resolve conflicts on merge with upstream master

This commit is contained in:
Stephen Birarda 2013-05-06 13:31:50 -07:00
commit 250df35bc1
20 changed files with 361 additions and 228 deletions

View file

@ -10,5 +10,5 @@ add_subdirectory(interface)
add_subdirectory(injector)
add_subdirectory(pairing-server)
add_subdirectory(space-server)
add_subdirectory(voxel-server)
add_subdirectory(voxel-edit)
add_subdirectory(voxel-edit)
add_subdirectory(voxel-server)

View file

@ -45,8 +45,6 @@ unsigned char packetData[MAX_PACKET_SIZE];
const int LOGOFF_CHECK_INTERVAL = 5000;
#define DEBUG_TO_SELF 0
int lastActiveCount = 0;
unsigned char* addAgentToBroadcastPacket(unsigned char* currentPosition, Agent* agentToAdd) {
@ -81,13 +79,13 @@ int main(int argc, const char * argv[])
setvbuf(stdout, NULL, _IOLBF, 0);
ssize_t receivedBytes = 0;
char agentType;
char agentType = '\0';
unsigned char *broadcastPacket = new unsigned char[MAX_PACKET_SIZE];
*broadcastPacket = PACKET_HEADER_DOMAIN;
unsigned char broadcastPacket[MAX_PACKET_SIZE];
broadcastPacket[0] = PACKET_HEADER_DOMAIN;
unsigned char *currentBufferPos;
unsigned char *startPointer;
unsigned char* currentBufferPos;
unsigned char* startPointer;
int packetBytesWithoutLeadingChar;
sockaddr_in agentPublicAddress, agentLocalAddress;
@ -101,8 +99,8 @@ int main(int argc, const char * argv[])
if (agentList->getAgentSocket().receive((sockaddr *)&agentPublicAddress, packetData, &receivedBytes)) {
std::map<char, Agent *> newestSoloAgents;
agentType = packetData[0];
unpackSocket(&packetData[1], (sockaddr *)&agentLocalAddress);
agentType = packetData[1];
unpackSocket(&packetData[2], (sockaddr*) &agentLocalAddress);
// check the agent public address
// if it matches our local address we're on the same box
@ -115,21 +113,23 @@ int main(int argc, const char * argv[])
}
}
if (agentList->addOrUpdateAgent((sockaddr *)&agentPublicAddress,
(sockaddr *)&agentLocalAddress,
if (agentList->addOrUpdateAgent((sockaddr*) &agentPublicAddress,
(sockaddr*) &agentLocalAddress,
agentType,
agentList->getLastAgentId())) {
agentList->increaseAgentId();
} else if (packetData[0] == PACKET_HEADER_DOMAIN_RFD) {
// if this is a previous agent, and they are re-reporting for duty
// then we need to update the first receive time
Agent* refreshedAgent = agentList->agentWithAddress((sockaddr*) &agentLocalAddress);
refreshedAgent->setWakeMicrostamp(usecTimestampNow());
}
currentBufferPos = broadcastPacket + 1;
currentBufferPos = broadcastPacket + 2;
startPointer = currentBufferPos;
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (DEBUG_TO_SELF ||
!agent->matches((sockaddr *)&agentPublicAddress, (sockaddr *)&agentLocalAddress, agentType)) {
if (!agent->matches((sockaddr*) &agentPublicAddress, (sockaddr*) &agentLocalAddress, agentType)) {
if (memchr(SOLO_AGENT_TYPES, agent->getType(), sizeof(SOLO_AGENT_TYPES)) == NULL) {
// this is an agent of which there can be multiple, just add them to the packet
// don't send avatar agents to other avatars, that will come from avatar mixer
@ -140,26 +140,26 @@ int main(int argc, const char * argv[])
} else {
// solo agent, we need to only send newest
if (newestSoloAgents[agent->getType()] == NULL ||
newestSoloAgents[agent->getType()]->getFirstRecvTimeUsecs() < agent->getFirstRecvTimeUsecs()) {
newestSoloAgents[agent->getType()]->getWakeMicrostamp() < agent->getWakeMicrostamp()) {
// we have to set the newer solo agent to add it to the broadcast later
newestSoloAgents[agent->getType()] = &(*agent);
}
}
} else {
// this is the agent, just update last receive to now
agent->setLastRecvTimeUsecs(usecTimestampNow());
agent->setLastHeardMicrostamp(usecTimestampNow());
}
}
for (std::map<char, Agent *>::iterator agentIterator = newestSoloAgents.begin();
agentIterator != newestSoloAgents.end();
agentIterator++) {
for (std::map<char, Agent *>::iterator soloAgent = newestSoloAgents.begin();
soloAgent != newestSoloAgents.end();
soloAgent++) {
// this is the newest alive solo agent, add them to the packet
currentBufferPos = addAgentToBroadcastPacket(currentBufferPos, agentIterator->second);
currentBufferPos = addAgentToBroadcastPacket(currentBufferPos, soloAgent->second);
}
if ((packetBytesWithoutLeadingChar = (currentBufferPos - startPointer))) {
agentList->getAgentSocket().send((sockaddr *)&agentPublicAddress,
agentList->getAgentSocket().send((sockaddr*) &agentPublicAddress,
broadcastPacket,
packetBytesWithoutLeadingChar + 1);
}

