This commit is contained in:
Andrzej Kapolka 2013-05-09 09:56:58 -07:00
commit 0cff127082
24 changed files with 389 additions and 128 deletions

View file

@ -1,3 +1,5 @@
#!/usr/bin/env python
#
# gen_stars.py
# interface
@ -12,7 +14,7 @@ from random import random,randint
from math import sqrt, hypot, atan2, pi, fmod, degrees
from sys import argv,stderr
hemisphere_only, equator, meridians= False, 1000, 1000
hemisphere_only, equator, meridians= False, 0, 1000
n_random = 100000
if len(argv) > 1:
@ -50,10 +52,13 @@ for i in range(n_random):
g = max(0,min(255,w + randint(-20,60)))
b = max(0,min(255,w + randint(-10,100)))
# position
x,y,z = random()*2-1,random(),random()*2-1
if not hemisphere_only:
y = y*2-1
l = sqrt(x*x + y*y + z*z)
while True:
x,y,z = random()*2-1,random(),random()*2-1
if not hemisphere_only:
y = y*2-1
l = sqrt(x*x + y*y + z*z)
if l <= 1.0:
break
x /= l; y /= l; z /= l
xz = hypot(x,z)

View file

@ -111,7 +111,8 @@ int audioCallback (const void *inputBuffer,
int16_t *inputLeft = ((int16_t **) inputBuffer)[0];
// printLog("Audio callback at %6.0f\n", usecTimestampNow()/1000);
// Add Procedural effects to input samples
data->addProceduralSounds(inputLeft, BUFFER_LENGTH_SAMPLES);
if (inputLeft != NULL) {
@ -436,15 +437,15 @@ float Audio::getInputLoudness() const {
void Audio::render(int screenWidth, int screenHeight)
{
if (initialized) {
glLineWidth(3);
glLineWidth(2.0);
glBegin(GL_LINES);
glColor3f(1,1,1);
int startX = 50.0;
int startX = 20.0;
int currentX = startX;
int topY = screenHeight - 90;
int bottomY = screenHeight - 50;
float frameWidth = 50.0;
int topY = screenHeight - 40;
int bottomY = screenHeight - 20;
float frameWidth = 20.0;
float halfY = topY + ((bottomY - topY) / 2.0);
// draw the lines for the base of the ring buffer
@ -484,10 +485,10 @@ void Audio::render(int screenWidth, int screenHeight)
}
glBegin(GL_QUADS);
glVertex2f(startX, topY + 5);
glVertex2f(startX + (remainingBuffer + timeLeftInCurrentBuffer)/AUDIO_CALLBACK_MSECS*frameWidth, topY + 5);
glVertex2f(startX + (remainingBuffer + timeLeftInCurrentBuffer)/AUDIO_CALLBACK_MSECS*frameWidth, bottomY - 5);
glVertex2f(startX, bottomY - 5);
glVertex2f(startX, topY + 2);
glVertex2f(startX + (remainingBuffer + timeLeftInCurrentBuffer)/AUDIO_CALLBACK_MSECS*frameWidth, topY + 2);
glVertex2f(startX + (remainingBuffer + timeLeftInCurrentBuffer)/AUDIO_CALLBACK_MSECS*frameWidth, bottomY - 2);
glVertex2f(startX, bottomY - 2);
glEnd();
if (audioData->averagedLatency == 0.0) audioData->averagedLatency = remainingBuffer + timeLeftInCurrentBuffer;
@ -504,7 +505,7 @@ void Audio::render(int screenWidth, int screenHeight)
char out[40];
sprintf(out, "%3.0f\n", audioData->averagedLatency);
drawtext(startX + audioData->averagedLatency/AUDIO_CALLBACK_MSECS*frameWidth - 10, topY-10, 0.08, 0, 1, 0, out, 1,1,0);
drawtext(startX + audioData->averagedLatency/AUDIO_CALLBACK_MSECS*frameWidth - 10, topY-10, 0.10, 0, 1, 0, out, 1,1,0);
//drawtext(startX + 0, topY-10, 0.08, 0, 1, 0, out, 1,1,0);
// Show a Cyan bar with the most recently measured jitter stdev
@ -520,13 +521,10 @@ void Audio::render(int screenWidth, int screenHeight)
glEnd();
sprintf(out,"%3.1f\n", audioData->measuredJitter);
drawtext(startX + jitterPels - 5, topY-10, 0.08, 0, 1, 0, out, 0,1,1);
drawtext(startX + jitterPels - 5, topY-10, 0.10, 0, 1, 0, out, 0,1,1);
sprintf(out, "%3.1fms\n", JITTER_BUFFER_LENGTH_MSECS);
drawtext(startX - 10, bottomY + 20, 0.1, 0, 1, 0, out, 1, 0, 0);
sprintf(out, "%hd samples\n", JITTER_BUFFER_SAMPLES);
drawtext(startX - 10, bottomY + 35, 0.1, 0, 1, 0, out, 1, 0, 0);
drawtext(startX - 10, bottomY + 15, 0.1, 0, 1, 0, out, 1, 0, 0);
}
}

