Merge remote-tracking branch 'origin/master'

This commit is contained in:
Jeffrey Ventrella 2013-04-16 13:56:45 -07:00
commit 1bef9544d9
51 changed files with 805 additions and 768 deletions

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
set(TARGET_NAME audio-mixer)

View file

@ -309,7 +309,7 @@ int main(int argc, const char * argv[])
agentList->increaseAgentId();
}
agentList->updateAgentWithData(agentAddress, (void *)packetData, receivedBytes);
agentList->updateAgentWithData(agentAddress, packetData, receivedBytes);
} else {
memcpy(loopbackAudioPacket, packetData + 1 + (sizeof(float) * 4), 1024);
agentList->getAgentSocket().send(agentAddress, loopbackAudioPacket, 1024);

View file

@ -2,17 +2,21 @@ cmake_minimum_required(VERSION 2.8)
set(TARGET_NAME "avatar-mixer")
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
# setup for find modules
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../cmake/modules/")
# setup the project
include(${MACRO_DIR}/SetupHifiProject.cmake)
setup_hifi_project(${TARGET_NAME})
# link the shared hifi library
# include glm
include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} ${ROOT_DIR})
# link required hifi libraries
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
# link the threads library
find_package(Threads REQUIRED)
target_link_libraries(${TARGET_NAME} ${CMAKE_THREAD_LIBS_INIT})
link_hifi_library(avatars ${TARGET_NAME} ${ROOT_DIR})

View file

@ -1,118 +0,0 @@
//
// AvatarAgentData.cpp
// hifi
//
// Created by Stephen Birarda on 4/9/13.
//
//
#include <cstdio>
#include "AvatarAgentData.h"
AvatarAgentData::AvatarAgentData() {
}
AvatarAgentData::~AvatarAgentData() {
}
AvatarAgentData* AvatarAgentData::clone() const {
return new AvatarAgentData(*this);
}
void AvatarAgentData::parseData(void *data, int size) {
char* packetData = (char *)data + 1;
// Extract data from packet
sscanf(packetData,
PACKET_FORMAT,
&_pitch,
&_yaw,
&_roll,
&_headPositionX,
&_headPositionY,
&_headPositionZ,
&_loudness,
&_averageLoudness,
&_handPositionX,
&_handPositionY,
&_handPositionZ);
}
float AvatarAgentData::getPitch() {
return _pitch;
}
float AvatarAgentData::getYaw() {
return _yaw;
}
float AvatarAgentData::getRoll() {
return _roll;
}
float AvatarAgentData::getHeadPositionX() {
return _headPositionX;
}
float AvatarAgentData::getHeadPositionY() {
return _headPositionY;
}
float AvatarAgentData::getHeadPositionZ() {
return _headPositionZ;
}
float AvatarAgentData::getLoudness() {
return _loudness;
}
float AvatarAgentData::getAverageLoudness() {
return _averageLoudness;
}
float AvatarAgentData::getHandPositionX() {
return _handPositionX;
}
float AvatarAgentData::getHandPositionY() {
return _handPositionY;
}
float AvatarAgentData::getHandPositionZ() {
return _handPositionZ;
}
void AvatarAgentData::setPitch(float pitch) {
_pitch = pitch;
}
void AvatarAgentData::setYaw(float yaw) {
_yaw = yaw;
}
void AvatarAgentData::setRoll(float roll) {
_roll = roll;
}
void AvatarAgentData::setHeadPosition(float x, float y, float z) {
_headPositionX = x;
_headPositionY = y;
_headPositionZ = z;
}
void AvatarAgentData::setLoudness(float loudness) {
_loudness = loudness;
}
void AvatarAgentData::setAverageLoudness(float averageLoudness) {
_averageLoudness = averageLoudness;
}
void AvatarAgentData::setHandPosition(float x, float y, float z) {
_handPositionX = x;
_handPositionY = y;
_handPositionZ = z;
}

View file

@ -1,58 +0,0 @@
//
// AvatarAgentData.h
// hifi
//
// Created by Stephen Birarda on 4/9/13.
//
//
#ifndef __hifi__AvatarAgentData__
#define __hifi__AvatarAgentData__
#include <iostream>
#include <AgentData.h>
const char PACKET_FORMAT[] = "%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f";
class AvatarAgentData : public AgentData {
public:
AvatarAgentData();
~AvatarAgentData();
void parseData(void *data, int size);
AvatarAgentData* clone() const;
float getPitch();
void setPitch(float pitch);
float getYaw();
void setYaw(float yaw);
float getRoll();
void setRoll(float roll);
float getHeadPositionX();
float getHeadPositionY();
float getHeadPositionZ();
void setHeadPosition(float x, float y, float z);
float getLoudness();
void setLoudness(float loudness);
float getAverageLoudness();
void setAverageLoudness(float averageLoudness);
float getHandPositionX();
float getHandPositionY();
float getHandPositionZ();
void setHandPosition(float x, float y, float z);
private:
float _pitch;
float _yaw;
float _roll;
float _headPositionX;
float _headPositionY;
float _headPositionZ;
float _loudness;
float _averageLoudness;
float _handPositionX;
float _handPositionY;
float _handPositionZ;
};
#endif /* defined(__hifi__AvatarAgentData__) */

View file

@ -32,37 +32,22 @@
#include <StdDev.h>
#include <UDPSocket.h>
#include "AvatarAgentData.h"
#include "AvatarData.h"
const int AVATAR_LISTEN_PORT = 55444;
const unsigned short BROADCAST_INTERVAL_USECS = 20 * 1000 * 1000;
unsigned char *addAgentToBroadcastPacket(unsigned char *currentPosition, Agent *agentToAdd) {
currentPosition += packAgentId(currentPosition, agentToAdd->getAgentId());
AvatarAgentData *agentData = (AvatarAgentData *)agentToAdd->getLinkedData();
AvatarData *agentData = (AvatarData *)agentToAdd->getLinkedData();
currentPosition += agentData->getBroadcastData(currentPosition);
int bytesWritten = sprintf((char *)currentPosition,
PACKET_FORMAT,
agentData->getPitch(),
agentData->getYaw(),
agentData->getRoll(),
agentData->getHeadPositionX(),
agentData->getHeadPositionY(),
agentData->getHeadPositionZ(),
agentData->getLoudness(),
agentData->getAverageLoudness(),
agentData->getHandPositionX(),
agentData->getHandPositionY(),
agentData->getHandPositionZ());
currentPosition += bytesWritten;
return currentPosition;
}
void attachAvatarDataToAgent(Agent *newAgent) {
if (newAgent->getLinkedData() == NULL) {
newAgent->setLinkedData(new AvatarAgentData());
newAgent->setLinkedData(new AvatarData());
}
}
@ -78,7 +63,7 @@ int main(int argc, char* argv[])
agentList->startPingUnknownAgentsThread();
sockaddr *agentAddress = new sockaddr;
char *packetData = new char[MAX_PACKET_SIZE];
unsigned char *packetData = new unsigned char[MAX_PACKET_SIZE];
ssize_t receivedBytes = 0;
unsigned char *broadcastPacket = new unsigned char[MAX_PACKET_SIZE];
@ -92,7 +77,7 @@ int main(int argc, char* argv[])
switch (packetData[0]) {
case PACKET_HEADER_HEAD_DATA:
// this is positional data from an agent
agentList->updateAgentWithData(agentAddress, (void *)packetData, receivedBytes);
agentList->updateAgentWithData(agentAddress, packetData, receivedBytes);
currentBufferPosition = broadcastPacket + 1;
agentIndex = 0;
@ -116,7 +101,7 @@ int main(int argc, char* argv[])
break;
default:
// hand this off to the AgentList
agentList->processAgentData(agentAddress, (void *)packetData, receivedBytes);
agentList->processAgentData(agentAddress, packetData, receivedBytes);
break;
}
}

View file

@ -1,5 +1,5 @@
MACRO(INCLUDE_GLM TARGET MACRO_DIR)
set(GLM_ROOT_DIR ${MACRO_DIR}/../../externals)
MACRO(INCLUDE_GLM TARGET ROOT_DIR)
set(GLM_ROOT_DIR ${ROOT_DIR}/externals)
find_package(GLM REQUIRED)
include_directories(${GLM_INCLUDE_DIRS})
ENDMACRO(INCLUDE_GLM _target _macro_dir)
ENDMACRO(INCLUDE_GLM _target _root_dir)

View file

@ -3,12 +3,6 @@ MACRO(LINK_HIFI_LIBRARY LIBRARY TARGET ROOT_DIR)
add_subdirectory(${ROOT_DIR}/libraries/${LIBRARY} ${ROOT_DIR}/libraries/${LIBRARY})
endif (NOT TARGET ${LIBRARY})
string(TOUPPER ${LIBRARY} UPPERCASED_LIBRARY_NAME)
set(HIFI_LIBRARY_PROPERTY "HIFI_${UPPERCASED_LIBRARY_NAME}_LIBRARY")
get_directory_property(HIFI_LIBRARY
DIRECTORY ${ROOT_DIR}/libraries/${LIBRARY}
DEFINITION ${HIFI_LIBRARY_PROPERTY})
include_directories(${ROOT_DIR}/libraries/${LIBRARY}/src)
add_dependencies(${TARGET} ${LIBRARY})

View file

@ -0,0 +1,9 @@
MACRO(SETUP_HIFI_LIBRARY TARGET)
project(${TARGET_NAME})
# grab the implemenation and header files
file(GLOB LIB_SRCS src/*.h src/*.cpp)
# create a library and set the property so it can be referenced later
add_library(${TARGET_NAME} ${LIB_SRCS})
ENDMACRO(SETUP_HIFI_LIBRARY _target)

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
set(TARGET_NAME domain-server)

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
set(TARGET_NAME injector)

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
set(TARGET_NAME interface)
@ -26,7 +26,7 @@ endif (WIN32)
# set up the external glm library
include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} ${MACRO_DIR})
include_glm(${TARGET_NAME} ${ROOT_DIR})
# create the InterfaceConfig.h file based on GL_HEADERS above
configure_file(InterfaceConfig.h.in ${PROJECT_BINARY_DIR}/includes/InterfaceConfig.h)
@ -56,10 +56,11 @@ add_executable(${TARGET_NAME} MACOSX_BUNDLE ${INTERFACE_SRCS})
# link in the hifi shared library
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
# link in the hifi voxels library
# link required hifi libraries
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
link_hifi_library(voxels ${TARGET_NAME} ${ROOT_DIR})
link_hifi_library(avatars ${TARGET_NAME} ${ROOT_DIR})
# find required libraries
find_package(GLM REQUIRED)

View file

@ -156,7 +156,7 @@ int audioCallback (const void *inputBuffer,
// memcpy the three float positions
for (int p = 0; p < 3; p++) {
memcpy(currentPacketPtr, &data->linkedHead->getPos()[p], sizeof(float));
memcpy(currentPacketPtr, &data->linkedHead->getBodyPosition()[p], sizeof(float));
currentPacketPtr += sizeof(float);
}
@ -411,7 +411,7 @@ void *receiveAudioViaUDP(void *args) {
}
if (packetsReceivedThisPlayback == 1) gettimeofday(&firstPlaybackTimer, NULL);
ringBuffer->parseData(receivedData, PACKET_LENGTH_BYTES);
ringBuffer->parseData((unsigned char *)receivedData, PACKET_LENGTH_BYTES);
previousReceiveTime = currentReceiveTime;
}