View file

@ -21,7 +21,9 @@
using namespace std;
const bool BALLS_ON = false;
const bool AVATAR_GRAVITY = true;
const bool USING_AVATAR_GRAVITY = true;
const float GRAVITY_SCALE = 6.0f;
const float BOUNCE = 0.3f;
const float DECAY = 0.1;
const float THRUST_MAG = 1200.0;
const float YAW_MAG = 500.0;
@ -32,23 +34,28 @@ const float BODY_ROLL_WHILE_TURNING = 0.1;
const float LIN_VEL_DECAY = 5.0;
const float MY_HAND_HOLDING_PULL = 0.2;
const float YOUR_HAND_HOLDING_PULL = 1.0;
const float BODY_SPRING_FORCE = 6.0f;
//const float BODY_SPRING_DEFAULT_TIGHTNESS = 20.0f;
//const float BODY_SPRING_FORCE = 6.0f;
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f;
const float BODY_SPRING_FORCE = 300.0f;
const float BODY_SPRING_DECAY = 16.0f;
const float BODY_SPRING_DEFAULT_TIGHTNESS = 10.0f;
const float COLLISION_RADIUS_SCALAR = 1.8;
const float COLLISION_BALL_FORCE = 1.0;
const float COLLISION_BODY_FORCE = 6.0;
const float COLLISION_BALL_FRICTION = 60.0;
const float COLLISION_BODY_FRICTION = 0.5;
float skinColor[] = {1.0, 0.84, 0.66};
float lightBlue[] = { 0.7, 0.8, 1.0 };
float browColor[] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
float skinColor [] = {1.0, 0.84, 0.66};
float lightBlue [] = {0.7, 0.8, 1.0};
float browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
float mouthColor[] = {1, 0, 0};
float BrowRollAngle[5] = {0, 15, 30, -30, -15};
float BrowRollAngle [5] = {0, 15, 30, -30, -15};
float BrowPitchAngle[3] = {-70, -60, -50};
float eyeColor[3] = {1,1,1};
float eyeColor [3] = {1,1,1};
float MouthWidthChoices[3] = {0.5, 0.77, 0.3};
@ -70,9 +77,9 @@ Avatar::Avatar(bool isMine) {
_orientation.setToIdentity();
_velocity = glm::vec3( 0.0, 0.0, 0.0 );
_thrust = glm::vec3( 0.0, 0.0, 0.0 );
_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
_velocity = glm::vec3(0.0f, 0.0f, 0.0f);
_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
_rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
@ -86,12 +93,12 @@ Avatar::Avatar(bool isMine) {
_transmitterHz = 0.0;
_transmitterPackets = 0;
_transmitterIsFirstData = true;
_transmitterInitialReading = glm::vec3( 0.f, 0.f, 0.f );
_transmitterInitialReading = glm::vec3(0.f, 0.f, 0.f);
_speed = 0.0;
_pelvisStandingHeight = 0.0f;
_displayingHead = true;
_TEST_bigSphereRadius = 0.4f;
_TEST_bigSpherePosition = glm::vec3( 0.0f, _TEST_bigSphereRadius, 2.0f );
_TEST_bigSpherePosition = glm::vec3(5.0f, _TEST_bigSphereRadius, 5.0f);
for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false;
@ -132,14 +139,15 @@ Avatar::Avatar(bool isMine) {
_head.browAudioLift = 0.0;
_head.noise = 0;
_head.returnSpringScale = 1.0;
_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
_movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f);
_usingBodySprings = true;
_renderYaw = 0.0;
_renderPitch = 0.0;
_sphere = NULL;
_interactingOther = NULL;
_handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 );
_handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_distanceToNearestAvatar = std::numeric_limits<float>::max();
_gravity = glm::vec3(0.0f, -1.0f, 0.0f); // default
initializeSkeleton();
@ -183,7 +191,7 @@ Avatar::Avatar(const Avatar &otherAvatar) {
_movedHandOffset = otherAvatar._movedHandOffset;
_usingBodySprings = otherAvatar._usingBodySprings;
_orientation.set( otherAvatar._orientation );
_orientation.set(otherAvatar._orientation);
_sphere = NULL;
@ -308,7 +316,7 @@ void Avatar::setLeanSideways(float dist){
_head.leanSideways = dist;
}
void Avatar::setMousePressed( bool d ) {
void Avatar::setMousePressed(bool d) {
_mousePressed = d;
}
@ -330,28 +338,29 @@ void Avatar::simulate(float deltaTime) {
//update the movement of the hand and process handshaking with other avatars...
updateHandMovementAndTouching(deltaTime);
// test for avatar collision response with the big sphere
if (usingBigSphereCollisionTest) {
updateCollisionWithSphere( _TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime );
}
// apply gravity and collision wiht the ground/floor
if ( AVATAR_GRAVITY ) {
if ( _position.y > _pelvisStandingHeight + 0.01 ) {
_velocity += glm::dvec3(getGravity(getPosition())) * ( 6.0 * deltaTime );
} else if ( _position.y < _pelvisStandingHeight ) {
// apply gravity and collision with the ground/floor
if (USING_AVATAR_GRAVITY) {
if (_position.y > _pelvisStandingHeight + 0.01f) {
_velocity += _gravity * (GRAVITY_SCALE * deltaTime);
} else if (_position.y < _pelvisStandingHeight) {
_position.y = _pelvisStandingHeight;
_velocity.y = 0.0;
_velocity.y = -_velocity.y * BOUNCE;
}
}
// update body springs
updateBodySprings( deltaTime );
updateBodySprings(deltaTime);
// test for avatar collision response with the big sphere
if (usingBigSphereCollisionTest) {
updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
}
// driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
if ( _isMine ) {
if (_isMine) {
_thrust = glm::vec3( 0.0, 0.0, 0.0 );
_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
if (_driveKeys[FWD ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getFront();}
if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getFront();}
@ -381,16 +390,16 @@ void Avatar::simulate(float deltaTime) {
_velocity += _thrust * deltaTime;
// calculate speed
_speed = glm::length( _velocity );
_speed = glm::length(_velocity);
//pitch and roll the body as a function of forward speed and turning delta
float forwardComponentOfVelocity = glm::dot( _orientation.getFront(), _velocity );
float forwardComponentOfVelocity = glm::dot(_orientation.getFront(), _velocity);
_bodyPitch += BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity;
_bodyRoll += BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta;
// these forces keep the body upright...
float tiltDecay = 1.0 - BODY_UPRIGHT_FORCE * deltaTime;
if ( tiltDecay < 0.0f ) { tiltDecay = 0.0f; }
if (tiltDecay < 0.0f) {tiltDecay = 0.0f;}
_bodyPitch *= tiltDecay;
_bodyRoll *= tiltDecay;
@ -398,7 +407,7 @@ void Avatar::simulate(float deltaTime) {
_position += _velocity * deltaTime;
// decay velocity
_velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
_velocity *= (1.0 - LIN_VEL_DECAY * deltaTime);
// If someone is near, damp velocity as a function of closeness
const float AVATAR_BRAKING_RANGE = 1.2f;
@ -413,7 +422,7 @@ void Avatar::simulate(float deltaTime) {
updateHead(deltaTime);
// use speed and angular velocity to determine walking vs. standing
if ( _speed + fabs( _bodyYawDelta ) > 0.2 ) {
if (_speed + fabs(_bodyYawDelta) > 0.2) {
_mode = AVATAR_MODE_WALKING;
} else {
_mode = AVATAR_MODE_INTERACTING;
@ -443,7 +452,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
// if the avatar being simulated is mine, then loop through
// all the other avatars for potential interactions...
if ( _isMine )
if (_isMine)
{
// Reset detector for nearest avatar
_distanceToNearestAvatar = std::numeric_limits<float>::max();
@ -457,24 +466,24 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
updateCollisionWithOtherAvatar(otherAvatar, deltaTime );
// test other avatar hand position for proximity
glm::vec3 v( _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position );
v -= otherAvatar->getJointPosition( AVATAR_JOINT_RIGHT_SHOULDER );
glm::vec3 v(_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
v -= otherAvatar->getJointPosition(AVATAR_JOINT_RIGHT_SHOULDER);
float distance = glm::length( v );
if (distance < _distanceToNearestAvatar) { _distanceToNearestAvatar = distance; }
float distance = glm::length(v);
if (distance < _distanceToNearestAvatar) {_distanceToNearestAvatar = distance;}
if (distance < _maxArmLength + _maxArmLength) {
_interactingOther = otherAvatar;
if ( ! _avatarTouch.getAbleToReachOtherAvatar() ) {
if (! _avatarTouch.getAbleToReachOtherAvatar()) {
//initialize _handHolding
_handHoldingPosition = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
_avatarTouch.setAbleToReachOtherAvatar(true);
}
glm::vec3 vectorBetweenHands( _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position );
vectorBetweenHands -= otherAvatar->getJointPosition( AVATAR_JOINT_RIGHT_FINGERTIPS );
glm::vec3 vectorBetweenHands(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
vectorBetweenHands -= otherAvatar->getJointPosition(AVATAR_JOINT_RIGHT_FINGERTIPS);
float distanceBetweenHands = glm::length(vectorBetweenHands);
if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) {
@ -482,7 +491,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
}
// if I am holding hands with another avatar, a force is applied
if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) {
if ((_handState == 1) || (_interactingOther->_handState == 1)) {
// if the hands are close enough to grasp...
if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP)
@ -496,7 +505,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition;
// apply a force to the avatar body
if ( glm::length(vectorToOtherHand) > _maxArmLength * 0.9 ) {
if (glm::length(vectorToOtherHand) > _maxArmLength * 0.9) {
_velocity += vectorToOtherHand;
}
}
@ -508,18 +517,18 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
// Set the vector we send for hand position to other people to be our right hand
setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
}//if ( _isMine )
}//if (_isMine)
//constrain right arm length and re-adjust elbow position as it bends
updateArmIKAndConstraints( deltaTime );
updateArmIKAndConstraints(deltaTime);
// set hand positions for _avatarTouch.setMyHandPosition AFTER calling updateArmIKAndConstraints
if ( _interactingOther ) {
if (_interactingOther) {
if (_isMine) {
_avatarTouch.setMyHandPosition ( _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position );
_avatarTouch.setYourHandPosition( _interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position );
_avatarTouch.setMyHandState ( _handState );
_avatarTouch.setYourHandState ( _interactingOther->_handState );
_avatarTouch.setMyHandPosition (_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
_avatarTouch.setMyHandState (_handState);
_avatarTouch.setYourHandState (_interactingOther->_handState);
_avatarTouch.simulate(deltaTime);
}
}
@ -533,7 +542,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
void Avatar::updateHead(float deltaTime) {
//apply the head lean values to the springy position...
if ( fabs( _head.leanSideways + _head.leanForward ) > 0.0f ) {
if (fabs( _head.leanSideways + _head.leanForward ) > 0.0f) {
glm::vec3 headLean =
_orientation.getRight() * _head.leanSideways +
_orientation.getFront() * _head.leanForward;
@ -644,19 +653,19 @@ float Avatar::getHeight() {
}
void Avatar::updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime ) {
void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float deltaTime) {
float myBodyApproximateBoundingRadius = 1.0f;
glm::vec3 vectorFromMyBodyToBigSphere(_position - position);
bool jointCollision = false;
float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
if ( distanceToBigSphere < myBodyApproximateBoundingRadius + radius ) {
if (distanceToBigSphere < myBodyApproximateBoundingRadius + radius) {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
glm::vec3 vectorFromJointToBigSphereCenter(_joint[b].springyPosition - position);
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
float combinedRadius = _joint[b].radius + radius;
if ( distanceToBigSphereCenter < combinedRadius ) {
if (distanceToBigSphereCenter < combinedRadius) {
jointCollision = true;
if (distanceToBigSphereCenter > 0.0) {
glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter;
@ -664,14 +673,14 @@ void Avatar::updateCollisionWithSphere( glm::vec3 position, float radius, float
float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius);
glm::vec3 collisionForce = vectorFromJointToBigSphereCenter * penetration;
_joint[b].springyVelocity += collisionForce * 30.0f * deltaTime;
_velocity += collisionForce * 100.0f * deltaTime;
_joint[b].springyPosition = position + directionVector * combinedRadius;
_joint[b].springyVelocity += collisionForce * 0.0f * deltaTime;
_velocity += collisionForce * 40.0f * deltaTime;
_joint[b].springyPosition = position + directionVector * combinedRadius;
}
}
}
if ( jointCollision ) {
if (jointCollision) {
if (!_usingBodySprings) {
_usingBodySprings = true;
initializeBodySprings();
@ -682,37 +691,37 @@ void Avatar::updateCollisionWithSphere( glm::vec3 position, float radius, float
//detect collisions with other avatars and respond
void Avatar::updateCollisionWithOtherAvatar( Avatar * otherAvatar, float deltaTime ) {
void Avatar::updateCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
// check if the bounding spheres of the two avatars are colliding
glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
if ( glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF ) {
if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
float bodyMomentum = 1.0f;
glm::vec3 bodyPushForce = glm::vec3( 0.0, 0.0, 0.0 );
glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f);
// loop through the joints of each avatar to check for every possible collision
for (int b=1; b<NUM_AVATAR_JOINTS; b++) {
if ( _joint[b].isCollidable ) {
if (_joint[b].isCollidable) {
for (int o=b+1; o<NUM_AVATAR_JOINTS; o++) {
if ( otherAvatar->_joint[o].isCollidable ) {
if (otherAvatar->_joint[o].isCollidable) {
glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition);
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
if ( distanceBetweenJoints > 0.0 ) { // to avoid divide by zero
if (distanceBetweenJoints > 0.0 ) { // to avoid divide by zero
float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius;
// check for collision
if ( distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
// push balls away from each other and apply friction
glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime;
float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime;
if ( ballMomentum < 0.0 ) { ballMomentum = 0.0;}
if (ballMomentum < 0.0 ) { ballMomentum = 0.0;}
_joint[b].springyVelocity += ballPushForce;
otherAvatar->_joint[o].springyVelocity -= ballPushForce;
@ -723,7 +732,7 @@ void Avatar::updateCollisionWithOtherAvatar( Avatar * otherAvatar, float deltaTi
// accumulate forces and frictions to apply to the velocities of avatar bodies
bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime;
bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime;
if ( bodyMomentum < 0.0 ) { bodyMomentum = 0.0;}
if (bodyMomentum < 0.0 ) { bodyMomentum = 0.0;}
}// check for collision
} // to avoid divide by zero
@ -743,7 +752,7 @@ void Avatar::updateCollisionWithOtherAvatar( Avatar * otherAvatar, float deltaTi
} //method
void Avatar::setDisplayingHead( bool displayingHead ) {
void Avatar::setDisplayingHead(bool displayingHead ) {
_displayingHead = displayingHead;
}
@ -753,26 +762,34 @@ static TextRenderer* textRenderer() {
return renderer;
}
void Avatar::setGravity(glm::vec3 gravity) {
_gravity = gravity;
}
void Avatar::render(bool lookingInMirror) {
// render a simple round on the ground projected down from the avatar's position
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f ), 0.1f, 0.2f );
/*
// show avatar position
glColor4f( 0.5f, 0.5f, 0.5f, 0.6 );
glColor4f(0.5f, 0.5f, 0.5f, 0.6 );
glPushMatrix();
glTranslatef(_position.x, _position.y, _position.z);
glScalef( 0.03, 0.03, 0.03 );
glutSolidSphere( 1, 10, 10 );
glScalef(0.03, 0.03, 0.03 );
glutSolidSphere(1, 10, 10 );
glPopMatrix();
*/
if ( usingBigSphereCollisionTest ) {
if (usingBigSphereCollisionTest ) {
// show TEST big sphere
glColor4f( 0.5f, 0.6f, 0.8f, 0.7 );
glColor4f(0.5f, 0.6f, 0.8f, 0.7 );
glPushMatrix();
glTranslatef(_TEST_bigSpherePosition.x, _TEST_bigSpherePosition.y, _TEST_bigSpherePosition.z);
glScalef( _TEST_bigSphereRadius, _TEST_bigSphereRadius, _TEST_bigSphereRadius );
glutSolidSphere( 1, 20, 20 );
glScalef(_TEST_bigSphereRadius, _TEST_bigSphereRadius, _TEST_bigSphereRadius );
glutSolidSphere(1, 20, 20 );
glPopMatrix();
}
@ -785,7 +802,7 @@ void Avatar::render(bool lookingInMirror) {
}
// if this is my avatar, then render my interactions with the other avatar
if ( _isMine ) {
if (_isMine ) {
_avatarTouch.render();
}
@ -846,7 +863,7 @@ void Avatar::renderHead(bool lookingInMirror) {
glEnable(GL_RESCALE_NORMAL);
// show head orientation
//renderOrientationDirections( _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition, _joint[ AVATAR_JOINT_HEAD_BASE ].orientation, 0.2f );
//renderOrientationDirections(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition, _joint[ AVATAR_JOINT_HEAD_BASE ].orientation, 0.2f );
glPushMatrix();
@ -862,7 +879,7 @@ void Avatar::renderHead(bool lookingInMirror) {
}
glScalef
(
(
_joint[ AVATAR_JOINT_HEAD_BASE ].radius,
_joint[ AVATAR_JOINT_HEAD_BASE ].radius,
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
@ -874,15 +891,15 @@ void Avatar::renderHead(bool lookingInMirror) {
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
//glRotatef(_bodyRoll - _headRoll, 0, 0, 1);
// don't let body pitch and roll affect the head..
glRotatef( _headPitch, 1, 0, 0);
glRotatef( -_headRoll, 0, 0, 1);
glRotatef( _headPitch, 1, 0, 0);
glRotatef(-_headRoll, 0, 0, 1);
} else {
glRotatef(_bodyYaw + _headYaw, 0, 1, 0);
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
//glRotatef(_bodyRoll + _headRoll, 0, 0, 1);
// don't let body pitch and roll affect the head..
glRotatef( _headPitch, 1, 0, 0);
glRotatef( _headRoll, 0, 0, 1);
glRotatef(_headPitch, 1, 0, 0);
glRotatef(_headRoll, 0, 0, 1);
}
//glScalef(2.0, 2.0, 2.0);
@ -1011,7 +1028,7 @@ void Avatar::renderHead(bool lookingInMirror) {
glPopMatrix();
}
void Avatar::setHandMovementValues( glm::vec3 handOffset ) {
void Avatar::setHandMovementValues(glm::vec3 handOffset ) {
_movedHandOffset = handOffset;
}
@ -1024,11 +1041,11 @@ void Avatar::initializeSkeleton() {
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
_joint[b].isCollidable = true;
_joint[b].parent = AVATAR_JOINT_NULL;
_joint[b].position = glm::vec3( 0.0, 0.0, 0.0 );
_joint[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
_joint[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
_joint[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
_joint[b].rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
_joint[b].position = glm::vec3(0.0, 0.0, 0.0 );
_joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0 );
_joint[b].springyPosition = glm::vec3(0.0, 0.0, 0.0 );
_joint[b].springyVelocity = glm::vec3(0.0, 0.0, 0.0 );
_joint[b].rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f );
_joint[b].yaw = 0.0;
_joint[b].pitch = 0.0;
_joint[b].roll = 0.0;
@ -1065,19 +1082,19 @@ void Avatar::initializeSkeleton() {
_joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
// specify the default pose position
_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.0 );
_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.1, -0.01 );
_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, -0.01 );
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, -0.01 );
_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, -0.01 );
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, -0.01 );
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.0 );
_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.1, -0.01 );
_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3(-0.06, 0.04, -0.01 );
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3(-0.03, 0.0, -0.01 );
_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, -0.01 );
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, -0.01 );
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.04, 0.0, -0.02 );
@ -1270,7 +1287,7 @@ void Avatar::updateBodySprings( float deltaTime ) {
_joint[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
}
_joint[b].springyPosition += _joint[b].springyVelocity;
_joint[b].springyPosition += _joint[b].springyVelocity * deltaTime;
}
}
@ -1514,25 +1531,7 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
}
}
// Find and return the gravity vector at my location
glm::vec3 Avatar::getGravity(glm::vec3 pos) {
//
// For now, we'll test this with a simple global lookup, but soon we will add getting this
// from the domain/voxelserver (or something similar)
//
if ((pos.x > 0.f) &&
(pos.x < 10.f) &&
(pos.z > 0.f) &&
(pos.z < 10.f) &&
(pos.y > 0.f) &&
(pos.y < 3.f)) {
// If above ground plane, turn gravity on
return glm::vec3(0.f, -1.f, 0.f);
} else {
// If flying in space, turn gravity OFF
return glm::vec3(0.f, 0.f, 0.f);
}
}
const char AVATAR_DATA_FILENAME[] = "avatar.ifd";
@ -1562,3 +1561,4 @@ void Avatar::readAvatarDataFromFile() {
fclose(avatarFile);
}
}

View file

@ -84,7 +84,7 @@ public:
void reset();
void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
void setNoise (float mag) { _head.noise = mag; }
void setNoise (float mag) {_head.noise = mag;}
void setScale(float s) {_head.scale = s; };
void setRenderYaw(float y) {_renderYaw = y;}
void setRenderPitch(float p) {_renderPitch = p;}
@ -93,6 +93,7 @@ public:
float getLastMeasuredHeadYaw() const {return _head.yawRate;}
float getBodyYaw() {return _bodyYaw;};
void addBodyYaw(float y) {_bodyYaw += y;};
void setGravity(glm::vec3 gravity);
bool getIsNearInteractingOther();
@ -143,9 +144,6 @@ public:
void processTransmitterData(unsigned char * packetData, int numBytes);
float getTransmitterHz() { return _transmitterHz; };
// Find out what the local gravity vector is at this location
glm::vec3 getGravity(glm::vec3 pos);
void writeAvatarDataToFile();
void readAvatarDataFromFile();
@ -251,6 +249,7 @@ private:
bool _displayingHead; // should be false if in first-person view
bool _returnHeadToCenter;
float _distanceToNearestAvatar; // How close is the nearest avatar?
glm::vec3 _gravity;
// private methods...
void initializeSkeleton();

View file

@ -11,13 +11,11 @@
#include "AvatarRenderer.h"
#include "InterfaceConfig.h"
AvatarRenderer::AvatarRenderer() {
}
// this method renders the avatar
void AvatarRenderer::render(Avatar *avatar, bool lookingInMirror) {
/*
// show avatar position
glColor4f( 0.5f, 0.5f, 0.5f, 0.6 );
@ -27,6 +25,4 @@ void AvatarRenderer::render(Avatar *avatar, bool lookingInMirror) {
glutSolidSphere( 1, 10, 10 );
glPopMatrix();
*/
}
}