View file

@ -30,6 +30,9 @@ public:
void setWalkingState(bool newWalkState);
void setLastAcceleration(glm::vec3 a) { audioData->setLastAcceleration(a); };
void setLastVelocity(glm::vec3 v) { audioData->setLastVelocity(v); };
// terminates audio I/O
bool terminate();
private:

View file

@ -28,4 +28,21 @@ AudioData::~AudioData() {
delete audioSocket;
}
// Take a pointer to the acquired microphone input samples and add procedural sounds
void AudioData::addProceduralSounds(int16_t* inputBuffer, int numSamples) {
const float MAX_AUDIBLE_VELOCITY = 6.0;
const float MIN_AUDIBLE_VELOCITY = 0.1;
float speed = glm::length(_lastVelocity);
float volume = 400 * (1.f - speed/MAX_AUDIBLE_VELOCITY);
// Add a noise-modulated sinewave with volume that tapers off with speed increasing
if ((speed > MIN_AUDIBLE_VELOCITY) && (speed < MAX_AUDIBLE_VELOCITY)) {
for (int i = 0; i < numSamples; i++) {
inputBuffer[i] += (int16_t) ((cosf((float)i / 8.f * speed) * randFloat()) * volume * speed) ;
}
}
return;
}
#endif

View file

@ -39,6 +39,17 @@ class AudioData {
bool mixerLoopbackFlag;
bool playWalkSound;
// Added avatar acceleration and velocity for procedural effects sounds from client
void setLastVelocity(glm::vec3 v) { _lastVelocity = v; };
void setLastAcceleration(glm::vec3 a) { _lastAcceleration = a; };
void addProceduralSounds(int16_t* inputBuffer, int numSamples);
private:
glm::vec3 _lastVelocity;
glm::vec3 _lastAcceleration;
};
#endif /* defined(__interface__AudioData__) */

View file

@ -5,7 +5,6 @@
// Created by Philip Rosedale on 9/11/12.
// adapted by Jeffrey Ventrella
// Copyright (c) 2013 Physical, Inc.. All rights reserved.
//
#include <glm/glm.hpp>
#include <vector>
@ -31,7 +30,7 @@ const float BODY_SPIN_FRICTION = 5.0;
const float BODY_UPRIGHT_FORCE = 10.0;
const float BODY_PITCH_WHILE_WALKING = 30.0;
const float BODY_ROLL_WHILE_TURNING = 0.1;
const float LIN_VEL_DECAY = 5.0;
const float LIN_VEL_DECAY = 2.0;
const float MY_HAND_HOLDING_PULL = 0.2;
const float YOUR_HAND_HOLDING_PULL = 1.0;
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f;
@ -265,7 +264,7 @@ void Avatar::reset() {
// Update avatar head rotation with sensor data
void Avatar::UpdateGyros(float frametime, SerialInterface* serialInterface, glm::vec3* gravity) {
void Avatar::updateHeadFromGyros(float frametime, SerialInterface* serialInterface, glm::vec3* gravity) {
float measuredPitchRate = 0.0f;
float measuredRollRate = 0.0f;
float measuredYawRate = 0.0f;
@ -412,8 +411,8 @@ void Avatar::simulate(float deltaTime) {
_velocity *= (1.0 - LIN_VEL_DECAY * deltaTime);
// If someone is near, damp velocity as a function of closeness
const float AVATAR_BRAKING_RANGE = 1.2f;
const float AVATAR_BRAKING_STRENGTH = 25.f;
const float AVATAR_BRAKING_RANGE = 1.6f;
const float AVATAR_BRAKING_STRENGTH = 35.f;
if (_isMine && (_distanceToNearestAvatar < AVATAR_BRAKING_RANGE)) {
_velocity *=
(1.f - deltaTime * AVATAR_BRAKING_STRENGTH *
@ -950,7 +949,13 @@ void Avatar::renderHead(bool lookingInMirror) {
glColor3f(0,0,0);
glRotatef(_head.mouthPitch, 1, 0, 0);
glRotatef(_head.mouthYaw, 0, 0, 1);
glScalef(_head.mouthWidth*(.7 + sqrt(_head.averageLoudness)/60.0), _head.mouthHeight*(1.0 + sqrt(_head.averageLoudness)/30.0), 1);
if (_head.averageLoudness > 1.f) {
glScalef(_head.mouthWidth * (.7f + sqrt(_head.averageLoudness) /60.f),
_head.mouthHeight * (1.f + sqrt(_head.averageLoudness) /30.f), 1);
} else {
glScalef(_head.mouthWidth, _head.mouthHeight, 1);
}
glutSolidCube(0.5);
glPopMatrix();