8
interface/src/Camera.cpp Executable file → Normal file
View file

@ -5,8 +5,9 @@
//
//---------------------------------------------------------------------
#include <SharedUtil.h>
#include "Camera.h"
#include "Util.h"
@ -34,7 +35,7 @@ Camera::Camera()
//------------------------------------
void Camera::update( float deltaTime )
{
double radian = ( yaw / 180.0 ) * PIE;
float radian = ( _yaw / 180.0 ) * PIE;
//these need to be checked to make sure they correspond to the coordinate system.
double x = distance * -sin( radian );
@ -43,7 +44,8 @@ void Camera::update( float deltaTime )
idealPosition = targetPosition + glm::vec3( x, y, z );
float t = tightness * deltaTime;
_idealPosition = _targetPosition + glm::vec3( x, y, z );
float t = _tightness * deltaTime;
if ( t > 1.0 ){
t = 1.0;

45
interface/src/Camera.h Executable file → Normal file
View file

@ -13,11 +13,11 @@
enum CameraMode
{
CAMERA_MODE_NULL = -1,
CAMERA_MODE_FIRST_PERSON,
CAMERA_MODE_THIRD_PERSON,
CAMERA_MODE_MY_OWN_FACE,
NUM_CAMERA_MODES
CAMERA_MODE_NULL = -1,
CAMERA_MODE_FIRST_PERSON,
CAMERA_MODE_THIRD_PERSON,
CAMERA_MODE_MY_OWN_FACE,
NUM_CAMERA_MODES
};
static const float DEFAULT_CAMERA_TIGHTNESS = 10.0f;
@ -25,8 +25,8 @@ static const float DEFAULT_CAMERA_TIGHTNESS = 10.0f;
class Camera
{
public:
Camera();
Camera();
void update( float deltaTime );
void setMode ( CameraMode m ) { mode = m; }
@ -40,12 +40,31 @@ public:
void setTightness ( float t ) { tightness = t; }
void setOrientation ( Orientation o ) { orientation.set(o); }
float getYaw () { return yaw; }
float getPitch () { return pitch; }
float getRoll () { return roll; }
glm::vec3 getPosition () { return position; }
Orientation getOrientation () { return orientation; }
CameraMode getMode () { return mode; }
void setMode ( CameraMode m ) { _mode = m; }
void setYaw ( float y ) { _yaw = y; }
void setPitch ( float p ) { _pitch = p; }
void setRoll ( float r ) { _roll = r; }
void setUp ( float u ) { _up = u; }
void setDistance ( float d ) { _distance = d; }
void setTargetPosition ( glm::vec3 t ) { _targetPosition = t; };
void setPosition ( glm::vec3 p ) { _position = p; };
void setOrientation ( Orientation o ) { _orientation.set(o); }
void setTightness ( float t ) { _tightness = t; }
void setFieldOfView ( float f ) { _fieldOfView = f; }
void setAspectRatio ( float a ) { _aspectRatio = a; }
void setNearClip ( float n ) { _nearClip = n; }
void setFarClip ( float f ) { _farClip = f; }
float getYaw () { return _yaw; }
float getPitch () { return _pitch; }
float getRoll () { return _roll; }
glm::vec3 getPosition () { return _position; }
Orientation getOrientation () { return _orientation; }
CameraMode getMode () { return _mode; }
float getFieldOfView () { return _fieldOfView; }
float getAspectRatio () { return _aspectRatio; }
float getNearClip () { return _nearClip; }
float getFarClip () { return _farClip; }
private:

View file

@ -17,6 +17,7 @@
#include "Head.h"
#include <AgentList.h>
#include <AgentTypes.h>
#include <PacketHeaders.h>
using namespace std;
@ -44,9 +45,6 @@ vector<unsigned char> iris_texture;
unsigned int iris_texture_width = 512;
unsigned int iris_texture_height = 256;
Head::Head() {
initializeAvatar();
@ -124,8 +122,6 @@ Head::Head() {
Head::Head(const Head &otherHead) {
initializeAvatar();
bodyPosition = otherHead.bodyPosition;
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = otherHead.driveKeys[i];
PupilSize = otherHead.PupilSize;
@ -218,6 +214,7 @@ void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int hea
if ((Pitch < MAX_PITCH) && (Pitch > MIN_PITCH))
addPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
addRoll(-measured_roll_rate * HEAD_ROLL_SCALE * frametime);
if (head_mirror) {
@ -379,12 +376,12 @@ void Head::simulate(float deltaTime) {
//----------------------------------------------------------
// update body yaw by body yaw delta
//----------------------------------------------------------
bodyYaw += bodyYawDelta * deltaTime;
_bodyYaw += bodyYawDelta * deltaTime;
//----------------------------------------------------------
// (for now) set head yaw to body yaw
//----------------------------------------------------------
Yaw = bodyYaw;
Yaw = _bodyYaw;
//----------------------------------------------------------
// decay body yaw delta
@ -400,7 +397,7 @@ void Head::simulate(float deltaTime) {
//----------------------------------------------------------
// update position by velocity
//----------------------------------------------------------
bodyPosition += (glm::vec3)avatar.velocity * deltaTime;
_bodyPosition += (glm::vec3)avatar.velocity * deltaTime;
//----------------------------------------------------------
// decay velocity
@ -515,7 +512,7 @@ void Head::render(int faceToFace, int isMine) {
// show avatar position
//---------------------------------------------------
glPushMatrix();
glTranslatef( bodyPosition.x, bodyPosition.y, bodyPosition.z );
glTranslatef(_bodyPosition.x, _bodyPosition.y, _bodyPosition.z);
glScalef( 0.03, 0.03, 0.03 );
glutSolidSphere( 1, 10, 10 );
glPopMatrix();
@ -619,7 +616,7 @@ void Head::renderHead( int faceToFace, int isMine ) {
glScalef( 0.03, 0.03, 0.03 );
glRotatef( bodyYaw, 0, 1, 0);
glRotatef(_bodyYaw, 0, 1, 0);
// Don't render a head if it is really close to your location, because that is your own head!
@ -777,9 +774,9 @@ void Head::initializeAvatar() {
closestOtherAvatar = 0;
bodyYaw = -90.0;
bodyPitch = 0.0;
bodyRoll = 0.0;
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
bodyYawDelta = 0.0;
@ -900,24 +897,20 @@ void Head::updateAvatarSkeleton() {
// rotate body...
//----------------------------------
avatar.orientation.setToIdentity();
avatar.orientation.yaw( bodyYaw );
avatar.orientation.yaw( _bodyYaw );
//------------------------------------------------------------------------
// calculate positions of all bones by traversing the skeleton tree:
//------------------------------------------------------------------------
for (int b=0; b<NUM_AVATAR_BONES; b++) {
if ( bone[b].parent == AVATAR_BONE_NULL ) {
bone[b].orientation.set( avatar.orientation );
//printf( "bodyPosition = %f, %f, %f\n", bodyPosition.x, bodyPosition.y, bodyPosition.z );
glm::vec3 ppp = bodyPosition;
bone[b].orientation.set(avatar.orientation);
//printf( "bodyPosition = %f, %f, %f\n", bodyPosition.x, bodyPosition.y, bodyPosition.z );
glm::vec3 ppp = _bodyPosition;
// ppp.y += 0.2;
bone[b].position = ppp;// + glm::vec3( 0.0f, 1.0f, 0.0f ) * 1.0f;
}
else {
bone[b].orientation.set( bone[ bone[b].parent ].orientation );
@ -947,7 +940,7 @@ void Head::updateAvatarSprings( float deltaTime ) {
glm::vec3 springVector( bone[b].springyPosition );
if ( bone[b].parent == AVATAR_BONE_NULL ) {
springVector -= bodyPosition;
springVector -= _bodyPosition;
}
else {
springVector -= bone[ bone[b].parent ].springyPosition;
@ -980,7 +973,7 @@ void Head::updateAvatarSprings( float deltaTime ) {
}
float Head::getBodyYaw() {
return bodyYaw;
return _bodyYaw;
}
glm::vec3 Head::getHeadLookatDirection() {
@ -1019,17 +1012,6 @@ glm::vec3 Head::getHeadPosition() {
);
}
glm::vec3 Head::getBodyPosition() {
return glm::vec3
(
bone[ AVATAR_BONE_PELVIS_SPINE ].position.x,
bone[ AVATAR_BONE_PELVIS_SPINE ].position.y,
bone[ AVATAR_BONE_PELVIS_SPINE ].position.z
);
}
void Head::updateHandMovement() {
glm::vec3 transformedHandMovement;
@ -1188,48 +1170,12 @@ void Head::renderBody() {
}
// Transmit data to agents requesting it
// called on me just prior to sending data to others (continuasly called)
int Head::getBroadcastData(char* data) {
// Copy data for transmission to the buffer, return length of data
sprintf(data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
getRenderPitch() + Pitch, -getRenderYaw() + 180 -Yaw, Roll,
//avatar.yaw, avatar.pitch, avatar.roll,
bodyPosition.x + leanSideways, bodyPosition.y, bodyPosition.z + leanForward,
loudness, averageLoudness,
//hand->getPos().x, hand->getPos().y, hand->getPos().z); //previous to Ventrella change
bone[ AVATAR_BONE_RIGHT_HAND ].position.x,
bone[ AVATAR_BONE_RIGHT_HAND ].position.y,
bone[ AVATAR_BONE_RIGHT_HAND ].position.z );
return strlen(data);
}
//called on the other agents - assigns it to my views of the others
void Head::parseData(void *data, int size) {
sscanf
(
(char *)data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
&Pitch, &Yaw, &Roll,
//&avatar.yaw, &avatar.pitch, &avatar.roll,
&bodyPosition.x, &bodyPosition.y, &bodyPosition.z,
&loudness, &averageLoudness,
&bone[ AVATAR_BONE_RIGHT_HAND ].position.x,
&bone[ AVATAR_BONE_RIGHT_HAND ].position.y,
&bone[ AVATAR_BONE_RIGHT_HAND ].position.z
);
handBeingMoved = true;
}
void Head::SetNewHeadTarget(float pitch, float yaw) {
PitchTarget = pitch;
YawTarget = yaw;
}
void Head::processTransmitterData(char *packetData, int numBytes) {
void Head::processTransmitterData(unsigned char* packetData, int numBytes) {
// Read a packet from a transmitter app, process the data
float accX, accY, accZ,
graX, graY, graZ,

