mirror of
https://github.com/overte-org/overte.git
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Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
1dd21a450e
15 changed files with 513 additions and 355 deletions
interface/src
libraries
|
@ -14,18 +14,20 @@
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|||
//------------------------
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Camera::Camera()
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{
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mode = CAMERA_MODE_THIRD_PERSON;
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tightness = DEFAULT_CAMERA_TIGHTNESS;
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fieldOfView = 60.0; // default
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yaw = 0.0;
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pitch = 0.0;
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roll = 0.0;
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up = 0.0;
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distance = 0.0;
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targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
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position = glm::vec3( 0.0, 0.0, 0.0 );
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idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
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orientation.setToIdentity();
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_mode = CAMERA_MODE_THIRD_PERSON;
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_tightness = DEFAULT_CAMERA_TIGHTNESS;
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_fieldOfView = 60.0; // default
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_nearClip = 0.1; // default
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_farClip = 50.0; // default
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_yaw = 0.0;
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_pitch = 0.0;
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_roll = 0.0;
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_up = 0.0;
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_distance = 0.0;
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_targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
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_position = glm::vec3( 0.0, 0.0, 0.0 );
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_idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
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_orientation.setToIdentity();
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}
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@ -34,29 +36,28 @@ Camera::Camera()
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//------------------------------------
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void Camera::update( float deltaTime )
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{
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double radian = ( yaw / 180.0 ) * PIE;
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float radian = ( _yaw / 180.0 ) * PIE;
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//these need to be checked to make sure they correspond to the cordinate system.
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double x = distance * -sin( radian );
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double z = distance * cos( radian );
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double y = up;
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float x = _distance * -sin( radian );
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float z = _distance * cos( radian );
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float y = _up;
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idealPosition = targetPosition + glm::vec3( x, y, z );
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float t = tightness * deltaTime;
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_idealPosition = _targetPosition + glm::vec3( x, y, z );
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float t = _tightness * deltaTime;
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if ( t > 1.0 ){
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t = 1.0;
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}
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position += ( idealPosition - position ) * t;
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_position += ( _idealPosition - _position ) * t;
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//-------------------------------------------------------------------------
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//geterate the ortho-normals for the orientation based on the Euler angles
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//-------------------------------------------------------------------------
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orientation.setToIdentity();
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orientation.yaw ( yaw );
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orientation.pitch ( pitch );
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orientation.roll ( roll );
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//------------------------------------------------------------------------
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_orientation.setToIdentity();
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_orientation.yaw ( _yaw );
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_orientation.pitch ( _pitch );
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_orientation.roll ( _roll );
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}
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|
|
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@ -13,11 +13,11 @@
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enum CameraMode
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{
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CAMERA_MODE_NULL = -1,
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CAMERA_MODE_FIRST_PERSON,
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CAMERA_MODE_THIRD_PERSON,
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CAMERA_MODE_MY_OWN_FACE,
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NUM_CAMERA_MODES
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CAMERA_MODE_NULL = -1,
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CAMERA_MODE_FIRST_PERSON,
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CAMERA_MODE_THIRD_PERSON,
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CAMERA_MODE_MY_OWN_FACE,
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NUM_CAMERA_MODES
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};
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static const float DEFAULT_CAMERA_TIGHTNESS = 10.0f;
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|
@ -25,42 +25,55 @@ static const float DEFAULT_CAMERA_TIGHTNESS = 10.0f;
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class Camera
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{
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public:
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Camera();
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void update( float deltaTime );
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void setMode ( CameraMode m ) { mode = m; }
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void setYaw ( float y ) { yaw = y; }
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void setPitch ( float p ) { pitch = p; }
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void setRoll ( float r ) { roll = r; }
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void setUp ( float u ) { up = u; }
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void setDistance ( float d ) { distance = d; }
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void setTargetPosition ( glm::vec3 t ) { targetPosition = t; }
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void setPosition ( glm::vec3 p ) { position = p; }