View file

@ -82,8 +82,8 @@ public:
Avatar* clone() const;
void reset();
void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
void setNoise (float mag) {_head.noise = mag;}
void setScale(float s) {_head.scale = s; };
void setRenderYaw(float y) {_renderYaw = y;}
@ -102,9 +102,13 @@ public:
void setLeanSideways(float dist);
void addLean(float x, float z);
const glm::vec3& getHeadPosition() const ;
const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].position; };
//const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].position; };
const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; };
const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
float getSpeed() const { return _speed; };
const glm::vec3& getVelocity() const { return _velocity; };
float getGirth();
float getHeight();

View file

@ -15,5 +15,62 @@ AvatarRenderer::AvatarRenderer() {
}
// this method renders the avatar
void AvatarRenderer::render(Avatar *avatar, bool lookingInMirror) {
}
void AvatarRenderer::render(Avatar *avatarToRender, bool lookingInMirror, glm::vec3 cameraPosition) {
avatar = avatarToRender;
/*
// show avatar position
glColor4f(0.5f, 0.5f, 0.5f, 0.6);
glPushMatrix();
glm::vec3 j( avatar->getJointPosition( AVATAR_JOINT_PELVIS ) );
glTranslatef(j.x, j.y, j.z);
glScalef(0.08, 0.08, 0.08);
glutSolidSphere(1, 10, 10);
glPopMatrix();
*/
//renderDiskShadow(avatar->getJointPosition( AVATAR_JOINT_PELVIS ), glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
//renderBody();
}
void AvatarRenderer::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"
//show direction vectors of the bone orientation
//renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0);
glm::vec3 j( avatar->getJointPosition( AVATAR_JOINT_PELVIS ) );
glColor3fv(skinColor);
glPushMatrix();
glTranslatef(j.x, j.y, j.z);
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
}
// Render lines connecting the joint positions
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);
glEnd();
}
}
*/
}

View file

@ -16,10 +16,12 @@ class AvatarRenderer {
public:
AvatarRenderer();
void render(Avatar *avatar, bool lookingInMirror);
void render(Avatar *avatarToRender, bool lookingInMirror, glm::vec3 cameraPosition );
private:
Avatar *avatar;
void renderBody();
};
#endif

View file

@ -80,7 +80,7 @@ void Oscilloscope::addSamples(unsigned ch, short const* data, unsigned n) {
_arrWritePos[ch] = newWritePos;
}
void Oscilloscope::render() {
void Oscilloscope::render(int x, int y) {
if (! enabled) {
return;
@ -113,8 +113,9 @@ void Oscilloscope::render() {
}
}
glLineWidth(2.0);
glPushMatrix();
glTranslatef(0.0f, _valHeight / 2.0f, 0.0f);
glTranslatef((float)x + 0.0f, (float)y + _valHeight / 2.0f, 0.0f);
glScaled(1.0f, _valHeight / 32767.0f, 1.0f);
glVertexPointer(2, GL_SHORT, 0, _arrVertices);
glEnableClientState(GL_VERTEX_ARRAY);

View file

@ -36,7 +36,7 @@ public:
void addSamples(unsigned ch, short const* data, unsigned n);
void render();
void render(int x, int y);
void setLowpass(float w) { assert(w > 0.0f && w <= 1.0f); _valLowpass = w; }
void setDownsampling(unsigned f) { assert(f > 0); _valDownsample = f; }