View file

@ -10,10 +10,13 @@
#define __interface__head__
#include <iostream>
#include "AgentData.h"
#include <AvatarData.h>
#include <Orientation.h> // added by Ventrella as a utility
#include "Field.h"
#include "world.h"
#include "Orientation.h" // added by Ventrella as a utility
#include "InterfaceConfig.h"
#include "SerialInterface.h"
@ -39,48 +42,6 @@ enum AvatarMode
NUM_AVATAR_MODES
};
/*
enum AvatarJoints
{
AVATAR_JOINT_NULL = -1,
AVATAR_JOINT_PELVIS,
AVATAR_JOINT_TORSO,
AVATAR_JOINT_CHEST,
AVATAR_JOINT_NECK_BASE,
AVATAR_JOINT_HEAD_BASE,
AVATAR_JOINT_HEAD_TOP,
AVATAR_JOINT_LEFT_CLAVICLE,
AVATAR_JOINT_LEFT_SHOULDER,
AVATAR_JOINT_LEFT_ELBOW,
AVATAR_JOINT_LEFT_WRIST,
AVATAR_JOINT_LEFT_FINGERTIPS,
AVATAR_JOINT_RIGHT_CLAVICLE,
AVATAR_JOINT_RIGHT_SHOULDER,
AVATAR_JOINT_RIGHT_ELBOW,
AVATAR_JOINT_RIGHT_WRIST,
AVATAR_JOINT_RIGHT_FINGERTIPS,
AVATAR_JOINT_LEFT_HIP,
AVATAR_JOINT_LEFT_KNEE,
AVATAR_JOINT_LEFT_HEEL,
AVATAR_JOINT_LEFT_TOES,
AVATAR_JOINT_RIGHT_HIP,
AVATAR_JOINT_RIGHT_KNEE,
AVATAR_JOINT_RIGHT_HEEL,
AVATAR_JOINT_RIGHT_TOES,
NUM_AVATAR_JOINTS
};
*/
enum AvatarBones
{
AVATAR_BONE_NULL = -1,
@ -107,7 +68,7 @@ enum AvatarBones
AVATAR_BONE_RIGHT_THIGH, // connects right hip joint with right knee joint
AVATAR_BONE_RIGHT_SHIN, // connects right knee joint with right heel joint
AVATAR_BONE_RIGHT_FOOT, // connects right heel joint with right toes joint
NUM_AVATAR_BONES
};
@ -134,7 +95,7 @@ struct Avatar
Orientation orientation;
};
class Head : public AgentData {
class Head : public AvatarData {
public:
Head();
~Head();
@ -168,9 +129,7 @@ class Head : public AgentData {
glm::vec3 getHeadLookatDirectionUp();
glm::vec3 getHeadLookatDirectionRight();
glm::vec3 getHeadPosition();
glm::vec3 getBonePosition( AvatarBones b );
glm::vec3 getBodyPosition();
glm::vec3 getBonePosition( AvatarBones b );
AvatarMode getMode();
@ -187,18 +146,12 @@ class Head : public AgentData {
void setHandMovement( glm::vec3 movement );
void updateHandMovement();
// Send and receive network data
int getBroadcastData(char * data);
void parseData(void *data, int size);
float getLoudness() {return loudness;};
float getAverageLoudness() {return averageLoudness;};
void setAverageLoudness(float al) {averageLoudness = al;};
void setLoudness(float l) {loudness = l;};
void SetNewHeadTarget(float, float);
glm::vec3 getPos() { return bodyPosition; };
void setPos(glm::vec3 newpos) { bodyPosition = newpos; };
// Set what driving keys are being pressed to control thrust levels
void setDriveKeys(int key, bool val) { driveKeys[key] = val; };
@ -213,7 +166,7 @@ class Head : public AgentData {
// Related to getting transmitter UDP data used to animate the avatar hand
//
void processTransmitterData(char * packetData, int numBytes);
void processTransmitterData(unsigned char * packetData, int numBytes);
float getTransmitterHz() { return transmitterHz; };
private:
@ -250,14 +203,9 @@ class Head : public AgentData {
float averageLoudness;
float audioAttack;
float browAudioLift;
glm::vec3 bodyPosition;
bool triggeringAction;
float bodyYaw;
float bodyPitch;
float bodyRoll;
float bodyYawDelta;
float closeEnoughToInteract;

View file

@ -60,8 +60,10 @@ public:
*/
void activate() const {
if (_hndProg != 0u)
if (_hndProg != 0u) {
oGlLog( glUseProgram(_hndProg) );
}
}
/**
@ -77,16 +79,20 @@ public:
*/
bool addShader(GLenum type, GLsizei nStrings, GLchar const** strings) {
if (! _hndProg) { _hndProg = glCreateProgram(); }
if (! _hndProg && !! glCreateProgram) {
_hndProg = glCreateProgram();
}
if (! _hndProg) { return false; }
GLuint s = glCreateShader(type);
glShaderSource(s, nStrings, strings, 0l);
glCompileShader(s);
GLint status;
glGetShaderiv(s, GL_COMPILE_STATUS, & status);
if (!! status)
if (status != 0)
glAttachShader(_hndProg, s);
#ifdef NDEBUG
#ifdef NDEBUG // always fetch log in debug mode
else
#endif
fetchLog(s, glGetShaderiv, glGetShaderInfoLog);
@ -104,12 +110,21 @@ public:
glLinkProgram(_hndProg);
GLint status;
glGetProgramiv(_hndProg, GL_LINK_STATUS, & status);
#ifdef NDEBUG
if (status == 0)
#ifndef NDEBUG // always fetch log in debug mode
fetchLog(_hndProg, glGetProgramiv, glGetProgramInfoLog);
#endif
if (status == 0) {
#ifdef NDEBUG // only on error in release mode
fetchLog(_hndProg, glGetProgramiv, glGetProgramInfoLog);
#endif
glDeleteProgram(_hndProg);
_hndProg = 0u;
return false;
return status != 0;
} else {
return true;
}
}
private:

View file

@ -6,12 +6,12 @@
//
// Channels are received in the following order (integer 0-4096 based on voltage 0-3.3v)
//
// AIN 15: Pitch Gyro (nodding your head 'yes')
// AIN 16: Yaw Gyro (shaking your head 'no')
// AIN 17: Roll Gyro (looking quizzical, tilting your head)
// AIN 18: Lateral acceleration (moving from side-to-side in front of your monitor)
// AIN 19: Up/Down acceleration (sitting up/ducking in front of your monitor)
// AIN 20: Forward/Back acceleration (Toward or away from your monitor)
// 0 - AIN 15: Pitch Gyro (nodding your head 'yes')
// 1 - AIN 16: Yaw Gyro (shaking your head 'no')
// 2 - AIN 17: Roll Gyro (looking quizzical, tilting your head)
// 3 - AIN 18: Lateral acceleration (moving from side-to-side in front of your monitor)
// 4 - AIN 19: Up/Down acceleration (sitting up/ducking in front of your monitor)
// 5 - AIN 20: Forward/Back acceleration (Toward or away from your monitor)
//
#include "SerialInterface.h"
@ -21,14 +21,15 @@
#include <sys/time.h>
#endif
int serial_fd;
int serialFd;
const int MAX_BUFFER = 255;
char serial_buffer[MAX_BUFFER];
int serial_buffer_pos = 0;
char serialBuffer[MAX_BUFFER];
int serialBufferPos = 0;
const int ZERO_OFFSET = 2048;
const short NO_READ_MAXIMUM_MSECS = 3000;
const short SAMPLES_TO_DISCARD = 100;
const short SAMPLES_TO_DISCARD = 100; // Throw out the first few samples
const int GRAVITY_SAMPLES = 200; // Use the first samples to compute gravity vector
void SerialInterface::pair() {
@ -48,7 +49,7 @@ void SerialInterface::pair() {
char *serialPortname = new char[100];
sprintf(serialPortname, "/dev/%s", entry->d_name);
init(serialPortname, 115200);
initializePort(serialPortname, 115200);
delete [] serialPortname;
}
@ -60,18 +61,20 @@ void SerialInterface::pair() {
}
// Init the serial port to the specified values
int SerialInterface::init(char* portname, int baud)
// Connect to the serial port
int SerialInterface::initializePort(char* portname, int baud)
{
#ifdef __APPLE__
serial_fd = open(portname, O_RDWR | O_NOCTTY | O_NDELAY);
serialFd = open(portname, O_RDWR | O_NOCTTY | O_NDELAY);
printf("Attemping to open serial interface: %s\n", portname);
if (serial_fd == -1) return -1; // Failed to open port
printf("Opening SerialUSB %s: ", portname);
if (serialFd == -1) {
printf("Failed.\n");
return -1; // Failed to open port
}
struct termios options;
tcgetattr(serial_fd,&options);
tcgetattr(serialFd,&options);
switch(baud)
{
case 9600: cfsetispeed(&options,B9600);
@ -95,10 +98,10 @@ int SerialInterface::init(char* portname, int baud)
options.c_cflag &= ~CSTOPB;
options.c_cflag &= ~CSIZE;
options.c_cflag |= CS8;
tcsetattr(serial_fd,TCSANOW,&options);
tcsetattr(serialFd,TCSANOW,&options);
printf("Serial interface opened!\n");
printf("Connected.\n");
resetSerial();
active = true;
#endif
@ -126,22 +129,17 @@ void SerialInterface::renderLevels(int width, int height) {
glBegin(GL_LINES);
glVertex2f(disp_x, height*0.95);
glVertex2f(disp_x, height*(0.25 + 0.75f*getValue(i)/4096));
glColor4f(1, 0, 0, 1);
glVertex2f(disp_x - 3, height*(0.25 + 0.75f*getValue(i)/4096));
glVertex2f(disp_x, height*(0.25 + 0.75f*getValue(i)/4096));
glEnd();
// Trailing Average value
glColor4f(1, 1, 0, 1);
glBegin(GL_LINES);
glVertex2f(disp_x + 2, height*0.95);
glVertex2f(disp_x + 2, height*(0.25 + 0.75f*getTrailingValue(i)/4096));
glColor4f(1, 1, 1, 1);
glVertex2f(disp_x, height*(0.25 + 0.75f*getTrailingValue(i)/4096));
glVertex2f(disp_x + 4, height*(0.25 + 0.75f*getTrailingValue(i)/4096));
glEnd();
/*
glColor3f(1,0,0);
glBegin(GL_LINES);
glLineWidth(4.0);
glVertex2f(disp_x - 10, height*0.5 - getValue(i)/4096);
glVertex2f(disp_x + 10, height*0.5 - getValue(i)/4096);
glEnd();
*/
sprintf(val, "%d", getValue(i));
drawtext(disp_x-GAP/2, (height*0.95)+2, 0.08, 90, 1.0, 0, val, 0, 1, 0);
@ -162,20 +160,20 @@ void SerialInterface::renderLevels(int width, int height) {
}
void SerialInterface::readData() {
#ifdef __APPLE__
// This array sets the rate of trailing averaging for each channel.
// This array sets the rate of trailing averaging for each channel:
// If the sensor rate is 100Hz, 0.001 will make the long term average a 10-second average
const float AVG_RATE[] = {0.01, 0.01, 0.01, 0.01, 0.01, 0.01};
const float AVG_RATE[] = {0.002, 0.002, 0.002, 0.002, 0.002, 0.002};
char bufchar[1];
int initialSamples = totalSamples;
while (read(serial_fd, &bufchar, 1) > 0) {
while (read(serialFd, &bufchar, 1) > 0) {
//std::cout << bufchar[0];
serial_buffer[serial_buffer_pos] = bufchar[0];
serial_buffer_pos++;
serialBuffer[serialBufferPos] = bufchar[0];
serialBufferPos++;
// Have we reached end of a line of input?
if ((bufchar[0] == '\n') || (serial_buffer_pos >= MAX_BUFFER)) {
std::string serialLine(serial_buffer, serial_buffer_pos-1);
if ((bufchar[0] == '\n') || (serialBufferPos >= MAX_BUFFER)) {
std::string serialLine(serialBuffer, serialBufferPos-1);
//std::cout << serialLine << "\n";
int spot;
//int channel = 0;
@ -191,6 +189,7 @@ void SerialInterface::readData() {
serialLine = serialLine.substr(spot+1, serialLine.length() - spot - 1);
}
// Update Trailing Averages
for (int i = 0; i < NUM_CHANNELS; i++) {
if (totalSamples > SAMPLES_TO_DISCARD) {
trailingAverage[i] = (1.f - AVG_RATE[i])*trailingAverage[i] +
@ -200,8 +199,21 @@ void SerialInterface::readData() {
}
}
// Use a set of initial samples to compute gravity
if (totalSamples < GRAVITY_SAMPLES) {
gravity.x += lastMeasured[ACCEL_X];
gravity.y += lastMeasured[ACCEL_Y];
gravity.z += lastMeasured[ACCEL_Z];
}
if (totalSamples == GRAVITY_SAMPLES) {
gravity = glm::normalize(gravity);
std::cout << "gravity: " << gravity.x << "," <<
gravity.y << "," << gravity.z << "\n";
}
totalSamples++;
serial_buffer_pos = 0;
serialBufferPos = 0;
}
}
@ -210,7 +222,7 @@ void SerialInterface::readData() {
gettimeofday(&now, NULL);
if (diffclock(&lastGoodRead, &now) > NO_READ_MAXIMUM_MSECS) {
std::cout << "No data coming over serial. Shutting down SerialInterface.\n";
std::cout << "No data - Shutting down SerialInterface.\n";
resetSerial();
}
} else {
@ -223,6 +235,7 @@ void SerialInterface::resetSerial() {
#ifdef __APPLE__
active = false;
totalSamples = 0;
gravity = glm::vec3(0,-1,0);
gettimeofday(&lastGoodRead, NULL);
@ -233,7 +246,7 @@ void SerialInterface::resetSerial() {
}
// Clear serial input buffer
for (int i = 1; i < MAX_BUFFER; i++) {
serial_buffer[i] = ' ';
serialBuffer[i] = ' ';
}
#endif
}

View file

@ -45,8 +45,10 @@ public:
void resetTrailingAverages();
void renderLevels(int width, int height);
bool active;
glm::vec3 getGravity() {return gravity;};
private:
int init(char * portname, int baud);
int initializePort(char * portname, int baud);
void resetSerial();
int lastMeasured[NUM_CHANNELS];
float trailingAverage[NUM_CHANNELS];
@ -54,6 +56,7 @@ private:
int LED;
int totalSamples;
timeval lastGoodRead;
glm::vec3 gravity;
};
#endif

View file

@ -8,8 +8,11 @@
#include "InterfaceConfig.h"
#include <iostream>
#include <glm/glm.hpp>
#include <cstring>
#include <glm/glm.hpp>
#include <SharedUtil.h>
#include "world.h"
#include "Util.h"

View file

@ -17,21 +17,6 @@
#include <glm/glm.hpp>
static const float ZERO = 0.0;
static const float ONE = 1.0;
static const float ONE_HALF = 0.5;
static const double ONE_THIRD = 0.3333333;
static const double PIE = 3.14159265359;
static const double PI_TIMES_TWO = 3.14159265359 * 2.0;
static const double PI_OVER_180 = 3.14159265359 / 180.0;
static const double EPSILON = 0.00001; //smallish number - used as margin of error for some computations
static const double SQUARE_ROOT_OF_2 = sqrt(2);
static const double SQUARE_ROOT_OF_3 = sqrt(3);
static const float METER = 1.0;
static const float DECIMETER = 0.1;
static const float CENTIMETER = 0.01;
static const float MILLIIMETER = 0.001;
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);
float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw);

View file

@ -112,33 +112,33 @@ long int VoxelSystem::getVoxelsBytesReadRunningAverage() {
}
void VoxelSystem::parseData(void *data, int size) {
void VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
unsigned char command = *(unsigned char*)data;
unsigned char *voxelData = (unsigned char *) data + 1;
unsigned char command = *sourceBuffer;
unsigned char *voxelData = sourceBuffer + 1;
switch(command) {
case PACKET_HEADER_VOXEL_DATA:
// ask the VoxelTree to read the bitstream into the tree
tree->readBitstreamToTree(voxelData, size - 1);
tree->readBitstreamToTree(voxelData, numBytes - 1);
break;
case PACKET_HEADER_ERASE_VOXEL:
// ask the tree to read the "remove" bitstream
tree->processRemoveVoxelBitstream((unsigned char*)data,size);
tree->processRemoveVoxelBitstream(sourceBuffer, numBytes);
break;
case PACKET_HEADER_Z_COMMAND:
// the Z command is a special command that allows the sender to send high level semantic
// requests, like erase all, or add sphere scene, different receivers may handle these
// messages differently
char* packetData =(char*)data;
char* packetData = (char *)sourceBuffer;
char* command = &packetData[1]; // start of the command
int commandLength = strlen(command); // commands are null terminated strings
int totalLength = 1+commandLength+1;
printf("got Z message len(%d)= %s\n",size,command);
printf("got Z message len(%d)= %s\n", numBytes, command);
while (totalLength <= size) {
while (totalLength <= numBytes) {
if (0==strcmp(command,(char*)"erase all")) {
printf("got Z message == erase all\n");
tree->eraseAllVoxels();
@ -184,7 +184,7 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, float nodePosition[3]) {
int voxelsAdded = 0;
float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE);
glm::vec3 viewerPosition = viewerHead->getPos();
glm::vec3 viewerPosition = viewerHead->getBodyPosition();
// XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the
// coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack

View file

@ -26,7 +26,7 @@ public:
VoxelSystem();
~VoxelSystem();
void parseData(void *data, int size);
void parseData(unsigned char* sourceBuffer, int numBytes);
VoxelSystem* clone() const;
void init();

