions( int width, int height ) { +void HandControl::setScreenDimensions(int width, int height) { _width = width; _height = height; _startX = _width / 2; _startY = _height / 2; } -void HandControl::update( int x, int y ) { +void HandControl::update(int x, int y) { _lastX = _x; _lastY = _y; _x = x; @@ -49,22 +49,22 @@ void HandControl::update( int x, int y ) { _velocityY = _y - _lastY; // if the mouse is moving, ramp up the envelope to increase amplitude of hand movement... - if (( _velocityX != 0 ) - || ( _velocityY != 0 )) { + if ((_velocityX != 0) + || (_velocityY != 0)) { _enabled = true; - if ( _envelope < 1.0 ) { + if (_envelope < 1.0) { _envelope += _rampUpRate; - if ( _envelope >= 1.0 ) { + if (_envelope >= 1.0) { _envelope = 1.0; } } } // if not enabled ramp down the envelope to decrease amplitude of hand movement... - if ( ! _enabled ) { - if ( _envelope > 0.0 ) { + if (! _enabled) { + if (_envelope > 0.0) { _envelope -= _rampDownRate; - if ( _envelope <= 0.0 ) { + if (_envelope <= 0.0) { _startX = _width / 2; _startY = _height / 2; _envelope = 0.0; @@ -77,14 +77,14 @@ void HandControl::update( int x, int y ) { _backFront = 0.0; // if envelope is greater than zero, apply mouse movement to values to be output - if ( _envelope > 0.0 ) { - _leftRight += ( ( _x - _startX ) / (float)_width ) * _envelope; - _downUp += ( ( _y - _startY ) / (float)_height ) * _envelope; + if (_envelope > 0.0) { + _leftRight += ((_x - _startX) / (float)_width ) * _envelope; + _downUp += ((_y - _startY) / (float)_height) * _envelope; } } glm::vec3 HandControl::getValues() { - return glm::vec3( _leftRight, _downUp, _backFront ); + return glm::vec3(_leftRight, _downUp, _backFront); } void HandControl::stop() { diff --git a/interface/src/SerialInterface.cpp b/interface/src/SerialInterface.cpp index 3453321d26..8929dbb2f5 100644 --- a/interface/src/SerialInterface.cpp +++ b/interface/src/SerialInterface.cpp @@ -33,12 +33,6 @@ const int GRAVITY_SAMPLES = 200; // Use the first samples to const bool USING_INVENSENSE_MPU9150 = 1; -SerialInterface::~SerialInterface() { -#ifdef __APPLE__ - close(_serialDescriptor); -#endif -} - void SerialInterface::pair() { #ifdef __APPLE__ diff --git a/interface/src/SerialInterface.h b/interface/src/SerialInterface.h index 4aafb46994..e84fa2ddde 100644 --- a/interface/src/SerialInterface.h +++ b/interface/src/SerialInterface.h @@ -38,7 +38,6 @@ class SerialInterface { public: SerialInterface() : active(false), _failedOpenAttempts(0) {} - ~SerialInterface(); void pair(); void readData(); diff --git a/interface/src/Util.cpp b/interface/src/Util.cpp index 94e0e826d1..b8d16ad70b 100644 --- a/interface/src/Util.cpp +++ b/interface/src/Util.cpp @@ -11,6 +11,7 @@ #include #include +#include #include #include @@ -65,81 +66,108 @@ float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) * 180.0f / PIf + render_yaw + head_yaw; } -void render_vector(glm::vec3 * vec) -{ - // Show edge of world - glDisable(GL_LIGHTING); - glColor4f(1.0, 1.0, 1.0, 1.0); - glLineWidth(1.0); - glBegin(GL_LINES); - // Draw axes - glColor3f(1,0,0); - glVertex3f(-1,0,0); - glVertex3f(1,0,0); - glColor3f(0,1,0); - glVertex3f(0,-1,0); - glVertex3f(0, 1, 0); - glColor3f(0,0,1); - glVertex3f(0,0,-1); - glVertex3f(0, 0, 1); - // Draw vector - glColor3f(1,1,1); - glVertex3f(0,0,0); - glVertex3f(vec->x, vec->y, vec->z); - // Draw marker dots for magnitude - glEnd(); - float particleAttenuationQuadratic[] = { 0.0f, 0.0f, 2.0f }; // larger Z = smaller particles - float particleAttenuationConstant[] = { 1.0f, 0.0f, 0.0f }; - - glPointParameterfvARB( GL_POINT_DISTANCE_ATTENUATION_ARB, particleAttenuationQuadratic ); - - glEnable(GL_POINT_SMOOTH); - glPointSize(10.0); - glBegin(GL_POINTS); - glColor3f(1,0,0); - glVertex3f(vec->x,0,0); - glColor3f(0,1,0); - glVertex3f(0,vec->y,0); - glColor3f(0,0,1); - glVertex3f(0,0,vec->z); - glEnd(); - - glPointParameterfvARB( GL_POINT_DISTANCE_ATTENUATION_ARB, particleAttenuationConstant ); +// Helper function returns the positive angle in degrees between two 3D vectors +float angleBetween(glm::vec3 * v1, glm::vec3 * v2) { + return acos((glm::dot(*v1, *v2)) / (glm::length(*v1) * glm::length(*v2))) * 180.f / PI; } -void render_world_box() -{ +// Draw a 3D vector floating in space +void drawVector(glm::vec3 * vector) { + glDisable(GL_LIGHTING); + glEnable(GL_POINT_SMOOTH); + glPointSize(3.0); + glLineWidth(2.0); + + // Draw axes + glBegin(GL_LINES); + glColor3f(1,0,0); + glVertex3f(0,0,0); + glVertex3f(1,0,0); + glColor3f(0,1,0); + glVertex3f(0,0,0); + glVertex3f(0, 1, 0); + glColor3f(0,0,1); + glVertex3f(0,0,0); + glVertex3f(0, 0, 1); + glEnd(); + + // Draw the vector itself + glBegin(GL_LINES); + glColor3f(1,1,1); + glVertex3f(0,0,0); + glVertex3f(vector->x, vector->y, vector->z); + glEnd(); + + // Draw spheres for magnitude + glPushMatrix(); + glColor3f(1,0,0); + glTranslatef(vector->x, 0, 0); + glutSolidSphere(0.02, 10, 10); + glColor3f(0,1,0); + glTranslatef(-vector->x, vector->y, 0); + glutSolidSphere(0.02, 10, 10); + glColor3f(0,0,1); + glTranslatef(0, -vector->y, vector->z); + glutSolidSphere(0.02, 10, 10); + glPopMatrix(); + +} + +// Render a 2D set of squares using perlin/fractal noise +void noiseTest(int w, int h) { + const float CELLS = 500; + const float NOISE_SCALE = 10.0; + float xStep = (float) w / CELLS; + float yStep = (float) h / CELLS; + glBegin(GL_QUADS); + for (float x = 0; x < (float)w; x += xStep) { + for (float y = 0; y < (float)h; y += yStep) { + // Generate a vector varying between 0-1 corresponding to the screen location + glm::vec2 position(NOISE_SCALE * x / (float) w, NOISE_SCALE * y / (float) h); + // Set the cell color using the noise value at that location + float color = glm::perlin(position); + glColor4f(color, color, color, 1.0); + glVertex2f(x, y); + glVertex2f(x + xStep, y); + glVertex2f(x + xStep, y + yStep); + glVertex2f(x, y + yStep); + } + } + glEnd(); +} + +void render_world_box() { // Show edge of world glDisable(GL_LIGHTING); glColor4f(1.0, 1.0, 1.0, 1.0); glLineWidth(1.0); glBegin(GL_LINES); - glColor3f(1,0,0); - glVertex3f(0,0,0); - glVertex3f(WORLD_SIZE,0,0); - glColor3f(0,1,0); - glVertex3f(0,0,0); + glColor3f(1, 0, 0); + glVertex3f(0, 0, 0); + glVertex3f(WORLD_SIZE, 0, 0); + glColor3f(0, 1, 0); + glVertex3f(0, 0, 0); glVertex3f(0, WORLD_SIZE, 0); - glColor3f(0,0,1); - glVertex3f(0,0,0); + glColor3f(0, 0, 1); + glVertex3f(0, 0, 0); glVertex3f(0, 0, WORLD_SIZE); glEnd(); // Draw little marker dots along the axis glEnable(GL_LIGHTING); glPushMatrix(); - glTranslatef(WORLD_SIZE,0,0); - glColor3f(1,0,0); - glutSolidSphere(0.125,10,10); + glTranslatef(WORLD_SIZE, 0, 0); + glColor3f(1, 0, 0); + glutSolidSphere(0.125, 10, 10); glPopMatrix(); glPushMatrix(); - glTranslatef(0,WORLD_SIZE,0); - glColor3f(0,1,0); - glutSolidSphere(0.125,10,10); + glTranslatef(0, WORLD_SIZE, 0); + glColor3f(0, 1, 0); + glutSolidSphere(0.125, 10, 10); glPopMatrix(); glPushMatrix(); - glTranslatef(0,0,WORLD_SIZE); - glColor3f(0,0,1); - glutSolidSphere(0.125,10,10); + glTranslatef(0, 0, WORLD_SIZE); + glColor3f(0, 0, 1); + glutSolidSphere(0.125, 10, 10); glPopMatrix(); } @@ -166,13 +194,12 @@ float widthChar(float scale, int mono, char ch) { } void drawtext(int x, int y, float scale, float rotate, float thick, int mono, - char const* string, float r, float g, float b) -{ + char const* string, float r, float g, float b) { // // Draws text on screen as stroked so it can be resized // glPushMatrix(); - glTranslatef( static_cast(x), static_cast(y), 0.0f); + glTranslatef(static_cast(x), static_cast(y), 0.0f); glColor3f(r,g,b); glRotated(rotate,0,0,1); // glLineWidth(thick); @@ -184,10 +211,7 @@ void drawtext(int x, int y, float scale, float rotate, float thick, int mono, } - -void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, glm::vec3 vec, - float r, float g, float b) -{ +void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, glm::vec3 vec, float r, float g, float b) { // // Draws text on screen as stroked so it can be resized // @@ -202,19 +226,16 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl glLineWidth(thick); glScalef(scale, scale, 1.0); len = (int) strlen(vectext); - for (i = 0; i < len; i++) - { + for (i = 0; i < len; i++) { if (!mono) glutStrokeCharacter(GLUT_STROKE_ROMAN, int(vectext[i])); else glutStrokeCharacter(GLUT_STROKE_MONO_ROMAN, int(vectext[i])); } glPopMatrix(); - } -void drawGroundPlaneGrid(float size) -{ - glColor3f( 0.4f, 0.5f, 0.3f ); +void drawGroundPlaneGrid(float size) { + glColor3f(0.4f, 0.5f, 0.3f); glLineWidth(2.0); for (float x = 0; x <= size; x++) { @@ -240,7 +261,7 @@ void drawGroundPlaneGrid(float size) void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, float darkness) { - glColor4f( 0.0f, 0.0f, 0.0f, darkness ); + glColor4f(0.0f, 0.0f, 0.0f, darkness); int num = 20; float y = 0.001f; @@ -267,27 +288,72 @@ void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, f } -void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) { + +void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition) { + glm::vec3 vectorToPosition(glm::normalize(position - cameraPosition)); + glm::vec3 right = glm::cross(vectorToPosition, glm::vec3(0.0f, 1.0f, 0.0f)); + glm::vec3 up = glm::cross(right, vectorToPosition); + + glBegin(GL_LINE_STRIP); + for (int i=0; i @@ -436,17 +428,22 @@ void updateAvatar(float frametime) { 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; - int broadcastBytes = myAvatar.getBroadcastData(broadcastString + 1); - broadcastBytes++; + AgentList* agentList = AgentList::getInstance(); - const char broadcastReceivers[2] = {AGENT_TYPE_VOXEL, AGENT_TYPE_AVATAR_MIXER}; - - AgentList::getInstance()->broadcastToAgents(broadcastString, broadcastBytes, broadcastReceivers, 2); + if (agentList->getOwnerID() != UNKNOWN_AGENT_ID) { + // if I know my ID, send head/hand data to the avatar mixer and voxel server + unsigned char broadcastString[200]; + unsigned char* endOfBroadcastStringWrite = broadcastString; + + *(endOfBroadcastStringWrite++) = PACKET_HEADER_HEAD_DATA; + endOfBroadcastStringWrite += packAgentId(endOfBroadcastStringWrite, agentList->getOwnerID()); + + endOfBroadcastStringWrite += myAvatar.getBroadcastData(endOfBroadcastStringWrite); + + const char broadcastReceivers[2] = {AGENT_TYPE_VOXEL, AGENT_TYPE_AVATAR_MIXER}; + AgentList::getInstance()->broadcastToAgents(broadcastString, endOfBroadcastStringWrite - broadcastString, broadcastReceivers, sizeof(broadcastReceivers)); + } // If I'm in paint mode, send a voxel out to VOXEL server agents. if (::paintOn) { @@ -454,9 +451,9 @@ void updateAvatar(float frametime) { glm::vec3 avatarPos = myAvatar.getPosition(); // For some reason, we don't want to flip X and Z here. - ::paintingVoxel.x = avatarPos.x/10.0; - ::paintingVoxel.y = avatarPos.y/10.0; - ::paintingVoxel.z = avatarPos.z/10.0; + ::paintingVoxel.x = avatarPos.x / 10.0; + ::paintingVoxel.y = avatarPos.y / 10.0; + ::paintingVoxel.z = avatarPos.z / 10.0; unsigned char* bufferOut; int sizeOut; @@ -692,15 +689,14 @@ void displaySide(Camera& whichCamera) { float sphereRadius = 0.25f; glColor3f(1,0,0); glPushMatrix(); - glutSolidSphere( sphereRadius, 15, 15 ); + glutSolidSphere(sphereRadius, 15, 15); glPopMatrix(); //draw a grid ground plane.... drawGroundPlaneGrid(10.f); // Draw voxels - if ( showingVoxels ) - { + if (showingVoxels) { voxels.render(); } @@ -710,7 +706,7 @@ void displaySide(Camera& whichCamera) { for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) { Avatar *avatar = (Avatar *)agent->getLinkedData(); - avatar->render(0); + avatar->render(0, ::myCamera.getPosition()); } } agentList->unlock(); @@ -722,7 +718,7 @@ void displaySide(Camera& whichCamera) { if (::frustumOn) renderViewFrustum(::viewFrustum); //Render my own avatar - myAvatar.render(::lookingInMirror); + myAvatar.render(::lookingInMirror, ::myCamera.getPosition()); glPopMatrix(); } @@ -893,6 +889,8 @@ void displayOverlay() { audioScope.render(); #endif + //noiseTest(WIDTH, HEIGHT); + if (displayHeadMouse && !::lookingInMirror && statsOn) { // 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); @@ -984,15 +982,15 @@ void display(void) glMateriali(GL_FRONT, GL_SHININESS, 96); // camera settings - if ( ::lookingInMirror ) { + if (::lookingInMirror) { // set the camera to looking at my own face - myCamera.setTargetPosition ( myAvatar.getHeadPosition() ); - myCamera.setTargetYaw ( myAvatar.getBodyYaw() - 180.0f ); // 180 degrees from body yaw - myCamera.setPitch ( 0.0 ); - myCamera.setRoll ( 0.0 ); - myCamera.setUpShift ( 0.0 ); - myCamera.setDistance ( 0.2 ); - myCamera.setTightness ( 100.0f ); + myCamera.setTargetPosition (myAvatar.getHeadPosition()); + myCamera.setTargetYaw (myAvatar.getBodyYaw() - 180.0f); // 180 degrees from body yaw + myCamera.setPitch (0.0); + myCamera.setRoll (0.0); + myCamera.setUpShift (0.0); + myCamera.setDistance (0.2); + myCamera.setTightness (100.0f); } else { //float firstPersonPitch = 20.0f; @@ -1010,59 +1008,47 @@ void display(void) float thirdPersonDistance = 1.2f; float thirdPersonTightness = 8.0f; - if ( USING_FIRST_PERSON_EFFECT ) { + if (USING_FIRST_PERSON_EFFECT) { float ff = 0.0; float min = 0.1; float max = 0.5; - if ( myAvatar.getIsNearInteractingOther()){ - if ( myAvatar.getSpeed() < max ) { + if (myAvatar.getIsNearInteractingOther()){ + if (myAvatar.getSpeed() < max) { float s = (myAvatar.getSpeed()- min)/max ; ff = 1.0 - s; } } - - /* - if ( ff < 0.8 ) { - myAvatar.setDisplayingHead( true ); - } else { - myAvatar.setDisplayingHead( false ); - } - */ - - //printf( "ff = %f\n", ff ); - myCamera.setPitch ( thirdPersonPitch + ff * ( firstPersonPitch - thirdPersonPitch )); - myCamera.setUpShift ( thirdPersonUpShift + ff * ( firstPersonUpShift - thirdPersonUpShift )); - myCamera.setDistance ( thirdPersonDistance + ff * ( firstPersonDistance - thirdPersonDistance )); - myCamera.setTightness ( thirdPersonTightness + ff * ( firstPersonTightness - thirdPersonTightness )); + myCamera.setPitch (thirdPersonPitch + ff * (firstPersonPitch - thirdPersonPitch )); + myCamera.setUpShift (thirdPersonUpShift + ff * (firstPersonUpShift - thirdPersonUpShift )); + myCamera.setDistance (thirdPersonDistance + ff * (firstPersonDistance - thirdPersonDistance )); + myCamera.setTightness (thirdPersonTightness + ff * (firstPersonTightness - thirdPersonTightness)); - - // this version uses a ramp-up/ramp-down timer in the camera to determine shift between first and thirs-person view /* - if ( myAvatar.getSpeed() < 0.02 ) { + if (myAvatar.getSpeed() < 0.02) { - if (myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) { + if (myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) { myCamera.setMode(CAMERA_MODE_FIRST_PERSON); } - //printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift()); - myCamera.setPitch ( thirdPersonPitch + myCamera.getModeShift() * ( firstPersonPitch - thirdPersonPitch )); - myCamera.setUpShift ( thirdPersonUpShift + myCamera.getModeShift() * ( firstPersonUpShift - thirdPersonUpShift )); - myCamera.setDistance ( thirdPersonDistance + myCamera.getModeShift() * ( firstPersonDistance - thirdPersonDistance )); - myCamera.setTightness ( thirdPersonTightness + myCamera.getModeShift() * ( firstPersonTightness - thirdPersonTightness )); + //printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift()); + myCamera.setPitch (thirdPersonPitch + myCamera.getModeShift() * (firstPersonPitch - thirdPersonPitch )); + myCamera.setUpShift (thirdPersonUpShift + myCamera.getModeShift() * (firstPersonUpShift - thirdPersonUpShift )); + myCamera.setDistance (thirdPersonDistance + myCamera.getModeShift() * (firstPersonDistance - thirdPersonDistance )); + myCamera.setTightness (thirdPersonTightness + myCamera.getModeShift() * (firstPersonTightness - thirdPersonTightness)); } else { - if (myCamera.getMode() != CAMERA_MODE_THIRD_PERSON ) { + if (myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) { myCamera.setMode(CAMERA_MODE_THIRD_PERSON); } - //printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift()); - myCamera.setPitch ( firstPersonPitch + myCamera.getModeShift() * ( thirdPersonPitch - firstPersonPitch )); - myCamera.setUpShift ( firstPersonUpShift + myCamera.getModeShift() * ( thirdPersonUpShift - firstPersonUpShift )); - myCamera.setDistance ( firstPersonDistance + myCamera.getModeShift() * ( thirdPersonDistance - firstPersonDistance )); - myCamera.setTightness ( firstPersonTightness + myCamera.getModeShift() * ( thirdPersonTightness - firstPersonTightness )); + //printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift()); + myCamera.setPitch (firstPersonPitch + myCamera.getModeShift() * (thirdPersonPitch - firstPersonPitch )); + myCamera.setUpShift (firstPersonUpShift + myCamera.getModeShift() * (thirdPersonUpShift - firstPersonUpShift )); + myCamera.setDistance (firstPersonDistance + myCamera.getModeShift() * (thirdPersonDistance - firstPersonDistance )); + myCamera.setTightness (firstPersonTightness + myCamera.getModeShift() * (thirdPersonTightness - firstPersonTightness)); } */ @@ -1073,13 +1059,23 @@ void display(void) myCamera.setTightness(thirdPersonTightness); } - myCamera.setTargetPosition( myAvatar.getHeadPosition() ); - myCamera.setTargetYaw ( myAvatar.getBodyYaw() ); - myCamera.setRoll ( 0.0 ); + myCamera.setTargetPosition(myAvatar.getHeadPosition()); + myCamera.setTargetYaw (myAvatar.getBodyYaw()); + myCamera.setRoll (0.0); } // important... + myCamera.update( 1.f/FPS ); + + // Render anything (like HUD items) that we want to be in 3D but not in worldspace + const float HUD_Z_OFFSET = -5.f; + glPushMatrix(); + glm::vec3 test(0.5, 0.5, 0.5); + glTranslatef(1, 1, HUD_Z_OFFSET); + drawVector(&test); + glPopMatrix(); + // Note: whichCamera is used to pick between the normal camera myCamera for our // main camera, vs, an alternate camera. The alternate camera we support right now @@ -1095,11 +1091,11 @@ void display(void) if (::viewFrustumFromOffset && ::frustumOn) { // set the camera to third-person view but offset so we can see the frustum - viewFrustumOffsetCamera.setTargetYaw( ::viewFrustumOffsetYaw + myAvatar.getBodyYaw() ); - viewFrustumOffsetCamera.setPitch ( ::viewFrustumOffsetPitch ); - viewFrustumOffsetCamera.setRoll ( ::viewFrustumOffsetRoll ); - viewFrustumOffsetCamera.setUpShift ( ::viewFrustumOffsetUp ); - viewFrustumOffsetCamera.setDistance ( ::viewFrustumOffsetDistance ); + viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw()); + viewFrustumOffsetCamera.setPitch (::viewFrustumOffsetPitch ); + viewFrustumOffsetCamera.setRoll (::viewFrustumOffsetRoll ); + viewFrustumOffsetCamera.setUpShift (::viewFrustumOffsetUp ); + viewFrustumOffsetCamera.setDistance (::viewFrustumOffsetDistance); viewFrustumOffsetCamera.update(1.f/FPS); whichCamera = viewFrustumOffsetCamera; } @@ -1109,11 +1105,11 @@ void display(void) // or could be viewFrustumOffsetCamera if in offset mode // I changed the ordering here - roll is FIRST (JJV) - glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z ); - glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z ); - glRotatef ( 180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z ); + glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z); + glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z); + glRotatef (180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z ); - glTranslatef( -whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z ); + glTranslatef(-whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z); if (::oculusOn) { displayOculus(whichCamera); @@ -1380,8 +1376,7 @@ void initMenu() { menuColumnDebug->addRow("Show TRUE Colors", doTrueVoxelColors); } -void testPointToVoxel() -{ +void testPointToVoxel() { float y=0; float z=0; float s=0.1; @@ -1486,7 +1481,6 @@ void specialkey(int k, int x, int y) { } } - void keyUp(unsigned char k, int x, int y) { if (::chatEntryOn) { myAvatar.setKeyState(NO_KEY_DOWN); @@ -1501,8 +1495,7 @@ void keyUp(unsigned char k, int x, int y) { if (k == 'd') myAvatar.setDriveKeys(ROT_RIGHT, 0); } -void key(unsigned char k, int x, int y) -{ +void key(unsigned char k, int x, int y) { if (::chatEntryOn) { if (chatEntry.key(k)) { myAvatar.setKeyState(k == '\b' || k == 127 ? // backspace or delete @@ -1647,18 +1640,16 @@ void idle(void) { // update behaviors for avatar hand movement: handControl takes mouse values as input, // and gives back 3D values modulated for smooth transitioning between interaction modes. - handControl.update( mouseX, mouseY ); - myAvatar.setHandMovementValues( handControl.getValues() ); + handControl.update(mouseX, mouseY); + myAvatar.setHandMovementValues(handControl.getValues()); // tell my avatar if the mouse is being pressed... - if ( mousePressed == 1 ) { - myAvatar.setMousePressed( true ); - } else { - myAvatar.setMousePressed( false ); - } - + if (mousePressed) { + myAvatar.setMousePressed(mousePressed); + } + // walking triggers the handControl to stop - if ( myAvatar.getMode() == AVATAR_MODE_WALKING ) { + if (myAvatar.getMode() == AVATAR_MODE_WALKING) { handControl.stop(); } @@ -1748,10 +1739,6 @@ void reshape(int width, int height) { glLoadIdentity(); } - - - - //Find and return the gravity vector at this location glm::vec3 getGravity(glm::vec3 pos) { // @@ -1773,7 +1760,7 @@ glm::vec3 getGravity(glm::vec3 pos) { } void mouseFunc(int button, int state, int x, int y) { - if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN ) { + if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { if (state == GLUT_DOWN && !menu.mouseClick(x, y)) { mouseX = x; mouseY = y; @@ -1810,8 +1797,7 @@ void audioMixerUpdate(in_addr_t newMixerAddress, in_port_t newMixerPort) { } #endif -int main(int argc, const char * argv[]) -{ +int main(int argc, const char * argv[]) { voxels.setViewFrustum(&::viewFrustum); shared_lib::printLog = & ::printLog; @@ -1851,7 +1837,7 @@ int main(int argc, const char * argv[]) #ifdef _WIN32 WSADATA WsaData; - int wsaresult = WSAStartup( MAKEWORD(2,2), &WsaData ); + int wsaresult = WSAStartup(MAKEWORD(2,2), &WsaData); #endif // start the agentList threads diff --git a/libraries/avatars/src/AvatarData.cpp b/libraries/avatars/src/AvatarData.cpp index 8881c397af..3b8e06e81e 100644 --- a/libraries/avatars/src/AvatarData.cpp +++ b/libraries/avatars/src/AvatarData.cpp @@ -129,14 +129,17 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) { int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) { // increment to push past the packet header - sourceBuffer++; + sourceBuffer += sizeof(PACKET_HEADER_HEAD_DATA); unsigned char* startPosition = sourceBuffer; + // push past the agent ID + sourceBuffer += + sizeof(uint16_t); + // Body world position memcpy(&_position, sourceBuffer, sizeof(float) * 3); sourceBuffer += sizeof(float) * 3; - + // Body rotation (NOTE: This needs to become a quaternion to save two bytes) sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw); sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch); diff --git a/libraries/shared/src/AgentList.cpp b/libraries/shared/src/AgentList.cpp index 51a14d8cb1..df591524c0 100644 --- a/libraries/shared/src/AgentList.cpp +++ b/libraries/shared/src/AgentList.cpp @@ -62,9 +62,10 @@ AgentList::AgentList(char newOwnerType, unsigned int newSocketListenPort) : _agentBuckets(), _numAgents(0), agentSocket(newSocketListenPort), - ownerType(newOwnerType), + _ownerType(newOwnerType), socketListenPort(newSocketListenPort), - lastAgentId(0) { + _ownerID(UNKNOWN_AGENT_ID), + _lastAgentID(0) { pthread_mutex_init(&mutex, 0); } @@ -81,10 +82,6 @@ UDPSocket& AgentList::getAgentSocket() { return agentSocket; } -char AgentList::getOwnerType() { - return ownerType; -} - unsigned int AgentList::getSocketListenPort() { return socketListenPort; } @@ -92,7 +89,7 @@ unsigned int AgentList::getSocketListenPort() { void AgentList::processAgentData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes) { switch (((char *)packetData)[0]) { case PACKET_HEADER_DOMAIN: { - updateList(packetData, dataBytes); + processDomainServerList(packetData, dataBytes); break; } case PACKET_HEADER_PING: { @@ -126,7 +123,7 @@ void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *pac uint16_t agentID = -1; while ((currentPosition - startPosition) < numTotalBytes) { - currentPosition += unpackAgentId(currentPosition, &agentID); + unpackAgentId(currentPosition, &agentID); memcpy(packetHolder + 1, currentPosition, numTotalBytes - (currentPosition - startPosition)); Agent* matchingAgent = agentWithID(agentID); @@ -195,15 +192,7 @@ Agent* AgentList::agentWithID(uint16_t agentID) { return NULL; } -uint16_t AgentList::getLastAgentId() { - return lastAgentId; -} - -void AgentList::increaseAgentId() { - ++lastAgentId; -} - -int AgentList::updateList(unsigned char *packetData, size_t dataBytes) { +int AgentList::processDomainServerList(unsigned char *packetData, size_t dataBytes) { int readAgents = 0; char agentType; @@ -218,14 +207,17 @@ int AgentList::updateList(unsigned char *packetData, size_t dataBytes) { unsigned char *readPtr = packetData + 1; unsigned char *startPtr = packetData; - while((readPtr - startPtr) < dataBytes) { + while((readPtr - startPtr) < dataBytes - sizeof(uint16_t)) { agentType = *readPtr++; readPtr += unpackAgentId(readPtr, (uint16_t *)&agentId); readPtr += unpackSocket(readPtr, (sockaddr *)&agentPublicSocket); readPtr += unpackSocket(readPtr, (sockaddr *)&agentLocalSocket); addOrUpdateAgent((sockaddr *)&agentPublicSocket, (sockaddr *)&agentLocalSocket, agentType, agentId); - } + } + + // read out our ID from the packet + unpackAgentId(readPtr, &_ownerID); return readAgents; } diff --git a/libraries/shared/src/AgentList.h b/libraries/shared/src/AgentList.h index 1a7a99b751..db71357114 100644 --- a/libraries/shared/src/AgentList.h +++ b/libraries/shared/src/AgentList.h @@ -31,6 +31,8 @@ extern char DOMAIN_HOSTNAME[]; extern char DOMAIN_IP[100]; // IP Address will be re-set by lookup on startup extern const int DOMAINSERVER_PORT; +const int UNKNOWN_AGENT_ID = -1; + class AgentListIterator; class AgentList { @@ -50,13 +52,10 @@ public: UDPSocket& getAgentSocket(); - uint16_t getLastAgentId(); - void increaseAgentId(); - void lock() { pthread_mutex_lock(&mutex); } void unlock() { pthread_mutex_unlock(&mutex); } - int updateList(unsigned char *packetData, size_t dataBytes); + int processDomainServerList(unsigned char *packetData, size_t dataBytes); Agent* agentWithAddress(sockaddr *senderAddress); Agent* agentWithID(uint16_t agentID); @@ -70,9 +69,16 @@ public: int updateAgentWithData(Agent *agent, unsigned char *packetData, int dataBytes); void broadcastToAgents(unsigned char *broadcastData, size_t dataBytes, const char* agentTypes, int numAgentTypes); - char getOwnerType(); unsigned int getSocketListenPort(); + char getOwnerType() const { return _ownerType; } + + uint16_t getLastAgentID() const { return _lastAgentID; } + void increaseAgentID() { ++_lastAgentID; } + + uint16_t getOwnerID() const { return _ownerID; } + void setOwnerID(uint16_t ownerID) { _ownerID = ownerID; } + Agent* soloAgentOfType(char agentType); void startSilentAgentRemovalThread(); @@ -96,9 +102,10 @@ private: Agent** _agentBuckets[MAX_NUM_AGENTS / AGENTS_PER_BUCKET]; int _numAgents; UDPSocket agentSocket; - char ownerType; + char _ownerType; unsigned int socketListenPort; - uint16_t lastAgentId; + uint16_t _ownerID; + uint16_t _lastAgentID; pthread_t removeSilentAgentsThread; pthread_t checkInWithDomainServerThread; pthread_t pingUnknownAgentsThread; diff --git a/libraries/shared/src/AudioRingBuffer.cpp b/libraries/shared/src/AudioRingBuffer.cpp index f7cd256809..5079582544 100644 --- a/libraries/shared/src/AudioRingBuffer.cpp +++ b/libraries/shared/src/AudioRingBuffer.cpp @@ -113,6 +113,7 @@ int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) { attenuationRatio = attenuationByte / 255.0f; memcpy(&bearing, dataPtr, sizeof(float)); + dataPtr += sizeof(bearing); if (bearing > 180 || bearing < -180) { // we were passed an invalid bearing because this agent wants loopback (pressed the H key) @@ -122,9 +123,9 @@ int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) { bearing = bearing > 0 ? bearing - AGENT_LOOPBACK_MODIFIER : bearing + AGENT_LOOPBACK_MODIFIER; - } - - dataPtr += sizeof(float); + } else { + _shouldLoopbackForAgent = false; + } sourceBuffer = dataPtr; } diff --git a/libraries/shared/src/PacketHeaders.h b/libraries/shared/src/PacketHeaders.h index 1ceb3fcc5a..152adc5805 100644 --- a/libraries/shared/src/PacketHeaders.h +++ b/libraries/shared/src/PacketHeaders.h @@ -13,18 +13,19 @@ #ifndef hifi_PacketHeaders_h #define hifi_PacketHeaders_h -const char PACKET_HEADER_DOMAIN = 'D'; -const char PACKET_HEADER_PING = 'P'; -const char PACKET_HEADER_PING_REPLY = 'R'; -const char PACKET_HEADER_HEAD_DATA = 'H'; -const char PACKET_HEADER_Z_COMMAND = 'Z'; -const char PACKET_HEADER_INJECT_AUDIO = 'I'; -const char PACKET_HEADER_SET_VOXEL = 'S'; -const char PACKET_HEADER_ERASE_VOXEL = 'E'; -const char PACKET_HEADER_VOXEL_DATA = 'V'; -const char PACKET_HEADER_BULK_AVATAR_DATA = 'X'; -const char PACKET_HEADER_TRANSMITTER_DATA = 't'; -const char PACKET_HEADER_DOMAIN_LIST_REQUEST = 'L'; -const char PACKET_HEADER_DOMAIN_RFD = 'C'; +typedef char PACKET_HEADER; +const PACKET_HEADER PACKET_HEADER_DOMAIN = 'D'; +const PACKET_HEADER PACKET_HEADER_PING = 'P'; +const PACKET_HEADER PACKET_HEADER_PING_REPLY = 'R'; +const PACKET_HEADER PACKET_HEADER_HEAD_DATA = 'H'; +const PACKET_HEADER PACKET_HEADER_Z_COMMAND = 'Z'; +const PACKET_HEADER PACKET_HEADER_INJECT_AUDIO = 'I'; +const PACKET_HEADER PACKET_HEADER_SET_VOXEL = 'S'; +const PACKET_HEADER PACKET_HEADER_ERASE_VOXEL = 'E'; +const PACKET_HEADER PACKET_HEADER_VOXEL_DATA = 'V'; +const PACKET_HEADER PACKET_HEADER_BULK_AVATAR_DATA = 'X'; +const PACKET_HEADER PACKET_HEADER_TRANSMITTER_DATA = 't'; +const PACKET_HEADER PACKET_HEADER_DOMAIN_LIST_REQUEST = 'L'; +const PACKET_HEADER PACKET_HEADER_DOMAIN_RFD = 'C'; #endif diff --git a/libraries/voxels/src/AABox.cpp b/libraries/voxels/src/AABox.cpp old mode 100755 new mode 100644 diff --git a/voxel-server/src/main.cpp b/voxel-server/src/main.cpp index 80ced07000..a44ccd0dab 100644 --- a/voxel-server/src/main.cpp +++ b/voxel-server/src/main.cpp @@ -445,12 +445,9 @@ int main(int argc, const char * argv[]) // If we got a PACKET_HEADER_HEAD_DATA, then we're talking to an AGENT_TYPE_AVATAR, and we // need to make sure we have it in our agentList. if (packetData[0] == PACKET_HEADER_HEAD_DATA) { - if (agentList->addOrUpdateAgent(&agentPublicAddress, - &agentPublicAddress, - AGENT_TYPE_AVATAR, - agentList->getLastAgentId())) { - agentList->increaseAgentId(); - } + uint16_t agentID = 0; + unpackAgentId(packetData + sizeof(PACKET_HEADER_HEAD_DATA), &agentID); + agentList->addOrUpdateAgent(&agentPublicAddress, &agentPublicAddress, AGENT_TYPE_AVATAR, agentID); agentList->updateAgentWithData(&agentPublicAddress, packetData, receivedBytes); }