View file

@ -139,22 +139,22 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
double start = usecTimestampNow();
double sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000.0;
if (sinceLastTime <= std::max(_setupNewVoxelsForDrawingLastElapsed,SIXTY_FPS_IN_MILLISECONDS)) {
if (sinceLastTime <= std::max(_setupNewVoxelsForDrawingLastElapsed, SIXTY_FPS_IN_MILLISECONDS)) {
return; // bail early, it hasn't been long enough since the last time we ran
}
double sinceLastViewCulling = (start - _lastViewCulling) / 1000.0;
// If the view frustum has changed, since last time, then remove nodes that are out of view
if ((sinceLastViewCulling >= VIEW_CULLING_RATE_IN_MILLISECONDS) && hasViewChanged()) {
if ((sinceLastViewCulling >= std::max(_lastViewCullingElapsed, VIEW_CULLING_RATE_IN_MILLISECONDS)) && hasViewChanged()) {
_lastViewCulling = start;
removeOutOfView();
double endViewCulling = usecTimestampNow();
_lastViewCullingElapsed = (endViewCulling - start) / 1000.0;
}
if (_tree->isDirty()) {
PerformanceWarning warn(_renderWarningsOn, "calling... newTreeToArrays()");
_callsToTreesToArrays++;
if (_alwaysRenderFullVBO) {
_voxelsInWriteArrays = 0; // reset our VBO
}
@ -171,7 +171,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
copyWrittenDataToReadArrays();
double end = usecTimestampNow();
double elapsedmsec = (end - start)/1000.0;
double elapsedmsec = (end - start) / 1000.0;
_setupNewVoxelsForDrawingLastFinished = end;
_setupNewVoxelsForDrawingLastElapsed = elapsedmsec;
}
@ -220,6 +220,11 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
}
int VoxelSystem::newway__updateNodeInArray(VoxelNode* node) {
// If we've run out of room, then just bail...
if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) {
return 0;
}
if (node->getShouldRender()) {
glm::vec3 startVertex = node->getCorner();
float voxelScale = node->getScale();
@ -294,7 +299,7 @@ void VoxelSystem::init() {
_callsToTreesToArrays = 0;
_setupNewVoxelsForDrawingLastFinished = 0;
_setupNewVoxelsForDrawingLastElapsed = 0;
_lastViewCulling = 0;
_lastViewCullingElapsed = _lastViewCulling = 0;
// When we change voxels representations in the arrays, we'll update this
_voxelsDirty = false;
@ -583,17 +588,71 @@ void VoxelSystem::falseColorizeDistanceFromView(ViewFrustum* viewFrustum) {
setupNewVoxelsForDrawing();
}
// combines the removeOutOfView args into a single class
class removeOutOfViewArgs {
public:
VoxelSystem* thisVoxelSystem;
VoxelNodeBag dontRecurseBag;
unsigned long nodesScanned;
unsigned long nodesRemoved;
unsigned long nodesInside;
unsigned long nodesIntersect;
unsigned long nodesOutside;
removeOutOfViewArgs(VoxelSystem* voxelSystem) :
thisVoxelSystem(voxelSystem),
dontRecurseBag(),
nodesScanned(0),
nodesRemoved(0),
nodesInside(0),
nodesIntersect(0),
nodesOutside(0)
{ }
};
// "Remove" voxels from the tree that are not in view. We don't actually delete them,
// we remove them from the tree and place them into a holding area for later deletion
bool VoxelSystem::removeOutOfViewOperation(VoxelNode* node, void* extraData) {
VoxelSystem* thisVoxelSystem = (VoxelSystem*) extraData;
_nodeCount++;
removeOutOfViewArgs* args = (removeOutOfViewArgs*)extraData;
// If our node was previously added to the don't recurse bag, then return false to
// stop the further recursion. This means that the whole node and it's children are
// known to be in view, so don't recurse them
if (args->dontRecurseBag.contains(node)) {
args->dontRecurseBag.remove(node);
return false; // stop recursion
}
VoxelSystem* thisVoxelSystem = args->thisVoxelSystem;
args->nodesScanned++;
// Need to operate on our child nodes, so we can remove them
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
VoxelNode* childNode = node->getChildAtIndex(i);
if (childNode && !childNode->isInView(*thisVoxelSystem->_viewFrustum)) {
node->removeChildAtIndex(i);
thisVoxelSystem->_removedVoxels.insert(childNode);
if (childNode) {
ViewFrustum::location inFrustum = childNode->inFrustum(*thisVoxelSystem->_viewFrustum);
switch (inFrustum) {
case ViewFrustum::OUTSIDE: {
args->nodesOutside++;
args->nodesRemoved++;
node->removeChildAtIndex(i);
thisVoxelSystem->_removedVoxels.insert(childNode);
// by removing the child, it will not get recursed!
} break;
case ViewFrustum::INSIDE: {
// if the child node is fully INSIDE the view, then there's no need to recurse it
// because we know all it's children will also be in the view, so we want to
// tell the caller to NOT recurse this child
args->nodesInside++;
args->dontRecurseBag.insert(childNode);
} break;
case ViewFrustum::INTERSECT: {
// if the child node INTERSECTs the view, then we don't want to remove it because
// it is at least partially in view. But we DO want to recurse the children because
// some of them may not be in view... nothing specifically to do, just keep iterating
// the children
args->nodesIntersect++;
} break;
}
}
}
return true; // keep going!
@ -609,9 +668,16 @@ bool VoxelSystem::hasViewChanged() {
}
void VoxelSystem::removeOutOfView() {
PerformanceWarning warn(_renderWarningsOn, "removeOutOfView()"); // would like to include removedCount, _nodeCount, _removedVoxels.count()
_nodeCount = 0;
_tree->recurseTreeWithOperation(removeOutOfViewOperation,(void*)this);
PerformanceWarning warn(_renderWarningsOn, "removeOutOfView()");
removeOutOfViewArgs args(this);
_tree->recurseTreeWithOperation(removeOutOfViewOperation,(void*)&args);
if (_renderWarningsOn) {
printLog("removeOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld bag.count()=%d \n",
args.nodesScanned, args.nodesRemoved, args.nodesInside,
args.nodesIntersect, args.nodesOutside, args.dontRecurseBag.count()
);
}
}
bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelDetail& detail, float& distance) {