View file

@ -46,25 +46,29 @@ void SerialInterface::pair() {
int matchStatus;
regex_t regex;
// for now this only works on OS X, where the usb serial shows up as /dev/tty.usb*
if((devDir = opendir("/dev"))) {
while((entry = readdir(devDir))) {
regcomp(&regex, "tty\\.usb", REG_EXTENDED|REG_NOSUB);
matchStatus = regexec(&regex, entry->d_name, (size_t) 0, NULL, 0);
if (matchStatus == 0) {
char *serialPortname = new char[100];
sprintf(serialPortname, "/dev/%s", entry->d_name);
initializePort(serialPortname, 115200);
delete [] serialPortname;
if (_failedOpenAttempts < 2) {
// if we've already failed to open the detected interface twice then don't try again
// for now this only works on OS X, where the usb serial shows up as /dev/tty.usb*
if((devDir = opendir("/dev"))) {
while((entry = readdir(devDir))) {
regcomp(&regex, "tty\\.usb", REG_EXTENDED|REG_NOSUB);
matchStatus = regexec(&regex, entry->d_name, (size_t) 0, NULL, 0);
if (matchStatus == 0) {
char *serialPortname = new char[100];
sprintf(serialPortname, "/dev/%s", entry->d_name);
initializePort(serialPortname, 115200);
delete [] serialPortname;
}
regfree(&regex);
}
regfree(&regex);
closedir(devDir);
}
closedir(devDir);
}
#endif
#endif
}
// connect to the serial port

View file

@ -36,11 +36,10 @@ extern const bool USING_INVENSENSE_MPU9150;
class SerialInterface {
public:
SerialInterface() : active(false),
_failedOpenAttempts(0) {}
~SerialInterface();
void pair();
void readData();

View file

@ -237,6 +237,36 @@ void drawGroundPlaneGrid(float size)
}
void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, float darkness) {
glColor4f( 0.0f, 0.0f, 0.0f, darkness );
int num = 20;
float y = 0.001f;
float x2 = 0.0f;
float z2 = radius;
float x1;
float z1;
glBegin(GL_TRIANGLES);
for (int i=1; i<num+1; i++) {
x1 = x2;
z1 = z2;
float r = ((float)i / (float)num) * PI * 2.0;
x2 = radius * sin(r);
z2 = radius * cos(r);
glVertex3f(position.x, y, position.z );
glVertex3f(position.x + x1, y, position.z + z1);
glVertex3f(position.x + x2, y, position.z + z2);
}
glEnd();
}
void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) {
glm::vec3 pRight = position + orientation.getRight() * size;
glm::vec3 pUp = position + orientation.getUp() * size;

View file

@ -44,6 +44,8 @@ double diffclock(timeval *clock1,timeval *clock2);
void drawGroundPlaneGrid(float size);
void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, float darkness);
void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );

View file

@ -69,7 +69,6 @@
#include "Camera.h"
#include "Avatar.h"
#include "AvatarRenderer.h"
#include "Texture.h"
#include <AgentList.h>
#include <AgentTypes.h>
@ -91,6 +90,8 @@ using namespace std;
void reshape(int width, int height); // will be defined below
void loadViewFrustum(ViewFrustum& viewFrustum); // will be defined below
glm::vec3 getGravity(glm::vec3 pos); //get the local gravity vector at this location in the universe
QApplication* app;
bool enableNetworkThread = true;
@ -120,9 +121,6 @@ Avatar myAvatar(true); // The rendered avatar of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
AvatarRenderer avatarRenderer;
// Starfield information
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
char starCacheFile[] = "cachedStars.txt";
@ -714,7 +712,6 @@ void displaySide(Camera& whichCamera) {
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
Avatar *avatar = (Avatar *)agent->getLinkedData();
avatar->render(0);
//avatarRenderer.render(avatar, 0); // this will replace the above call
}
}
agentList->unlock();
@ -727,7 +724,6 @@ void displaySide(Camera& whichCamera) {
//Render my own avatar
myAvatar.render(::lookingInMirror);
//avatarRenderer.render(&myAvatar, lookingInMirror); // this will replace the above call
glPopMatrix();
}
@ -1011,7 +1007,7 @@ void display(void)
float firstPersonTightness = 100.0f;
float thirdPersonPitch = 0.0f;
float thirdPersonUpShift = -0.1f;
float thirdPersonUpShift = -0.2f;
float thirdPersonDistance = 1.2f;
float thirdPersonTightness = 8.0f;
@ -1709,6 +1705,7 @@ void idle(void) {
}
agentList->unlock();
myAvatar.setGravity(getGravity(myAvatar.getPosition()));
myAvatar.simulate(deltaTime);
glutPostRedisplay();
@ -1771,6 +1768,30 @@ void reshape(int width, int height) {
glLoadIdentity();
}
//Find and return the gravity vector at this location
glm::vec3 getGravity(glm::vec3 pos) {
//
// For now, we'll test this with a simple global lookup, but soon we will add getting this
// from the domain/voxelserver (or something similar)
//
if ((pos.x > 0.f) &&
(pos.x < 10.f) &&
(pos.z > 0.f) &&
(pos.z < 10.f) &&
(pos.y > 0.f) &&
(pos.y < 3.f)) {
// If above ground plane, turn gravity on
return glm::vec3(0.f, -1.f, 0.f);
} else {
// If flying in space, turn gravity OFF
return glm::vec3(0.f, 0.f, 0.f);
}
}
void mouseFunc(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN ) {
if (state == GLUT_DOWN && !menu.mouseClick(x, y)) {

View file

@ -52,8 +52,8 @@ Agent::Agent(sockaddr *agentPublicSocket, sockaddr *agentLocalSocket, char agent
type = agentType;
agentId = thisAgentId;
firstRecvTimeUsecs = usecTimestampNow();
lastRecvTimeUsecs = usecTimestampNow();
_wakeMicrostamp = usecTimestampNow();
_lastHeardMicrostamp = usecTimestampNow();
activeSocket = NULL;
linkedData = NULL;
@ -87,8 +87,8 @@ Agent::Agent(const Agent &otherAgent) {
activeSocket = NULL;
}
firstRecvTimeUsecs = otherAgent.firstRecvTimeUsecs;
lastRecvTimeUsecs = otherAgent.lastRecvTimeUsecs;
_wakeMicrostamp = otherAgent._wakeMicrostamp;
_lastHeardMicrostamp = otherAgent._lastHeardMicrostamp;
type = otherAgent.type;
if (otherAgent.linkedData != NULL) {
@ -120,8 +120,8 @@ void Agent::swap(Agent &first, Agent &second) {
swap(first.type, second.type);
swap(first.linkedData, second.linkedData);
swap(first.agentId, second.agentId);
swap(first.firstRecvTimeUsecs, second.firstRecvTimeUsecs);
swap(first.lastRecvTimeUsecs, second.lastRecvTimeUsecs);
swap(first._wakeMicrostamp, second._wakeMicrostamp);
swap(first._lastHeardMicrostamp, second._lastHeardMicrostamp);
swap(first._bytesReceivedMovingAverage, second._bytesReceivedMovingAverage);
}
@ -178,22 +178,6 @@ void Agent::setAgentId(uint16_t thisAgentId) {
agentId = thisAgentId;
}
double Agent::getFirstRecvTimeUsecs() {
return firstRecvTimeUsecs;
}
void Agent::setFirstRecvTimeUsecs(double newTimeUsecs) {
firstRecvTimeUsecs = newTimeUsecs;
}
double Agent::getLastRecvTimeUsecs() {
return lastRecvTimeUsecs;
}
void Agent::setLastRecvTimeUsecs(double newTimeUsecs) {
lastRecvTimeUsecs = newTimeUsecs;
}
sockaddr* Agent::getPublicSocket() {
return publicSocket;
}

View file

@ -38,11 +38,11 @@ public:
uint16_t getAgentId();
void setAgentId(uint16_t thisAgentId);
double getFirstRecvTimeUsecs();
void setFirstRecvTimeUsecs(double newTimeUsecs);
double getWakeMicrostamp() const { return _wakeMicrostamp; }
void setWakeMicrostamp(double wakeMicrostamp) { _wakeMicrostamp = wakeMicrostamp; }
double getLastRecvTimeUsecs();
void setLastRecvTimeUsecs(double newTimeUsecs);
double getLastHeardMicrostamp() const { return _lastHeardMicrostamp; }
void setLastHeardMicrostamp(double lastHeardMicrostamp) { _lastHeardMicrostamp = lastHeardMicrostamp; }
sockaddr* getPublicSocket();
void setPublicSocket(sockaddr *newSocket);
@ -70,8 +70,8 @@ private:
sockaddr *publicSocket, *localSocket, *activeSocket;
char type;
uint16_t agentId;
double firstRecvTimeUsecs;
double lastRecvTimeUsecs;
double _wakeMicrostamp;
double _lastHeardMicrostamp;
SimpleMovingAverage* _bytesReceivedMovingAverage;
AgentData* linkedData;
bool _isAlive;

View file

@ -64,8 +64,7 @@ AgentList::AgentList(char newOwnerType, unsigned int newSocketListenPort) :
agentSocket(newSocketListenPort),
ownerType(newOwnerType),
socketListenPort(newSocketListenPort),
lastAgentId(0)
{
lastAgentId(0) {
pthread_mutex_init(&mutex, 0);
}
@ -114,7 +113,7 @@ void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *pac
Agent* bulkSendAgent = agentWithAddress(senderAddress);
if (bulkSendAgent) {
bulkSendAgent->setLastRecvTimeUsecs(usecTimestampNow());
bulkSendAgent->setLastHeardMicrostamp(usecTimestampNow());
bulkSendAgent->recordBytesReceived(numTotalBytes);
}
@ -161,7 +160,7 @@ int AgentList::updateAgentWithData(sockaddr *senderAddress, unsigned char *packe
}
int AgentList::updateAgentWithData(Agent *agent, unsigned char *packetData, int dataBytes) {
agent->setLastRecvTimeUsecs(usecTimestampNow());
agent->setLastHeardMicrostamp(usecTimestampNow());
if (agent->getActiveSocket() != NULL) {
agent->recordBytesReceived(dataBytes);
@ -273,7 +272,7 @@ bool AgentList::addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket,
if (agent->getType() == AGENT_TYPE_AUDIO_MIXER || agent->getType() == AGENT_TYPE_VOXEL) {
// until the Audio class also uses our agentList, we need to update
// the lastRecvTimeUsecs for the audio mixer so it doesn't get killed and re-added continously
agent->setLastRecvTimeUsecs(usecTimestampNow());
agent->setLastHeardMicrostamp(usecTimestampNow());
}
// we had this agent already, do nothing for now
@ -383,7 +382,7 @@ void *removeSilentAgents(void *args) {
for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); ++agent) {
if ((checkTimeUSecs - agent->getLastRecvTimeUsecs()) > AGENT_SILENCE_THRESHOLD_USECS
if ((checkTimeUSecs - agent->getLastHeardMicrostamp()) > AGENT_SILENCE_THRESHOLD_USECS
&& agent->getType() != AGENT_TYPE_VOXEL) {
printLog("Killing agent - ");
@ -418,13 +417,6 @@ void *checkInWithDomainServer(void *args) {
const int DOMAIN_SERVER_CHECK_IN_USECS = 1 * 1000000;
AgentList* parentAgentList = (AgentList*) args;
timeval lastSend;
unsigned char output[7];
in_addr_t localAddress = getLocalAddress();
// Lookup the IP address of the domain server if we need to
if (atoi(DOMAIN_IP) == 0) {
struct hostent* pHostInfo;
@ -439,14 +431,23 @@ void *checkInWithDomainServer(void *args) {
}
} else printLog("Using static domainserver IP: %s\n", DOMAIN_IP);
AgentList* parentAgentList = (AgentList*) args;
timeval lastSend;
in_addr_t localAddress = getLocalAddress();
unsigned char packet[8];
packet[0] = PACKET_HEADER_DOMAIN_RFD;
packet[1] = parentAgentList->getOwnerType();
while (!domainServerCheckinStopFlag) {
gettimeofday(&lastSend, NULL);
output[0] = parentAgentList->getOwnerType();
packSocket(output + 1, localAddress, htons(parentAgentList->getSocketListenPort()));
packSocket(packet + 2, localAddress, htons(parentAgentList->getSocketListenPort()));
parentAgentList->getAgentSocket().send(DOMAIN_IP, DOMAINSERVER_PORT, output, 7);
parentAgentList->getAgentSocket().send(DOMAIN_IP, DOMAINSERVER_PORT, packet, sizeof(packet));
packet[0] = PACKET_HEADER_DOMAIN_LIST_REQUEST;
double usecToSleep = DOMAIN_SERVER_CHECK_IN_USECS - (usecTimestampNow() - usecTimestamp(&lastSend));
@ -481,7 +482,8 @@ AgentList::iterator AgentList::begin() const {
}
}
return AgentListIterator(this, 0);
// there's no alive agent to start from - return the end
return end();
}
AgentList::iterator AgentList::end() const {

View file

@ -1,3 +1,4 @@
//
// PacketHeaders.h
// hifi
@ -23,5 +24,7 @@ const char PACKET_HEADER_ERASE_VOXEL = 'E';
const char PACKET_HEADER_VOXEL_DATA = 'V';
const char PACKET_HEADER_BULK_AVATAR_DATA = 'X';
const char PACKET_HEADER_TRANSMITTER_DATA = 't';
const char PACKET_HEADER_DOMAIN_LIST_REQUEST = 'L';
const char PACKET_HEADER_DOMAIN_RFD = 'C';
#endif

View file

@ -8,6 +8,8 @@
// Simple axis aligned box class.
//
#include "SharedUtil.h"
#include "AABox.h"
@ -66,3 +68,50 @@ glm::vec3 AABox::getVertexN(const glm::vec3 &normal) const {
return(res);
}
// determines whether a value is within the extents
static bool isWithin(float value, float corner, float size) {
return value >= corner && value <= corner + size;
}
bool AABox::contains(const glm::vec3& point) const {
return isWithin(point.x, _corner.x, _size.x) &&
isWithin(point.y, _corner.y, _size.y) &&
isWithin(point.z, _corner.z, _size.z);
}
// finds the intersection between a ray and the facing plane on one axis
static bool findIntersection(float origin, float direction, float corner, float size, float& distance) {
if (direction > EPSILON) {
distance = (corner - origin) / direction;
return true;
} else if (direction < -EPSILON) {
distance = (corner + size - origin) / direction;
return true;
}
return false;
}
bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
// handle the trivial case where the box contains the origin
if (contains(origin)) {
distance = 0;
return true;
}
// check each axis
float axisDistance;
if (findIntersection(origin.x, direction.x, _corner.x, _size.x, axisDistance) && axisDistance >= 0 &&
isWithin(origin.y + axisDistance*direction.y, _corner.y, _size.y) &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z) ||
findIntersection(origin.y, direction.y, _corner.y, _size.y, axisDistance) && axisDistance >= 0 &&
isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x) &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z) ||
findIntersection(origin.z, direction.z, _corner.z, _size.z, axisDistance) && axisDistance >= 0 &&
isWithin(origin.y + axisDistance*direction.y, _corner.y, _size.y) &&
isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x)) {
distance = axisDistance;
return true;
}
return false;
}

View file

@ -35,10 +35,13 @@ public:
const glm::vec3& getCorner() const { return _corner; };
const glm::vec3& getSize() const { return _size; };
bool contains(const glm::vec3& point) const;
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
private:
glm::vec3 _corner;
glm::vec3 _size;
};
#endif
#endif

View file

@ -225,3 +225,7 @@ int ViewFrustum::boxInFrustum(const AABox& box) const {
return(result);
}
void ViewFrustum::computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const {
origin = _nearTopLeft + x*(_nearTopRight - _nearTopLeft) + y*(_nearBottomLeft - _nearTopLeft);
direction = glm::normalize(origin - _position);
}

View file

@ -98,6 +98,7 @@ public:
int sphereInFrustum(const glm::vec3& center, float radius) const;
int boxInFrustum(const AABox& box) const;
void computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const;
};

View file

@ -552,7 +552,41 @@ int VoxelTree::searchForColoredNodes(int maxSearchLevel, VoxelNode* node, const
return levelReached;
}
// combines the ray cast arguments into a single object
class RayArgs {
public:
glm::vec3 origin;
glm::vec3 direction;
VoxelNode*& node;
float& distance;
bool found;
};
bool findRayOperation(VoxelNode* node, void* extraData) {
RayArgs* args = static_cast<RayArgs*>(extraData);
AABox box;
node->getAABox(box);
float distance;
if (!box.findRayIntersection(args->origin, args->direction, distance)) {
return false;
}
if (!node->isLeaf()) {
return true; // recurse on children
}
if (!args->found || distance < args->distance) {
args->node = node;
args->distance = distance;
args->found = true;
}
return false;
}
bool VoxelTree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode*& node, float& distance)
{
RayArgs args = { origin / (float)TREE_SCALE, direction, node, distance };
recurseTreeWithOperation(findRayOperation, &args);
return args.found;
}
int VoxelTree::searchForColoredNodesRecursion(int maxSearchLevel, int& currentSearchLevel,
VoxelNode* node, const ViewFrustum& viewFrustum, VoxelNodeBag& bag) {

View file

@ -62,6 +62,8 @@ public:
void clearDirtyBit() { _isDirty = false; };
unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; };
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode*& node, float& distance);
// Note: this assumes the fileFormat is the HIO individual voxels code files
void loadVoxelsFile(const char* fileName, bool wantColorRandomizer);