diff --git a/interface/src/main.cpp b/interface/src/main.cpp index 3953a657f1..1ff692c613 100644 --- a/interface/src/main.cpp +++ b/interface/src/main.cpp @@ -158,6 +158,7 @@ VoxelDetail paintingVoxel; // The voxel we're painting if we're painting unsigned char dominantColor = 0; // The dominant color of the voxel we're painting bool perfStatsOn = false; // Do we want to display perfStats? bool frustumOn = false; // Whether or not to display the debug view frustum +bool cameraFrustum = false; // which frustum to look at bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum float viewFrustumOffsetYaw = -90.0; @@ -533,11 +534,48 @@ void render_view_frustum() { // farHeight – the height of the far plane // farWidth – the width of the far plane - glm::vec3 viewFrustumPosition = myAvatar.getHeadPosition(); - glm::vec3 viewFrustumDirection = myAvatar.getHeadLookatDirection(); + glm::vec3 cameraPosition = ::myCamera.getPosition() * -1.0; + glm::vec3 headPosition = ::myAvatar.getHeadPosition(); + printf("\nPosition:\n"); + printf("cameraPosition=%f, cameraPosition=%f, cameraPosition=%f\n",cameraPosition.x,cameraPosition.y,cameraPosition.z); + printf("headPosition.x=%f, headPosition.y=%f, headPosition.z=%f\n",headPosition.x,headPosition.y,headPosition.z); + + glm::vec3 cameraDirection = ::myCamera.getOrientation().getFront() * glm::vec3(-1,-1,-1); + glm::vec3 headDirection = myAvatar.getHeadLookatDirection(); + printf("\nDirection:\n"); + printf("cameraDirection.x=%f, cameraDirection.y=%f, cameraDirection.z=%f\n",cameraDirection.x,cameraDirection.y,cameraDirection.z); + printf("headDirection.x=%f, headDirection.y=%f, headDirection.z=%f\n",headDirection.x,headDirection.y,headDirection.z); + + glm::vec3 cameraUp = myCamera.getOrientation().getUp() * glm::vec3(1,1,-1); + glm::vec3 headUp = myAvatar.getHeadLookatDirectionUp(); + printf("\nUp:\n"); + printf("cameraUp.x=%f, cameraUp.y=%f, cameraUp.z=%f\n",cameraUp.x,cameraUp.y,cameraUp.z); + printf("headUp.x=%f, headUp.y=%f, headUp.z=%f\n",headUp.x,headUp.y,headUp.z); + + glm::vec3 cameraRight = myCamera.getOrientation().getRight() * glm::vec3(1,-1,1); + glm::vec3 headRight = myAvatar.getHeadLookatDirectionRight(); + printf("\nRight:\n"); + printf("cameraRight.x=%f, cameraRight.y=%f, cameraRight.z=%f\n",cameraRight.x,cameraRight.y,cameraRight.z); + printf("headRight.x=%f, headRight.y=%f, headRight.z=%f\n",headRight.x,headRight.y,headRight.z); + + glm::vec3 viewFrustumPosition; + glm::vec3 viewFrustumDirection; + glm::vec3 up; + glm::vec3 right; + + // Camera or Head? + if (::cameraFrustum) { + viewFrustumPosition = cameraPosition; + viewFrustumDirection = cameraDirection; + up = cameraUp; + right = cameraRight; + } else { + viewFrustumPosition = headPosition; + viewFrustumDirection = headDirection; + up = headUp; + right = headRight; + } - glm::vec3 up = myAvatar.getHeadLookatDirectionUp(); - glm::vec3 right = myAvatar.getHeadLookatDirectionRight(); // what? this are negative?? GRRRR!!! float nearDist = -0.1; @@ -569,9 +607,21 @@ void render_view_frustum() { // Get ready to draw some lines glDisable(GL_LIGHTING); glColor4f(1.0, 1.0, 1.0, 1.0); - glLineWidth(1.0); glBegin(GL_LINES); + glLineWidth(3.0); + glColor3f(1,1,1); + glm::vec3 headLookingAt = headPosition+(headDirection*-2.0); + glVertex3f(headPosition.x,headPosition.y,headPosition.z); + glVertex3f(headLookingAt.x,headLookingAt.y,headLookingAt.z); + + glColor3f(1,1,1); + glm::vec3 cameraLookingAt = cameraPosition+(cameraDirection*-2.0); + glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z); + glVertex3f(cameraLookingAt.x,cameraLookingAt.y,cameraLookingAt.z); + + // The remaining lines are skinny + glLineWidth(1.0); // near plane - bottom edge glColor3f(1,0,0); glVertex3f(nearBottomLeft.x,nearBottomLeft.y,nearBottomLeft.z); @@ -674,37 +724,49 @@ void display(void) myCamera.setDistance( 0.08 ); myCamera.update(); } else { - if (::viewFrustumFromOffset && ::frustumOn) { - //---------------------------------------------------- - // set the camera to third-person view but offset so we can see the frustum - //---------------------------------------------------- - myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw ); - myCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch ); - myCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll ); - myCamera.setUp ( 0.2 + 0.2 ); - myCamera.setDistance( 0.5 + 0.2 ); - myCamera.update(); - } else { - //---------------------------------------------------- - // set the camera to third-person view behind my av - //---------------------------------------------------- - myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() ); - myCamera.setPitch ( 0.0 ); - myCamera.setRoll ( 0.0 ); - myCamera.setUp ( 0.2 ); - myCamera.setDistance( 1.6 ); - myCamera.setDistance( 0.5 ); - myCamera.update(); - } + //---------------------------------------------------- + // set the camera to third-person view behind my av + //---------------------------------------------------- + myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() ); + myCamera.setPitch ( 0.0 ); + myCamera.setRoll ( 0.0 ); + myCamera.setUp ( 0.2 ); + myCamera.setDistance( 1.6 ); + myCamera.setDistance( 0.5 ); + myCamera.update(); } + // 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 + // is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism + // to add other cameras. + // + // Why have two cameras? Well, one reason is that because in the case of the render_view_frustum() + // code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of + // myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera + Camera whichCamera = myCamera; + Camera viewFrustumOffsetCamera = myCamera; + + if (::viewFrustumFromOffset && ::frustumOn) { + //---------------------------------------------------- + // set the camera to third-person view but offset so we can see the frustum + //---------------------------------------------------- + viewFrustumOffsetCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw ); + viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch ); + viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll ); + viewFrustumOffsetCamera.setUp ( 0.2 + 0.2 ); + viewFrustumOffsetCamera.setDistance( 0.5 + 0.2 ); + viewFrustumOffsetCamera.update(); + + whichCamera = viewFrustumOffsetCamera; + } //--------------------------------------------- // transform view according to myCamera //--------------------------------------------- - glRotatef ( myCamera.getPitch(), 1, 0, 0 ); - glRotatef ( myCamera.getYaw(), 0, 1, 0 ); - glRotatef ( myCamera.getRoll(), 0, 0, 1 ); - glTranslatef( myCamera.getPosition().x, myCamera.getPosition().y, myCamera.getPosition().z ); + glRotatef ( whichCamera.getPitch(), 1, 0, 0 ); + glRotatef ( whichCamera.getYaw(), 0, 1, 0 ); + glRotatef ( whichCamera.getRoll(), 0, 0, 1 ); + glTranslatef( whichCamera.getPosition().x, whichCamera.getPosition().y, whichCamera.getPosition().z ); if (::starsOn) { // should be the first rendering pass - w/o depth buffer / lighting @@ -1057,6 +1119,7 @@ void key(unsigned char k, int x, int y) if (k == '*') ::starsOn = !::starsOn; // toggle stars if (k == 'V') ::showingVoxels = !::showingVoxels; // toggle voxels if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging + if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at if (k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum from offset debugging if (k == '[') ::viewFrustumOffsetYaw -= 0.5;