View file

@ -107,6 +107,7 @@ private:
double _setupNewVoxelsForDrawingLastElapsed;
double _setupNewVoxelsForDrawingLastFinished;
double _lastViewCulling;
double _lastViewCullingElapsed;
GLuint _vboVerticesID;
GLuint _vboNormalsID;

View file

@ -77,6 +77,7 @@
#include "ViewFrustum.h"
#include "HandControl.h"
#include "AvatarRenderer.h"
using namespace std;
@ -114,19 +115,17 @@ Avatar myAvatar(true); // The rendered avatar of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
AvatarRenderer avatarRenderer;
// Starfield information
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
char starCacheFile[] = "cachedStars.txt";
Stars stars;
bool showingVoxels = true;
glm::vec3 box(WORLD_SIZE,WORLD_SIZE,WORLD_SIZE);
VoxelSystem voxels;
bool wantToKillLocalVoxels = false;
Environment environment;
@ -135,16 +134,18 @@ Audio audio(&audioScope, &myAvatar);
#endif
#define IDLE_SIMULATE_MSECS 16 // How often should call simulate and other stuff
// in the idle loop?
// in the idle loop? (60 FPS is default)
// Where one's own agent begins in the world (needs to become a dynamic thing passed to the program)
glm::vec3 start_location(6.1f, 0, 1.4f);
glm::vec3 start_location(6.1f, 0, 1.4f); // Where one's own agent begins in the world
// (will be overwritten if avatar data file is found)
bool renderWarningsOn = false; // Whether to show render pipeline warnings
bool statsOn = false; // Whether to show onscreen text overlay with stats
bool starsOn = false; // Whether to display the stars
bool atmosphereOn = true; // Whether to display the atmosphere
bool renderStatsOn = false; // Whether to show onscreen text overlay with stats
bool renderVoxels = true; // Whether to render voxels
bool renderStarsOn = true; // Whether to display the stars
bool renderAtmosphereOn = true; // Whether to display the atmosphere
bool renderAvatarsOn = true; // Whether to render avatars
bool paintOn = false; // Whether to paint voxels as you fly around
VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
@ -152,6 +153,8 @@ bool perfStatsOn = false; // Do we want to display perfStats?
bool logOn = true; // Whether to show on-screen log
bool wantToKillLocalVoxels = false;
int noiseOn = 0; // Whether to add random noise
float noise = 1.0; // Overall magnitude scaling for random noise levels
@ -370,20 +373,29 @@ void reset_sensors() {
//
// Using gyro data, update both view frustum and avatar head position
//
void updateAvatar(float frametime) {
float gyroPitchRate = serialPort.getRelativeValue(HEAD_PITCH_RATE);
float gyroYawRate = serialPort.getRelativeValue(HEAD_YAW_RATE );
void updateAvatar(float deltaTime) {
myAvatar.UpdateGyros(frametime, &serialPort, &gravity);
// Update my avatar's head position from gyros
myAvatar.updateHeadFromGyros(deltaTime, &serialPort, &gravity);
// Grab latest readings from the gyros
float measuredYawRate, measuredPitchRate;
if (USING_INVENSENSE_MPU9150) {
measuredPitchRate = serialPort.getLastPitchRate();
measuredYawRate = serialPort.getLastYawRate();
} else {
measuredPitchRate = serialPort.getRelativeValue(HEAD_PITCH_RATE);
measuredYawRate = serialPort.getRelativeValue(HEAD_YAW_RATE);
}
// Update gyro-based mouse (X,Y on screen)
const float MIN_MOUSE_RATE = 30.0;
const float MOUSE_SENSITIVITY = 0.1f;
if (powf(gyroYawRate*gyroYawRate +
gyroPitchRate*gyroPitchRate, 0.5) > MIN_MOUSE_RATE)
if (powf(measuredYawRate * measuredYawRate +
measuredPitchRate * measuredPitchRate, 0.5) > MIN_MOUSE_RATE)
{
headMouseX += gyroYawRate*MOUSE_SENSITIVITY;
headMouseY += gyroPitchRate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
headMouseX += measuredYawRate*MOUSE_SENSITIVITY;
headMouseY += measuredPitchRate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
}
headMouseX = max(headMouseX, 0);
headMouseX = min(headMouseX, WIDTH);
@ -393,26 +405,31 @@ void updateAvatar(float frametime) {
// Update head and body pitch and yaw based on measured gyro rates
if (::gyroLook) {
// Yaw
const float MIN_YAW_RATE = 50;
const float YAW_SENSITIVITY = 1.0;
const float MIN_YAW_RATE = 20.f;
const float YAW_MAGNIFY = 3.0;
if (fabs(gyroYawRate) > MIN_YAW_RATE) {
float addToBodyYaw = (gyroYawRate > 0.f)
? gyroYawRate - MIN_YAW_RATE : gyroYawRate + MIN_YAW_RATE;
if (fabs(measuredYawRate) > MIN_YAW_RATE) {
float addToBodyYaw = (measuredYawRate > 0.f)
? measuredYawRate - MIN_YAW_RATE : measuredYawRate + MIN_YAW_RATE;
myAvatar.addBodyYaw(-addToBodyYaw * YAW_SENSITIVITY * frametime);
// If we are rotating the body (render angle), move the head reverse amount to compensate
myAvatar.addBodyYaw(-addToBodyYaw * YAW_MAGNIFY * deltaTime);
myAvatar.addHeadYaw(addToBodyYaw * YAW_MAGNIFY * deltaTime);
}
// Pitch NOTE: PER - Need to make camera able to pitch first!
/*
const float MIN_PITCH_RATE = 50;
const float PITCH_SENSITIVITY = 1.0;
// Pitch
const float MIN_PITCH_RATE = 20.f;
const float PITCH_MAGNIFY = 2.0;
if (fabs(gyroPitchRate) > MIN_PITCH_RATE) {
float addToBodyPitch = (gyroPitchRate > 0.f)
? gyroPitchRate - MIN_PITCH_RATE : gyroPitchRate + MIN_PITCH_RATE;
if (fabs(measuredPitchRate) > MIN_PITCH_RATE) {
float addToBodyPitch = (measuredPitchRate > 0.f)
? measuredPitchRate - MIN_PITCH_RATE : measuredPitchRate + MIN_PITCH_RATE;
myAvatar.addBodyPitch(addToBodyPitch * PITCH_SENSITIVITY * frametime);
*/
myAvatar.setRenderPitch(myAvatar.getRenderPitch() + addToBodyPitch * PITCH_MAGNIFY * deltaTime);
}
// Always decay the render pitch, assuming that we are never going to want to permanently look up or down
const float RENDER_PITCH_DECAY = 1.0;
myAvatar.setRenderPitch(myAvatar.getRenderPitch() * (1.f - RENDER_PITCH_DECAY * deltaTime));
}
// Get audio loudness data from audio input device
@ -437,7 +454,6 @@ void updateAvatar(float frametime) {
myAvatar.setCameraFarClip(::viewFrustum.getFarClip());
AgentList* agentList = AgentList::getInstance();
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];
@ -682,12 +698,12 @@ void renderViewFrustum(ViewFrustum& viewFrustum) {
void displaySide(Camera& whichCamera) {
glPushMatrix();
if (::starsOn) {
if (::renderStarsOn) {
// should be the first rendering pass - w/o depth buffer / lighting
// compute starfield alpha based on distance from atmosphere
float alpha = 1.0f;
if (::atmosphereOn) {
if (::renderAtmosphereOn) {
float height = glm::distance(whichCamera.getPosition(), environment.getAtmosphereCenter());
if (height < environment.getAtmosphereInnerRadius()) {
alpha = 0.0f;
@ -703,7 +719,7 @@ void displaySide(Camera& whichCamera) {
}
// draw the sky dome
if (::atmosphereOn) {
if (::renderAtmosphereOn) {
environment.renderAtmosphere(whichCamera);
}
@ -721,29 +737,31 @@ void displaySide(Camera& whichCamera) {
drawGroundPlaneGrid(10.f);
// Draw voxels
if (showingVoxels) {
if (renderVoxels) {
voxels.render();
}
// Render avatars of other agents
AgentList* agentList = AgentList::getInstance();
agentList->lock();
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, ::myCamera.getPosition());
if (::renderAvatarsOn) {
// Render avatars of other agents
AgentList* agentList = AgentList::getInstance();
agentList->lock();
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, ::myCamera.getPosition());
}
}
agentList->unlock();
// Render my own Avatar
myAvatar.render(::lookingInMirror, ::myCamera.getPosition());
}
agentList->unlock();
// Render the world box
if (!::lookingInMirror && ::statsOn) { render_world_box(); }
if (!::lookingInMirror && ::renderStatsOn) { render_world_box(); }
// brad's frustum for debugging
if (::frustumOn) renderViewFrustum(::viewFrustum);
//Render my own avatar
myAvatar.render(::lookingInMirror, ::myCamera.getPosition());
glPopMatrix();
}
@ -909,12 +927,12 @@ void displayOverlay() {
#ifndef _WIN32
audio.render(WIDTH, HEIGHT);
audioScope.render();
audioScope.render(20, HEIGHT - 200);
#endif
//noiseTest(WIDTH, HEIGHT);
if (displayHeadMouse && !::lookingInMirror && statsOn) {
if (displayHeadMouse && !::lookingInMirror && renderStatsOn) {
// Display small target box at center or head mouse target that can also be used to measure LOD
glColor3f(1.0, 1.0, 1.0);
glDisable(GL_LINE_SMOOTH);
@ -936,7 +954,7 @@ void displayOverlay() {
glLineWidth(1.0f);
glPointSize(1.0f);
if (::statsOn) { displayStats(); }
if (::renderStatsOn) { displayStats(); }
if (::logOn) { logger.render(WIDTH, HEIGHT); }
// Show menu
@ -1021,12 +1039,12 @@ void display(void)
//float firstPersonDistance = 0.0f;
//float firstPersonTightness = 100.0f;
float firstPersonPitch = 20.0f;
float firstPersonPitch = 20.0f + myAvatar.getRenderPitch();
float firstPersonUpShift = 0.1f;
float firstPersonDistance = 0.4f;
float firstPersonTightness = 100.0f;
float thirdPersonPitch = 0.0f;
float thirdPersonPitch = 0.0f + myAvatar.getRenderPitch();
float thirdPersonUpShift = -0.2f;
float thirdPersonDistance = 1.2f;
float thirdPersonTightness = 8.0f;
@ -1092,12 +1110,14 @@ void display(void)
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
@ -1221,17 +1241,23 @@ int setFullscreen(int state) {
}
int setVoxels(int state) {
return setValue(state, &::showingVoxels);
return setValue(state, &::renderVoxels);
}
int setStars(int state) {
return setValue(state, &::starsOn);
return setValue(state, &::renderStarsOn);
}
int setAtmosphere(int state) {
return setValue(state, &::atmosphereOn);
return setValue(state, &::renderAtmosphereOn);
}
int setRenderAvatars(int state) {
return setValue(state, &::renderAvatarsOn);
}
int setOculus(int state) {
bool wasOn = ::oculusOn;
int value = setValue(state, &::oculusOn);
@ -1242,7 +1268,7 @@ int setOculus(int state) {
}
int setStats(int state) {
return setValue(state, &::statsOn);
return setValue(state, &::renderStatsOn);
}
int setMenu(int state) {
@ -1378,6 +1404,7 @@ void initMenu() {
menuColumnRender->addRow("Voxels (V)", setVoxels);
menuColumnRender->addRow("Stars (*)", setStars);
menuColumnRender->addRow("Atmosphere (A)", setAtmosphere);
menuColumnRender->addRow("Avatars", setRenderAvatars);
menuColumnRender->addRow("Oculus (o)", setOculus);
// Tools
@ -1578,10 +1605,10 @@ void key(unsigned char k, int x, int y) {
// Process keypresses
if (k == 'q' || k == 'Q') ::terminate();
if (k == '/') ::statsOn = !::statsOn; // toggle stats
if (k == '*') ::starsOn = !::starsOn; // toggle stars
if (k == 'V' || k == 'v') ::showingVoxels = !::showingVoxels; // toggle voxels
if (k == 'A') ::atmosphereOn = !::atmosphereOn;
if (k == '/') ::renderStatsOn = !::renderStatsOn; // toggle stats
if (k == '*') ::renderStarsOn = !::renderStarsOn; // toggle stars
if (k == 'V' || k == 'v') ::renderVoxels = !::renderVoxels; // toggle voxels
if (k == 'A') ::renderAtmosphereOn = !::renderAtmosphereOn;
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
if (k == 'O' || k == 'G') setFrustumOffset(MENU_ROW_PICKED); // toggle view frustum offset debugging
@ -1725,11 +1752,12 @@ void idle(void) {
handControl.stop();
}
// Read serial port interface devices
if (serialPort.active && USING_INVENSENSE_MPU9150) {
serialPort.readData();
}
// Sample hardware, update view frustum if needed, Lsend avatar data to mixer/agents
// Sample hardware, update view frustum if needed, and send avatar data to mixer/agents
updateAvatar(deltaTime);
// read incoming packets from network
@ -1750,7 +1778,11 @@ void idle(void) {
myAvatar.setGravity(getGravity(myAvatar.getPosition()));
myAvatar.simulate(deltaTime);
// Update audio stats for procedural sounds
audio.setLastAcceleration(myAvatar.getThrust());
audio.setLastVelocity(myAvatar.getVelocity());
glutPostRedisplay();
lastTimeIdle = check;
}

View file

@ -158,12 +158,12 @@ const char* ViewFrustum::debugPlaneName (int plane) const {
}
int ViewFrustum::pointInFrustum(const glm::vec3& point) const {
ViewFrustum::location ViewFrustum::pointInFrustum(const glm::vec3& point) const {
//printf("ViewFrustum::pointInFrustum() point=%f,%f,%f\n",point.x,point.y,point.z);
//dump();
int result = INSIDE;
ViewFrustum::location result = INSIDE;
for(int i=0; i < 6; i++) {
float distance = _planes[i].distance(point);
@ -176,8 +176,8 @@ int ViewFrustum::pointInFrustum(const glm::vec3& point) const {
return(result);
}
int ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) const {
int result = INSIDE;
ViewFrustum::location ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) const {
ViewFrustum::location result = INSIDE;
float distance;
for(int i=0; i < 6; i++) {
distance = _planes[i].distance(center);
@ -190,11 +190,11 @@ int ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) const {
}
int ViewFrustum::boxInFrustum(const AABox& box) const {
ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const {
//printf("ViewFrustum::boxInFrustum() box.corner=%f,%f,%f x=%f\n",
// box.getCorner().x,box.getCorner().y,box.getCorner().z,box.getSize().x);
int result = INSIDE;
ViewFrustum::location result = INSIDE;
for(int i=0; i < 6; i++) {
//printf("plane[%d] -- point(%f,%f,%f) normal(%f,%f,%f) d=%f \n",i,