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void setTightness ( float t ) { tightness = t; }
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void setOrientation ( Orientation o ) { orientation.set(o); }
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Camera();
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float getYaw () { return yaw; }
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float getPitch () { return pitch; }
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float getRoll () { return roll; }
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glm::vec3 getPosition () { return position; }
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Orientation getOrientation () { return orientation; }
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CameraMode getMode () { return mode; }
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void update( float deltaTime );
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void setMode ( CameraMode m ) { _mode = m; }
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void setYaw ( float y ) { _yaw = y; }
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void setPitch ( float p ) { _pitch = p; }
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void setRoll ( float r ) { _roll = r; }
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void setUp ( float u ) { _up = u; }
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void setDistance ( float d ) { _distance = d; }
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void setTargetPosition ( glm::vec3 t ) { _targetPosition = t; };
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void setPosition ( glm::vec3 p ) { _position = p; };
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void setOrientation ( Orientation o ) { _orientation.set(o); }
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void setTightness ( float t ) { _tightness = t; }
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void setFieldOfView ( float f ) { _fieldOfView = f; }
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void setAspectRatio ( float a ) { _aspectRatio = a; }
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void setNearClip ( float n ) { _nearClip = n; }
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void setFarClip ( float f ) { _farClip = f; }
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float getYaw () { return _yaw; }
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float getPitch () { return _pitch; }
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float getRoll () { return _roll; }
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glm::vec3 getPosition () { return _position; }
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Orientation getOrientation () { return _orientation; }
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CameraMode getMode () { return _mode; }
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float getFieldOfView () { return _fieldOfView; }
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float getAspectRatio () { return _aspectRatio; }
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float getNearClip () { return _nearClip; }
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float getFarClip () { return _farClip; }
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private:
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CameraMode mode;
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glm::vec3 position;
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glm::vec3 idealPosition;
|
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glm::vec3 targetPosition;
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float fieldOfView;
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float yaw;
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float pitch;
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float roll;
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float up;
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float distance;
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float tightness;
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Orientation orientation;
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CameraMode _mode;
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glm::vec3 _position;
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glm::vec3 _idealPosition;
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glm::vec3 _targetPosition;
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float _yaw;
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float _pitch;
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float _roll;
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float _up;
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float _distance;
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float _tightness;
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Orientation _orientation;
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// Lens attributes
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float _fieldOfView; // in degrees
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float _aspectRatio; // width/height
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float _nearClip; // in world units? - XXXBHG - we need to think about this!
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float _farClip; // in world units?
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};
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#endif
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|
|
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@ -214,6 +214,7 @@ void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int hea
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if ((Pitch < MAX_PITCH) && (Pitch > MIN_PITCH))
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addPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
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addRoll(-measured_roll_rate * HEAD_ROLL_SCALE * frametime);
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if (head_mirror) {
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|
|
|
@ -60,8 +60,10 @@ public:
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|||
*/
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void activate() const {
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if (_hndProg != 0u)
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if (_hndProg != 0u) {
|
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|
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oGlLog( glUseProgram(_hndProg) );
|
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}
|
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}
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||||
|
||||
/**
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||||
|
@ -77,16 +79,20 @@ public:
|
|||
*/
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bool addShader(GLenum type, GLsizei nStrings, GLchar const** strings) {
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if (! _hndProg) { _hndProg = glCreateProgram(); }
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if (! _hndProg && !! glCreateProgram) {
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_hndProg = glCreateProgram();
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}
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if (! _hndProg) { return false; }
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GLuint s = glCreateShader(type);
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glShaderSource(s, nStrings, strings, 0l);
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glCompileShader(s);
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GLint status;
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glGetShaderiv(s, GL_COMPILE_STATUS, & status);
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if (!! status)
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if (status != 0)
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glAttachShader(_hndProg, s);
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#ifdef NDEBUG
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#ifdef NDEBUG // always fetch log in debug mode