View file

@ -79,6 +79,9 @@
using namespace std;
void reshape(int width, int height); // will be defined below
pthread_t networkReceiveThread;
bool stopNetworkReceiveThread = false;
@ -97,10 +100,13 @@ bool wantColorRandomizer = true; // for addSphere and load file
Oscilloscope audioScope(256,200,true);
Head myAvatar; // The rendered avatar of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
ViewFrustum viewFrustum; // current state of view frustum, perspective, orientation, etc.
// Starfield information
Head myAvatar; // 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
// Starfield information
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
FieldOfView fov;
Stars stars;
@ -136,10 +142,7 @@ Audio audio(&audioScope, &myAvatar);
#define IDLE_SIMULATE_MSECS 8 // How often should call simulate and other stuff
// in the idle loop?
float yaw = 0.f; // The yaw, pitch for the avatar head
float pitch = 0.f;
float startYaw = 122.f;
float renderPitch = 0.f;
float renderYawRate = 0.f;
float renderPitchRate = 0.f;
@ -225,7 +228,7 @@ void displayStats(void)
char legend2[] = "* - toggle stars, & - toggle paint mode, '-' - send erase all, '%' - send add scene";
drawtext(10, statsVerticalOffset + 32, 0.10f, 0, 1.0, 0, legend2);
glm::vec3 avatarPos = myAvatar.getPos();
glm::vec3 avatarPos = myAvatar.getBodyPosition();
char stats[200];
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)= %4.2f, %4.2f, %4.2f ",
@ -311,7 +314,7 @@ void init(void)
if (noiseOn) {
myAvatar.setNoise(noise);
}
myAvatar.setPos(start_location );
myAvatar.setBodyPosition(start_location);
myCamera.setPosition( start_location );
@ -351,9 +354,9 @@ void reset_sensors()
//
myAvatar.setRenderYaw(startYaw);
yaw = renderYawRate = 0;
pitch = renderPitch = renderPitchRate = 0;
myAvatar.setPos(start_location);
renderYawRate = 0;
renderPitchRate = 0;
myAvatar.setBodyPosition(start_location);
headMouseX = WIDTH/2;
headMouseY = HEIGHT/2;
@ -364,7 +367,7 @@ void reset_sensors()
}
}
void simulateHand(float deltaTime) {
void updateAvatarHand(float deltaTime) {
// If mouse is being dragged, send current force to the hand controller
if (mousePressed == 1)
{
@ -378,28 +381,26 @@ void simulateHand(float deltaTime) {
}
}
void simulateHead(float frametime)
// Using serial data, update avatar/render position and angles
//
// Using gyro data, update both view frustum and avatar head position
//
void updateAvatar(float frametime)
{
// float measured_pitch_rate = serialPort.getRelativeValue(PITCH_RATE);
// float measured_yaw_rate = serialPort.getRelativeValue(YAW_RATE);
float measured_pitch_rate = 0;
float measured_yaw_rate = 0;
//float measured_lateral_accel = serialPort.getRelativeValue(ACCEL_X);
//float measured_fwd_accel = serialPort.getRelativeValue(ACCEL_Z);
float gyroPitchRate = serialPort.getRelativeValue(PITCH_RATE);
float gyroYawRate = serialPort.getRelativeValue(YAW_RATE);
myAvatar.UpdatePos(frametime, &serialPort, headMirror, &gravity);
// Update head_mouse model
//
// Update gyro-based mouse (X,Y on screen)
//
const float MIN_MOUSE_RATE = 30.0;
const float MOUSE_SENSITIVITY = 0.1f;
if (powf(measured_yaw_rate*measured_yaw_rate +
measured_pitch_rate*measured_pitch_rate, 0.5) > MIN_MOUSE_RATE)
if (powf(gyroYawRate*gyroYawRate +
gyroPitchRate*gyroPitchRate, 0.5) > MIN_MOUSE_RATE)
{
headMouseX += measured_yaw_rate*MOUSE_SENSITIVITY;
headMouseY += measured_pitch_rate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
headMouseX += gyroYawRate*MOUSE_SENSITIVITY;
headMouseY += gyroPitchRate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
}
headMouseX = max(headMouseX, 0);
headMouseX = min(headMouseX, WIDTH);
@ -409,7 +410,6 @@ void simulateHead(float frametime)
// Update render direction (pitch/yaw) based on measured gyro rates
const int MIN_YAW_RATE = 100;
const int MIN_PITCH_RATE = 100;
const float YAW_SENSITIVITY = 0.02;
const float PITCH_SENSITIVITY = 0.05;
@ -418,23 +418,22 @@ void simulateHead(float frametime)
if (myAvatar.getDriveKeys(ROT_LEFT)) renderYawRate -= KEY_YAW_SENSITIVITY*frametime;
if (myAvatar.getDriveKeys(ROT_RIGHT)) renderYawRate += KEY_YAW_SENSITIVITY*frametime;
if (fabs(measured_yaw_rate) > MIN_YAW_RATE)
if (fabs(gyroYawRate) > MIN_YAW_RATE)
{
if (measured_yaw_rate > 0)
renderYawRate += (measured_yaw_rate - MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
if (gyroYawRate > 0)
renderYawRate += (gyroYawRate - MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
else
renderYawRate += (measured_yaw_rate + MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
renderYawRate += (gyroYawRate + MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
}
if (fabs(measured_pitch_rate) > MIN_PITCH_RATE)
if (fabs(gyroPitchRate) > MIN_PITCH_RATE)
{
if (measured_pitch_rate > 0)
renderPitchRate += (measured_pitch_rate - MIN_PITCH_RATE) * PITCH_SENSITIVITY * frametime;
if (gyroPitchRate > 0)
renderPitchRate += (gyroPitchRate - MIN_PITCH_RATE) * PITCH_SENSITIVITY * frametime;
else
renderPitchRate += (measured_pitch_rate + MIN_PITCH_RATE) * PITCH_SENSITIVITY * frametime;
renderPitchRate += (gyroPitchRate + MIN_PITCH_RATE) * PITCH_SENSITIVITY * frametime;
}
renderPitch += renderPitchRate;
float renderPitch = myAvatar.getRenderPitch();
// Decay renderPitch toward zero because we never look constantly up/down
renderPitch *= (1.f - 2.0*frametime);
@ -442,9 +441,9 @@ void simulateHead(float frametime)
renderPitchRate *= (1.f - 5.0*frametime);
renderYawRate *= (1.f - 7.0*frametime);
// Update own head data
// Update own avatar data
myAvatar.setRenderYaw(myAvatar.getRenderYaw() + renderYawRate);
myAvatar.setRenderPitch(renderPitch);
myAvatar.setRenderPitch(renderPitch + renderPitchRate);
// Get audio loudness data from audio input device
float loudness, averageLoudness;
@ -455,8 +454,10 @@ void simulateHead(float frametime)
#endif
// Send my stream of head/hand data to the avatar mixer and voxel server
char broadcastString[200];
int broadcastBytes = myAvatar.getBroadcastData(broadcastString);
unsigned char broadcastString[200];
*broadcastString = PACKET_HEADER_HEAD_DATA;
int broadcastBytes = myAvatar.getBroadcastData(broadcastString + 1);
const char broadcastReceivers[2] = {AGENT_TYPE_VOXEL, AGENT_TYPE_AVATAR_MIXER};
AgentList::getInstance()->broadcastToAgents(broadcastString, broadcastBytes, broadcastReceivers, 2);
@ -464,7 +465,7 @@ void simulateHead(float frametime)
// If I'm in paint mode, send a voxel out to VOXEL server agents.
if (::paintOn) {
glm::vec3 avatarPos = myAvatar.getPos();
glm::vec3 avatarPos = myAvatar.getBodyPosition();
// For some reason, we don't want to flip X and Z here.
::paintingVoxel.x = avatarPos.x/10.0;
@ -479,7 +480,7 @@ void simulateHead(float frametime)
::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 1.0) {
if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &::paintingVoxel, bufferOut, sizeOut)){
AgentList::getInstance()->broadcastToAgents((char*)bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete bufferOut;
}
}
@ -528,39 +529,57 @@ float viewFrustumOffsetUp = 0.0;
void render_view_frustum() {
glm::vec3 cameraPosition = ::myCamera.getPosition();
glm::vec3 headPosition = ::myAvatar.getHeadPosition();
glm::vec3 cameraDirection = ::myCamera.getOrientation().getFront() * glm::vec3(1,1,-1);
glm::vec3 headDirection = myAvatar.getHeadLookatDirection(); // direction still backwards
glm::vec3 cameraUp = myCamera.getOrientation().getUp() * glm::vec3(1,1,1);
glm::vec3 headUp = myAvatar.getHeadLookatDirectionUp();
glm::vec3 cameraRight = myCamera.getOrientation().getRight() * glm::vec3(1,1,-1);
glm::vec3 headRight = myAvatar.getHeadLookatDirectionRight() * glm::vec3(-1,1,-1); // z is flipped!
// We will use these below, from either the camera or head vectors calculated above
glm::vec3 position;
glm::vec3 direction;
glm::vec3 up;
glm::vec3 right;
float fov, nearClip, farClip;
// Camera or Head?
if (::cameraFrustum) {
position = cameraPosition;
direction = cameraDirection;
up = cameraUp;
right = cameraRight;
position = ::myCamera.getPosition();
direction = ::myCamera.getOrientation().getFront() * glm::vec3(1,1,-1);
up = ::myCamera.getOrientation().getUp() * glm::vec3(1,1,1);
right = ::myCamera.getOrientation().getRight() * glm::vec3(1,1,-1);
fov = ::myCamera.getFieldOfView();
nearClip = ::myCamera.getNearClip();
farClip = ::myCamera.getFarClip();
} else {
position = headPosition;
direction = headDirection;
up = headUp;
right = headRight;
position = ::myAvatar.getHeadPosition();
direction = ::myAvatar.getHeadLookatDirection();
up = ::myAvatar.getHeadLookatDirectionUp();
right = ::myAvatar.getHeadLookatDirectionRight() * glm::vec3(-1,1,-1);
// NOTE: we use the same lens details if we draw from the head
fov = ::myCamera.getFieldOfView();
nearClip = ::myCamera.getNearClip();
farClip = ::myCamera.getFarClip();
}
/*
printf("position.x=%f, position.y=%f, position.z=%f\n", position.x, position.y, position.z);
printf("direction.x=%f, direction.y=%f, direction.z=%f\n", direction.x, direction.y, direction.z);
printf("up.x=%f, up.y=%f, up.z=%f\n", up.x, up.y, up.z);
printf("right.x=%f, right.y=%f, right.z=%f\n", right.x, right.y, right.z);
printf("fov=%f\n", fov);
printf("nearClip=%f\n", nearClip);
printf("farClip=%f\n", farClip);
*/
// Set the viewFrustum up with the correct position and orientation of the camera
viewFrustum.setPosition(position);
viewFrustum.setOrientation(direction,up,right);
// Also make sure it's got the correct lens details from the camera
viewFrustum.setFieldOfView(fov);
viewFrustum.setNearClip(nearClip);
viewFrustum.setFarClip(farClip);
// Ask the ViewFrustum class to calculate our corners
ViewFrustum vf(position,direction,up,right,::WIDTH,::HEIGHT);
viewFrustum.calculate();
//viewFrustum.dump();
// Get ready to draw some lines
glDisable(GL_LIGHTING);
@ -593,64 +612,64 @@ void render_view_frustum() {
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
// Drawing the bounds of the frustum
// vf.getNear plane - bottom edge
// viewFrustum.getNear plane - bottom edge
glColor3f(1,0,0);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
// vf.getNear plane - top edge
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// viewFrustum.getNear plane - top edge
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// vf.getNear plane - right edge
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// viewFrustum.getNear plane - right edge
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// vf.getNear plane - left edge
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
// viewFrustum.getNear plane - left edge
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
}
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
// vf.getFar plane - bottom edge
// viewFrustum.getFar plane - bottom edge
glColor3f(0,1,0); // GREEN!!!
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// vf.getFar plane - top edge
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// viewFrustum.getFar plane - top edge
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// vf.getFar plane - right edge
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// viewFrustum.getFar plane - right edge
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// vf.getFar plane - left edge
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
// viewFrustum.getFar plane - left edge
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
// RIGHT PLANE IS CYAN
// right plane - bottom edge - vf.getNear to distant
// right plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,1,1);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// right plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// right plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - vf.getNear to distant
// left plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,0,1);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
// left plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
// left plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
glEnd();
@ -660,8 +679,6 @@ void render_view_frustum() {
void display(void)
{
//printf( "avatar head lookat = %f, %f, %f\n", myAvatar.getAvatarHeadLookatDirection().x, myAvatar.getAvatarHeadLookatDirection().y, myAvatar.getAvatarHeadLookatDirection().z );
PerfStat("display");
glEnable(GL_LINE_SMOOTH);
@ -690,11 +707,13 @@ void display(void)
//--------------------------------------------------------
// camera settings
//--------------------------------------------------------
myCamera.setTargetPosition( myAvatar.getBodyPosition() );
if ( displayHead ) {
//-----------------------------------------------
// set the camera to looking at my own face
//-----------------------------------------------
myCamera.setTargetPosition ( myAvatar.getPos() );
myCamera.setTargetPosition ( myAvatar.getBodyPosition() );
myCamera.setYaw ( - myAvatar.getBodyYaw() );
myCamera.setPitch ( 0.0 );
myCamera.setRoll ( 0.0 );
@ -706,15 +725,16 @@ void display(void)
//----------------------------------------------------
// set the camera to third-person view behind my av
//----------------------------------------------------
myCamera.setTargetPosition ( myAvatar.getPos() );
myCamera.setTargetPosition ( myAvatar.getBodyPosition() );
myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() );
myCamera.setPitch ( 10.0 );
myCamera.setPitch ( 0.0 ); // temporarily, this must be 0.0 or else bad juju
myCamera.setRoll ( 0.0 );
myCamera.setUp ( 0.45 );
myCamera.setDistance ( 0.5 );
myCamera.setTightness ( 10.0f );
myCamera.update ( 1.f/FPS );
}
// 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
@ -725,21 +745,20 @@ void display(void)
// 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( 1.f/FPS );
viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUp ( 0.2 + ::viewFrustumOffsetUp );
viewFrustumOffsetCamera.setDistance ( 0.5 + ::viewFrustumOffsetDistance );
viewFrustumOffsetCamera.update(1.f/FPS);
whichCamera = viewFrustumOffsetCamera;
}
//---------------------------------------------
// transform view according to whichCamera
// could be myCamera (if in normal mode)
@ -752,6 +771,8 @@ void display(void)
glRotatef ( whichCamera.getYaw(), 0, 1, 0 );
glTranslatef( -whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z );
if (::starsOn) {
// should be the first rendering pass - w/o depth buffer / lighting
stars.render(fov);
@ -805,7 +826,7 @@ void display(void)
if (agent->getLinkedData() != NULL) {
Head *agentHead = (Head *)agent->getLinkedData();
glPushMatrix();
glm::vec3 pos = agentHead->getPos();
glm::vec3 pos = agentHead->getBodyPosition();
glTranslatef(-pos.x, -pos.y, -pos.z);
agentHead->render(0, 0);
glPopMatrix();
@ -895,9 +916,11 @@ void display(void)
// If application has just started, report time from startup to now (first frame display)
if (justStarted) {
printf("Startup Time: %4.2f\n",
(usecTimestampNow() - usecTimestamp(&applicationStartupTime))/1000000.0);
float startupTime = (usecTimestampNow() - usecTimestamp(&applicationStartupTime))/1000000.0;
justStarted = false;
char title[30];
snprintf(title, 30, "Interface: %4.2f seconds", startupTime);
glutSetWindowTitle(title);
}
}
@ -968,7 +991,14 @@ int setDisplayFrustum(int state) {
}
int setFrustumOffset(int state) {
return setValue(state, &::viewFrustumFromOffset);
int value = setValue(state, &::viewFrustumFromOffset);
// reshape so that OpenGL will get the right lens details for the camera of choice
if (state == MENU_ROW_PICKED) {
reshape(::WIDTH,::HEIGHT);
}
return value;
}
int setFrustumOrigin(int state) {
@ -1028,12 +1058,13 @@ void initMenu() {
menuColumnOptions->addRow("(V)oxels", setVoxels);
menuColumnOptions->addRow("Stars (*)", setStars);
menuColumnOptions->addRow("(Q)uit", quitApp);
// Tools
menuColumnTools = menu.addColumn("Tools");
menuColumnTools->addRow("Stats (/)", setStats);
menuColumnTools->addRow("(M)enu", setMenu);
// Debug
// Frustum Options
menuColumnFrustum = menu.addColumn("Frustum");
menuColumnFrustum->addRow("Display (F)rustum", setDisplayFrustum);
menuColumnFrustum->addRow("Use (O)ffset Camera", setFrustumOffset);
@ -1069,14 +1100,14 @@ void sendVoxelServerEraseAll() {
char message[100];
sprintf(message,"%c%s",'Z',"erase all");
int messageSize = strlen(message) + 1;
AgentList::getInstance()->broadcastToAgents(message, messageSize, &AGENT_TYPE_VOXEL, 1);
}
AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1);
}\
void sendVoxelServerAddScene() {
char message[100];
sprintf(message,"%c%s",'Z',"add scene");
int messageSize = strlen(message) + 1;
AgentList::getInstance()->broadcastToAgents(message, messageSize, &AGENT_TYPE_VOXEL, 1);
AgentList::getInstance()->broadcastToAgents((unsigned char*)message, messageSize, &AGENT_TYPE_VOXEL, 1);
}
void shiftPaintingColor()
@ -1089,7 +1120,7 @@ void shiftPaintingColor()
}
void setupPaintingVoxel() {
glm::vec3 avatarPos = myAvatar.getPos();
glm::vec3 avatarPos = myAvatar.getBodyPosition();
::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space
::paintingVoxel.y = avatarPos.y/-10.0; // voxel space y is negative y head space
@ -1189,7 +1220,7 @@ void key(unsigned char k, int x, int y)
if (k == 'V' || 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 == 'O' || k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum offset debugging
if (k == 'O' || k == 'G') setFrustumOffset(MENU_ROW_PICKED); // toggle view frustum offset debugging
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
@ -1201,8 +1232,10 @@ void key(unsigned char k, int x, int y)
if (k == '>') ::viewFrustumOffsetDistance += 0.5;
if (k == ',') ::viewFrustumOffsetUp -= 0.05;
if (k == '.') ::viewFrustumOffsetUp += 0.05;
if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
// if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
// if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED);
if (k == '&') {
@ -1260,7 +1293,7 @@ void *networkReceive(void *args)
{
sockaddr senderAddress;
ssize_t bytesReceived;
char *incomingPacket = new char[MAX_PACKET_SIZE];
unsigned char *incomingPacket = new unsigned char[MAX_PACKET_SIZE];
while (!stopNetworkReceiveThread) {
if (AgentList::getInstance()->getAgentSocket().receive(&senderAddress, incomingPacket, &bytesReceived)) {
@ -1326,8 +1359,10 @@ void idle(void) {
myAvatar.setTriggeringAction( false );
}
// Simulation
simulateHead( 1.f/FPS );
//
// Sample hardware, update view frustum if needed, send avatar data to mixer/agents
//
updateAvatar( 1.f/FPS );
//test
@ -1342,8 +1377,8 @@ void idle(void) {
}
*/
simulateHand(1.f/FPS);
updateAvatarHand(1.f/FPS);
field.simulate(1.f/FPS);
myAvatar.simulate(1.f/FPS);
balls.simulate(1.f/FPS);
@ -1361,27 +1396,66 @@ void idle(void) {
}
void reshape(int width, int height)
{
WIDTH = width;
HEIGHT = height;
float aspectRatio = ((float)width/(float)height); // based on screen resize
float fov;
float nearClip;
float farClip;
// get the lens details from the current camera
if (::viewFrustumFromOffset) {
fov = ::viewFrustumOffsetCamera.getFieldOfView();
nearClip = ::viewFrustumOffsetCamera.getNearClip();
farClip = ::viewFrustumOffsetCamera.getFarClip();
} else {
fov = ::myCamera.getFieldOfView();
nearClip = ::myCamera.getNearClip();
farClip = ::myCamera.getFarClip();
}
//printf("reshape() width=%d, height=%d, aspectRatio=%f fov=%f near=%f far=%f \n",
// width,height,aspectRatio,fov,nearClip,farClip);
// Tell our viewFrustum about this change
::viewFrustum.setAspectRatio(aspectRatio);
glViewport(0, 0, width, height); // shouldn't this account for the menu???
glMatrixMode(GL_PROJECTION); //hello
fov.setResolution(width, height)
.setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
.setPerspective(0.7854f);
glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
// XXXBHG - Note: this is Tobias's code for loading the perspective matrix. At Philip's suggestion, I'm removing
// it and putting back our old code that simply loaded the fov, ratio, and near/far clips. But I'm keeping this here
// for reference for now.
//fov.setResolution(width, height)
// .setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
// .setPerspective(0.7854f);
//glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
glLoadIdentity();
// XXXBHG - If we're in view frustum mode, then we need to do this little bit of hackery so that
// OpenGL won't clip our frustum rendering lines. This is a debug hack for sure! Basically, this makes
// the near clip a little bit closer (therefor you see more) and the far clip a little bit farther (also,
// to see more.)
if (::frustumOn) {
nearClip -= 0.01f;
farClip += 0.01f;
}
// On window reshape, we need to tell OpenGL about our new setting
gluPerspective(fov,aspectRatio,nearClip,farClip);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, width, height);
}
void mouseFunc( int button, int state, int x, int y )
{
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
@ -1464,6 +1538,9 @@ int main(int argc, const char * argv[])
AgentList::getInstance()->startPingUnknownAgentsThread();
glutInit(&argc, (char**)argv);
WIDTH = glutGet(GLUT_SCREEN_WIDTH);
HEIGHT = glutGet(GLUT_SCREEN_HEIGHT);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(WIDTH, HEIGHT);
glutCreateWindow("Interface");
@ -1471,6 +1548,12 @@ int main(int argc, const char * argv[])
#ifdef _WIN32
glewInit();
#endif
// Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large
// field of view and near and far clip to make it interesting.
//viewFrustumOffsetCamera.setFieldOfView(90.0);
viewFrustumOffsetCamera.setNearClip(0.1);
viewFrustumOffsetCamera.setFarClip(500.0);
printf( "Created Display Window.\n" );

View file

@ -67,7 +67,7 @@
#include <glm/gtc/swizzle.hpp>
#include "UrlReader.h"
#include "AngleUtils.h"
#include "AngleUtil.h"
#include "Radix2InplaceSort.h"
#include "Radix2IntegerScanner.h"
#include "FloodFill.h"

View file

@ -72,16 +72,17 @@ namespace starfield {
size_t _valLodNalloc;
size_t _valLodNrender;
BrightnessLevels _seqLodBrightness;
BrightnessLevel _valLodAllocBrightness;
#if STARFIELD_MULTITHREADING
atomic<BrightnessLevel> _valLodBrightness;
BrightnessLevel _valLodAllocBrightness;
atomic<Renderer*> _ptrRenderer;
typedef lock_guard<mutex> lock;
#else
BrightnessLevel _valLodBrightness;
BrightnessLevel _valLodAllocBrightness;
Renderer* _ptrRenderer;
@ -89,6 +90,10 @@ namespace starfield {
#define _(x)
#endif
static inline size_t toBufSize(double f) {
return size_t(floor(f + 0.5f));
}
public:
Controller() :
@ -99,8 +104,8 @@ namespace starfield {
_valLodOveralloc(1.2),
_valLodNalloc(0),
_valLodNrender(0),
_valLodAllocBrightness(0),
_valLodBrightness(0),
_valLodAllocBrightness(0),
_ptrRenderer(0l) {
}
@ -144,8 +149,8 @@ namespace starfield {
rcpChange = 1.0;
nRender = lrint(_valLodFraction * newLast);
n = min(newLast, size_t(lrint(_valLodOveralloc * nRender)));
nRender = toBufSize(_valLodFraction * newLast);
n = min(newLast, toBufSize(_valLodOveralloc * nRender));
} else {
@ -282,7 +287,7 @@ namespace starfield {
// calculate allocation size and corresponding brightness
// threshold
double oaFract = std::min(fraction * (1.0 + overalloc), 1.0);
n = lrint(oaFract * last);
n = toBufSize(oaFract * last);
bMin = _seqLodBrightness[n];
n = std::upper_bound(
_seqLodBrightness.begin() + n - 1,
@ -290,7 +295,7 @@ namespace starfield {
bMin, GreaterBrightness() ) - _seqLodBrightness.begin();
// also determine number of vertices to render and brightness
nRender = lrint(fraction * last);
nRender = toBufSize(fraction * last);
// Note: nRender does not have to be accurate
b = _seqLodBrightness[nRender];
// this setting controls the renderer, also keep b as the
@ -304,7 +309,7 @@ namespace starfield {
// fprintf(stderr, "Stars.cpp: "
// "fraction = %lf, oaFract = %lf, n = %d, n' = %d, bMin = %d, b = %d\n",
// fraction, oaFract, lrint(oaFract * last)), n, bMin, b);
// fraction, oaFract, toBufSize(oaFract * last)), n, bMin, b);
// will not have to reallocate? set new fraction right away
// (it is consistent with the rest of the state in this case)

View file

@ -50,8 +50,8 @@ namespace starfield {
return false;
}
fprintf(stderr, "Stars.cpp: read %d stars, rendering %ld\n",
_valRecordsRead, _ptrVertices->size());
fprintf(stderr, "Stars.cpp: read %u vertices, using %lu\n",
_valRecordsRead, _ptrVertices->size());
return true;
}

View file

@ -26,8 +26,8 @@ namespace starfield {
InputVertex(float azimuth, float altitude, unsigned color) {
_valColor = (color >> 16 & 0xffu) | (color & 0xff00u) |
(color << 16 & 0xff0000u) | 0xff000000u;
_valColor = ((color >> 16) & 0xffu) | (color & 0xff00u) |
((color << 16) & 0xff0000u) | 0xff000000u;
azimuth = angleConvert<Degrees,Radians>(azimuth);
altitude = angleConvert<Degrees,Radians>(altitude);

View file

@ -13,15 +13,8 @@
#error "This is an implementation file - not intended for direct inclusion."
#endif
#ifdef _WIN32
#include "../Config.h"
#define lrint(x) (floor(x + (x > 0) ? 0.5 : -0.5))
inline float remainder(float x, float y) { return std::fmod(x, y); }
inline int round(float x) { return (floor(x + 0.5)); }
double log2( double n ) { return log( n ) / log( 2 ); }
#else
#include "starfield/Config.h"
#endif
namespace starfield {
class Tiling {
@ -35,7 +28,7 @@ namespace starfield {
Tiling(unsigned k) :
_valK(k),
_valRcpSlice(k / Radians::twicePi()) {
_valBits = ceil(log2(getTileCount()));
_valBits = ceil(log(getTileCount()) * 1.4426950408889634); // log2
}
unsigned getAzimuthalTiles() const { return _valK; }
@ -58,7 +51,7 @@ namespace starfield {
private:
unsigned discreteAngle(float unsigned_angle) const {
return unsigned(round(unsigned_angle * _valRcpSlice));
return unsigned(floor(unsigned_angle * _valRcpSlice + 0.5f));
}
unsigned discreteAzimuth(float a) const {

View file

@ -0,0 +1,18 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
# setup for find modules
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../../cmake/modules/")
set(TARGET_NAME avatars)
include(${MACRO_DIR}/SetupHifiLibrary.cmake)
setup_hifi_library(${TARGET_NAME})
include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} ${ROOT_DIR})
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})

View file

@ -0,0 +1,112 @@
//
// AvatarData.cpp
// hifi
//
// Created by Stephen Birarda on 4/9/13.
//
//
#include <cstdio>
#include <cstring>
#include <stdint.h>
#include <PacketHeaders.h>
#include "AvatarData.h"
int packFloatAngleToTwoByte(unsigned char* buffer, float angle) {
const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.0);
uint16_t angleHolder = floorf((angle + 180) * ANGLE_CONVERSION_RATIO);
memcpy(buffer, &angleHolder, sizeof(uint16_t));
return sizeof(uint16_t);
}
int unpackFloatAngleFromTwoByte(uint16_t *byteAnglePointer, float *destinationPointer) {
*destinationPointer = (*byteAnglePointer / std::numeric_limits<uint16_t>::max()) * 360.0 - 180;
return sizeof(uint16_t);
}
AvatarData::AvatarData() :
_bodyYaw(-90.0),
_bodyPitch(0.0),
_bodyRoll(0.0) {
}
AvatarData::~AvatarData() {
}
AvatarData* AvatarData::clone() const {
return new AvatarData(*this);
}
// transmit data to agents requesting it
// called on me just prior to sending data to others (continuasly called)
int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
unsigned char* bufferStart = destinationBuffer;
// TODO: DRY this up to a shared method
// that can pack any type given the number of bytes
// and return the number of bytes to push the pointer
memcpy(destinationBuffer, &_bodyPosition, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3;
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyYaw);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
return destinationBuffer - bufferStart;
}
// called on the other agents - assigns it to my views of the others
void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
// increment to push past the packet header
sourceBuffer++;
memcpy(&_bodyPosition, sourceBuffer, sizeof(float) * 3);
sourceBuffer += sizeof(float) * 3;
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll);
}
glm::vec3 AvatarData::getBodyPosition() {
return glm::vec3(_bodyPosition.x,
_bodyPosition.y,
_bodyPosition.z);
}
void AvatarData::setBodyPosition(glm::vec3 bodyPosition) {
_bodyPosition = bodyPosition;
}
float AvatarData::getBodyYaw() {
return _bodyYaw;
}
void AvatarData::setBodyYaw(float bodyYaw) {
_bodyYaw = bodyYaw;
}
float AvatarData::getBodyPitch() {
return _bodyPitch;
}
void AvatarData::setBodyPitch(float bodyPitch) {
_bodyPitch = bodyPitch;
}
float AvatarData::getBodyRoll() {
return _bodyRoll;
}
void AvatarData::setBodyRoll(float bodyRoll) {
_bodyRoll = bodyRoll;
}

View file

@ -0,0 +1,48 @@
//
// AvatarData.h
// hifi
//
// Created by Stephen Birarda on 4/9/13.
//
//
#ifndef __hifi__AvatarData__
#define __hifi__AvatarData__
#include <iostream>
#include <glm/glm.hpp>
#include <AgentData.h>
class AvatarData : public AgentData {
public:
AvatarData();
~AvatarData();
AvatarData* clone() const;
glm::vec3 getBodyPosition();
void setBodyPosition(glm::vec3 bodyPosition);
int getBroadcastData(unsigned char* destinationBuffer);
void parseData(unsigned char* sourceBuffer, int numBytes);
float getBodyYaw();
void setBodyYaw(float bodyYaw);
float getBodyPitch();
void setBodyPitch(float bodyPitch);
float getBodyRoll();
void setBodyRoll(float bodyRoll);
protected:
glm::vec3 _bodyPosition;
float _bodyYaw;
float _bodyPitch;
float _bodyRoll;
};
#endif /* defined(__hifi__AvatarData__) */

View file

@ -6,8 +6,7 @@
//-----------------------------------------------------------
#include "Orientation.h"
#include "Util.h"
#include <SharedUtil.h>
Orientation::Orientation() {
right = glm::vec3( 1.0, 0.0, 0.0 );

View file

@ -12,7 +12,7 @@
class AgentData {
public:
virtual ~AgentData() = 0;
virtual void parseData(void * data, int size) = 0;
virtual void parseData(unsigned char* sourceBuffer, int numBytes) = 0;
virtual AgentData* clone() const = 0;
};

View file

@ -81,10 +81,10 @@ unsigned int AgentList::getSocketListenPort() {
return socketListenPort;
}
void AgentList::processAgentData(sockaddr *senderAddress, void *packetData, size_t dataBytes) {
void AgentList::processAgentData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes) {
switch (((char *)packetData)[0]) {
case PACKET_HEADER_DOMAIN: {
updateList((unsigned char *)packetData, dataBytes);
updateList(packetData, dataBytes);
break;
}
case PACKET_HEADER_PING: {
@ -98,7 +98,7 @@ void AgentList::processAgentData(sockaddr *senderAddress, void *packetData, size
}
}
void AgentList::processBulkAgentData(sockaddr *senderAddress, void *packetData, int numTotalBytes, int numBytesPerAgent) {
void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *packetData, int numTotalBytes, int numBytesPerAgent) {
// find the avatar mixer in our agent list and update the lastRecvTime from it
int bulkSendAgentIndex = indexOfMatchingAgent(senderAddress);
@ -120,6 +120,7 @@ void AgentList::processBulkAgentData(sockaddr *senderAddress, void *packetData,
memcpy(packetHolder + 1, currentPosition, numBytesPerAgent);
int matchingAgentIndex = indexOfMatchingAgent(agentID);
if (matchingAgentIndex >= 0) {
updateAgentWithData(&agents[matchingAgentIndex], packetHolder, numBytesPerAgent + 1);
}
@ -130,7 +131,7 @@ void AgentList::processBulkAgentData(sockaddr *senderAddress, void *packetData,
delete[] packetHolder;
}
void AgentList::updateAgentWithData(sockaddr *senderAddress, void *packetData, size_t dataBytes) {
void AgentList::updateAgentWithData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes) {
// find the agent by the sockaddr
int agentIndex = indexOfMatchingAgent(senderAddress);
@ -139,7 +140,7 @@ void AgentList::updateAgentWithData(sockaddr *senderAddress, void *packetData, s
}
}
void AgentList::updateAgentWithData(Agent *agent, void *packetData, int dataBytes) {
void AgentList::updateAgentWithData(Agent *agent, unsigned char *packetData, int dataBytes) {
agent->setLastRecvTimeUsecs(usecTimestampNow());
if (agent->getLinkedData() == NULL) {
@ -257,7 +258,7 @@ bool AgentList::addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket,
}
}
void AgentList::broadcastToAgents(char *broadcastData, size_t dataBytes, const char* agentTypes, int numAgentTypes) {
void AgentList::broadcastToAgents(unsigned char *broadcastData, size_t dataBytes, const char* agentTypes, int numAgentTypes) {
for(std::vector<Agent>::iterator agent = agents.begin(); agent != agents.end(); agent++) {
// only send to the AgentTypes we are asked to send to.
if (agent->getActiveSocket() != NULL && memchr(agentTypes, agent->getType(), numAgentTypes)) {

View file

@ -49,13 +49,13 @@ public:
bool addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket, char agentType, uint16_t agentId);
void processAgentData(sockaddr *senderAddress, void *packetData, size_t dataBytes);
void processBulkAgentData(sockaddr *senderAddress, void *packetData, int numTotalBytes, int numBytesPerAgent);
void processAgentData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes);
void processBulkAgentData(sockaddr *senderAddress, unsigned char *packetData, int numTotalBytes, int numBytesPerAgent);
void updateAgentWithData(sockaddr *senderAddress, void *packetData, size_t dataBytes);
void updateAgentWithData(Agent *agent, void *packetData, int dataBytes);
void updateAgentWithData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes);
void updateAgentWithData(Agent *agent, unsigned char *packetData, int dataBytes);
void broadcastToAgents(char *broadcastData, size_t dataBytes, const char* agentTypes, int numAgentTypes);
void broadcastToAgents(unsigned char *broadcastData, size_t dataBytes, const char* agentTypes, int numAgentTypes);
char getOwnerType();
unsigned int getSocketListenPort();

View file

@ -32,9 +32,9 @@ struct Rotations {
static float halfPi() { return 0.25f; }
};
/**
* Converts an angle from one unit to another.
*/
//
// Converts an angle from one unit to another.
//
template< class UnitFrom, class UnitTo >
float angleConvert(float a) {
@ -42,21 +42,28 @@ float angleConvert(float a) {
}
/**
* Clamps an angle to the range of [-180; 180) degrees.
*/
//
// Clamps an angle to the range of [-180; 180) degrees.
//
template< class Unit >
float angleSignedNormal(float a) {
float result = remainder(a, Unit::twicePi());
if (result == Unit::pi())
result = -Unit::pi();
// result is remainder(a, Unit::twicePi());
float result = fmod(a, Unit::twicePi());
if (result >= Unit::pi()) {
result -= Unit::twicePi();
} else if (result < -Unit::pi()) {
result += Unit::twicePi();
}
return result;
}
/**
* Clamps an angle to the range of [0; 360) degrees.
*/
//
// Clamps an angle to the range of [0; 360) degrees.
//
template< class Unit >
float angleUnsignedNormal(float a) {
@ -64,13 +71,13 @@ float angleUnsignedNormal(float a) {
}
/**
* Clamps a polar direction so that azimuth is in the range of [0; 360)
* degrees and altitude is in the range of [-90; 90] degrees.
*
* The so normalized angle still contains ambiguity due to gimbal lock:
* Both poles can be reached from any azimuthal direction.
*/
//
// Clamps a polar direction so that azimuth is in the range of [0; 360)
// degrees and altitude is in the range of [-90; 90] degrees.
//
// The so normalized angle still contains ambiguity due to gimbal lock:
// Both poles can be reached from any azimuthal direction.
//
template< class Unit >
void angleHorizontalPolar(float& azimuth, float& altitude) {

View file

@ -105,12 +105,10 @@ void AudioRingBuffer::setBearing(float newBearing) {
bearing = newBearing;
}
void AudioRingBuffer::parseData(void *data, int size) {
unsigned char *audioDataStart = (unsigned char *) data;
if (size > (bufferLengthSamples * sizeof(int16_t))) {
void AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
if (numBytes > (bufferLengthSamples * sizeof(int16_t))) {
unsigned char *dataPtr = audioDataStart + 1;
unsigned char *dataPtr = sourceBuffer + 1;
for (int p = 0; p < 3; p ++) {
memcpy(&position[p], dataPtr, sizeof(float));
@ -123,7 +121,7 @@ void AudioRingBuffer::parseData(void *data, int size) {
memcpy(&bearing, dataPtr, sizeof(float));
dataPtr += sizeof(float);
audioDataStart = dataPtr;
sourceBuffer = dataPtr;
}
if (endOfLastWrite == NULL) {
@ -134,7 +132,7 @@ void AudioRingBuffer::parseData(void *data, int size) {
started = false;
}
memcpy(endOfLastWrite, audioDataStart, bufferLengthSamples * sizeof(int16_t));
memcpy(endOfLastWrite, sourceBuffer, bufferLengthSamples * sizeof(int16_t));
endOfLastWrite += bufferLengthSamples;

View file

@ -19,7 +19,7 @@ class AudioRingBuffer : public AgentData {
~AudioRingBuffer();
AudioRingBuffer(const AudioRingBuffer &otherRingBuffer);
void parseData(void *data, int size);
void parseData(unsigned char* sourceBuffer, int numBytes);
AudioRingBuffer* clone() const;
int16_t* getNextOutput();

View file

@ -10,6 +10,7 @@
#define __hifi__SharedUtil__
#include <stdint.h>
#include <math.h>
#ifdef _WIN32
#include "Systime.h"
@ -17,6 +18,21 @@
#include <sys/time.h>
#endif
static const float ZERO = 0.0;
static const float ONE = 1.0;
static const float ONE_HALF = 0.5;
static const double ONE_THIRD = 0.3333333;
static const double PIE = 3.14159265359;
static const double PI_TIMES_TWO = 3.14159265359 * 2.0;
static const double PI_OVER_180 = 3.14159265359 / 180.0;
static const double EPSILON = 0.00001; //smallish number - used as margin of error for some computations
static const double SQUARE_ROOT_OF_2 = sqrt(2);
static const double SQUARE_ROOT_OF_3 = sqrt(3);
static const float METER = 1.0;
static const float DECIMETER = 0.1;
static const float CENTIMETER = 0.01;
static const float MILLIIMETER = 0.001;
double usecTimestamp(timeval *time);
double usecTimestampNow();

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../../)
set(ROOT_DIR ../..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
# setup for find modules
@ -8,19 +8,11 @@ set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../../cm
set(TARGET_NAME voxels)
project(${TARGET_NAME})
include(${MACRO_DIR}/SetupHifiLibrary.cmake)
setup_hifi_library(${TARGET_NAME})
# set up the external glm library
include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} ${MACRO_DIR})
# grab the implemenation and header files
file(GLOB HIFI_VOXELS_SRCS src/*.h src/*.cpp)
# create a library and set the property so it can be referenced later
add_library(${TARGET_NAME} ${HIFI_VOXELS_SRCS})
include_glm(${TARGET_NAME} ${ROOT_DIR})
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
set(HIFI_VOXELS_LIBRARY ${TARGET_NAME})
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})

View file

@ -10,12 +10,29 @@
#include "ViewFrustum.h"
float ViewFrustum::fovAngleAdust=1.65;
ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
this->calculateViewFrustum(position, direction, up, right, screenWidth, screenHeight);
}
ViewFrustum::ViewFrustum() :
_position(glm::vec3(0,0,0)),
_direction(glm::vec3(0,0,0)),
_up(glm::vec3(0,0,0)),
_right(glm::vec3(0,0,0)),
_fieldOfView(0.0),
_aspectRatio(1.0),
_nearClip(0.1),
_farClip(500.0),
_nearHeight(0.0),
_nearWidth(0.0),
_farHeight(0.0),
_farWidth(0.0),
_farCenter(glm::vec3(0,0,0)),
_farTopLeft(glm::vec3(0,0,0)),
_farTopRight(glm::vec3(0,0,0)),
_farBottomLeft(glm::vec3(0,0,0)),
_farBottomRight(glm::vec3(0,0,0)),
_nearCenter(glm::vec3(0,0,0)),
_nearTopLeft(glm::vec3(0,0,0)),
_nearTopRight(glm::vec3(0,0,0)),
_nearBottomLeft(glm::vec3(0,0,0)),
_nearBottomRight(glm::vec3(0,0,0)) { }
/////////////////////////////////////////////////////////////////////////////////////
// ViewFrustum::calculateViewFrustum()
@ -26,47 +43,41 @@ ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
// Notes on how/why this works:
// http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
//
void ViewFrustum::calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
void ViewFrustum::calculate() {
static const double PI_OVER_180 = 3.14159265359 / 180.0; // would be better if this was in a shared location
// Save the values we were passed...
this->_position = position;
this->_direction = direction;
this->_up = up;
this->_right = right;
this->_screenWidth = screenWidth;
this->_screenHeight = screenHeight;
glm::vec3 front = direction;
glm::vec3 front = _direction;
// Calculating field of view.
// 0.7854f is 45 deg
// ViewFrustum::fovAngleAdust defaults to 1.65
// Apparently our fov is around 1.75 times this value or 74.25 degrees
// you can adjust this in interface by using the "|" and "\" keys to tweak
// the adjustment and see effects of different FOVs
float fovHalfAngle = 0.7854f * ViewFrustum::fovAngleAdust;
float ratio = screenWidth / screenHeight;
float fovInRadians = this->_fieldOfView * PI_OVER_180;
this->_nearDist = 0.1;
this->_farDist = 10.0;
this->_nearHeight = 2 * tan(fovHalfAngle) * this->_nearDist;
this->_nearWidth = this->_nearHeight * ratio;
this->_farHeight = 2 * tan(fovHalfAngle) * this->_farDist;
this->_farWidth = this->_farHeight * ratio;
float twoTimesTanHalfFOV = 2.0f * tan(fovInRadians/2.0f);
float farHalfHeight = this->_farHeight * 0.5f;
float farHalfWidth = this->_farWidth * 0.5f;
this->_farCenter = this->_position+front * this->_farDist;
float slightlySmaller = 0.0f;
float slightlyInsideWidth= 0.0f - slightlySmaller;
float slightlyInsideNear = 0.0f + slightlySmaller;
float slightlyInsideFar = 0.0f - slightlySmaller;
float nearClip = this->_nearClip + slightlyInsideNear;
float farClip = this->_farClip + slightlyInsideFar;
this->_nearHeight = (twoTimesTanHalfFOV * nearClip);
this->_nearWidth = this->_nearHeight * this->_aspectRatio;
this->_farHeight = (twoTimesTanHalfFOV * farClip);
this->_farWidth = this->_farHeight * this->_aspectRatio;
float farHalfHeight = (this->_farHeight * 0.5f) + slightlyInsideWidth;
float farHalfWidth = (this->_farWidth * 0.5f) + slightlyInsideWidth;
this->_farCenter = this->_position+front * farClip;
this->_farTopLeft = this->_farCenter + (this->_up * farHalfHeight) - (this->_right * farHalfWidth);
this->_farTopRight = this->_farCenter + (this->_up * farHalfHeight) + (this->_right * farHalfWidth);
this->_farBottomLeft = this->_farCenter - (this->_up * farHalfHeight) - (this->_right * farHalfWidth);
this->_farBottomRight = this->_farCenter - (this->_up * farHalfHeight) + (this->_right * farHalfWidth);
float nearHalfHeight = this->_nearHeight * 0.5f;
float nearHalfWidth = this->_nearWidth * 0.5f;
this->_nearCenter = this->_position+front * this->_nearDist;
float nearHalfHeight = (this->_nearHeight * 0.5f) + slightlyInsideWidth;
float nearHalfWidth = (this->_nearWidth * 0.5f) + slightlyInsideWidth;
this->_nearCenter = this->_position+front * nearClip;
this->_nearTopLeft = this->_nearCenter + (this->_up * nearHalfHeight) - (this->_right * nearHalfWidth);
this->_nearTopRight = this->_nearCenter + (this->_up * nearHalfHeight) + (this->_right * nearHalfWidth);
this->_nearBottomLeft = this->_nearCenter - (this->_up * nearHalfHeight) - (this->_right * nearHalfWidth);
@ -80,11 +91,11 @@ void ViewFrustum::dump() {
printf("up.x=%f, up.y=%f, up.z=%f\n", this->_up.x, this->_up.y, this->_up.z);
printf("right.x=%f, right.y=%f, right.z=%f\n", this->_right.x, this->_right.y, this->_right.z);
printf("farDist=%f\n", this->_farDist);
printf("farDist=%f\n", this->_farClip);
printf("farHeight=%f\n", this->_farHeight);
printf("farWidth=%f\n", this->_farWidth);
printf("nearDist=%f\n", this->_nearDist);
printf("nearDist=%f\n", this->_nearClip);
printf("nearHeight=%f\n", this->_nearHeight);
printf("nearWidth=%f\n", this->_nearWidth);

View file

@ -15,54 +15,70 @@
class ViewFrustum {
private:
glm::vec3 _position;
glm::vec3 _direction;
glm::vec3 _up;
glm::vec3 _right;
float _screenWidth;
float _screenHeight;
float _nearDist;
float _farDist;
float _nearHeight;
float _nearWidth;
float _farHeight;
float _farWidth;
// camera location/orientation attributes
glm::vec3 _position;
glm::vec3 _direction;
glm::vec3 _up;
glm::vec3 _right;
glm::vec3 _farCenter;
glm::vec3 _farTopLeft;
glm::vec3 _farTopRight;
glm::vec3 _farBottomLeft;
glm::vec3 _farBottomRight;
// Lens attributes
float _fieldOfView;
float _aspectRatio;
float _nearClip;
float _farClip;
glm::vec3 _nearCenter;
glm::vec3 _nearTopLeft;
glm::vec3 _nearTopRight;
glm::vec3 _nearBottomLeft;
glm::vec3 _nearBottomRight;
// Calculated values
float _nearHeight;
float _nearWidth;
float _farHeight;
float _farWidth;
glm::vec3 _farCenter;
glm::vec3 _farTopLeft;
glm::vec3 _farTopRight;
glm::vec3 _farBottomLeft;
glm::vec3 _farBottomRight;
glm::vec3 _nearCenter;
glm::vec3 _nearTopLeft;
glm::vec3 _nearTopRight;
glm::vec3 _nearBottomLeft;
glm::vec3 _nearBottomRight;
public:
const glm::vec3& getFarCenter() const { return _farCenter; };
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
const glm::vec3& getFarTopRight() const { return _farTopRight; };
const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
// setters for camera attributes
void setPosition (const glm::vec3& p) { _position = p; }
void setOrientation (const glm::vec3& d, const glm::vec3& u, const glm::vec3& r )
{ _direction = d; _up = u; _right = r; }
const glm::vec3& getNearCenter() const { return _nearCenter; };
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
const glm::vec3& getNearTopRight() const { return _nearTopRight; };
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
const glm::vec3& getNearBottomRight() const { return _nearBottomRight; };
// setters for lens attributes
void setFieldOfView ( float f ) { _fieldOfView = f; }
void setAspectRatio ( float a ) { _aspectRatio = a; }
void setNearClip ( float n ) { _nearClip = n; }
void setFarClip ( float f ) { _farClip = f; }
void calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
// getters for lens attributes
float getFieldOfView() const { return _fieldOfView; };
float getAspectRatio() const { return _aspectRatio; };
float getNearClip() const { return _nearClip; };
float getFarClip() const { return _farClip; };
ViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
void dump();
static float fovAngleAdust;
const glm::vec3& getFarCenter() const { return _farCenter; };
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
const glm::vec3& getFarTopRight() const { return _farTopRight; };
const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
const glm::vec3& getNearCenter() const { return _nearCenter; };
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
const glm::vec3& getNearTopRight() const { return _nearTopRight; };
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
const glm::vec3& getNearBottomRight() const { return _nearBottomRight;};
void calculate();
ViewFrustum();
void dump();
};

View file

@ -192,37 +192,23 @@ void VoxelTree::deleteVoxelCodeFromTree(unsigned char *codeBuffer) {
VoxelNode* parentNode = NULL;
VoxelNode* nodeToDelete = nodeForOctalCode(rootNode, codeBuffer, &parentNode);
printf("deleteVoxelCodeFromTree() looking [codeBuffer] for:\n");
printOctalCode(codeBuffer);
printf("deleteVoxelCodeFromTree() found [nodeToDelete->octalCode] for:\n");
printOctalCode(nodeToDelete->octalCode);
// If the node exists...
int lengthInBytes = bytesRequiredForCodeLength(*codeBuffer); // includes octet count, not color!
printf("compare octal codes of length %d\n",lengthInBytes);
if (0==memcmp(nodeToDelete->octalCode,codeBuffer,lengthInBytes)) {
printf("found node to delete...\n");
if (0 == memcmp(nodeToDelete->octalCode,codeBuffer,lengthInBytes)) {
float* vertices = firstVertexForCode(nodeToDelete->octalCode);
printf("deleting voxel at: %f,%f,%f\n",vertices[0],vertices[1],vertices[2]);
delete []vertices;
if (parentNode) {
float* vertices = firstVertexForCode(parentNode->octalCode);
printf("parent of deleting voxel at: %f,%f,%f\n",vertices[0],vertices[1],vertices[2]);
delete []vertices;
int childNDX = branchIndexWithDescendant(parentNode->octalCode, codeBuffer);
printf("child INDEX=%d\n",childNDX);
printf("deleting Node at parentNode->children[%d]\n",childNDX);
delete parentNode->children[childNDX]; // delete the child nodes
printf("setting parentNode->children[%d] to NULL\n",childNDX);
parentNode->children[childNDX]=NULL; // set it to NULL
printf("reaverageVoxelColors()\n");
reaverageVoxelColors(rootNode); // Fix our colors!! Need to call it on rootNode
}
}

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
set(TARGET_NAME space-server)

View file

@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 2.8)
set(TARGET_NAME voxel-server)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
include(${MACRO_DIR}/SetupHifiProject.cmake)

View file

@ -27,9 +27,10 @@ VoxelAgentData* VoxelAgentData::clone() const {
return new VoxelAgentData(*this);
}
void VoxelAgentData::parseData(void *data, int size) {
void VoxelAgentData::parseData(unsigned char* sourceBuffer, int numBytes) {
// push past the packet header
sourceBuffer++;
// pull the position from the interface agent data packet
sscanf((char *)data,
"H%*f,%*f,%*f,%f,%f,%f",
&position[0], &position[1], &position[2]);
memcpy(&position, sourceBuffer, sizeof(float) * 3);
}

View file

@ -22,7 +22,7 @@ public:
~VoxelAgentData();
VoxelAgentData(const VoxelAgentData &otherAgentData);
void parseData(void *data, int size);
void parseData(unsigned char* sourceBuffer, int numBytes);
VoxelAgentData* clone() const;
};

View file

@ -289,7 +289,7 @@ int main(int argc, const char * argv[])
sockaddr agentPublicAddress;
char *packetData = new char[MAX_PACKET_SIZE];
unsigned char *packetData = new unsigned char[MAX_PACKET_SIZE];
ssize_t receivedBytes;
// loop to send to agents requesting data
@ -352,7 +352,7 @@ int main(int argc, const char * argv[])
// the Z command is a special command that allows the sender to send the voxel server high level semantic
// requests, like erase all, or add sphere scene
char* command = &packetData[1]; // start of the command
char* command = (char*) &packetData[1]; // start of the command
int commandLength = strlen(command); // commands are null terminated strings
int totalLength = 1+commandLength+1;
@ -385,7 +385,7 @@ int main(int argc, const char * argv[])
agentList->increaseAgentId();
}
agentList->updateAgentWithData(&agentPublicAddress, (void *)packetData, receivedBytes);
agentList->updateAgentWithData(&agentPublicAddress, packetData, receivedBytes);
}
}
}