View file

@ -94,9 +94,9 @@ public:
typedef enum {OUTSIDE, INTERSECT, INSIDE} location;
int pointInFrustum(const glm::vec3& point) const;
int sphereInFrustum(const glm::vec3& center, float radius) const;
int boxInFrustum(const AABox& box) const;
ViewFrustum::location pointInFrustum(const glm::vec3& point) const;
ViewFrustum::location sphereInFrustum(const glm::vec3& center, float radius) const;
ViewFrustum::location boxInFrustum(const AABox& box) const;
// some frustum comparisons
bool matches(const ViewFrustum& compareTo) const;

View file

@ -19,7 +19,7 @@ const int TREE_SCALE = 128;
const int NUMBER_OF_CHILDREN = 8;
const int MAX_VOXEL_PACKET_SIZE = 1492;
const int MAX_TREE_SLICE_BYTES = 26;
const int MAX_VOXELS_PER_SYSTEM = 500000;
const int MAX_VOXELS_PER_SYSTEM = 200000;
const int VERTICES_PER_VOXEL = 24;
const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
const int INDICES_PER_VOXEL = 3 * 12;

View file

@ -259,6 +259,12 @@ bool VoxelNode::isInView(const ViewFrustum& viewFrustum) const {
return inView;
}
ViewFrustum::location VoxelNode::inFrustum(const ViewFrustum& viewFrustum) const {
AABox box = _box; // use temporary box so we can scale it
box.scale(TREE_SCALE);
return viewFrustum.boxInFrustum(box);
}
float VoxelNode::distanceToCamera(const ViewFrustum& viewFrustum) const {
glm::vec3 center = _box.getCenter() * (float)TREE_SCALE;
float distanceToVoxelCenter = sqrtf(powf(viewFrustum.getPosition().x - center.x, 2) +

View file

@ -57,6 +57,7 @@ public:
bool isColored() const { return (_trueColor[3]==1); };
bool isInView(const ViewFrustum& viewFrustum) const;
ViewFrustum::location inFrustum(const ViewFrustum& viewFrustum) const;
float distanceToCamera(const ViewFrustum& viewFrustum) const;
bool isLeaf() const;
void printDebugDetails(const char* label) const;

View file

@ -82,3 +82,39 @@ VoxelNode* VoxelNodeBag::extract() {
}
return NULL;
}
bool VoxelNodeBag::contains(VoxelNode* node) {
for (int i = 0; i < _elementsInUse; i++) {
// just compare the pointers... that's good enough
if (_bagElements[i] == node) {
return true; // exit early!!
}
// if we're past where it should be, then it's not here!
if (_bagElements[i] > node) {
return false;
}
}
// if we made it through the entire bag, it's not here!
return false;
}
void VoxelNodeBag::remove(VoxelNode* node) {
int foundAt = -1;
for (int i = 0; i < _elementsInUse; i++) {
// just compare the pointers... that's good enough
if (_bagElements[i] == node) {
foundAt = i;
break;
}
// if we're past where it should be, then it's not here!
if (_bagElements[i] > node) {
break;
}
}
// if we found it, then we need to remove it....
if (foundAt != -1) {
memmove(&_bagElements[foundAt], &_bagElements[foundAt + 1], (_elementsInUse - foundAt) * sizeof(VoxelNode*));
_elementsInUse--;
}
}

View file

@ -28,6 +28,8 @@ public:
void insert(VoxelNode* node); // put a node into the bag
VoxelNode* extract(); // pull a node out of the bag (could come in any order)
bool contains(VoxelNode* node); // is this node in the bag?
void remove(VoxelNode* node); // remove a specific item from the bag
bool isEmpty() const { return (_elementsInUse == 0); };
int count() const { return _elementsInUse; };

View file

@ -12,7 +12,21 @@
VoxelTree myTree;
void voxelTutorial(VoxelTree* tree) {
int _nodeCount=0;
bool countVoxelsOperation(VoxelNode* node, void* extraData) {
if (node->isColored()){
_nodeCount++;
}
return true; // keep going
}
void addLandscape(VoxelTree * tree) {
printf("Adding Landscape...\n");
}
void voxelTutorial(VoxelTree * tree) {
printf("adding scene...\n");
// We want our corner voxels to be about 1/2 meter high, and our TREE_SCALE is in meters, so...
float voxelSize = 0.5f / TREE_SCALE;