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else
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#endif
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fetchLog(s, glGetShaderiv, glGetShaderInfoLog);
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|
@ -104,12 +110,21 @@ public:
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glLinkProgram(_hndProg);
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GLint status;
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glGetProgramiv(_hndProg, GL_LINK_STATUS, & status);
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#ifdef NDEBUG
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if (status == 0)
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#ifndef NDEBUG // always fetch log in debug mode
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fetchLog(_hndProg, glGetProgramiv, glGetProgramInfoLog);
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#endif
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if (status == 0) {
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#ifdef NDEBUG // only on error in release mode
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fetchLog(_hndProg, glGetProgramiv, glGetProgramInfoLog);
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#endif
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glDeleteProgram(_hndProg);
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_hndProg = 0u;
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return false;
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return status != 0;
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} else {
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return true;
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}
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}
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private:
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|
|
|
@ -6,12 +6,12 @@
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//
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// Channels are received in the following order (integer 0-4096 based on voltage 0-3.3v)
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//
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// AIN 15: Pitch Gyro (nodding your head 'yes')
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// AIN 16: Yaw Gyro (shaking your head 'no')
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// AIN 17: Roll Gyro (looking quizzical, tilting your head)
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// AIN 18: Lateral acceleration (moving from side-to-side in front of your monitor)
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// AIN 19: Up/Down acceleration (sitting up/ducking in front of your monitor)
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// AIN 20: Forward/Back acceleration (Toward or away from your monitor)
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// 0 - AIN 15: Pitch Gyro (nodding your head 'yes')
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// 1 - AIN 16: Yaw Gyro (shaking your head 'no')
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// 2 - AIN 17: Roll Gyro (looking quizzical, tilting your head)
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// 3 - AIN 18: Lateral acceleration (moving from side-to-side in front of your monitor)
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// 4 - AIN 19: Up/Down acceleration (sitting up/ducking in front of your monitor)
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// 5 - AIN 20: Forward/Back acceleration (Toward or away from your monitor)
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//
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#include "SerialInterface.h"
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|
@ -21,14 +21,15 @@
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#include <sys/time.h>
|
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#endif
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|
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int serial_fd;
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int serialFd;
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const int MAX_BUFFER = 255;
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char serial_buffer[MAX_BUFFER];
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int serial_buffer_pos = 0;
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char serialBuffer[MAX_BUFFER];
|
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int serialBufferPos = 0;
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const int ZERO_OFFSET = 2048;
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const short NO_READ_MAXIMUM_MSECS = 3000;
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const short SAMPLES_TO_DISCARD = 100;
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const short SAMPLES_TO_DISCARD = 100; // Throw out the first few samples
|
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const int GRAVITY_SAMPLES = 200; // Use the first samples to compute gravity vector
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||||
|
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void SerialInterface::pair() {
|
||||
|
||||
|
@ -48,7 +49,7 @@ void SerialInterface::pair() {
|
|||
char *serialPortname = new char[100];
|
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sprintf(serialPortname, "/dev/%s", entry->d_name);
|
||||
|
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init(serialPortname, 115200);
|
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initializePort(serialPortname, 115200);
|
||||
|
||||
delete [] serialPortname;
|
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}
|
||||
|
@ -60,18 +61,20 @@ void SerialInterface::pair() {
|
|||
|
||||
}
|
||||
|
||||
// Init the serial port to the specified values
|
||||
int SerialInterface::init(char* portname, int baud)
|
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// Connect to the serial port
|
||||
int SerialInterface::initializePort(char* portname, int baud)
|
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{
|
||||
#ifdef __APPLE__
|
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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
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
@ -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;
|
||||
|
@ -528,39 +527,57 @@ 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 +610,64 @@ 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 +677,6 @@ 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);
|
||||
|
@ -710,13 +725,14 @@ void display(void)
|
|||
//----------------------------------------------------
|
||||
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
|
||||
|
@ -727,21 +743,20 @@ 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 +767,8 @@ void display(void)
|
|||
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
|
||||
stars.render(fov);
|
||||
|
@ -895,9 +912,11 @@ 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 +987,14 @@ 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 +1054,13 @@ 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);
|
||||
|
@ -1189,7 +1216,7 @@ 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 +1228,10 @@ 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 == '&') {
|
||||
|
@ -1326,8 +1355,10 @@ 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 +1373,8 @@ 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 +1392,66 @@ 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 +1534,9 @@ 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 +1544,12 @@ 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" );
|
||||
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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) {
|
||||
|
|
@ -8,14 +8,32 @@
|
|||
//
|
||||
//
|
||||
|
||||
#include "Util.h"
|
||||
#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 +44,41 @@ 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 +92,11 @@ 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);
|
||||
|
||||
|
|
|
@ -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();
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue